Warrior's World A Sourcebook for Street Fighter: The Storytelling Game by Ewen Cluney DISCLAIMER: Street Fighter and all associated items are trademarks, owned by Capcom Ltd. The Storyteller System, World of Darkness, and all related items are trademarks of White Wolf Game Studio. The material in this document is not in any way an attempt to infringe on any such copyrights or trademarks. Prologue Shades of Power Yoichi stood in the makeshift dressing room. The arena was a dingy one, and he could feel the heat and squalor in the stands. But this was the Slasher tournament, where the only real rule was no guns. That was the one thing he hated about the damn World Warriors; they never allowed weapons, so the art of Zanji Shinjinken-Ryo was utterly lost to them. Sadly, the only other tournaments that would give him a challenge were the duelist ones, which, like this one, forced him to frequently deal with the lowest common denominator of fighters and audiences. He looked himself over. He was a slim, sinewy sort, and wore a sleeveless gi. By his side, in its scabbard, was his sword, a katana forged, it was said, by a great sorcerer long ago for use by a noble samurai, one of his ancestors. With a sigh, Yoichi strode into the arena. He looked around; the crowd was about what he'd expected, and he smiled to himself. The arena was filled with cheers. Then, at the other end of the arena, another door opened, and his opponent, more machine than man, stepped out. Yoichi knew of him; called Chrome, he was a brutal fighter, skilled in kickboxing and, because of his implants, was literally as strong as steel, if not more so. The two fighters watched each other. Chrome's metallic bulk was a stark contrast to Yoichi's wiry frame. The fight would begin when they decided. There were no referees deciding when a match started or ended. The match was over when one hit the ground and didn't get up, or surrendered, though the latter was pretty rare. A hush fell over the crowd. Yoichi waited. There was a blur of silvery movement. Yoichi's katana met a metal forearm with a loud clanging noise, and the two jumped away from one another. Chrome looked at his arm to appraise the damage, and was surprised to find that it had a hairline cut in it; although there wasn't any real damage, it was nonetheless surprising that the blade had cut the armor plating at all. Yoichi smiled, and held the blade up straight, perpendicular to the dirt floor. Bluish-green electricity played across its length. Chrome scowled for a brief moment, and charged. Yoichi jumped and dodged an incredible flurry of kicks and punches. But the steel fists and feet didn't stop. Instead, they continued around him like a metal hurricane. As this storm whipped around him, he summoned forth his full power, focusing it into the living steel that he clutched in his hands. He could feel it vibrate with power, the hilt warmed by it to the point of being painful. All was clear. Yoichi sliced with lightning speed. The blade met the metal arm again, but this time it didn't stop. A chrome-covered hand fell to the ground, and twitched for a moment before finally becoming still. Chrome's one natural eye widened, and he knelt, looking at the stump where his hand had been. Yoichi could've killed him, but didn't. There was no need. It would probably be more cruel to let him try to find a way to replace the hand. From what he'd heard, cybernetic parts didn't come cheap. Yoichi stepped back, sheathing his sword. The crowd went wild, and he could feel the sword vibrate in its scabbard, fueled by the excitement of the people. After taking it in for a moment, he strode out of the ring and back into the dressing room. The fight had been too short, he realized. But then, he was superior to his opponent. Sitting down, he muttered, "Guess I'm just too damn good at this." "You are nothing." said a deep, ominous voice. Yoichi rested one hand on the sword's hilt, and looked around, but saw nothing. "Who's there?" The seemingly disembodied voice chuckled. "Zanji Shinjinken-Ryo is a form for weaklings who are afraid of being without blades, a martial art for toy soldiers." The words made Yoichi's blood boil. He would not let anyone mock the ways of the samurai. "Show yourself!" he yelled, drawing the sword in one, smooth motion. A fist struck the center of the blade, shattering it. Yoichi looked at it in disbelief. "Do you want to learn about true power? Only I could possibly give it to you." Yoichi turned. A man, or something in the form of one, stood before him, clothed in a grey gi. He had flaming red hair, and unnerving red-on-black eyes. "Yes, I will teach you. You, Yoichi, will learn Shotokan, and its true powers." "Who... who are you?" he managed. The mouth turned into a sort of demonic smile, and he rested a massive hand on Yoichi's shoulder. "Akuma." Chapter 1: Introduction Street Fighter the Storytelling Game was created not too long after Super Street Fighter II came out, introducing four new characters (who, apart from the obscure Super Turbo game, have not seen action since). After that, there was Street Fighter Alpha and Alpha 2, as well as the Japanese animation movie (far superior to the live action one; well worth taking a look at). This book is intended to bring the game up to date with the various developments within the Street Fighter universe, fighting game thinking in general, and the Storyteller system itself. Overall, this sourcebook has no unified theme, beyond the fact that it is for Street Fighter. The material here examines nearly every possible facet of the game, adding new material to just about everything. There are new abilities, backgrounds, rules, styles, maneuvers, melee weapons, and so on. Furthermore, this book is intended to bring the Storytelling Game up to date with the new stuff introduced in Street Fighter Alpha and Alpha 2, including new characters, styles, maneuvers, and rules, as well as updates of the original characters. Furthermore, this book paves the way for The Fighter Who Would Be King. Personally I prefer King of Fighters to Street Fighter by far (though I still enjoy the SF series a great deal), and The Fighter Who Would Be King will present an adaptation of the KoF universe in the SF:STG system, as well as similar adaptations of DarkStalkers and Samurai Showdown. A Quick Guide to Street Fighter For your reference, here is a quick list of all the Street Fighter games (any that were left out are most likely intentional), plus some info on some of the other material out there. Street Fighter: This is the original Street Fighter arcade game; it is nearly impossible to find nowadays, and, with only a few exceptions, had an entirely different set of characters. Players are limited to being either Ryu or Ken, and this game tells the story of the original Street Fighter tournament (which, as far as the "official" timeline goes, had Ryu the winner, and Grand Master Street Fighter). Street Fighter II: The most familiar incarnation of the Street Fighter series, SFII is the game that made fighting games what they are today. This tells the story of the second Street Fighter tournament. Street Fighter II: Championship Edition: This version of SFII still deals with the same tournament, but is faster, and allows you to play as the boss characters as well. Street Fighter II: Turbo: A stupidly fast-paced version of SFII:CE Super Street Fighter II: Yet another version of SFII, this time with four new characters (Cammy, Dee Jay, Fei Long, and T. Hawk). Super Street Fighter II Turbo: Another version of SFII, this is basically Super SFII, with super attacks that are nearly impossible to do. Street Fighter Alpha: This is basically a remake of the original Street Fighter game, with super attacks and such thrown in. Street Fighter Alpha 2: Taking place after SFA but before SF2, this tournament features most of the characters from Street Fighter Alpha, plus a few from SFII, and a couple of new ones as well. This is also the first game to seriously deal with the storyline around Akuma. Street Fighter vs X-Men: A blatant attempt by Capcom to make more money, this game features a smattering of characters from each universe in a tag-team battle to stop Apocalypse (probably the first MegaMan type screen-filling boss to be included in a fighting game). In order to let the SF characters have a chance, they were boosted in power to the X-Men level, so that the entire game is more like Marvel Super Heroes with a few SF characters than an actual Street Fighter game. Street Fighter: The Movie: A live action movie, and a digitized video game version thereof came out in the U.S. a while ago. I recommend that you avoid both. Despite the fact that Raul Julia (in his last role before his death) played a very good M. Bison, the movie wasn't all that great, and the game based on it was even worse. Street Fighter Anime: In Japan, an animated Street Fighter movie was released. This is far superior to the live action movie. The plot centers around M. Bison attempting to recruit Ryu as a member of Shadolaw. Yes, I did say Shadolaw; the names in the original Japanese Street Fighter are quite different in some cases (mostly with the boss characters), as listed below. American Japanese Shadoloo Shadolaw M. Bison Lord Vega Vega Balrog Balrog M. Bison I really don't know why they changed it, except that this sort of thing is surprisingly common. For that matter, they frequently will change the name of an entire series, along with all of its characters. Anyway, the anime movie deals mostly with Ryu and Ken, but Chun Li and Guile get to be seen a lot as well, and all of the characters through Super SFII get some amount of screen time, however small. The anime movie has been released in an English dub by Renegade Video, and includes a very alternative soundtrack (Alice In Chains, Korn, etc.). Despite the fact that the voices are sometimes overly American, and even the "Uncut Version" has some parts cut out, it is quite enjoyable. Street Fighter V: This anime TV series deals with the various SF characters, mainly Ken, Ryu, and Chun Li, some years before the first Street Fighter tournament, and it will soon be available on video in the U.S. Street Fighter Manga: Like just about everything else, in Japan a comic book series of Street Fighter has been put out, though it is nearly impossible to find in the U.S., leastways in English (try looking in Viz' Game On! magazine). Chapter 2: The Ways of the Warrior The Many Styles Martial arts traditions can be found all over the world, though the many peoples of Asia have produced more different forms of hand to hand combat than any other. The number of varieties of these is astonishing. Kung Fu: Indeed, there are an estimated 1500 styles of kung fu, though many are still closely guarded secrets, known only to a select few on mainland China. All of the various forms of kung fu trace their origins to the original Shaolin style, which was originally based on exercises for health taught to the monks by a wandering Indian monk. The many forms of kung fu can be divided into two categories; internal and external. The internal forms, such as Pa Kua and Tai-Chi Chuan, concentrate on spiritual development and defensive techniques, while the external forms, such as Wing Chun, Praying Mantis Style, and Wu Shu, concentrate on attacking, though spiritual development is still paramount. Karate: Modern karate-do ("the way of the empty hand") was derived from an Okinawan martial art called Te, meaning "hand." Te was created as a means for the peasants to effectively fight against the armored samurai. Agricultural implements became deadly weapons; the tonfa was the handle from a rice grinder, the kama a sickle for cutting crops, and so on. Shotokan was, in fact, one of the earliest forms of karate-do to be created from Te, but it is only one of the fifteen major schools, and there are countless variants of each style, though not as many as kung fu. Special Forces Training: Special Forces training is derived from several different Asian martial arts, including Ju Jitsu, Tae Kwon Do, and Sul Sa. The training provided varies, depending on by what organization the character was trained. The Power of Chi Chi is a power that resides in all living things. Those who can cultivate and use their own chi are capable of incredible feats, but so few truly understand its very nature. The first thing to understand about chi is that, like yin and yang, it is divided into positive and negative. Positive is life and healing, and negative is death and disease. Negative chi normally only occurs in dead things, though it is said that there are a select few who have negative chi; how this could be is unknown, since one must normally have positive chi to be capable of healing. The Earth is a living thing, and chi flows through it as well. It moves through the Earth via invisible lines of energy known as the Dragon Lines. Tournaments Team Tournaments Although it is usually pretty rare, some tournaments are built around competitions between teams of fighters, rather than individuals. There are two major forms of team tournaments; tag team and single-round elimination. In a Tag Team match, there are generally two fighters per team. At any given time, there is only one in the ring, but they can trade placed by "tagging" their partner. The fight continues until the "in" member of a team is defeated. In a single-round elimination, there are two or more (usually three) members of the team, and they fight, one at a time, until only one side has anyone standing. There are also a few tournaments where the team members all fight simultaneously, in an all-out battle. This style of contest is rapidly growing in popularity, and the fans especially love to see team combos. Duelists "All right, gentlemen. You know the rules. There are no rules." -- The Referee, Popeye Duelists are fighters who do whatever it takes, short of using guns, to win a match. Such matches will include melee weapons, trained animals, and who knows what else, and the winner is the last one left standing. Practitioners of weapon-based martial arts such as kendo and escrima are often forced to go to duelist tournaments if they want any challenge at all, which has led to widespread resentment of the World Warriors among these fighters; if they're so good, why can't they handle a sword or staff once in a while? And then there's Rolento, who brings not only a staff, but a pair of hand grenades to fights. Of course, there are a lot of duelists who would be disallowed from any conventional tournament for their brutality, amongst other things, and the more ethical duelists have been talking of starting their own tournaments. The largest duelist tournament is undoubtedly the annual Slashers Tournament, though it always seems to attract a great many lowlifes to the dingy arenas where it is held. It is a typical duelist tournament, except for its size, which is not dissimilar to the World Warriors tournament, except that there are more fighters and greater variety thereof. The Mysteries "The truth is out there." -- The X-Files There are many things in the world we do not understand. Most of the time, they lie just beyond out grasp, waiting in the shadows, frustrating any searchers. Martial arts became really popular in the early 1980s, and over the ensuing decade the nature of Chi, long thought to be mere Chinese mysticism, was revealed to the world. We now understand the ways that life force energy can be directed by those who know how, and this has allowed science to tell us (albeit in terribly vague terms) how people can levitate and read minds. But there are still many things few, if any, know about. Legends tell of many things. They are how so-called "primitive" societies explain things, in much the same way we adhere to science today. There are stories of gods, demons, ghosts, dragon, faerie, sorcerers, and others. People have been talking about the possibility of such things for a long time, and the reality of Chi powers has added to the level of credence afforded to such myths by some, and reduced it in others. One thing no one can deny is that we don't know anything. In fact, we don't even come close. Rumors and stories continue to fly every which way. Tales of ghosts and monsters abound throughout the world, but proof is quite scarce. Some even say there is a fighting tournament in which all of the participants are strange monsters. This prospect is at once fascinating and terrifying. This would mean that such creatures really do exist, and that they have an organization of some kind. Philosophy "We are the universe, attempting to understand itself." -- Delenn, Babylon 5 Philosophy and religion are enigmatic topics where martial artists are concerned, especially when one is referring to martial artists from all over the world. More often than not, however, martial arts training incorporates some sort of philosophical learning (or in some cases, indoctrination), though many of the more modern styles (and modern teachers) are a bit lax on this. Philosophical teaching in martial arts is especially common throughout Asia. Nearly all of the myriad Chinese styles involve one of the traditional Chinese philosophies, most often Taoism or Buddhism, or, to a lesser extent, Confucianism (though students of Wu Shu usually learn all about Maoism). Japanese martial artists typically are taught about Buddhism (of which Zen is the only sect formed in Japan, but hardly the most important), or Shinto (the major Japanese religion). The following are notes on some of the other styles: Kabaddi: Nearly all practitioners of Kabaddi are exceptionally spiritual people, and know the ways of one or more Indian philosophies, including Hinduism and Buddhism. Native American Wrestling: Regardless of their origins, anyone learning Native American Wrestling is more than likely to learn a bit about the beliefs of whatever tribe their sensei came from. Sanbo: The rare schools that teach Sanbo are not nearly as organized as most other forms of martial arts. As such, philosophical training can vary dramatically, though it tends to be rather light. Special Forces Training: Characters who learn Special Forces are not likely to know much about philosophy, although they will have gotten a very good idea about how the military works, and have a detailed understanding of the protocols and procedures of the military organization of which they were a part. Regardless of their style, fighters can have nearly any set of beliefs, and they tend to be unusually open-minded regarding such matters, probably partly as a result of the fact that many must associate with people from all over the world on a regular basis. Technology The world of Street Fighter is a world of mystical powers and strange happenings, but it is also a world of technological wonders, where cyborgs and more can be found all over the world. Space Travel: Despite funding cuts to many of the world's space programs, mankind has continued to reach for the stars, establishing orbital space stations and even a colony on the moon. Plans for a voyage to mars are also nearly completed. Weapons: New technological advancements all too often mean more and more effective ways to kill people. The weapons of the world's armies have become considerably more advanced in the past few years, especially since the introduction of energy weapons, which fire devastating blasts of light or particles. For game purposes, such weapons all fall under the general heading of "blasters," as described in Street Fighter p. 142. Cybernetics: One of the most incredible new developments is that of cybernetics into a viable medium for not only compensation for a disability, but for augmentation, to make one more than human. Such technology has, however, proven to be highly controversial, especially given what some of the cyborgs who've come into the public eye have done. Power Suits: Although they are actually simpler and cheaper than cybernetics, power suits, which augment the wearer's capabilities, are only rarely brought to the attention of the public, although they are at times used by various military organizations, though usually only in the most deadly of circumstances. Very few tournaments, even among the Duelist ones, allow the use of power suits. See the Appendix for details on creating power suits. Bionetics Incorporated "Bionetics Incorporated; making the future better and brighter every day." -- BI Advertisement Started a mere five years ago, Bionetics Incorporated has quickly grown to become a powerful corporation. BI is the principal producer of cybernetic components in the world. As far as the public knows, they make mostly medical components, for the benefit of humanity. The truth, however, is much more foreboding. They do make medical components, but these are really only a tiny part of their operation. Their main specialty is cybernetics for military applications. They sell their wares mostly to powerful terrorist groups and warlords, including (but by no means limited to) Shadoloo. They have also been known to offer bionic reconstruction to individuals, on the condition that they work for BI for a number of years, or carry out some crime for them. They especially like to find someone who, without their help, will die in minutes, though they find martial artists to be receptive as well. The need for human test subjects, however, has always been a problem for them. For all their greed, the personnel of BI can be surprisingly humane, and rarely wish to try anything dangerous to the subject; not only is is cruel, but it can easily become a waste of resources. As a result, they have been searching for an alternative to using human test subjects -- that's when they developed a process for growing animals into humanoids, human-animal hybrids, with amazing efficiency. As a result, they have begun routinely using these for testing of new bionic components, although it has necessitated an increase in security at BI facilities, not only to keep prying eyes out, but to keep the "inhuman" test subjects in. More recently, BI has begun selling animal hybrids to their more trusted customers, including Shadoloo, and this has proven to be highly lucrative for all concerned. Storyteller's Note: BI can be used in any number of ways in your chronicles. One rather obvious ploy is for player characters to have some ties to BI. Various animal hybrid and cyborg characters could easily have been made that way as a result of the actions of BI, and if they have escaped, BI will likely try to get them back, sending hybrid and/or bionic minions after them. Chapter 3: Traits, Rules, and Systems Animal Companion This presents a more detailed look at animal companions, providing stats for different types of animals, as well as special maneuvers. Empathic Rapport Any character with the Animal Companion Background shares an empathic rapport with their animal. As a result, the character can mentally command their animal companion, and they can communicate as well. To issue commands, the character makes a roll based on the level of their Animal Companion background, as follows: Level Roll Speed * Chi (diff. 8) -2 ** Chi (diff. 7) +0 *** Chi (diff. 6) +1 **** None required +3 ***** None required Special At level 5 commands can be issued without using an action, but otherwise commanding one's companion counts as one turn. Animal Types Type Str Dex Sta Health Alligator 3 2 3 10 Bird of Prey 2 4 2 4 Camel 3 3 5 14 Dog 2 3 3 7 Elephant 7 2 7 16 Horse 4 3 5 14 Panther 3 3 3 12 Snake, Boa 2 1 3 6 Snake, Poison 2 1 2 5 Tiger 4 3 4 14 Wolf 3 3 3 8 Alligator/Crocodile: Special Attacks: Bite, Jaw Lock Bird of Prey: Special Attacks: Beak, Diving Attack, Talons Camel: Special Attacks: Rear Kick Dog: Special Attacks: Bite Elephant: Special Attacks: Ram Horse: Special Attacks: Rear Kick Panther: Special Attacks: Bite, Claw, Pounce Snake, Boa: Special Attacks: Bite, Constriction Snake, Poisonous: Special Attacks: Bite, Venom Tiger: Special Attacks: Bite, Claw, Pounce Wolf: Special Attacks: Bite, Pounce Animal Attacks Attack Speed Damage Move Beak +2 +1 +3 Bite +0 +2 +0 Claw +1 +2 +0 Constriction -3 Special None Diving Attack +5 +3 +6 Jaw Lock +0 Special One Pounce -1 +2 +4 Ram +0 +3 +3 Rear Kick -2 +4 One Talons +1 +1 +0 Constriction: This is an attack whereby the snake wraps itself around the victim and squeezes. Each turn it is sustained the snake makes a Strength roll to determine the damage, and the victim may make a Strength roll to attempt to escape. Diving Attack: In this dangerous and lightning-quick maneuver, a bird of prey swoops down on the victim, attacking with its talons, and then quickly flying upward. Jaw Lock: After biting, the animal is able to lock its jaw in place, effectively holding its victim and inflicting an additional health level per turn. Pounce: Like the Animal Hybrid maneuver, in this maneuver the animal hurls itself at the opponent. This is considered an Aerial Maneuver. If successful, the animal ends up on top of the opponent, who suffers a Knockdown. Ram: This is just running into the opponent head-first. Opponents suffer a Knockdown if hit. Animal Companion Special Maneuvers Focus Beast Focus Prerequisites: Focus 3, Animal Companion 4, Shared Eyes Power Points: Any 3 This power enables the fighter to use Focus maneuvers through his animal companion. System: The character may use any Focus maneuver with the effects originating from their animal companion. Apply the modifiers listed below. Cost: None Speed: -1 Damage: +0 Move: +1 Share Chi Prerequisites: Focus 3, Animal Companion 3, Shared Eyes Power Points: Any 2 This maneuver enables the character to draw on his animal companion's chi and vice versa. System: Animals are considered to have chi points equal to their Stamina plus one; a character with this maneuver may draw on the chi of his animal companion as though it were his own. Cost: None Speed: N/A Damage: N/A Move: N/A Share Life Prerequisites: Focus 2, Animal Companion 5 Power Points: Any 3 The ultimate bond, this maneuver allows the character to temporarily meld their life force with that of their animal companion. System: The character and their animal companion are both considered to have one Health total, equal to the sum of their individual totals, and damage to either one will harm both. This lasts until the end of the scene. Cost: 1 Chi Speed: N/A Damage: N/A Move: N/A Shared Eyes Prerequisites: Focus 2, Animal Companion 2 Power Points: Any 2 This maneuver enables the character to see through his animal companion's eyes and vice versa, at any distance. System: The character can see whatever their animal companion is seeing and vice versa. Remember that most animals have monochromatic (colorless) vision. Cost: 1 Chi Speed: N/A Damage: N/A Move: N/A Super Beast Rage Prerequisites: Animal Companion 4 Power Points: Any 3 This fearsome maneuver causes the animal companion to be sent into a berserker rage, attacking the opponent with everything it has. System: For three turns the animal companion makes two attacks per turn against the opponent, but cannot take any defensive action. All attacks have the modifiers listed below, and attempts to defend against them are at +2 difficulty. Cost: 6 Chi Speed: +3 Damage: +2 Move: +2 Artifact An Artifact is a powerful magical or spiritual item of some sort. In the Street Fighter world, this usually means a powerful weapon, but can be nearly anything. Each Artifact is designated a given level, which is the background point cost of the item. Artifacts should only be included if the Storyteller wishes to allow them. Descriptions of some specific Artifacts are included later on. Calm Calm is the opposite of Fury; a character with this background will nearly always remain calm. Any time the character is in a situation where they would gain Rage points roll a number of dice equal to the level of their Calm (difficulty 6); for every success, reduce the amount of Rage gained by 1. A character may also use their Calm in a number of ways. Once per story they may make a Calm roll against a difficulty of 8; for every success they will regain one Willpower. The level of one's Calm may be added to the dice pool for resisting persuasion and mental attacks, for meditating, resisting distractions, and other situations where a clear head is important. The lack of Rage caused by this Background means that characters aren't likely to be able to pull off Supers very often. However, characters with Calm may attempt to use their mental control to rally the energy needed; if the character can get at least 6 successes on a Wits + Calm roll, they may perform a super move, though they have to provide the necessary Chi and Willpower points. This Background is most common among practitioners of the more contemplative styles, especially Tai Chi Chuan. Cybernetics: Cybernetic Systems The following are special additional systems that may be selected by characters with the Cybernetics background (see the Street Fighter Player's Guide). Cybernetic Systems count as Merits. Armor (2-5 pt. Merit): While most cyborgs are equipped with some small degree of armor protection, one with this Merit will have rather heavy and effective armor. For every freebie point spent on Armor after the first, the character gets one additional soak die against normal attacks Computer System (1-4 pt. Merit): All cyborgs require extensive computer systems in order to operate, but a cyborg with this advantage can actively make use of their computer. The computer's overall level of sophistication is determined by the number of points spent on this Merit, and the computer may roll that many dice for attempts to carry out tasks given to it. Integrated Weapon (Variable Merit): The cyborg has a weapon of some sort built into them. For a firearm, the cost is equal to the sum of its Speed and Damage dice, times 0.7 (rounded up), while a melee weapon's cost is equal to it's damage bonus. Cyborgs with integrated guns begin with a total of negative four honor instead of negative two. Sensors (1-5 pt. Merit): The cyborg has additional sensory enhancements; this can include thermal imaging, night sight, telescopic sight, image enhancement, enhanced hearing, and so on. In general terms, add a number of dice equal to the points spent on this merit to Perception-related rolls. Dojo You own your own training hall and have a number of students who train there. The number of points put into this background determine how well-known the dojo is. * You have a small, little-known dojo. ** You have a fair-sized, locally known dojo. *** You have a large, widely known dojo. **** You have a large, universally known dojo. ***** You are the owner of a chain of dojos. Elemental (New Types) The following are four new types of elemental backgrounds, in addition to the four presented in the Street Fighter Player's Guide. The definition of what constitutes an element is rather subjective, after all; both the Japanese and Chinese traditions name five elements, and they disagree as to what those are. In any case, this section includes information on Electricity, Ice, Metal, and Wood elementals. General Elemental Maneuvers: The following special maneuvers are available to ALL elementals, regardless of type: Elemental Skin 5, Elemental Stride 4, Elemental Vortex, Heal 4, Rage Burn 2, Sense Element 1 New Elemental Types Electricity: Soak Modifiers: +1 vs electricity, -1 vs metal Preferred Fighting Styles: Jiu Jitsu, Kung Fu, Muay Thai, Ninjitsu, Shotokan Karate Special Maneuvers: Electric Arc, Lightning Flash Kick, Shock Fist, Shock Treatment 3, Short Out, Thunder God Fist Ice: Soak Modifiers: +1 vs cold/water, -1 vs heat/fire Preferred Fighting Styles: Kickboxing, Kung Fu, Ninjitsu, Special Forces, Wu Shu Special Maneuvers: Encase, Ice Blade, Ice Blast, Ice Crystal Blast, Ice Slick, Ice Slide, Ice Storm Blitz Metal: Soak Modifiers: +1 vs metal, -1 vs electricity Preferred Fighting Styles: Boxing, Kung Fu, Native American Wrestling, Sumo, Wu Shu Special Maneuvers: Flechette, Heat Metal, Iron Spike Wave, Magma Storm Blade, Magnetism, Sword, Wall of Iron, Wire Shield Wood: Soak Modifiers: +1 vs wood/earth, -1 vs fire Preferred Fighting Styles: Aikido, Bojutsu, Arnis/Kali/Escrima, Kung Fu, Tai Chi Chuan Special Maneuvers: Animate Plants, Leaf Shield, Splinterburst, Staff, Wrath of the Earth Evil Power The character has something within them, something dark and dangerous, which grants them incredible power. This power is a double-edged sword, but many consider it to be worth the risk. Whenever a character with Evil Power is doing something really evil (Storyteller discretion), roll a number of dice equal to the level of their Evil Power against a difficulty of 5; every success rolled adds one to the dice pool for that action. If a character needs more Chi or Willpower to do an evil deed, they make make another roll against a difficulty of 8; every success scored provides a point of Chi or Willpower, which must be used immediately. If the character is trying to do something good, make a roll against a difficulty of 8; every success subtracts one die from the dice pool for that action. This applies to direct attempts to do good things; helping someone in some way, saving a life, and so on. Regardless of a character's prior morals, the Evil Power will quickly either fill them with darkness or destroy them. If a character has Evil Power at 5 or higher (possible, but very rare), the power may consume them if they fail too severely. * You are hateful. ** You feel a powerful need to destroy. *** You are powerful and deadly. **** You feel you can (and should) crush those weaker than you. ***** You seethe with hatred and power. Fury A character with this background is constantly in a state of rage. Anger permeates every part of their existence. Whatever level of Fury is purchased, a character's Rage is always at that level or higher. The level of the character's Fury is subtracted from the dice pool for all social rolls, except for intimidation, for which it is added. If the character's Rage is reduced below the level of their Fury for some reason, it will go up by one point per turn until it reaches the level of their Fury. * You get annoyed easily. ** You get into fights frequently. *** You dislike just about everyone. **** Your opponents have a way of running in fear. ***** When you are mad (which is most of the time), there is trouble. New Rules and Systems The following are additions to the basic rules for Street Fighter. Their use is more or less optional, and up to the Storyteller. Attacking This is a very important rules addition, which makes the game a little more balanced, or at least realistic. Characters do NOT hit all the time; instead, they must make a roll to see if they can hit, on Dexterity + Technique. The difficulty assigned depends on what maneuver is being done and under what circumstances, but generally speaking, should usually be relatively low, around 4 or 5. If you roll at least one success, you will have hit, unless the opponent can avoid the attack somehow (see Dodging, below). Customized Styles Not everyone does things the traditional way, and that includes the practice of the various forms of martial arts from around the world, especially where anime/fighting game type characters are concerned. Some may make some minor changes to their style, combine two styles, or even make up their own style (although the latter is extremely rare). The following rules will allow player characters to do this. Secondary Style: In addition to your normal martial art style, you know a second one, but you keep the two separate. Consequently, you must use either one form or the other, and switching between them requires one combat turn, as you change your stance and so on. As for maneuvers, your primary form starts with only 6 points for special maneuvers, while your secondary one has only 3. However, any maneuver which both forms share can be used no matter which is being used. Regardless of the secondary form, your Chi and Willpower are as per the primary form. Selecting a secondary style counts as a 10pt Merit. Learning a secondary style during play is possible, but generally requires one to six years (depending on the style), costing 25 experience points total, and any maneuvers for the secondary form must be purchased separately. Hybrid Style: You have taken two different styles, and managed to combine them into a single form. Whether or not it is better has yet to be seen. Selecting a Hybrid Style counts as a 7pt Merit. To create the actual style, select any two different styles. Your Willpower and Chi are both equal to the average of those given by the two styles, rounded down (which may result in having less total, but remember, you are making up the style yourself in the first place). As for maneuvers, you may select maneuvers allowed to either of the two styles freely. If this results in there being two different costs given for the same maneuver, use whichever one of these is lowest. Modified Style: You have taken the basic style and changed it in some way. Usually this takes the form of getting additional training in one or more areas, possibly while neglecting others normally covered by the style. In general, each of these counts as either a Merit or Flaw. As a 4pt Merit, you may reduce the base cost (i.e., that listed under "Any") of maneuvers falling under any one technique by one point. You may do this up to twice, but the cost of any move cannot go below 1. Likewise, as a 3pt Flaw, you can increase the cost of all maneuvers in a given technique by 1 point, (again, this can only be done twice), although only if you are selecting at least one maneuver from that technique. You may also make available the maneuvers from any one technique from another style, at the cost listed for that style, at a cost of 1pt per three maneuvers made available, rounded up. Doing this means that you were trained a little bit by someone who practices that style, but never bothered to actually learn that style. Lastly, you may decrease Chi and Willpower, each point of reduction counting as a 1pt Flaw, although neither can be reduced below one dot. Increasing them with Freebies has always been possible (each costs 1pt per dot). Original Style: While it is certainly possible to create a new style (how do you think all the ones around today were created?), it is unlikely that any player characters will be able to do this, and if they do it will likely be after years of fighting and training. Newly created player characters are considered to be relative newcomers to the martial arts, and as such would rarely, if ever, be capable of originating a martial arts form (a variant maybe, but that's what the rest of this section is about). Regardless, there are no hard and fast rules for creating new styles, and any which are created during play should be made keeping these guidelines in mind: 1. It will usually take at least 5 years, often 20 or more, to create a new style. 2. The style should be developed as a cooperative effort between the player(s) and Storyteller. 3. Whatever the new form is, you need to be able to actually learn it, and as such, you had best have the experience points needed to learn a secondary style available. Dodging Put simply, dodging is when you avoid being hit by moving out of the way. When you are dealing with projectiles this usually means diving out of the thing's path, while for hand to hand attacks you need only move a little bit out of the way. Dodging is a basic maneuver (i.e., one that is normally automatic to all characters), based on the Athletics Technique. System: To attempt a dodge, the character makes a contested roll of their Dexterity + Athletics against the opponent's dice rolled for hitting (whatever that might be). If the defender scored more successes, they have successfully avoided the attack. Modifiers to the dice pool for dodging are as follows, based on the type of attack: Punch: +1 to dice pool Kick: Standard dice pool Grab: -1 to dice pool (-2 if opponent is bigger) Projectile: -1 to dice pool Weapon: -1 to dice pool Firearm: -3 to dice pool, or -5 for sprays Regardless of what is being dodged, the defender is +3 to Speed and +1 to Move. Faking Moves "McFly! Your shoe's untied!" -- Biff, from Back to the Future Faking people out has long been a pastime of the obnoxious and sadistic, but relatively recently, it has become a part of the fighting arena as well. It began last year; Ryu was fighting an opponent who was proving to be surprisingly difficult. He raised his arms as though to deliver one of his trademark fireballs, and shot his hands forward. His opponent was quick to dive out of the way, only to find that there had been no fireball, and Ryu was already midway through a hurricane kick that won the match. Since then, quite a few fighters have picked up on this. System: To fake a move, the fighter simply makes the motion of the particular maneuver without actually doing it. To determine if the opponent was fooled, make a contested roll; the "attacker's" technique for the maneuver they are faking against the opponent's Wits. Whoever scores the most successes wins. If the opponent was faked out, they will react as though the attack were real (i.e., prepare a defense, etc.). If not, then they can attack normally, and the "attacker" is at +2 difficulty to defend during the next turn. Faking moves does not normally affect renown. Initiative This is a simple rule that makes deciding who goes in what order more random. In a combat round, after you have selected your combat cards, roll on Wits + Alertness + Speed, against a difficulty of 4. If you botch the roll, you may not take any action (except to defend yourself) that turn. Once the initiative totals are determined, characters declare their actions in order from lowest to highest, and then resolve them in order from highest to lowest. That is to say, the characters who have the highest initiative still go first, but they get a chance to see what the people acting after them are doing beforehand. Rage "You haven't seen anything! Face my final technique!" -- Fei Long, in the Street Fighter anime Note: The rage rules presented here are an attempt to represent the "rage meters" which have become increasingly common in fighting games of all sorts. These rules are designed to be as flexible as possible in terms of how one "charges up". This should NOT be confused with the Rage trait in Werewolf: The Apocalypse. In a fight, there comes a point when something comes over the fighter's mind, a combination of clarity and hatred, called Rage. A character's Rage is measured on a scale of zero to ten, where zero is normal, and ten is foaming at the mouth, glowing, etc. Normally, Rage is only gained by being hit. Anytime the character is attacked and does not avoid the attack (i.e., if they get hit full on, or block), they gain a number of Rage points equal to the total number of successes rolled on the damage dice. Other techniques of building up Rage are described later. When a character's Rage reaches ten, they attack with incredible fury and power, and are capable of things they wouldn't be otherwise. Rage Effects 0-7 None 8 +1 die of damage on all attacks 9 +1 to all Techniques 10 +1 to all Techniques and Physical attributes Once a character reaches full Rage, they will stay at full until either the energy is consumed (certain attacks can draw on the energy; see below) or a number of combat turns equal to their Focus has passed -- once that time has passed, the Rage goes down at a rate of one point per turn. When a character's Rage is full, there is one other benefit; the Rage points can be used as Chi points, provided that one third (rounded down) of the Chi point requirement is met with actual Chi points. Note: Also look at the Fury background, as well as the Offensive Rage Merit, and the maneuvers Focus Rage and Rage Burn. Specialties For each Attribute or Ability which is 4 or higher, a player may select a specialty. This is a particular subcategory of that trait at which the character is exceptionally proficient. For example, a character who drives well might be particularly adept at offroad maneuvers. You may also select a specialty for a Technique which is 4 or higher, but this is always for a single maneuver. If you are performing an action for which you have a specialty, any die that comes up a 10 is rerolled, but still counted as a success. Subsequent rolls of 10 (i.e., those rolled on dice gained through rolling 10s) are rerolled and added as well. The following are some possible specialties for various applicable Traits. Feel free to come up with your own specialties (subject to Storyteller approval). Note that all of the new abilities included in this book have the various specialties listed in their descriptions. Attributes: Strength: Strong Grip, Massive, Husky, Able-Bodied, Broad Shoulders, Hearty, Powerful, Bulging Biceps, Wiry, Large Dexterity: Smooth-Motioned, Lithe, Steady, Deft, Graceful, Nimble, Athletic, Catlike Reflexes, Swift, Sure-Footed, Fleet-Footed, Light Touch Stamina: Tireless, Enduring, Tough, Determined, Aggressive, Tenacious, Stalwart, Durable, Forceful, Dedicated Charisma: Smooth, Eloquent, Outgoing, Captivating, Charming, Regal, Genial, Well-Mannered, Urbane, Sophisticated, Rustic, Gracious Manipulation: Glib, Expressive, Cunning, Persuasive, Smooth, Silver-Tongued, Bravado, Ingratiating, Eloquent, Blarney, Double-Talker, Sophist, Witty Appearance: Bold Demeanor, Alluring, Captivating, Sexy, Luminous, Honest Face, Imposing, Dignified, Pleasing, Handsome, Beautiful, Gorgeous, Look of the Eagles Perception: Insightful, Attentive, Patient, Probing, Keen-Eyed, Intuitive, Visionary, Astute, Apprehensive Intelligence: Discerning, Creative, Knowledgeable, Pragmatic, Astute, Brilliant, Bookworm, Clear Thinker Wits: Clever, Shrewd, Sharp, Practical, Wily, Level-Headed, Creative Abilities: Alertness: Bodyguarding, Traps, Ambushes, Forests, Crowds, Noises, Paranoia Arena: Traditional, World Warrior, Duelist, Freestyle, Well-Hidden, Specialty Blind Fighting: Sense Movements, Detect Attacks, Dodging Bookie: Computer: Hacking, Virus Programs, Retrieving Data Cybernetics: Drive: Curves, Sudden Stops, Stick Shifts Interrogation: Badgering, Yelling, Sleep Deprivation, Torture, Distorting Reality, Truth Serum Intimidation: Veiled Threats, Political, Military, Social, Overt Violence, Powerful, Psych-Out Insight: Strengths, Weaknesses, Psychological Investigation: Search, Prowl, Trail, Detective Work Streetwise: Picking Pockets, Drugs, Fencing, Slang Terms Leadership: Commands, Oration, Compelling, Friendly, Noble, Military, Powerful Manage: Medicine: Pharmaceutical, Paramedics, Emergency Care, Disease, Neurosurgery Mysteries: Monsters, Mystic Powers, Ghosts, Ancient Legends, Magic, Psychic Powers Publicist: Security: Electronics, Speedily, Silently, Pick Pockets, Hot-wire Stealth: Prowl, Hide, Lurk, Shadows, Crowds, Crawling Style Lore: Chinese, Indian, Japanese, European, Korean, etc. Survival: Tracking, Arctic, Jungle, Desert, Hunting Subterfuge: Finding Weaknesses, Seduction, Little White Lies Taunting "Nyaaaaaaaaaahhh!" "Nyaaaaaahhh!" -- Akane and Ranma (respectively), Ranma 1/2 It is with surprising frequency that a fighter will stop in the middle of a fight to make fun of their opponent. Techniques for doing this vary; some laugh, some do their hair, some yawn, and some go to greater lengths. Different fighters tend to devise different kinds of taunts, and many come up with a single special one that they become known for using. Of course, the more serious fighters (like most of the World Warriors) think this is silly and immature. Regardless, taunting can annoy and confuse opponents, and, more importantly, cause them to lose Rage. System: When a character taunts, they carry out the taunt, and then make a Manipulation + Insight roll, against a difficulty equal to the opponent's Willpower. For every success, the opponent loses one point of Rage. The opponent must be paying attention and out of attacking range for a taunt to be carried out. In a tournament match, if you taunt and then win, you get an additional point of temporary glory, while the opponent loses a point of temporary glory. Training and Improving To improve you character's capabilities (or gain new ones) you must spend experience points, as noted in Street Fighter (p. 65). The following are optional rules regarding character advancement in martial arts abilities. Sensei's Teachings: Having someone teach you how to do things, however, can make it much easier. This is an optional rule regarding learning new maneuvers and improving techniques. For either one, if you train directly under a sensei, his or her aid makes it easier to learn. When learning a maneuver or improving/adding a technique, roll a number of dice equal to the number of dots in your Sensei background against a difficulty of 6. For every success, reduce the number of experience points required by 1. The Importance of Training: For every 15 hours spent training, you will earn one "training point". Training points are similar to experience points, but represent time spent practicing the martial arts. To spend training points, you increase a technique or physical attribute, or buy a new maneuver in the usual manner, but rather that using only experience points, you use a 50/50 split of experience and training points. For instance, if you wanted to select the Ice Blast maneuver, which costs 16 experience points (4 power points), you could instead pay 8 experience points and 8 training points. Using Maneuvers What's In A Name?: To practitioners of Shotokan a fireball is called "Hadouken," to Kabaddi stylists it is a "Yoga Fire," to most Muay Thai fighters it is a "Tiger Shot," and there are countless other names. The point is, whatever the maneuver is called in the book, a character can call their moves whatever they want. Whether the audience cares in another matter entirely, but having a name that sounds intimidating can help at times. Also, the player can, to some degree decide what their maneuvers look like. Nowhere is this more true than of the fireballs. Such projectiles can be of nearly any general shape and color; the Hadouken is glowing blue, the Yoga Fire is actual flame (unlike most fireballs which are composed of pure chi energy), the Tiger Shot is bright orange, Bison's Psycho Shot is purple, and so on. Chapter 4: Merits and Flaws "Nobody's perfect." -- Old adage "Nobody's perfect. Except Ryu." -- Sakura Merits and Flaws are special minor modifiers to characters. Merits are things that help the character, and Flaws are things that hinder them. The inclusion of Merits and Flaws is optional and subject to the approval of the Storyteller. These were introduced to the World of Darkness series in the various Player's Guides. The following includes several Merits and Flaws taken from these, as well as some new ones created specifically for Street Fighters. Merits cost a given number of Freebie Points, while Flaws, when selected, give you additional Freebies. You can only have 7pts worth of Flaws, but can select as many Merits as you have points for. Index of Merits and Flaws Psychological Dark Secret (1pt Flaw) Driving Goal (3pt Flaw) Gloating (2pt Flaw) Hatred (3pt Flaw) Higher Purpose (1pt Merit) Intolerance (1pt Flaw) Low Self-Image (2pt Flaw) Nightmares (1pt Flaw) Phobia (1pt Flaw) Over-Confident (1pt Flaw) Shy (1pt Flaw) Soft Hearted (1pt Flaw) Speech Impediment (1pt Flaw) Vengeance (2pt Flaw) Mental Absent-Minded (3pt Flaw) Amnesia (2pt Flaw) Common Sense (1pt Merit) Concentration (1pt Merit) Confused (2pt Flaw) Eidetic Memory (1pt Merit) Lightning Calculator (1pt Merit) Self-Confident (5pt Merit) Time Sense (1pt Merit) Weak Willed (2pt Flaw) Aptitudes Ambidextrous (1pt Merit) Brawling (6pt Flaw) Computer Aptitude (1pt Merit) Crack Driver (1pt Merit) Daredevil (3pt Merit) Exceptional Trait (2-3pt Merit) Fast Learner (3pt Merit) Hybrid Style (7pt Merit) Inept (5pt Flaw)Jack-Of-All-Trades (5pt Merit) Mechanical Aptitude (1pt Merit) Modified Style (Variable Cost Merit) Natural Linguist (2pt Merit) No Kick Training (3pt Flaw) Pitiable (1pt Merit) Secondary Style (10pt Merit) Self-Taught (3pt Merit) Uneducated (5pt Flaw) Unskilled (5pt Flaw) Weapons Master (5pt Merit) Social Anachronism (2pt Flaw) Corporate Ties (3pt Merit) Dishonorable Reputation (3pt Flaw) Enemy (1-5pt Flaw) Favor (1-3pt Merit) Infamous Sensei (1pt Flaw) Media Ties (2pt Merit) Military Rank (1-5pt Merit) Notoriety (3pt Flaw) Police Ties (3pt Merit) Political Ties (3pt Merit) Prestigious Sensei (1pt Merit) Reputation (2pt Merit) Resentful Sensei (1pt Flaw) Ward (3pt Flaw) Spiritual Attuned (4pt Merit) Aura of Power (3pt Merit) Charmed Life (5pt Merit) Danger Sense (3pt Merit) Dragon Chi (6pt Merit) Guardian Angel (6pt Merit) Luck (3pt Merit) Negative Chi (2pt Flaw) Offensive Rage (3pt Merit) True Love (1pt Merit) Physical Deformity (3pt Flaw) Double-Jointed (1pt Merit) Glass Jaw (4pt Flaw) Huge Size (4pt Merit) Iron Fist (4pt Merit) Longevity (2pt Merit) Mute (4pt Flaw) One Arm (2pt Flaw) Puny (2pt Flaw) Short (1pt Flaw) Psychological Compulsion (1pt Flaw) You have a psychological compulsion of some sort, which can cause you a number of different problems. Your compulsion may be for cleanliness, perfection, bragging, stealing, gaming, exaggeration, or just talking. A compulsion can temporarily be avoided at the cost of a Willpower point, but is in effect at all other times. Dark Secret (1pt Flaw) You have some sort of secret that, if uncovered, would be of immense embarrassment to you and would make you a pariah among other fighters. This can be anything, from having murdered your mentor, to having been working for Shadoloo. While the secret is on your mind at all times, it will only come up in stories once in a while. Otherwise, it will begin to lose its impact. Driving Goal (3pt Flaw) You have a personal goal, which compels and directs you in sometimes startling ways. The goal is always limitless in depth, and you can never truly achieve it. It could be to bring down Shadoloo or find a the Armor of Mars. Because you must work toward your goal throughout the chronicle (though you can avoid it for short periods by spending Willpower) it will get you into trouble and may jeopardize other goals. Choose you driving goal carefully, as it will direct and focus everything your character does. Gloating (2pt Flaw) You have a tendency to gloat over fallen opponents. It makes you feel more powerful, and you find it fun as well. To avoid doing this, you must spend a Willpower point. This Flaw can be potentially dangerous, however, for two reasons. First of all, people don't usually appreciate being insulted, even while they're near unconscious, and second, not everyone will really be incapacitated as much as you think. Hatred (3pt Flaw) You have an unreasoning hatred of a certain thing. This hate is total and is largely uncontrollable. You may hate an animal, a class of person, a color, a situation -- anything. You constantly pursue opportunities to do harm to the object of your hatred or to gain power over it; so much so that your reason is clouded. Higher Purpose (1pt Merit) You have a goal that drives and directs you in everything. You do not concern yourself with petty matters and casual concerns, because your higher purpose is everything. Though you may sometimes be driven by this purpose and find yourself forced to behave in ways contrary to the needs of personal survival, it can also grant you great personal strength. You gain two extra dice on all rolls that have anything to do with this higher purpose. You need to decide what your higher purpose is. Make sure you talk it over with the Storyteller first. You cannot have both a Higher Purpose and a Driving Goal unless the two are identical (and then you are REALLY obsessed). Intolerance (1pt Flaw) You have an unreasoning dislike of a certain thing. This can be an animal, a class of person, a particular style, or just about anything at all. You have a +2 difficulty on all dice rolls where the object of dislike is involved. Note that some dislikes may be too trivial to be reflected here -- a dislike of White Wolf Magazine or tissue paper, for instance, will have little effect on play in most chronicles. The Storyteller is the final arbiter on what you can pick to dislike. Fighters shouldn't take a mere dislike of Shadoloo -- they're just too common a threat. Low Self-Image (2pt Flaw) You lack self-confidence, and don't believe in yourself. You have two fewer dice in situations where you don't expect to succeed (at the Storyteller's discretion, though the penalty might be limited to one die if you help the Storyteller by pointing out times when this Flaw might affect you). This often comes into play when you attempt difficult maneuvers. At the Storyteller's option, you may be required to make Willpower rolls to do things that require self-confidence, or even to use a Willpower point when others would not be obliged to do so. Nightmares (1pt Flaw) You experience a horrendous nightmare every time you sleep, and memories of them haunt you during your waking hours. Sometimes the nightmares are so bad they cause you to lose one die on all your actions for the next day (Storyteller's discretion). Some of the nightmares may be so intense that you mistake them for reality. A crafty Storyteller will be quick to take advantage of this. Phobia (1pt Flaw) You have an overpowering fear of something. You will instinctively and illogically retreat from and avoid the object of your fear. Common objects of phobias include certain animals, insects, crowds, and open spaces. The difficulty of this roll is determined by the Storyteller. If you fail the roll, you must retreat in terror from the object and if you get less than three successes you will not approach it. Over-Confident (1pt Flaw) You have an exaggerated and unshakable opinion of your own worth and capabilities -- you display no hesitation in trusting your abilities, even in situations where you risk defeat. Because your abilities may not be enough this can be very dangerous. When you fail, you are quick to find someone or something to blame other than yourself. If you are convincing enough, you can infect others with your over-confidence. Shy (1pt Flaw) You are distinctly ill at ease when dealing with people, and you will try to avoid social situations whenever possible. All rolls concerned with social dealings are made with +1 difficulty, and any roll made while you are the center of attention is made at +2 difficulty. Don't expect such a character to make a public speech. Soft Hearted (1pt Flaw) You cannot stand to watch others suffer, not necessarily because you care what happens to them, but simply because you dislike the intensity of emotion. If you are the direct cause of suffering, and you witness it you will experience days of nausea and sleepless grief. You avoid situations when you might have to witness suffering, and will do anything you can to protect others from it as well. Whenever you must witness suffering, difficulties on all rolls are raised by +2 for the next hour. Speech Impediment (1pt Flaw) You have a stammer or some other speech impediment which hampers verbal communication. All relevant rolls are made with a +2 difficulty. Do not feel obliged to roleplay this impediment all the time, but in times of duress or when dealing with outsiders, you should attempt to simulate it. Vengeance (2pt Flaw) You have a score to settle. This may be something from your days before you became a fighter or may be from afterwards (for that matter, it might be the reason you became a martial artist in the first place). Either way, you are obsessed with wreaking vengeance on an individual (or perhaps an entire group), and make it your first priority in all situations. The need for vengeance can only be overcome temporarily with the use of Willpower points. Someday you may have your revenge, but the Storyteller won't make it easy. Mental Absent-Minded (3pt Flaw) This Flaw may not be taken with the Merit Concentration. Though you do not forget such things as Knowledges or Skills, you do forget names, addresses, and when you last ate. In order to remember anything more than your own name and the location of your home, you need to make a Wits roll or, as a last resort, expend a Willpower point. Amnesia (2pt Flaw) You are unable to remember you past, or anything of yourself or your family. Your life is a blank slate. However, your past may someday come back to haunt you. (You can, if you wish, take up to five points of other Flaws without specifying them, and leave it to the Storyteller to detail them. Over the course of the chronicle, you and your character will discover them.) Common Sense (1pt Merit) You have a significant amount of practical, everyday wisdom. Whenever you are about to do something counter to common sense, the Storyteller should alert you to what you are trying to do, and how it might violate practicality. For novice players this is an ideal Merit because it allows you to receive advice from the Storyteller concerning what you can and cannot do, and (even more importantly) what you should and should not do. Concentration (1pt Merit) You have the ability to focus your mind, to shut out any distractions and annoyances. Any negative modifier to a dice roll which arises from a distraction or other inauspicious circumstance is limited to two, though no extra benefits are gained if only one penalty die was imposed. Confused (2pt Flaw) You are often confused, and the world seems to be a very distorted and twisted place. Sometimes you are simply not able to make sense of things. You need to roleplay this out all the time to a small degree, but your confusion becomes especially strong whenever there is a great deal of stimulus around you (such as when a number of different people talk all at once, or you enter a nightclub with loud pounding music). Willpower is able to override the effects of your confusion, but only temporarily. Eidetic Memory (1pt Merit) You can remember things seen and heard with perfect detail. By gaining at least one success on an Intelligence + Alertness roll, you can recall any desired sight or sound accurately, even if you heard it or glanced at it only once (though the difficulty would then be higher). With five successes you can recall an event perfectly: the Storyteller relates to you exactly what was seen or heard. Lightning Calculator (1pt Merit) You have a natural affinity with numbers and a talent for mental arithmetic, making you a natural when working with computers or betting at the race tracks. All relevant rolls are made with a -2 difficulty. Another possible use for this ability, assuming you have numbers on which to base your conclusion, is the ability to calculate the difficulty of certain tasks. In appropriate situations, you may ask the Storyteller for the difficulty of some task you are about to perform. Self-Confident (5pt Merit) When you spend a point of Willpower to gain an automatic success your self-confidence may allow you to gain the benefit of that expenditure without actually losing the Willpower. When you spend the point you do not lose it, unless you rolled only one success, i.e. you do not gain any additional successes from the dice you roll. This Merit may only be used when you need confidence in your abilities in order to succeed. This means you can use it when the difficulty of your roll is six or higher. You may spend Willpower at other times, but if the difficulty is five or less, the Willpower will be spent no matter what you roll. Time Sense (1pt Merit) You have an innate sense of time, and are able to estimate the passage of time accurately without using a watch or other mechanical device. You can accomplish this whether you are concentrating or not. You can estimate the time of day to within a minute or two, and the passage of time with the same accuracy. Weak Willed (2pt Flaw) You are highly susceptible to domination and intimidation by others; you are, in fact, unable to use your Willpower freely. You can employ your Willpower only when survival is at stake. Aptitudes Ambidextrous (1pt Merit) You have a high degree of off-hand dexterity and can perform tasks with the "wrong" hand at no penalty. The normal penalty for using both hands at once to perform different tasks (e.g. fighting with a weapon in each hand) is +1 difficulty with the "right" hand and +3 with the off hand. Of course, you'll still have to split your dice pool. Brawling (6pt Flaw) You do not know how to fight properly. Instead, you are good at brawling. As a result, you are frequently outclassed by opponents who are trained martial artists, although you will usually outdo most other people you might face. Your Chi is 1 and your Willpower is 4. You may not have the Focus technique above 2 or any other technique above 4 to start off with (can be increased later), and as for maneuvers, you are limited to the "common moves" (i.e., ones that say "Any"; see Street Fighter pgs. 102-103). Brawlers may not select the Sensei background. Also, they may not have a score of more than three in any of the following: Insight, Blind Fighting, Mysteries, or Style Lore, although you can increase these with experience later on. However, they do automatically start with one dot in the Streetwise Talent. Computer Aptitude (1pt Merit) You have a natural affinity with computer, so the difficulty is two less on all rolls involving computers. Crack Driver (1pt Merit) You have a natural affinity with driving motorized wheeled vehicles, such as cars, semi-trucks and even tractors. The difficulty is -1 for any roll requiring risky or especially difficult driving maneuvers. Daredevil (3pt Merit) You are good at taking risks, and are even better at surviving them. All difficulties are a -1 whenever you try something particularly dangerous, and you can ignore one botch result when you roll ones on such actions (you can cancel a single one that is rolled, as if you had an extra success). Exceptional Trait (2-3pt Merit) This Merit enables you to get an Attribute, Ability, or Technique at six, the costs being 3pts, 2pts, and 3pts respectively. This Merit does not actually cause the particular trait to be increased to that level, but lets you raise it that high by normal means (i.e., redistributing the normal points allotted or spending freebie points). Fast Learner (3pt Merit) You learn very quickly, and pick up on new things faster than most do. Gain one extra experience point at the conclusion of each story (not each game session). Hybrid Style (7pt Merit) You have managed to combine two different styles into a single fighting form. See Customized Styles in the Rules section for more details. Inept (5pt Flaw) You are not attuned to your natural aptitudes, and therefore have five less points to spend on your Talents (so the most you could take on your talents would be 8, and the least would be 0). Of course, you can still spend freebie points to take Talents. However, you cannot, at the start of the game, have any Talents at level three or higher. Jack-Of-All-Trades (5pt Merit) You have a large pool of skills and knowledge to draw upon, obtained through your extensive travels, the jobs you've held, or just all around know-how. You have an automatic level one in all Skill and Knowledge dice pools. This is an illusory level, used only to simulate a wide range of abilities. If the character trains or spends experience in the Skill or Knowledge, she must first buy level one, then two, etc. as if she had no level in it. Mechanical Aptitude (1pt Merit) You have a natural aptitude for dealing with all kinds of mechanical devices (note that this does not include electronic devices such as computers). The difficulty is two less on any dice roll when you are trying to understand, repair or operate any kind of mechanical device. However, this Merit doesn't help you drive any sort of vehicle. Modified Style (Variable Cost Merit) You have in some way altered the fundamentals of the style you practice. See Customized Styles in the Rules section for more details. Natural Linguist (2pt Merit) You have a flair for languages. This Merit does not allow you to learn more languages than are permitted by your linguistics score but, you may add three dice to any roll involving languages, both written and spoken. No Kick Training (3pt Flaw) You simply does not know how to kick properly; you never learned how for some reason or another. This Flaw is only appropriate for characters whose styles do not rely too much on kicks. Thus, it would be reasonable for a character who knows Brawling, Sanbo, or Boxing, but should be disallowed completely (and not wanted in the first place) for Wu Shu, Karate, and especially kickboxing. In game terms, you may not have more than one dot in the Kick technique, and do not have the normal basic kick maneuvers (short, medium, roundhouse). If you do have to kick, you do so somewhat awkwardly, and the statistics of the maneuver are as follows: Speed: -1, Move: None, and Damage: +1. If you want to learn the normal kick maneuvers later, they cost one power point each. Pitiable (1pt Merit) There is something about you which others pity. This causes them to care for you as if you were a child. Some Natures will not be affected by this Merit, others (like Bravo) may be provoked by it. You need to decide what it is about you that attracts such pity, and how much (or how little) you like it. Secondary Style (10pt Merit) You know another form or martial arts in addition to your main style. See Customized Styles in the Rules section for more details. Self-Taught (3pt Merit) Apart from the basics, you more or less taught yourself everything you know about martial arts. This has both benefits and drawbacks. You will not be quite so skilled as someone who had normal training, but you are much more flexible in terms of what you can learn. You may not select the Sensei or Dojo backgrounds. You may select a martial arts style as normal, but you receive only 7 points with which to select techniques. Also select a second style; you may select any maneuvers available to that style, but with the cost increased by one power point. Self-taught characters will frequently end up producing strange variants of the common moves used by more professional fighters of the same style, such as Dan's short-range fireball and Sakura's dashing dragon punch. Players whose characters are self-taught are encouraged to select modifiers for special maneuvers (see the Maneuvers section for more details). Self-taught characters are often accorded an odd sort of respect. Dan isn't exactly the most powerful of World Warriors, but the fact that he taught himself Saikyo (basically his own variant of Shotokan) makes his victories all the more impressive; the same is true of other characters who teach themselves. If other people are aware that you taught yourself (you decide), you gain one extra point each of glory and honor for each fight until you reach Rank Five. Uneducated (5pt Flaw) Because you have never been to school, you have five less points to spend on your Knowledge abilities (so the most you could take would be 8, and the least would be 0). Of course you can still spend freebie points to take Knowledges. However, you cannot, at the start of the game, have any knowledge at level three or higher. Unskilled (5pt Flaw) You have never trained extensively in any skill or craft, and therefore have five fewer points to spend on your skills (so the most you could take on your skills would be 8, and the least would be 0). Of course you can still spend freebie points to take Skills. However, you cannot, at the start of the game, have any Skills at level three or higher. Weapons Master (5pt Merit) A character with this Merit is skilled in using many different types of melee weapons, and as such receives double the usual number of Weapon Proficiencies from their Weapons Technique (see Weapons under the Maneuvers section for more details). Social Anachronism (2pt Flaw) You have been out of circulation for a long time. Perhaps you were raised in a monastery since birth, sent into the world by your mentor, or maybe you just picked up outdated habits from an ancient mentor. Whatever the reason, you are unfamiliar and uncomfortable with modern times. When dealing with modern tasks you must make an Intelligence roll. If you fail you have a two dice penalty to that task. You also have a tendency to dress/talk/act strangely drawing unwanted attention. Corporate Ties (3pt Merit) You have both influence over and contacts in the business community. In times of need you can cause all sorts of financial mayhem, and can raise considerable amounts of money in the form of loans in a very short period of time. You can also discover which companies are monitored or controlled by Shadoloo. Dishonorable Reputation (3pt Flaw) For whatever reason, people always think of you as being dishonorable. It may be a result of something in your past, or the meddlings of someone else. Regardless, the end result is that each time you earn temporary renown, the amount of Glory and Honor gained are each reduced by one point (to a minimum of zero). Enemy (1-5pt Flaw) You have an enemy, or perhaps a group of enemies, who seek to do you harm. The value of the Flaw determines how powerful these enemies are. The most powerful enemies (Shadoloo, for instance) would be worth 5 pts while someone near your own power would be only 1pt. You must decide who your enemy is, and how you became enemies in the first place. Favor (1-3pt Merit) An important person owes you a favor, because of something either you or your team once did for him. The extent of the favor depends on how many points you spend: 1pt would indicate a relative minor favor, while a 3pt would indicate a blood debt. Infamous Sensei (1pt Flaw) You mentor was, and perhaps still is, distrusted and disliked by many fighters. As a result, you are distrusted and disliked as well. This is a heavy load, and one not easily shed. Media Ties (2pt Merit) You have both influence over and contacts in the media. You can suppress and create news stories (though not always with 100% efficiency; journalists are a unruly bunch) and you have access to the files and gossip of the staffs of newspapers and TV stations. You may be able to uncover the machinations of Shadoloo in the media arena ... or you may come to M. Bison's attention. Military Rank (1-5pt Merit) You are currently a member of a military organization of some sort. This Merit costs 1-5pts, depending on how high of a rank you are, where 1pt is an enlisted man, and 5pts is an officer of considerable rank. Military rank has both advantages and responsibilities. Although you have some privileges as a result of your rank, you are also expected to report for duty as the government demands, which can make it difficult to be professional martial artist at the same time. Notoriety (3pt Flaw) You have a bad reputation among other fighters. The reputation may be your own, or it may be derived from your mentor or team. There is a two dice penalty to all dice rolls for social dealings with those of your Tradition. A character with this Flaw cannot take the Merit: Reputation. Police Ties (3pt Merit) You have both influence over and contacts in the law enforcement field. If your Chronicle is in a limited area it is with the local police, otherwise it with the FBI or even Interpol. You can, with a single phone call, cause an APB to be issued. Political Ties (3pt Merit) You have both influence over and contacts with the politicians and bureaucrats in the area covered by the Chronicle. In times of need, you can shut off the power and water to a building, and unleash many different means of harassment against you enemies. Prestigious Sensei (1pt Merit) Your mentor had or has great status and has accorded you a peculiar honor. Most treat you respectfully as a result while some have only contempt for you believing you to be but a pretender to greatness. This prestige could greatly aid you when dealing with others acquainted with your mentor. Indeed, you mentor's contacts may actually approach you at some point offering aid ... or requesting favors. Reputation (2pt Merit) You have a good reputation among fighters. The reputation may be your own, or it may be derived from your manager or mentor. Add +2 to your dice pool for social dealings with other fighters. Resentful Sensei (1pt Flaw) Your sensei dislikes you and wishes you ill. Given the smallest opportunity, she will seek to do you harm, and may even attack you if provoked. Your mentors friends will also shun you and many fighters will wonder about the student who so offended his master. Ward (3pt Flaw) You are devoted to the protection of someone. You may describe your ward, though the Storyteller will actually create her. This character may be a friend or relative, or simply someone you admire and consider important. Wards have a way of getting caught up in the action of stories, and are frequently irresistible to a character's enemies. Spiritual Attuned (4pt Merit) You are naturally attuned to the spiritual nature of things. By making a Chi roll, you can estimate the Chi and Willpower of an opponent (requires one turn of concentration). Also, by spending a Chi point, you can open yourself up to the forces around you, thus sensing the general levels of Chi and other energy forms in the immediate area for the remainder of the scene. Aura of Power (3pt Merit) You radiate a sense of incredible power. Those who face you that are less powerful (Storyteller discretion) will be overcome by a sense that you are stronger and can crush them (even if that isn't really the case). The Aura of Power adds two dice to any intimidation rolls, and increases by +1 all difficulties for an opponent who is less powerful than you. Charmed Life (5pt Merit) Your life is somehow protected, perhaps by unconscious exercise of your Chi potential or simple luck. Because of this, you may ignore a single one on every roll you make. This makes it far more unlikely that you will ever botch, and grants you more successes than others would have. Danger Sense (3pt Merit) You have a sixth sense which warns you of danger. When you are in danger, the Storyteller should make a secret roll against your Perception + Awareness; the difficulty corresponds to the remoteness of the danger. If the roll succeeds, the Storyteller tells you that you have a sense of foreboding. Multiple successes may refine the feeling and give an indication of direction, distance or nature. Dragon Chi (6pt Merit) To select this Merit, you must first possess the Feng Shui Knowledge at 2 or higher. You have been trained in the ways of Feng Shui, and have learned how to harness the flow of Chi within the Dragon Lines that crisscross the Earth. As a result, you can draw Chi from the surrounding environment. To do this, you must spend a turn concentrating and spend a Willpower point, then make a Stamina + Feng Shui roll. For every success rolled on this roll, you gain one point of Chi. Any spent Chi points can be regained in this manner, and any Chi points beyond that can be either retained briefly (one point is lost per turn), or they can be converted into Rage points. Guardian Angel (6pt Merit) Someone or something watches over you, protecting you from harm. You have no idea who or what it is, but you have an idea that someone is there looking out for you. In great need you may be protected from harm. A Guardian Angel cannot be counted upon. The Storyteller must decide why you are being watched over, and by what. Luck (3pt Merit) You were just born lucky. As a result, you can repeat three failed rolls per story. Only one repeat attempt may be made on any single roll. Negative Chi (2pt Flaw) Somehow, you have negative Chi, yet you live on and heal normally. This is not outwardly obvious to others most of the time, unless your Chi trait is 5 or higher, in which case your physical appearance is affected by it, becoming more sinister and demonic. Energy and flame attacks you perform are typically black or purple in color. Regardless, the Negative Chi's biggest effect is on your mind and soul. The more powerful you become, the more warped each becomes, and the more power you desire. Mundane concerns, especially those relating to others quickly become unimportant, and you start to lose touch with humanity. Reduce the dice pool for all social rolls by half (rounded down) of your Chi, except for intimidation, for which it is added. Offensive Rage (3pt Merit) Where the average fighter gains Rage from having the tar beaten out of them, you are "charged up" from doing the same to others. As a general rule, you gain rage in the same manner the opponent does from your own attacks. You do not, however, gain rage from being damage in combat. True Love (1pt Merit) You have discovered, but may have lost (at least temporarily) a true love. This provides joy and strength in an increasingly darkening world -- whatever happens, you know there is still something worth fighting for. Whenever you are suffering, in danger, or dejected, the thought of your true love is enough to give you the strength to persevere. In game terms, this love allows you to automatically succeed any Willpower roll, but only when you are actively striving to protect or come closer to your true love. Be forewarned, however, this is a most exacting Merit to play over the course of a chronicle. Physical Deformity (3pt Flaw) You have some kind of deformity -- a misshapen limb a hunchback or whatever -- which affects your interactions with others and may inconvenience you physically. The difficulty on all dice rolls where physical appearance is important is raised by two. It will also raise the difficulty of some Dexterity rolls by two, depending on the type of deformity you posses. Your deformity may be natural, accidental, or a result of... something else. Double-Jointed (1pt Merit) You are unusually supple. Reduce the difficulty of any Dexterity roll involving body flexibility by two. Squeezing through a tiny space is one example of a use for this Merit. Glass Jaw (4pt Flaw) You just aren't good at taking hits and staying on your feet. Whenever you are damaged by a physical attack, your stamina is effectively reduced by 1 point for the purpose of being dizzied (cannot go below one), plus the difficulty for soaking such attacks is increased by 1. Huge Size (4pt Merit) You are abnormally large in size, possibly over seven feet tall or extremely heavyset. You therefore have one additional health level, and are able to suffer more harm before you are incapacitated. Iron Fist (4pt Merit) You have a way of delivering very hard punches. Regardless of your Punch technique, you can break bones and sometimes even dent steel. Add one automatic success to any damage roll for Punch maneuvers. Longevity (2pt Merit) You are extremely long lived. You do not suffer aging effects until you are 85+ years old (rather than 65+). You can expect to live to 120-130 years old, barring death by violence or other means. Mute (4pt Flaw) Your vocal apparatus does not function, and you cannot speak at all. You can communicate through other means; typically writing or signing. Your problem may be congenital, the result of injury (perhaps intentionally inflicted on you), or result from something else. One Arm (2pt Flaw) You have only one arm -- choose which, or determine randomly at character generation. This could result from a birth defect or injury. It is assumed that you are accustomed to using your remaining hand so there is no off-hand penalty. However, there is a two die penalty to any dice roll where two hands would normally be needed to perform a task, including any use of the Punch Technique. Puny (2pt Flaw) You are extremely small and scrawny. You have all the problems listed under Short and have one less health level to start with. Short (1pt Flaw) You are well below average height, and have trouble seeing over high objects and moving quickly. You suffer a -2 penalty to all pursuit rolls, and you and the Storyteller should make sure your height is taken into account in all situations. In some circumstances, this will give you a concealment bonus. Chapter 5: Newcomers and Styles Styles While many styles are commonly known and widespread, there are also many which are exceedingly rare and difficulty to find a teacher for. Obviously, not everyone can become a ninja; in most cases requirement #1 is to be born into a ninja clan. Likewise, Ler Drit and others will be very hard to come by. Such styles are notes as being of Limited Availability; a player may not select one of these forms without the permission of the Storyteller, which should be given only if the player has a very good reason for their character knowing that style. Arnis/Kali/Escrima These are three closely related styles that are all stick-fighting arts from the Phillipines. Although they provide some training with knives and basic unarmed techniques, they primarily rely on a pair 30" wooden sticks. The primary forms within these styles are muton (one two sticks), solo baston (one stick), and espalda y daga (a stick and a knife). Kali stylists use knives more than practitioners of Arnis or Escrima, though there are dozens, even hundreds of substyles within these three. A practitioner is known as an estocador or bastonero. The statistics for this style can also be used for Jojutsu, the Japanese art of fighting with the jo, or short staff. Schools: These styles are usually only found in large cities, though in the Philippines they are very common. Members: These styles tend to attract very disciplined students, due to the amount of practice required to learn them. Concepts: Initial Chi: 3 Initial Willpower: 4 Quote: "I wield two sticks; two means of attack. You might be able to avoid one, but not both." Maneuvers: Practitioners of Arnis, Kali, or Escrima must have at least one dot in the Weapons Technique and have the Blunt Weapons Proficiency. Punch: Kick: Foot Sweep 1 Block: Grab: Athletics: Displacement 2 Focus: Super: Weapons: Dazing Blow 1, Fleche 2, Riposte 1 Bojutsu Bojutsu is the Japanese art of staff-fighting, using the rokushakubo, or bo, a six-foot-long wooden staff. The bo is a deceptively simple weapon, and can be lethal in the hands of a skilled user. Further, it has a greater reach than most weapons, including swords. The stats for Bojutsu may also be used to describe the English Quarterstaff Fighting style, or any number of other staff-fighting styles throughout the world. Schools: Many schools of martial arts make use of staves, but to learn Bojutsu one must go to Japan. Members: The effectiveness of the bo appeals to many people, but because of its size one has to be pretty tall to complete the more advanced training. Concepts: Initial Chi: 2 Initial Willpower: 5 Quote: "I don't have to get close to you to hit you." Maneuvers: Practitioners of Bojutsu must have at least one dot in the Weapons Technique and select the Staves Proficiency. Punch: Kick: Block: Grab: Athletics: Focus: Super: Weapons: Dazing Blow 1, Fleche 1, Riposte 1, Staff Spin 2, Staff Sweep 1 Brawling Brawling is not so much a martial arts style as being practiced in beating ass. Where a martial artist is trained with some formality by a sensei, a brawler uses a combination of luck, chutzpah, and "field training". Brawlers will be at a serious disadvantage against most professional martial artists, especially because of their lack of Focus. Brawling counts as both a Style and a 6pt Flaw (see the Merits & Flaws section, under Aptitudes for more details). Schools: There isn't anywhere to formally learn brawling, as it is informal by its very nature. You learn it on the streets. Concepts: Street punk, biker, thug Initial Chi: 1 Initial Willpower: 4 Quote: "Ooh, real fancy, Mr. Hong Kong. Now lemme show 'ya how we kick people's asses 'round here." Maneuvers: Characters who practice Brawling are limited to common moves -- those which say "Any" in the cost. Hapkido Hapkido, "the way of coordinated power," is a Korean style created during the early 20th century, which synthesizes techniques from many different styles, including Hwarang-Do, Aikido, Jiu Jitsu, and Tae Kwon Do, in an attempt to strike a balance between "hard" and "soft" styles. Like most Korean styles, it uses kicks more than punches. Schools: Although not as common as Tae Kwon Do, Hapkido schools can still be found throughout America, some run by veterans of the Korean War who studied the style in its country of origin. Members: Hapkido frequently attracts martial artists who have studied other styles, and it is also sometimes taught to soldiers. Concepts: Career Martial Artist, Soldier Initial Chi: 4 Initial Willpower: 3 Quote: "Hapkido teaches you the best maneuvers for defending yourself. You must tailor its techniques to match your own abilities and shortcomings." Maneuvers: Punch: Atemi Strike 3, Boshi-Ken (Thumb Drive) 1, Disarm 1 Kick: Ax Kick 3, Double-Hit Kick 1, Spinning Thrust Kick 1 Block: Grab: Grappling Defense 3, Joint Break 3, Joint Lock 2 Athletics: Breakfall 1 Focus: Super: Weapons: Hwarang-Do One of the most complex of the martial arts, Hwarang-Do is a Korean style created some 2,000 years ago. It originated with a Buddhist monk named Won Kwang Bopsa, who developed the style that ultimately became Hwarang-Do. A master of Hwarang-Do prefers to take time to evaluate his opponent before attacking, and tends to counter incoming attacks more than initiating his own. The response to an attack will usually be in some way opposite; linear attacks such a punches and kicks will be countered by circular responses such a parries or throws. Hwarang-Do makes considerable use of weapon techniques, and also is reputed to grant a number of supernatural abilities. Schools: Finding a Hwarang-Do school is difficult in the U.S., and the easiest way to find such a school is to go to Korea; in South Korea there are a number of monasteries where it is taught, and in North Korea the Communist government has converted two monasteries into martial arts schools, often used to train agents for other Communist countries. Members: Hwarang-Do includes a definite code of honor, still taught and respected today, so the style tends to appeal to students with a sense of discipline and nobility. Concepts: Initial Chi: 3 Initial Willpower: 4 Quote: "Fighting ability is a gift we must learn to use sparingly; there is no need for unnecessary violence." Maneuvers: Punch: Atemi Strike 3, Boshi-Ken (Thumb Drive) 2 Kick: Block: Grab: Choke Hold 1, Joint Break 3, Joint Lock 2, Neck Choke 1 Athletics: Breakfall 1 Focus: Awareness 3, Chi Kung Healing 4, Chi Push 5, Fireball 4, Mind Reading 3, Regeneration 2, Telepathy 2, Zen No Mind 3 Super: Weapons: Kalaripayit Kalaripayit, "battlefield practices," is a style from southern India, based on a form of boxing used by the Brahman caste which dates back to the 6th century A.D. Kalaripayit stylists train in four levels of fighting; verumkai (unarmed), kolthari (stick-fighting), angarthi (other weapons), and marumadi (knowledge of vital points). Master of Kalaripayit are known as gurus, who are skilled in the Ayurvedic healing system of India. All characters who are knowledgeable in Kalaripayit should have at least one dot in Medicine. Schools: In order to study Kalaripayit, one must travel to India and attend on of the gurus' special training compounds that also serve as "hospitals" where they practice the healing arts. Members: Most students of Kalaripayit are Indian peasants and laborers. Concepts: Initial Chi: 5 Initial Willpower: 2 Quote: Maneuvers: Punch: Atemi Strike 3, Boshi-Ken (Thumb Drive) 2, Fingertip Attack 2, Shuto (Sword Hand) 3 Kick: Block: Grab: Disengage 3, Joint Lock 2 Athletics: Breakfall 1 Focus: Absorbing Barrier 4, Awareness 3, Chi Kung Healing 3, Chi Push 5, Cobra Charm 3, Extendible Limbs 5, Fireball 4, Leech 4, Levitation 3, Mind Reading 3, Reflecting Barrier 4, Regeneration 1, Telepathy 1, Yoga Teleport 6 Super: Weapons: Kenjutsu Kenjutsu, the art of the sword, is the swordfighting style of the Samurai, which uses various types of Japanese swords, including the katana, wakizashi, and no-dachi. Begun in the fifth century A.D., Kenjutsu was a very popular style among Japanese warriors, and in present times has been converted into the sport of kendo. Kenjutsu is divided into many styles, but all place little emphasis on blocking, as the valuable katanas would be damaged by it. Instead, warriors are taught to strike first. The styles vary in terms of their preference for speed or power, choice of weapons (though the Nito style, which uses the combination of a katana and wakizashi is probably the best known). Very closely related to Kenjutsu is a more advanced Japanese swordfighting art known as Zanji Shinjinken-Ryu. It is a killing art, even more so than Kenjutsu, and it trains the warrior to carefully evaluate an opponent and react to their actions instantly. Training in this style is generally much more rigorous. Even being accepted by a teacher of the art usually requires months of rejection, repeatedly asking for instruction and being turned away. Once accepted the instruction is a constant, one-on-one ordeal, with constant discipline and physical punishment. The student is made to change everything about themselves; the way they stand, think, move, even the most minute habits of everyday life. For a character learn Zanji Shinjinken Ryu use the description for Kenjutsu, except that the character must have a minimum of 3 dots in Weapons (instead of 2) and they must select the Zen No Mind maneuver. Most of the Focus maneuvers listed below require training in Zanji Shinjinken Ryu. Schools: Kenjutsu is taught all over Japan, and occasionally in some hard-to-find schools in major cities in other parts of the world. Zanji Shinjinken-Ryu, on the other hand, requires seeking out a master of the art, which nearly always requires going to Japan. Members: Only dedicated warriors study Kenjutsu; its sole purpose is to kill. Concepts: Samurai Initial Chi: 2 Initial Willpower: 5 Quote: "The value of swordfighting cannot be seen within the confines of swordfighting technique." (Miyamoto Musashi) Maneuvers: Characters who learn Kenjutsu must have at least two dots in the Weapons Technique and learn the Swords Proficiency. Punch: Art of Breaking 2, Shuto (Sword Hand) 3 Kick: Foot Sweep 1 Block: Grab: Reflection Slice 4 Athletics: Displacement 4 Focus: Awareness 3, Balance 3, Fireball 4, Improved Fireball 5, Mind Reading 3, Toughskin 3, Weapon Channeling 3, Zen No Mind 1 Super: Weapons: Dazing Blow 1, Double Strike 1, Fleche 1, Iaido 3, Riposte 1, Slice Upper 4 Kobujutsu Kobujutsu is a Japanese weapon art closely related to Karate. Any character who selects Karate as their style may learn Kobujutsu also at no additional cost. Maneuvers: Characters who select Kobujutsu must have the following Weapon Proficiencies: Axes, Staves, and Swords. Weapons: Dazing Blow 2, Fleche 2, Riposte 1, Staff Sweep 2 Krabi-Krabong Just as Kobujutsu accompanies Karate, Krabi-Krabong is often learned by Muay Thai fighters, and can be selected by such characters at no additional cost. Maneuvers: Characters who select Krabi-Krabong must have the following Weapon Proficiencies: Blunt Weapons, Polearms, Staves, and Swords. Weapons: Dazing Blow 2, Fleche 2, Riposte 1. Staff Sweep 2 Swordfighting The sword has been the weapon of the bravest warriors all over the world for centuries. Characters who practice the Swordfighting style are skilled in one or more such styles. This covers fencing, knightly swordfighting, florentine fighting (rapier and dagger), and any number of other styles. Japanese swordfighting is a separate style (see Kenjutsu, above). Schools: Of the various styles of Western swordfighting only Fencing is formally taught, and then as a sport -- though it certainly can still be used in combat. Members: Fencing is practiced by people in all walks of life. Other swordfighting styles are a little harder to come by, except among the growing subculture of medieval enthusiasts and live-action roleplayers, who make use of swords (preferably wooden or padded) in their activities. Concepts: Olympic Fencer, Live-Action Roleplayer, Medieval Enthusiast Initial Chi: 1 Initial Willpower: 6 Quote: "Learning to use a sword is a lot harder than you think. And if you think I can't fight without my blade, you're sorely mistaken." Maneuvers: Characters who learn Swordfighting must have at least two dots in the Weapons Technique and learn the Swords Proficiency. Punch: Disarm 1, Head Butt 1 Kick: Double-Hit Kick 1, Foot Sweep 1, Knee Strike 1, Slide Kick 2 Block: Weapon Block 1 Grab: Athletics: Displacement 3 Focus: Super: Weapons: Dazing Blow 2, Double Strike 2, Fleche 1, Riposte 1, Slice Upper 2 Tae Kwon Do Tae Kwon Do, "the way of kicking and punching," is a Korean style that dates back to the seventh century A.D., which was constantly refined until it was forced underground by the Japanese invasion of Korea in the early 1900s. Since WWII is has spread across the world. Like most of the Korean fighting arts Tae Kwon Do favors kicks over punches. Depending on the teacher, it can be a simple sport or a deadly combat art. A place where Tae Kwon Do is taught is known as a dojang, and the uniform of a Tae Kwon Do stylist, similar to a karate gi, is called a dobok. Schools: Practitioners and schools of Tae Kwan can be found in nearly any major city. Members: Tae Kwon Do attracts people from all walks of life. Concepts: Street tough, bodyguard, martial arts enthusiast, athlete Initial Chi: 2 Initial Willpower: 5 Quote: "Punching may seem easier, more direct, but the feet are more powerful, and, with the proper training, faster than the hands." Maneuvers: Punch: Disarm 1, Shuto (Sword Hand) 3 Kick: Ax Kick 2, Backflip Kick 3, Double Dread Kick 4, Double-Hit Kick 1, Flying Thrust Kick 4, Foot Sweep 1, Handstand Kick 1, Lightning Leg 4, Spinning Foot Sweep 1, Spinning Thrust Kick 2 Block: Grab: Athletics: Breakfall 1, Cannon Drill 5 Focus: Super: Weapons: Teng-Jutsu (Limited Availability) The Tengu are crow creatures of Japanese legends, said to be capable of taking on humanoid form, as well as possessing great magical powers. It is said that this martial art form was taught to certain samurai and monks by the Tengu. Whether or not this is the case cannot be said for certain, though this highly acrobatic form, still practiced by some people in Japan, is certainly reminiscent of the legendary acrobatic feats the Tengu are reputed to be capable of. Schools: There are no known formal schools of Teng-Jutsu; one learns this art from another practitioner, or a Tengu. Members: Since there are no particular formal schools of Teng-Jutsu, there are no particular types of members, although practitioners tend to be people who can understand the spiritual while still having a sense of humor (like Taoists). Concepts: Wandering Monk, Samurai, Trickster Initial Chi: 4 Initial Willpower: 3 Quote: "Come on! You can do better than that, right? Oh, ou missed again! Just a little too slow, I guess. Well, better luck next time! Maneuvers: Characters who know Teng-Jutsu automatically know the Jump maneuver (0 point cost). Such characters must have at least *** in Athletics. Punch: Monkey Grab Punch 1 Kick: Air Hurricane Kick 1, Backflip Kick 2, Foot Sweep 1, Handstand Kick 1, Hurricane Kick 4, Slide Kick 2, Spinning Thrust Kick 2 Block: Grab: Athletics: Drunken Monkey Roll 1, Flying Heel Stomp 3, Leap Dodge 1, Wall Spring 1 Focus: Chi Kung Healing 4, Fireball 4, Ghost Form 5, Regeneration 2 Tien-Hsueh Touch Mastery (Limited Availability) In broad terms, Tien-Hsueh is simply the Chinese name for the art of touching vital points, used to varying degrees by practitioners of martial arts styles from all over the world. However, the true art of Tien-Hsueh Touch Mastery requires a far more complete knowledge of the human anatomy, and can be far more deadly. Masters of the style can kill with the touch of a finger. Not necessarily instantly, but surely. This is the true Dim Mak Death Touch, which destroys the victim's Chi, and with it their capacity for healing. The master of this art often control very powerful organizations, but there are rarely more than a dozen practitioners of it in the world. Students must be born into the family of a master in order to be accepted, though such a prospective student is as likely to receive a quick death as training. It can truly be said that the masters of Tien-Hsueh bury their mistakes. If they do survive the training, a student will never be free of the Touch Masters, and if they disobey a master, or fail on a mission, they will be immediately killed. Schools: Tien-Hsueh is not taught in schools. It is supposed to be a secret, though rumors of its power have spread all over the world. Members: Only the Masters themselves and their few chosen disciples practice this style. Concepts: Touch Master, Assassin Initial Chi: 4 Initial Willpower: 3 Quote: "Fool. I could kill you with but a touch." Maneuvers: Punch: Atemi Strike 2, Balance 4, Boshi-Ken (Thumb Drive) 1, Dim Mak 2, Fingertip Attack 1, Shikan-Ken (Knuckle Fist) 3 Kick: Block: Maka Wara 4, Energy Reflection 3 Grab: Athletics: Focus: Awareness, Chi Kung Healing 2, Chi Push 5, Drain Chi 3, Fireball 4, Improved Fireball 4, Leech 4, Shrouded Moon 3 Super: True Dim Mak 6 Weapons: Triad Assassin (Limited Availability) The Triads are organized crime groups that operate in China and other parts of Asia, feared everywhere that they are known. While they employ many martial artists, especially in the world of Street Fighter, the most fearsome by far are their Assassins. They sought to create a martial art that made use of firearms. When they announced that they were looking for a person who could create and teach such a style, eight candidates came forward. The contest was simple; each would be armed and placed in an abandoned eight-story building, one on each floor. Whoever survived was the winner. Twenty minutes later the only survivor was a man known as Saih Wu Shen, or "Arsenic Handshake Saih," who from that day on was the principal instructor of all the Triad Assassins. It is said that he was possessed with incredible abilities, able to sense those who would kill him, and his skill with a pistol is said to be simply beyond human. Although it is far from traditional, the Triad Assassin style is extremely effective, though it is also limited; the firearm used must be a 9mm pistol that has a clip capacity of at least 13 rounds. Such weapons typically do 4 dice of damage and a Speed modifier of +2. Schools: There are no formal schools of the Triad Assassin style other than that of Saih himself, and anyone who divulges its secrets could be in serious trouble. Members: Virtually all practitioners of this style are in the employ of the Triads; those who are not usually don't live too long. Concepts: Assassin, Henchman, Thug, Deadly Master Initial Chi: 1 Initial Willpower: 6 Quote: "Impressive." Maneuvers: Any practitioner of the Triad Assassin style must have at least 3 dots in the Firearms technique and select the Handguns Proficiency. Punch: Kick: Block: Grab: Athletics: Bullet Dodge Focus: Super: Weapons: Firearms: Ambidextrous Firing, Crippling Shot, Deflection Shot, Pistol Whip (free), Quickdraw, Sniping, Speed Loading, Spin Spray, Target Shot, Target Spray New Street Fighter Characters The following are the various new characters introduced to the Street Fighter world in Street Fighter Alpha and Alpha 2. Akuma Style: Dark Shotokan School: Goutetsu's Dojo Stable: None Team: None Concept: Demon Signature: Glowing kanji on gi Attributes: Strength 6, Dexterity 5, Stamina 7, Charisma 3, Manipulation 5, Appearance 3, Perception 5, Intelligence 5, Wits 7 Abilities: Alertness 5, Blind Fighting 4, Feng Shui 4, Insight 4, Intimidation 5, Mysteries 5, Stealth 4, Style Lore 5 Backgrounds: Fury 3 Techniques: Punch 7, Kick 7, Block 6, Grab 6, Athletics 6, Focus 7 Maneuvers: Air Hurricane Kick, Ashura Warp, Back Roll Throw, Dragon Punch, Fireball, Flying Fireball, Foot Sweep, Hundred Demon Somersault, Hurricane Kick, Improved Fireball, Jump, Kippup Super Attacks: Instant Hell Murder, Mega-Attack Fireball, Mega-Attack Flying Fireball, Super Attack Combo (3 Dragon Punches) Renown: Glory 10, Honor 6 Chi: 10 Willpower: 10 Health: 20 Merits and Flaws: Concentration, Gloating, Negative Chi, Over-Confident Division: None Rank: N/A Standing: Wins: 522 Losses: 1 Draws: 0 KO's: 384 Description: The master of Shotokan Karate, who changed it from a killing art into a path to inner harmony, was known as Gotetsu. He had two students, and taught both of them to live in harmony with all things and fight only for one reason: to defend oneself. Their names were Gouken and Gouki. Gouken went on to become a teacher of this new, peaceful fighting art. Gouki, on the other hand, craved power. He searched for the original, "true" Shotokan Karate, and allowed its darkness to enter him. When he emerged from the discovery, he was not the man he had been before. Gouki was no more; in his place was a being filled with hatred and power; Akuma. Akuma was eager to test his new powers, and fought and killed both Gouken and Gotetsu. Since then, he has been gathering power, and seeking a purpose other than to kill. Very recently, the discovery of the fact that there are other fighters, such as Ryu, M. Bison, and Gen, who can actually compare to him in power and skill, has changed his views somewhat. His "defeat" at the hands of Ryu has made him more wary and, unfortunately, all the more cunning. Roleplaying: You are power incarnate. You seethe with hatred and radiate energy. You can crush anyone, and will if they get in your way. Image: A tall, muscular man with dark skin, flaming red hair, and demonic, red-on-black eyes. He wears a gray, sleeveless gi, with a glowing red Chinese kanji on the back. In Japanese it is pronounced "ten", and variously means "heaven", "sky", "destiny", and "fate". As far as Akuma is concerned, it means simply "rest in peace." Quote: "I will teach you the true meaning of power!" Dark Shotokan (Limited Availability) "Do not take the easy path of the Dark Side!" -- Yoda, The Empire Strikes Back Note: Player characters should NOT be allowed to learn Dark Shotokan. The secrets of this deadly art are best left unknown, but can make for some killer villains (as in the slang term as well as literally). Long ago, Shotokan Karate was the ultimate killing art. Practitioners could channel their chi into a single blow that could fell all but the most powerful of men. The greatest master of Shotokan, a man called Gotetsu, took the killing out of Shotokan, turning it into a path to inner peace. Gotetsu had two students; Gouken and Gouki. Gouken became a teacher, and his two greatest students were Ken and Ryu (he also taught Dan, for a little while). Gouki, on the other hand, sought power wherever he could find it. He embraced the dark side of Shotokan, and was transformed by it into a being of pure hatred, called Akuma. Some say there are two sides to every coin. Like yin and yang, the entire cosmos works as a series of opposites; everything is composed of opposing forces. The true adherents of Shotokan Karate are among the most powerful martial artists in the world, as Ryu amply proves. But, like so many other things, Shotokan has a darker aspect to it, revealed when a practitioner allows evil to enter his heart. To prove the extent of his newfound powers, he killed Gotetsu and Gouken. Schools: None; Dark Shotokan is almost completely gone from the world, and the few who know of it thank the heavens for its disappearance. Members: There is only one known practitioner of Dark Shotokan -- Akuma. His powers are vast and his motives a mystery, but it is entirely possible that he could attempt to acquire some students. If he were to do so, they would likely be from among existing practitioners of Shotokan, and it is more than likely that they would have little choice in joining him. Concepts: Demon, minion, dark warlord Initial Chi: 5 (special; the character's Chi also becomes negative -- see the Spiritual Flaw, Negative Chi) Initial Willpower: 4 Quote: "Now do you see? Do you understand the power I possess? I see that you do a little -- I can see the fear in your eyes. But there is much more to the darkness than that. I doubt your feeble mind could comprehend it, much less master it as I have." Maneuvers: The selection of maneuvers available to a practitioner of Dark Shotokan are the same as for normal Shotokan Karate, plus they can learn Instant Hell Murder (3 points) and Ashura Warp (2 points), both of which are exclusive to Dark Shotokan. Athletics Hundred Demon Somersault Prerequisites: Athletics 4, Jump, Throw Power Points: Dark Shotokan 3, Shotokan Karate 4 The fighter sails, spinning through the air towards his opponent, and upon reaching them either grabs and throws or uses a normal attack. System: The character can jump a number of hexes equal to their total move (including the modifiers below) and when in the same hex as an opponent they may attempt a throw, punch, or kick. Cost: None Speed: +1 Damage: Special Move: +2 Focus Ashura Warp Prerequisites: Focus 4, Negative Chi Power Points: Dark Shotokan 2 This maneuver causes the fighter to sort of "phase out" for a short while, and glide along, floating a few inches above the ground, and leaving a trail of blue shadows behind them. System: This power takes one turn to use, and allows them to move a number of hexes equal to their Chi or Willpower, whichever is higher. While moving in this manner, they cannot be affected by any attacks, and may stop using the move whenever desired. If this is used to position oneself for an attack, the next attack is carried out at +3 Speed. Cost: 1 Chi Speed: +2 Damage: None Move: +1 Super Instant Hell Murder Prerequisites: Focus 4, Ashura Warp, Negative Chi Power Points: Dark Shotokan 3 This deadly attack is known only to the handful of practitioners of Dark Shotokan. It allows the fighter to channel his chi into a brief series of murderous blows, which can easily kill many opponents if the attacker is strong enough. System: When the Instant Hell Murder is initiated, the fighter glides towards the opponent (as per an Ashura Warp). If they can grab onto the opponent, then there is a bright flash of light (all within six hexes must make a Stamina roll, difficulty of the attacker's Chi, or be blinded for one turn), and the victim takes the damage listed below. Cost: 8 Chi Speed: +1 Damage: Special; damage dice are determined as follows: Strength + Punch + Kick + Focus. Move: +1 Sakura Style: Shotokan Karate School: Tokyo Karate School Stable: None Team: None Concept: Ryu's Biggest Fan Signature: Poses Dramatically Attributes: Strength 3, Dexterity 5, Stamina 4, Charisma 3, Manipulation 2, Appearance 4, Perception 3, Intelligence 3, Wits 5 Abilities: Alertness 3, Computer 2, Gossip 4, Medicine 1, Stealth 1, Style Lore 2 Backgrounds: Fame 2 Techniques: Punch 4, Kick 4, Block 3, Grab 3, Athletics 4, Focus 3 Maneuvers: Fireball, Dragon Punch (Dashing), Rising Hurricane Kick Super Attacks: Mega-Attack Fireball, Super Attack Combo (3 Dragon Punches), Super Attack Combo (8 low medium kicks and one roundhouse) Renown: Glory 7, Honor 5 Chi: 8 Willpower: 8 Health: 18 Merits and Flaws: Driving Goal (Become Student of Ryu), Luck, Offensive Rage, Over-Confident, Reputation Division: World Warriors Rank: 8 Standing: Wins: 32 Losses: 12 Draws: 3 KO's: 19 Description: A young, enthusiastic Japanese schoolgirl, Sakura is one of the most unique, and least mature, of the World Warriors. She became a martial artist because of Ryu. After seeing him fight once, she quickly became his biggest fan, learned the basics of Shotokan Karate (combining it with a lot of other strange moves), and has been trying to get a chance to train with him ever since. She has continually pushed herself to do better, and rose in the ranks of the Street Fighters with surprising speed, probably because of her sheer determination (combined with the fact that her appearance and personality are a bit disarming, so to speak). Sakura is, admittedly, a little scatterbrained as well. Not that she can help it, considering that she is trying to juggle schoolwork, chores, and a career as a martial artist, all while spending entirely too much time thinking about Ryu. As a result, she is chronically late to fights, known for dashing into the ring mere moments before a match is scheduled to begin. In the ring, she relies on a combination of powerful moves, charm, and (most importantly) luck to win, and it's worked pretty well thusfar. Roleplaying: At one point you were just an average girl. Well, except that you like to watch anime a whole lot and were a big fan of Jackie Chan. Then one day some friends invited you to go see a martial arts tournament. It was there that you saw him -- Ryu. You like him a great deal, posters of him take up a significant portion of your room's walls, and would do anything to train with him. Image: Sakura is a Japanese girl, around 17 years old. She wears her sailor-suit school uniform, as well as a pair of gloves similar to Ken's, and a pair of goggles, which are normally kept on her forehead. She has short, brown hair and an infectious laugh. Quote: "You didn't have a chance!" Character Updates Several characters have changes in various ways in the time between Super Street Fighter II and Street Fighter Alpha 2, adding new moves and so on, and besides that, this book introduces a lot of changes to the system which can affect the characters' descriptions in various ways (especially Merits and Flaws), plus the introduction of such characters as Akuma requires some more background material. Balrog Traits: Maneuvers: Super Attacks: Super Attack Combo (5 Dashing Punches) Merits & Flaws: Inverse Rage, No Kick Training Quote: "Hey! Mr. Bison wants to speak with you!" Blanka Traits: Maneuvers: Super Attacks: Grand Shave Roll Merits & Flaws: Inverse Rage Quote: "You can't compare to my power!" Cammy Traits: Maneuvers: Cannonball Jump Super Attacks: Super Attack Combo (Cannon Drill, 2 Thrust Kicks) Merits & Flaws: Quote: "Don't ever underestimate me." Chun Li Traits: Maneuvers: Air Lightning Leg, Fireburst, Rising Bird Kick Super Attacks: Mega-Attack Fireburst, Super Attack Combo (Dashing Move; 5 medium kicks, followed by a lighting leg), Super Attack Combo (4 Rising Bird Kicks) Merits & Flaws: Driving Goal (Avenge Father's Death), Police Ties, Vengeance (M. Bison) Quote: "I'm the strongest woman in the world!" Dee Jay Traits: Maneuvers: Super Attacks: Super Attack Combo (3 Double Dread Kicks) Merits & Flaws: Quote: "Shadoloo is interested in me? I'm flattered, but I'm afraid I'm going to have to show you guys the door." Dhalsim Traits: Feng Shui 4, Meditation 5, Philosophy 5 Maneuvers: No changes Super Attacks: Mega-Attack Yoga Flame, Yoga Strike Merits & Flaws: Attuned, Concentration, Danger Sense, Double-Jointed, Inverse Rage, Longevity, Offensive Rage, Reputation Quote: "Patience is a virtue; with it I cannot fail." E. Honda Traits: Maneuvers: Uchio Throw Super Attacks: Super Attack Combo (3 Flying Head Butts) Merits & Flaws: Quote: "Really? Well, let me show you just what a 'fat Japanese guy' can do!" Fei Long Traits: Maneuvers: Super Attacks: Super Attack Combo (5 Rekka Kens) Merits & Flaws: Quote: "Tell you what. After I deal with this clown you can have my autograph." Guile Traits: Maneuvers: Super Attacks: Super Attack Combo (4 Flash Kicks) Merits & Flaws: Quote: "I don't have time for this! Where is Bison?!" Ken Traits: Maneuvers: Knee Basher Super Attacks: Mega-Attack Flaming Dragon Punch, Super Attack Combo (2 Dragon Punches, Flaming Dragon Punch) Merits & Flaws: Inverse Rage Quote: "Yeah... but you're still not good enough to beat me." M. Bison Traits: Psychic 5 Maneuvers: Fireball, Psycho Warp Super Attacks: Psycho Crusher, Super Attack Combo (3 Double Knee Presses) Merits & Flaws: Inverse Rage Quote: "You fool. You are nothing! You can't possibly compare to my power!" Ryu Traits: Maneuvers: Super Attacks: Mega-Attack Fireball, Mega-Attack Hurricane Kick Merits & Flaws: Inverse Rage Quote: "You fought well." Sagat Traits: Maneuvers: Combo (Tiger Crush, Tiger Blow), Tiger Blow, Tiger Crush Super Attacks: Mega-Attack Fireball, Tiger Raid Merits & Flaws: Quote: "I will destroy you." T. Hawk Traits: Maneuvers: Super Attacks: Super Attack Combo (3 Driving Hawks) Merits & Flaws: Quote: "I fight for my people. Remember that." Vega Traits: Maneuvers: Super Attacks: Merits & Flaws: Quote: "It's only natural that a man as handsome as me should win." Zangief Since the last Street Fighter tournament, Zangief has been pushing himself ever harder to become better and better. In particular, he has been attempting to improve his defenses against Chi and energy attacks, resulting in the creation of the Banishing Punch. Traits: Chi 7, Fame 2, Focus 3 Maneuvers: Banishing Punch (Turbo Spinning Clothesline) Super Attacks: Aerial Russian Slam, Super Attack Combo (2 Spinning Pile Drivers and 3 Siberian Bear Crushers) Merits & Flaws: Huge Size, Offensive Rage, Political Ties (Russian government) Quote: "So, you want to learn about real wrestling, eh? Sanbo isn't easy, you know. I trained in the cold of Siberia for months, wrestling with bears to get as good as I am. If the cold doesn't get you, the bears just might. Of course a little vodka will do wonders for the cold!" Chapter 6: Maneuvers This chapter presents over a hundred assorted maneuvers of all sorts. Revised List of Common Maneuvers Common maneuvers are those which can be selected by practitioners of any style; the following is a list of all the various common maneuvers. Punch: Art of Breaking 3, Banishing Punch 5, Disarm 2, Elbow Smash 1, Haymaker 2, Head Butt 2, Power Uppercut 1, Spinning Backfist 2, Spinning Knuckle 4, Buffalo Punch 2, Shockwave 4, Ear Pop 3, Monkey Grab Punch 2, Triple Strike 2, Widowmaker 1 Kick: Back Flip Kick 4, Cartwheel Kick 3, Double Hit Kick 2, Flash Kick 5, Flying Knee Thrust 2, Flying Thrust Kick 5, Foot Sweep 2, Forward Flip Knee 4, Handstand Kick 2, Heel Stamp 3, Reverse Frontal Kick 3, Spinning Foot Sweep 2, Wounded Knee 3 Block: Deflecting Punch 1, Energy Reflection 4, Kick Defense 1, Maka Wara 5, Missile Reflection 1, Punch Defense 1 Grab: Air Throw 3, Back Roll Throw 2, Bear Hug 3, Brain Cracker 2, Disengage 4, Eye Rake 2, Grappling Defense 5, Hair Throw 3, Head Bite 3, Improved Pin 4, Knee Basher 3, Neck Choke 3, Pile Driver 4, Pin 5, Sleeper 5, Suplex 2, Thigh Press 3, Throw 1 Athletics: Air Smash 2, Breakfall 2, Flying Body Spear 4, Flying Head Butt 3, Flying Heel Stomp 4, Jump 1, Rolling Attack 5, Vertical Rolling Attack 4, Wall Spring 2 Focus: Acid Breath 4, Cobra Charm 4, Fireball 5, Regeneration 3, Ice Blast 4, Repeating Fireball 4, Shock Treatment 4, Sonic Boom 4, Stunning Shout 4, Toughskin 4, Zen No Mind 4 Super: Mega-Attack (varies), Rage Burn 3, Super Attack Combo (varies) Modifiers The following are some additional modifiers that may be used to enhance or weaken various maneuvers, thus increasing or decreasing cost and effectiveness. Unless stated otherwise, you may always choose whether or not to use an enhancement. Chi Charge: Using Chi energy, you propel yourself forward at incredible speed while performing the maneuver. This increases the cost of the maneuver by 1 power point and requires that 1 Chi point be spent when performing it, but provides the following bonuses: +4 to Speed and Move, and +1 to damage. Dashing Move: While performing the maneuver, you run at your opponent. This increases the cost by 2 power points, adds the following bonuses: +3 to Speed, +3 to Move Extended Range: For projectile attacks only, this effectively doubles the range of the attack. Cost is increased by 1 power point. Extra Force: You deliver the attack with such force that it inflicts two additional dice of damage and counts as a Knockdown. This requires the expenditure of one Willpower point, and increases the cost of the maneuver by 1 power point. Increased Speed: You can deliver the maneuver with exceptional speed, increasing the Maneuver's Speed modifier by +2. This increases the maneuver's cost by 1 point. Paying for Increased Speed a second time only adds an additional +1 (+3 total) and it cannot be increased any further. Reduced Force: The character is somewhat limited in how hard they can deliver this maneuver; reduce the damage by -2 and the power point cost by -1. Reduced Speed: The character is a little slow on the draw with this maneuver; apply a -2 penalty to Speed, and reduce the Power point cost by 1 point. Punch Art of Breaking Prerequisites: Punch 3, Focus 3 Power Points: Kenjutsu, Shotokan Karate 2; Any 3 Tamashiwara, or the "Art of Breaking", can more or less be described as practice in board breaking. A character with this maneuver will have learned how to use nearly any part of their body to break wood, ice, glass, and stone, by breaking the Chi of the object. System: This power can be used on nearly any non-living object. Make a Chi roll against a difficulty determined as follows: Ice: 4 Wood: 5 Stone/Brick/Cement: 7 Metal: 8 Hardened Metal: 9 If you score at least two successes, you will shatter the object. You cannot use Art of Breaking on living things, or cybernetic implants (attempting to do so delivers damage as per a Fierce punch). Cost: 1 Willpower for breaking anything other than wood or ice. Speed: -3 Damage: Special Move: None Atemi Strike Prerequisites: Punch 4 Power Points: Tien-Hsueh 1; Hapkido, Hwarang-Do, Kabaddi, Kalaripayit, Ninjitsu, Tai Chi Chuan 3; Jeet Kune Do, Shotokan Karate, Silat 4 In this attack the fighter strikes at one of his opponent's vital points, causing agonizing pain. System: The fighter must strike an unarmored vital point on his opponent's body. If this is used successfully, then the damage from the Atemi Strike cannot be soaked, unless the attack was blocked. Cost: 1 Willpower Speed: -1 Damage: -1 Move: -2 Banishing Punch Prerequisites: Athletics 3, Punch 4, Focus 3 Power Points: Sanbo 3; Shotokan Karate, Kabaddi, Kung Fu, Wu Shu 4; Any 5 Zangief, never one to be left behind, developed this maneuver to deal with his opponent's projectile attacks; the fancy fireballs, sonic booms, and so on of his opponents had always been a problem for him, so he improved his mental control a little bit, and was able to develop a glowing punch that could obliterate incoming projectiles. Since then, he has taught this to other Sanbo fighters. System: When you select Banishing Punch, you must select a punch maneuver that it will be combined with. In combat, the fighter throws a punch at the incoming projectile, making a Strength + Alertness roll (difficulty 6). If he scores more successes than the opponent did to hit him with the projectile, the projectile attack is canceled out. When the banishing punch is used against an opponent directly, it inflicts damage as per the normal punch, +2 dice. All of the modifiers listed below are cumulative with those of the punch. Cost: 1 Chi Speed: +1 Damage: Special Move: -1 Disarm Prerequisites: Punch 3 Power Points: Hapkido, Jiu Jitsu, Shotokan Karate, Kung Fu, Ninjitsu, Savate, Silat, Special Forces, Swordfighting, Tae Kwon Do, Tai Chi Chuan 1, Any 2 Using this maneuver a character may deliver a blow that, if successful, will knock a weapon from an opponent's hands. System: The fighter makes a Strength + Punch roll against a difficulty of 6, and the target makes a soak roll using their Strength (difficulty 6). If the attacker gets more successes than the defender, the defender's weapon flies one hex away for every success that the attacker had over the number of successes rolled on the soak roll. If the attacker botches, they take normal damage from the weapon. Cost: None Speed: -1 Damage: None Move: None Fingertip Attack Prerequisites: Punch 3 Power Points: Tien-Hsueh 1; Kalaripayit, Kung Fu 2 The fingertip attack is one of the more unusual hand strikes possible; the fighter attacks with but a single finger. This is not normally used for the damage it inflicts (which is small but painful), but in order to deliver pressure point strikes. System: This attack inflicts only 1 health level of damage (do not roll), but at least five successes are needed to soak it. Cost: None Speed: +4 Damage: Special Move: +0 Leaping Rake Prerequisites: Punch 2, Athletics 1, Jump, Claw Power Points: Animal Hybrid 2 The fighter leaps past his opponent, raking him with his claws as he passes. System: This is an aerial maneuver, and it only works if the attacker has enough Move to go past his opponent; if he can only leap as far as his opponent, this maneuver cannot be used. Cost: None Speed: +1 Damage: +1 (in addition to claw damage) Move: +1 Kick Air Lightning Leg Prerequisites: Kick 5, Jump, Lightning Leg Power Points: Wu Shu 2; Kung Fu, Shotokan Karate 5 This is a variant of the infamous Lightning Leg that can be performed while in the air. System: This is considered an Aerial Maneuver, and must be performed while airborne. The attacker makes three damage tests in the same manner as a normal Lightning Leg (see Street Fighter p. 114). Cost: 1 Willpower Speed: +0 Damage: +1 Move: +0 Flurry Kick Prerequisites: Kick 3, Athletics 4 Power Points: Kung Fu, Shotokan Karate, Wu Shu 3; Capoeira, Muay Thai, Special Forces 4 The fighter launches himself forward at the opponent, and lashes out with three kicks. System: Make three separate damage tests using the modifiers listed below. This is an Aerial Maneuver. Cost: None Speed: +0 Damage: -2 Move: +2 Jaguar Tooth Prerequisites: Kick 4, Athletics 3, Jump, Wall Spring Power Points: Muay Thai 3 In this powerful maneuver, developed by Adon, the fighter springs off a wall and spears the opponent with his leg. System: To use this maneuver the character must first execute a Wall Spring. Opponents who are struck by a Jaguar Tooth and take damage will suffer a Knockdown. This is an Aerial Maneuver. Cost: None Speed: +1 Damage: +4 Move: +2 Knee Strike Prerequisites: Kick 2 Power Points: Jeet Kune Do, Muay Thai, Swordfighting 1, Any 2 In this somewhat vicious maneuver, the fighter stands close to his opponent and jumps up to knee him in the stomach, chest, or face, using the momentum of the jump to increase the damage. System: To use this maneuver the attacker must be in the same hex as the opponent. It does not count as an Aerial Maneuver. The victim of a Knee Strike will suffer a Knockdown. Cost: None Speed: +2 Damage: +1 Move: None Reverse Front Kick Prerequisites: Kick 3 Power Points: Kung Fu, Shotokan Karate 2; Any 3 The fighter launches a feint kick past the head of his opponent, then quickly reverses it with a sharp snapping motion, driving his heel into the back of the opponent's head. System: This kick ignores blocks. Cost: None Speed: -1 Damage: +1 Move: -1 Rising Bird Kick Prerequisites: Kick 4, Athletics 3, Double-Hit Kick, Jump Power Points: Wu Shu 2; Kung Fu 3; Capoeira, Special Forces 4 In this highly acrobatic maneuver the fighter jumps upwards feet-first and kicks at the opponent three times. System: This is considered an Aerial Maneuver. Make three damage tests using the modifiers listed below. Cost: None Speed: -2 Damage: -2 Move: +0 Rising Jaguar Prerequisites: Kick 4, Jump, Knee Strike Power Points: Muay Thai 4; Kung Fu, Western Kickboxing, Wu Shu 5 In this powerful kickboxing maneuver, the fighter leaps upward, slamming his knee into the opponent. System: This functions in effectively the same manner as a Dragon Punch (see Street Fighter pgs. 107-108). This is considered an Aerial Maneuver. Cost: 1 Willpower Speed: +0 Damage: +5 Move: -2 Somersault Shell The Somersault Shell is basically a reversed flash kick; rather than flipping backwards, the fighter flips forwards. This works exactly the same as the Flash Kick (see Street Fighter p. 112), except that it's Speed is +0. Spinning Thrust Kick Prerequisites: Kick 2 Power Points: Capoeira, Hapkido, Kung Fu, Savate 1; Shotokan Karate, Tae Kwon Do, Teng-Jutsu 2; Any 3 The fighter spins and then thrust-kicks at the opponent, using the momentum from the spin to increase the power of the kick. Sometimes the fighter will hit his opponent with his heel as his foot whips around; this is called a Spinning Back Kick. System: Use the modifiers below. Cost: None Speed: -1 Damage: +3 Move: -1 Block Weapon Block Prerequisites: Block 4 Power Points: Aikido, Kung Fu, Shotokan Karate, Swordfighting 1; Any 2 This maneuver allows the character to block melee weapons without being hurt by them. System: This is exactly the same as a normal Block maneuver, except that it works against melee weapons. Cost: None Speed: +4 Damage: None Move: +0 Athletics Leap Dodge Prerequisites: Athletics 4, Jump Power Points: Teng-Jutsu 1; Wu Shu 2; Any 3 This rather impressive maneuver allows the fighter to avoid an attack by simply leaping over it. This must be performed with incredible speed and skill, and many opponents will not even realize where the character has gone to until they land. System: A leap dodge allows the fighter to avoid an attack by jumping over it. A leap dodge takes the place of a normal dodge, and never suffers dice pool penalties, except when dealing with firearms. A leap dodge card can be played at any time, regardless of what the character is doing, although it will interrupt any attack that the character was doing that turn, any Chi and/or Willpower required spent but not used. Cost: None Speed: +6 Damage: None Move: +0 Mao's Pride Prerequisites: Athletics 4 Power Points: Wu Shu 2, Kung Fu 4 Mao's Pride is a sort of "show-off" maneuver, intended mainly to be very impressive. The fighter displays an impressive array of unused attacks, often (but not necessarily) with weapons of some sort. While it cannot be used in actual combat, the intimidation factor of this is incredible. System: The Wu Shu fighter makes a series of maneuvers, making a Dexterity + Athletics (difficulty 6) roll to determine how well they are carried off. Opponents must make a Willpower roll (difficulty of the Wu Shu fighter's Dexterity + Athletics, to a maximum of 9). If the Wu Shu fighter gets more successes, the opponent is intimidated by this, and suffers a penalty to their Speed equal to the number of successes rolled by the Wu Shu fighter. If the opponent botches, they are severely intimidated, and unless they make a second Willpower check (difficulty 5), will probably back out of the fight (Storyteller discretion). Cost: 1 Willpower Speed: -1 Damage: None Move: +3 Shoulder Smash Prerequisites: Athletics 2, Jump Power Points: Any 1 This simple and effective maneuver is commonly used by wrestlers, brawlers, and the like. The attacker jumps at his opponent as hard as possible, slamming into them with his shoulder, much like a football player making a tackle. System: The opponent must be standing in the same hex or an adjacent hex. The fighter moves into the opponent's hex, rolls damage for Shoulder Smash, and then finishes his movement. This is an Aerial Maneuver. Cost: None Speed: +0 Damage: +2 Move: -1 Grab Choke Throw Prerequisites: Grab 3, Athletics 2, Jump, Throw Power Points: Hwarang-Do, Kung Fu, Native American Wrestling, Special Forces, Wrestling 1; Any 2 The attacker leaps up and catches the opponent either in mid-leap or upon landing. Either way, the attacker grabs the opponent by the throat and uses his momentum to force the opponent to the ground and choke her. System: This is an Aerial Maneuver, and can be used to interrupt an opponent performing an Aerial Maneuver or to attack a standing opponent. If the victim takes any damage, he suffers a knockdown. Once the actual Choke Throw is executed, the attacker has the opponent pinned by the neck, as per a Neck Choke (see Street Fighter p. 120). Both the attacker and the victim end the round in the same hex. Cost: None Speed: -1 Damage: +1/As per Neck Choke Move: +0 Flying Tackle Prerequisites: Grab 2, Athletics 2, Jump Power Points: Any 2 The attacker dives at his opponent and grabs onto them, throwing them to the ground. System: This is an Aerial Maneuver. If successful, the opponent is knocked down. Both the attacker and the defender end up on the ground in the same hex, and both suffer the usual -2 Speed penalty the next turn for getting to their feet. Cost: None Speed: +1 Damage: +1 Move: +1 Joint Break Prerequisites: Grab 5, Joint Lock Power Points: Aikido, Hapkido, Hwarang-Do, Jiu Jitsu, Ninjitsu 3 The fighter grabs one of his opponent's limbs and twists it violently in a manner it was not mean to be, breaking the joint. System: If the victim takes any damage from this maneuver, the limb is broken, until it is healed (Chi Kung healing can fix the broken arm if as many health levels are restored as the Joint Break inflicted). This maneuver does Kill damage only (though, at the Storytellers option, victims might pass out from the pain). Cost: 1 Willpower Speed: +0 Damage: +2 Move: +0 Joint Lock Prerequisites: Grab 4 Power Points: Hapkido, Hwarang-Do, Jeet Kune Do, Jiu Jitsu, Kabaddi, Kalaripayit, Kung Fu, Ninjitsu, Silat, Tai Chi Chuan 2 The fighter grabs one of the opponents limbs and twists it around in a manner it was never meant to be twisted, forcing them to the ground in pain. System: This is a Sustained Hold; the victim takes damage each turn it is maintained. For the duration of the Joint Lock the victim is considered to be crouching and cannot use the locked limb, though he may attack with another limb by spending a point of Willpower. The damage from a Joint Lock is Stun damage only; even if the victim is incapacitated from the pain, he will not be physically damaged by it. Armor does not effect the damage taken from this. Cost: None Speed: +1 Damage: +1 (first turn)/+0 (subsequent turns) Move: +0 (first turn)/One (subsequent turns) Reflection Slice Prerequisites: Grab 2, Weapons 4, Riposte Power Points: Kenjutsu 4 Usable With: Special This exceptionally deadly and difficult maneuver allows the fighter to take hold of the sword of an attacker and, in one fluid motion, swing it around and strike at them. System: Make a normal roll to hit as per a Grab maneuver; if this is successful, then the character has taken the opponent's sword; make a normal sword attack roll (as per a medium strike), for which the victim it at +3 difficulty to defend. Cost: 1 Willpower Speed: +3 Damage: Special Move: One Soul Shock Prerequisites: Grab 2, Focus 3 Power Points: Psychic 3, Ler Drit 5 In this powerful attack the attacker grasps his opponent at the shoulders and infuses her with damaging psychic energy. System: The opponent suffers a Knockdown in addition to damage. Cost: 1 Chi Speed: +0 Damage: +4 Move: None Focus Before moving into focus moves, it is important to point something out; all of the moves described as "fireballs" are not actually pyrokinetic (i.e., actual fire) unless otherwise noted. What laymen call fireballs are actually blasts of pure Chi energy of an incredible magnitude. Thus, even if a "fireball" struck a gas tank, there's a chance no fire would result. The exception is when a Kabaddi fighter learns Fireball, they can opt to have it be the pyrotechnic sort (same combat stats as the basic Fireball) if they wish. The Flaming Fireball maneuver, on the other hand, is another matter entirely. One of the more interesting (and spectacular) means of countering an energy attack is to use one's own against it. When two projectile attacks collide determine the overall damage of both; if one inflicts two times the damage of the other or more, it passes through, but its damage is halved (rounded up). If neither is double the other, then they simply dissipate. Successfully countering a projectile in this manner will earn an extra point of temporary Glory. Absorbing Barrier Prerequisites: Focus 4, Reflecting Barrier Power Points: Psychic 3; Kabaddi, Kalaripayit, Ler Drit, Shotokan Karate 4; Any 5 This is the ability to create an energy barrier which will absorb the chi from incoming energy attacks. System: The Absorbing Barrier lasts for one turn; if used to block an energy attack (fireball, sonic boom, etc.), the total damage inflicted by that attack is instead added to the character's current Rage. If the Absorbing Barrier is used offensively it functions in the same manner as an Energy Barrier (see below) Cost: 1 Chi Speed: +3 Damage: Special Move: One Awareness Prerequisites: Focus 4, Alertness 3 Power Points: Hwarang-Do, Kabaddi, Kalaripayit, Kenjutsu, Tai Chi Chuan 3; Aikido, Ninjitsu, Shotokan Karate, Silat 4; Jiu Jitsu, Kenjutsu 5 Also known as Zanshin, this power grants the character a natural sense of when others are approaching them with hostile intent. System: The character cannot be taken by surprise while conscious. Cost: None Speed: N/A Damage: None Move: N/A Calm Minds Prerequisites: Focus 4 Power Points: This power enables the character to radiate calm, such that he can quell aggression in others. System: When this power is used everyone within a number of hexes equal to the character's Wits + Focus must make a Willpower roll or lose any aggression (and all Rage points) they have for the next six turns. Cost: 1 Chi, 1 Willpower Speed: -2 Damage: None Move: None Delay Damage Prerequisites: Focus 4 Power Points: This power enables the character to stop the damage from an attack from affecting them until later. Although very useful, this can also be dangerous if not used in moderation. System: Delay Damage must be used during a normal soak roll. After the total damage, minus the soak roll is determined, the character may roll a number of dice equal to his focus plus one; for every success rolled one health level of damage is "delayed." When damage is delayed in this manner, it does not immediately take effect, but should be recorded and applied in full at the end of the scene. Cost: 1 Chi Speed: +2 Damage: None Move: +0 Drain Chi Prerequisites: Focus 3, Grab 3 Power Points: Kabaddi, Kung Fu, Ninjitsu, Tien-Hsueh 3 This power enables the character to steal chi energy in much the same manner that the Leech power (see the Player's Guide p. 96) allows for the taking of Health. System: For every Chi point spent two will be transferred from the victim to the attacker. The attacker may not spend more Chi than their focus, and any excess Chi points taken are added to the character's current Rage. A target must be successfully held in a Sustained Hold before Drain Chi can be used. Cost: Special Speed: +0 Damage: Special Move: None Fireburst Prerequisites: Focus 3 Power Points: Shotokan Karate 3; Wu Shu, Kung Fu 4; Any 5 This maneuver, similar to a fireball, involves creating a large sphere of energy between one's hands and pushing this into an enemy at close range. System: A fireburst can only affect opponents in the same hex or a hex adjacent to the attacker. Cost: 1 Chi Speed: -2 Damage: +4 Move: One Flaming Fireball Prerequisites: Focus 4, Fireball, Improved Fireball Power Points: Dark Shotokan 2; Kabaddi, Shotokan Karate 3, Any 4 Whereas other fireballs are merely Chi blasts, the flaming fireball is a real, incendiary attack, which is more powerful than a normal fireball. System: This works basically the same as a normal Fireball (see Street Fighter p. 127), except that it is highly incendiary in nature, and upon hitting, will inflict full damage to the target, and half as many dice (rounded up) to anything in a one-hex radius. Like an Improved Fireball, it will score a knockdown on any opponents it hits. Cost: 1 Chi Speed: -3 Damage: +5 Move: None Focus Rage Prerequisites: None Power Points: Animal Hybrid, Elemental, Ler Drit, Psychic, Shotokan Karate 1; Any 2 This is the ability to form Rage in oneself from nowhere. Doing this requires that the fighter stand completely still and concentrate. The physical appearance of this depends on the power of the character's Chi. Those with relatively low Chi (1-3 points) will not have any outward sign that they are doing this (except for them grimacing or something), while those with higher Chi (6+) will often create a crackle of electricity, a glow of energy, or something else (depending on their powers) as they do this. System: For every turn spent concentrating, the character must make a Focus roll (difficulty 4). For every success rolled, the character gains one point of Rage. On a botch, you will lose two points of Rage. Cost: 1 Willpower per turn Speed: None Damage: None Move: None Force Shout Prerequisites: Focus 3, Stunning Shout Power Points: Aikido, Shotokan Karate, Silat, Sumo, Tai Chi Chuan 2; Any 3 This is an advanced form of the Stunning Shout (see Street Fighter p. 130) which enables the character to yell with such power that they can actually physically knock over opponents. System: A Force Shout must be directed at one opponent; the victim must make a Stamina roll against a difficulty equal to the attacker's permanent Chi; if they do not roll at least two successes they will suffer a Knockdown. Cost: 1 Chi Speed: +2 Damage: None Move: -2 Guided Fireball Prerequisites: Focus 4, Fireball Power Points: Psychic, Shotokan Karate 3; Kabaddi, Kung Fu, Ler Drit, Wu Shu 4 This maneuver allows the character to actually guide the paths of their projectile attacks. System: This increases the dice pool for determining if it hits by two dice, and also allows the fireball to turn corners and such. A fireball can stay active for a number of turns equal to the character's focus before dissipating. Controlling its course counts as an action, and it may be re-aimed once per turn. The modifiers listed below are in addition to those of the projectile attack used. Cost: 1 Chi in addition to the normal cost of the attack. Speed: +1 Damage: -1 Move: One Kongjin Prerequisites: Focus 4 Power Points: Kung Fu, Shotokan Karate 3; Aikido, Lua, Silat, Tai Chi Chuan, Wu Shu 4 The power of kongjin, or "empty force" allows one to strike from a distance. It is also known as "one finger" from the training method used, whereby the student attempts to move an iron bell suspended from a well or hallway by projecting chi through one finger. System: Kongjin can be played with any Punch or Kick maneuver. When it is used, a maneuver may affect opponents up to 2 hexes away per dot of Focus, without touching them. A Kongjin strike cannot be blocked. Cost: 1 Chi Speed: +1 Damage: +1 Move: None Psycho Warp Prerequisites: Focus 5 Power Points: Psychic 4; Ler Drit 6 This power, made infamous by none other than M. Bison himself enables the character to disappear and reappear in a manner similar to a Yoga Teleport, only they must reappear instantly. System: When this maneuver is used, the character is instantly moved to another location which can be up to (Focus + Intelligence) hexes away. Cost: 2 Chi Speed: +4 Damage: None Move: Special Reflecting Barrier Prerequisites: Focus 3 Power Points: Psychic 3; Kabaddi, Kalaripayit, Ler Drit, Shotokan Karate 4; Kung Fu, Wu Shu 5; Any 6 This power enables the character to create a small wall of energy in front of them. This can be used to reflect energy attacks, or it can be slammed into opponents to inflict damage. System: The Reflecting Barrier causes any projectiles that strike it to bounce back, usually at the attacker (the defender must make a Wits + Block roll; otherwise it will reflect normally). The reflecting barrier will always counter such attacks (due to its size) unless they are delivered from behind. A Reflecting Barrier lasts for one turn. A Reflecting Barrier can also be used offensively, by slamming it into the opponent. This inflicts +3 damage, and otherwise uses the modifiers listed below. Cost: 1 Chi Speed: +2 Damage: Special Move: One Short Fireball Prerequisites: Focus 2 Power Points: Kabaddi, Shotokan Karate 1, Kung Fu, Wu Shu 2, Any 3 This is basically the same as the typical Fireball move (see Street Fighter p. 127), except that its range is extremely limited. Dan is the first fighter of any renown to use this maneuver. System: A short-range fireball can only affect opponents in the same hex or an adjacent hex. Cost: 1 Chi Speed: +0 Damage: +1 Move: None Stunball Prerequisites: Focus 2 Power Points: Kabaddi, Shotokan Karate 1; Kung Fu, Wu Shu 2; Any 3 This is a very low-powered fireball, which does no physical damage, but can stun opponents, which can potentially be worse, especially if the fighter has some combos to pull out. System: This works exactly the same as a normal fireball (see Street Fighter p. 127), except that the opponent must make a Stamina roll (difficulty 8) to resist its effects. If the attacker gets more successes, the defender is effectively dizzied, and cannot act during the next combat turn. Cost: 1 Willpower or 1 Chi Speed: -1 Damage: +2 (special) Move: None Weapon Channeling Prerequisites: Focus 3 Power Points: Kenjutsu 2; Arnis/Kali/Escrima, Bojutsu, Swordfighting 3; Any 4 Usable With: All This maneuver allows any reasonable special attack you know can to done through the weapon. Thus, if you could produce a fireball, you could have it fired from the blade of a sword. This can be helpful at times, since virtually all fireball techniques normally require one or both hands, as do all swords and most other melee weapons. System: Use the modifiers listed below Cost: None Speed: -1 Damage: +0 Move: -1 Super Attacks Super Attacks are special maneuvers which require that a character have full Rage points (10) to perform. There is no "Super Attacks" Technique, but rather, this class of maneuvers draws on other techniques, often several at once, to determine the power and outcome. Super Attacks vary greatly in terms of raw power, but the more powerful attacks are more difficult and cost more power points. The Storyteller should be careful about super attacks; they can easily unbalance the game if you aren't careful. When all of the the player characters' fights consist of getting "charged up" to deliver a deadly combo, it can be difficult to keep things under control. You may want to limit the availability of such attacks. Of course, you should also remember that if such things are possible, there will be plenty of enemies who have such abilities as well. Firestar Prerequisites: Focus 4, Fireburst Power Points: This is a vastly powerful version of the Fireburst maneuver. When it is initiated, a sphere of glowing energy expands outward from the attackers hands, affecting all targets within its area. System: A Firestar covers a 2-hex radius around the attacker; everyone within that area takes damage as noted below. Cost: 9 Chi Speed: -4 Damage: +8 Move: None Mega-Attacks This refers to a super attack which is simply an extra-powerful version of a normal attack. To create a Mega-Attack, start with the basic maneuver (which the character must already know). The Mega-Attack costs two less than the basic attack (minimum 2 points), but any Technique prerequisites are increased by 1 point (to a maximum of 6). Damage (if applicable to begin with) is increased by +3, but Speed is reduced by -2, and the Chi point cost of the Mega-Attack is equal to that of the original maneuver +4 (or 4 if there is no Chi point cost; remember about converting Rage points). For ranged attacks, the range is normal, but by spending one additional power point can be doubled. Rage Burn Prerequisites: None Power Points: Elemental (All) 2; Any 3 This technique enables the fighter to concentrate all of their Rage into one brief moment, lashing out with astonishing speed and force. When this power is used, the fighter is followed by a trail of blue shadows. Note: This is an adaptation of the Custom Combos from Street Fighter Alpha 2, although none of the characters actually have the maneuver. System: To use this ability, the fighter has to have 10 Rage points. When it is activated, the Speed of all maneuvers is increased by +3 and the damage is increased by +1. All maneuvers are possible in this state, and can be carried out while moving. A rage burn will last for four combat turns, after which point the character's Rage points are reduced to zero. Cost: Special Speed: Special Damage: Special Move: +3 Super Attack Combos This refers to a special type of combo which is considered a super attack. Super Attack Combos vary in power, ranging from a few powerful hits to a devastating flurry of kicks and punches, often ending with a fireball, uppercut, or similar maneuver. Such attacks are difficult to learn, but nearly impossible to counter. To create a super attack combo, select a number of attacks up to the sum of your Focus and Chi, times two, in the order that they are to be carried out (repeating moves is certainly a possibility). The base cost is one power point per three moves in the combo. The first attack in the combo is made at -2 Speed, but all subsequent attacks are made at +3 Speed, and are carried out at a rate of three per turn (unless their base Speed is -2 or less, in which case they take up an entire turn). Using a super attack combo costs all 10 of your character's Rage points, plus 2 Chi points. Note: You may wish to select the modifiers, Dashing Move or Chi Charge, for the combo; this costs an extra power point, but can make the combo much more effective. Note that the extra die of damage from Chi Charge only applies to the first attack in the combo, and the bonuses from having full Rage do NOT apply to the combo's moves; in fact, they are all at -1 damage. If you want the super attack combo to be a dizzy combo as well, again you must spend one additional power point. True Dim Mak Prerequisites: Focus 5, Dim Mak Power Points: Tien-Hsueh 5 While the secrets of the lesser Dim Mak are known to practitioners of a number of styles, the true Dim Mak death curse is exclusive to practitioners of the deadly art of Tien-Hsueh. The True Dim Mak guarantees eventual death because it actually destroys the victim's Chi, effectively eliminating their capacity to heal and their resistance to disease. System: Delivering the Dim Mak curse requires only a successful and damaging hand strike (at +2 difficulty to hit) in order to be delivered (for this reason the Fingertip Attack is the preferred method of delivery). When it is used, the victim no longer has Chi. They cannot restore damage normally (Chi Kung Healing and the like can heal them, buts its effects are halved). Cost: 8 Chi and 8 Willpower Speed: -2 Damage: Special Move: None Weapon Although the World Warriors are prejudiced against melee weapons, that doesn't mean the rules of the game have to be. The following simple rules allow for characters to actually know how to use more than one kind of melee weapon. All melee weapons fall under the "Weapons" technique. Within it are a number of "Weapon Proficiencies"; a character must have the Proficiency in order to apply their Weapon Technique to it (otherwise they use only attributes and weapon modifiers). For every dot in the Weapons Technique, choose one Proficiency from the following list: Axes, Bows, Blunt Weapons, Chains/Whips, Clubs, Flails, Knives, Spears, Staves, Swords, and Thrown Weapons. Firearms are considered a separate technique, and similarly has the following Proficiencies within it: Archaic, Handguns, Rifles, Shotguns, Submachine Guns, Assault Rifles, Heavy Weapons, and Energy Weapons. There are no particular Firearms Maneuvers, excepting those of the deadly Triad Assassin style. Dazing Blow Prerequisites: Weapons 3 Power Points: Arnis/Kali/Escrima, Bojutsu, Kenjutsu 1; Kobujutsu, Krabi-Krabong, Swordfighting 2, Any 3 Usable With: Any (see below) Although it takes a great deal if skill, it is possible to use a weapon to do Stun rather than Kill damage. With a blunt weapon the attacker hits less forcefully; with a sword he hits with the hilt or the flat of the blade. System: This causes Stun rather than Kill damage. At the Storyteller's option it may not work with some weapons; knocking someone out with a sword or club is relatively easy, while doing so with a switchblade is hard. Cost: None Speed: -1 Damage: -2 Move: -1 Double Strike Prerequisites: Weapons 3 Power Points: Escrima, Kenjutsu 1; Swordfighting 2 Usable With: Any paired weapons This maneuver enables the character to strike simultaneously with two weapons; an opponent can block one, but not both. System: The attacker makes two strikes simultaneously. Defenders can only block one of the two strikes. If they dodge instead, they must move at least one hex away. Cost: None Speed: +2 Damage: +0 Move: One Fleche Prerequisites: Weapons 2 Power Points: Bojutsu, Kenjutsu, Ninjitsu, Swordfighting 1; Arnis/Kali/Escrima, Kobujutsu, Krabi-Krabong, Silat 2 Usable With: Axes, Blunt Weapons, Knives, Staves, Swords This maneuver takes its name from Fencing; it is most often used with swords, and is also known as a charge. The fighter moves forward quickly, using his momentum to increase the damage inflicted. System: Use the modifiers below in addition to those of the basic strike type (see Contenders p. 118). Cost: None Speed: -1 Damage: +1 Move: +3 Iaido Prerequisites: Power Points: Kenjutsu 3; Any 5 Usable With: Swords, Knives Iaido is the art of sword-drawing, often taught to students of sword-fencing styles. It allows the character to draw and slash with one's weapon almost instantly, in one fluid motion. System: While drawing a swords normally takes one action, the character may draw it and attack once using only one action. Use the modifiers listed below. Cost: None Speed: +3 Damage: +1 Move: +0 Riposte Prerequisites: Weapons 2 Power Points: Arnis/Kali/Escrima, Bojutsu, Kenjutsu, Kobujutsu, Krabi-Krabong, Ninjitsu, Silat, Swordfighting 1 Usable With: Axes, Swords This maneuver is a rapid strike following a block. System: A Riposte may only be used after the character has made a Parry, and is intended to take advantage of an opponent's temporary inability to react after attacking (i.e., the Speed bonus received from Parrying the attack). Cost: None Speed: See above Damage: +0 Move: None Slice Upper Prerequisites: Weapons 3, Athletics 2, Jump Power Points: Kenjutsu, Swordfighting 2; Any 3 Usable With: Swords The Slice Upper is a leaping sword strike in which the attacker begins with the sword down, and swings it upwards in an arc while jumping up. System: Slice Upper counts as an Aerial Maneuver and will affect any one grounded or aerial opponent. Aerial opponents will suffer a knockdown. This maneuver also carries the attacker into the air, and it can be used to avoid a projectile attack. Cost: 1 Willpower Speed: +1 Damage: +4 Move: -2 Staff Spin Prerequisites: Weapons 3, Dexterity 3 Power Points: Bojutsu 2, Any 3 Usable With: Staves, Polearms In this somewhat unusual maneuver, the character spins his staff around very quickly, inflicting damage to anyone who comes close. System: Anyone who enters the same hex in front of the character takes damage as noted below. Cost: None Speed: +1 Damage: +2 Move: None Staff Sweep Prerequisites: Weapons 2 Power Points: Bojutsu 1, Kobujutsu, Krabi-Krabong 2 Usable With: Staves The character uses his staff to knock the opponent off his feet. System: In addition to any damage taken the opponent will suffer a Knockdown. At the Storyteller's option, certain other weapons (flails, whips, etc.). may also be used to perform this maneuver by pulling the opponent's feet out from under them. Cost: None Speed: +0 Damage: +0 Move: None Chapter 7: Others Non-Fighter Characters Creating a character who is not a martial artist is relatively easy, but requires some minor changes from the basic process. First of all, there are no Techniques as for a normal Street Fighter character. Any fighting skills possessed must be gained by selecting appropriate abilities. Such characters also have access to the following abilities (which take the place of Techniques should they wish to learn fighting anyway): Talents Athletics This Ability describes your general athletic prowess and assumes familiarity with most sports. It is used to see if you can jump across a chasm, swim through a storm, throw a football, vault a fence, or climb a tree. Athletics concerns complex motor action; physical actions requiring only one type of motor action do not use the Athletics rating, nor do athletic actions already subsumed by another Ability. * Novice: Little Leaguer ** Practiced: High school jock *** Competent: College Varsity player **** Expert: Professional athlete ***** Master: Olympic gold medalist Possessed by: Professional Athletes, Enthusiasts, Dancers, Jocks, Kids Specialties: Swimming, Mountain Climbing, Acrobatics, Dancing, a specific sport Brawl You know how to fight bare-handed. This Ability includes such maneuvers as punching, kicking, grappling, throttling, throwing, gouging, clawing, and biting. Brawling can get quite ruthless, but generally is a nonlethal form of combat. * Novice: You know what to do, but you haven't had much experience. ** Practiced: You know where to hit people to make it hurt. *** Competent: You can choose your barstool. **** Expert: You are a black belt martial artist. ***** Master: You could be a Golden Gloves boxing champion. Possessed By: Martial Artists, Soldiers, Thugs, Police Officers, Bouncers. Specialties: Armlocks, Boxing, Wrestling, Karate, Judo, Tai Chi, Grappling, Throws, Showing Off, On Home Territory Dodge The most effective way to win a fight is not to be struck. Becoming proficient in the Dodge Talent is a very wise choice. Your rating in this area describes your ability to avoid both melee and missile attacks; includes diving for cover and ducking punches. * Novice: You hit the ground if someone screams, "Duck!" ** Practiced: You have no problem finding cover in a firefight. *** Competent: You're always the last one out in dodgeball. **** Expert: A shot may land once in a blue moon. ***** Master: You can nearly sidestep gunshots. Possessed By: Criminals, Martial Artists, Military Personnel, Bouncers, Boxers Specialties: Leap, Sidestep, Duck, Cover, Dive Skills Firearms Skill in Firearms means you have a broad knowledge of all firearms, from a simple .22 to an Ingram Mac-10 machine gun. Firearms Skill does not include the ability to operate heavy machinery such as tank guns and other artillery weapons. However, skill in Firearms does include the ability to repair them. * Novice: You've had lessons at the gun store. ** Practiced: You do okay at the firing range. *** Competent: You can pull of a few gun tricks. **** Expert: You're always cool and steady. ***** Master: "Do you feel luck? Well, do ya punk?" Possessed By: Gang Members, Police, Criminals, Soldiers, Terrorists Specialties: Rifles, Handguns, Pistols, Machine Guns, Derringers, Sprays, Sniping Melee Proficiency in this Skill allows you to use handheld weapons. Sai, saps, tonfa, and swords are examples of the types of weapons covered by the Melee Skill. This Skill is almost archaic nowadays because of society's dependence on firearms, but there will likely always be people who appreciate the beauty of the blade and the speed of the staff, especially in the Street Fighter world. * Novice: You took a six-week course in fencing. ** Practiced: You have military training. *** Competent: You draw byes in kendo tournaments. **** Expert: Any weapon is deadly in your grasp. ***** Master: Bruce Lee with a pair of nunchuka. Possessed By: Police, Fencers, Kendo Enthusiasts, Thugs, Gang Members, Duelists Specialties: Swords, Axes, Rapiers, Knives, Clubs, Staves, Disarms, Entanglement As for other traits, use the following guidelines: Attributes: Non-fighters still receive the normal 7/5/3 for attributes, but cannot normally get superhuman traits of any sort. Chi: The energy that is Chi is present in all living things, and as a result, the character begins with 1 Chi point. This can be increased with Freebie Points, but generally speaking, there isn't much point in doing so. Willpower: Base Willpower is 3. Health: Unlike a fighter, normal people will have 7 health levels to start off with. Renown: Renown in not applicable to non-fighters. Freebie Points are effectively the same as for a fighter character, except that they start off with 21 Freebie Points, to make up (somewhat) for the various disadvantages they have. Merits and Flaws can be selected normally, although those that related directly to a character's combat style (e.g. Brawling, Hybrid Form, etc.) cannot be selected. Combat Non-Fighter characters generally have very limited combat abilities. If they do fight, they are considered to only have the basic maneuvers (see Street Fighter p. 137) except for Fierce and Roundhouse, which are not possessed unless the character has a Brawling Talent of 3 or higher. When you need to find the equivalent of a Technique for a non-fighter character, all of the basic techniques are comparable to the Brawling Talent, except as noted below: *Athletics Technique Athletics Talent Focus Technique no equivalent Weapons Technique Melee Skill Firearms Technique Firearms Skill *For non-fighters, Dodging is a separate Talent, and is described above. Sorcerers Sorcerers are individuals who wield great magical power. They can be found all over the world, yet all use the same source of power -- that of chi, though not all realized it. Such people tend to be fairly secretive about their powers, and even when they are not, they are usually equally cryptic. Although such magicians may be lacking in physical ability, they will certainly possess great sorcerous powers, capable of felling many physically greater opponents. ú Attributes: 7/5/3; Mental cannot be tertiary. ú Abilities: 11/7/4 ú Background: 6 dots; may NOT select Cybernetics. ú Techniques: Begins with Focus 3 and 3 dots to be distributed as desired. ú Styles: Sorcerers are considered to use their Sorcery as a style. Learning a normal martial arts form counts as a Hybrid or Secondary style. ú Maneuvers: Sorcerers can select any common maneuvers and may purchase any Focus maneuver at the lowest of the costs listed. Sorcerers begin with 10 power points, but 6 must be spent on Focus maneuvers. Additional maneuvers intended for use with Sorcery will be included in The Fighter Who Would Be King. ú Chi: 4 ú Willpower: 4 ú Freebie Points: 18 Chapter 8: Storyteller Section "Before I kill you, I want to tell you a story." -- Akuma This chapter serves two purposes. First of all, it discusses the use of this book in Street Fighter chronicles, and second, it also has some information on storytelling in general. The Street Fighter world was a complex place to begin with. But then, most Earth-based settings are. Warrior's World, however, only makes things more complex. It adds many new elements to the game, which can make games more exciting and interesting. Furthermore, it combines the comic-book action that the STG has presented thusfar with a combination of more typical anime-style martial arts fare and Storytelling game angst. You will no doubt have noticed that this book is, for the most part, a bit lighter in tone than many other Street Fighter books. Warrior's World addresses several topics at once, not the least of which is the changes occurring in the Street Fighter universe. Akuma, and the plotlines he produces with Ryu and Gouken change the tone of the entire setting somewhat. As the Storyteller, you should seriously consider new types of plots. Not that you shouldn't have before, but this book tries to force open the gateway to more mystical stories in your games, especially in terms of its exploration of the very nature of Chi. You are encouraged to use these elements to their fullest, but while doing so, try to remember the importance of subtlety. Things that fall under the category of "mysteries" are called that for a reason. Monsters, ghosts, dragon lines, and so on, are only known of in legends, which have some truth, but remain elusive. Roleplaying Anime Street Fighter can, in some ways, be considered to be an anime universe. Indeed, especially in its most recent incarnations, the art of the game is suggestive of this, to say nothing of the anime movie and manga. Furthermore, Sakura, one of the newest Street Fighters, has anime written all over. That said, the question is, what does it mean as far as roleplaying goes? The answer to that question is rather complex. What makes a picture anime-style is easy to say; the huge eyes, small noses, and (usually) tiny mouths are a dead giveaway, along with the careful use of shadow. But what makes a story anime-style is another matter entirely. Anime is a little different from any other style of telling stories. The fact that it's animation rather than live action means that anything that can be drawn is possible. The fact that this has been done routinely means than anything that looks cool is permissible -- that's the only real rule as to what is and isn't possible. Of course, the specifics and permutations of this principle are too numerous to describe, but are best though of as a series of cliches. The important thing, however, is the story. The best anime not only have great art, but masterful plots. An anime story is an epic, with the main characters at the heart of it. Few serious anime stories leave the world quite as it was before. This can be difficulty to do in a roleplaying game, especially if you intend to keep the game world resembling the original one, but can make the game all the more exciting because of it. Of equal, if not greater importance, however, are subplots. No matter who they are or what they do, anime characters nearly always have other things to worry about besides the main plot. This can be nearly anything, but love interests are extremely common, and old enemies are a close second. Another thing which is present in nearly all anime is humor. Of course, unless the feature is a comedy, it isn't likely to be laugh-out-loud funny, but jokes show up now and then in nearly any series. The Street Fighter anime movie certainly has its moments, like the relationship between Guile and Chun Li, E. Honda's strange comments, and Balrog's eyes. Humor can be especially helpful when the story slows down, and Street Fighter certainly has its share of silly characters (Dan with his pink gi, Sakura, etc.). Trying Something New There is no need for Street Fighter chronicles to follow the same pattern of the normal Street Fighter universe. As interesting as it is, there are plenty of other possibilities to pursue. For instance, try changing the time period. In the distant past, martial arts (such as the player characters are likely to know) will still exist, though different parts of the world are likely to be relatively isolated. The internationality of Street Fighter will be very rare before the mid-20th century, and as such, characters from "foreign lands" will often be greeted with a measure of suspicion. For some ideas, take a look at Kung Fu (which combined the Wild West with martial arts), and Samurai Showdown, which takes place in the time of the Samurai, towards the end of the Japan's feudal period. The future, on the other hand, is another matter entirely. In this case, you, the Storyteller, can change it as you see fit. It could be a post-apocalyptic world where only the strong survive (see Fist of the North Star for ideas), or a futuristic, spacefaring society, where martial arts are brought to other planets. Or, to take it even farther, a time period where there is a confederation of different races, where each fighting tournament involves fighters from a dozen different worlds. Another possibility is what anime fanfiction writers call "Elseworlds", parallel universes. These are worlds which are basically the same as the original, but with certain important differences. The possibilities for changes are virtually unlimited, though if you are imitating the style of the fanfiction, they will often involve (initially small) changes to the major characters. Here are some ideas: ú Shadoloo wins a series of powerful victories, and quickly becomes the dominant force throughout the world. In this dark, depressing world, the remaining street fighters (Bison would have killed as many of the World Warriors as possible) are forced into a desperate, clandestine war for freedom. ú What if Gotetsu had liked Shotokan in its original form. Ryu, Ken, and Dan would all practice Dark Shotokan, and Gotetsu and Gouken would likely still be alive. With Genki, they are be virtually unstoppable, and try to take over the world, or something equally nefarious. Sakura used to like Ryu, but now is one of the few who tries to oppose him. ú Combine the Street Fighter world with your favorite fighting game(s), and work out the results of the combination. Appendix This section serves much the same purpose as the appendices found in other storytelling games. Here you will find information on all sorts of other things related to the game, including example Artifacts, and information on (not) using Street Fighter with the World of Darkness. The Compendium of Weapons, Armor & Castles This general-purpose sourcebook, from Palladium Books, describes countless weapons, suits of armor, and fortifications from all over the world. Converting these for use with Street Fighter is remarkably simple. Weapons: Speed bonus is equal to the Dex rating. Damage bonus is equal to the Damage rating. Move modifier is normally +0; Swords with a Dex of 2 or higher and all Polearms and Spears have a Move modifier of +1. Armor: Add together the CUT, CHOP, THRUST, and IMPACT ratings of the armor, and divide by 5 (round up). The result is used as the soak bonus for wearing the armor. The armor's DEX RF is applied as a penalty to Speed, Move, and dice pools as appropriate (the penalty should be applied to all actions requiring agility and/or flexibility). Example Conversions The Zweihandler, a massive sword of German origin, has a Dex of 2 and Damage 4. As a result, it's Street Fighter Stats are: Speed: +2, Damage: +4, Move: +1. Plate mail has CUT 11, CHOP 11, THRUST 11, IMPACT 1, and DEX RF 2. Adding that together, we get 34. 34 divided by 5.5 is 6.8, so plate mail adds seven dice to soak rolls. It also, however, adds a -2 dice penalty to appropriate dice pools. Artifacts The following are some example Artifacts -- additional ones may be created by the Storyteller as needed. These are lesser Artifacts, the sort that player characters might own. There are also items of much greater power, but these should be nearly impossible to find, and can easily be the focus of an entire story or even chronicle. Belt of Strength (Level 4) When worn, this ornate leather belt increases the wearer's strength by 2 points. Boots of Quickness (Level 3) These simple leather boots, when worn, make the wearer very light on her feet, effectively adding +2 to Dexterity and +1 to Athletics. Coat of Concealment (Level 1) This long coat (usually a trenchcoat or similar) allows the wearer to conceal in it any weapon or similar object up to four feet long. Elemental Shuriken (Level 1) This shuriken functions exactly like a normal shuriken, except that it inflicts an additional die of damage. Furthermore, each of these shuriken has a different elemental symbol on it, and is considered to be an elemental attack of that element (meaning it will do extra damage against elemental characters). These are normally made in sets of five; Japanese lore includes five elements; fire, water, air, stone, and wood. The wood and stone shuriken are both considered to be earth-based attacks. Enchanted Weapons (Variable Level) Weapons are the most common types of artifacts possessed by fighters, although they are rare nonetheless. The level of an enchanted weapon depends on its abilities. Start with the basic weapon description, and add extra abilities as appropriate, each of which affects the weapon's cost. Generally speaking, only melee weapons are available, not missile weapons like bows and arrows, and NEVER firearms. Conduit Weapon: Any reasonable special attack you know can be done through the weapon. Thus, if you could produce a fireball, you could have it fired from the blade of a sword. This can be helpful at times, since virtually all fireball techniques normally require one or both hands, as do all swords and most other melee weapons. 1 point. Damage: 1 point per +1 die of damage Electrical Strike: By spending a point of Chi, the wielder can cause the weapon to become electrified briefly, adding two dice to the damage inflicted. 1 point. Fire Strike: By spending a point of Chi, the wielder can cause the weapon to briefly become surrounded by an aura of flames, adding two dice to the damage inflicted. 1 point. Indestructible: The weapon can NOT be destroyed by any means. It is possible that some extremely powerful magic could weaken or destroy the weapon, but such an occurrence would be rare. 2 points. Magnifier Conduit: This enchantment works basically the same as the Conduit weapon power, except that it magnifies whatever attack is channeled through it. Increase damage by +2 and move by +1 for such attacks. 2 points. Regeneration: If the weapon is damaged or broken, and the pieces put together, it will repair itself, becoming whole again within an hour. Also, the weapon never wears out, and never dulls or rusts. 1 point. Speed: 1 point per +1 to Speed Spirit Strike: Rather than doing physical damage, the weapon can be used to do damage to the opponent's spirit, depleting Chi and then Willpower (temporary, not permanent). The "damage" is inflicted based on the attacker's Focus rather than their Weapon technique, and such an attack can be soaked, but with a Wits roll. 2 points. Summoning: Wherever the weapon is, you can summon it to yourself by making a Willpower roll (difficulty 7). This requires only one action, though you cannot move while doing so and the Speed for this maneuver is -2. Gloves of Power (Level 3) When worn, these gloves increase the wearer's Punch technique by 2 dots. Hat of the Unseen (Level 2) When this hat is worn, people will tend to overlook the wearer, no matter what they might look like. They will be quite obvious if one is staring right at them, but if seen out of the corner of one's eye or in a crowd, people will rarely, if ever, notice them, even if they appear monstrous. The legendary Akuma was known to possess such a hat. Ribbon of Striking (Level 4) This unusual scarf is a rare and surprisingly powerful item, though only a handful are known to exist, one of which is owned by Rose. The ribbon can be made rigid at will making an effective blunt weapon (+2 Speed, +2 Damage, +1 Move). It can also serve as a Conduit Weapon (see Enchanted Weapons, above), and provides the wearer one additional die for soaking damage. Robe of Blending (Level 2) This Artifact appears as a simple monk's robe, but when activated by a mental command, it blends into the surroundings like a chameleon. This effectively reduces the difficulty for all stealth-related rolls by 3 points. Serpent Staff (Level 2) This weapon appears and functions more or less like a normal staff (choose a type), though it's a little bit lighter and easier to use (+1 to Speed). When the wielder wishes, however, the staff will transform into a snake. The size of the snake is roughly equal to that of the staff, and its Strength is equal to the staff's damage bonus. The snake can be mentally commanded by the owner of the staff (as though it were a level 5 animal companion), and made to attack, flee, or whatever. If the snake is killed (it has 4 health levels) it will return to its true form (a staff), but will be broken. Other Storytelling Games Street Fighter is very different from just about every single other game White Wolf has published. White Wolf, creators of the World of Darkness setting, are known for their games which require lots of roleplaying, and tend to be depressing (read Wraith: The Oblivion some time). Street Fighter, on the other hand, is based on a video game, and presents a cinematic, comic book sort of setting, which deals a lot with combat, a stark contrast to the angst-ridden manipulations of Vampire: The Masquerade or the mind-bending (or expanding) philosophizing of Mage: The Ascension. Crossovers I must strongly advise against mixing Street Fighter and the World of Darkness for a number of reasons. The most important is that although they use the same system (with LOTS of changes), they are highly divergent settings, and elements from one do not fit in with the tone of the other at all. Another important reason is more pragmatic. Martial arts powers being spread all over the place would be a nightmare for the Technocracy. Any mage could get away with what would normally be amazingly vulgar Forces effects and the like just by pretending it was "Chi powers". The Technarcs are already annoyed by the mere legends of what martial artists can do (especially since a lot of them were mages, the Akashic Brotherhood being the most prominent), and the proliferation of such myths by fighting video games and Japanese animation. Of course, fireballs and dragon punches are still possible in the World of Darkness. It's just that, like everything else that's really cool, they would be rare and well-kept secrets. The most practical way to integrate martial arts powers is as Numina. If you don't know, Numina are special powers available to some mortals. These include True Faith, ritual magic, and psionics, although there's no reason "Chi Powers" couldn't be added to that as well. Numina are normally bought with freebie points, and are described in both the Vampire: The Masquerade Player's Guide and the Mage sourcebook, Ascension's Right Hand, although mortals of specific types are also covered in the Year of the Hunter series. Rules and Systems Regardless, there is one other thing to consider when dealing with the other Storyteller games. Street Fighter was created to be a simplified version of the Storyteller system (I know; it does sound like a contradiction), and as such, the sections on systems and the like are very short compared to the WoD game books, which include detailed information on various physical, mental, social, and other feats, plus a much more detailed section on storytelling. Furthermore, you may wish to use Personality Archetypes in Street Fighter, a system for describing characters' personalities, which can be found in several of the WoD games (most notably Vampire, Mage, and Wraith), although they are far from necessary (though they do make it easier for the Storyteller to govern regaining of Willpower). Sources Movies/TV/Anime Jackie Chan Movies: No mention of cinematic martial arts would be complete without mentioning Hong Kong superstar Jackie Chan, whose mix of amazing skill, eye-popping stunts (all done by himself, without safety nets), and slapstick humor have made him one of the best-known stars in the entire world. Only recently have a few of his movies (Rumble in the Bronx and Supercop) made it to the U.S., leaving countless others nearly impossible to find. One in particular that deserves mention is the ceaselessly funny and exhilarating City Hunter. LOOSELY based on the manga of the same name, it presents a strange Mission: Impossible sort of story with lots of gunplay and even more martial arts. And be sure not to miss the arcade scene, which is too silly for words, especially if you're a Street Fighter fan. Ranma _: Say what you will, Ranma _ is a martial arts series unlike any other. Most of the time it is rather silly, but when the big fights start, even the World Warriors are sometimes put to shame (even if the special moves do have names like "Sweet Chestnut Fist" and the "Splitting Cat Hairs" technique). Hadouken has nothing on Shishihokoudan. Street Fighter; the anime, NOT the live action movie (even if it did have Raul Julia in it). The anime movie, which was released around 1994 (and has since been dubbed and released in the U.S. with a more alternative soundtrack), deals mostly with Ken and Ryu against M. Bison, although all of the SF cast, (up through SF Super II) appear for at least a little bit. From the dramatic, stormy opening scene of a fight between Ryu and Sagat (the fight, which gave Sagat the scar) to the final confrontation between Ryu and Ken and M. Bison, the animated movie is a wild ride and generally cool. Roleplaying Mekton Z is the quintessential anime mecha RPG, and for that matter, the quintessential anime RPG at the moment period (at least in the U.S.). Besides flexible and smooth rules and lots of cool gadgets, Mekton Z includes a lengthy and informative section on roleplaying anime. Wujcik, Erick, Ninjas & Superspies and Mystic China. Ninjas & Superspies is one of Palladium's under appreciated games (i.e., it isn't Rifts), and as such has received little attention since its publication, except for the publication of Mystic China (and the cancellation of the Mystic China Sourcebook). Besides the James Bond type stuff, this game also includes a lengthy discourse on martial arts, emphasizing (especially in Mystic China) the importance and meaning of Chi energy and how the Chinese martial artists and sorcerers of legend controlled it. Siembieda, Kevin, Rifts Japan. The eighth Rifts World Book, Rifts Japan explores said islands is a post-apocalyptic future where magic is very real. Includes invaluable information on both traditional/mythical and high-tech characters from Japan. Rein*Hagen, Mark, Werewolf: The Apocalypse (Second Edition) for additional info on the Storyteller system. Video Games Street Fighter Alpha and Alpha 2. The latest incarnation of Street Fighter, Alpha 2, has many improvements and several new characters, as well as new tricks for old ones. Of the new ones introduced in this game, my favorite is undoubtedly Sakura (although that's partly because I'm an anime junkie). Internet Resources The Akuma Mini-FAQ, by Derek "Dee-Ciple" Bryant (UDJBRYANT@CC.MEMPHIS.EDU). This file contains information on Akuma, as he appeared in Street Fighter Alpha (i.e., when you needed a code to play as him), and includes invaluable background info on Akuma as well as Shotokan itself. The Street Fighter Alpha 2 FAQ, by Tyler "Dominion" Oswald. This is a fairly exhaustive list of the various moves, combos, and so on for the characters in SFA2. It is available on the web at: http://www.users.fast.net/~jesoswld/index.htm World of Darkness: Street Fighter, by Charles Daniels (xombi@basenet.net). A short document with rules and suggestions for directly integrating Street Fighter characters into the World of Darkness. A copy of this can be found on the web at: http://ezinfo.ucs.indiana.edu/~adashiel/wod/wod.html