SFRPG Ebook1
SFRPG Ebook1
SFRPG Ebook1
COM
Beta 0.43
06/24/16
FOR
CREDITS
Written by: Matt Meade
With character bios written by: Benjamin Terry
Editing: Matt Meade, Benjamin Terry
Playtesters: Ryan Levie, Jason Honea, Jerry Murray,
Matt Meade
Special thanks to: Chris Hoffmann, The Yahoo! Group,
Danyal Herder, Eric Hren, Brendan Green, and Chauncy
"Tru" Talon
Extra Special thanks to: Benjamin Terry for contributing
the character bios, creating SF20, and general inspiration
and friendship, all of which kept this project going instead
of stalled forever.
Artwork, used with permission:
Front-cover artwork commission by
http://jaimito.deviantart.com
Page 5 Cammy/Dolls image by Michael Mayne
http://michaelmayne.deviantart.com/
Page 66, 68 Juni and Juli by: Isamumushi
http://www.pixiv.net/member.php?id=11172
Page 118 World Warriors artwork by
http://armycom.deviantart.com/
Back-cover warp background by Benjamin Terry
Dedicated to my son Max
Legal: Original content and adaptations are licensed
under a Creative Commons Attribution-NonCommercialNoDerivs 3.0 Unported (CC BY-NC-ND 3.0). Attribute to
Matt Meade at sfrpg.com. You have the author's
permission to print this document.
This e-book was made by fans of Street Fighter: The
Storytelling Game (1994) and is not for resale. All
characters are property of CapcomTM. The Storyteller
System is property of White WolfTM. Use and adaptation
of the artwork, game mechanics, and characters does not
imply ownership. This is not the greatest game in the
world, this is just a tribute.
TABLE OF CONTENTS
6-7
8-13
14
15-16
17-118
119-129
130-149
150-152
APPENDIX 1: ERRATA
153-156
157
INTRODUCTION
As a man of my word, Ill keep my promise to you. Here is
the G file! The project has already begun and there is
nothing you can do to stop it! - Gill
STREET FIGHTER IV
This will include: Abel, C.Viper, Decapre, El
Fuerte, Gouken, Hakan, Juri, Poison, Rufus,
and Seth, along with setting information.
STREET FIGHTER V
This will include: F.A.N.G, Laura, Necalli and
Rashid, along with setting information. This
one is on hold until we know more about the
story, which releases in June 2016.
STREET FIGHTER
This will include: Eagle, Geki, Joe, Lee, Mike
and Retsu, along with setting information.
MISC
This will include: Maki, Ingrid, Supporting
Cast,
Blind
Fighting
Rules,
Animal
Companion Rules Story Aids, Misc.
Chapter 1: Introduction
Chapter 1: Introduction
Chapter 1:
SETTING
"Where there is only a choice between cowardice and
violence, I would advise violence." - Mohandas Gandhi
TIMELINES
There are many different timelines in Street Fighter that
correspond to the different video games. As always, the
storyteller has final say with the setting, and can adjust dates
and other details according to her personal tastes.
STREET FIGHTER
The original Street Fighter was set in 1987 a much more
innocent time. Shadoloo operated mostly behind the scenes
and the focus of the story was a legitimate fighting
tournament to determine who was Worlds Strongest.
Not happy with simply being the emperor of Muay Thai,
Sagat held the first tournament to test his skills against other
fighting styles. He was dethroned by Ryu, an up and coming
Shotokan stylist who defeated the reigning champ with a
Dragon Punch so powerful it left a huge scar across Sagats
chest.
Ryu wanted to ask his sensei Gouken about the strange
power he felt inside him during that match, but found
Gouken apparently dead when he returned home, murdered
by his brother Akuma according to Ken, who had seen the
end of the battle.
While all this was going on, Metro City had its own
problems. Mayor Mike Haggar along with Cody and Guy set
about cleaning up the streets after Haggars daughter
Jessica was kidnapped by the Mad Gear gang.
Chapter 2: Setting
Chapter 2: Setting
Chapter 2:
STREET FIGHTER IV
Shadoloo has fallen but many strange incidents all over the
world make Guile, Cammy, and Chun Li suspect that maybe
it is returning. The trail leads them to S.I.N., a weapons
developer and manufacturer run by the mysterious Seth.
Seth is actually one of several experimental bodies created
as a backup body for M. Bisons soul to inhabit. Seth has
grown independent however and has his own plans to run
things himself.
The B.L.E.C.E. project is a weapon Seth is working on that
could give ordinary people Chi powers. Like Bison, Seth is
very interested in the power that lies in Ryu, but the power is
sealed later by Gouken who turns out to be alive after all.
Seth holds a tournament to find powerful fighters from all
over the world to study and incorporate into the B.L.E.C.E.
project.
Bisons scientists manage to create a new, slightly inferior
body and resurrect him and Bison plans to tie up loose ends
by putting Seth in his place.
STREET FIGHTER V
Shadoloo begins a new campaign to take over the world
called Project C.H.A.I.N.S. which is overseen by F.A.N.G
Project C.H.A.I.N.S. involves a series of flying spherical
weapon (possibly a satellite) but someone has stolen their
control keys.
It is during this chaotic period that the Illuminati becomes
involved, resurrecting Charlie Nash.
To make matters worse, Necalli, the avatar of an ancient
Aztec God has awakened to devour the souls of powerful
warriors.
Chapter 2: Setting
Chapter 2: Setting
STREET FIGHTER II
Chapter 2: Setting
Chapter 2: Setting
Chapter 2: Setting
Chapter 2: Setting
FIGHTING STYLES
Brawling: Lorem ipsum dolor sit amet, consectetur
adipiscing elit. Maecenas hendrerit vestibulum laoreet.
Donec quam tortor, ornare venenatis rutrum vitae, vulputate
ac tortor. Phasellus ullamcorper efficitur ligula ac
elementum.
Bushinryu: Lorem ipsum dolor sit amet, consectetur
adipiscing elit. Maecenas hendrerit vestibulum laoreet.
Donec quam tortor, ornare venenatis rutrum vitae, vulputate
ac tortor. Phasellus ullamcorper efficitur ligula ac
elementum.
Mixed Martial Arts: Lorem ipsum dolor sit amet,
consectetur adipiscing elit. Maecenas hendrerit vestibulum
laoreet. Donec quam tortor, ornare venenatis rutrum vitae,
vulputate ac tortor. Phasellus ullamcorper efficitur ligula ac
elementum.
Programming: Lorem ipsum dolor sit amet, consectetur
adipiscing elit. Maecenas hendrerit vestibulum laoreet.
Donec quam tortor, ornare venenatis rutrum vitae, vulputate
ac tortor. Phasellus ullamcorper efficitur ligula ac
elementum.
Rindoukan Karate: Lorem ipsum dolor sit amet,
consectetur adipiscing elit. Maecenas hendrerit vestibulum
laoreet. Donec quam tortor, ornare venenatis rutrum vitae,
vulputate ac tortor. Phasellus ullamcorper efficitur ligula ac
elementum.
Saikyo Ryu: Lorem ipsum dolor sit amet, consectetur
adipiscing elit. Maecenas hendrerit vestibulum laoreet.
Donec quam tortor, ornare venenatis rutrum vitae, vulputate
ac tortor. Phasellus ullamcorper efficitur ligula ac
elementum.
Senjutsu: Lorem ipsum dolor sit amet, consectetur
adipiscing elit. Maecenas hendrerit vestibulum laoreet.
Donec quam tortor, ornare venenatis rutrum vitae, vulputate
ac tortor. Phasellus ullamcorper efficitur ligula ac
elementum.
Shorinji Kenpo: Lorem ipsum dolor sit amet, consectetur
adipiscing elit. Maecenas hendrerit vestibulum laoreet.
Donec quam tortor, ornare venenatis rutrum vitae, vulputate
ac tortor. Phasellus ullamcorper efficitur ligula ac
elementum.
PLACES
Goukento: Lorem ipsum dolor sit amet, consectetur
adipiscing elit. Maecenas hendrerit vestibulum laoreet.
Donec quam tortor, ornare venenatis rutrum vitae, vulputate
ac tortor. Phasellus ullamcorper efficitur ligula ac
elementum.
Metro City: Lorem ipsum dolor sit amet, consectetur
adipiscing elit. Maecenas hendrerit vestibulum laoreet.
Donec quam tortor, ornare venenatis rutrum vitae, vulputate
ac tortor. Phasellus ullamcorper efficitur ligula ac
elementum.
Unknown Mediterranean Island: Lorem ipsum dolor
sit amet, consectetur adipiscing elit. Maecenas hendrerit
vestibulum laoreet. Donec quam tortor, ornare venenatis
rutrum vitae, vulputate ac tortor. Phasellus ullamcorper
efficitur ligula ac elementum.
GROUPS
Delta Red: Lorem ipsum dolor sit amet, consectetur
adipiscing elit. Maecenas hendrerit vestibulum laoreet.
Donec quam tortor, ornare venenatis rutrum vitae, vulputate
ac tortor. Phasellus ullamcorper efficitur ligula ac
elementum.
Dolls: Lorem ipsum dolor sit amet, consectetur adipiscing
elit. Maecenas hendrerit vestibulum laoreet. Donec quam
tortor, ornare venenatis rutrum vitae, vulputate ac tortor.
Phasellus ullamcorper efficitur ligula ac elementum.
Illuminati: Lorem ipsum dolor sit amet, consectetur
adipiscing elit. Maecenas hendrerit vestibulum laoreet.
Donec quam tortor, ornare venenatis rutrum vitae, vulputate
ac tortor. Phasellus ullamcorper efficitur ligula ac
elementum.
Mad Gear Gang: Lorem ipsum dolor sit amet, consectetur
adipiscing elit. Maecenas hendrerit vestibulum laoreet.
Donec quam tortor, ornare venenatis rutrum vitae, vulputate
ac tortor. Phasellus ullamcorper efficitur ligula ac
elementum.
S.I.N.: Lorem ipsum dolor sit amet, consectetur adipiscing
elit. Maecenas hendrerit vestibulum laoreet. Donec quam
tortor, ornare venenatis rutrum vitae, vulputate ac tortor.
Phasellus ullamcorper efficitur ligula ac elementum.
Chapter 2: Setting
Chapter 2: Setting
HOUSE RULES
LOREM IPSUM
dolor sit amet, consectetur.
- adipiscing elit
Integer at orci commodo lacus congue accumsan. In
placerat dignissim quam. In blandit elit risus, vitae blandit
sem porttitor id. Aenean ultrices odio venenatis, euismod
dolor a, lacinia felis. Cras a nunc quis augue imperdiet
tincidunt. Quisque vitae nulla vitae eros porttitor cursus. In
ullamcorper at ipsum ut cursus. Vivamus ultrices ante nec
mauris lacinia, eget hendrerit tortor ultrices. Morbi sed nulla
consectetur, molestie nisl a, hendrerit lorem. Cras ac urna
eu ligula tristique euismod ac ac tellus. Aenean dapibus
porttitor justo ac lobortis. Pellentesque dignissim scelerisque
lorem, sed facilisis odio lobortis eget. Sed dui lectus, facilisis
at eleifend vel, gravida ut metus.
Morbi eget sagittis massa, ut pharetra neque. Maecenas nec
convallis dui. Nam placerat, magna et blandit varius, felis
metus consectetur sapien, sit amet malesuada dui velit non
turpis. Quisque commodo ipsum vel sapien commodo
commodo. Class aptent taciti sociosqu ad litora torquent per
conubia nostra, per inceptos himenaeos. Cras porta
dignissim massa at lobortis. Vivamus neque justo, tincidunt
eget mollis at, aliquet et velit. Etiam tellus turpis, cursus sed
commodo non, convallis eget lectus. Suspendisse nec
lacinia libero. Proin in volutpat sem. Phasellus cursus, tellus
id convallis aliquet, mi metus sagittis purus, sit amet
convallis nibh sapien quis diam.
Duis a malesuada dui, sit amet pulvinar eros. Duis nec
malesuada justo, et tincidunt dui. Pellentesque scelerisque
velit turpis, placerat congue purus dignissim quis.
Suspendisse nec auctor leo. Sed vel lacinia enim, id
commodo lorem. Quisque et gravida sem. Pellentesque
habitant morbi tristique senectus et netus et malesuada
fames ac turpis egestas. Aliquam erat volutpat. Suspendisse
varius justo id erat rutrum laoreet. Aenean eros felis,
euismod ac purus quis, cursus eleifend est. Nulla quis justo
id neque sodales pretium.
Phasellus pretium urna et tincidunt semper. Mauris eros
metus, laoreet id sollicitudin quis, condimentum non leo.
Nunc in odio augue. Donec scelerisque orci vel augue
pellentesque placerat. Aenean a velit et dui vestibulum
pellentesque. Nam cursus, ipsum ac laoreet posuere, diam
metus varius lacus, a convallis tortor ante ac massa.
Vivamus libero enim, sodales non neque ac, volutpat
volutpat ipsum. Suspendisse pharetra eu nunc non blandit.
Nulla commodo lacus nec commodo consectetur.
Chapter 3:
FAMILIAR
"Some people talk to animals. Not many listen though. That's
the problem." - A.A. Milne
Familiars are magical creatures that appear to most
observers to be normal animals. They form a special bond
with their owners, who are typically magical as well.
Classical examples include a Witch and her black cat, a
Wizard and his raven, a Druid and her wolf, or a Sennin and
his tortoise.
The exact type of Familiar you have will depend on what
type of character you have, your Chronicle and your
Storyteller. All of them however will have intelligence
comparable to a human, despite appearing to be a common
animal. They are magical beasts after all, and are fully
Chapter 4:
SATSUI NO HADO
"You don't know the power of the dark side."
- Darth Vader
Satsui No Hado, or "Killing Intent" is the dark side of Chi use.
A fighter begins to go down that road when they become
obsessed with winning at any cost. The path of Satsui No
Hado embraces mercilessness, dominance, aggression, and
power.
In the beginning it seems like a sweet deal, you begin
unlocking the secrets of Chi and becoming powerful at a
faster rate than you thought possible, but this is a sirens call.
Those who continue down this slippery slope begin to lose
control, unable to resist fighting to improve. They lose
themselves in the quest for power, indeed even their
physical appearance will change, taking on characteristics
such as pointed teeth, red glowing eyes, strange skin
coloration, not to mention it is obvious in their aura. Slowly
but surely they are transformed from human to Oni by their
lust for power.
Eventually the dark Chi coursing through you will wrack your
body, and those fighters who do not train hard to
compensate for that may pay with their life.
You must have at least Focus to begin acquiring Satsui
No Hado, otherwise you simply do not understand enough
THE WORLD
WARRIORS
Everyone has a plan until theyve been hit.
- Joe Lewis
Coming soon!
Chapter 5:
barely
remembered
mercenary
mentor, Seth and
Nash. His journey
has led him to
believe they are all
linked somehow to
his past.
It was Chun Li and
Guile who aided
him most, as he
worked through
his
vague
remembrances of
the past. Abel
dove
into
the
world of S.I.N.,
discovering evidence
of its ties to Shadowloo.
C h a p t e r SFRPG.COM
5 : T h e W o r SFRPG.COM
l d W a r r i o r sSFRPG.COM
SFRPG.COM
C h a p t e r SFRPG.COM
5 : T h e W o r SFRPG.COM
l d W a r r i o r sSFRPG.COM
SFRPG.COM
ABEL
SFRPG.COM
SFRPG.COM
Appearance: Abel is a sturdy
Frenchman with short blond
hair, the hairline beginning to
recede. When active, he often
wears shorts and a blue Judo
gi top, cinched at the waist with
a black belt. He otherwise
prefers sporty or casual attire.
SFRPG.COM
SFRPG.COM
ATTRIBUTES
PHYSICAL
Strength
Dexterity
Stamina
SOCIAL
Charisma
Manipulation
Appearance
Allies
Contacts
Resources
SKILLS
Blind Fighting
Drive
Leadership
Security
Stealth
Survival
BACKGROUNDS
ABILITIES
TALENTS
Alertness
Interrogation
Intimidation
Insight
Streetwise
Subterfuge
ADVANTAGES
Punch
Kick
Block
Grab
Athletics
Focus
RENOWN
TECHNIQUES
CHI
Glory
Honor
WILLPOWER
Division:
World Warrior
Rank:
10 (Freestyle)
Wins:
Draws:
Standing
Losses:
?
KOs:
Team:
Concept: Man without a Past
Signature:
HEALTH
Perception
Intelligence
Wits
MENTAL
KNOWLEDGES
Arena
Computer
Investigation
Medicine
Mysteries
Style Lore
SPECIAL MANEUVERS
Breakfall,
Change of Direction,
Drunken Monkey Roll,
Foot Sweep, Jump,
Power Uppercut, Skyfall,
Throw, Tornado Throw,
Wheel Kick,
Double Leg Takedown
EXPERIENCE
?
?
Attributes: 7/5/3 Abilities: 9/7/4 Backgrounds: 5 Techniques: 8 Special Maneuvers: 7 Chi, Willpower: as per style Freebie Points: 15
Name: Abel
Player:
Chronicle:
Playing
Adon:
You
are
ambitious, cocky, sometimes
overconfident,
and
definitely
driven. You have trouble being a
nice guy.
ADON
ATTRIBUTES
PHYSICAL
Strength
Dexterity
Stamina
SOCIAL
Charisma
Manipulation
Appearance
ABILITIES
TALENTS
Alertness
Interrogation
Intimidation
Insight
Streetwise
Subterfuge
Team:
Concept: Prideful Student
Signature: Thumbs Down
SKILLS
Blind Fighting
Drive
Leadership
Security
Stealth
Survival
MENTAL
Perception
Intelligence
Wits
KNOWLEDGES
Arena
Computer
Investigation
Medicine
Mysteries
Style Lore
ADVANTAGES
BACKGROUNDS
Arena
Fame
Resources
Sensei
Staff
Punch
Kick
Block
Grab
Athletics
Focus
RENOWN
TECHNIQUES
Honor
WILLPOWER
World Warrior
Rank:
9 (freestyle)
Wins:
Draws:
Standing
Losses:
156
KOs:
CHI
Glory
Division:
SPECIAL MANEUVERS
HEALTH
EXPERIENCE
14
63
Attributes: 7/5/3 Abilities: 9/7/4 Backgrounds: 5 Techniques: 8 Special Maneuvers: 7 Chi, Willpower: as per style Freebie Points: 15
Name: Adon
Player:
Chronicle:
AKUMA
ATTRIBUTES
PHYSICAL
Strength
Dexterity
Stamina
SOCIAL
Charisma
Manipulation
Appearance
ABILITIES
TALENTS
Alertness
Interrogation
Intimidation
Insight
Streetwise
Subterfuge
Team:
Concept: Perfectionist
Signature: Kanji Symbol
SKILLS
Blind Fighting
Drive
Leadership
Security
Stealth
Survival
MENTAL
Perception
Intelligence
Wits
KNOWLEDGES
Arena
Computer
Investigation
Medicine
Mysteries
Style Lore
ADVANTAGES
BACKGROUNDS
Arena
Sensei
Satsui No Hado
Punch
Kick
Block
Grab
Athletics
Focus
RENOWN
TECHNIQUES
CHI
Glory
Honor
WILLPOWER
Division:
World Warrior
Rank:
none
Wins:
Draws:
Standing
Losses:
4
HEALTH
KOs:
SPECIAL MANEUVERS
EXPERIENCE
0
4
Attributes: 7/5/3 Abilities: 9/7/4 Backgrounds: 5 Techniques: 8 Special Maneuvers: 7 Chi, Willpower: as per style Freebie Points: 15
Name: Akuma
Player:
Chronicle:
ALEX
Style: Wrestling
School: Tom
Stable:
ATTRIBUTES
PHYSICAL
Strength
Dexterity
Stamina
SOCIAL
Charisma
Manipulation
Appearance
ABILITIES
TALENTS
Alertness
Interrogation
Intimidation
Insight
Streetwise
Subterfuge
Team:
Concept: Orphan
Signature: Face paint
SKILLS
Blind Fighting
Drive
Leadership
Security
Stealth
Survival
MENTAL
Perception
Intelligence
Wits
KNOWLEDGES
Arena
Computer
Investigation
Medicine
Mysteries
Style Lore
ADVANTAGES
BACKGROUNDS
Allies
Resources
Fame
Punch
Kick
Block
Grab
Athletics
Focus
RENOWN
TECHNIQUES
CHI
Glory
Honor
WILLPOWER
Division:
World Warrior
Rank:
9 (Freestyle)
Wins:
Draws:
Standing
Losses:
55
KOs:
HEALTH
SPECIAL MANEUVERS
EXPERIENCE
2
38
Attributes: 7/5/3 Abilities: 9/7/4 Backgrounds: 5 Techniques: 8 Special Maneuvers: 7 Chi, Willpower: as per style Freebie Points: 15
Name: Alex
Player:
Chronicle:
BIRDIE
Style: Brawling
School:
Stable:
ATTRIBUTES
PHYSICAL
Strength
Dexterity
Stamina
SOCIAL
Charisma
Manipulation
Appearance
ABILITIES
TALENTS
Alertness
Interrogation
Intimidation
Insight
Streetwise
Subterfuge
Team:
Concept: Thug
Signature: Mohawk
SKILLS
Blind Fighting
Drive
Leadership
Security
Stealth
Survival
MENTAL
Perception
Intelligence
Wits
KNOWLEDGES
Arena
Computer
Investigation
Medicine
Mysteries
Style Lore
ADVANTAGES
BACKGROUNDS
Allies
Fame
Resources
Punch
Kick
Block
Grab
Athletics
Focus
Chain
Knife
RENOWN
TECHNIQUES
Honor
WILLPOWER
World Warrior
Rank:
9 (Freestyle)
Wins:
Draws:
Standing
Losses:
182
KOs:
CHI
Glory
Division:
SPECIAL MANEUVERS
HEALTH
EXPERIENCE
14
151
Attributes: 7/5/3 Abilities: 9/7/4 Backgrounds: 5 Techniques: 8 Special Maneuvers: 7 Chi, Willpower: as per style Freebie Points: 15
Name: Birdie
Player:
Chronicle:
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Playing Charlie:
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Appearance:
CHARLIE
ATTRIBUTES
PHYSICAL
Strength
Dexterity
Stamina
SOCIAL
Charisma
Manipulation
Appearance
ABILITIES
TALENTS
Alertness
Interrogation
Intimidation
Insight
Streetwise
Subterfuge
Team:
Concept: War Hero
Signature: Cleans His Glasses
SKILLS
Blind Fighting
Drive
Leadership
Security
Stealth
Survival
MENTAL
Perception
Intelligence
Wits
KNOWLEDGES
Arena
Computer
Investigation
Medicine
Mysteries
Style Lore
ADVANTAGES
BACKGROUNDS
Allies
Arena
Backing
Contacts
Fame
Resources
Staff
Punch
Kick
Block
Grab
Athletics
Focus
RENOWN
TECHNIQUES
CHI
Glory
Honor
WILLPOWER
Division:
World Warrior
Rank:
10 (Freestyle)
Wins:
Draws:
Standing
Losses:
93
KOs:
HEALTH
SPECIAL MANEUVERS
EXPERIENCE
1
86
Attributes: 7/5/3 Abilities: 9/7/4 Backgrounds: 5 Techniques: 8 Special Maneuvers: 7 Chi, Willpower: as per style Freebie Points: 15
Playing
Cody:
You
are
impulsive
and stubborn.
If
someone is cruel or commits an
injustice, you'd love to sock it to
them. Deep down, you are a good
person with a solid sense of
justice, but you have no selfcontrol and love to fight.
CODY
Style: Brawling
School:
Stable:
ATTRIBUTES
PHYSICAL
Strength
Dexterity
Stamina
SOCIAL
Charisma
Manipulation
Appearance
ABILITIES
TALENTS
Alertness
Interrogation
Intimidation
Insight
Streetwise
Subterfuge
Team:
Concept: Fallen Hero
Signature: Shrugs
SKILLS
Blind Fighting
Drive
Leadership
Security
Stealth
Survival
MENTAL
Perception
Intelligence
Wits
KNOWLEDGES
Arena
Computer
Investigation
Medicine
Mysteries
Style Lore
ADVANTAGES
BACKGROUNDS
Allies
Contacts
Fame
Resources
Punch
Kick
Block
Grab
Athletics
Focus
Knife
Thrown
RENOWN
TECHNIQUES
Honor
WILLPOWER
World Warrior
Rank:
10 (Freestyle)
Wins:
Draws:
Standing
Losses:
322
KOs:
CHI
Glory
Division:
SPECIAL MANEUVERS
HEALTH
EXPERIENCE
15
287
Attributes: 7/5/3 Abilities: 9/7/4 Backgrounds: 5 Techniques: 8 Special Maneuvers: 7 Chi, Willpower: as per style Freebie Points: 15
SFRPG.COM
SFRPG.COM
SFRPG.COM
SFRPG.COM
Playing
Viper:
In
your
professional life, you are top
notch. You are a cool operator,
handling undercover work with
unflappable confidence, and also
capable of unhesitating action.
Your professional life is not your
whole life, however. You are
completely capable of living a
normal life off the job, making
sure your daughter is looked after
and keeping up with family and
friends (when operations give you
the opportunity).
C h a p t e r SFRPG.COM
5 : T h e W o r SFRPG.COM
l d W a r r i o r sSFRPG.COM
SFRPG.COM
C h a p t e r SFRPG.COM
5 : T h e W o r SFRPG.COM
l d W a r r i o r sSFRPG.COM
SFRPG.COM
CRIMSON VIPER
ATTRIBUTES
PHYSICAL
Strength
Dexterity
Stamina
SOCIAL
Charisma
Manipulation
Appearance
ABILITIES
TALENTS
Alertness
Interrogation
Intimidation
Insight
Streetwise
Subterfuge
Team:
Concept: Secret Agent
Signature: shes all Business
SKILLS
Blind Fighting
Drive
Leadership
Security
Stealth
Survival
MENTAL
Perception
Intelligence
Wits
KNOWLEDGES
Arena
Computer
Investigation
Medicine
Mysteries
Style Lore
ADVANTAGES
BACKGROUNDS
Backing (CIA)
Backing (SIN)
Contacts
Resources
Staff
Punch
Kick
Block
Grab
Athletics
Focus
Battlesuit
RENOWN
TECHNIQUES
CHI
Glory
Honor
WILLPOWER
Division:
World Warrior
Rank:
10 (freestyle)
Wins:
Draws:
Standing
Losses:
85
KOs:
HEALTH
SPECIAL MANEUVERS
EXPERIENCE
4
62
Attributes: 7/5/3 Abilities: 9/7/4 Backgrounds: 5 Techniques: 8 Special Maneuvers: 7 Chi, Willpower: as per style Freebie Points: 15
Thund
Playing Dan:
Appearance:
SFRPG.COM
SFRPG.COM
C h a p t e r SFRPG.COM
5 : T h e W o r SFRPG.COM
l d W a r r i o r sSFRPG.COM
SFRPG.COM
C h a p t e r SFRPG.COM
5 : T h e W o r SFRPG.COM
l d W a r r i o r sSFRPG.COM
SFRPG.COM
D AN
SFRPG.COM
SFRPG.COM
ATTRIBUTES
PHYSICAL
Strength
Dexterity
Stamina
SOCIAL
Charisma
Manipulation
Appearance
ABILITIES
TALENTS
Alertness
Interrogation
Intimidation
Insight
Streetwise
Subterfuge
Team:
Concept: Revenge Seeker
Signature: Taunts
SKILLS
Blind Fighting
Drive
Leadership
Security
Stealth
Survival
MENTAL
Perception
Intelligence
Wits
KNOWLEDGES
Arena
Computer
Investigation
Medicine
Mysteries
Style Lore
ADVANTAGES
BACKGROUNDS
Allies
Contacts
Resources
Sensei
Punch
Kick
Block
Grab
Athletics
Focus
RENOWN
TECHNIQUES
Honor
WILLPOWER
World Warrior
Rank:
Wins:
Draws:
HEALTH
Standing
Losses:
10
KOs:
CHI
Glory
Division:
SPECIAL MANEUVERS
EXPERIENCE
87
0
Attributes: 7/5/3 Abilities: 9/7/4 Backgrounds: 5 Techniques: 8 Special Maneuvers: 7 Chi, Willpower: as per style Freebie Points: 15
Appearance: Decapre is a
petite woman with long blond
hair, almost always pulled back
into two braids. The top half of
her face is covered by a mask,
under which the left side of her
face
shows
rather
severe
scarring. She dresses in fairly
standard attire for M. Bison's
Dolls; a dark blue singlet with
similarly colored tights, a small
hat, and a short yellow tie.
Additionally she wears tall combat
boots
and
chunky
red
gloves/gauntlets. She bears a
strong resemblance to Cammy.
DECAPRE
ATTRIBUTES
PHYSICAL
Strength
Dexterity
Stamina
SOCIAL
Charisma
Manipulation
Appearance
SKILLS
Blind Fighting
Drive
Leadership
Security
Stealth
Survival
BACKGROUNDS
Allies
Arena
Backing
Contacts
Resources
ADVANTAGES
Punch
Kick
Block
Grab
Athletics
Focus
Knife
RENOWN
TECHNIQUES
Honor
WILLPOWER
Division:
World Warrior
Rank:
Standing
Losses:
0
KOs:
SPECIAL MANEUVERS
Draws:
Arena
Computer
Investigation
Medicine
Mysteries
Style Lore
MENTAL
KNOWLEDGES
CHI
Glory
Wins:
Perception
Intelligence
Wits
ABILITIES
TALENTS
Alertness
Interrogation
Intimidation
Insight
Streetwise
Subterfuge
Team:
Concept: Elite Assassin
Signature:
HEALTH
EXPERIENCE
0
0
Attributes: 7/5/3 Abilities: 9/7/4 Backgrounds: 5 Techniques: 8 Special Maneuvers: 7 Chi, Willpower: as per style Freebie Points: 15
Name: Decapre
Player:
Chronicle:
hosted by S.I.N., a
weapons development
and manufacturing firm.
This tournament served
as a bit of a pleasant
distraction for Dudley, but
also introduced him to a
world which would later
give him the connections he needed to
fulfill his dream of fully restoring the family.
After some researching, Dudley was able to
determine that his beloved Jaguar had circulated on
the black market and had been acquired by Gill,
mysterious leader of the Illuminati. In his quest to
obtain the car, Dudley entered a World Warrior
tournament hosted by Gill. Though he was unable
to win the tournament, his boxing skills and
demeanor so impressed Gill that Dudley was able
to reacquire the Jaguar, completing his family's
return to prominence in his eyes.
After achieving his many dreams, Dudley did not
rest on his laurels. He continued his boxing career
as a heavyweight boxer. He's considered on the
smaller side for a heavyweight, but has overcome
any weight disadvantage through speed and
superior
technique.
Upon
receiving
a
championship title, he was knighted. After his
knighting, he was invited to participate in a
tournament held by the royal family. In preparation
for such a tournament, Dudley continues to fight
Street Fighters from around the world, so that he
may exhibit perfect technique when the time
comes.
DUDLEY
Style: Boxing
School:
Stable:
ATTRIBUTES
PHYSICAL
Strength
Dexterity
Stamina
SOCIAL
Charisma
Manipulation
Appearance
ABILITIES
TALENTS
Alertness
Interrogation
Intimidation
Insight
Streetwise
Subterfuge
Team:
Concept: English Gentlemen
Signature: Down for the Count
SKILLS
Blind Fighting
Drive
Leadership
Security
Stealth
Survival
MENTAL
Perception
Intelligence
Wits
KNOWLEDGES
Arena
Computer
Investigation
Medicine
Mysteries
Style Lore
ADVANTAGES
BACKGROUNDS
Arena
Fame
Resources
Staff
Punch
Kick
Block
Grab
Athletics
Focus
RENOWN
TECHNIQUES
CHI
Glory
Honor
WILLPOWER
Division:
World Warrior
Rank:
10 (Traditional)
Wins:
Draws:
Standing
Losses:
184
KOs:
HEALTH
SPECIAL MANEUVERS
Brain Cracker,
Cross Counter,
Deflecting Punch,
Ducking straight,
Ducking Upper,
Fist Sweep, Hyperfist,
Jet Uppercut,
Machine Gun Blow,
Power Uppercut,
Short Swing Blow, Throw
Thunderbolt
Combos: Jab To Strong to,
Fierce (Dizzy), Fist Sweep to
Machine Gun Blow (dizzy),
Fist Sweep to Fierce, Fist
Sweep to Ducking Upper
EXPERIENCE
7
128
Attributes: 7/5/3 Abilities: 9/7/4 Backgrounds: 5 Techniques: 8 Special Maneuvers: 7 Chi, Willpower: as per style Freebie Points: 15
Name: Dudley
Player:
Chronicle:
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Playing Eagle:
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Appearance:
EAGLE
Strength
Dexterity
Stamina
ATTRIBUTES
PHYSICAL
SOCIAL
Charisma
Manipulation
Appearance
ABILITIES
TALENTS
SKILLS
Alertness
Interrogation
Intimidation
Insight
Streetwise
Subterfuge
BACKGROUNDS
Team:
Concept: BOUNCER
Signature:
Blind Fighting
Drive
Leadership
Security
Stealth
Survival
ADVANTAGES
Punch
Kick
Block
Grab
Athletics
Focus
RENOWN
TECHNIQUES
KNOWLEDGES
Arena
Computer
Investigation
Medicine
Mysteries
Style Lore
SPECIAL MANEUVERS
CHI
Combos:
Glory
Perception
Intelligence
Wits
MENTAL
Honor
WILLPOWER
Division:
World Warrior
HEALTH
Standing
Losses:
Rank:
Wins:
Draws:
KOs:
EXPERIENCE
Attributes: 7/5/3 Abilities: 9/7/4 Backgrounds: 5 Techniques: 8 Special Maneuvers: 7 Chi, Willpower: as per style Freebie Points: 15
Name: EAGLE
Player:
Chronicle:
Appearance: El Fuerte is a
somewhat short Mexican man
with medium length dark brown
hair. In the ring (and even
elsewhere), he can be found
wearing Lucha Libre attire. This
consists of a white mask with 3
starts on the forehead, no shirt,
and white wrestling pants with 3
stars on the back. Additionally, he
wears
other
wrestling
accessories, such as elbow pads
and wrestling boots. His medium
length hair comes out the top of
his mask. Aside from this, El
Fuerte also enjoys pretending he
is a cook, dressing accordingly.
EL FUERTE
ATTRIBUTES
PHYSICAL
Strength
Dexterity
Stamina
SOCIAL
Charisma
Manipulation
Appearance
ABILITIES
TALENTS
Alertness
Interrogation
Intimidation
Insight
Streetwise
Subterfuge
Team:
Concept: Wrestling Chef
Signature: Mask
SKILLS
Blind Fighting
Drive
Leadership
Security
Stealth
Survival
Cooking
MENTAL
Perception
Intelligence
Wits
KNOWLEDGES
Arena
Computer
Investigation
Medicine
Mysteries
Style Lore
ADVANTAGES
BACKGROUNDS
Fame
Resources
Staff
Punch
Kick
Block
Grab
Athletics
Focus
RENOWN
TECHNIQUES
Honor
WILLPOWER
World Warrior
Rank:
9 (Traditional)
Wins:
Draws:
Standing
Losses:
161
KOs:
CHI
Glory
Division:
SPECIAL MANEUVERS
HEALTH
EXPERIENCE
14
90
Attributes: 7/5/3 Abilities: 9/7/4 Backgrounds: 5 Techniques: 8 Special Maneuvers: 7 Chi, Willpower: as per style Freebie Points: 15
Name: El Fuerte
Player:
Chronicle:
ELENA
Style: Capoeira
School: Her Village
Stable:
ATTRIBUTES
PHYSICAL
Strength
Dexterity
Stamina
SOCIAL
Charisma
Manipulation
Appearance
ABILITIES
TALENTS
Alertness
Interrogation
Intimidation
Insight
Streetwise
Subterfuge
Team:
Concept: Princess
Signature: Handstand
SKILLS
Blind Fighting
Drive
Leadership
Security
Stealth
Survival
MENTAL
Perception
Intelligence
Wits
KNOWLEDGES
Arena
Computer
Investigation
Medicine
Mysteries
Style Lore
ADVANTAGES
BACKGROUNDS
Allies
Animal Companion
Arena
Staff
Punch
Kick
Block
Grab
Athletics
Focus
RENOWN
TECHNIQUES
CHI
Glory
Honor
WILLPOWER
Division:
World Warrior
Rank:
9 (Freestyle)
Wins:
Draws:
Standing
Losses:
98
KOs:
HEALTH
SPECIAL MANEUVERS
EXPERIENCE
6
42
Attributes: 7/5/3 Abilities: 9/7/4 Backgrounds: 5 Techniques: 8 Special Maneuvers: 7 Chi, Willpower: as per style Freebie Points: 15
Name: Elena
Player:
Chronicle:
Playing Geki:
Appearance:
GEKI
Style: Ninjitsu
School:
Stable:
Team:
Concept:
Signature:
ATTRIBUTES
Strength
Dexterity
Stamina
PHYSICAL
SOCIAL
Charisma
Manipulation
Appearance
Perception
Intelligence
Wits
ABILITIES
TALENTS
SKILLS
Alertness
Interrogation
Intimidation
Insight
Streetwise
Subterfuge
Blind Fighting
Drive
Leadership
Security
Stealth
Survival
MENTAL
KNOWLEDGES
Arena
Computer
Investigation
Medicine
Mysteries
Style Lore
ADVANTAGES
BACKGROUNDS
RENOWN
Punch
Kick
Block
Grab
Athletics
Focus
TECHNIQUES
CHI
Glory
Honor
WILLPOWER
World Warrior
Draws:
HEALTH
Rank:
Wins:
Combos:
Division:
SPECIAL MANEUVERS
Tumbling Attack
Standing
Losses:
KOs:
EXPERIENCE
Attributes: 7/5/3 Abilities: 9/7/4 Backgrounds: 5 Techniques: 8 Special Maneuvers: 7 Chi, Willpower: as per style Freebie Points: 15
Name: GeKI
Player:
Chronicle:
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Playing Gen:
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text
text
Appearance:
GEN
Style: Kung Fu
School:
Stable:
ATTRIBUTES
PHYSICAL
Strength
Dexterity
Stamina
SOCIAL
Charisma
Manipulation
Appearance
ABILITIES
TALENTS
Alertness
Interrogation
Intimidation
Insight
Streetwise
Subterfuge
Team:
Concept: Former Assasin
Signature: Fool!
SKILLS
Blind Fighting
Drive
Leadership
Security
Stealth
Survival
MENTAL
Perception
Intelligence
Wits
KNOWLEDGES
Arena
Computer
Investigation
Medicine
Mysteries
Style Lore
ADVANTAGES
BACKGROUNDS
Allies
Contacts
Fame
Resources
Punch
Kick
Block
Grab
Athletics
Focus
RENOWN
TECHNIQUES
Honor
WILLPOWER
Division:
World Warrior
Rank:
10 (Freestyle)
Wins:
Draws:
Standing
Losses:
77
KOs:
SPECIAL MANEUVERS
Tumbl
CHI
Glory
HEALTH
EXPERIENCE
0
62
Name: Gen
Player:
Chronicle:
Attributes: 7/5/3 Abilities: 9/7/4 Backgrounds: 5 Techniques: 8 Special Maneuvers: 7 Chi, Willpower: as per style Freebie Points: 15
seeking one
to aid in the
creation of
the
new
paradise. The
winner of this
tournament was Alex.
After the events of this
tournament, Gill takes a
very high interest in Alex,
who he believes must be
groomed for his future role.
In addition to his involvement in
the prophecies of the Illuminati and
his own improvement, Gill must also
deal with the political situation within the
Illuminati itself. His brother Urien schemes
against him. The Illuminati have their fingers in
many pots, from genetic experiments to
conspiracies of all kinds. While his confidence in
his own abilities makes him unconcerned with
rivals, allowing him to continue his activities in a
forthright way, he also must on occasion keep
his organization on task, by halting dead end
prospects
and
distractions
from
his
organization's
true
goal.
G I LL
Style: Pankration
School: Illuminati
Stable:
ATTRIBUTES
PHYSICAL
Strength
Dexterity
Stamina
SOCIAL
Charisma
Manipulation
Appearance
ABILITIES
TALENTS
Alertness
Interrogation
Intimidation
Insight
Streetwise
Subterfuge
Team:
Concept: Messiah
Signature: Red and Blue Body
SKILLS
Blind Fighting
Drive
Leadership
Security
Stealth
Survival
MENTAL
Perception
Intelligence
Wits
KNOWLEDGES
Arena
Computer
Investigation
Medicine
Mysteries
Style Lore
ADVANTAGES
BACKGROUNDS
Allies
Backing
Contacts
Resources
Staff
Elemental (Fire)
RENOWN
Punch
Kick
Block
Grab
Athletics
Focus
TECHNIQUES
CHI
Glory
Honor
WILLPOWER
Division:
World Warrior
Rank:
10 (Freestyle)
Wins:
Draws:
Standing
Losses:
154
KOs:
HEALTH
SPECIAL MANEUVERS
EXPERIENCE
2
87
Attributes: 7/5/3 Abilities: 9/7/4 Backgrounds: 5 Techniques: 8 Special Maneuvers: 7 Chi, Willpower: as per style Freebie Points: 15
Name: Gill
Player:
Chronicle:
GOUKEN
ATTRIBUTES
PHYSICAL
Strength
Dexterity
Stamina
BACKGROUNDS
Allies
Fame
Resources
Sensei
SOCIAL
Charisma
Manipulation
Appearance
ABILITIES
TALENTS
Alertness
Interrogation
Intimidation
Insight
Streetwise
Subterfuge
SKILLS
Blind Fighting
Drive
Leadership
Security
Stealth
Survival
ADVANTAGES
Punch
Kick
Block
Grab
Athletics
Focus
RENOWN
TECHNIQUES
CHI
Glory
Honor
WILLPOWER
Division:
World Warrior
Rank:
10 (Traditional)
Wins:
Draws:
Standing
Losses:
105
KOs:
Team:
Concept: Wise Master
Signature:
HEALTH
Perception
Intelligence
Wits
MENTAL
KNOWLEDGES
Arena
Computer
Investigation
Medicine
Mysteries
Style Lore
SPECIAL MANEUVERS
EXPERIENCE
1
90
Attributes: 7/5/3 Abilities: 9/7/4 Backgrounds: 5 Techniques: 8 Special Maneuvers: 7 Chi, Willpower: as per style Freebie Points: 15
Name: Gouken
Player:
Chronicle:
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Playing Guy:
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Appearance:
GUY
Style: Bushinryu
School: Zekus Dojo
Stable:
ATTRIBUTES
PHYSICAL
Strength
Dexterity
Stamina
SOCIAL
Charisma
Manipulation
Appearance
ABILITIES
TALENTS
Alertness
Interrogation
Intimidation
Insight
Streetwise
Subterfuge
Team:
Concept: Hero
Signature: Ninja Hand Signs
SKILLS
Blind Fighting
Drive
Leadership
Security
Stealth
Survival
MENTAL
Perception
Intelligence
Wits
KNOWLEDGES
Arena
Computer
Investigation
Medicine
Mysteries
Style Lore
ADVANTAGES
BACKGROUNDS
Allies
Contacts
Fame
Resources
Sensei
Clan Heritage
Punch
Kick
Block
Grab
Athletics
Focus
RENOWN
TECHNIQUES
Honor
WILLPOWER
World Warrior
Rank:
10 (Freestyle)
Wins:
Draws:
Standing
Losses:
128
KOs:
Shoulder Blast,
Backflip Kick, Breakfall,
Elbow Smash, Ax Kick,
Foot Sweep, Jump, Kippup,
Knee Basher, Light Feet,
Lightning Drop,
Power Uppercut, Slide Kick,
Speed of the Mongoose,
Throw, Tornado Kick,
Wall Spring, Zen No Mind
CHI
Glory
Division:
SPECIAL MANEUVERS
HEALTH
EXPERIENCE
5
117
Attributes: 7/5/3 Abilities: 9/7/4 Backgrounds: 5 Techniques: 8 Special Maneuvers: 7 Chi, Willpower: as per style Freebie Points: 15
Name: Guy
Player:
Chronicle:
Appearance:
While
fighting, Hakan wears a
leather and chain sash, as
well as dark pants. He is a
large, muscular man with an
odd reddish hue to the skin
and
short,
unusually
patterned hair, which he has
passed down to his children.
His pants are kept up with a
large belt, the buckle bearing
the image
of a lion
associated with the logo for
his company.
HAKAN
ATTRIBUTES
PHYSICAL
Strength
Dexterity
Stamina
SOCIAL
Charisma
Manipulation
Appearance
ABILITIES
TALENTS
Alertness
Interrogation
Intimidation
Insight
Streetwise
Subterfuge
Team:
Concept: Oil Covered Daddy
Signature: Curly Blue Hair
SKILLS
Blind Fighting
Drive
Leadership
Security
Stealth
Survival
MENTAL
Perception
Intelligence
Wits
KNOWLEDGES
Arena
Computer
Investigation
Medicine
Mysteries
Style Lore
ADVANTAGES
BACKGROUNDS
Allies
Contacts
Fame
Resources
Staff
Punch
Kick
Block
Grab
Athletics
Focus
RENOWN
TECHNIQUES
Honor
WILLPOWER
Division:
World Warrior
Rank:
10 (Traditional)
Standing
Losses:
461
Draws:
KOs:
CHI
Glory
Wins:
SPECIAL MANEUVERS
HEALTH
EXPERIENCE
23
248
Attributes: 7/5/3 Abilities: 9/7/4 Backgrounds: 5 Techniques: 8 Special Maneuvers: 7 Chi, Willpower: as per style Freebie Points: 15
Name: Hakan
Player:
Chronicle:
Appearance: Hugo is a
giant hulk of a man with a
tangled mess of black curly
locks atop his head. He
favors tight jeans and
leopard
print
A-shirts
(especially favoring pink).
He's
also
fond
of
accessorizing with a largechained chain wallet and
black studded wristbands.
HUGO
Style: Wrestling
School:
Stable: Huge Wrestling Army
ATTRIBUTES
PHYSICAL
Strength
Dexterity
Stamina
SOCIAL
Charisma
Manipulation
Appearance
ABILITIES
TALENTS
Alertness
Interrogation
Intimidation
Insight
Streetwise
Subterfuge
Team:
Concept: Thug/Wrestler
Signature: Im Number One!
SKILLS
Blind Fighting
Drive
Leadership
Security
Stealth
Survival
MENTAL
Perception
Intelligence
Wits
KNOWLEDGES
Arena
Computer
Investigation
Medicine
Mysteries
Style Lore
ADVANTAGES
BACKGROUNDS
Allies
Contacts
Manager
Resources
Staff
Punch
Kick
Block
Grab
Athletics
Focus
RENOWN
TECHNIQUES
CHI
Glory
Honor
WILLPOWER
Division:
World Warrior
Rank:
10 (Traditional)
Wins:
Draws:
Standing
Losses:
241
KOs:
HEALTH
SPECIAL MANEUVERS
EXPERIENCE
12
197
Attributes: 7/5/3 Abilities: 9/7/4 Backgrounds: 5 Techniques: 8 Special Maneuvers: 7 Chi, Willpower: as per style Freebie Points: 15
IBUKI
Style: Ninjitsu
School: Her Clan
Stable:
ATTRIBUTES
PHYSICAL
Strength
Dexterity
Stamina
SOCIAL
Charisma
Manipulation
Appearance
ABILITIES
TALENTS
Alertness
Interrogation
Intimidation
Insight
Streetwise
Subterfuge
Team:
Concept: Ninja Schoolgirl
Signature: Smokebomb
SKILLS
Blind Fighting
Drive
Leadership
Security
Stealth
Survival
Linguistics
MENTAL
Perception
Intelligence
Wits
KNOWLEDGES
Arena
Computer
Investigation
Medicine
Mysteries
Style Lore
ADVANTAGES
BACKGROUNDS
Allies
Animal Companion
Contacts
Resources
Clan Heritage
Punch
Kick
Block
Grab
Athletics
Focus
Thrown
RENOWN
TECHNIQUES
CHI
Glory
Honor
WILLPOWER
Division:
World Warrior
Rank:
9 (Freestyle)
Standing
Losses:
67
Wins:
Draws:
KOs:
HEALTH
4
33
SPECIAL MANEUVERS
EXPERIENCE
Attributes: 7/5/3 Abilities: 9/7/4 Backgrounds: 5 Techniques: 8 Special Maneuvers: 7 Chi, Willpower: as per style Freebie Points: 15
Name: Ibuki
Player:
Chronicle:
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Playing Ingrid:
Appearance:
INGRID
Style:
School:
Stable:
Team:
Concept:
Signature:
ATTRIBUTES
Strength
Dexterity
Stamina
PHYSICAL
SOCIAL
Charisma
Manipulation
Appearance
Perception
Intelligence
Wits
ABILITIES
TALENTS
SKILLS
Alertness
Interrogation
Intimidation
Insight
Streetwise
Subterfuge
Blind Fighting
Drive
Leadership
Security
Stealth
Survival
MENTAL
KNOWLEDGES
Arena
Computer
Investigation
Medicine
Mysteries
Style Lore
ADVANTAGES
BACKGROUNDS
Punch
Kick
Block
Grab
Athletics
Focus
RENOWN
TECHNIQUES
CHI
Glory
SPECIAL MANEUVERS
Combos:
Honor
WILLPOWER
Division:
World Warrior
Draws:
HEALTH
Rank:
Wins:
Standing
Losses:
KOs:
EXPERIENCE
Attributes: 7/5/3 Abilities: 9/7/4 Backgrounds: 5 Techniques: 8 Special Maneuvers: 7 Chi, Willpower: as per style Freebie Points: 15
Name: Ingrid
Player:
Chronicle:
Playing Joe:
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Appearance:
JOE
Style: Savate
School:
Stable:
Team:
Concept:
Signature:
ATTRIBUTES
Strength
Dexterity
Stamina
PHYSICAL
SOCIAL
Charisma
Manipulation
Appearance
Perception
Intelligence
Wits
ABILITIES
TALENTS
SKILLS
Alertness
Interrogation
Intimidation
Insight
Streetwise
Subterfuge
Blind Fighting
Drive
Leadership
Security
Stealth
Survival
MENTAL
KNOWLEDGES
Arena
Computer
Investigation
Medicine
Mysteries
Style Lore
ADVANTAGES
BACKGROUNDS
Punch
Kick
Block
Grab
Athletics
Focus
RENOWN
TECHNIQUES
CHI
Glory
SPECIAL MANEUVERS
Rolling Sobat
Combos:
Honor
WILLPOWER
HEALTH
Division:
Rank:
Wins:
Draws:
Standing
Losses:
KOs:
EXPERIENCE
Attributes: 7/5/3 Abilities: 9/7/4 Backgrounds: 5 Techniques: 8 Special Maneuvers: 7 Chi, Willpower: as per style Freebie Points: 15
Name: JOE
Player:
Chronicle:
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Appearance:
Playing Juli:
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JULI
Style: Programming
School: Shadowloo
Stable: Dolls
ATTRIBUTES
PHYSICAL
Strength
Dexterity
Stamina
SOCIAL
Charisma
Manipulation
Appearance
MENTAL
Perception
Intelligence
Wits
ABILITIES
TALENTS
Alertness
Interrogation
Intimidation
Insight
Streetwise
Subterfuge
Team:
Concept: Elite Assassin
Signature: Mission Complete
SKILLS
Blind Fighting
Drive
Leadership
Security
Stealth
Survival
KNOWLEDGES
Arena
Computer
Investigation
Medicine
Mysteries
Style Lore
ADVANTAGES
BACKGROUNDS
Allies
Contacts
Backing
Cybernetics
Punch
Kick
Block
Grab
Athletics
Focus
RENOWN
TECHNIQUES
Honor
CHI
Glory
SPECIAL MANEUVERS
Combos:
WILLPOWER
HEALTH
Division:
Rank:
Wins:
Draws:
Standing
Losses:
KOs:
EXPERIENCE
Attributes: 7/5/3 Abilities: 9/7/4 Backgrounds: 5 Techniques: 8 Special Maneuvers: 7 Chi, Willpower: as per style Freebie Points: 15
Playing Juni:
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Appearance:
JUNI
Style: Programming
School: Shadowloo
Stable: Dolls
ATTRIBUTES
PHYSICAL
Strength
Dexterity
Stamina
SOCIAL
Charisma
Manipulation
Appearance
MENTAL
Perception
Intelligence
Wits
ABILITIES
TALENTS
Alertness
Interrogation
Intimidation
Insight
Streetwise
Subterfuge
Team:
Concept: Elite Assassin
Signature: Mission Complete
SKILLS
Blind Fighting
Drive
Leadership
Security
Stealth
Survival
KNOWLEDGES
Arena
Computer
Investigation
Medicine
Mysteries
Style Lore
ADVANTAGES
BACKGROUNDS
Allies
Backing
Contacts
Cybernetics
RENOWN
Punch
Kick
Block
Grab
Athletics
Focus
TECHNIQUES
Honor
Advancing Block,
Air Canon Drill,
Cannon Drill,
Spinning Pile Driver,
Flying Thrust Kick,
Foot Sweep, Kippup,
Ashura Warp,
Power Uppercut, Suplex,
Thigh Press, 3D Scanning,
A.N.N.
CHI
Glory
SPECIAL MANEUVERS
Combos:
WILLPOWER
HEALTH
Division:
Rank:
Wins:
Draws:
Standing
Losses:
KOs:
EXPERIENCE
Attributes: 7/5/3 Abilities: 9/7/4 Backgrounds: 5 Techniques: 8 Special Maneuvers: 7 Chi, Willpower: as per style Freebie Points: 15
Name: Juni
Player:
Chronicle:
JURI
Style: TAEKWONDO
School: S.I.N.
Stable: Spiders
ATTRIBUTES
PHYSICAL
Strength
Dexterity
Stamina
SOCIAL
Charisma
Manipulation
Appearance
ABILITIES
TALENTS
Alertness
Interrogation
Intimidation
Insight
Streetwise
Subterfuge
Team:
Concept: S.I.N. Agent
Signature: Licking her lips
SKILLS
Blind Fighting
Drive
Leadership
Security
Stealth
Survival
MENTAL
Perception
Intelligence
Wits
KNOWLEDGES
Arena
Computer
Investigation
Medicine
Mysteries
Style Lore
ADVANTAGES
BACKGROUNDS
Backing (SIN)
Cybernetics
Punch
Kick
Block
Grab
Athletics
Focus
RENOWN
TECHNIQUES
CHI
Glory
Honor
WILLPOWER
Division:
World Warrior
Rank:
9 (Traditional)
Wins:
Draws:
Standing
Losses:
121
KOs:
HEALTH
SPECIAL MANEUVERS
EXPERIENCE
9
96
Attributes: 7/5/3 Abilities: 9/7/4 Backgrounds: 5 Techniques: 8 Special Maneuvers: 7 Chi, Willpower: as per style Freebie Points: 15
Bait a
Air Ba
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Playing Karin:
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text
text
text
Appearance:
KARIN
ATTRIBUTES
PHYSICAL
Strength
Dexterity
Stamina
SOCIAL
Charisma
Manipulation
Appearance
MENTAL
Perception
Intelligence
Wits
ABILITIES
TALENTS
Alertness
Interrogation
Intimidation
Insight
Streetwise
Subterfuge
Team:
Concept: Heiress
Signature: Laughs
SKILLS
Blind Fighting
Drive
Leadership
Security
Stealth
Survival
KNOWLEDGES
Arena
Computer
Investigation
Medicine
Mysteries
Style Lore
ADVANTAGES
BACKGROUNDS
Backing
Fame
Resources
Staff
Punch
Kick
Block
Grab
Athletics
Focus
RENOWN
TECHNIQUES
Honor
Combos:
WILLPOWER
Division:
World Warrior
Rank:
9 (Traditional)
Wins:
Draws:
Standing
Losses:
KOs:
Deflecting Punch,
Foot Sweep, Guren Ken,
Jump, Kippup, Knee Basher,
Knee Crusher, Palm Arc,
Power Uppercut,
Rekka Ken,
Stepping Front Kick,
Stepping Snap Kick,
Throw, Yasha
CHI
Glory
SPECIAL MANEUVERS
HEALTH
EXPERIENCE
Attributes: 7/5/3 Abilities: 9/7/4 Backgrounds: 5 Techniques: 8 Special Maneuvers: 7 Chi, Willpower: as per style Freebie Points: 15
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Playing Lee:
Appearance:
LEE
Style: Kung Fu
School:
Stable:
Team:
Concept:
Signature:
ATTRIBUTES
Strength
Dexterity
Stamina
PHYSICAL
SOCIAL
Charisma
Manipulation
Appearance
Perception
Intelligence
Wits
ABILITIES
TALENTS
SKILLS
Alertness
Interrogation
Intimidation
Insight
Streetwise
Subterfuge
Blind Fighting
Drive
Leadership
Security
Stealth
Survival
MENTAL
KNOWLEDGES
Arena
Computer
Investigation
Medicine
Mysteries
Style Lore
ADVANTAGES
BACKGROUNDS
Punch
Kick
Block
Grab
Athletics
Focus
RENOWN
TECHNIQUES
CHI
Glory
SPECIAL MANEUVERS
Dive Kick
Combos:
Honor
WILLPOWER
Division:
World Warrior
Draws:
HEALTH
Rank:
Wins:
Standing
Losses:
KOs:
EXPERIENCE
Attributes: 7/5/3 Abilities: 9/7/4 Backgrounds: 5 Techniques: 8 Special Maneuvers: 7 Chi, Willpower: as per style Freebie Points: 15
Name: LEE
Player:
Chronicle:
Appearance:
Playing Maki:
MAKI
Style: Bushinryu
School: Genryusai
Stable:
ATTRIBUTES
PHYSICAL
Strength
Dexterity
Stamina
SOCIAL
Charisma
Manipulation
Appearance
ABILITIES
TALENTS
Alertness
Interrogation
Intimidation
Insight
Streetwise
Subterfuge
Team:
Concept: Tomboy
Signature: Extremely Cocky
SKILLS
Blind Fighting
Drive
Leadership
Security
Stealth
Survival
MENTAL
Perception
Intelligence
Wits
KNOWLEDGES
Arena
Computer
Investigation
Medicine
Mysteries
Style Lore
ADVANTAGES
BACKGROUNDS
Allies
Contacts
Resources
Sensei
Clan Heritage
Punch
Kick
Block
Grab
Athletics
Focus
Tonfa
RENOWN
TECHNIQUES
Honor
WILLPOWER
World Warrior
Rank:
9 (Freestyle)
Wins:
Draws:
Standing
Losses:
87
KOs:
CHI
Glory
Division:
SPECIAL MANEUVERS
HEALTH
EXPERIENCE
6
69
Attributes: 7/5/3 Abilities: 9/7/4 Backgrounds: 5 Techniques: 8 Special Maneuvers: 7 Chi, Willpower: as per style Freebie Points: 15
MAKOTO
ATTRIBUTES
PHYSICAL
Strength
Dexterity
Stamina
SOCIAL
Charisma
Manipulation
Appearance
ABILITIES
TALENTS
Alertness
Interrogation
Intimidation
Insight
Streetwise
Subterfuge
Team:
Concept: Dojo Savior
Signature: Baggy Gi
SKILLS
Blind Fighting
Drive
Leadership
Security
Stealth
Survival
MENTAL
Perception
Intelligence
Wits
KNOWLEDGES
Arena
Computer
Investigation
Medicine
Mysteries
Style Lore
ADVANTAGES
BACKGROUNDS
Allies
Resources
Punch
Kick
Block
Grab
Athletics
Focus
TECHNIQUES
RENOWN
CHI
Glory
Honor
WILLPOWER
Division:
World Warrior
Rank:
9 (Traditional)
Wins:
Draws:
Standing
Losses:
81
KOs:
HEALTH
SPECIAL MANEUVERS
EXPERIENCE
5
76
Attributes: 7/5/3 Abilities: 9/7/4 Backgrounds: 5 Techniques: 8 Special Maneuvers: 7 Chi, Willpower: as per style Freebie Points: 15
Name: Makoto
Player:
Chronicle:
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Playing Mike:
Appearance:
MIKE
Style: Boxing
School:
Stable:
Team:
Concept:
Signature:
ATTRIBUTES
Strength
Dexterity
Stamina
PHYSICAL
SOCIAL
Charisma
Manipulation
Appearance
Perception
Intelligence
Wits
ABILITIES
TALENTS
SKILLS
Alertness
Interrogation
Intimidation
Insight
Streetwise
Subterfuge
Blind Fighting
Drive
Leadership
Security
Stealth
Survival
MENTAL
KNOWLEDGES
Arena
Computer
Investigation
Medicine
Mysteries
Style Lore
ADVANTAGES
BACKGROUNDS
Punch
Kick
Block
Grab
Athletics
Focus
TECHNIQUES
RENOWN
CHI
Glory
SPECIAL MANEUVERS
Combos:
Honor
WILLPOWER
Division:
World Warrior
Draws:
HEALTH
Rank:
Wins:
Standing
Losses:
KOs:
EXPERIENCE
Attributes: 7/5/3 Abilities: 9/7/4 Backgrounds: 5 Techniques: 8 Special Maneuvers: 7 Chi, Willpower: as per style Freebie Points: 15
Name: MIKE
Player:
Chronicle:
NECRO
Style: Programming
School: Illuminati
Stable:
ATTRIBUTES
PHYSICAL
Strength
Dexterity
Stamina
SOCIAL
Charisma
Manipulation
Appearance
ABILITIES
TALENTS
Alertness
Interrogation
Intimidation
Insight
Streetwise
Subterfuge
Team:
Concept: Guinea Pig
Signature: Outta my way!
SKILLS
Blind Fighting
Drive
Leadership
Security
Stealth
Survival
MENTAL
Perception
Intelligence
Wits
KNOWLEDGES
Arena
Computer
Investigation
Medicine
Mysteries
Style Lore
ADVANTAGES
BACKGROUNDS
Allies
Cybernetics
Punch
Kick
Block
Grab
Athletics
Focus
RENOWN
TECHNIQUES
CHI
Glory
Honor
WILLPOWER
Division:
World Warrior
Rank:
9 (Traditional)
Wins:
Draws:
Standing
Losses:
186
KOs:
HEALTH
SPECIAL MANEUVERS
AGency,
Extendible Limbs, Elbow Smash,
Flying Body Spear,
Foot Sweep, Haymaker,
Jump, Extended Throw,
Power Uppercut,
Shock Treatment,
Spinning Clothesline,
Suplex, Turbo Spinning Clothesline,
Widowmaker
Combos: Strong To Turbo
Spinning Clothesline to
Shock Treatment (Dizzy),
Short to Extended Throw,
Power Uppercut to Shock
Treatment, Turbo Spinning
Clothesline To Suplex (Dizzy)
EXPERIENCE
18
151
Attributes: 7/5/3 Abilities: 9/7/4 Backgrounds: 5 Techniques: 8 Special Maneuvers: 7 Chi, Willpower: as per style Freebie Points: 15
They say that Oro was born in Japan over 140 years
ago. Some say he is immortal, spoken of in Japanese
legend, a hermit whose powers have accrued
through the benefit of solitary meditation and
asceticism. At least since the early 1900s
he was known to reside in a cave
somewhere in the Amazon river basin.
The stories say Oro was a martial arts
instructor in Japan before he moved to
Brazil sometime in his 40s. From time
to time since, he has taken on
students, but he has judged none to
be fully worthy or capable. The training
regimen was too difficult.
It seems Oro was reasonably content
with life as a hermit for decades. His
skill and power was such that he bound
one of his arms in hopes that he would
meet a challenger who could interest him.
Appearance:
Oro
is
ancient. He wears the
tattered remains of robes,
cinched at the waist with a
simple rope. He keeps one
arm in a sling. Only a few
wisps of his hair remain. He
is often accompanied by a
tortoise.
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Style: Senjutsu
School: Self Taugh
Stable:
ATTRIBUTES
PHYSICAL
Strength
Dexterity
Stamina
SOCIAL
Charisma
Manipulation
Appearance
ABILITIES
TALENTS
Alertness
Interrogation
Intimidation
Insight
Streetwise
Subterfuge
Team:
Concept: Hermit
Signature: Bound Arm
SKILLS
Blind Fighting
Drive
Leadership
Security
Stealth
Survival
MENTAL
Perception
Intelligence
Wits
KNOWLEDGES
Arena
Computer
Investigation
Medicine
Mysteries
Style Lore
ADVANTAGES
Familiar
BACKGROUNDS
Punch
Kick
Block
Grab
Athletics
Focus
RENOWN
TECHNIQUES
CHI
Glory
Honor
WILLPOWER
Division:
World Warrior
Rank:
Wins:
Draws:
Standing
Losses:
0
HEALTH
KOs:
SPECIAL MANEUVERS
EXPERIENCE
0
0
Attributes: 7/5/3 Abilities: 9/7/4 Backgrounds: 5 Techniques: 8 Special Maneuvers: 7 Chi, Willpower: as per style Freebie Points: 15
Name: Oro
Player:
Chronicle:
POISON KISS
Style: Brawling
School: Metro City
Stable:
ATTRIBUTES
PHYSICAL
Strength
Dexterity
Stamina
SOCIAL
Charisma
Manipulation
Appearance
ABILITIES
TALENTS
Alertness
Interrogation
Intimidation
Insight
Streetwise
Subterfuge
Manage
Team:
Concept: Thug/Manager
Signature: Riding Crop
SKILLS
Blind Fighting
Drive
Leadership
Security
Stealth
Survival
Bookie
Publicist
MENTAL
Perception
Intelligence
Wits
KNOWLEDGES
Arena
Computer
Investigation
Medicine
Mysteries
Style Lore
ADVANTAGES
BACKGROUNDS
Allies
Resources
Fame
Contacts
TECHNIQUES
Punch
Kick
Block
Grab
Athletics
Focus
Whip (Crop)
RENOWN
CHI
Glory
Honor
WILLPOWER
Division:
World Warrior
Rank:
9 (Traditional)
Wins:
Draws:
Standing
Losses:
125
KOs:
HEALTH
SPECIAL MANEUVERS
EXPERIENCE
12
63
Attributes: 7/5/3 Abilities: 9/7/4 Backgrounds: 5 Techniques: 8 Special Maneuvers: 7 Chi, Willpower: as per style Freebie Points: 15
Style: ???
School: ???
Stable: ???
ATTRIBUTES
PHYSICAL
Strength
Dexterity
Stamina
SOCIAL
Charisma
Manipulation
Appearance
ABILITIES
TALENTS
Alertness
Interrogation
Intimidation
Insight
Streetwise
Subterfuge
Team: ???
Concept: Mystery Man
Signature: Mask
SKILLS
Blind Fighting
Drive
Leadership
Security
Stealth
Survival
MENTAL
Perception
Intelligence
Wits
KNOWLEDGES
Arena
Computer
Investigation
Medicine
Mysteries
Style Lore
ADVANTAGES
Allies
Backing
BACKGROUNDS
Punch
Kick
Block
Grab
Athletics
Focus
RENOWN
TECHNIQUES
Honor
WILLPOWER
World Warrior
Rank:
Wins:
Draws:
HEALTH
Standing
Losses:
0
KOs:
Capture Punch,
Dashing Punch,
Foot Sweep, Haymaker,
Hyperfist, Jump,
Power Uppercut, Throw,
Toughskin
CHI
Glory
Division:
SPECIAL MANEUVERS
EXPERIENCE
0
0
Attributes: 7/5/3 Abilities: 9/7/4 Backgrounds: 5 Techniques: 8 Special Maneuvers: 7 Chi, Willpower: as per style Freebie Points: 15
Name: Q
Player:
Chronicle:
Appearance:
Playing Rainbow:
RAINBOW MIKA
Style: Wrestling
School:
Stable:
ATTRIBUTES
PHYSICAL
Strength
Dexterity
Stamina
SOCIAL
Charisma
Manipulation
Appearance
MENTAL
Perception
Intelligence
Wits
ABILITIES
TALENTS
Alertness
Interrogation
Intimidation
Insight
Streetwise
Subterfuge
Team:
Concept: Pro Wrestler
Signature: Rainbow!
SKILLS
Blind Fighting
Drive
Leadership
Security
Stealth
Survival
KNOWLEDGES
Arena
Computer
Investigation
Medicine
Mysteries
Style Lore
ADVANTAGES
BACKGROUNDS
Fame
Resources
Staff
Punch
Kick
Block
Grab
Athletics
Focus
RENOWN
TECHNIQUES
Honor
Combos:
WILLPOWER
Division:
World Warrior
Rank:
9 (Freestyle)
Wins:
Draws:
Standing
Losses:
KOs:
CHI
Glory
SPECIAL MANEUVERS
HEALTH
EXPERIENCE
Attributes: 7/5/3 Abilities: 9/7/4 Backgrounds: 5 Techniques: 8 Special Maneuvers: 7 Chi, Willpower: as per style Freebie Points: 15
REMY
Style: Savate
School:
Stable:
ATTRIBUTES
PHYSICAL
Strength
Dexterity
Stamina
SOCIAL
Charisma
Manipulation
Appearance
ABILITIES
TALENTS
Alertness
Interrogation
Intimidation
Insight
Streetwise
Subterfuge
Team:
Concept: Vengeance Seeker
Signature: Moody Demeanor
SKILLS
Blind Fighting
Drive
Leadership
Security
Stealth
Survival
MENTAL
Perception
Intelligence
Wits
KNOWLEDGES
Arena
Computer
Investigation
Medicine
Mysteries
Style Lore
ADVANTAGES
BACKGROUNDS
Resources
Punch
Kick
Block
Grab
Athletics
Focus
RENOWN
TECHNIQUES
Honor
WILLPOWER
World Warrior
Rank:
10 (Freestyle)
Wins:
Draws:
Standing
Losses:
118
KOs:
CHI
Glory
Division:
SPECIAL MANEUVERS
HEALTH
EXPERIENCE
5
87
Attributes: 7/5/3 Abilities: 9/7/4 Backgrounds: 5 Techniques: 8 Special Maneuvers: 7 Chi, Willpower: as per style Freebie Points: 15
Name: Remy
Player:
Chronicle:
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Playing Retsu:
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Appearance:
RETSU
Team:
Concept:
Signature:
ATTRIBUTES
Strength
Dexterity
Stamina
PHYSICAL
SOCIAL
Charisma
Manipulation
Appearance
Perception
Intelligence
Wits
ABILITIES
TALENTS
SKILLS
Alertness
Interrogation
Intimidation
Insight
Streetwise
Subterfuge
Blind Fighting
Drive
Leadership
Security
Stealth
Survival
MENTAL
KNOWLEDGES
Arena
Computer
Investigation
Medicine
Mysteries
Style Lore
ADVANTAGES
BACKGROUNDS
RENOWN
Punch
Kick
Block
Grab
Athletics
Focus
TECHNIQUES
CHI
Glory
SPECIAL MANEUVERS
Combos:
Honor
WILLPOWER
Division:
World Warrior
Draws:
HEALTH
Rank:
Wins:
Standing
Losses:
KOs:
EXPERIENCE
Attributes: 7/5/3 Abilities: 9/7/4 Backgrounds: 5 Techniques: 8 Special Maneuvers: 7 Chi, Willpower: as per style Freebie Points: 15
Name: ReTSU
Player:
Chronicle:
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Playing Rolento:
Appearance:
ROLENTO
ATTRIBUTES
PHYSICAL
Strength
Dexterity
Stamina
SOCIAL
Charisma
Manipulation
Appearance
MENTAL
Perception
Intelligence
Wits
ABILITIES
TALENTS
Alertness
Interrogation
Intimidation
Insight
Streetwise
Subterfuge
Team:
Concept: Conqueror
Signature: Mission Complete
SKILLS
Blind Fighting
Drive
Leadership
Security
Stealth
Survival
KNOWLEDGES
Arena
Computer
Investigation
Medicine
Mysteries
Style Lore
ADVANTAGES
BACKGROUNDS
Allies
Contacts
Resources
Staff
Punch
Kick
Block
Grab
Athletics
Focus
Baton
Thrown
RENOWN
TECHNIQUES
Honor
Backflip, Jump,
Lightning Strikes,
Slide Kick, Stinger, Throw,
Tumbling Attack, Pogo,
Tumble,
Double Strike
CHI
Glory
SPECIAL MANEUVERS
Combos:
WILLPOWER
Division:
World Warrior
Rank:
9 (Freestyle)
Wins:
Draws:
Standing
Losses:
KOs:
HEALTH
EXPERIENCE
Attributes: 7/5/3 Abilities: 9/7/4 Backgrounds: 5 Techniques: 8 Special Maneuvers: 7 Chi, Willpower: as per style Freebie Points: 15
Playing Rose:
Appearance:
ROSE
ATTRIBUTES
PHYSICAL
Strength
Dexterity
Stamina
SOCIAL
Charisma
Manipulation
Appearance
ABILITIES
TALENTS
Alertness
Interrogation
Intimidation
Insight
Streetwise
Subterfuge
Team:
Concept: Fortune Teller
Signature: Glowing Orbs
SKILLS
Blind Fighting
Drive
Leadership
Security
Stealth
Survival
MENTAL
Perception
Intelligence
Wits
KNOWLEDGES
Arena
Computer
Investigation
Medicine
Mysteries
Style Lore
ADVANTAGES
BACKGROUNDS
Resources
RENOWN
Punch
Kick
Block
Grab
Athletics
Focus
TECHNIQUES
CHI
Glory
Honor
WILLPOWER
Division:
World Warrior
Rank:
10 (Freestyle)
Draws:
Wins:
SPECIAL MANEUVERS
Standing
Losses:
KOs:
HEALTH
EXPERIENCE
Attributes: 7/5/3 Abilities: 9/7/4 Backgrounds: 5 Techniques: 8 Special Maneuvers: 7 Chi, Willpower: as per style Freebie Points: 15
Name: Rose
Player:
Chronicle:
RUFUS
Style: Kung Fu
School: Self Taught
Stable:
ATTRIBUTES
PHYSICAL
Strength
Dexterity
Stamina
SOCIAL
Charisma
Manipulation
Appearance
ABILITIES
TALENTS
Alertness
Interrogation
Intimidation
Insight
Streetwise
Subterfuge
Team:
Concept: Cocky Biker
Signature: Circumference
SKILLS
Blind Fighting
Drive
Leadership
Security
Stealth
Survival
MENTAL
Perception
Intelligence
Wits
KNOWLEDGES
Arena
Computer
Investigation
Medicine
Mysteries
Style Lore
ADVANTAGES
BACKGROUNDS
Allies
Resources
Punch
Kick
Block
Grab
Athletics
Focus
RENOWN
TECHNIQUES
Honor
WILLPOWER
World Warriors
Rank:
9 (Freestyle)
Wins:
Draws:
Standing
Losses:
55
KOs:
Brain Cracker,
Dive Kick, Foot Sweep,
Jump, Kick Roll,
Messiah Kick, Power Uppercut,
Snake Strike, Throw,
(Galactic) Tornado Punch
CHI
Glory
Division:
SPECIAL MANEUVERS
HEALTH
EXPERIENCE
5
20
Attributes: 7/5/3 Abilities: 9/7/4 Backgrounds: 5 Techniques: 8 Special Maneuvers: 7 Chi, Willpower: as per style Freebie Points: 15
Name: Rufus
Player:
Chronicle:
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Playing Sakura:
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Appearance:
SAKURA
ATTRIBUTES
PHYSICAL
Strength
Dexterity
Stamina
SOCIAL
Charisma
Manipulation
Appearance
MENTAL
Perception
Intelligence
Wits
ABILITIES
TALENTS
Alertness
Interrogation
Intimidation
Insight
Streetwise
Subterfuge
Team:
Concept: School Girl
Signature: Dances
SKILLS
Blind Fighting
Drive
Leadership
Security
Stealth
Survival
KNOWLEDGES
Arena
Computer
Investigation
Medicine
Mysteries
Style Lore
ADVANTAGES
BACKGROUNDS
Allies
Arena
Contacts
Resources
RENOWN
Punch
Kick
Block
Grab
Athletics
Focus
TECHNIQUES
Honor
WILLPOWER
World Warrior
Wins:
Draws:
HEALTH
Rank:
Standing
Losses:
KOs:
Combos:
Division:
Condensed Energy,
Dragon Dash,
Dragon Punch, Fireball,
Foot Sweep, Haymaker,
Hurricane Kick, Jump,
Neck Choke,
Power Uppercut, Throw,
Widowmaker
CHI
Glory
SPECIAL MANEUVERS
EXPERIENCE
Attributes: 7/5/3 Abilities: 9/7/4 Backgrounds: 5 Techniques: 8 Special Maneuvers: 7 Chi, Willpower: as per style Freebie Points: 15
skills but was easily beaten by his own master, Ken. Ken,
seemingly trying to rid himself of the student, told Sean that
he had to defeat Ryu if were to have any chance of being
taken seriously. This led to a confused Ryu being constantly
challenged by the young man. Not knowing exactly
why Sean had become obsessed with
fighting him, Ryu would consent to
combat and regularly defeat him.
Even later, Ken relents again
and resumes training Sean in
his style. However, Ken openly
doubts
Sean's
fighting
abilities and tells him he is
simply
embarrassing
himself. Perhaps, should
Sean develop his own
style,
there
is
something salvageable.
Shocked
by
his
master's words, Sean at
last leaves to travel the
world and train on his own.
SEAN
ATTRIBUTES
PHYSICAL
Strength
Dexterity
Stamina
SOCIAL
Charisma
Manipulation
Appearance
ABILITIES
TALENTS
Alertness
Interrogation
Intimidation
Insight
Streetwise
Subterfuge
Team:
Concept: College Student
Signature: Blows a Bubble
SKILLS
Blind Fighting
Drive
Leadership
Security
Stealth
Survival
MENTAL
Perception
Intelligence
Wits
KNOWLEDGES
Arena
Computer
Investigation
Medicine
Mysteries
Style Lore
ADVANTAGES
BACKGROUNDS
Allies
Contacts
Resources
Sensei
Punch
Kick
Block
Grab
Athletics
Focus
TECHNIQUES
RENOWN
CHI
Glory
Honor
WILLPOWER
Division:
World Warrior
Rank:
9 (Traditional)
Wins:
Draws:
Standing
Losses:
231
KOs:
HEALTH
SPECIAL MANEUVERS
Backroll Throw,
Dragon Punch,
Dragon Smash,
Foot Sweep, Shoot,
Tumble,
Ground And Pound, Pin,
Headbutt,
Hurricane Kick, Jump,
Kippup,
Power Uppercut, Throw,
Wheel Kick,
Double Leg Takedown
Combos: Hurricane Kick To
Dragon Smash (Dizzy),
Shoot/Double Leg Takedown
To Pin/Ground And Pound
(Dizzy), Tumble To Throw
EXPERIENCE
23
84
Attributes: 7/5/3 Abilities: 9/7/4 Backgrounds: 5 Techniques: 8 Special Maneuvers: 7 Chi, Willpower: as per style Freebie Points: 15
SETH
Style: Programming
School: S.I.N.
Stable:
ATTRIBUTES
PHYSICAL
Strength
Dexterity
Stamina
SOCIAL
Charisma
Manipulation
Appearance
ABILITIES
TALENTS
Alertness
Interrogation
Intimidation
Insight
Streetwise
Subterfuge
Team:
Concept: Living Weapon
Signature: Tanden Engine
SKILLS
Blind Fighting
Drive
Leadership
Security
Stealth
Survival
MENTAL
Perception
Intelligence
Wits
KNOWLEDGES
Arena
Computer
Investigation
Medicine
Mysteries
Style Lore
ADVANTAGES
BACKGROUNDS
Arena
Backing
Contacts
Cybernetics
Resources
Staff
Punch
Kick
Block
Grab
Athletics
Focus
RENOWN
TECHNIQUES
CHI
Glory
Honor
WILLPOWER
Division:
None
Rank:
None
Wins:
Draws:
HEALTH
Standing
Losses:
0
KOs:
SPECIAL MANEUVERS
AGency, A.N.N.
Capture Kick, Chi Pull,
Dragon Punch,
Extendible Limbs,
Foot Sweep, Heel Stomp,
Jump, Lightning Leg,
Piledriver, Power Uppercut,
Sonic Boom,
Spinning Piledriver, Throw
Wall Spring,
Yoga Teleport,
3d Scanning,
Combos: Teleport to
Spinning Piledriver, Jumping
Roundhouse to Power Uppercut
To Lightning Leg (Dizzy),
Power Uppercut to Chi Pull
To Lightning Leg (Dizzy)
EXPERIENCE
0
0
Attributes: 7/5/3 Abilities: 9/7/4 Backgrounds: 5 Techniques: 8 Special Maneuvers: 7 Chi, Willpower: as per style Freebie Points: 15
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Playing Sodom:
Appearance:
SODOM
ATTRIBUTES
PHYSICAL
Strength
Dexterity
Stamina
SOCIAL
Charisma
Manipulation
Appearance
MENTAL
Perception
Intelligence
Wits
ABILITIES
TALENTS
Alertness
Interrogation
Intimidation
Insight
Streetwise
Subterfuge
Team:
Concept: Weaboo
Signature: Bad Japanese
SKILLS
Blind Fighting
Drive
Leadership
Security
Stealth
Survival
KNOWLEDGES
Arena
Computer
Investigation
Medicine
Mysteries
Style Lore
ADVANTAGES
BACKGROUNDS
Allies
Contacts
Resources
Staff
Punch
Kick
Block
Grab
Athletics
Focus
Jitte
Katana
RENOWN
TECHNIQUES
Honor
CHI
Combos:
WILLPOWER
Division:
World Warrior
Rank:
9 (Freestyle)
Wins:
Draws:
Standing
Losses:
KOs:
Glory
SPECIAL MANEUVERS
HEALTH
EXPERIENCE
Attributes: 7/5/3 Abilities: 9/7/4 Backgrounds: 5 Techniques: 8 Special Maneuvers: 7 Chi, Willpower: as per style Freebie Points: 15
Name: Sodom
Player:
Chronicle:
Appearance:
Twelve
can
barely be said to have an
identifiable form. Most often he
appears as a crouching humanoid
male with flowing liquid white
skin, his extremities formed into
whatever shape best serves as a
tool needed at the moment. He is
capable of shifting shape, even
imitating the appearance of
others if necessary.
Playing Twelve: You are coldly,
inhumanly dedicated to the completion
of your mission as assigned by the
Illuminati. You consider Urien to be a
father of sorts, but your memories
barely exist, barely are human. You
are a predator, a biological machine.
Perhaps there is the slightest
awakenings of something else inside?
TWELVE
Style: Programming
School: Illuminati
Stable:
ATTRIBUTES
PHYSICAL
Strength
Dexterity
Stamina
SOCIAL
Charisma
Manipulation
Appearance
ABILITIES
TALENTS
Alertness
Interrogation
Intimidation
Insight
Streetwise
Subterfuge
Team:
Concept: Bio-Weapon
Signature: Freakish Appearance
SKILLS
Blind Fighting
Drive
Leadership
Security
Stealth
Survival
MENTAL
Perception
Intelligence
Wits
KNOWLEDGES
Arena
Computer
Investigation
Medicine
Mysteries
Style Lore
ADVANTAGES
BACKGROUNDS
Allies
backing
Cybernetics
Punch
Kick
Block
Grab
Athletics
Focus
RENOWN
TECHNIQUES
CHI
Glory
Honor
WILLPOWER
Division:
World Warrior
Rank:
Wins:
Draws:
KOs:
HEALTH
Standing
Losses:
0
SPECIAL MANEUVERS
EXPERIENCE
0
0
Attributes: 7/5/3 Abilities: 9/7/4 Backgrounds: 5 Techniques: 8 Special Maneuvers: 7 Chi, Willpower: as per style Freebie Points: 15
Name: Twelve
Player:
Chronicle:
Appearance: Urien is an
excellent
human
specimen,
bronze skin with short white hair,
and a small white spot on his
forehead. While fighting, he
shows off his physique by
wearing very little. Otherwise he
dresses in the finest suits
available.
URIEN
Style: Pankration
School: Illuminati
Stable:
ATTRIBUTES
PHYSICAL
Strength
Dexterity
Stamina
SOCIAL
Charisma
Manipulation
Appearance
ABILITIES
TALENTS
Alertness
Interrogation
Intimidation
Insight
Streetwise
Subterfuge
Team:
Concept: Usurper
Signature: Shockwave
SKILLS
Blind Fighting
Drive
Leadership
Security
Stealth
Survival
MENTAL
Perception
Intelligence
Wits
KNOWLEDGES
Arena
Computer
Investigation
Medicine
Mysteries
Style Lore
ADVANTAGES
BACKGROUNDS
Allies
Backing
Contacts
Resources
Staff
Elemental (Earth)
Punch
Kick
Block
Grab
Athletics
Focus
RENOWN
TECHNIQUES
Honor
WILLPOWER
World Warrior
Rank:
10 (Freestyle)
Wins:
Draws:
Standing
Losses:
64
KOs:
CHI
Glory
Division:
SPECIAL MANEUVERS
HEALTH
EXPERIENCE
2
59
Attributes: 7/5/3 Abilities: 9/7/4 Backgrounds: 5 Techniques: 8 Special Maneuvers: 7 Chi, Willpower: as per style Freebie Points: 15
Name: Urien
Player:
Chronicle:
Yang requested
that Yun leave
the task to him.
They
separately
investigated
what
turned out to be the
Illuminati,
and
eventually
settle
their
spat
and
tackle the mystery
together.
In the end it was
Yun who battled
with Gill. Gill was
impressed by his
fighting
ability
and says he will
grant care to the
neighborhood over to Yun
and Yang as a sign of
gratitude.
Yun
continued to argue
against
Gill's
vision
of
utopia, but in
the
end
leaves
satisfied.
Yang,
however,
continues to be
troubled by Gill's
words.
Appearance:
Yang
tends
towards wearing long armless
tops with Chinese style buttons
paired with baggy pants and
sneakers. He keeps his midlength hair swept forward and can
often be found getting around on
a set of roller blades.
YANG
Style: Kung Fu
School: Gen
Stable:
ATTRIBUTES
PHYSICAL
Strength
Dexterity
Stamina
SOCIAL
Charisma
Manipulation
Appearance
ABILITIES
TALENTS
Alertness
Interrogation
Intimidation
Insight
Streetwise
Subterfuge
Team:
Concept: Village Leader
Signature: Calm Demeanor
SKILLS
Blind Fighting
Drive
Leadership
Security
Stealth
Survival
MENTAL
Perception
Intelligence
Wits
KNOWLEDGES
Arena
Computer
Investigation
Medicine
Mysteries
Style Lore
ADVANTAGES
BACKGROUNDS
Allies
Contacts
Sensei
Staff
Resources
Punch
Kick
Block
Grab
Athletics
Focus
RENOWN
TECHNIQUES
CHI
Glory
Honor
WILLPOWER
Division:
World Warrior
Rank:
9 (Freestyle)
Wins:
Draws:
Standing
Losses:
87
KOs:
HEALTH
SPECIAL MANEUVERS
Backroll Throw,
Body Roll, Dive Kick,
Foot Sweep,
Handstand Kick,
Knee Basher, Ashura Warp,
Palm Press,
Power Uppercut,
Rekka Ken,
Spinning Foot Sweep,
Spring Kick,
Drunken Monkey Roll,
Reverse Waterfall
Combos: Body Roll To
Fierce Punch, Strong To
Strong To Fierce (Dizzy),
Jump To Spring Kick,
Ashura Warp To Throw
EXPERIENCE
5
63
Attributes: 7/5/3 Abilities: 9/7/4 Backgrounds: 5 Techniques: 8 Special Maneuvers: 7 Chi, Willpower: as per style Freebie Points: 15
Later,
Yun
and
Yang
would leave
Hong Kong to
test their skills in
battle themselves. They
returned even more confident
in their abilities as martial artists.
Peace reigned in the local Hong
Kong neighborhood for a time until
they became aware of the activities of
a mysterious organization. Yun, as
the (slightly) older brother left to
investigate, but Yang requested that
Yun leave the task to him. They
separately investigated what turned
out to be the Illuminati, and eventually
settle their spat and tackle the mystery
together.
In the end it was Yun who battled with Gill.
Gill was impressed by his fighting ability and
says he will grant care to the neighborhood
over to Yun and Yang as a sign of gratitude.
Yun continued to argue against Gill's vision
of utopia, but in the end leaves satisfied.
Yang, however, continues to be troubled
by
Gill's
words.
Appearance:
Yun
tends
towards wearing long armless
tops with Chinese style buttons
paired with baggy pants and
sneakers. He has long hair,
though he usually keeps it
braided and under a baseball
cap. It is not uncommon to see
him navigating the streets on his
skateboard.
YUN
Style: Kung Fu
School: Gen
Stable:
ATTRIBUTES
PHYSICAL
Strength
Dexterity
Stamina
SOCIAL
Charisma
Manipulation
Appearance
ABILITIES
TALENTS
Alertness
Interrogation
Intimidation
Insight
Streetwise
Subterfuge
Team:
Concept: Village Leader
Signature: Skateboards in
SKILLS
Blind Fighting
Drive
Leadership
Security
Stealth
Survival
MENTAL
Perception
Intelligence
Wits
KNOWLEDGES
Arena
Computer
Investigation
Medicine
Mysteries
Style Lore
ADVANTAGES
BACKGROUNDS
Allies
Contacts
Sensei
Staff
Resources
Punch
Kick
Block
Grab
Athletics
Focus
TECHNIQUES
RENOWN
Honor
WILLPOWER
World Warrior
Rank:
9 (Freestyle)
Wins:
Draws:
Standing
Losses:
108
KOs:
Back Throw,
Body Roll, Dive Kick,
Flying Twin Kick,
Foot Sweep, Knee Basher,
Palm Press,
Shoulder Blast,
Spring Punch, Throw
CHI
Glory
Division:
SPECIAL MANEUVERS
HEALTH
EXPERIENCE
9
99
Attributes: 7/5/3 Abilities: 9/7/4 Backgrounds: 5 Techniques: 8 Special Maneuvers: 7 Chi, Willpower: as per style Freebie Points: 15
STYLES
Everyone has a plan until theyve been hit.
- Joe Lewis
Coming soon!
Chapter 6: Styles
Chapter 6: Styles
Chapter 6:
BRAWLING
Special Maneuvers
Punch
Bitch Slap (2 pts.)
Buffalo Punch (1 pt.)
Criminal Upper (4 pts.)
Dashing Punch (4pts.)
Ducking fierce (1 pt.)
Ear Pop (2 pts.)
Elbow Smash (1 pt.)
Haymaker (1 pt.)
Headbutt (1 pt.)
Spinning Backfist (1 pt.)
Turn Punch (4 pts.)
Kick
Axe Kick (2 pts.)
Flying Knee Thrust (1 pt.)
Ruffian Kick (3 pts.)
Slide Kick (2 pts.)
Block
Maka Wara (4 pts.)
Grab
Back Breaker (2 pts.)
Bear hug (1 pt.)
Brain Cracker (1 pt.)
Eye Rake (1 pt.)
Head Bite (2 pts.)
Head Butt Hold (2 pts.)
Neck Choke (1 pt.)
Sleeper (4 pts.)
Suplex (1 pt.)
Athletics
Air Smash (1 pt.)
Bad Stone (2 pts.)
Sand Chuck (2 pts.)
Focus
Dirty Fighting (1 pt.)
Weapon
Bandit Chain (2 pts.)
Choke Chain (3 pts.)
Chapter 6: Styles
Chapter 6: Styles
BRAWLING
BUSHINRYU
Special Maneuvers
Punch
Boshi-Ken (2 pts.)
Elbow Smash (1 pts.)
Genko (2 pts.)
Shikan-Ken (3 pts.)
Shuto (2 pts.)
Kick
Ax Kick (2 pts.)
Backflip Kick (2 pts.)
Foot Sweep (1 pts.)
Handstand Kick (1 pts.)
Slide Kick (2 pts.)
Suicide Spin (3 pts.)
Tornado Kick (3 pts.)
Block
Grab
Bushin Throw (3 pts.)
Choke Throw (2 pts.)
Disengage (1 pts.)
Flying Bushin Throw (1 pts.)
Knee Basher (2 pts.)
Lightning Drop (3 pts.)
Athletics
Light Feet (3 pts.)
Shoulder Blast (4 pts.)
Wall Spring (1 pts.)
Focus
Balance (3 pts.)
Perch (3 pts.)
Sakki (3 pts.)
Shrouded Moon (1 pts.)
Speed of the Mongoose (3 pts.)
Zen No Mind (3 pts.)
When Guy was promoted Zeku told him about the new evil
emerging in the world, the Shadoloo organization, and
reminded him of the Bushin code to fight against evil. He
then disappeared, presumably into retirement. Since then
the Bushinryu Ninja clan has been at war with Shadoloo.
Bushinryu uses the same system of Clan Heritage as regular
Ninjas. You need a background of 1 to learn the physical
maneuvers, and a background of 4 to learn the Focus
maneuvers.
Schools: Only the secret headquarters of the Bushinryu
clan teaches this style.
Members: The only members of this martial arts style are
members of the Bushinryu Ninja clan as detailed above.
Concepts: Vigilantes, justice seekers, and do-gooders.
Initial Chi: 3
Initial Willpower: 4
Quote: There is great evil within you. I will not let you
succeed! - Guy
Chapter 6: Styles
Chapter 6: Styles
BUSHINRYU
Chapter 6: Styles
Chapter 6: Styles
PROGRAMMING
Focus
Agency (5 pts.)
A.N.N. [Artificial Neural Network] (5 pts.)
Flash Memory (4 pts.)
Scan (4 pts.)
TABULA RASA
Instead of a huge list of maneuvers like other styles, you
start with only a few Special Maneuvers to pick from which
represent upgrades to your AI. Using them, you can access
every Special Maneuver. You are a blank slate ready to
have any combat algorithm written onto your hard drive. You
may purchase Maneuvers using their "Any" cost, or for
Maneuvers closed to outside Styles you may use the most
expensive cost +1 (similarly to Jeet Kune Do).
You have no choice on how any of your experience is spent
initially. Purchasing Special Maneuvers, as well as any other
capabilities (Abilities, Techniques, etc) are all up to whoever
is programming you, which is generally whoever created you
or equipped you with the Cybernetic Brain.
Furthermore you don't even have free will. You must obey a
set of parameters or directives your programmer included in
your code. For example there is typically a directive which
states you cannot turn against or attack the programmer,
and perhaps a few having to do with a mission you are on.
Anyone who can gain access to your brain via computer can
also erase or change memories, personality, any data
whether they have permission or are just a hacker (having
Special Maneuvers erased gives you back the Experience
you bought them with).
This situation is fluid however and can be changed
according to the few Special Maneuvers that are listed under
this style. We will outline them here but the full rules are
available under the description of each Special Maneuver.
Agency - You no longer have directives or parameters and
can choose your actions freely. Your brain is still set up to
have data transferred to it however, and cannot learn by
itself. Experience Points must still be spent for you, by your
programmer.
A.N.N. (Artificial Neural Network) - You are a
learning computer, you can now choose how you spend your
Experience Points, however since you have no style you still
require a programmer to learn Maneuvers which do not have
an "Any" cost.
3d Scanning - Allows you to record what happens around
you in exacting detail and save the data for later use. If you
also have A.N.N. you can essentially program yourself with
any Maneuver you have scanned, similarly to JKD but
without the programmer you required before. If you do not
have A.N.N. the data can still be copied and used by a third
party.
Flash Memory - You can write data extremely fast, you
can spend Experience Points at any time, even in the middle
of combat, to buy moves which you have just scanned,
allowing you to instantly mimic your opponent and hit them
back with the same move you just saw them do for the first
time.
Chapter 6: Styles
Chapter 6: Styles
PROGRAMMING
RINDOUKAN KARATE
Chapter 6: Styles
Chapter 6: Styles
RINDOUKAN KARATE
Special Maneuvers
Punch
Ducking Fierce (1 pt.)
Elbow Smash (1 pt.)
Fist Sweep (2 pts.)
Gale Punch (2 pts.)
Head Butt (1 pt.)
Knife Hand Chop (4 pts.)
Knife Hand Strike (3 pts.)
Rising Wind Punch (1 pt.)
Kick
Ax Kick (2 pts.)
Double-Hit Kick (1 pt.)
Foot Sweep (1 pt.)
Forward Foot Sweep (2 pts.)
Block
Maka Wara (3 pts.)
San He (4 pts.)
Grab
Neck Crush (3 pts.)
Vital Crush (3 pts.)
Athletics
Focus
Chi Kung Healing (4 pts.)
Dirty Fighting (1 pt.)
Ki Strike (1 pt.)
Stunning Shout (3 pts.)
new students to the Autumn Bellflower Mansion seeking to
train under the great Makoto.
Because of the rise and fall of the only available dojo,
Rindoukan Karate will either be very obscure, or very well
known; depending on the period of time your Storyteller has
chosen to run the chronicle in.
Schools: Currently Rindoukan Karate can only be learned
at Makotos Dojo, the Rindoukan Dojo in Tosa Japan. How
well known the dojo is depends on when your campaign
takes place.
Members: Since it is only one small dojo, membership is
limited according to space. Depending on how prestigious
the dojo is at the moment it might be very easy or very hard
to be accepted.
Concepts:
instructors
Tomboy,
karate-masters,
fighters,
health
Initial Chi: 1
Initial Willpower: 6
Quote: You just haven't trained enough. You may as well
quit the tournament now. - Makoto
SSAIKYO
ENJUTSU
RYU
Special Maneuvers
Punch
Dragon Punch (5 pts.)
Kick
Foot Sweep (1 pts.)
Hurricane Kick (5 pts.)
Wounded Knee (2 pts.)
Block
Grab
Back Roll Throw (1 pts.)
Athletics
Focus
Gadoken (3 pts.)
Concepts: Extremely naive or unskilled novices, people
who feel sorry for him, stronger fighters who are trying to
take advantage of him or humiliate him.
Initial Chi: 1
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SAIKYO RYU
Initial Willpower: 6
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SENJUTSU
Special Maneuvers
Punch
Dragon Punch (5 pts)
Monkey Grab Punch (1 pt)
Spinning Backfist (1 pt)
Kick
Foot Sweep (1 pt)
Forward Flip Knee (3 pts)
Slide Kick (2 pts)
Block
Energy Reflection (3 pts)
Grab
Herculean Strength (3 pts)
Neck Choke (2 pts)
Back Roll Throw (1 pt)
Athletics
Double Heel Stomp (3 pts)
Flying Heel Stomp (3 pts)
Light Feet (3 pts)
Focus
Balance (2 pts)
Chi Kung Healing (3 pts)
Death's Vissage (3 pts.)
Fireball (3 pts)
Flying Fireball (2 pt)
Immortality (5 pts)
Improved Fireball (3 pts)
Inferno Strike (5 pts)
Leech (3 pts)
Mind Reading (3 pts)
Necrotelepathy (2 pts.)
Perch (5pts.)
Seal (1 pts)
Telekinesis (3 pts)
Telepathy (2 pts.)
Zen No Mind (3 pts)
BECOMING A SENNIN
A character may not start out as a Sennin, it must be
attained through game play and hard work, and there are a
few requirements.
Firstly, the character must maintain 10 Permanent Honor for
at least an entire Story to demonstrate they have the spirit of
a Saint.
Secondly, they must become an honorable "Master" of their
martial arts style (Players Guide, pg. 80).
Lastly, they must give up all material possessions, and ties
to the outside world (distractions) to live as a hermit and
pour themselves into their training for several years. This
effectively renders the character an NPC.
After meeting all three requirements the character is then
allowed to purchase the "Immortality" Special Maneuver and
become a Sennin. At that point they receive one rank in the
Background "Familiar" for free.
Chapter 6: Styles
Chapter 6: Styles
SENJUTSU
SHORINJI KENPO
Special Maneuvers
Abc
Def
Punch
Abc
Def
Kick
Abc
Def
Block
Abc
Def
Grab
Abc
Def
Athletics
Abc
Def
Focus
Abc
Def
Chapter 6: Styles
Chapter 6: Styles
SHORINJI KENPO
STICK FIGHTING
Special Maneuvers
Abc
Def
Punch
Abc
Def
Kick
Abc
Def
Block
Abc
Def
Grab
Abc
Def
Athletics
Abc
Def
Focus
Abc
Def
Chapter 6: Styles
Chapter 6: Styles
STICK FIGHTING
TAEKWONDO
Special Maneuvers
Punch
Spinning Back Fist (1 pt.)
Kick
Ax Kick (2 pts.)
Backflip Kick (2 pts.)
Double Dread Kick (3 pts.)
Double-Hit Kick (1 pt.)
Flash Kick (4 pts.)
Foot Sweep (1 pt.)
Forward Backflip Kick (1 pt.)
Great Wall of China (5 pts.)
Handstand Kick (1 pt.)
Lightning Leg (4 pts.)
Reverse Frontal Kick (1 pt.)
Second Impact (1 pt.)
Sniping Kick (3 pts.)
Stepping Front Kick (3 pts.)
Third Strike (1 pt.)
Windmill Kick (4 pts.)
Wounded Knee (2 pts.)
Block
Grab
Knee Basher (2 pts.)
Thigh Press (2 pts.)
Athletics
Focus
Fireball (3 pts.)
Flying Fireball (2 pts.)
There are both sporting forms and combat forms of
Taekwondo, with slightly different rules, mostly to make the
sporting form safer. The combat forms stay true to their
military roots, and indeed are still taught to Koreas military
troops.
Schools: Dojangs are easy to find due to the extreme
popularity of the art. Many children are placed in Taekwondo
classes at a young age to learn discipline, and many
colleges even offer it as a PE credit.
Members: Most Taekwondo stylists tend to be physically fit
and lean. Anyone can take this art. Its popularity makes it a
common hobby. Also TKD is more coed than many other
martial arts.
Concepts: Olympian, femme fatale, plucky children,
stuntmen, fitness enthusiasts
Initial Chi: 2
Initial Willpower: 5
Quote: "You may not realize it when it happens, but a kick
in the teeth may be the best thing in the world for you."
- Walt Disney
Chapter 6: Styles
Chapter 6: Styles
TAEKWONDO
SPECIAL MANEUVERS
"I fear not the man who has practiced 10,000 kicks once, but
I fear the man who has practiced one kick 10,000 times."
- Bruce Lee
PUNCH
Air Tentacle Whip
Prerequisites: Tentacle Whip, Jump
Power Points: Animal Hybrid 2
The fighter leaps into the air and becomes a flurry of
tentacles hitting all around.
System: The fighter gets to roll three damage tests against
everyone she chooses in any adjacent hex. This is an aerial
maneuver and can be used to avoid projectiles like Jump.
Cost: 2 Willpower
Speed: -2
Damage: +0
Move: -1
Bitch Slap
Prerequisites: Punch
Power Points: Brawling 2; Any 3
Not to be confused with a regular slap, the bitch slap is a
powerful and painful forehand followed by a backhand. It is
designed to embarrass and humiliate the target. It's often
used in the streets to maintain a pecking order.
System: Roll Two damage tests using the modifiers below.
If damage is scored the victim must win an opposed
Willpower roll or lose a temporary point of Glory. This Glory
loss can only happen once per fight.
Cost: None
Speed: +1
Damage: -1
Move: +1
Change of Direction
Prerequisites: Punch , Grab , Throw
Power Points: Mixed Martial Arts 4; Any 5
The fighter uses a quick one-two punching combination to
set up their opponent for a takedown.
System: Similar to Rekka Ken but without the taunt and not
as fast. The fighter plays this card with a basic punch attack
and receives a +2 Speed up to two turns in a row. The third
turn however, the fighter can play either Throw or Double
Leg Takedown at +2 Speed.
Cost: +1 Willpower per turn used
Speed: See description above.
Damage: See description above.
Move: See description above.
Cross Counter
Prerequisites: Punch , Manipulation
Power Points: Boxing, Western Kickboxing, Thai
Kickboxing, Kung Fu 3
Not exactly a counter as it does nothing to stop the
incoming attack, this move simply hits back, hard. A classic
case of Ill take a hit to land a hit.
System: Causes knockdown. You cannot abort into
anything else after you play Cross Counter. Low sweeping
attacks, projectiles, or throws do not activate the cross
counter. There are 2 ways to play cross counter:
Method 1: Interrupt your opponent after they declare you
the target, but before they roll damage, then immediately roll
damage on them when they roll damage on you. If they want
to abort to avoid getting Cross Countered, they must beat
your Manipulation + Subterfuge with their Perception +
Insight.
Method 2: Select the Cross Counter card, then lie and
say you are dizzy. If the other player hits you, you may then
declare it was a Cross Counter and roll damage on them
with the counter-strike.
Cost: 1 Willpower (if they hit you and you counter)
Speed: +0
Damage: Amount of damage taken plus one (no roll)
Move: Zero (before triggered) / Three (after triggered)
Dashing Clothesline
Prerequisites: Punch , Athletics
Power Points: Pankration, Sanbo, Wrestling 4; Any 5
The fighter charges forward swinging her arm wide in an
attempt to catch an unwary opponent across the neck.
System: Causes Knockdown but completely misses
crouching opponents.
Cost: 1 Willpower
Speed: -2
Damage: +6
Chapter 6:
Move: +0
Prerequisites: Technique
Power Points: Style 1
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System: Rules.
Cost: None
Speed: +0
Damage: +0
Move: +0
Dragon Smash
Prerequisites: Punch , Athletics , Dragon
Punch
Power Points: Any 4
A stylish variation of the Dragon Punch invented by Sean
Matsuda to resemble a basketball dunk. The fighter
executes a dragon punch but then at the apex of the move,
punches them in a downward motion to spike them back
down to the ground.
System: If the attacker does not have to move to hit their
opponent (same or adjacent hex) then this move will hit
twice, otherwise the first hit misses and only the second one
hits. Aerial opponents suffer knockdown if damaged. Anyone
who doesn't block the second hit is subject to Knockdown
regardless of if they are aerial or not.
Cost: 2 Willpower
Speed: -1
Damage: +6
Move: -2
Ducking Straight
Prerequisites: Dashing Punch, Athletics
Power Points: Boxing 1, Western Kickboxing 2
The fighter executes an evasive duck as she dashes in to
land a hard hitting straight punch.
System: Can dodge projectiles as per Jump.
Cost: 1 Willpower
Speed: +0
Damage: +4
Move: +1
Ducking Upper
Prerequisites: Ducking Straight
Power Points: Boxing 1, Western Kickboxing 2
Exactly like a Ducking Straight, except it ends in a powerful
uppercut instead of a straight punch.
System: Can dodge projectiles as per Jump. Against aerial
opponents it scores a Knockdown in addition to damage.
Cost: 1 Willpower
Speed: +0
Damage: +4
Move: +1
Flash Chop
Prerequisites: Punch , Focus
Power Points: Special Forces, Wrestling 3; Any 4
The fighter slashes her opponent with a backhanded
horizontal chopping motion. At the same time she focuses
her chi into the strike which is visible and similar to a Flash
Gale Punch
Prerequisites: Punch , Athletics
Power Points: Rindoukan Karate 2; Shotokan Karate,
Kung Fu 3
The fighter swiftly shoots forward and delivers a punch with
all her body weight behind it.
System: Use the modifiers below.
Cost: 1 Willpower
Speed: +1
Damage: +2
Move: +2
Genko
Prerequisites: Punch
Power Points: Brawling, Bushinryu 2; Any 4
This powerful punch is designed to hit an opponent right in
his face, driving him over off his feet.
System: Causes Knockdown.
Cost: None
Speed: -2
Damage: +4
Move: +2
Guren Ken
Prerequisites: Technique
Power Points: Style 1
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flavor text, flavor text, flavor text, flavor text, flavor text, flavor
text, flavor text.
System: Rules.
Cost: None
Speed: +0
Damage: +0
Move: +0
Dragon Dash
Jet Uppercut
Palm Arc
Prerequisites: Technique
Power Points: Style 1
Palm Press
Prerequisites: Punch , Focus
Power Points: Kung Fu, Tai Chi Chuan 3; Wu Shu 4
This wind up for this strike doesn't look very powerful, but
looks can be deceiving! The power is derived from a subtle
planting of the feet and channeling Chi through a slow
looking double-palm strike that can send opponents sailing,
stop fireballs, and even damage opponents without touching
them.
System: The palm press can hit opponents who are one
more hex away than normal with the invisible force
generated in the palms. If more damage is inflicted than the
opponent has dots in Dexterity, they suffer knockdown and
sail backwards a number of hexes equal to the attackers
Strength. This move can be used to completely negate an
incoming projectile, but requires 2 successes on a Wits roll
to do so. If the Wits roll fails, you cannot abort.
Cost: 1 Chi
Speed: -2
Damage: +5
Move: None
Reaping Palm
Prerequisites: Punch , Athletics
Power Points: Shotokan 4; Any 5
The fighter dashes towards her opponent and delivers a
devastating palm-strike that knocks her opponent off his feet.
System: Causes knockdown. Straight-line hex movement.
Cost: 1 Willpower
Speed: -1
Damage: +4
Move: +1
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flavor text, flavor text, flavor text, flavor text, flavor text, flavor
text, flavor text.
System: Rules.
Cost: None
Speed: +0
Damage: +0
Move: +0
Snake Strike
Prerequisites: Punch , Jump
Power Points: Kung Fu, Special Forces 3; Wu Shu 4; Any 5
The fighter launches herself through the air and performs a
series of rapid punches.
System: Snake Strike is an aerial maneuver and can avoid
projectiles as Jump. Against airborne opponents roll three
damage tests and cause Knockdown. Against grounded
opponents, roll only one damage test.
Cost: None
Speed: +1
Damage: +1
Move: -1
Soul Spiral
Prerequisites: Technique
Power Points: Style 1
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flavor text, flavor text, flavor text, flavor text, flavor text, flavor
text, flavor text.
System: Rules.
Cost: None
Speed: +0
Damage: +0
Move: +0
Spring Punch
Prerequisites: Punch , Athletics
Power Points: Kung Fu 4; Wu Shu 5
The fighter executes a punch, while springing off her back
foot so hard that she sails across the arena toward her
opponent in one long horizontal leap.
System: The fighter must travel in a straight hex-line. If
blocked this move will push your opponent back one hex. If
not blocked it will cause Knockdown and they will land one
hex past you when you end your move..
Cost: 1 Willpower
Speed: +0
Damage: +4
Move: +2
Tentacle Whip
Prerequisites: Punch
Power Points: Animal Hybrid 5
The fighter whips her tentacles all around herself hitting
everything around her. Great if you are surrounded, and you
are an octopus...
System: The fighter gets to roll three damage tests against
everyone she chooses in any adjacent hex.
Cost: 2 Willpower
Speed: -2
Damage: +0
Move: None
Thunderbolt
Prerequisites: Jump, Punch , Athletics
Power Points: Boxing 4; Any 5
A huge leap and then a punch that comes screaming down,
fist-first.
Thunder Knuckle
Prerequisites:
Punch
,
Focus
,
Psychokinetic Channeling
Power Points: Ler Drit, Special Forces 3; Any 5
The fighter wreathes her fist in psychokinetic energy, lunges
forward and executes a painful punch aimed at a nerve
cluster.
System: Anyone who is damaged by the thunder knuckle
without blocking suffers a -2 speed penalty on their next turn.
Cost: 1 Chi
Speed: +0
Damage: +2
Move: +1
Tornado Punch
Prerequisites: Punch
Power Points: Capoeira, Kung Fu 5
This move was created by masters of Drunken Kung Fu. The
fighter spins around hitting opponents on all sides with
various parts of her body before landing a single well-placed
blow.
System: Roll damage against all adjacent opponents. All
adjacent opponents are pushed back one hex. You may then
continue to move one hex and repeat the process until you
are out of Move or decide to stop. The very last hit must
target only one opponent and is rolled at a different damage
modifier and causes knockdown instead of pushing them
back. While not aerial, this move allows you to evade
projectiles, similarly to Jump.
Cost: 1 Willpower
Speed: +0
Damage: +1 (moving) / +2 (last hit)
Move: -2
KICK
Burning Kick
Prerequisites: Kick , Focus , Jump
Power Points: Elemental (Fire) 3
The fighter performs an aerial spinning split-kick with energy
coursing off of their legs (typically fire).
System: Causes Knockdown. Aerial maneuver and can
avoid projectiles as Jump.
Cost: 1 Chi
Speed: -2
Damage: +3
Move: +2
Dive Kick
Prerequisites: Kick , Athletics , Jump
Power Points: Any 3
The fighter seems to change direction mid-jump, as she
dives down at her opponent. This move was popularized by
two brothers street fighting in East Philadelphia.
System: Can avoid projectiles as Jump. Straight-line hex
movement.
Speed: -2
Damage: +4
Move: Two/One
Kick Roll
Prerequisites: Kick , Athletics
Power Points: Capoeira 1; Any 2
The fighter executes a forward tumble, and strikes
downward with his foot as she rolls over.
Messiah Kick
Prerequisites: Kick , Athletics , Jump
Power Points: Kung Fu, Jeet Kune Do 3; Wu Shu 4
This move consists of a flying, spinning kick quickly followed
up by another kick. The deceptive nature of the second kick
makes it difficult to block.
System: This is an aerial maneuver and can avoid
projectiles as Jump. The second kick causes Knockdown if it
damages
the
opponent.
If
blocked,
roll
your
Kick+Manipulation
and
the
target
rolls
their
Perception+Block. If your roll is higher completely negate the
targets Block.
Cost: 1 Willpower
Speed: -1
Damage: -1/+2
Move: -2
Reverse Waterfall
Prerequisites: Kick , Athletics
Power Points: Kung Fu 4
In a movement derived from Praying Mantis Kung Fu, the
fighter curls up and rolls one half of the way over before
planting her hand on the ground and pushing off hard to
launch herself upwards foot first in a series of kicks to juggle
the opponent.
System: Aerial and can avoid projectiles as Jump. Causes
Knockdown whether they are aerial or not. Each dice rolled
counts as a separate hit of a multi-hit maneuver, therefore
any 1 rolled is a botch and ends further damage rolls.
Cost: 2 Willpower
Speed: +0
Damage: +7
Move: -2
Ruffian Kick
Prerequisites: Kick
Power Points: Brawling 3; Any 4
This powerful kick can take an opponent off their feet, but is
a wild swing that is hard to aim.
System: You must choose when you play this card whether
it will target opponents on the ground or in the air. If your
Cost: 1 Willpower
Speed: +0
Damage: +3
Move: +1
Second Impact
Prerequisites: Kick , Sniper Kick
Power Points: Taekwondo 1
A better version of the Sniper Kick, which hits twice.
System: Two damage tests, which do not combine for
dizzy unless part of a dizzy combo. Causes Knockdown. Its
an aerial maneuver which can avoid projectiles like a Jump.
Cost: 2 Willpower
Speed: -1
Damage: +4/-2
Move: +4
Sniper Kick
Prerequisites: Kick , Athletics , Jump
Power Points: Kung Fu, Thai Kickboxing, Pankration,
Taekwondo 3; Wu Shu, Spanish Ninjitsu, Ninjitsu 4
The fighter leaps high into the air, locks onto her target, and
then shoots straight at them with a far-reaching flying side
kick.
System: Sniper Kick is an aerial maneuver which can avoid
projectiles like a Jump. Causes Knockdown.
Cost: 2 Willpower
Speed: -1
Damage: +4
Move: +4
Spin Kick
Prerequisites: Kick , Foot Sweep
Power Points: Ninjitsu, Capoeira, Spanish Ninjitsu, Wu
Shu 4; Kung Fu, Western Kickboxing, Special Forces 5
Three spinning kicks executed one after another, at blinding
speed.
System: Similar to a kick version of Rekka Ken but without
requiring a show-off turn afterwards, and not as fast. Up to
three turns in a row you may play a basic kick card and
receive +2 speed. On the second or third Spin Kick you may
use Foot Sweep instead of a basic kick, but this ends the
sequence as you cannot continue the Spin Kicks after the
Foot Sweep.
Cost: 1 Willpower per turn used
Speed: See above
Damage: See above
Move: See above
Spring Kick
Prerequisites: Reverse Waterfall, Drunken Monkey Roll
Power Points: Kung Fu 2
The fighter Drunken Monkey Rolls toward her opponent,
before springing up into a reverse waterfall type of kick,
however it only hits once as most of the fighters attention is
on the roll.
System: This counts as a crouching maneuver during
movement and an aerial maneuver once movement has
ended and Damage is being rolled. Can avoid a projectile at
any point using the same rules as Jump.
Cost: 2 Willpower
Speed: -2
Damage: +6
Move: +2
Stepping Crescent
Prerequisites: Kick
Power Points: Any 1
The fighter takes a big step forward before delivering a
crescent kick.
System: Use the modifiers below.
Cost: None
Speed: +0
Damage: +2
Move: +0
Suicide Spin
Prerequisites: Kick , Handstand Kick
Power Points: Bushinryu, Capoeira 3
Similar to a break dancing move, the fighter does a onehanded handstand while rapidly spinning around. It's such a
contortion that you might hurt yourself, but it's great against
groups of attackers!
System: Hits current and all adjacent hexes, causing
Knockdown. Take 1 health level of damage (total) if you deal
damage to any target.
Cost: 1 Willpower
Speed: +0
Damage: +6
Move: None
Third Strike
Prerequisites: Kick , Second Impact
Power Points: Taekwondo 1
Third Strike is a better version of the Sniper Kick, which hits
three times.
System: Three damage tests, which do not combine for
dizzy unless part of a dizzy combo. Causes Knockdown. Its
an aerial maneuver which can avoid projectiles like a Jump.
Cost: 2 Willpower
Speed: -1
Damage: +4/-2/-3
Move: +4
Tornado Kick
Prerequisites: Jump, Kick
Power Points: Bushinryu 3; Ninjitsu, Kung Fu, Jeet Kune
Do 4; Shotokan Karate, Wu Shu 5
The tornado kick travels diagonally upwards into the air,
while spinning and hitting multiple times. It does the most
damage when used on someone in close range.
System: Three damage tests using the modifiers below.
The first test is done before movement, and therefore you
Wheel Kick
Prerequisites: Kick , Athletics , Jump
Power Points: Mixed Martial Arts, Wrestling 1; Any 2
The fighter executes a quick forward flip striking her
opponent with her heel on the way down.
System: Can avoid projectiles as Jump.
Cost: None
Speed: -1
Damage: +2
Move: +1
Windmill Kick
Prerequisites: Kick
Power Points: Taekwondo 4; Capoeira, Kung Fu, Ninjitsu,
Wu Shu 5
A Windmill Kick is done like a gainer, by performing back
flips while still moving towards forward. The legs are in the
split position so the fighter performs 2 kicks for each of her
rotations.
System: Like a Hurricane Kick, you may travel up to your
full Move in straight hex-line movement. Each time you enter
a hex you roll damage tests and knock your opponent back
one hex. Windmill Kick is an aerial maneuver.
Unlike the Hurricane Kick, you roll two damage tests per hex
traveled, you only make the tests against opponents in the
hexes you travel through, and it causes Knockdown on the
final hit.
Cost: 2 Willpower
Speed: +0
Damage: -1
Move: -3
BLOCK
Advancing Block
Prerequisites: Technique
Power Points: Style 1
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flavor text, flavor text, flavor text, flavor text, flavor text, flavor
text, flavor text.
System: Rules.
Cost: None
Speed: +0
Damage: +0
Move: +0
Energy Absorption
Prerequisites: Technique
Power Points: Style 1
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flavor text, flavor text, flavor text, flavor text, flavor text, flavor
text, flavor text.
System: Rules.
Cost: None
Speed: +0
Damage: +0
Move: +0
Killing Stare
Prerequisites: Block , Athletics
Power Points: Any 5
Based on a Sinanju technique, the fighter focuses
completely on lightness and fluidity so that the incoming
attack pushes her harmlessly out of the way as a leaf in the
wind. This allows her to dodge attacks while also nimbly
drifting through a crowded battlefield.
System: To perform this maneuver you must interrupt an
attack directed at you, and then take up to your full
movement afterward. The attack you interrupted and any
further attacks directed at you before your movement ends
will completely miss. This movement also allows you to
move straight through occupied hexes. Unless there is a low
ceiling, you can also take this movement straight up. Killing
Stare requires someone to attack you to work. If no one tries
to attack you cannot then take the invulnerable movement.
Cost: 1 Willpower
Speed: +3
Damage: None
Move: +2
GRAB
Body Roll
Prerequisites: Grab , Athletics
Power Points: Kung Fu, Wu Shu, Ninjitsu 3, Any 5
This flashy move involves using your opponent as a vault,
you grab them and flip over them to land on the other side.
System: Your opponent is at -2 speed next turn. If you use
a strike on the next turn and beat them at speed, you may
interrupt to hit them in the back forcing them to soak at half
stamina (rounded down) since they have not turned around
yet. In doing so, you will lose a point of temporary honor.
Cost: None
Speed: -2
Damage: None
Move: One
Bushin Throw
Prerequisites: Slide Kick, Grab
Power Points: Bushin 3
only get two damage tests if you must move to reach your
target. Can avoid projectiles like a Jump..
Cost: 1 Willpower
Speed: +1
Damage: +0
Move: One
Capture Punch
Prerequisites: Punch , Grab
Power Points: Any 1
The fighter grabs her opponent and holds them immobilized
while she delivers a devastating punch. This move can be
done in many different ways depending on the fighters
personal style.
System: Damage is calculated using Punch.
Cost: None
Speed: +1
Damage: +2
Move: One
Capture Kick
Prerequisites: Kick , Grab
Power Points: Any 1
The fighter grabs her opponent and holds them immobilized
while she delivers a devastating kick. This move can be
done in many different ways depending on the fighters
personal style.
System: Damage is calculated using Kick.
Cost: None
Speed: +0
Damage: +4
Move: One
Chi Blast
Prerequisites: Grab , Focus
Power Points: Kabaddi, Ler Drit, Ninjitsu 2; Kung Fu 3;
Any 4
The fighter charges her hand up with Chi and then much like
a static shock, blasts her opponent by physically touching
them.
System: Chi Blast functions like any other Grab move,
except damage is calculated using the Focus technique.
Cost: 1 Chi
Speed: -2
Damage: +4
Move: One
Conductor
Prerequisites: Grab , Focus
Power Points: Ler Drit, Special Forces 1; Any 2
The fighter grabs her victim and then damages them with her
chi through the direct contact. This can be done many
different ways depending on the nature of the fighter, but
always involves some type of grab.
System: This is a sustained hold. Damage is calculated
using the Focus rating.
Cost: None
Speed: +0
Damage: +2
Move: One
Daydream Headlock
Prerequisites: Technique
Power Points: Style 1
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flavor text, flavor text, flavor text, flavor text, flavor text, flavor
text, flavor text.
System: Rules.
Cost: None
Speed: +0
Damage: +0
Move: +0
Extended Throw
Prerequisites: Grab , Extendible Limbs, Throw
Power Points: Any 3
The fighter reaches out with Extendible Limbs, grabs her
distant opponent, and throws them. Unfortunately the
extended arm can be blocked on its way in for the grab.
System: Exactly like Throw, except the damage is
completely negated if the opponent blocks. Furthermore,
instead of having to be in the same hex to execute this
throw, it can be done from a distance of Focus-2 hexes
away. For example: If you have a Focus rating of four, you
can grab someone 2 hexes away (one further than
adjacent).
Cost: None
Speed: -2
Damage: +2
Move: One
Fajita Buster
Prerequisites: Grab , Wind Dash, Jump, Piledriver
Power Points: Wrestling 3; Any 5
After sprinting forward the fighter leaps through the air,
catching her opponent by the head and piledriving them to
the ground.
System: Causes knockdown. Can be used to avoid
projectiles as Jump.
Cost: 1 Willpower
Speed: +0
Damage: +2
Move: +5
Herculean Strength
Prerequisites: Grab , Strength
Power Points: Senjutsu 3; Any 4
The fighter gets a crushing grip wherever she can. Using just
1 arm she then proceeds to lift her opponent in the air and
slam them into the ground repeatedly.
System: This is a Sustained Hold and causes Knockdown.
Cost: None
Speed: +0
Damage: +4
Move: One
Knee Crusher
Prerequisites: Technique
Power Points: Style 1
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flavor text, flavor text, flavor text, flavor text, flavor text, flavor
text, flavor text.
System: Rules.
Cost: None
Speed: +0
Damage: +0
Move: +0
Lightning Drop
Prerequisites: Grab , Athletics
Power Points: Bushinryu, Shotokan Karate 3; Any 5
The fighter jumps towards her opponent, grabs them mid-air,
and slams them to the ground.
System: Straight-line hex movement. Can avoid projectiles
as Jump. After the grab you both land 1 hex behind your
target. The landing hex must available to execute this.
Cost: 1 Willpower
Speed: -1
Damage: +2
Move: +3 (before grab) One (after damage)
Meat Squasher
Prerequisites: Grab Athletics
Power Points: Wrestling 5
Moonsault Press
Prerequisites: Grab , Athletics , Jump
Power Points: Wrestling 4; Native American Wrestling,
Sanbo 5
You grab your opponent and spin high into the air. At the
peak of your jump you do a back flip and then land on top of
your opponent in a classic moonsault position, like a belly
flop.
System: Once the fighter has leapt into the air with her
opponent, this is considered an aerial maneuver and can
avoid projectiles as per Jump. After you land and deal
damage, you bounce three hexes away in any direction.
Cost: 2 Willpower
Speed: -1
Damage: +6
Move: One
Neck Breaker
Prerequisites: Grab , Athletics , Slide Kick
Power Points: Ninjitsu, Special Forces 3
The ninja drops to the ground and performs a sliding kick to
quickly cover a lot of ground. When she reaches her
opponent she slides between his legs, comes up behind him,
and snaps his neck with one fluid motion.
System: Causes knockdown if damage is done. Unlike
most Grab maneuvers this can be blocked. If blocked, it
does zero damage.
Cost: 1 Willpower
Speed: -1
Damage: +4
Move: +2
Neck Crush
Prerequisites: Grab
Power Points: Rindoukan Karate 3; Aikido, Jiu Jitsu,
Special Forces, Ninjitsu 4
The fighter encircles her opponents neck in a complicated
choke, which temporarily cuts off the blood to their brain via
the carotid artery. This leaves the opponent on their feet, but
lightheaded and dazed.
System: For every point of damage done, the opponent is
at -1 speed next turn.
Cost: 1 Willpower
Speed: -1
Damage: +5
Move: One
Oil Dive
Oil Rocket
Prerequisites: Grab , Bear Hug, Oil Up
Power Points: Wrestling 3
The fighter grabs her opponent in a Bear Hug and squeezes
so hard that they slip from her grasp and shoot across the
ring like a rocket. This move is often used to buy some time
as it puts the opponent so far away.
System: The first damage test is done while they are in the
same hex. Then you may throw them a number of hexes
equal to your Strength X2, where they hit the ground and
receive the second damage test.
Cost: 1 Willpower
Speed: +0
Damage: +1/+3
Move: One
Paradise Pancake
Prerequisites: Technique
Power Points: Style 1
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flavor text, flavor text, flavor text, flavor text, flavor text, flavor
text, flavor text.
System: Rules.
Cost: None
Speed: +0
Damage: +0
Move: +0
Power Bomb
Prerequisites: Grab , Back Breaker
Power Points: Wrestling 4; Sanbo 5
In this classic Wrestling move, the attacker flips her
opponent up onto her shoulder, jumps into the air, and slams
them head first onto the ground as they both land.
System: If damage is scored it causes knockdown and you
can land up to 3 hexes away in any direction, with your
opponent landing adjacent.
Cost: 1 Willpower
Speed: +0
Damage: +6
Move: One
Rug Burn
Prerequisites: Technique
Power Points: Style 1
Shoot
Prerequisites: Grab , Athletics , Double Leg
Takedown
Power Points: MMA, Wrestling 3
The fighter rushes across the arena to perform a Double Leg
Takedown in the blink of an eye, often catching her
opponent off guard.
System: Play this card with Double Leg Takedown to
change the Move of Double Leg Takedown to +2.
Cost: 1 Willpower
Speed: (See Description)
Damage: (See Description)
Move: +2
Skyfall
Prerequisites: Grab
Power Points: Jiu Jitsu, Mixed Martial Arts, Native
American Wrestling, Sanbo, Wrestling 3; Any 4
The fighter grabs his airborne opponent and uses his
momentum to send her crashing to the ground.
System: To execute this maneuver you must interrupt an
airborne opponent. If your opponent does not beat you on a
resisted roll of their current Technique versus your Grab
rating, you deal damage and cause Knockdown.
Cost: None
Speed: +1
Damage: +3
Move: None
Soul Drain
Prerequisites: Technique
Power Points: Style 1
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flavor text, flavor text, flavor text, flavor text, flavor text, flavor
text, flavor text.
System: Rules.
Cost: None
Speed: +0
Damage: +0
Move: +0
Tornado Throw
Prerequisites: Grab , Throw
Power Points: Aikido, Jiu Jitsu, Mixed Martial Arts 4;
Special Forces Training 5
This began as a Judo throw, when a judoka noticed that
proper unbalancing caused her opponent to turn end over
end during a normal throw. This idea was greatly
exaggerated to create the Tornado Throw, in which the
judoka executes the unbalancing so violently that her
opponent actually pinwheels several times before being
released headed straight for the ground.
System: The Tornado Throw causes knockdown and the
grappler chooses to deposit her victim in any adjacent hex.
Cost: 1 Willpower
Speed: +0
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flavor text, flavor text, flavor text, flavor text, flavor text, flavor
text, flavor text.
System: Rules.
Cost: None
Speed: +0
Damage: +0
Move: +0
Body Check
Damage: +6
Move: One
ATHLETICS
Air Cannon Drill
Prerequisites: Cannon Drill, Jump
Power Points: Special Forces 3; Kabaddi, Wu Shu 4
Similar to the normal Cannon Drill, however the fighter first
leaps into the air and does the move on the way down.
System: Counts as an aerial maneuver and can dodge
projectiles as Jump.
Cost: 1 Willpower
Speed: +2
Damage: +2
Move: +2
Air Crush
Prerequisites: Air Smash, Athletics , Kick
Power Points: Any 1
The fighter leaps into the air and stomps down hard on her
opponent with both her feet, crushing her enemy into the
ground.
System: An aerial maneuver which causes Knockdown.
The fighter must travel in a straight hex-line and end
movement in the same hex as her opponent.
Cost: None
Speed: -1
Damage: +4
Move: -1
Bad Stone
Prerequisites: Athletics/Thrown
Power Points: Brawling 2; Any 3
You simply pick up a rock or some other small nearby object
and throw it at your opponent. Not a move seen very often
amongst honorable warriors.
System: Can be used with any improvised object within
reach or something you have concealed on your person.
Can be bought and performed using either Thrown Weapons
rank, or Athletics rank like pitching a baseball. -1 honor when
done in tournaments. Can be Jumped or dodged like a
projectile.
Cost: None
Speed: -2
Damage: +0
Move: None
Empty Step
Prerequisites: Athletics
Power Points: Ninjitsu 1; Any 3
A ninja technique used to outmaneuver the enemy on the
field of battle by nimbly slipping over, under, or around. It is
excellent both for suddenly flanking a single target, and also
for making an escape.
System: This card is always in effect and gives you the
ability to move straight through occupied hexes, which is
normally prohibited. This applies only to hexes occupied by
characters or partially blocked by objects (sliding under a
table for example). The Storyteller can still decide a hex is
completely blocked by a wall etc and impassable.
Cost: None
Speed: See above
Damage: See above
Move: See above
Flying Peach
Prerequisites: Athletics
Power Points: Wrestling 2; Any 3
This move is performed by launching yourself ass-first at
your opponent, and hitting them as hard as you can with
your big ass.
System: Flying Peach is an aerial maneuver which causes
Knockdown.
Cost: None
Speed: -2
Damage: +3
Move: +2
Oil Slide
Prerequisites: Athletics , Oil Up
Power Points: Wrestling 2
The fighter slides straight at her opponent in a way that
knocks them off their feet.
System: Causes Knockdown.
Cost: 1 Willpower
Vital Crush
Prerequisites: Athletics
Power Points: Any 4
The fighter simply runs full speed, straight into her opponent,
causing damage as their bodies collide.
System: Move must be made in a straight line. Body Check
does 1 extra damage if the user has Maka Wara.
Cost: 1 Willpower
Speed:
+1
Damage: +4 (+5)
Move: +1
Sand Chuck
Prerequisites: Athletics
Power Points: Brawling 3; Any 5
When life knocks you down, you get back up. When a big
drunk redneck knocks you down, you scoop up a hand full of
sand and sling it in his eyes before he can get the upper
hand.
System: Any time you are knocked down roll one damage
die against one target as you get back to your feet. If the roll
succeeds, you hit them with some sand in the eyes and they
are at -2 Speed on their next action. -1 Honor and -1 Glory in
a tournament. In order for this to work, the target must have
exposed eyes.
Cost: None
Speed: Special
Damage: One
Move: None
Shooting Peach
Prerequisites: Technique
Power Points: Style 1
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flavor text, flavor text, flavor text, flavor text, flavor text, flavor
text, flavor text.
System: Rules.
Cost: None
Speed: +0
Shoulder Blast
Prerequisites: Athletics
Power Points: Aikido, Bushinryu, Kung Fu, Tai Chi Chuan
4;
The fighter crouches, twists, and slams her back and
shoulders into her opponent. In Kung Fu it is called
Tetsuzanko, which translates to "Iron Mountain Leaning".
That's a pretty accurate description.
System: Can evade projectiles by briefly going under them
using the same rules as Jump. Causes Knockdown.
Cost: 1 Willpower
Speed: +0
Damage: +5
Move: +2
Cost: 1 Willpower
Speed: +1
Damage: +1
Move: +5
Tumble
Prerequisites: Athletics
Power Points: Any 1
Nothing fancy here, the fighter just curls up and rolls on the
ground like it's his first gymnastics lesson.
System: The fighter must move in a straight hex-line, but
may move directly through other characters hexes. Tumble
is considered a crouching maneuver so aerial maneuvers
will miss it. It can also be used to avoid projectiles, like a
worse version of Drunken Monkey Roll (Same rules as
Jump).
Cost: None
Speed: +3
Damage: None
Move: +0
Guard Position
Prerequisites: Athletics , Ground Fighting
Power Points: Mixed Martial Arts, Wrestling 2; Any 3
The fighter quickly drops to the ground, and assumes a
defensive position.
System: This allows the fighter to quickly assume a prone
position. You can interrupt an opponent with this to make
them incur penalties for fighting a grounded opponent as per
Ground Fighting.
Cost: None
Speed: +4
Damage: None
Move: None
Wind Dash
Prerequisites: Athletics
Power Points: Any 5
Years of practice allow the fighter to sprint at incredible
speeds.
System: Use the modifiers below.
Cost: 1 Willpower
Speed: +3
Damage: None
Move: +6
FOCUS
Tengu Running
Prerequisites: Technique
Power Points: Style 1
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flavor text, flavor text, flavor text, flavor text, flavor text, flavor
text, flavor text.
System: Rules.
Cost: None
Speed: +0
Tostada Press
Prerequisites: Air Smash, Wind Dash
Power Points: Wrestling 3; Any 5
After sprinting forward, the fighter leaps into the air and
comes crashing down on her opponent.
System: Causes Knockdown. Can be used to avoid
projectiles as Jump.
3d Scanning
Prerequisites: Cybernetics
Power Points: Programming 3
Computer brains have total recall, which is roughly
equivalent of a photographic memory. This allows them to
store the data of how special moves are performed for
instance.
System: A move or event is considered stored when the
cyborg declares they are storing it, and after either 1 full turn
of observing and taking no actions, or 3 turns of normal
combat or other activity.
This data can be used to program yourself (if you possess
A.N.N.), or can be used by your programmer/owner to
program you or a third party. It may also be stored, saved,
Speed: -1
Damage: +3
Move: +5
Accuracy
Prerequisites: Focus
Power Points: Any 4
After being frustrated by having their projectiles jumped,
many fighters began learning how to launch them at upward
angles to catch their airborn opponents.
System: The difficulty for opponents to avoid your
projectiles with a jump or similar maneuver is +1.
Cost: None
Speed: See description
Damage: See description
Move: See description
Aegis Reflector
Prerequisites: Wall, Focus
Power Points: Elemental (Earth) 3
The elemental harnesses the Earth's geomagnetic field to
create a wall of crackling energy instead of earth.
System: The fighter using this maneuver can pass through
the wall unaffected by it and so can her projectiles. To
anyone else it functions as a solid barrier (see Wall), reflects
energy projectiles back at their creators, and makes a
damage test against anyone adjacent to it. The wall cannot
be beaten down like the Wall maneuver, but fades away
after being up for a number of turns equal to the creators
Focus rating.
Cost: 2 Chi (on the first turn only)
Speed: -2
Damage: +2
Move: None (on the first turn only)
Agency
Prerequisites: Cybernetics
Power Points: Programming 5
Whether or not a cybernetic brain has free will or not is an
important distinction. Without it they are simply a weapon to
be wielded, a slave, a tool. Once the Cyborg gains Agency
however, they may make their own choices, and follow their
own path. Contrary to pop culture films, they do not all try to
destroy humanity when this happens, although some might.
System: Once a cyborg buys this, they may make all their
own decisions and are free from following directives. They
are no longer effectively under Mind Control. Because they
still do not have a completely normal mind, they may not
spend experience points on their own yet unless they also
have A.N.N. (at which point they become a "learning
computer"). Since cyborgs attempting to buy this obviously
cannot make their own decisions yet, this must be given to
them by their programmers. On rare cases however, through
storytelling, a cyborg can manifest this herself spontaneously
(at 3x the cost).
Cost: None
Speed: (see above)
Damage: (see above)
Move: (see above)
Ashura Warp
Prerequisites: Focus , Athletics
Power Points: Satsui No Hado (free); Any 4
Juni developed this maneuver for Shadoloo after watching
Akuma perform it and sharing the data with HQ. The fighter
focuses her chi into performing a supernaturally fast dash.
She moves at such incredible speeds that to most it seems
like she simply teleported, however if an opponent is quick
enough to interrupt her they can prove it is no teleport by
striking her midway through the dash.
System: Must travel in straight-line hex movement. This
maneuver immediately ends if damage is taken. Can travel
directly through hexes occupied by characters or obstacles
with a lot of open space (tables etc) but not through solid
walls/fences etc.
Cost: 1 Chi
Speed: +3
Damage: None
Move: +4
Aura Detection
Prerequisites: Focus
Power Points: Any 4
All living things possess an aura. Certain individuals are able
to detect these auras which reveal some qualities of the life
form no one else can easily see. Different cultures explain
this in various ways; the third eye, the inner eye, the ajna,
the brow chakra, second sight. You may even be burned as
a witch in some cultures if you don't shut up about it.
System: The fighter can automatically tell when an aura is
present without activating this power, but this is a general
feeling and no specific information is gleaned. For example
you may suddenly realize you are not alone.
When the maneuver is fully activated however, the fighter
can do much more with it within a range of Wits + Focus:
1. Insight rolls can be made instantly, without taking 3
rounds to observe the target.
2. You can get a general sense of the targets effective
Rank, Chi, Willpower, Health, Glory, Honor. Storytellers are
encouraged to do this through descriptive language rather
than handing over the numbers.
3. For any of the following perception rolls, the user may
add her Focus rating to the roll, but only when it applies to a
living thing with an aura.
Perception (straight perception checks) - It's hard to hide
anything from a limp to a lie when someone is staring at your
aura. Does not help them spot a landmine however.
copied, and transferred like any other data, but takes up a lot
of space and may be difficult using normal computers.
Cost: None
Speed: (see above)
Damage: (see above)
Move: (see above)
This also allows you to make these rolls when you wouldn't
normally get them because of complete blindness.
Cost: 2 Chi per encounter
Speed: (see above)
Damage: (see above)
Move: (see above)
Binding
Prerequisites: Focus
Power Points: Senjutsu 1; Any 3
You have the ability to magically bind limbs, rendering them
useless. You can only do this to yourself or willing volunteers
however, so it's more of a novelty than an attack. Oro does
this to his arm for difficulty and training, and also so that he
can fight weaker fighters like Akuma or Gill without hurting
them too badly. Sometimes it thinks it's being funny and
surprises Oro by switching arms while he is asleep!
System: Can only be used on yourself, or a willing
volunteer. The binder pays 2 Chi to create the binding, but it
is the person with the bound limb who must pay 2 Chi to
remove the Binding (If they only have a Chi rating of 1, they
may pay it cumulatively).
You cannot use the limb while bound. This effectively halves
(round down) your Punch and Grab if you bind an arm, or
your Kick and Athletics if you bind a leg. You temporarily
lose access to any special maneuvers you no longer have
the prerequisites for with your new effective rating.
If you manage to wear a Binding for an entire story you may
then use the experience points earned during that story to
purchase dots in Punch/Grab (arm) or Kick/Athletics (leg) for
a discounted rate. Improvement is easier when you are
willing to make big sacrifices in your training like fighting with
one arm tied behind your back.
Trait
New Technique
Technique
Superhuman Technique
Cost: 2 Chi
Speed: (see above)
Damage: (see above)
Move: (see above)
Cost
2
current rating x2
current rating x4
Chi Pull
Prerequisites: Focus
Power Points: Kabaddi, Ler Drit, Tai Chi Chuan 5
The fighter uses her chi to create a field of negative energy
which roughly yanks unsuspecting opponents towards her.
System: Chi Pull has a range of Wits + Focus. No actual
damage is done but damage is still rolled for Dizzy purposes.
The target is moved one hex closer to you for each dot you
have in Focus. If the target is not dizzy, he can resist this
with a Strength roll versus your Focus. Outside of combat
this can pull objects toward you weighing 50 lbs per success
rolled.
Cost: 1 Chi
Speed: -2
Damage: +8
Move: None
Condensed Energy
Prerequisites: Focus
Power Points: Any 4
Like a regular projectile except more chi is used, creating a
larger, more damaging projectile. Unfortunately this also
makes it slower as the user must take more time drawing out
energy. Some describe it as being less disciplined, and
having more emotional content.
System: Spend an additional chi and play this card with
your Focus projectile card. Reduce the speed, range and
difficulty of your damage roll by 1 or 2. Dont forget the
speed modifier when you call out your speed.
Cost: +1 Chi
Speed: (see above)
Damage: (see above)
Move: none
Criminal Upper
Prerequisites: Focus Punch , Power
Uppercut
Power Points: Any 4
Many are awestruck when they witness this move, which is a
punch so powerful it creates a vortex not unlike a small
tornado.
System: Pick one adjacent hex to target. Everyone (except
you) in the target hex or any hex adjacent to it is struck.
Causes Knockdown.
Cost: 1 Chi
Speed: -1
Damage: +5
Move: -2
Cryokinesis
Prerequisites: Pyrokinesis, Cryotactus
Power Points: Elemental (Fire) 1
The elemental uses all her negative emotion (Yin) to
summon and hurl a dense ball of ice at her opponent by
removing all the heat from the area.
System: Two damage tests. Each damage test will push
the target back 1 hex if it results in any damage. Fire
elementals will soak this ice attack at -1.
Cost: 2 Chi
Speed: -2
Damage: +0
Move: None
Cryotactus
Dirty Fighting
Prerequisites: Wits
Power Points: Brawling, Krav Maga, Ninjitsu, Pankration,
Rindoukan Karate, Special Forces Training 1; Any 3;
Some fighters are cunning and ruthless enough to really hit
you where it hurts. It doesn't matter if it's an eyeball, a throat,
or a groin, they just want to win. It's often taught in Women's
Self Defense Classes where the goal is simply survival, not
an honorable fighting career.
System: Combine this Combat Card with any other basic
punch or kick to land it in a particularly sensitive area of your
choosing. This lowers the difficulty of the damage roll to 3.
The fighter who uses Dirty Fighting however, loses one
honor point. If used in a tournament she also loses one point
of glory.
Cost: 1 Willpower
Speed: (see above)
Damage: (see above)
Move: (see above)
Flash Memory
Prerequisites: Cybernetics
Power Points: Programming 1
The ability to instantly write data means a cyborg can learn
new skills in nanoseconds!
System: Fighters with Flash Memory may spend
experience points and update their character sheet and
combat cards instantly during their turn.
For example after performing 3D Scanning on Ken's Flaming
Dragon Punch, the Cyborg Twelve might choose to
announce the speed of it at the beginning of his next turn.
Then when it is time for him to act, he can spend
accumulated experience points to purchase Power
Uppercut, Dragon Punch, Flaming Dragon Punch, and then
attack Ken with the Flaming Dragon Punch.
Cost: None
Speed: (see above)
Damage: (see above)
Move: (see above)
Gadoken
Prerequisites: Focus
Power Points: Saikyo Ryu 3, Any 4
Frustrated with Gouken for not teaching him to throw a
Fireball, Dan Hibiki created his own version, which has since
become one of the trademark moves of Saikyo Ryu style.
System: Gadoken is a projectile with a range equal to only
one hex! As with all projectile attacks, the attacker must
have an unobstructed line-of-sight on his intended victim.
Cost: 1 Chi
Speed: -2
Damage: +0
Move: None
Immortality
Prerequisites: Focus
Power Points: Senjutsu 5
Is there any limit to how skilled a fighter can become during
their lifetime? Perhaps not, if their lifetime never ends.
System: The fighter with this maneuver never dies of old
age. They can still be killed by physical attacks or accidents
however, and they still age, which can get ugly.
Cost: None
Speed: (see above)
Damage: (see above)
Move: (see above)
Prerequisites: Pyrotactus
Power Points: Elemental (Fire) 1
The elemental focuses all of her negative emotion (Yin) into
throwing extra powerful strikes. For the duration of
Cryotactus her hardest punches and kicks will be wrapped in
ice as she channels all heat away from her limbs at the
moment of impact.
System: Play with Fierce or Roundhouse to add +1 ice
damage (fire elementals soak at -1). This will also freeze
objects at the Storytellers discretion. The effect lasts for a
number of turns equal to the elementals Focus technique.
While active the user can choose to switch back and forth
between Cryotactus and Pyrotactus at will.
Cost: 1 Chi, 1 Willpower
Speed: (See above)
Damage: +1
Move: (See above)
Using this power can take a long time, and can be difficult to
track down what you are looking for, due to the sensory
overload. You may have to concentrate on different parts of
several different continents for example, before you finally
detect the aura of a jet setting friend. The global range
should not be interpreted as seeing the whole world's aura at
once, it is more like satellite imaging. Lots of scanning and
searching before zooming in and finally zeroing in. Like Aura
Detection, this also works just fine when completely blinded.
Cost: 1 Chi per hour, after the hour spent activating it.
Speed: (see above)
Damage: (see above)
Move: (see above)
Improved Telekinesis
Prerequisites: Telekinesis, Focus
Power Points: Senjutsu 2; Any 4
Powerful telekinetic fighters are able to move heavier objects
and with more control!
System: Play with your regular Telekinesis card to change
the damage bonus to +3 and the weight limit of objects you
can lift to what you could physically lift if you had a Strength
equal to your Intelligence.
Or play this card by itself to hurl an object like a projectile
rather than have them orbit your body.
Cost: 1 Chi to hurl a projectile
Speed: -2
Damage: +0
Move: None
Ki Blade
Prerequisites: Focus
Power Points: Any 3
The fighter is so attuned with her weapon, that she may
summon one out of pure energy should she find herself
unarmed.
System: Play this card with a weapon attack of your choice
to perform the attack without actually having a weapon. This
is not considered dishonorable duelist behavior. The type of
weapon must be chosen when you buy this maneuver and
cannot be changed (if you buy Ki Sword, you can not later
use it for a Ki whip). Nothing mechanical like a gun, but other
projectiles like arrows or thrown weapons are fine.
Cost: 1 Chi
Speed: (see above)
Damage: (see above)
Move: (see above)
Ki Strike
Prerequisites: Focus
Power Points: Rindoukan Karate 1; Any 3
The fighter concentrated deeply while focusing all the Ki in
her body to deliver a deadly blow. Stopping to meditate in
the middle of combat isnt the safest thing to do, but it sure
allows you to hit hard.
System: You meditate this round and are vulnerable to
attacks. Next time you roll damage this combat you get +1
damage dice. This can be done up to three times in a row, to
Necrotelepathy
Prerequisites: Focus , Telepathy
Power Points: Senjutsu 2
The power to speak with the dead comes in handy when you
failed to find answers or resolution while they were still alive.
System: Exactly like Telepathy, but can be used on the
dead.
Cost: 1 Chi per turn
Speed: None
Damage: None
Move: None
Perch
Prerequisites: Focus , Balance
Power Points: Senjutsu, Bushinryu, Ninjitsu, Spanish
Ninjitsu 3; Any 5
Some possess the uncanny ability to stand in the strangest
places, for example on top of a moving jet.
System: The fighter's footing is not affected by velocity or
aerodynamics. She can be on top of a speeding corvette, a
soaring jet plane, or a bullet train without falling off. Moving
faster than one hex per turn, or attempting combat however
requires a Dexterity check at normal difficulty to not fall. She
can still be knocked off however, for example forgetting to
duck when passing under a low bridge.
Cost: 1 Chi per hour
Speed: (see above)
Damage: (see above)
Move: (see above)
Psychokinetic Weapon
Prerequisites: Focus , Weapon
Power Points: Any 4
The fighter sheathes her weapon in chi energy for a more
damaging strike.
System: Record this on a single damage card. play this
card alongside a basic weapon attack to add +2 damage.
Cost: 1 Chi
Speed: +0 (see above)
Damage: +2 (see above)
Move: +0 (see above)
Pyrokinesis
Prerequisites: Focus , Elemental , Pyrotactus
Power Points: Elemental (Fire) 4
The elemental uses all her positive emotion (Yang) to
summon and hurl a dense ball of fire at her opponent.
System: Two damage tests. Each damage test will push
the target back 1 hex if it results in any damage.
Cost: 2 Chi
Speed: -2
Damage: +0
Move: None
Pyrotactus
Raging Demon
Prerequisites: Satsui No Hado , Ashura Warp
Power Points: Satsui No Hado (free)
This maneuver was thought to be originally discovered by
the old masters of Shotokan Karate, but they forbid it's use
as it is very dangerous and can even kill the person using it!
Akuma was the student who broke this taboo and started
using it again.
An attack which invokes karmic energies to damage the
target relative to their inequities. Some say that for a
moment you are teleported to hell, but that is an
oversimplification at best. The +16 damage is for the 16 hells
of Buddhism.
Anyone with the power of nothingness (Mu) can counter
most of this by emptying their spirit, heart, and mind so that
they do not carry the weight of their past sins in that moment
which karma strikes.
System: Opponents cannot block it but can soak with
Stamina + Honor. A character with Zen No Mind may choose
to spend 1 Willpower when they are hit with a Raging
Demon (before damage is rolled) to effectively have 10
honor for purposes of soaking. This move has no effect
whatsoever on anyone or anything lacking a soul, so it is
generally only used on human beings.
The movement portion of this move is exactly like Ashura
Warp for purposes of traveling through occupied hexes, and
must also be done in straight hex-line movement.
Should you botch your damage roll, roll another damage test
against yourself this time.
Characters brought to zero health from this move are dead,
not unconscious (Storyteller's discretion) and the user of this
move has now crossed the line and is too evil to be a Player
Character anymore, having been completely consumed by
the Satsui No Hado. Hand the Storyteller your character
sheet.
Cost: 2 Chi, 2 Willpower
Speed: +3
Damage: +16
Move: +3
Resurrection
Prerequisites: Focus , Regeneration
Power Points: Any 7
Resurrection is one of the mysterious and closely guarded
66 secret techniques of the Illuminati. It involves the
activation of all seven chakra points along the spine. It
allows the fighter to recover health after none is remaining.
Scramble
Prerequisites: Ashura Warp
Power Points: Ler Drit, Spanish Ninjitsu, Special Forces 5
The fighter performs a Ashura Warp while also rising into the
air to perform an aerial attack. This blindingly fast maneuver
can easily catch an opponent off guard.
System: Functions like the Ashura Warp except it is also
an aerial maneuver which can be used to dodge projectiles
like Jump. When played alone it can be used as an abort.
You can also choose to play this card (not as abort) with any
aerial maneuver to do that maneuver after Mach sliding into
the air. When played in this way with another maneuver the
Scramble uses the Speed and Damage of the other
maneuver, but still uses the Move of the Scramble.
Cost: 2 Chi
Speed: +4
Damage: None
Move: +3
Seal
Prerequisites: Focus , Chi Kung Healing
Power Points: Any 3
Cannot be used in combat, as it requires a period of
meditation and trance. Just as Chi Kung Healing can heal
the body, Seal can heal the soul, removing unwanted
impurities from the target.
System: Can be used to cancel out magical or mystical
effects that are plaguing the target, such as Mind Control,
Blind, or Satsui No Hado. The effects are not technically
removed but instead are made dormant. The person sealing
the effect must spend one point of Chi per rank in the
original maneuvers highest prerequisite, or one point of Chi
per rank in Satsui No Hado to Seal that background.
After the Seal is in place, the target functions just as if the
effect were not there anymore, but per the Storyteller's
discretion the effect could return in a high risk situation or
under the right circumstances. There should always be a
reason for this, a Seal will not just disappear randomly,
though the reason might not be obvious.
Cost: (see above)
Speed: (see above)
Damage: (see above)
Move: (see above)
Shape Change
Prerequisites: Focus
Power Points: Native American Wrestling 4; Any 5
Twelve made this power famous by changing into his
opponents during battles, sprouting weapons in place of his
arms, and sometimes opting to ditch his arms in favor of
another set of legs.
System: This allows you to add your Focus technique to
your disguise rolls (for example Manipulation + Disguise +
Choke Chain
Prerequisites: Chain , Grab
Power Points: Brawling 2; Any 3
You grab your opponent using the chain, and sling him to
and fro into the ground before tossing him away.
System: Hits twice using the modifiers below. Do not add
your Chain rating to damage. The target lands 2 hexes in
front of you.
Cost: 1 Willpower
Speed: +0
Damage: +3
Move: One
Dashing Slice
Telekinesis
Prerequisites: Focus
Power Points: Senjutsu 3; Any 5
The power to move small objects with your mind.
System: Outside of combat you can use this ability to move
items with your mind, within a range of Wits + Focus. You
are able to move them as well as you could physically if you
had a Strength equal to half your Intelligence (round down)
and a Dexterity equal to your Wits.
This requires concentration however, so inside of combat the
best you can do is to orbit something around part of your
body in a holding pattern, which adds power to your strikes
as they are hit with a fist/foot as well as a floating object(s).
Play this with a basic Punch or Kick card to get +2 Damage.
Cost: 1 Chi per turn used
Speed: (see above)
Damage: +2
Move: (see above)
Visions
Prerequisites: Technique
Power Points: Style 1
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flavor text, flavor text, flavor text, flavor text, flavor text, flavor
text, flavor text.
System: Rules.
Cost: 1 Chi
Speed: +0
Damage: +0
Move: +0
WEAPON
Bandit Chain
Prerequisites: Chain , Grab
Power Points: Brawling 3; Any 4
Prerequisites: Technique
Power Points: Style 1
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text, flavor text.
System: Rules.
Cost: 1 Chi
Speed: +0
Damage: +0
Move: +0
Double Strike
Prerequisites: Technique
Power Points: Style 1
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text, flavor text.
System: Rules.
Cost: 1 Chi
Speed: +0
Damage: +0
Move: +0
Lightning Strikes
Prerequisites: Technique
Power Points: Style 1
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text, flavor text.
System: Rules.
Cost: 1 Chi
Speed: +0
Damage: +0
Move: +0
Oil Up
Prerequisites: Athletics
Power Points: Wrestling 1; Any 2
You entangle your enemy in your chain and then smash him
repeatedly up and down into the ground before flinging him
behind you on the upswing.
System: Roll 3 damage tests using the modifiers below. Do
not add your Chain rating. Deposit your victim 3 hexes
behind you.
Cost: 1 Willpower
Speed: -1
Damage: +3
Move: One
Rapid Attack
Pogo
Prerequisites: Technique
Power Points: Style 1
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text, flavor text.
System: Rules.
Cost: 1 Chi
Speed: +0
Damage: +0
Move: +0
Power Upperstrike
Prerequisites: Weapon
Power Points: Any 1
A powerful upwards weapon strike that can knock an
opponent out of the air..
System: If it interrupts and scores damage against an
aerial opponent it will also cause Knockdown.
Cost: None
Speed: -1
Damage: +3
Move: One
Psycho Sting
Prerequisites: Weapon , Focus , Power
Upperstrike
Power Points: Any 4
Rekka Buki
Prerequisites: Weapon , Athletics
Power Points: Any 4
The fighter executes a series of 3 strikes that quickly chain
together, similarly to Fei Long's Rekka Ken.
System: Exactly like Rekka Ken but with a weapon instead
of Punch.
Cost: 1 Willpower per turn used.
Speed: See description above
Damage: See description above
Move: See description above
This maneuver both allows you to lubricate your body midmatch, and also represents skill and experience using oil to
your advantage.
System: To execute this maneuver you must have some oil
or other lubricant within easy reach. You will remain
lubricated for the next three turns which gives you a +1
bonus to either Speed, Damage or Move. You must declare
which modifier the bonus will be applied to at the start of
each turn. The bonus can be applied to a different modifier
each turn.
COMBAT
ANIMAL COMPANIONS
BLIND FIGHTING
S.I.N. BATTLESUIT
That's definitely not a rental.
-The Tuxedo
The experimental S.I.N. Battlesuit was developed to give
S.I.N. agents an edge in combat by letting them perform
maneuvers that they normally wouldnt have access to. This
is achieved through an array of gadgets which are cleverly
hidden within the suit, letting it pass as normal clothing.
They are not entrusted to just anyone, in addition to passing
rigorous tests to get into the program, a candidate must have
at least Backing (S.I.N.) to get one.
Since they were designed to be used by agents in the field
for extended periods of time, the Battlesuits are entirely self
contained and require no maintenance to function. Being
designed for use in extreme combat situations, they are very
durable and are not typically damaged in combat, however
Chapter 8: Combat
Chapter 8: Combat
Chapter 8:
When the character takes the suit off she loses the use of
any special maneuvers she no longer has the prerequisites
for. She can no longer access Focus maneuvers bought
using the Battlesuit Technique as a prerequisite, or any
maneuvers that used those maneuvers as prerequisites (and
so on). The character does not get any experience points
back that she spent to purchase the missing maneuvers, but
she has access to them again whenever she puts a
Battlesuit on. This can create interesting role playing
scenarios; if someones suit is stolen or revoked they may go
to great lengths to get it back.
PSYCHO DRIVE
Lorem ipsum dolor sit amet, consectetur adipiscing elit.
Fusce in mi id sem ornare mattis non ut ante. Integer
maximus tellus non mauris auctor, maximus mattis erat
semper. Ut gravida augue metus, id dignissim augue suscipit
at. Vestibulum ante ipsum primis in faucibus orci luctus et
ultrices posuere cubilia Curae; Pellentesque habitant morbi
tristique senectus et netus et malesuada fames ac turpis
egestas. Pellentesque habitant morbi tristique senectus et
netus et malesuada fames ac turpis egestas. Nulla id tellus
sagittis, vulputate eros a, convallis dui. Phasellus justo
augue, eleifend id feugiat id, porta pretium ex. Quisque eu
lacus fermentum, fringilla nisi at, congue nulla. Nulla ligula
velit, rhoncus quis elementum sit amet, mollis sit amet dui.
Vestibulum rhoncus pharetra ultrices. Aenean suscipit ipsum
molestie, commodo sapien at, accumsan lacus. Praesent
efficitur elementum elit, eget tempus nulla dignissim sed.
Lorem ipsum dolor sit amet, consectetur adipiscing elit.
Fusce in mi id sem ornare mattis non ut ante. Integer
maximus tellus non mauris auctor, maximus mattis erat
semper. Ut gravida augue metus, id dignissim augue suscipit
at. Vestibulum ante ipsum primis in faucibus orci luctus et
ultrices posuere cubilia Curae; Pellentesque habitant morbi
tristique senectus et netus et malesuada fames ac turpis
egestas. Pellentesque habitant morbi tristique senectus et
netus et malesuada fames ac turpis egestas. Nulla id tellus
sagittis, vulputate eros a, convallis dui. Phasellus justo
augue, eleifend id feugiat id, porta pretium ex. Quisque eu
lacus fermentum, fringilla nisi at, congue nulla. Nulla ligula
velit, rhoncus quis elementum sit amet, mollis sit amet dui.
Vestibulum rhoncus pharetra ultrices. Aenean suscipit ipsum
molestie, commodo sapien at, accumsan lacus. Praesent
efficitur elementum elit, eget tempus nulla dignissim sed.
RIDING CROP
This short type of whip consists of a handle, a shaft of cane or
fiberglass covered in leather or fabric. It terminates in a thin
flexible tress such as a leather flap, which helps it to not leave
marks. Originally these were used on horses by their riders,
but some of the more eccentric fighters may opt to use them
as a weapon. Also popular for S&M.
Technique: Whip / Speed: +2 / Damage: -1 / Move: +0
Chapter 8: Combat
Chapter 8: Combat
ERRATA
OFFICIAL
ERRORS
"As an artist, I feel that we must try many things but above
all we must dare to fail. John Cassavetes
Cartwheel Kick
Prerequisites: Kick , Athletics
Power Points: Capoeira, Ninjitsu, Wu Shu 2; Any 3
The fighter travels in a series of accelerating cartwheels
towards his target, ending with a powerful kick.
System: The attacker must move in a straight line to the
enemy. Each hex moved by the attacker adds +1 damage to
the final kick.
Cost: 1 Willpower
Speed: -1
Damage: +1 per hex traveled
Move: +2
Displacement The prerequisites Esquives would not
have been possible to purchase for some of the styles listed
so it was removed. You no longer need Esquives to get
Displacement (Player's Guide pg. 88).
Dizzied It's not clear from the description (Street Fighter
pg. 138) if Dizzied fighters lose remaining actions this turn, in
addition to not being able to act on their next turn. Yes, they
do in fact lose remaining actions this turn.
Tiger Knee Due to the wording it is not clear to some if
this causes knockdown against opponents who are not
airborne. Yes, it does (Secrets of Shadoloo pg. 27).
Rising Storm Crow Damage calculation is unclear (The
Perfect Warrior pg. 60). It is actually calculated exactly as
written therefore: (Strength + Grab -3) / ([Strength X 2] +
Grab).
Riposte Riposte from Jacques Desroches sheet
(Player's Handbook pg. 16) is supposed to be Deflecting
Punch (Street Fighter pg. 115).
Spontaneous Combustion The missing Speed
modifier should be -2 (Players Handbook pg 16).
AMBIGUITY
"They don't think it be like it is, but it do." - Oscar Gamble
Blocks The section describing blocks (Core pg 137) is
not clear if it is referring to the basic maneuver called Block
(Core pg 137) or the entire category of special maneuvers
(Core pg 115). This makes it unclear if every Block
maneuver (Deflecting Punch, Kick Defense, Maka Wara,
etc.) is an Abort move, or just the basic Block.
Extra Success On one example (Core pg 141), Jade
uses a point of willpower to add an extra d10 while rolling
damage for a Spinning Knuckle. On page 64 however it says
only 1 Willpower point may be spent per turn. Jade spent 1
Willpower for the extra damage die and 1 Willpower for the
Spinning Knuckle. Furthermore page 33 is the only place
Appendix 1: Errata
Appendix 1: Errata
Appendix 1:
Appendix 1: Errata
Appendix 1: Errata
AMANDA RAINTREE
TEAM RAVEN
Appendix 1: Errata
Appendix 1: Errata
SOCIAL
Charisma
Manipulation
Appearance
Perception
Intelligence
Wits
ABILITIES
TALENTS
Alertness
Interrogation
Intimidation
Insight
Streetwise
Subterfuge
Team: Ravens
Concept: Native American Amazon
Signature: Leaves a feather on
opponent's unconscious body
ATTRIBUTES
PHYSICAL
Strength
Dexterity
Stamina
SKILLS
Blind Fighting
Drive
Leadership
Security
Stealth
Survival
MENTAL
KNOWLEDGES
Arena
Computer
Investigation
Medicine
Mysteries
Style Lore
ADVANTAGES
Allies
Manager
Sensei
BACKGROUNDS
CHI
WILLPOWER
HEALTH
Punch
Kick
Block
Grab
Athletics
Focus
TECHNIQUES
SPECIAL MANEUVERS
Throw
Jump
Neck Choke
Suplex
Combo: (Dizzy) Jump-SuplexNeck Choke
Damage
4
Move
3
Strong
Fierce
Kick: Short
Forward
Roundhouse
Grab
Block
(+2 Soak)
Movement
Throw
Jump
Neck Choke
10
Suplex
Punch: Jab
Attributes: 7/5/3 Abilities: 9/7/4 Backgrounds: 5 Techniques: 8 Special Maneuvers: 7 Chi, Willpower: as per style Freebie Points: 15
Appendix 1: Errata
Appendix 1: Errata
MINIONS +
WARRIORS
TITLE
dolor sit amet, consectetur.
- adipiscing elit
Lorem ipsum dolor sit amet, consectetur adipiscing elit.
Fusce in mi id sem ornare mattis non ut ante. Integer
maximus tellus non mauris auctor, maximus mattis erat
semper. Ut gravida augue metus, id dignissim augue suscipit
at. Vestibulum ante ipsum primis in faucibus orci luctus et
ultrices posuere cubilia Curae; Pellentesque habitant morbi
tristique senectus et netus et malesuada fames ac turpis
egestas. Pellentesque habitant morbi tristique senectus et
netus et malesuada fames ac turpis egestas. Nulla id tellus
sagittis, vulputate eros a, convallis dui. Phasellus justo
augue, eleifend id feugiat id, porta pretium ex. Quisque eu
lacus fermentum, fringilla nisi at, congue nulla. Nulla ligula
velit, rhoncus quis elementum sit amet, mollis sit amet dui.
Vestibulum rhoncus pharetra ultrices. Aenean suscipit ipsum
molestie, commodo sapien at, accumsan lacus. Praesent
efficitur elementum elit, eget tempus nulla dignissim sed.
Quisque non pellentesque odio, at posuere purus. Quisque
ultricies ante eget dui porttitor placerat. Morbi egestas neque
enim, et convallis odio iaculis at. Fusce at diam turpis.
Donec nibh quam, tristique sed euismod in, dapibus eget
felis. Aliquam euismod euismod velit pulvinar dictum. Nam
rutrum imperdiet neque, in vehicula lectus fringilla ornare.
Vivamus accumsan, leo eget dapibus vestibulum, dui lorem
molestie nisl, vel blandit ipsum mauris eget purus. Maecenas
ut felis non tortor mattis sodales pretium et lacus. Vestibulum
tristique sit amet diam eget eleifend. Nunc eleifend finibus
sollicitudin. Curabitur sed metus id lacus faucibus
scelerisque ac in diam. Integer sodales enim efficitur,
dapibus dui at, gravida enim. Cras eu aliquam sapien. Fusce
varius blandit metus, quis tempor erat auctor eu. Cras
lobortis, turpis at porta pretium, ligula sapien rhoncus purus,
vulputate lobortis est libero non diam. Interdum et
malesuada fames ac ante ipsum primis in faucibus.
Phasellus nibh mauris, faucibus ac condimentum eu,
malesuada at lacus.
Appendix 2: