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Group: streetfighter Message: 553 From: Kristofer Lundstrom Date: 1/5/1999
Subject: Re: Spanish? Si!
Group: streetfighter Message: 554 From: ArkonDLoC@aol.com Date: 1/5/1999
Subject: Warrior's World-Part 2
Group: streetfighter Message: 555 From: ArkonDLoC@aol.com Date: 1/5/1999
Subject: Warrior's World-Part 3
Group: streetfighter Message: 556 From: ArkonDLoC@aol.com Date: 1/5/1999
Subject: Warrior's World-Part 4
Group: streetfighter Message: 557 From: ArkonDLoC@aol.com Date: 1/5/1999
Subject: Warrior's World-Part 5
Group: streetfighter Message: 558 From: Kristofer Lundstrom Date: 1/5/1999
Subject: Re: Warrior's World, does anyone have it?
Group: streetfighter Message: 559 From: ArkonDLoC@aol.com Date: 1/5/1999
Subject: Re: Spanish? Si!
Group: streetfighter Message: 560 From: Kristofer Lundstrom Date: 1/5/1999
Subject: Re: Spanish? Si!
Group: streetfighter Message: 561 From: ArkonDLoC@aol.com Date: 1/5/1999
Subject: Warrior's World (again)
Group: streetfighter Message: 562 From: thanks99@bellsouth.net Date: 1/5/1999
Subject: Re: Warrior's World (again)
Group: streetfighter Message: 563 From: Kristofer Lundstrom Date: 1/6/1999
Subject: Warrior's World + Rage
Group: streetfighter Message: 564 From: Ryan M Rich Date: 1/6/1999
Subject: Re: Links and Linguistics
Group: streetfighter Message: 565 From: Ryan M Rich Date: 1/6/1999
Subject: Re: Links and Linguistics
Group: streetfighter Message: 566 From: Ryan M Rich Date: 1/7/1999
Subject: My linguistics suggestion
Group: streetfighter Message: 567 From: Wayne French Date: 1/7/1999
Subject: Re: My linguistics suggestion
Group: streetfighter Message: 568 From: Morgado, Mike Date: 1/8/1999
Subject: Face Slam and other Wrestling Maneuvers
Group: streetfighter Message: 569 From: Ryan M Rich Date: 1/8/1999
Subject: Re: Face Slam and other Wrestling Maneuvers
Group: streetfighter Message: 570 From: Wayne French Date: 1/8/1999
Subject: Re: Face Slam and other Wrestling Maneuvers
Group: streetfighter Message: 571 From: Kristofer Lundstrom Date: 1/8/1999
Subject: Re: Face Slam and other Wrestling Maneuvers
Group: streetfighter Message: 572 From: Cardiss@Scioto.net Date: 1/9/1999
Subject: Re: Links and Linguistics
Group: streetfighter Message: 573 From: Ryan M Rich Date: 1/9/1999
Subject: Re: Face Slam and other Wrestling Maneuvers
Group: streetfighter Message: 574 From: Wayne French Date: 1/9/1999
Subject: Re: Links and Linguistics
Group: streetfighter Message: 575 From: Kristofer Lundstrom Date: 1/10/1999
Subject: Re: Face Slam and other Wrestling Maneuvers
Group: streetfighter Message: 576 From: Darrick Chen Date: 1/11/1999
Subject: I'm back
Group: streetfighter Message: 577 From: Morgado, Mike Date: 1/12/1999
Subject: Re: I'm back
Group: streetfighter Message: 578 From: Kristofer Lundstrom Date: 1/12/1999
Subject: Re: I'm back
Group: streetfighter Message: 579 From: Darrick Chen Date: 1/12/1999
Subject: Rage, Wrestling, and Fish Hooks
Group: streetfighter Message: 580 From: Joshua Rogers Date: 1/12/1999
Subject: Re: Rage, Wrestling, and Fish Hooks
Group: streetfighter Message: 581 From: Kristofer Lundstrom Date: 1/13/1999
Subject: Rage again + etc
Group: streetfighter Message: 582 From: Darrick Chen Date: 1/13/1999
Subject: Tekken Styles
Group: streetfighter Message: 583 From: Nelson, Christopher T Date: 1/13/1999
Subject: Kung Fu(s)
Group: streetfighter Message: 584 From: Darrick Chen Date: 1/13/1999
Subject: A fan net book?
Group: streetfighter Message: 585 From: Joshua Rogers Date: 1/13/1999
Subject: Re: Rage again + etc
Group: streetfighter Message: 586 From: Joshua Rogers Date: 1/13/1999
Subject: Re: Kung Fu(s)
Group: streetfighter Message: 587 From: Morgado, Mike Date: 1/14/1999
Subject: Re: Rage again + etc
Group: streetfighter Message: 588 From: Kristofer Lundstrom Date: 1/14/1999
Subject: Re: Tekken Styles
Group: streetfighter Message: 589 From: Kristofer Lundstrom Date: 1/14/1999
Subject: Re: Kung Fu(s)
Group: streetfighter Message: 590 From: Kristofer Lundstrom Date: 1/14/1999
Subject: Re: A fan net book?
Group: streetfighter Message: 591 From: Kristofer Lundstrom Date: 1/14/1999
Subject: Re: Rage again + etc
Group: streetfighter Message: 592 From: Wayne French Date: 1/14/1999
Subject: Re: A fan net book?
Group: streetfighter Message: 593 From: Cardiss@Scioto.net Date: 1/14/1999
Subject: Re: A fan net book?
Group: streetfighter Message: 594 From: Kristofer Lundstrom Date: 1/16/1999
Subject: RAGE (again)
Group: streetfighter Message: 595 From: Ryan M Rich Date: 1/16/1999
Subject: Re: Tekken Styles
Group: streetfighter Message: 596 From: Wayne French Date: 1/16/1999
Subject: The Compendium
Group: streetfighter Message: 597 From: Steve Karstensen Date: 1/17/1999
Subject: Re: Tekken Styles
Group: streetfighter Message: 598 From: Steve Karstensen Date: 1/17/1999
Subject: Re: A fan net book?
Group: streetfighter Message: 599 From: Steve Karstensen Date: 1/17/1999
Subject: Re: Kung Fu(s)
Group: streetfighter Message: 600 From: Steve Karstensen Date: 1/17/1999
Subject: An E-mail I received
Group: streetfighter Message: 601 From: Steve Karstensen Date: 1/17/1999
Subject: Re: Tekken Styles
Group: streetfighter Message: 602 From: Kristofer Lundstrom Date: 1/17/1999
Subject: Rule #2 (Glory)



Group: streetfighter Message: 553 From: Kristofer Lundstrom Date: 1/5/1999
Subject: Re: Spanish? Si!
>True. I don't know what to yell when Outworld Centaurians decide to
>share the same phrase with group III though. Anyone?
>
>>>
>>> Kristofer>>
>
>Kournat a Giu't! (Kill the Humans), or Kournat a Zupak tinor't! (Kill
the
>[Pathetic Worms])

Ah!!!

How sure are you by the way...? :x

______________________________________________________

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Group: streetfighter Message: 554 From: ArkonDLoC@aol.com Date: 1/5/1999
Subject: Warrior's World-Part 2
My last Mailing ended with Chapter 2. Warrior's World was never (to My
Knowledge) Completed.

Chapter 3:
Traits, Rules, and Systems
Animal Companion
This presents a more detailed look at animal companions, prividing 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:
LevelRollSpeed
*Chi (diff. 8)-2
**Chi (diff. 7)+0
***Chi (diff. 6)+1
****None required+3
*****None requiredSpecial
At level 5 commands can be issued without using an action, but otherwise
commanding one's companion counts as one turn.

Animal Types
TypeStrDexStaHealth
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
AttackSpeedDamageMove
Beak+2+1+3
Bite+0+2+0
Claw+1+2+0
Constriction-3SpecialNone
Diving Attack+5+3+6
Jaw Lock+0SpecialOne
Pounce-1+2+4
Ram+0+3+3
Rear Kick-2+4One
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 berzerker
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 speicifc 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
chatacters 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 extemsive 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 existance. 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
alreadly 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 defese, 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.

RageEffects
0-7None
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 peforming an action for which you have a sepcialty, 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, Persusaive, 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, Retireving Data
Cybernetics:
Drive: Curves, Sudden Stops, Stick Shifts
Interrogation: Badgering, Yelling, Sleep Deprivation, Torture, Distoring
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 _
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 seriors 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 manevuer, 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 Sectet (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)
Prestiguis 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 alloted
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 recieve 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 recieves 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
monestary 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 responisibilities. Although you have some privliges 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, caus
e 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 kust 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 anincreasingly 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.



------------------------------------------------------------------------
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Group: streetfighter Message: 555 From: ArkonDLoC@aol.com Date: 1/5/1999
Subject: Warrior's World-Part 3
And so, It continues.

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
Phillippines 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: Careeer Martial Artist, Soldeier
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 monestaries where it is taught, and in North Korea the Communist government
has converted two monestaries 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 uncessary 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 knowledeable 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 litle 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 rigororous. 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 Shunjinken 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 midieval enthusiasts and live-action roleplayers, who make use
of swords (preferably wooden or padded) in their activities.
Concepts: Olympic Fencer, Live-Action Roleplayer, Midieval Enthisast
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 Kwon 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, athelete
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
reminiscient 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, althogh practitioners tend to be people who
can understand the spiritual while still having a sense of humor (like
Taoists).
Concepts: Wandering Monk, Samurai, Trickster
Intial Chi: 4
Initial Willpower: 3
Quote: <laugh> "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 recieve 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." <pulls out gun and fires in one smooth motion, killing
opponent>
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
Goutetsu. 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, sleveless gi, with a glowing red Chinese
kanji on the back. In Japanese it is pronounced "ten", and variously means
"heaven", "sku", "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
Intial 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, spinnging 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 handfull 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 damae 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: <snicker> "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 chartacters' 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."

Zangeif
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 Clotheline)
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!"


------------------------------------------------------------------------
eGroup home: http://www.eGroups.com/list/streetfighter
Free Web-based e-mail groups by eGroups.com
Group: streetfighter Message: 556 From: ArkonDLoC@aol.com Date: 1/5/1999
Subject: Warrior's World-Part 4
Previous Mails should have had the prologe and the Chapters up till (and
Including) 5.

Chapter 6:
Mauneuvers
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 anenhancement.
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
proivdes 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 Manuever'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 wil shatter the object. You cannot
use Art of Breaking on living things, or cybernetic implants (attmpting 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 inflitcs (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 sucesses 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; Capoeria, 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; Capoeria, 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: Capoeria, Hapkido, Kung Fu, Savate 1; Shotokan Karate, Tae Kwon
Do, Teng-Jutsu 2; Any 3
The figher 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, Althletics 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 momentom 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 figher 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
agression 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 agression (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 firebust 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 costmore
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 remeber 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
initiatied, 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; remeber about converting Rage points). For ranged attacks, the
range is normal, but by spendind 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 maneuveris 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
wepon 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 Wepaons. 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 figher 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 recieved 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 athelete
*****Master: Olympic gold medalist
Possessed by: Professional Atheletes, 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 andother 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 becuase 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 recieve 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 TechniqueAthletics Talent
Focus Techniqueno equivalent
Weapons TechniqueMelee Skill
Firearms TechniqueFirearms Skill
*For non-fighters, Dodging is a separate Talent, and is described above.

Sorcerors
Sorcerors 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.
· Attributes: 7/5/3; Mental cannot be tertiary.
· Abilities: 11/7/4
· Background: 6 dots; may NOT select Cybernetics.
· Techniques: Begins with Focus 3 and 3 dots to be distributed as desired.
· Styles: Sorcerors are considered to use their Sorcery as a style. Learning
a normal martial arts form counts as a Hybrid or Secondary style.
· Maneuvers: Sorcerors can select any common maneuvers and may purchase any
Focus maneuver at the lowest of the costs listed. Sorcerors begin with 10
power points, but 6 must be spent on Focus maneuvers. Additional maneuvers
indtended for use with Sorcery will be included in The Fighter Who Would Be
King.
· Chi: 4
· Willpower: 4
· 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 occuring 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 seriesof
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.
Anothing 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 Shodown, 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
chartacters. Here are some ideas:

· 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.

· 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.

· Combine the Street Fighter world with your favorite fighting game(s), and
work out the results of the combination.




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Group: streetfighter Message: 557 From: ArkonDLoC@aol.com Date: 1/5/1999
Subject: Warrior's World-Part 5
The Last Part! For my next Mailing I will send some of MY Chronicle Ideas.

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 pentalty 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 strengthby 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 agianst 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 occurence would be rare. 2 points.
Magnifier Conduit: This enchantment works basically the same as the Conduit
weapon power, except that it maginfies 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, poeple 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)
philosphizing 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 alreadly
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 secerts. 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 metioning 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 metion 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 Chesnut Fist" and the "Splitting Cat Hairs" technique).
Hadoken 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 alternantive 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 underappreciated games (i.e., it isn't Rifts), and as such
has recieved 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 sorcerors 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 n
ew 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@...).
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@...). 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

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Group: streetfighter Message: 558 From: Kristofer Lundstrom Date: 1/5/1999
Subject: Re: Warrior's World, does anyone have it?
>If anyone on this list has a copy of the netbook Warrior's World, could
you
>send it to me?
>The page it was on is gone, and I recently lost my copy when my
computer
>crashed. Any help with this would be appreciated.


I truly pity you. :-(

The same thing happened to me 18 months ago. Same crash. Same netbook.
All I had was a crummy draft print so I could read it through. (I hate
reading long texts on-screen.) I still use that very draft...

Is there any rule in particular you need? Use me while I'm still here
(about an hour or so)!

Kristofer

______________________________________________________

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Group: streetfighter Message: 559 From: ArkonDLoC@aol.com Date: 1/5/1999
Subject: Re: Spanish? Si!
In a message dated 1/5/1999 11:00:06 PM, kri5tofer@... writes:

<<
>True. I don't know what to yell when Outworld Centaurians decide to
>share the same phrase with group III though. Anyone?
>
>>>
>>> Kristofer>>
>
>Kournat a Giu't! (Kill the Humans), or Kournat a Zupak tinor't! (Kill
the
>[Pathetic Worms])

Ah!!!

How sure are you by the way...? :x
>>

I just made it up.

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Group: streetfighter Message: 560 From: Kristofer Lundstrom Date: 1/5/1999
Subject: Re: Spanish? Si!
>>True. I don't know what to yell when Outworld Centaurians decide to
>>share the same phrase with group III though. Anyone?
>>
>>>>
>>>> Kristofer>>
>>
>>Kournat a Giu't! (Kill the Humans), or Kournat a Zupak tinor't! (Kill
>the
>>[Pathetic Worms])
>
>Ah!!!
>
>How sure are you by the way...? :x
>>>
>
>I just made it up.

No shit?

______________________________________________________
Get Your Private, Free Email at http://www.hotmail.com

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Group: streetfighter Message: 561 From: ArkonDLoC@aol.com Date: 1/5/1999
Subject: Warrior's World (again)
Attachments :
    Alright, I'm sorry for my earlier Attempt to send Warrior's Word. This is
    better and one file. Its an RTF format, so you'll need an RTF Reader.


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    Group: streetfighter Message: 562 From: thanks99@bellsouth.net Date: 1/5/1999
    Subject: Re: Warrior's World (again)
    Thanks for all the help! I really appreciate it! ^_^
    -TH
    --

    Meanwhile, in his hellish dominion, Satan cursed. The damned were
    weeping in unrestrained joy, and his fearsome horde of daemons wouldn't
    respond to his commands. Instead, they had both independently formed
    opposing lines, and began a completely unstructured and uncoordinated
    battle. Battle? No, more like a raging mob.

    "Those $#@% &*@# @$#@$%#@$#! First snowball fight, and they won't
    let me join in!" he muttered, as he shook his fist at the One Above.

    "YOU try fighting Cthulu, Dillhole! He'll kick your ass,
    THEN he'll redecorate!" --Beavis

    http://Nyx.Webjump.com



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    Group: streetfighter Message: 563 From: Kristofer Lundstrom Date: 1/6/1999
    Subject: Warrior's World + Rage
    I would also like to say thanks for WW. You're a doll. :-)

    Now that the Warrior's World is out there again, have you read the Rage
    rules? Have you read the ones I posted? I can add that those rules have
    been running for 12 months + and I can tell you, they work and they work
    well. It keeps fights exciting. When you're almost down you suddenly get
    that edge which sometimes means the difference between a win and a loss.
    Although luck still decides most.

    And yes, if you hadn't thought of it. Imagine what full Rage (+1 Speed,
    +2 Damage and +2 Move) can do for Repetition attacks (my name) like the
    Hurricane Kick. I only say one thing. Ouch.

    Kristofer

    P.S. Wake up and answer!

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    Group: streetfighter Message: 564 From: Ryan M Rich Date: 1/6/1999
    Subject: Re: Links and Linguistics
    I personally have a problem with the way all White Wolf games
    have the progression for languages, 1 2 3 4 5 8? What?!! I suggest the
    following system:

    Linguistics Knowledge adds to all rolls with language.
    0 Native Language (+2 diff)
    * 1 new Lang
    ** 2 new Lang
    *** 2 new Lang
    **** 3 new Lang
    ***** 3 new Lang
    ***** * 3 new Lang

    And you may buy a new language (after exposure and training of course)
    for 1xp each. This adds to the world spanning adventure of SF.

    Its the system Ars Magica uses (arithmatic progression)

    RMR

    On Tue, 05 Jan 1999 19:06:02 CET "Kristofer Lundstrom"
    <kri5tofer@...> writes:
    >Linguistics as a very practical ability. I have also allowed
    >characters
    >English and their native tongue without having the Linguistic Ability.
    >I
    >am however a bit careful when it comes to defining native tongue.
    >Would
    >a Native trucker know Navajo automatically? Perhaps its a bad example
    >but I try to be a bit careful when it comes to distributing free
    >languages.
    >
    >Ah. I have made Linguistics an exception when it comes to buying
    >abilites. Each dot costs 6 points, no matter what. I had some
    >difficulty
    >seeing how it would be much harder to learn a fifth language in
    >comparison with a second. Perhaps 6 points is bit cheap though. I
    >mean,
    >full fluency... damn. I'm not even sure I speak English fluent...

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    Group: streetfighter Message: 565 From: Ryan M Rich Date: 1/6/1999
    Subject: Re: Links and Linguistics
    Champions has the most realistic (me thinks) of Language, with a tree
    showing relation and similarity. each language costs from 1 to 4 points,
    I can type it up for you if you want, may put a modified on like it on my
    page.

    RMR


    On Tue, 05 Jan 1999 13:51:07 -0500 "Steve 'Doom Trooper' Karstensen"
    <skarsten@...> writes:
    >Only if he has relatives or still lives on the reservation.
    >
    >I don't know if it's still there, as I am having difficulty connecting
    >to the site. I used to have a copy on my HD but I doubt I still do.
    >
    >It depends on the languages. I know Spanish, which was easy to learn
    >since it was similar to English, but I'm studying Mandarin Chinese,
    >Korean, and Japanese right now; similar to one another but wildly
    >different from the 'romance' languages of Europe. I'd say the
    >difficulty of taking on a new language depends on the languages the
    >character already knows... but this only works if you yourself are
    >familiar with them.
    >
    >Kristofer Lundstrom wrote:
    >>
    >> Linguistics as a very practical ability. I have also allowed
    >characters
    >> English and their native tongue without having the Linguistic
    >Ability. I
    >> am however a bit careful when it comes to defining native tongue.
    >Would
    >> a Native trucker know Navajo automatically? Perhaps its a bad
    >example
    >> but I try to be a bit careful when it comes to distributing free
    >> languages.
    >>
    >> Ah. I have made Linguistics an exception when it comes to buying
    >> abilites. Each dot costs 6 points, no matter what. I had some
    >difficulty
    >> seeing how it would be much harder to learn a fifth language in
    >> comparison with a second. Perhaps 6 points is bit cheap though. I
    >mean,
    >> full fluency... damn. I'm not even sure I speak English fluent...
    >>
    >> Concerning Warrior's World. Steve, your homepage has a link to the
    >place
    >> where WW used to be, but is it still there? I have a nagging
    >feeling it
    >> isn't.
    >>
    >> Kristofer
    >>
    >> P.S. You'll get the first three characters within 8 hours.
    >>
    >> ______________________________________________________
    >>
    >>
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    Group: streetfighter Message: 566 From: Ryan M Rich Date: 1/7/1999
    Subject: My linguistics suggestion
    And if you wanted there could be a max. number of languages with
    each being lots higher, say:

    Ling. Max Languages
    0 2
    * 5
    ** 11
    *** 23
    **** 47
    ***** 95
    ***** * 191

    Some woman at LCC(Lansing Com.) knew 100+ Languages, what the
    fizzuk?

    RMR


    On Tue, 05 Jan 1999 22:20:55 CET "Kristofer Lundstrom"
    <kri5tofer@...> writes:
    >
    >>Kristofer Lundstrom wrote:
    >>>
    >>> To wrap up the Linguistics discussion, Spanish similar to English?
    >
    >It
    >>> must be your American Spanish... (the European disdain for
    >Americans
    >>> reared its ugly head once again, and then went back to sleep)
    >>>
    >>
    >>from my point of view, the two languages are very similar. I'm
    >pretty
    >>sure I was taught European Spanish as most of the cultural outtakes
    >in
    >>my textbooks were based around Spain.
    >>
    >>the structures of English and Spanish are more similar than, say,
    >>English and Japanese. The most basic of sentences differ in word
    >order,
    >>if nothing else;
    >>
    >>English: My name is Steve.
    >>Spanish: Mi nombre es Steve.
    >>Japanese: Steve desu ("watakushi wa Steve desu" is also appropriate,
    >if
    >>long; Howard, wanna correct me if I'm wrong on this one?)
    >>
    >>English: Subject-Verb-Descriptor
    >>Spanish: Subject-Verb-Descriptor
    >>Japanese: Subject(plus Particle Indicator)-Descriptor-Verb
    >>
    >>Anyway, that's what I'm referring to. It's a matter of opinion,
    >true,
    >>but (Western) European languages are more similar to one another than
    >>they are to Asian languages, based on what I've seen of them.
    >>
    >
    >So true. Europe's languages come mainly from the Indo-European
    >language
    >"tree". The two main branches (at least those two I bother to
    >remember)
    >are Germanic and Roman.
    >
    >Germanic includes German, English and all the Nordic languages
    >(including my native tongue, Swedish).
    >
    >Roman (or Frankish I think it could be called) include French,
    >Spanish,
    >Italian and Romanian.
    >
    >Eastern Europe originates from the Slavic language branch, but I
    >cant't
    >recall whether they are related to the two above "on the same level"
    >or
    >further back in lingustic history.
    >
    >You will have to excuse me but what I have learned about linguistics I
    >
    >have learnt in Swedish so the translation might be slightly Swenglish,
    >
    >at best.
    >
    >While on japanese, I recall something about no plural forms. Correct?
    >
    >Gut. Let's drop the lingo discussion for this year shalt we?
    >
    > Kristofer
    >
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    Group: streetfighter Message: 567 From: Wayne French Date: 1/7/1999
    Subject: Re: My linguistics suggestion
    >(Ryan M Rich) said:

    >
    >And if you wanted there could be a max. number of languages with
    >each being lots higher, say:
    >
    >Ling. Max Languages
    >0 2
    >* 5
    >** 11
    >*** 23
    >**** 47
    >***** 95
    >****** 191
    >
    >Some woman at LCC(Lansing Com.) knew 100+ Languages, what the
    >fizzuk?
    >
    >RMR

    Good answer, of course my players often take a linguistics speciality
    which I call Cypher skill, and that is that they can learn language at
    an incredible rate ussally 1 every 2 weeks, i do not have a limit
    because it takes time to learn the lingos, and i never let up on them.



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    Group: streetfighter Message: 568 From: Morgado, Mike Date: 1/8/1999
    Subject: Face Slam and other Wrestling Maneuvers
    Sumo has face slam for 2 points.
    Native American Wrestling has it for 2 points.
    Sanbo has it for 3 points.
    But Wrestling doesn't have it at all. I personally think Wrestling
    should have it and Im allowing one of my players to take it for
    Wrestling. But I can't make up my mind for how much it would cost.
    How much would you guys make it cost?

    Oh, any ideas on how to make a bodyslam maneuver? or powerslam? (there's
    got to be someone out there who watches profesional wrestling)

    Thanks,

    MikeM

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    Group: streetfighter Message: 569 From: Ryan M Rich Date: 1/8/1999
    Subject: Re: Face Slam and other Wrestling Maneuvers
    Maybe 3 or 4 points. probly 3.

    RMR


    On Fri, 8 Jan 1999 07:32:21 -0500 "Morgado, Mike" <MMorgado@...>
    writes:
    >Sumo has face slam for 2 points.
    >Native American Wrestling has it for 2 points.
    >Sanbo has it for 3 points.
    >But Wrestling doesn't have it at all. I personally think Wrestling
    >should have it and Im allowing one of my players to take it for
    >Wrestling. But I can't make up my mind for how much it would cost.
    >How much would you guys make it cost?
    >
    >Oh, any ideas on how to make a bodyslam maneuver? or powerslam?
    >(there's
    >got to be someone out there who watches profesional wrestling)
    >
    >Thanks,
    >
    >MikeM
    >
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    Group: streetfighter Message: 570 From: Wayne French Date: 1/8/1999
    Subject: Re: Face Slam and other Wrestling Maneuvers
    I watch wrestling, and the closest maneuver i can find for a body slam ,
    oddly enough, is back breaker.


    >"Morgado, Mike" <MMorgado@...>
    >wrote:
    >>Sumo has face slam for 2 points.
    >>Native American Wrestling has it for 2 points.
    >>Sanbo has it for 3 points.
    >>But Wrestling doesn't have it at all. I personally think Wrestling
    >>should have it and Im allowing one of my players to take it for
    >>Wrestling. But I can't make up my mind for how much it would cost.
    >>How much would you guys make it cost?
    >>
    >>Oh, any ideas on how to make a bodyslam maneuver? or powerslam?
    >>(there's
    >>got to be someone out there who watches profesional wrestling)
    >>
    >>Thanks,
    >>
    >>MikeM
    >>


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    Group: streetfighter Message: 571 From: Kristofer Lundstrom Date: 1/8/1999
    Subject: Re: Face Slam and other Wrestling Maneuvers
    I don't watch wrestling but if you're in the mood for the some pretty
    neat grabs, check out King Jr. in T3. 5 hit grab Combos...

    Kristofer

    >
    >Sumo has face slam for 2 points.
    >Native American Wrestling has it for 2 points.
    >Sanbo has it for 3 points.
    >But Wrestling doesn't have it at all. I personally think Wrestling
    >should have it and Im allowing one of my players to take it for
    >Wrestling. But I can't make up my mind for how much it would cost.
    >How much would you guys make it cost?
    >
    >Oh, any ideas on how to make a bodyslam maneuver? or powerslam?
    (there's
    >got to be someone out there who watches profesional wrestling)
    >
    >Thanks,
    >
    >MikeM
    >
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    Group: streetfighter Message: 572 From: Cardiss@Scioto.net Date: 1/9/1999
    Subject: Re: Links and Linguistics
    In Kindred of the East and the New Vampire 3rd edition they have updated
    Linguistics to:

    1 = 1
    2 = 2
    3 = 4
    4 = 8
    5 = 16

    They also has a merit called Natural Linguist (2pt Merit)
    You may add three dice to any dice poll involving written or spoken
    language.

    My thought is to maybe give that merit free to all traveling streetfighters.

    Jason Stillion
    cardiss@...


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    Group: streetfighter Message: 573 From: Ryan M Rich Date: 1/9/1999
    Subject: Re: Face Slam and other Wrestling Maneuvers
    I've got to go to Ft. Myers tonight and I'm going to get together
    with wrestling fans to ask about maneuvers, Body slam, figure four is
    just an advanced leg lock, different types of suplexes (slower and more
    damaging or faster and less damaging?)

    Body slam is pretty much Suplex, your opponent ends up on the ground,
    KD'ed

    Here's a list of suplexs heard on wrestling:
    dragon, soviet, northern lights, double underhook, snap, German,
    belly-to-belly, front-layout, side, takeover, waistlock, back-to-belly,
    belly-to-back, fisherman's, vertical, gutwrench, bridging back

    I'll find out what each is (+1 +1 One, +0 +2 One or -1 +3 One)
    Snap suplexes, quick suplexs and fast flips are +1 +1 One


    Piledrivers are the same way, a Tombstone piledriver does one more damage
    and is one speed slower, while a standing piledriver would be +1 speed
    and -1 Damage.



    On Fri, 08 Jan 1999 15:28:17 EST "Wayne French" <gero24@...>
    writes:
    >I watch wrestling, and the closest maneuver i can find for a body slam
    >,
    >oddly enough, is back breaker.
    >
    >
    >>"Morgado, Mike" <MMorgado@...>
    >>wrote:
    >>>Sumo has face slam for 2 points.
    >>>Native American Wrestling has it for 2 points.
    >>>Sanbo has it for 3 points.
    >>>But Wrestling doesn't have it at all. I personally think Wrestling
    >>>should have it and Im allowing one of my players to take it for
    >>>Wrestling. But I can't make up my mind for how much it would cost.
    >>>How much would you guys make it cost?
    >>>
    >>>Oh, any ideas on how to make a bodyslam maneuver? or powerslam?
    >>>(there's
    >>>got to be someone out there who watches profesional wrestling)
    >>>
    >>>Thanks,
    >>>
    >>>MikeM
    >>>
    >
    >
    >______________________________________________________
    >
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    Group: streetfighter Message: 574 From: Wayne French Date: 1/9/1999
    Subject: Re: Links and Linguistics
    thats pretty cool


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    Group: streetfighter Message: 575 From: Kristofer Lundstrom Date: 1/10/1999
    Subject: Re: Face Slam and other Wrestling Maneuvers
    >
    > I've got to go to Ft. Myers tonight and I'm going to get together
    >with wrestling fans to ask about maneuvers, Body slam, figure four is
    >just an advanced leg lock, different types of suplexes (slower and more
    >damaging or faster and less damaging?)
    >
    >Body slam is pretty much Suplex, your opponent ends up on the ground,
    >KD'ed
    >
    >Here's a list of suplexs heard on wrestling:
    >dragon, soviet, northern lights, double underhook, snap, German,
    >belly-to-belly, front-layout, side, takeover, waistlock, back-to-belly,
    >belly-to-back, fisherman's, vertical, gutwrench, bridging back
    >
    >I'll find out what each is (+1 +1 One, +0 +2 One or -1 +3 One)
    >Snap suplexes, quick suplexs and fast flips are +1 +1 One
    >
    >
    >Piledrivers are the same way, a Tombstone piledriver does one more
    damage

    Hold it! I converted the Tombstone PD from Tekken 2 a while back. Here's
    what it turned out like:

    Tombstone Pile Driver
    Prerequisites: Grab ****, Athletics **, Pile Driver
    Power Points: Native American Wrestling, Sanbo 3; Any 5
    A variant of the classic Pile Driver, but when the original move lets
    the victim dangle slightly, thus diverting some of the impact, the
    Tombstone Piledriver is designed to fixate the opponent in a completely
    straight position, leading to no loss of momentum when he hits the
    ground, headfirst. The fighter himself does not land in the standard
    seated position either, but rather on his knees.
    System: Knockdown, if it scores any damage.
    Cost: 1 Willpower
    Speed: -2
    Damage: +6
    Move: One

    Comments? Anyone?

    Kristofer

    >and is one speed slower, while a standing piledriver would be +1 speed
    >and -1 Damage.
    >
    >
    >
    >On Fri, 08 Jan 1999 15:28:17 EST "Wayne French" <gero24@...>
    >writes:
    >>I watch wrestling, and the closest maneuver i can find for a body slam
    >>,
    >>oddly enough, is back breaker.
    >>
    >>
    >>>"Morgado, Mike" <MMorgado@...>
    >>>wrote:
    >>>>Sumo has face slam for 2 points.
    >>>>Native American Wrestling has it for 2 points.
    >>>>Sanbo has it for 3 points.
    >>>>But Wrestling doesn't have it at all. I personally think Wrestling
    >>>>should have it and Im allowing one of my players to take it for
    >>>>Wrestling. But I can't make up my mind for how much it would cost.
    >>>>How much would you guys make it cost?
    >>>>
    >>>>Oh, any ideas on how to make a bodyslam maneuver? or powerslam?
    >>>>(there's
    >>>>got to be someone out there who watches profesional wrestling)
    >>>>
    >>>>Thanks,
    >>>>
    >>>>MikeM
    >>>>
    >>
    >>
    >>______________________________________________________
    >>
    >>------------------------------------------------------------------------
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    >>
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    Group: streetfighter Message: 576 From: Darrick Chen Date: 1/11/1999
    Subject: I'm back
    Hey, folks

    Sorry about the radio silence, I was on winter break away from school
    and away from internet access.
    Imagine my surprise when I log back onto hotmail and I've got 168 new
    messages! I missed a lot of great topics. That sucks.
    So what're the current topics in debate? I'm currently working on my SF
    netbook for New Legends.

    later

    Darrick

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    Group: streetfighter Message: 577 From: Morgado, Mike Date: 1/12/1999
    Subject: Re: I'm back
    Hi Darrick, welcome back.

    Current topics? We just finished one with linguistics and were talking
    about making more Wrestling maneuvers. Other than that, I think we're
    waiting for a new topic to come up.

    MikeM

    > -----Original Message-----
    > From: Darrick Chen [SMTP:dare2live@...]
    > Sent: Monday, January 11, 1999 7:27 PM
    > To: streetfighter@...
    > Subject: [streetfighter] I'm back
    >
    > Hey, folks
    >
    > Sorry about the radio silence, I was on winter break away from school
    > and away from internet access.
    > Imagine my surprise when I log back onto hotmail and I've got 168 new
    > messages! I missed a lot of great topics. That sucks.
    > So what're the current topics in debate? I'm currently working on my
    > SF
    > netbook for New Legends.
    >
    > later
    >
    > Darrick
    >
    > ______________________________________________________
    >
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    Group: streetfighter Message: 578 From: Kristofer Lundstrom Date: 1/12/1999
    Subject: Re: I'm back
    Waiting for new topics? Oh jolly good!!!

    Please send me some comments on the Rage rules I posted some week ago!
    They are tested and they work but I'm always open for some
    cross-Atlantic feedbeck.

    Kristofer

    >
    >Hi Darrick, welcome back.
    >
    >Current topics? We just finished one with linguistics and were talking
    >about making more Wrestling maneuvers. Other than that, I think we're
    >waiting for a new topic to come up.
    >
    >MikeM
    >
    >> -----Original Message-----
    >> From: Darrick Chen [SMTP:dare2live@...]
    >> Sent: Monday, January 11, 1999 7:27 PM
    >> To: streetfighter@...
    >> Subject: [streetfighter] I'm back
    >>
    >> Hey, folks
    >>
    >> Sorry about the radio silence, I was on winter break away from school
    >> and away from internet access.
    >> Imagine my surprise when I log back onto hotmail and I've got 168 new
    >> messages! I missed a lot of great topics. That sucks.
    >> So what're the current topics in debate? I'm currently working on my
    >> SF
    >> netbook for New Legends.
    >>
    >> later
    >>
    >> Darrick
    >>
    >> ______________________________________________________
    >>
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    Group: streetfighter Message: 579 From: Darrick Chen Date: 1/12/1999
    Subject: Rage, Wrestling, and Fish Hooks
    Waiting for new topics? Oh jolly good!!!

    Please send me some comments on the Rage rules I posted some week ago!
    They are tested and they work but I'm always open for some
    cross-Atlantic feedbeck.

    Kristofer

    Greetings, Kristofer. You're one of the new folks who signed up
    recently, yes? Excellent.

    Actually I did already read your rage rules. I even had my second (a
    friend who's played long enough to back me up on rulings) look over
    them, and we agreed that they're quite good and we plan on plugging them
    into our next session.

    Hi Darrick, welcome back.

    Thank ya kindly, Mike.

    Current topics? We just finished one with linguistics and were talking
    about making more Wrestling maneuvers. Other than that, I think we're
    waiting for a new topic to come up.

    Hmm......don't have much to say on Linguistics. But as far as Wrestling
    Maneuvers go, the only one I have homebrewed thus far is the almighty
    Fish Hook Maneuver. I created it in conjunction with my Brazilian
    Jujutsu Style Kit.

    Fish Hook
    Prerequisites: Grab 2, Strength 3
    Power Points: Brazilian Jujutsu 2, Animal Hybrid 3, Any 4
    This is a brutal, nearly sadistic technique that has become popular of
    late in the underground fighting circuits. A fighter hooks a finger into
    an opponent's mouth and then does his best to rip the opponent's cheek
    out, or at least tear some facial muscles.
    System: To use a Fish Hook, a fighter must have an opponent in a
    sustained hold. All Damage done over the fighters Stamina (i.e. Dizzy
    Damage) counts as Aggravated Damage.
    Cost: 1 Willpower and complete loss of Honor Points
    Speed: -2
    Damage: +4
    Move: None

    Tell me what you think, fellas.


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    Group: streetfighter Message: 580 From: Joshua Rogers Date: 1/12/1999
    Subject: Re: Rage, Wrestling, and Fish Hooks
    Fish Hook
    Prerequisites: Grab 2, Strength 3
    Power Points: Brazilian Jujutsu 2, Animal Hybrid 3, Any 4
    This is a brutal, nearly sadistic technique that has become popular of
    late in the underground fighting circuits. A fighter hooks a finger into
    an opponent's mouth and then does his best to rip the opponent's cheek
    out, or at least tear some facial muscles.
    System: To use a Fish Hook, a fighter must have an opponent in a
    sustained hold. All Damage done over the fighters Stamina (i.e. Dizzy
    Damage) counts as Aggravated Damage.
    Cost: 1 Willpower and complete loss of Honor Points
    Speed: -2
    Damage: +4
    Move: None

    Tell me what you think, fellas.

    Hmm...didn't I see this one in Army of Darkness?

    Can't say I read the rage rules (gave up trying to get back up to speed
    after I left for a month), and I don't know a thing bout wrestling.
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    Group: streetfighter Message: 581 From: Kristofer Lundstrom Date: 1/13/1999
    Subject: Rage again + etc
    Someone might actually use my rules! Much rejoicing here!

    And to the poor soul who had given up... don't even read them unless you
    might use them or make a remark 'bout them. (Of course you have to read
    them in order to know if you should comment on them but...)

    Two questions to all you other SF Storytellers and rule interpretors:

    * Have you allowed Jump to be used like an Abort to avoid *anything*,
    including Spinning Pile Drivers and other one-in-a-million to make work
    moves?

    * Have your players found out that there is no point in causing a
    Knockdown when you can instead start a much more useful Sustained Hold
    (OK, a possible Speed -2 but that's about it)? And all the Sustained
    Hold moves have the same or better modifiers too!

    Comments.

    I have omitted my own answers deliberately. I will send them once I get
    a response or two.

    Kristofer

    P.S. How many are there on this list by da way?

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    Group: streetfighter Message: 582 From: Darrick Chen Date: 1/13/1999
    Subject: Tekken Styles
    Guys, I know this topic was over an done with a month ago, but I just
    read it, and I feel I can offer something with my two cents' worth.

    Tekken Styles

    Jin, Kazuya, and Heihachi

    "Jin are obviously Karate, a substyle called Mishima (you know
    Heihachi's financial empire) Jin also incorporates his mothers families
    Kazama Self Defense (its Chinese that makes it Kung Fu), who am I
    missing"

    Well, that's pretty dead on. the Karate kit can used for the Mishima
    Line in general.

    Jun Kazama (yay!)
    "Jun's style seemed to be a derivative of Drunken Style, considering
    allthe staggering around and cross-stepping she did."

    Okay, no offense to whoever wrote this, but the thought regarding this
    idea is not only no, but hell no. Drunken is a lot more erratic-
    looking. In most documentation, I've seen her martial arts style stated
    as Bujutsu, or the empty-handed style used by the samurai. IMHO, Jun
    practices a form of Wu Shu. This is mainly because the majority of her
    techniques are circular in nature, with a lot of whirling, a Chinese
    style trademark. Not only that, but two of her techniques support this.
    Her sweeping front kicks spin forward, rather than in reverse. Also, her
    butterfly cartwheel kick is a trademark Wu Shu/Kung Fu maneuver. It
    rarely is seen in Japanese Styles.

    "(Marshall) Law is a Kung Fu man as are Lei and Xiaoyu (Shao-U (just
    different"

    That's sounds good. I have a friend that keeps insisting that I create
    some sub-style kits for the different forms of Kung-Fu. Also, I
    absolutely HATE it when they just keep listing Law's style as MArtial
    Arts. What is UP with that?!!

    "Forest Law fights an awful lot like Bruce Lee. Shouldn't he be JKD?"

    Well, actually, since Forest Law is essentially Marshall, it stands to
    reason that their styles are the same. A lot of people equate all Bruce
    Lee-like fighters with JKD, mainy because he invented the style, but
    remember that Lee started out in Kung Fu (Wing Chun, to be precise).

    "Julia's is a form of Native American Wrestling (?!?)"

    (?!?) is right. All of Julia and Michelle's "Wrestling Moves" are Common
    Maneuvers (i.e. Pile Driver, Headlocks). I wouldn't say that their main
    style is NAW, but rather perhaps Karate, Kung Fu, Kenpo, or maybe even
    Special Forces (Michelle in Tekken 2 reminds me a little bit of Cammy
    with her thrust kick) with an emphasis on Grappling moves.

    "but not to be forgotten the Man: King is a Professional Wrestler!"

    Well, yeah. As far as everyone else, this is simply my opinion:

    Paul: He continues to annoy me in terms of both character design and
    style basis. His striking style tends to suggest Pa Kua Chuan ( the
    style of Kung Fu used by Akira in Virtua Fighter who, in case you
    haven't noticed, Paul is very similar to). I'd have to stick with saying
    his style is a form of Kenpo.

    Baek and Hwoarang: Obviously Tae Kwon Do, although Hwaroang was named
    after the Korean Hwarang Knights. Hwarang-Do (see Warrior's World) is
    based on their style.

    Eddy: Obviously Capoeira. I don't care if he is a button masher, I love
    the style.

    Lee: I dunno, he seems to be one of those generic fighters, although
    since he is supposed to be a rip of Law, I think Kung Fu would work, Or
    perhaps Jeet Kune Do?

    Yoshimitsu and Kunimitsu: Ninjutsu, obviously.

    Bruce: Definitely Muay Thai. Right down to the postures and shin
    strikes. I dug him in T2 because he was only of the only sub-bosses with
    a total independent style and not a rip of an existing character.

    Bryan Fury: Definitely NOT Muay Thai like a lot of people think. His
    stance is totally different, and he attacks more with thrusting kicks
    than shin kicks, a Muay Thai basic. I would say that he practices
    Western Style Kickboxing, if anything.

    Wang Jinrey: Kung Fu. Not much else to say on this.

    Ganryu: Self-explanatory. A huge Japanese dude? C'mon!

    Nina and Anna: Most documentation state that they practice "Bone Martial
    Arts". HUH!? IMHO, with the amount of chained grapple maneuvers combined
    with surprisingly brutal strikes, I'd definitely have to say Jujutsu
    with maybe a cross-stylization with Aikido.

    As for the Ogres, Devil, Alex, whoever the Kangaroo is, Angel,Gon, Dr.
    B, Kuma, and the Jacks.... well, I think they're just too unique as
    characters to assign any sort of real world style to them. They're meant
    to be damage machines without finesse, is my thinking. It doesn't really
    matter what you give them, just as long as they do damage and lots of
    it.

    Anyway, those are my thoughts on the whole Tekken conversion thing. It's
    not as timely as I would have liked, but I think i had some stuff to
    offer. Let me know what you guys think.

    Darrick

    PS: Anyone have any working conversions of the Virtua Fighter, Fatal
    Fury, or King of Fighters characters?

    PPS: Anyone have any working conversions of the following styles:

    Sebakkha: Egyptian Martial Art named after the crocodile.
    Dumog: Filipino Grappling
    Shuai Chiao: Chinese-style grappling.
    Kuk Sool Won: Korean fighting system.




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    Group: streetfighter Message: 583 From: Nelson, Christopher T Date: 1/13/1999
    Subject: Kung Fu(s)
    Hey,

    I keep hearing mention of splitting Kung Fu up into it's "sub"-styles. We
    did this a long time ago, & I'd gladly post the styles if anyone is really
    interested, I haven't looked at the stuff in a few months, but I seem
    to recall there being 6 different forms... uh, Snake, Wing Kung, Tiger,
    Mantis, uh.... Mandrian Orange & Kiwi Strawberry.
    Okay, maybe the last 2 were something else.. Maybe Drunken Monkey
    & Shaolin? I forget. The only problem with the splits being that they
    were done by a group that largely knows nothing about Kung Fu.
    If memory serves, the divistion was done more for game balance than
    any real acknowledgement to the style... (so maybe Kiwi Strawberry Kung
    Fu really would be a better name for one of them... heeh) A-ways,
    I'll see about digging them up & posting them.

    As for the Neo-Geo characters, I have a handful of them done, but they
    require (GASP!) a few new moves to fit them into the rules. Unfortunately,
    they're on paper right now, but keep bugging me, & as soon as I'm burnt
    out a Brood Wars & Rival Schools... I'll get around to putting it off some
    more... hehe. Laters all!
    -Chris!



    > ----------
    > From: Darrick Chen[SMTP:dare2live@...]
    > Reply To: streetfighter@egroups.com
    > Sent: Wednesday, January 13, 1999 2:56 PM
    > To: streetfighter@egroups.com
    > Subject: [streetfighter] Tekken Styles
    >
    >
    >
    <buncha deleted stuff>
    > That's sounds good. I have a friend that keeps insisting that I create
    > some sub-style kits for the different forms of Kung-Fu. Also, I
    > absolutely HATE it when they just keep listing Law's style as MArtial
    > Arts. What is UP with that?!!
    >
    <buncha more delted stuff>

    > Darrick
    >
    > PS: Anyone have any working conversions of the Virtua Fighter, Fatal
    > Fury, or King of Fighters characters?
    >
    >

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    Group: streetfighter Message: 584 From: Darrick Chen Date: 1/13/1999
    Subject: A fan net book?
    Hey guys,

    This is something that's been rolling around in my head for awhile:

    Two facts are:

    There hasn't been a source book released for Street Fighter since its
    cancellation.

    and

    I have been seeing a lot of great amterial posted on this list, with a
    lot of potential.

    So, here's my idea, what if some of us, probably someone with a great
    deal of both patience and free time were to collect all of the material
    posted to the list and amalgamate it into a viable, universally
    accepted, honest-to-goodness source book?

    Think about it, we'd have the best ideas collected in one area, making
    it easily accessible, and we'd be able to distribute it as a fan work.
    (I.E. we couldn't really charge anything, but then Capcom or White Wolf
    wouldn't be able to sue our posteriors).

    We could just form a site for it on the net, or perhaps actually produce
    it as a BOOK (Kinko's anyone?) and distribute it at gaming cons or
    whatever, and oly charge production cost. Admittedly, we wouldn't be
    able to make a profit, but it would be dang cool.

    Any thoughts?

    Darrick


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    Group: streetfighter Message: 585 From: Joshua Rogers Date: 1/13/1999
    Subject: Re: Rage again + etc
    Well, I'd read 'em, and maybe use 'em, cept I don't have a group to play
    with :P And I deleted a large chunk of mail, which probably contained
    'em (since I don't see any mention of 'em in my mailbox, other than in
    passing). As for the two questions:

    1. Yes. Why? Because it's an abort, and it's just as effective a way to
    get out of grasping range as movement. One of those reasons wrestlers
    hate little fast opponents.

    2. I've found Knockdowns are highly effective, particularly against
    opponents who are stronger than you. There's no way I could ever hold
    Zangief, but if I put him on his back he can't grab _me_. Overall it
    seems most useful for delay tactics, and when you're facing someone
    who's just a bit too fast for you to hit 'em with your best moves. Take
    their attack, sweep 'em, and use that -2 or -1 to their Speed to nail
    'em hard. Course, personally I just take Knee Basher. It's both, so it's
    a moot point. ;o)

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    Group: streetfighter Message: 586 From: Joshua Rogers Date: 1/13/1999
    Subject: Re: Kung Fu(s)
    Hey guys, this little conversation about various styles of Kung Fu and
    made me remember something I've got sitting on a shelf. It's a nifty
    little list of over 100 different styles, and while the actual book
    itself isn't Storyteller, in the back it's got conversions, which,
    amazingly enough, include the Storyteller system! And if that's not
    enough, there's an exhaustive list of weapons which you can convert with
    a little cross referencing the Contenders book, plus a huge bibliography
    of books that would be great reading for most anyone.
    So, what's this book? The Ultimate Martial Artist, from Hero Games.
    Unfortunately it's out of print- BUT, you can get a copy on disk from
    their website (under Hero Plus on the menu). Check it out. The addy for
    the website is:

    http://herogames.com/ (easy, neh?)




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    Group: streetfighter Message: 587 From: Morgado, Mike Date: 1/14/1999
    Subject: Re: Rage again + etc
    > P.S. How many are there on this list by da way?
    >
    There are 41 members on the list now. Wow, we're doing pretty good.

    MikeM

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    Group: streetfighter Message: 588 From: Kristofer Lundstrom Date: 1/14/1999
    Subject: Re: Tekken Styles
    Even older now but here goes...

    Kristofer

    >"Julia's is a form of Native American Wrestling (?!?)"
    >
    >(?!?) is right. All of Julia and Michelle's "Wrestling Moves" are
    Common
    >Maneuvers (i.e. Pile Driver, Headlocks). I wouldn't say that their main
    >style is NAW, but rather perhaps Karate, Kung Fu, Kenpo, or maybe even
    >Special Forces (Michelle in Tekken 2 reminds me a little bit of Cammy
    >with her thrust kick) with an emphasis on Grappling moves.
    >

    I'm very prejucided on this matter. All Native Americans so far in my
    chronicle have all just happened to have NAW as style...

    >Paul: He continues to annoy me in terms of both character design and
    >style basis. His striking style tends to suggest Pa Kua Chuan ( the
    >style of Kung Fu used by Akira in Virtua Fighter who, in case you
    >haven't noticed, Paul is very similar to). I'd have to stick with
    saying
    >his style is a form of Kenpo.
    >

    I hate Paul. Don't even have an opinion.

    >Baek and Hwoarang: Obviously Tae Kwon Do, although Hwaroang was named
    >after the Korean Hwarang Knights. Hwarang-Do (see Warrior's World) is
    >based on their style.
    >

    For game purposes, I made those two lads Western Kickboxers.

    >Bryan Fury: Definitely NOT Muay Thai like a lot of people think. His
    >stance is totally different, and he attacks more with thrusting kicks
    >than shin kicks, a Muay Thai basic. I would say that he practices
    >Western Style Kickboxing, if anything.

    I still think it's supposed to be Thai though. Have read it somewhere
    and it made sense in the context.

    >Nina and Anna: Most documentation state that they practice "Bone
    Martial
    >Arts". HUH!? IMHO, with the amount of chained grapple maneuvers
    combined
    >with surprisingly brutal strikes, I'd definitely have to say Jujutsu
    >with maybe a cross-stylization with Aikido.
    >

    Please bear in mind that Special Forces Training *is* a hybrid style
    between lots and even more lots of styles, incorporating cheap-ass moves
    and grabs. I think SFT fits the bill.

    >As for the Ogres, Devil, Alex, whoever the Kangaroo is, Angel,Gon, Dr.
    >B, Kuma, and the Jacks.... well, I think they're just too unique as
    >characters to assign any sort of real world style to them. They're
    meant
    >to be damage machines without finesse, is my thinking. It doesn't
    really
    >matter what you give them, just as long as they do damage and lots of
    >it.

    The kangaroo and the raptor are pets of Kazuya if I recall. Could they
    be Karate? Or whatever. I agree with the statement above.

    >Anyway, those are my thoughts on the whole Tekken conversion thing.
    It's
    >not as timely as I would have liked, but I think i had some stuff to
    >offer. Let me know what you guys think.
    >
    >Darrick
    >
    >PS: Anyone have any working conversions of the Virtua Fighter, Fatal
    >Fury, or King of Fighters characters?
    >
    >PPS: Anyone have any working conversions of the following styles:
    >
    >Sebakkha: Egyptian Martial Art named after the crocodile.
    >Dumog: Filipino Grappling
    >Shuai Chiao: Chinese-style grappling.
    >Kuk Sool Won: Korean fighting system.

    Absolutely NO. I make up new moves all the time, but NO NEW STYLES.
    Quite dumb but I stick to it.


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    Group: streetfighter Message: 589 From: Kristofer Lundstrom Date: 1/14/1999
    Subject: Re: Kung Fu(s)
    Concerning Kung Fu and its sub-styles.

    First of all, I loath new styles more than pretty much anything. That's
    just the way I am.

    Secondly, I was working on a set of rules designed to make each
    noteworthy Kung Fu style a bit different from the rest. My first thought
    was to create a set of moves (Athletics-) called "Art of Panther" and so
    on. These were all used kind of like Psychokinetic Channeling, costing
    Chi and adding a bonus to another move (not necessarily basic Punches or
    Kicks). I wrote the moves (10 in all I think) and then decided not to
    use them.

    The best way to simulate different Kung Fu styles is simply to buy moves
    corresponding to that style.

    And lastly: When I made the rules I used real facts to starts with and
    then "Street Fighted" them up a bit. Crane stylists rarely jump more
    than 3 feet but now they do, for instance.

    Kristofer

    P.S. I think I've still got brief descriptions on appr. 10 styles. Do
    you want 'em? Let me know.

    >
    >Hey,
    >
    >I keep hearing mention of splitting Kung Fu up into it's "sub"-styles.
    We
    >did this a long time ago, & I'd gladly post the styles if anyone is
    really
    >interested, I haven't looked at the stuff in a few months, but I seem
    >to recall there being 6 different forms... uh, Snake, Wing Kung, Tiger,
    >Mantis, uh.... Mandrian Orange & Kiwi Strawberry.
    >Okay, maybe the last 2 were something else.. Maybe Drunken Monkey
    >& Shaolin? I forget. The only problem with the splits being that they
    >were done by a group that largely knows nothing about Kung Fu.
    >If memory serves, the divistion was done more for game balance than
    >any real acknowledgement to the style... (so maybe Kiwi Strawberry Kung
    >Fu really would be a better name for one of them... heeh) A-ways,
    >I'll see about digging them up & posting them.
    >
    >As for the Neo-Geo characters, I have a handful of them done, but they
    >require (GASP!) a few new moves to fit them into the rules.
    Unfortunately,
    >they're on paper right now, but keep bugging me, & as soon as I'm burnt
    >out a Brood Wars & Rival Schools... I'll get around to putting it off
    some
    >more... hehe. Laters all!
    >-Chris!
    >
    >
    >
    >> ----------
    >> From: Darrick Chen[SMTP:dare2live@...]
    >> Reply To: streetfighter@egroups.com
    >> Sent: Wednesday, January 13, 1999 2:56 PM
    >> To: streetfighter@egroups.com
    >> Subject: [streetfighter] Tekken Styles
    >>
    >>
    >>
    ><buncha deleted stuff>
    >> That's sounds good. I have a friend that keeps insisting that I
    create
    >> some sub-style kits for the different forms of Kung-Fu. Also, I
    >> absolutely HATE it when they just keep listing Law's style as MArtial
    >> Arts. What is UP with that?!!
    >>
    ><buncha more delted stuff>
    >
    >> Darrick
    >>
    >> PS: Anyone have any working conversions of the Virtua Fighter, Fatal
    >> Fury, or King of Fighters characters?
    >>
    >>
    >
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    Group: streetfighter Message: 590 From: Kristofer Lundstrom Date: 1/14/1999
    Subject: Re: A fan net book?
    Jolly good idea!

    I disqualify on the spare time clause though :x

    I'm still glad to help though. And I think an online netbook would be
    best. That way we could keep updating. Something like a homepage for the
    entire Street Fighter mailing circle.

    Anyone got the time?

    Kristofer

    >Hey guys,
    >
    >This is something that's been rolling around in my head for awhile:
    >
    >Two facts are:
    >
    >There hasn't been a source book released for Street Fighter since its
    >cancellation.
    >
    >and
    >
    >I have been seeing a lot of great amterial posted on this list, with a
    >lot of potential.
    >
    >So, here's my idea, what if some of us, probably someone with a great
    >deal of both patience and free time were to collect all of the material
    >posted to the list and amalgamate it into a viable, universally
    >accepted, honest-to-goodness source book?
    >
    >Think about it, we'd have the best ideas collected in one area, making
    >it easily accessible, and we'd be able to distribute it as a fan work.
    >(I.E. we couldn't really charge anything, but then Capcom or White Wolf
    >wouldn't be able to sue our posteriors).
    >
    >We could just form a site for it on the net, or perhaps actually
    produce
    >it as a BOOK (Kinko's anyone?) and distribute it at gaming cons or
    >whatever, and oly charge production cost. Admittedly, we wouldn't be
    >able to make a profit, but it would be dang cool.
    >
    >Any thoughts?
    >
    >Darrick
    >
    >
    >______________________________________________________
    >
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    Group: streetfighter Message: 591 From: Kristofer Lundstrom Date: 1/14/1999
    Subject: Re: Rage again + etc
    >Well, I'd read 'em, and maybe use 'em, cept I don't have a group to
    play
    >with :P And I deleted a large chunk of mail, which probably contained
    >'em (since I don't see any mention of 'em in my mailbox, other than in

    OK. I'll re-post 'em. For *your*, pleasure, only.

    >passing). As for the two questions:
    >
    >1. Yes. Why? Because it's an abort, and it's just as effective a way to
    >get out of grasping range as movement. One of those reasons wrestlers
    >hate little fast opponents.

    That's one way of looking at it. My solution became the following. Jump
    as an abort move was mainly intended to allow dodging of Fireballs etc.
    Dodging SPD and Flash Kicks was not.

    I simply introduced a Dodge roll whenever the Jump was used AS AN ABORT
    to avoid any attack. Jumper rolls Wits + Athletics, attacker rolls
    Dexterity + Technique at hand. The jumper must score *more* successes to
    get away. If he succeeds, he may jump as he pleases. If he fails, he
    does not lose the WP, but he loses the attack and he may not move away.
    AND, he counts as Aerial if the attacker wants him to. I.e. Foot Sweeps
    still connect and Power Uppercuts cause Knockdown.

    This makes it risky to play chicken. And it prevents fighters from
    getting away from bad-ass grabs, every... single... damn... time...

    This rule is an exception to my main rule philosophy: as few new dice
    rolls during fights as possible. Damage rolls, Dodge rolls and tied Wits
    rolls are about it.

    >2. I've found Knockdowns are highly effective, particularly against
    >opponents who are stronger than you. There's no way I could ever hold
    >Zangief, but if I put him on his back he can't grab _me_. Overall it
    >seems most useful for delay tactics, and when you're facing someone
    >who's just a bit too fast for you to hit 'em with your best moves. Take
    >their attack, sweep 'em, and use that -2 or -1 to their Speed to nail
    >'em hard. Course, personally I just take Knee Basher. It's both, so
    it's
    >a moot point. ;o)

    Let's get the rules straight now. If you connect with the Hold the
    victim loses his attack for the turn. Same as a KD. AND you get to roll
    Strength to derive him of yet another turn (The Native in my group 2 has
    a rightly feared Block - Bear Hug - Thunderstrike combo, although the
    Thunderstrike really doesn't have to be there).

    I hope at least someone agrees if I say that Sustained Hold are slightly
    crunchy. Thinking in that general direction, I picked up the large axe
    and chopped one point of damage modifier from ALL Sust Holds. Raw deal.

    Comments?

    Kristofer


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    Group: streetfighter Message: 592 From: Wayne French Date: 1/14/1999
    Subject: Re: A fan net book?
    I am in the progress of putting a complied book of the "official"
    maneuvers and stlye, attributes to 8, a lot of skills, advanges and
    drawbacks, and character concepts too. when its done it will be on my
    website

    http://www.angelfire.com/az/gerospage

    it is not listed yet . .
    but my street fighter info will be there!!

    Gero

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    Group: streetfighter Message: 593 From: Cardiss@Scioto.net Date: 1/14/1999
    Subject: Re: A fan net book?
    -----Original Message-----
    From: Wayne French [mailto:gero24@...]
    Sent: Thursday, January 14, 1999 7:17 PM
    To: streetfighter@egroups.com
    Subject: [streetfighter] Re: A fan net book?

    I am in the progress of putting a complied book of the "official"  
    maneuvers and stlye, attributes to 8, a lot of skills, advanges and 
    drawbacks, and character concepts too. when its done it will be on my 
    website
    
    http://www.angelfire.com/az/gerospage
    
    it is not listed yet . . 
    but my street fighter info will be there!!
    
    Gero 
    I have my revised Style Lists with all the published maneuvers added (and fixed) complete with the
    background, school, etc. done. I accidentally posted to this group about it under my geocities 
    account (Nightfort).
     
    Jason Stillion
    cardiss@...
     
    http://www.geocities.com/TimesSquare/Dungeon/1023/rpg/streetfighter/sfindex.html
     
    ______________________________________________________
     
     
     

     



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    Group: streetfighter Message: 594 From: Kristofer Lundstrom Date: 1/16/1999
    Subject: RAGE (again)
    OK. Here are the Rage rules again: (no changes made)


    RRRR AA GGGGG EEEEEE !!
    RR RR AA GG GG EE !!
    RR RR A A GG EE !!
    RRRR A A GG GGGG EEEE !!
    RR R AAAAAA GG GG EE !!
    RR R A A GG GG EE
    RR R AA AA GGGGG EEEEEE !!

    The now so desperately wanted book Warrior's World had a set of rules
    concerning Rage. I liked those rules. Here they are, a bit modified but
    essentially the same.

    Rage
    Rage is not anger. Rage is clarity and fury combined. Rage is when the
    body's chi burns with the lust of battle. Rage is when a fighter
    glows/burns/leaves shadows/speaks with an unnatural voice/displays eyes
    without iris. Rage is when a fighter kicks ass.

    Rage is a disposable ranging from 0 to 10.
    Rage 0-7 No effect
    Rage 8 Damage +1 on all attacks
    Rage 9 All Techniques +1
    Rage 10 All Physical Attributes +1, All Techniques +1 (ouch.)

    (not cumulative, use only the row at hand)

    Rage is gained when:
    * The fighter is hurt. One point of Rage/point of Health lost.
    * The fighter spends Chi/Willpower to power Special Maneuvers. One
    point of Rage/point of Chi/Willpower spent.
    * A fighter with the Offensive Rage Merit (costs 3 Freebie points)
    damages another fighter. One point/one point as usual. Note that a
    fighter with Offensive Rage does NOT gain Rage when suffering
    damage himself, only when dealing damage.Rage is not gained when:
    * Using Willpower to Abort.* Playing the flute.Rage is lost when:
    * A fighter is knocked out.
    * A fighter calms down after a fight. For simplicity's sake this can
    be when he heals up, i.e. after 15 minutes.

    Full (10) Rage is special:
    * Rage 10 is only maintained for one turn + one turn/dot in Focus
    the fighter has. See example at bottom.
    * After that time has run out, Rage is lost at a Rate of one point/
    turn, until nothing is left.
    * There is nothing to prevent the fighter from gaining more Rage
    while the countdown is underway. The countdown continues though.

    Other notes:
    * Rage does not have any effect until the turn after it is gained.
    This simplifies things slightly. It does!
    * Chi determines how much the fighter shows he is at full Rage. Chi 3
    or below is not visible at all. Chi 6+ is very visible.
    * There is a Background called Fury which gains the fighter a
    permanent Rage trait equal to the level of the Fury. The level is
    deducted from all social rolls but added to Intimidation. And yes,
    I never allow players to choose it. NPC:s only...
    * Skip the Rage gain for Chi/Willpower if there are many NPC:s in the
    fight. Plain Rage = Health points lost is easy. If you involve
    Chi/Willpower, things get harder to keep easy track of.

    Examples:

    * A fighter with Health 13 is at full Rage after suffering 10 Health
    from an unblocked Lightning Leg (he didn't Dizzy). Although the
    Lightning Leg interrupted his attack, a Buffalo Punch, that attack is
    still made without any Rage benifits. Next turn all his Combat Cards are
    at Speed +1, Damage +2 and Move +1 though. Retaliation...

    * A Stamina 4 fighter is Blocking (Block 3). His soak is 7. At Rage 8 it
    is still 7. At Rage 9 his Block gains a temporary dot, raising his soak
    to 8. At Rage 10 he soaks 9 due to increased Block and Stamina. He is
    also one dot harder to Dizzy.

    * A fighter with Rage 9 maintains it until the Storyteller tells him
    it's lost. A fighter with Rage 10 is at Rage 0 in ten turns. (Silly but
    it works.)

    * A fighter with Offensive Rage is at full Rage. He deals damage each
    turn. He has Focus 2. After three turns of full Rage (1 free + Focus 2)
    his Rage drops to 9 for one turn. The 10th point is lost at the very end
    of turn 3, giving him no time to "beat up" some more Rage by hurting
    someone. He inflicts 1 (or more) Health on turn 4 and is back at full
    Rage again, and he will maintain it for another 3 turns.

    * A fresh fighter (Health 10) suffers 10 points of damage. He is at full
    Rage for 0.33 seconds and then hits the dirt. Time to raise Health?

    * A fighter throws a Flaming Dragon Punch and spends a point of
    Willpower to gain an extra die of Damage. He gains 3 Rage (1 Chi, 1
    Willpower and 1 Willpower for extra Damage). His opponent aborts to a
    Block but still suffers 6 Health of Damage. He gains 6 Rage (6 points of
    Damage, nothing for the Willpower spent to abort).

    * A fighter with Focus 0 (nothing) is hit by a 10 Damage Yoga Flame. He
    is Dizzied. He spends his next turn at full Rage but Dizzied. When he
    can act in the following turn his Rage has already decreased to 9. Tough
    shit. Deal with it.

    Ok. That's it for today. Comments please!

    Kristofer

    P.S. Has anyone noticed that Undercover Blues (1993?, Dennis Quaid,
    Kathleen Turner) would make an amusing SF scenario? A married super
    agent couple, lethal in martial arts (Special Forces fit the bill) and
    with broad smiles. And imagine what fun Muerte would be!

    ______________________________________________________

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    Group: streetfighter Message: 595 From: Ryan M Rich Date: 1/16/1999
    Subject: Re: Tekken Styles
    Tekken Styles

    Wang Jinrey: Kung Fu

    Ganryu: Sumo

    Nina & Anna: Jujutsu

    Yoshi, Kuni: (Space) Ninjutsu

    Jin, Kazuya, and Heihachi (Mishima) Karate, thats the concensous.

    King Pro Wrestling

    Baek and Hwoarang: Tae Kwon Do

    Eddy: Capoeira

    Devil is obviously using a derivative of Kazuya's Mishima Karate

    Bruce: Muay Thai



    >Jun Kazama (yay!)
    >"Jun's style seemed to be a derivative of Drunken Style, considering
    >allthe staggering around and cross-stepping she did."
    >
    >Okay, no offense to whoever wrote this, but the thought regarding this
    >idea is not only no, but hell no. Drunken is a lot more erratic-
    >looking. In most documentation, I've seen her martial arts style
    >stated as Bujutsu, or the empty-handed style used by the samurai. IMHO,
    Jun
    >practices a form of Wu Shu. This is mainly because the majority of her
    >techniques are circular in nature, with a lot of whirling, a Chinese
    >style trademark. Not only that, but two of her techniques support
    >this. Her sweeping front kicks spin forward, rather than in reverse.
    Also,
    >her butterfly cartwheel kick is a trademark Wu Shu/Kung Fu maneuver. It
    >rarely is seen in Japanese Styles.


    Her style is listed in Tekken books and on the Tekken 2 website it was
    also Kazama Self Defense (probably would be a family school of the local
    style (since she's Chinese its Wu Shu or Kung Fu)


    >"(Marshall) Law is a Kung Fu man as are Lei and Xiaoyu (Shao-U (just
    >different"


    His style is Capcom officially Martial Arts (I guess his dad is Martial,
    so martial arts isn't so wrong. I'm going to stick with Kung Fu for him
    though.



    >"Julia's is a form of Native American Wrestling (?!?)"
    >(?!?) is right. All of Julia and Michelle's "Wrestling Moves" are
    >Common Maneuvers (i.e. Pile Driver, Headlocks). I wouldn't say that
    their
    >main style is NAW, but rather perhaps Karate, Kung Fu, Kenpo, or maybe
    even
    >Special Forces (Michelle in Tekken 2 reminds me a little bit of Cammy
    >with her thrust kick) with an emphasis on Grappling moves.
    >"but not to be forgotten the Man: King is a Professional Wrestler!"
    >Well, yeah. As far as everyone else, this is simply my opinion:


    Michelle: ?



    >Paul: He continues to annoy me in terms of both character design and
    >style basis. His striking style tends to suggest Pa Kua Chuan ( the
    >style of Kung Fu used by Akira in Virtua Fighter who, in case you
    >haven't noticed, Paul is very similar to). I'd have to stick with
    >saying his style is a form of Kenpo.


    Paul is listed as Jujutsu with his own style added in, so Jujutsu.



    >Lee: I dunno, he seems to be one of those generic fighters, although
    >since he is supposed to be a rip of Law, I think Kung Fu would work,
    >Or perhaps Jeet Kune Do?

    Lee: I think he was a kickboxer? but he's too much like the laws not to
    give him Kung Fu.



    >As for the Ogres, Devil, Alex, whoever the Kangaroo is, Angel,Gon, Dr.
    >B, Kuma, and the Jacks.... well, I think they're just too unique as
    >characters to assign any sort of real world style to them. They're
    >meant to be damage machines without finesse, is my thinking. It doesn't
    >really matter what you give them, just as long as they do damage and
    lots of
    >it.Anyway, those are my thoughts on the whole Tekken conversion thing.
    >It's not as timely as I would have liked, but I think i had some stuff
    to
    >offer. Let me know what you guys think.



    >PPS: Anyone have any working conversions of the following styles:
    >
    >Sebakkha: Egyptian Martial Art named after the crocodile.
    >Dumog: Filipino Grappling
    >Shuai Chiao: Chinese-style grappling.
    >Kuk Sool Won: Korean fighting system.


    Sebakkha, a fictional style (I never)


    Dumog, Wrestling with a few tweaks if you want: the looser must be thrown
    squarely on his back and like Glimae the wrestlers must hold each other's
    belts or waists. the entire object is to throw the opponent.


    Shuai Chiao, just another form of Wrestling (where participants wore
    horned headgear)


    Kuk Sool Won is a blend of Chinese, Japanese and Korean techniques, it
    emphasizes effectiveness of techniques over power. Its fairly new too.

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    Group: streetfighter Message: 596 From: Wayne French Date: 1/16/1999
    Subject: The Compendium
    Some of you were inquiring about a net book for streetfighter . .

    it is done

    http://www.angelfire.com/az/gerospage

    goto links and you'll see Compendium

    take a peak it is for players

    my judges part will be there soon, with in a month

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    Group: streetfighter Message: 597 From: Steve Karstensen Date: 1/17/1999
    Subject: Re: Tekken Styles
    I was the schlub who started the topic, so thanks for the added input.  I'm still far from done in my conversions so any new input is welcome.  Read on for more.
     
    -----Original Message-----
    From: Darrick Chen <dare2live@...>
    To: streetfighter@egroups.com <streetfighter@egroups.com>
    Date: Wednesday, January 13, 1999 6:09 PM
    Subject: [streetfighter] Tekken Styles

    Guys, I know this topic was over an done with a month ago, but I just 
    read it, and I feel I can offer something with my two cents' worth.
    
    Jun Kazama (yay!)
    "Jun's style seemed to be a derivative of Drunken Style, considering 
    allthe staggering around and cross-stepping she did."
    
    Okay, no offense to whoever wrote this, but the thought regarding this 
    idea is not only no, but hell no. Drunken is a lot more erratic- 
    * that would be me.  Reading what you wrote below and, 
    based on a *very* nice book on Chinese Wu Shu that I bought in England,
    I'm inclined to either change my conversion to straight Wu Shu or
    make it a Wu Shu/Drunken hybrid.
    "Forest Law fights an awful lot like Bruce Lee.  Shouldn't he be JKD?"
    
    Well, actually, since Forest Law is essentially  Marshall, it stands to 
    reason that their styles are the same. A lot of people equate all Bruce 
    Lee-like fighters with JKD, mainy because he invented the style, but 
    remember that Lee started out in Kung Fu (Wing Chun, to be precise).
    
    * This is true, but I just felt there weren't enough JKD fighters in my
    campaign world. :)  (I am also cheezed because while I was away, my dad
    ruined my copy of Enter the Dragon... die, dad! die!)
    "Julia's is a form of Native American Wrestling (?!?)"
    
    (?!?) is right. All of Julia and Michelle's "Wrestling Moves" are Common 
    Maneuvers (i.e. Pile Driver, Headlocks). I wouldn't say that their main 
    style is NAW, but rather perhaps Karate, Kung Fu, Kenpo, or maybe even 
    Special Forces (Michelle in Tekken 2 reminds me a little bit of Cammy 
    with her thrust kick) with an emphasis on Grappling moves.
    
    * Perfect.  Just as I recently introduced an Italian who knows Spanish
    Ninjitsu to break my players of the "All Spanish people work for Vega"
    stereotype, so should I make a Special Forces chick in a Pocahontas
    costume.  Still, there's almost no NAWs in my campaign... what to do,
    what to do?
    Paul: He continues to annoy me in terms of both character design and 
    
    * Paul is a freakin' lamer.  In that red gi, he looks like the result of
    Ken pissing off Guile and being held down while Guile rearranges his
    hair to make him look 'cooler'.  He ain't makin' it to my campaign world
    anytime soon.
    Baek and Hwoarang: Obviously Tae Kwon Do, although Hwaroang was named 
    after the Korean Hwarang Knights. Hwarang-Do (see Warrior's World) is 
    based on their style.
    * I like Hwoarang.  He's going to be TKD, with lots of Double-Hit Kick
    combos and few specials.
    
    
    Nina and Anna: Most documentation state that they practice "Bone Martial 
    Arts". HUH!? IMHO, with the amount of chained grapple maneuvers combined 
    with surprisingly brutal strikes, I'd definitely have to say Jujutsu 
    with maybe a cross-stylization with Aikido.
    * When I converted Nina I made her Special Forces with moves like Dislocate
    Limb.  Special Forces uses Aikido and Ju Jitsu moves so it works well.
    Plus, she wore camouflage and that kinda influenced my decision...
    
    Darrick
    
    PS: Anyone have any working conversions of the Virtua Fighter, Fatal 
    Fury, or King of Fighters characters?
    *I've done a few of the Virtua Fighter characters; Sarah and Akira,
    and I'm working on Shun Di, Lau Chan, and Jeffry McWild... If anyone
    is interested in the Dead or Alive fighters, I've done them all save Bass
    and the weird female hidden character whom I've only seen once and have
    yet to unlock.  Her name escapes me...
    
    
    
    

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    Group: streetfighter Message: 598 From: Steve Karstensen Date: 1/17/1999
    Subject: Re: A fan net book?
    I'll be glad to host or link to the book when it's available.  Sounds like a good idea...
     
    -----Original Message-----
    From: Darrick Chen <dare2live@...>
    To: streetfighter@egroups.com <streetfighter@egroups.com>
    Date: Wednesday, January 13, 1999 8:42 PM
    Subject: [streetfighter] A fan net book?

    Hey guys,
    
    This is something that's been rolling around in my head for awhile:
    
    Two facts are:
    
    There hasn't been a source book released for Street Fighter since its 
    cancellation.
    
    and
    
    I have been seeing a lot of great amterial posted on this list, with a 
    lot of potential.
    
    So, here's my idea, what if some of us, probably someone with a great 
    deal of both patience and free time were to collect all of the material 
    posted to the list and amalgamate it into a viable, universally 
    accepted, honest-to-goodness source book?
    
    Think about it, we'd have the best ideas collected in one area, making 
    it easily accessible, and we'd be able to distribute it as a fan work. 
    (I.E. we couldn't really charge anything, but then Capcom or White Wolf 
    wouldn't be able to sue our posteriors).
    
    We could just form a site for it on the net, or perhaps actually produce 
    it as a BOOK (Kinko's anyone?) and distribute it at gaming cons or 
    whatever, and oly charge production cost. Admittedly, we wouldn't be 
    able to make a profit, but it would be dang cool.
    
    Any thoughts?
    
    Darrick
    
    
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    Group: streetfighter Message: 599 From: Steve Karstensen Date: 1/17/1999
    Subject: Re: Kung Fu(s)
    Yes. :)  Plus it gives players a bit more to work with.
     
    Manager: "Okay, your opponent is Ling, and she's a Kung Fu fighter."
     
    Player: "Wow, that tells me a LOT.  Not."
     
    what's better is;
     
    Manager: "Okay, your opponent is Lion.  He's a Mantis Kung Fu fighter."
     
    Player: "Mental Note: Don't get grabbed."
     
    -
    Concerning Kung Fu and its sub-styles.
    
    The best way to simulate different Kung Fu styles is simply to buy moves 
    corresponding to that style.
    
    
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    Group: streetfighter Message: 600 From: Steve Karstensen Date: 1/17/1999
    Subject: An E-mail I received
    "Names Redd. E-mail at Lord_Kirtan@.... I run. I debate. I
    need fresh blood. (Players that is) I live in Virginia in Newport News
    on the Penninsula. Hampton Roads for the uninformed. Love ta hear from
    any interested players."




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    Group: streetfighter Message: 601 From: Steve Karstensen Date: 1/17/1999
    Subject: Re: Tekken Styles
    Marshall Law.  Marshall Arts.  Boooo.  Pun. Pun.
     
    I knew Jun created her own style (Kazuya Self Defense) but I wanted to know what to base it off of...
     
    -----Original Message-----
    From: Ryan M Rich <leonardsmalls@...>
    To: streetfighter@egroups.com <streetfighter@egroups.com>
    Date: Saturday, January 16, 1999 3:23 PM
    Subject: [streetfighter] Re: Tekken Styles

    
    
    Tekken Styles
    
    Wang Jinrey: Kung Fu
    
    Ganryu: Sumo
    
    Nina & Anna: Jujutsu
    
    Yoshi, Kuni: (Space) Ninjutsu
    
    Jin, Kazuya, and Heihachi  (Mishima) Karate, thats the concensous.
    
    King Pro Wrestling
    
    Baek and Hwoarang: Tae Kwon Do
    
    Eddy: Capoeira
    
    Devil is obviously using a derivative of Kazuya's Mishima Karate
    
    Bruce: Muay Thai
    
    
    
    
    >Jun Kazama (yay!) >"Jun's style seemed to be a derivative of Drunken Style, considering >allthe staggering around and cross-stepping she did." > >Okay, no offense to whoever wrote this, but the thought regarding this >idea is not only no, but hell no. Drunken is a lot more erratic- >looking. In most documentation, I've seen her martial arts style >stated as Bujutsu, or the empty-handed style used by the samurai. IMHO,
    Jun
    >practices a form of Wu Shu. This is mainly because the majority of her >techniques are circular in nature, with a lot of whirling, a Chinese >style trademark. Not only that, but two of her techniques support >this. Her sweeping front kicks spin forward, rather than in reverse.
    Also,
    >her butterfly cartwheel kick is a trademark Wu Shu/Kung Fu maneuver. It >rarely is seen in Japanese Styles.
    Her style is listed in Tekken books and on the Tekken 2 website it was also Kazama Self Defense (probably would be a family school of the local style (since she's Chinese its Wu Shu or Kung Fu)
    >"(Marshall) Law is a Kung Fu man as are Lei and Xiaoyu (Shao-U (just >different"
    His style is Capcom officially Martial Arts (I guess his dad is Martial, so martial arts isn't so wrong. I'm going to stick with Kung Fu for him though.
    >"Julia's is a form of Native American Wrestling (?!?)" >(?!?) is right. All of Julia and Michelle's "Wrestling Moves" are >Common Maneuvers (i.e. Pile Driver, Headlocks). I wouldn't say that
    their
    >main style is NAW, but rather perhaps Karate, Kung Fu, Kenpo, or maybe
    even
    >Special Forces (Michelle in Tekken 2 reminds me a little bit of Cammy >with her thrust kick) with an emphasis on Grappling moves. >"but not to be forgotten the Man: King is a Professional Wrestler!" >Well, yeah. As far as everyone else, this is simply my opinion:
    Michelle: ?
    >Paul: He continues to annoy me in terms of both character design and >style basis. His striking style tends to suggest Pa Kua Chuan ( the >style of Kung Fu used by Akira in Virtua Fighter who, in case you >haven't noticed, Paul is very similar to). I'd have to stick with >saying his style is a form of Kenpo.
    Paul is listed as Jujutsu with his own style added in, so Jujutsu.
    >Lee: I dunno, he seems to be one of those generic fighters, although >since he is supposed to be a rip of Law, I think Kung Fu would work, >Or perhaps Jeet Kune Do?
    Lee: I think he was a kickboxer? but he's too much like the laws not to give him Kung Fu.
    >As for the Ogres, Devil, Alex, whoever the Kangaroo is, Angel,Gon, Dr. >B, Kuma, and the Jacks.... well, I think they're just too unique as >characters to assign any sort of real world style to them. They're >meant to be damage machines without finesse, is my thinking. It doesn't >really matter what you give them, just as long as they do damage and
    lots of
    >it.Anyway, those are my thoughts on the whole Tekken conversion thing. >It's not as timely as I would have liked, but I think i had some stuff
    to
    >offer. Let me know what you guys think. >PPS: Anyone have any working conversions of the following styles: > >Sebakkha: Egyptian Martial Art named after the crocodile. >Dumog: Filipino Grappling >Shuai Chiao: Chinese-style grappling. >Kuk Sool Won: Korean fighting system.
    Sebakkha, a fictional style (I never) Dumog, Wrestling with a few tweaks if you want: the looser must be thrown squarely on his back and like Glimae the wrestlers must hold each other's belts or waists. the entire object is to throw the opponent. Shuai Chiao, just another form of Wrestling (where participants wore horned headgear) Kuk Sool Won is a blend of Chinese, Japanese and Korean techniques, it emphasizes effectiveness of techniques over power. Its fairly new too. ___________________________________________________________________ You don't need to buy Internet access to use free Internet e-mail. Get completely free e-mail from Juno at http://www.juno.com/getjuno.html or call Juno at (800) 654-JUNO [654-5866]

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    Group: streetfighter Message: 602 From: Kristofer Lundstrom Date: 1/17/1999
    Subject: Rule #2 (Glory)
    Time for lesson #2.

    Why buy Glory? In game terms, Honor is approx 7.4 times better. Group A
    in my campaign figured that out in less than 3.7 seconds and bought a
    group total of 9 Honor and nill Glory.

    But Glory grows on players. Suddenly they are comparing Glory and
    actually using it as a way of measuring who is best at the moment. Glory
    suddenly turns cool. Glory is suddenly desired.

    Then the poor players are going to start from scratch with new
    characters. Honor which is better by the book, or Glory which is
    generally a status meeter?

    Somewhere along these lines I invented a very simple rule.

    * A fighter can not have more dots in Physical Attributes than he has
    permanents dots in Glory +10. I.e. the 3 free dots (one each ya know),
    the 7 dots 99% of all beginning fighters place there and then one extra
    dot per point of Glory. By Freebie or Experience.

    A side effect is that bad guys suddenly turned lethal. "Bad guys" being
    guys without Honor that is. Not only do they Roundhouse Dizzied
    opponents but they are allowed higher Physicals too.

    As always; comments?

    Kristofer

    PS. And lets all welcome Skarsten back from London!

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