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BY: MATT MEADE, SFRPG.

COM
Beta 0.43
06/24/16

FOR

THE STORYTELLING GAME


CREDITS
Written by: Matt Meade

With character bios written by: Benjamin Terry

Editing: Matt Meade, Benjamin Terry

Playtesters: Ryan Levie, Jason Honea, Jerry Murray,


Matt Meade

Special thanks to: Chris Hoffmann, The Yahoo! Group,


Danyal Herder, Eric Hren, Brendan Green, and Chauncy
"Tru" Talon

Extra Special thanks to: Benjamin Terry for contributing


the character bios, creating SF20, and general inspiration
and friendship, all of which kept this project going instead
of stalled forever.

Artwork, used with permission:

Front-cover artwork commission by


http://jaimito.deviantart.com

Page 5 Cammy/Dolls image by Michael Mayne


http://michaelmayne.deviantart.com/

Page 66, 68 Juni and Juli by: 勇虫 Isamumushi


http://www.pixiv.net/member.php?id=11172

Page 118 World Warriors artwork by


http://armycom.deviantart.com/

Back-cover warp background by Benjamin Terry

Dedicated to my son Max

Legal: Original content and adaptations are licensed


under a Creative Commons Attribution-NonCommercial-
NoDerivs 3.0 Unported (CC BY-NC-ND 3.0). Attribute to
“Matt Meade at sfrpg.com”. You have the author's
permission to print this document.

This e-book was made by fans of Street Fighter: The


Storytelling Game (1994) and is not for resale. All
characters are property of CapcomTM. The Storyteller
System is property of White WolfTM. Use and adaptation
of the artwork, game mechanics, and characters does not
imply ownership. This is not the greatest game in the
world, this is just a tribute.
TABLE OF CONTENTS

CHAPTER ONE: INTRODUCTION 6-7


CHAPTER TWO: SETTING 8-13
CHAPTER THREE: HOUSE RULES 14
CHAPTER FOUR: TRAITS AND SYSTEMS 15-16
1

CHAPTER FIVE: THE WORLD WARRIORS 17-118


CHAPTER SIX: STYLES 119-129
CHAPTER SEVEN: SPECIAL MANEUVERS 130-149
CHAPTER EIGHT: COMBAT 150-152
APPENDIX 1: ERRATA 153-156
1

APPENDIX 2: MINIONS AND WARRIORS 157


Chapter 1:
Chapter 1: Introduction

Chapter 1: Introduction
INTRODUCTION
“As a man of my word, I’ll keep my promise to you. Here is The updates are scheduled as follows:
the G file! The project has already begun and there is
nothing you can do to stop it!” - Gill

When I first opened my site around 1999 (called STREET FIGHTER IV 


“Matt’s Conversions” at the time), my main goal This will include: Abel, C.Viper, Decapre, El
was to analyze all the Street Fighter video games Fuerte, Gouken, Hakan, Juri, Poison, Rufus,
that were released after Street Fighter: The and Seth, along with setting information.
Storytelling Game went out of print, and convert
them for use in the Storyteller Game.
STREET FIGHTER III 
In the beginning my approach was not only to add
every detail of the new video games, but to
This will include: Alex, Dudley, Elena, Gill,
“correct” the existing material to match them. Hugo, Ibuki, Makoto, Necro, Oro, Q, Remy,
Sean, Twelve, Urien, Yang and Yun, along
I’m a little older and wiser now. In retrospect, this with setting information.
approach made the game too convoluted.

The release of Street Fighter IV has prompted me STREET FIGHTER ALPHA: PART A 
to reboot the project, but this time with a new This will include: Adon, Akuma, Birdie,
approach. Rather than trying to shoe-horn in Charlie, Cody, Dan, Gen and Guy, along with
every detail of the video games, I plan to follow setting information.
the example laid out by the original source
material and focus on playability. Every detail
doesn’t have to be 100% accurate. STREET FIGHTER ALPHA: PART B 
With a little luck this will keep the project from This will include: Juli, Juni, Karin, R.Mika,
stalling out, and produce a finer quality product in Rolento, Rose, Sakura and Sodom, along
the end (you may have noticed I am also better with setting information.
with layout this time around).

Even playing fast-and-loose with the video games STREET FIGHTER V 


however, there is still a lot of material and it can This will include: F.A.N.G, Laura, Necalli and
be unwieldy, so bear with me as I work on this in Rashid, along with setting information. This
my small amount of free time :-) one is on hold until we know more about the
story, which releases in June 2016.

STREET FIGHTER 
This will include: Eagle, Geki, Joe, Lee, Mike
and Retsu, along with setting information.

MISC 
This will include: Maki, Ingrid, Supporting
Cast, Blind Fighting Rules, Animal
Companion Rules Story Aids, Misc.
Chapter 2:
Chapter 2: Setting

Chapter 2: Setting
SETTING
"Where there is only a choice between cowardice and
violence, I would advise violence." - Mohandas Gandhi
STREET FIGHTER ALPHA
The Alpha series takes place from 1987 to 1990. Shadoloo
emerges as the main protagonist and much of the plot

TIMELINES revolves around M. Bison seeking a fighter strong enough to


serve as his new body (M. Bison can transfer his soul to
different bodies).
There are many different timelines in Street Fighter that
Later Bison develops the “Psycho Drive” which gives him
correspond to the different video games. As always, the
energy taken from the negative emotions of people all over
storyteller has final say with the setting, and can adjust dates
the world.
and other details according to her personal tastes.
Cammy is still under Bison’s control during this time, along
with 12 other girls that formed Bison’s elite team called the
Dolls who were sent out to do Bison’s bidding.

STREET FIGHTER Through the combined efforts of Interpol and the US Military,
The original Street Fighter was set in 1987 a much more including Chun Li, Charlie, and Guile, Bison is finally
innocent time. Shadoloo operated mostly behind the scenes destroyed. His soul however, takes over Rose’s body and he
and the focus of the story was a legitimate fighting rebuilds Shadoloo in her body until his scientists can create
tournament to determine who was “World’s Strongest”. a new body for him. Rose is released at this time and has no
memory of what occurred while she was possessed.
Not happy with simply being the emperor of Muay Thai,
Sagat held the first tournament to test his skills against other
fighting styles. He was dethroned by Ryu, an up and coming
Shotokan stylist who defeated the reigning champ with a
Dragon Punch so powerful it left a huge scar across Sagat’s
chest.

Ryu wanted to ask his sensei Gouken about the strange


power he felt inside him during that match, but found
Gouken apparently dead when he returned home, murdered
by his brother Akuma according to Ken, who had seen the
end of the battle.

While all this was going on, Metro City had it’s own
problems. Mayor Mike Haggar along with Cody and Guy set
about cleaning up the streets after Haggar’s daughter
Jessica was kidnapped by the Mad Gear gang.
STREET FIGHTER II
Chapter 2: Setting

Chapter 2: Setting
The second World Warrior tournament happened in 1993.
The setting is described in detail in the main sourcebook.

Storytellers may want to remove the part about Bison’s


mysterious meteor that gives him power, and instead go
back to the idea that Bison is an evil psychic.

Akuma could be found in the Street Fighter II setting, looking


for powerful fighters to face off with (Possibly the player
characters?).

STREET FIGHTER IV
Shadoloo has fallen but many strange incidents all over the
world make Guile, Cammy, and Chun Li suspect that maybe STREET FIGHTER III
it is returning. The trail leads them to S.I.N., a weapons Taking place in 1998 and 1999, this setting revolves around
developer and manufacturer run by the mysterious Seth. a tournament hosted by Gill, the leader of the mysterious
Illuminati organization.
Seth is actually one of several experimental bodies created
as a backup body for M. Bison’s soul to inhabit. Seth has While it is unclear what his true motivations are, he
grown independent however and has his own plans to run considers himself a god and seems to think he will be
things himself. leading the world into a new utopian age of paradise. He
holds a tournament to find strong fighters that can help
The B.L.E.C.E. project is a weapon Seth is working on that usher in this new age.
could give ordinary people Chi powers. Like Bison, Seth is
very interested in the power that lies in Ryu, but the power is While it’s unclear if Gill should be considered “evil”, he does
sealed later by Gouken who turns out to be alive after all. dabble in some shady hobbies such as controlling world
events from behind the scenes, and creating an army of
Seth holds a tournament to find powerful fighters from all genetically engineered super-soldiers.
over the world to study and incorporate into the B.L.E.C.E.
project.

Bison’s scientists manage to create a new, slightly inferior


body and resurrect him and Bison plans to tie up loose ends
by putting Seth in his place.

STREET FIGHTER V
Shadoloo begins a new campaign to take over the world
called Project C.H.A.I.N.S. which is overseen by F.A.N.G

Project C.H.A.I.N.S. involves a series of flying spherical


weapon (possibly a satellite) but someone has stolen their
control keys.

It is during this chaotic period that the Illuminati becomes


involved, resurrecting Charlie Nash.

To make matters worse, Necalli, the avatar of an ancient


Aztec God has awakened to devour the souls of powerful
warriors.
THE WORLD WARRIORS El Fuerte: El Fuerte is renowned in the world of Mexican
Chapter 2: Setting

Chapter 2: Setting
Wrestling, and also culinary circles. He enters tournaments
to travel the world collecting exotic local recipes.
Several new World Warriors enter the fray in this
supplement. All are based on characters from the video Elena: Elena is an upbeat African princess who left her
game series, and will be outlined here. tribe to study abroad like her father before her. Capoeira is a
tradition in her tribe, and she seeks to make friends all over
the globe by engaging them in this "dance".

CHAMPIONSHIP ROLL CALL F.A.N.G: Lorem ipsum dolor sit amet, consectetur
adipiscing elit. Maecenas hendrerit vestibulum laoreet.
Donec quam tortor, ornare venenatis rutrum vitae, vulputate
Abel: This honorable French MMA fighter is trying to unlock
ac tortor. Phasellus ullamcorper efficitur ligula ac
the secret of his amnesia. The first thing he can remember is elementum.
narrowly escaping a burning Shadoloo base.
Geki: Lorem ipsum dolor sit amet, consectetur adipiscing
Adon: Lorem ipsum dolor sit amet, consectetur adipiscing
elit. Maecenas hendrerit vestibulum laoreet. Donec quam
elit. Maecenas hendrerit vestibulum laoreet. Donec quam tortor, ornare venenatis rutrum vitae, vulputate ac tortor.
tortor, ornare venenatis rutrum vitae, vulputate ac tortor. Phasellus ullamcorper efficitur ligula ac elementum.
Phasellus ullamcorper efficitur ligula ac elementum.
Gen: Lorem ipsum dolor sit amet, consectetur adipiscing
Akuma: Lorem ipsum dolor sit amet, consectetur adipiscing
elit. Maecenas hendrerit vestibulum laoreet. Donec quam
elit. Maecenas hendrerit vestibulum laoreet. Donec quam tortor, ornare venenatis rutrum vitae, vulputate ac tortor.
tortor, ornare venenatis rutrum vitae, vulputate ac tortor. Phasellus ullamcorper efficitur ligula ac elementum.
Phasellus ullamcorper efficitur ligula ac elementum.
Gill: Gill is the head of the Illuminati. Genetically engineered
Alex: An orphan from NYC, Alex sought revenge on Gill for
and hand picked as the best of all the potential candidates,
injuring a family member in a match. He finally got it by he seeks to usher the world into an age of enlightenment by
defeating Gill and winning the tournament. Now he travels to embracing the duality in the nature of all things. Though the
improve his fighting and see the world. ends he seeks are noble, he uses highly questionable
means.
Birdie: Lorem ipsum dolor sit amet, consectetur adipiscing
elit. Maecenas hendrerit vestibulum laoreet. Donec quam Gouken: Thought to be dead after his battle with Akuma,
tortor, ornare venenatis rutrum vitae, vulputate ac tortor. this master of Shotokan Karate (and sensei of Ryu and Ken)
Phasellus ullamcorper efficitur ligula ac elementum. is now back on the scene after regaining consciousness.

Charlie: Lorem ipsum dolor sit amet, consectetur Guy: Lorem ipsum dolor sit amet, consectetur adipiscing
adipiscing elit. Maecenas hendrerit vestibulum laoreet. elit. Maecenas hendrerit vestibulum laoreet. Donec quam
Donec quam tortor, ornare venenatis rutrum vitae, vulputate tortor, ornare venenatis rutrum vitae, vulputate ac tortor.
ac tortor. Phasellus ullamcorper efficitur ligula ac Phasellus ullamcorper efficitur ligula ac elementum.
elementum.
Hakan: Hakan is a master of Turkish oil wrestling, and also
Cody: Lorem ipsum dolor sit amet, consectetur adipiscing
the owner of one of the world's largest extra virgin olive oil
elit. Maecenas hendrerit vestibulum laoreet. Donec quam manufacturing companies.
tortor, ornare venenatis rutrum vitae, vulputate ac tortor.
Phasellus ullamcorper efficitur ligula ac elementum.
Hugo: Once serving as muscle for the Mad Gear gang, this
giant German powerhouse has since left to pursue a career
Crimson Viper: Crimson Viper is a CIA agent who juggles
in professional wrestling with Poison as his manager. They
being a single parent with working undercover for SIN using travel around seeking powerful fighters for their stable.
the alias "Maya".
Ingrid: Lorem ipsum dolor sit amet, consectetur adipiscing
Dan Hibiki: Lorem ipsum dolor sit amet, consectetur
elit. Maecenas hendrerit vestibulum laoreet. Donec quam
adipiscing elit. Maecenas hendrerit vestibulum laoreet. tortor, ornare venenatis rutrum vitae, vulputate ac tortor.
Donec quam tortor, ornare venenatis rutrum vitae, vulputate Phasellus ullamcorper efficitur ligula ac elementum.
ac tortor. Phasellus ullamcorper efficitur ligula ac
elementum.
Ibuki: A teenager from a ninja village who skipped class to
meet cute guys at the SIN tournament, stole secret files from
Decapre: This Russian fighter is one of Bison's elite Dolls.
Gill at his tournament on a clan assignment, and flirted her
Completely under his mind control, her past is shrouded in way to victory against Oro to pass her final exam and
mystery. graduate ninja academy.

Dudley: This wealthy Englishman is a professional boxer Joe: Lorem ipsum dolor sit amet, consectetur adipiscing elit.
who fights to rebuild his father's fortune. He finally got back Maecenas hendrerit vestibulum laoreet. Donec quam tortor,
the last thing his father lost, a car, by impressing Gill at the ornare venenatis rutrum vitae, vulputate ac tortor. Phasellus
tournament, who purchased the car earlier on the black ullamcorper efficitur ligula ac elementum.
market.
Juli: Lorem ipsum dolor sit amet, consectetur adipiscing elit.
Eagle: Lorem ipsum dolor sit amet, consectetur adipiscing
Maecenas hendrerit vestibulum laoreet. Donec quam tortor,
elit. Maecenas hendrerit vestibulum laoreet. Donec quam ornare venenatis rutrum vitae, vulputate ac tortor. Phasellus
tortor, ornare venenatis rutrum vitae, vulputate ac tortor. ullamcorper efficitur ligula ac elementum.
Phasellus ullamcorper efficitur ligula ac elementum.
questioning having been spotted at the scene of murders all
Juni: Lorem ipsum dolor sit amet, consectetur adipiscing over the world at almost the same time (?!) He seems to
make mechanical noises at times but can also be heard
Chapter 2: Setting
elit. Maecenas hendrerit vestibulum laoreet. Donec quam

Chapter 2: Setting
tortor, ornare venenatis rutrum vitae, vulputate ac tortor. breathing.
Phasellus ullamcorper efficitur ligula ac elementum.
Rainbow Mika: Lorem ipsum dolor sit amet, consectetur
Juri: Besides being a master of Taekwondo, Juri Han was a adipiscing elit. Maecenas hendrerit vestibulum laoreet.
fairly normal girl until Bison killed her parents. The eye she Donec quam tortor, ornare venenatis rutrum vitae, vulputate
lost in that confrontation has since been replaced by SIN ac tortor. Phasellus ullamcorper efficitur ligula ac
with a cybernetic one, and she leverages the opportunities elementum.
from working at SIN to seek her revenge.
Rashid: Lorem ipsum dolor sit amet, consectetur adipiscing
Karin: Lorem ipsum dolor sit amet, consectetur adipiscing elit. Maecenas hendrerit vestibulum laoreet. Donec quam
elit. Maecenas hendrerit vestibulum laoreet. Donec quam tortor, ornare venenatis rutrum vitae, vulputate ac tortor.
tortor, ornare venenatis rutrum vitae, vulputate ac tortor. Phasellus ullamcorper efficitur ligula ac elementum.
Phasellus ullamcorper efficitur ligula ac elementum.
Remy: Remy's father abandoned his family to become a
"true warrior", and his older sister has died. For this Remy
Laura: Lorem ipsum dolor sit amet, consectetur adipiscing despises all fighters. After Gill's tournament however he is
finally able to let go of the past.
elit. Maecenas hendrerit vestibulum laoreet. Donec quam
tortor, ornare venenatis rutrum vitae, vulputate ac tortor.
Phasellus ullamcorper efficitur ligula ac elementum. Retsu: Lorem ipsum dolor sit amet, consectetur adipiscing
elit. Maecenas hendrerit vestibulum laoreet. Donec quam
tortor, ornare venenatis rutrum vitae, vulputate ac tortor.
Lee: Lorem ipsum dolor sit amet, consectetur adipiscing elit. Phasellus ullamcorper efficitur ligula ac elementum.
Maecenas hendrerit vestibulum laoreet. Donec quam tortor,
ornare venenatis rutrum vitae, vulputate ac tortor. Phasellus
Rolento: Lorem ipsum dolor sit amet, consectetur
ullamcorper efficitur ligula ac elementum.
adipiscing elit. Maecenas hendrerit vestibulum laoreet.
Donec quam tortor, ornare venenatis rutrum vitae, vulputate
Maki: Lorem ipsum dolor sit amet, consectetur adipiscing ac tortor. Phasellus ullamcorper efficitur ligula ac
elit. Maecenas hendrerit vestibulum laoreet. Donec quam elementum.
tortor, ornare venenatis rutrum vitae, vulputate ac tortor.
Phasellus ullamcorper efficitur ligula ac elementum.
Rose: Lorem ipsum dolor sit amet, consectetur adipiscing
elit. Maecenas hendrerit vestibulum laoreet. Donec quam
Makoto: This rough and tumble Japanese Karate girl was tortor, ornare venenatis rutrum vitae, vulputate ac tortor.
put in charge of her once-great family dojo after her father Phasellus ullamcorper efficitur ligula ac elementum.
died. Since then she's been struggling to keep it going and
entering tournaments to rebuild the dojo's reputation. She
Rufus: This tough biker taught himself Kung Fu, and
finally succeeds after Gill's tournament, after that people
considers himself the greatest martial artist in America. He
come from far and wide to enroll.
has a one sided rivalry with Ken Masters (the actual #1
fighter in America) that has become an obsession.
Mike: Lorem ipsum dolor sit amet, consectetur adipiscing
elit. Maecenas hendrerit vestibulum laoreet. Donec quam
Sakura: Lorem ipsum dolor sit amet, consectetur adipiscing
tortor, ornare venenatis rutrum vitae, vulputate ac tortor.
elit. Maecenas hendrerit vestibulum laoreet. Donec quam
Phasellus ullamcorper efficitur ligula ac elementum.
tortor, ornare venenatis rutrum vitae, vulputate ac tortor.
Phasellus ullamcorper efficitur ligula ac elementum.
Necalli: Lorem ipsum dolor sit amet, consectetur adipiscing
elit. Maecenas hendrerit vestibulum laoreet. Donec quam Sean: Sean is a hot-blooded young man who hates to lose.
tortor, ornare venenatis rutrum vitae, vulputate ac tortor. His passions are Karate and basketball (he played in
Phasellus ullamcorper efficitur ligula ac elementum. college). He started training under his Japanese grandfather
(though he hails from Brazil he is only half Brazilian) and
Necro: Tricked into joining Gill's organization, Necro was then moved on to bring Ken's pupil.
enslaved and used as an experimental prototype for Twelve.
He was to be destroyed afterwards, but a fellow mutant and Seth: #15 of 28 cyborg bodies created to act as a
love interest from the lab saved him. Now they are replacement body for M.Bison. He developed free will
constantly on the run from agents of the organization, spontaneously and acts as CEO of SIN, where he kidnaps
because they know too much. fighters for experimentation and holds tournaments to
analyze and incorporate fighting techniques from many
Oro: This ancient mystical hermit is looking for someone fighters.
worthy enough to pass on his Senjutsu fighting style to. He
eventually chooses Ryu after meeting him in Gill's Sodom: Lorem ipsum dolor sit amet, consectetur adipiscing
tournament, and they leave to go train before the tournament elit. Maecenas hendrerit vestibulum laoreet. Donec quam
is even over, disqualifying them both. tortor, ornare venenatis rutrum vitae, vulputate ac tortor.
Phasellus ullamcorper efficitur ligula ac elementum.
Poison Kiss: She grew up in an orphanage, and turned to
a life of crime. To survive on the mean streets she joined the Twelve: Twelve was created by Dr Kure in an Illuminati lab
Mad Gear gang. Later she left that life behind and became a along with many other numbered beings just like him. After
pro wrestling manager (managing Hugo). Now she's always each mission his cells are regenerated and his cybernetic
looking for new fighters for her stable. brain is wiped back to its default state. After Necro (a
prototype of Twelve) and Effie escaped he was sent to
Q: The CIA refers to him as "the man in the trench coat", but eliminate them. What no one realizes is that he is close to
haven't found any details about him yet. He's wanted for
achieving agency and self awareness, and may already Stick Fighting: Lorem ipsum dolor sit amet, consectetur
have by the end of the Illuminati timeline. adipiscing elit. Maecenas hendrerit vestibulum laoreet.
Donec quam tortor, ornare venenatis rutrum vitae, vulputate
Chapter 2: Setting

Chapter 2: Setting
Urien: Lorem ipsum dolor sit amet, consectetur adipiscing ac tortor. Phasellus ullamcorper efficitur ligula ac
elit. Maecenas hendrerit vestibulum laoreet. Donec quam elementum.
tortor, ornare venenatis rutrum vitae, vulputate ac tortor.
Phasellus ullamcorper efficitur ligula ac elementum. Taekwondo: Lorem ipsum dolor sit amet, consectetur
adipiscing elit. Maecenas hendrerit vestibulum laoreet.
Yang: Lorem ipsum dolor sit amet, consectetur adipiscing Donec quam tortor, ornare venenatis rutrum vitae, vulputate
elit. Maecenas hendrerit vestibulum laoreet. Donec quam ac tortor. Phasellus ullamcorper efficitur ligula ac
tortor, ornare venenatis rutrum vitae, vulputate ac tortor. elementum.
Phasellus ullamcorper efficitur ligula ac elementum.

Yun: Lorem ipsum dolor sit amet, consectetur adipiscing


elit. Maecenas hendrerit vestibulum laoreet. Donec quam
tortor, ornare venenatis rutrum vitae, vulputate ac tortor.
PLACES
Phasellus ullamcorper efficitur ligula ac elementum.
Goukento: Lorem ipsum dolor sit amet, consectetur

FIGHTING STYLES
adipiscing elit. Maecenas hendrerit vestibulum laoreet.
Donec quam tortor, ornare venenatis rutrum vitae, vulputate
ac tortor. Phasellus ullamcorper efficitur ligula ac
elementum.
Brawling: Lorem ipsum dolor sit amet, consectetur
adipiscing elit. Maecenas hendrerit vestibulum laoreet. Metro City: Lorem ipsum dolor sit amet, consectetur
Donec quam tortor, ornare venenatis rutrum vitae, vulputate adipiscing elit. Maecenas hendrerit vestibulum laoreet.
ac tortor. Phasellus ullamcorper efficitur ligula ac Donec quam tortor, ornare venenatis rutrum vitae, vulputate
elementum. ac tortor. Phasellus ullamcorper efficitur ligula ac
elementum.
Bushinryu: Lorem ipsum dolor sit amet, consectetur
adipiscing elit. Maecenas hendrerit vestibulum laoreet. Unknown Mediterranean Island: Lorem ipsum dolor
Donec quam tortor, ornare venenatis rutrum vitae, vulputate sit amet, consectetur adipiscing elit. Maecenas hendrerit
ac tortor. Phasellus ullamcorper efficitur ligula ac vestibulum laoreet. Donec quam tortor, ornare venenatis
elementum. rutrum vitae, vulputate ac tortor. Phasellus ullamcorper
efficitur ligula ac elementum.
Mixed Martial Arts: Lorem ipsum dolor sit amet,

GROUPS
consectetur adipiscing elit. Maecenas hendrerit vestibulum
laoreet. Donec quam tortor, ornare venenatis rutrum vitae,
vulputate ac tortor. Phasellus ullamcorper efficitur ligula ac
elementum.
Delta Red: Lorem ipsum dolor sit amet, consectetur
Programming: Lorem ipsum dolor sit amet, consectetur adipiscing elit. Maecenas hendrerit vestibulum laoreet.
adipiscing elit. Maecenas hendrerit vestibulum laoreet. Donec quam tortor, ornare venenatis rutrum vitae, vulputate
Donec quam tortor, ornare venenatis rutrum vitae, vulputate ac tortor. Phasellus ullamcorper efficitur ligula ac
ac tortor. Phasellus ullamcorper efficitur ligula ac elementum.
elementum.
Dolls: Lorem ipsum dolor sit amet, consectetur adipiscing
Rindoukan Karate: Lorem ipsum dolor sit amet, elit. Maecenas hendrerit vestibulum laoreet. Donec quam
consectetur adipiscing elit. Maecenas hendrerit vestibulum tortor, ornare venenatis rutrum vitae, vulputate ac tortor.
laoreet. Donec quam tortor, ornare venenatis rutrum vitae, Phasellus ullamcorper efficitur ligula ac elementum.
vulputate ac tortor. Phasellus ullamcorper efficitur ligula ac
elementum.
Illuminati: Lorem ipsum dolor sit amet, consectetur
adipiscing elit. Maecenas hendrerit vestibulum laoreet.
Saikyo Ryu: Lorem ipsum dolor sit amet, consectetur Donec quam tortor, ornare venenatis rutrum vitae, vulputate
adipiscing elit. Maecenas hendrerit vestibulum laoreet. ac tortor. Phasellus ullamcorper efficitur ligula ac
Donec quam tortor, ornare venenatis rutrum vitae, vulputate elementum.
ac tortor. Phasellus ullamcorper efficitur ligula ac
elementum.
Mad Gear Gang: Lorem ipsum dolor sit amet, consectetur
adipiscing elit. Maecenas hendrerit vestibulum laoreet.
Senjutsu: Lorem ipsum dolor sit amet, consectetur Donec quam tortor, ornare venenatis rutrum vitae, vulputate
adipiscing elit. Maecenas hendrerit vestibulum laoreet. ac tortor. Phasellus ullamcorper efficitur ligula ac
Donec quam tortor, ornare venenatis rutrum vitae, vulputate elementum.
ac tortor. Phasellus ullamcorper efficitur ligula ac
elementum.
S.I.N.: Lorem ipsum dolor sit amet, consectetur adipiscing
elit. Maecenas hendrerit vestibulum laoreet. Donec quam
Shorinji Kenpo: Lorem ipsum dolor sit amet, consectetur tortor, ornare venenatis rutrum vitae, vulputate ac tortor.
adipiscing elit. Maecenas hendrerit vestibulum laoreet. Phasellus ullamcorper efficitur ligula ac elementum.
Donec quam tortor, ornare venenatis rutrum vitae, vulputate
ac tortor. Phasellus ullamcorper efficitur ligula ac
elementum.
Chapter 3:
Chapter 3: House Rules

Chapter 3: House Rules


HOUSE RULES
LOREM IPSUM
Vestibulum eu quam consectetur, interdum nisl quis, sodales
quam. Pellentesque et faucibus nibh, quis ullamcorper
sapien. Morbi sit amet ligula adipiscing, tempus mauris a,
adipiscing tellus. Proin tincidunt lectus id eros varius
convallis. Etiam tristique nec magna at consequat.
“dolor sit amet, consectetur.” Pellentesque auctor urna in tortor hendrerit, in iaculis magna
- adipiscing elit cursus. Fusce non ullamcorper risus, quis tincidunt sapien.
Integer at orci commodo lacus congue accumsan. In
Integer at orci commodo lacus congue accumsan. In placerat dignissim quam. In blandit elit risus, vitae blandit
placerat dignissim quam. In blandit elit risus, vitae blandit sem porttitor id. Aenean ultrices odio venenatis, euismod
sem porttitor id. Aenean ultrices odio venenatis, euismod dolor a, lacinia felis. Cras a nunc quis augue imperdiet
dolor a, lacinia felis. Cras a nunc quis augue imperdiet tincidunt. Quisque vitae nulla vitae eros porttitor cursus. In
tincidunt. Quisque vitae nulla vitae eros porttitor cursus. In ullamcorper at ipsum ut cursus. Vivamus ultrices ante nec
ullamcorper at ipsum ut cursus. Vivamus ultrices ante nec mauris lacinia, eget hendrerit tortor ultrices. Morbi sed nulla
mauris lacinia, eget hendrerit tortor ultrices. Morbi sed nulla consectetur, molestie nisl a, hendrerit lorem. Cras ac urna
consectetur, molestie nisl a, hendrerit lorem. Cras ac urna eu ligula tristique euismod ac ac tellus. Aenean dapibus
eu ligula tristique euismod ac ac tellus. Aenean dapibus porttitor justo ac lobortis. Pellentesque dignissim scelerisque
porttitor justo ac lobortis. Pellentesque dignissim scelerisque lorem, sed facilisis odio lobortis eget. Sed dui lectus, facilisis
lorem, sed facilisis odio lobortis eget. Sed dui lectus, facilisis at eleifend vel, gravida ut metus.
at eleifend vel, gravida ut metus.
Morbi eget sagittis massa, ut pharetra neque. Maecenas nec
Morbi eget sagittis massa, ut pharetra neque. Maecenas nec convallis dui. Nam placerat, magna et blandit varius, felis
convallis dui. Nam placerat, magna et blandit varius, felis metus consectetur sapien, sit amet malesuada dui velit non
metus consectetur sapien, sit amet malesuada dui velit non turpis. Quisque commodo ipsum vel sapien commodo
turpis. Quisque commodo ipsum vel sapien commodo commodo. Class aptent taciti sociosqu ad litora torquent per
commodo. Class aptent taciti sociosqu ad litora torquent per conubia nostra, per inceptos himenaeos. Cras porta
conubia nostra, per inceptos himenaeos. Cras porta dignissim massa at lobortis. Vivamus neque justo, tincidunt
dignissim massa at lobortis. Vivamus neque justo, tincidunt eget mollis at, aliquet et velit. Etiam tellus turpis, cursus sed
eget mollis at, aliquet et velit. Etiam tellus turpis, cursus sed commodo non, convallis eget lectus. Suspendisse nec
commodo non, convallis eget lectus. Suspendisse nec lacinia libero. Proin in volutpat sem. Phasellus cursus, tellus
lacinia libero. Proin in volutpat sem. Phasellus cursus, tellus id convallis aliquet, mi metus sagittis purus, sit amet
id convallis aliquet, mi metus sagittis purus, sit amet convallis nibh sapien quis diam.
convallis nibh sapien quis diam.
Duis a malesuada dui, sit amet pulvinar eros. Duis nec
Duis a malesuada dui, sit amet pulvinar eros. Duis nec malesuada justo, et tincidunt dui. Pellentesque scelerisque
malesuada justo, et tincidunt dui. Pellentesque scelerisque velit turpis, placerat congue purus dignissim quis.
velit turpis, placerat congue purus dignissim quis. Suspendisse nec auctor leo. Sed vel lacinia enim, id
Suspendisse nec auctor leo. Sed vel lacinia enim, id commodo lorem. Quisque et gravida sem. Pellentesque
commodo lorem. Quisque et gravida sem. Pellentesque habitant morbi tristique senectus et netus et malesuada
habitant morbi tristique senectus et netus et malesuada fames ac turpis egestas. Aliquam erat volutpat. Suspendisse
fames ac turpis egestas. Aliquam erat volutpat. Suspendisse varius justo id erat rutrum laoreet. Aenean eros felis,
varius justo id erat rutrum laoreet. Aenean eros felis, euismod ac purus quis, cursus eleifend est. Nulla quis justo
euismod ac purus quis, cursus eleifend est. Nulla quis justo id neque sodales pretium.
id neque sodales pretium.
Phasellus pretium urna et tincidunt semper. Mauris eros
Phasellus pretium urna et tincidunt semper. Mauris eros metus, laoreet id sollicitudin quis, condimentum non leo.
metus, laoreet id sollicitudin quis, condimentum non leo. Nunc in odio augue. Donec scelerisque orci vel augue
Nunc in odio augue. Donec scelerisque orci vel augue pellentesque placerat. Aenean a velit et dui vestibulum
pellentesque placerat. Aenean a velit et dui vestibulum pellentesque. Nam cursus, ipsum ac laoreet posuere, diam
pellentesque. Nam cursus, ipsum ac laoreet posuere, diam metus varius lacus, a convallis tortor ante ac massa.
metus varius lacus, a convallis tortor ante ac massa. Vivamus libero enim, sodales non neque ac, volutpat
Vivamus libero enim, sodales non neque ac, volutpat volutpat ipsum. Suspendisse pharetra eu nunc non blandit.
volutpat ipsum. Suspendisse pharetra eu nunc non blandit. Nulla commodo lacus nec commodo consectetur.
Nulla commodo lacus nec commodo consectetur.
Chapter 4:
Chapter 4: Traits and Systems

Chapter 4: Traits and Systems


TRAITS AND SYSTEMS
B.L.E.C.E.
"I have something to say! It's better to burn out than to fade
away!" - Kurgan

The B.L.E.C.E. project sought to take Cybernetics into the


realm of chemistry and bio-engineering, so that the
augmentations were less obvious and more covert. They
were successful to some degree but the resulting fighters
were highly unstable and had a lifespan of only about a
week at most. This still proved useful in terrorism, as it
doesn't take a week to walk through the metal detectors in
an airport and perform an Inferno Strike on a crowded
airplane. People with this background don't always
volunteer, they are sometimes abducted and forced.

S.I.N. runs the project, so any fighter taking this background


would have to get it from there. The project itself technically
also covers Cybernetics, but those fighters use the regular
rules for Cybernetics (Juri, Seth, etc), this Background only
represents the non Cyborgs.

Using B.L.E.C.E.: You may purchase and use Focus


techniques in the same way as Cyborgs do (Player's Guide
pg. 30). You may use this rating instead of Focus to
purchase Focus based Special Maneuvers from any style.
You have the option to use Physical instead of Mental
Attributes to calculate them, and you may spend Health
Levels instead of Chi to perform them. You do not get any of
the other benefits or drawbacks of Cybernetics. Your
augmentation is undetectable by conventional means (metal
detectors etc) but would seem like quite an anomaly in your

FAMILIAR
aura.

 - You will self destruct in 6 days. Sucks to be you.


 - You will self destruct in 5 days. Sucks to be you.
 - You will self destruct in 4 days. Sucks to be you.
 - You will self destruct in 3 days. Sucks to be you. "Some people talk to animals. Not many listen though. That's
 - You will self destruct in 2 days. Sucks to be you. the problem." - A.A. Milne

Self Destruct: At the Storyteller's discretion, and at the Familiars are magical creatures that appear to most
whim of S.I.N. you will explode and die according to the observers to be normal animals. They form a special bond
chart above, doing damage equal to your maximum Health with their owners, who are typically magical as well.
Levels + B.L.E.C.E. rating, to everyone within a number of Classical examples include a Witch and her black cat, a
hexes equal to your B.L.E.C.E. rating in every direction. Wizard and his raven, a Druid and her wolf, or a Sennin and
his tortoise.

The exact type of Familiar you have will depend on what


type of character you have, your Chronicle and your
Storyteller. All of them however will have intelligence
comparable to a human, despite appearing to be a common
animal. They are magical beasts after all, and are fully
capable of understanding complex instructions and about channeling Chi. As you gain more and more points in
performing sophisticated tasks. While their intelligence level this Background you receive the following for free, but also
is comparable to a human, it is not exactly the same as permanently lose 20 Health over the course of getting 5
Chapter 4: Traits and Systems

Chapter 4: Traits and Systems


human intelligence. Communication might be through visions dots, so you need to purchase more Health along the way to
or feelings for example, rather than your dog writing you a avoid death..
note and passing it to you (ugh).
 +1 Focus, +1 Willpower
 - Familiar gains hyper intelligence (described above)  +1 Chi, -2 Health
 - Familiar gains Telepathy, but it is only usable with the  +1 Focus, -4 Health
character which it is bonded to  +1 Chi, Ashura Warp, -6 Health
 - Familiar gains Chi Kung Healing, but it is only usable  +1 Focus, Raging Demon, -8 Health
with the character which it is bonded to
 - Familiar gains Death's Visage Gaining points in this Background should be determined by
 - Familiar gains Yoga Teleport or Ghost Form your Storyteller through role-playing. One good rule of thumb
is to give them a new dot each time they go Berserk or use
The abilities above can be exchanged for something more the Raging Demon. It should be a very slippery slope.
fitting at the Storytellers discretion.
Berserk: Any time that the fighter encounters someone
they judge to be a "worthy opponent" (equal or greater
power) or any time they drop below half their Health levels,
or any time another fighter challenges them, they must make
a focus roll and get as many successes as they have points
in Satsui No Hado or fight until one of them has been
completely beaten (this means death at storyteller
discretion). The Storyteller can feel free to play the character
for them if he feels they are holding back. They must fight as
hard as possible no matter the consequences. If they also
have Zen No Mind they can roll their Chi instead of their
Focus. Unlike Animal Hybrid "Berserk" a Satsui No Hado
user still has their senses about them and can fight smart.
They want to destroy their opponent but they will still do it
with cunning efficiency.

When you do not view someone as a worthy opponent, or


not yet, you can be ok at times, even mentoring them until
they are good enough to be a challenge to you in a death
match.

If they will never be a challenge to you, you are capable of


acting downright honorably.

SATSUI NO HADO
"You don't know the power of the dark side."
- Darth Vader

Satsui No Hado, or "Killing Intent" is the dark side of Chi use.


A fighter begins to go down that road when they become
obsessed with winning at any cost. The path of Satsui No
Hado embraces mercilessness, dominance, aggression, and
power.

In the beginning it seems like a sweet deal, you begin


unlocking the secrets of Chi and becoming powerful at a
faster rate than you thought possible, but this is a sirens call.
Those who continue down this slippery slope begin to lose
control, unable to resist fighting to improve. They lose
themselves in the quest for power, indeed even their
physical appearance will change, taking on characteristics
such as pointed teeth, red glowing eyes, strange skin
coloration, not to mention it is obvious in their aura. Slowly
but surely they are transformed from human to Oni by their
lust for power.

Eventually the dark Chi coursing through you will wrack your
body, and those fighters who do not train hard to
compensate for that may pay with their life.

You must have at least Focus  to begin acquiring Satsui


No Hado, otherwise you simply do not understand enough
Chapter 5:
Chapter 5: The World Warriors

Chapter 5: The World Warriors


THE WORLD
WARRIORS
“Everyone has a plan until they’ve been hit.”
- Joe Lewis

Coming soon!
SFRPG.COM

SFRPG.COM
ABEL
C h a p t e r SFRPG.COM

C h a p t e r SFRPG.COM
5 : T h e W o r SFRPG.COM

5 : T h e W o r SFRPG.COM
Abel is a man still barely
l d W a r r i o r sSFRPG.COM

l d W a r r i o r sSFRPG.COM
stitching remembered
together the mercenary
pieces of his mentor, Seth and
past. What has Nash. His journey
he discovered? has led him to
He's French. He believe they are all
served as a linked somehow to
mercenary, he his past.
was a soldier.
He seems to It was Chun Li and
recall escaping Guile who aided
a Shadowloo him most, as he
base as it worked through
burned. his vague
Something about remembrances of
Shadowloo draws the past. Abel
him, a mystery he dove into the
must unravel. He world of S.I.N.,
also seeks to know discovering evidence
more about his of its ties to Shadowloo.
SFRPG.COM

SFRPG.COM
SFRPG.COM

SFRPG.COM
Appearance: Abel is a sturdy
Playing Abel: You are driven Frenchman with short blond
to discover the secret to your hair, the hairline beginning to
past, and nothing can stop you recede. When active, he often
from pursuing that. Aside from wears shorts and a blue Judo
that, you are a military man, gi top, cinched at the waist with
enjoy following the fight world, a black belt. He otherwise
and have a deep fondness for prefers sporty or casual attire.
dogs.
Chapter 5: The World Warriors
Chapter 5: The World Warriors

Name: Abel Style: Mixed Martial Arts Team:


Player: School: ??? Concept: Man without a Past
Chronicle: Stable: Signature:

ATTRIBUTES
PHYSICAL SOCIAL MENTAL
Strength  Charisma  Perception 
Dexterity  Manipulation  Intelligence 
Stamina  Appearance  Wits 

ABILITIES
TALENTS SKILLS KNOWLEDGES
Alertness  Blind Fighting  Arena 
Interrogation  Drive  Computer 
Intimidation  Leadership Investigation 
Insight  Security  Medicine 
Streetwise  Stealth  Mysteries 
Subterfuge Survival  Style Lore 

ADVANTAGES
BACKGROUNDS TECHNIQUES SPECIAL MANEUVERS
Allies  Punch  Breakfall,
Contacts  Kick  Change of Direction,
Resources  Block  Drunken Monkey Roll,
Grab  Foot Sweep, Jump,
Athletics  Power Uppercut, Skyfall,
Focus Throw, Tornado Throw,
Wheel Kick,
Double Leg Takedown

Combos: Power Uppercut To


RENOWN CHI Skyfall, Forward Kick to
Glory  Tornado Throw (Dizzy),
     Drunken Monkey Roll to
    Tornado Throw, Fierce to
Honor WILLPOWER Fierce Change of Direction to
  Fierce Change of Direction
        (Dizzy)
Division: World Warrior HEALTH EXPERIENCE
Rank: 10 (Freestyle) 
Standing    
Wins: ? Losses: ? 
Draws: ? KO’s: ?    

Attributes: 7/5/3 Abilities: 9/7/4 Backgrounds: 5 Techniques: 8 Special Maneuvers: 7 Chi, Willpower: as per style Freebie Points: 15
ADON
Chapter 5: The World Warriors

Chapter 5: The World Warriors


Adon is a cocky master of Muay Thai. In Thailand, Emperor of Muay Thai. When he
he had encountered Sagat and Sagat impressed him with meets Sagat again, Sagat himself is
the power of his style. It became a fascination, or obsession filled with rage at how Ryu defeated
for the young Adon, who went on to train with Sagat him. The rage is so all-encompassing,
personally. He later participated in the World Warrior the distraction of it led to a less than
tournament where Ryu first claimed his title. At the time, perfect performance in his fight
Adon wanted to prove to the world that his Muay against Adon. This leads to Adon
Thai was not just a lesser version claiming the title of Emperor of Muay
of Sagat's, but his Thai, though not without difficulty as
overconfidence led to a fairly the match resulted in injuries so
embarrassing rapid loss to Ryu. severe Adon needed time to
After the events of the recover in the hospital.
tournament, Adon was enraged.
He was not angry at Ryu so much Investigating Sagat's loss to Ryu, Adon
as Sagat, who he felt had let down comes to know of the Satsui No Hado
the entire martial art, as well as and the existence of Akuma. This power
crushing Adon's youthful dreams of the style's intrigues him, and he sets off to meet Akuma
dominance. or learn more of the secrets of the Satsui No
Hado so he can increase his power.
Adon then decided that Sagat was no
longer worthy, and that he should
challenge Sagat to become the new

Appearance: Adon fights in


Playing Adon: You are standard Muay Thai attire. His
ambitious, cocky, sometimes hands and feet are wrapped and
overconfident, and definitely he prefers blue trunks with yellow
driven. You have trouble being a trim. He is a wiry Thai man, his
nice guy. Muay Thai headband and his
distinctive back-swept orange hair
completing his look.
Chapter 5: The World Warriors
Chapter 5: The World Warriors

Name: Adon Style: Thai Kickboxing Team:


Player: School: Sagat Concept: Prideful Student
Chronicle: Stable: Signature: Thumbs Down

ATTRIBUTES
PHYSICAL SOCIAL MENTAL
Strength  Charisma  Perception 
Dexterity  Manipulation  Intelligence 
Stamina  Appearance  Wits 

ABILITIES
TALENTS SKILLS KNOWLEDGES
Alertness  Blind Fighting  Arena 
Interrogation Drive  Computer
Intimidation  Leadership  Investigation
Insight  Security  Medicine 
Streetwise  Stealth  Mysteries 
Subterfuge Survival  Style Lore 

ADVANTAGES
BACKGROUNDS TECHNIQUES SPECIAL MANEUVERS
Arena  Punch  Double Hit Kick, Elbow Smash,
Fame  Kick  Foot Sweep,
Resources  Block  Jump, Maka Wara,
Sensei Grab  Power Uppercut, Throw,
Staff  Athletics  Sniper Kick, Tiger Knee,
Focus Wounded Knee,
Forward Flip Kick

RENOWN CHI
Glory  Combos: Forward to Tiger
     Knee, Jumping Forward
    to Forward Flip Kick,
Honor WILLPOWER Jumping Forward to Elbow
  Smash to Tiger Knee (Dizzy)
       

Division: World Warrior HEALTH EXPERIENCE


Rank: 9 (freestyle) 
Standing    
Wins: 156 Losses: 14 
Draws: 0 KO’s: 63    

Attributes: 7/5/3 Abilities: 9/7/4 Backgrounds: 5 Techniques: 8 Special Maneuvers: 7 Chi, Willpower: as per style Freebie Points: 15
AKUMA
Chapter 5: The World Warriors

Chapter 5: The World Warriors


Long ago, Akuma and his older brother Gouken were challenging Gouken to prove him wrong. Gouken
taught the art of Shotokan Karate by Goutetsu. and Akuma battled, and once again, as Gouken's
Goutetsu was a legendary master who had student Ken witnessed, Akuma was victorious, killing
invented the techniques Shotokan is known his older brother, letting demonic
for today, among other more intent guide his fighting. He then
powerful killing arts. Both Akuma retreated to train further at his own
and Gouken were taught these private island of Goukento.
arts, however Gouken was loathe
to use them. Akuma, on the Since this time, Akuma has
other hand, pursued the wandered, looking for worthy
perfection of the killing opponents upon which to test
arts without and improve his skills. He has
reservation. In his seen the power of Gouken's
late 20s Akuma student Ryu and has
challenged Goutetsu encouraged him to seek
to a test of his skill in further perfection through the
the arts, and emerged pursuit of the Satsui No Hado.
victorious, killing his own As for other challengers, he has
master. met and been impressed by the
Chinese assassin Gen, as well as
Gouken saw immersion in the killing arts the hermit Oro. He considers M.
as tainting the pure spirit of Hado, but Bison, on the other hand, to be
Akuma continued to disagree. In time pathetic, a man consumed by his own
this led to Akuma forcing the issue, shadow.

Appearance: Akuma normally


wears a dark grey karate gi with
the sleeves ripped off, sometimes
cinched with a black belt or
Playing Akuma: All that truly sometimes a large rope. His
matters to you is power and hands are often either clad in fight
excellence in battle. No gloves or wrapped with rope. He
distractions from that pursuit wears traditional Japanese
are tolerated. You are not petty shoes, and has bright red hair he
and do not visit cruelty upon keeps bound straight up from his
the weak for your own head. Around his neck he often
pleasure. On the other hand, wears a necklace of very large
the concerns of sentimental beads. He is a powerfully built
people, or those who do not dark Japanese man, sometimes
understand the path of a true with a reddish hue to his skin. It is
warrior are nothing to you. For difficult to determine his age, his
the most part, normal people eyes glow with demonic pure red
are not to be despised, they are energy when he fully unleashes
simply insignificant. his power in battle.
Chapter 5: The World Warriors
Chapter 5: The World Warriors

Name: Akuma Style: Shotokan Karate Team:


Player: School: Goutetsu’s Dojo Concept: Perfectionist
Chronicle: Stable: Signature: Kanji Symbol

ATTRIBUTES
PHYSICAL SOCIAL MENTAL
Strength  Charisma  Perception 
Dexterity  Manipulation  Intelligence 
Stamina  Appearance  Wits 

ABILITIES
TALENTS SKILLS KNOWLEDGES
Alertness  Blind Fighting  Arena 
Interrogation  Drive Computer
Intimidation  Leadership Investigation 
Insight  Security Medicine
Streetwise  Stealth  Mysteries 
Subterfuge  Survival  Style Lore 

ADVANTAGES
BACKGROUNDS TECHNIQUES SPECIAL MANEUVERS
Arena  Punch  Air Hurricane Kick,
Sensei Kick  Ashura Warp, Back roll
Satsui No Hado  Block  Throw, Dive Kick, Double
Grab  Flying Fireball, Dragon
Athletics  Punch, Fireball, Flying
Focus  Fireball, Foot Sweep,
Hurricane Kick, Jump,
Improved Fireball,
Kippup, Lightning Drop,
Power Uppercut,
Raging Demon, Throw,
RENOWN CHI Tumble, Aura Detection,
Glory  Improved Aura Detection
     Combos: Hurricane Kick to
    Improved Fireball to
Honor WILLPOWER Dragon Punch (Dizzy),
  Block to Raging Demon
       

Division: World Warrior HEALTH EXPERIENCE


Rank: none 
Standing    
Wins: 4 Losses: 0 
Draws: 3 KO’s: 4    

Attributes: 7/5/3 Abilities: 9/7/4 Backgrounds: 5 Techniques: 8 Special Maneuvers: 7 Chi, Willpower: as per style Freebie Points: 15
ALEX
Chapter 5: The World Warriors

Chapter 5: The World Warriors


Alex's entry into the Street Fighting circuit had seen something in him, something relating
can all be tied back to his mentor Tom. A to the prophecies known of by the Illuminati.
native of Manhattan, New York, Alex is an This suspicion is only increased when Alex
orphan. An ex-military man and friend of manages to defeat Gill and win the tournament
his father, Tom, took him in as a son and over all other contenders.
taught him nearly everything he knows.
Arriving back in New York, Alex is surprised to
One day, Alex discovered that Tom discover Tom has fully recovered from his
had been defeated and apparently injuries sustained from his battle with Gill.
greatly injured in a fight with another Alex finds that he is over his need for
man, Gill. Given his relationship with revenge, and has taken a more mature
Tom, Alex was enraged and vowed to outlook on the nature of conflict and
seek revenge on Gill for injuring his battle. He then sets out on a new
friend and mentor. Tom insisted the fight journey to face the best fighters across
had been fair, and that Gill had simply the globe.
beaten him, that no revenge need be sought,
but Alex refused to believe it. Eventually, In time, Alex meets and battles with
Tom relented and told Alex that ultimately, Ryu. Ryu defeats Alex, but
this was his decision to make and that encourages him to continue on the
perhaps it would be good for Alex to see the path of the warrior. This invigorates
world. Alex, whose desire to master the
ways of fighting is now insatiable.
Alex's quest for revenge eventually led him This is a path Alex has continued to
to Gill's tournament. Unknown to Alex, Gill walk ever since.

Playing Alex: You were a hot- Appearance: Alex is a powerful


headed youth, but experience wrestler with long blond hair,
has tempered your brashness. often wearing a red bandanna
You are not one to back down and sometimes red face paint. He
from a fight, and have a keen has an affinity for casual military
loyalty to those you see as family. fashion, wearing combat boots
You are also a New Yorker and green military overalls, with
through and through. Those who the top let down so that he can
know can tell you are someone fight bare chested.
who has had experience on the
streets of New York. Now,
however, you seek something
more noble than can be found in
the streets: Perfection through
honorable combat.
Chapter 5: The World Warriors
Chapter 5: The World Warriors

Name: Alex Style: Wrestling Team:


Player: School: Tom Concept: Orphan
Chronicle: Stable: Signature: Face paint

ATTRIBUTES
PHYSICAL SOCIAL MENTAL
Strength  Charisma  Perception 
Dexterity  Manipulation  Intelligence 
Stamina  Appearance  Wits 

ABILITIES
TALENTS SKILLS KNOWLEDGES
Alertness  Blind Fighting  Arena 
Interrogation  Drive  Computer 
Intimidation  Leadership  Investigation 
Insight  Security  Medicine 
Streetwise  Stealth  Mysteries 
Subterfuge  Survival  Style Lore 

ADVANTAGES
BACKGROUNDS TECHNIQUES SPECIAL MANEUVERS
Allies  Punch  Air Crush, Air Throw,
Resources  Kick  Back Breaker, Flash Chop,
Fame  Block  Flying Tackle,
Grab  Foot Sweep, Head butt,
Athletics  Jump, Air Smash,
Focus  Jumping Shoulder Butt,
Power Bomb, Suplex,
Throw, Sleeper

Combos: Flash Chop to


RENOWN CHI Sleeper (Dizzy), Flying
Glory  Tackle to Power Bomb,
     Jumping Strong To Short
    To Power Bomb (Dizzy)
Honor WILLPOWER Forward to Flash Chop
  To Power Bomb (Dizzy),
        Block to Power Bomb
Division: World Warrior HEALTH EXPERIENCE
Rank: 9 (Freestyle) 
Standing    
Wins: 55 Losses: 2 
Draws: 0 KO’s: 38    

Attributes: 7/5/3 Abilities: 9/7/4 Backgrounds: 5 Techniques: 8 Special Maneuvers: 7 Chi, Willpower: as per style Freebie Points: 15
BIRDIE
Chapter 5: The World Warriors

Chapter 5: The World Warriors


Birdie is a punk from
London. He worked here In Shadoloo, Birdie did
and there as a bouncer learn of the existence of
before eventually getting the Psycho Drive and
involved with the CWA and considers somehow
doing some wrestling. Eventually, using its power to
he got frustrated and bored with become strong
the wrestling circuit and got enough to defeat
involved with Street Fighting. Balrog and M.
Bison. In a plot that
While on the Street Fighting was nearly
circuit, Birdie found that even disastrously
this could not sate his uncovered, he
boredom. During his time convinced Balrog to
Street Fighting, he had help him locate the
heard stories involving Psycho Drive, but they
Shadoloo and decided were unable to locate it
he was interesting in before they Drive was
getting involved with destroyed by Charlie.
them. He manages
to catch their After these events, Birdie contemplated
attention and gets his next actions. He stayed with
involved in work Shadoloo for a short time, but had
for them for a started to let himself go, physically.
period of time. Eventually, he came to his senses
Unfortunately, Birdie and managed to escape Shadoloo
was relegated to being a to return to his old ways. He
mere henchman for Shadoloo, wanders, keeping away from
a position that came with a Shadoloo, no money and no
uniform and routine that left prospects, until Karin Kanzuki
him bored and didn't set well decides to take him in as a
with his punk ways. bodyguard, of sorts.

Appearance: Birdie is a large


Playing Birdie: You're a bit of punk with some creative facial
a simple brute who needs hair and an impressive blond
something to do. You like a good mowhawk (though he colors his
rumble and a good punk rock hair from time to time). He
show. You also love food and generally wears a blue or black
booze. Now that you're getting a vest with no shirt, and jeans or
bit older, it's all starting to catch black leather pants. He'll add
up with you. some fingerless gloves with rings,
and shackles with long chains to
complete his usual outfit.
Chapter 5: The World Warriors
Chapter 5: The World Warriors

Name: Birdie Style: Brawling Team:


Player: School: Concept: Thug
Chronicle: Stable: Signature: Mohawk

ATTRIBUTES
PHYSICAL SOCIAL MENTAL
Strength  Charisma  Perception 
Dexterity  Manipulation  Intelligence 
Stamina  Appearance  Wits 

ABILITIES
TALENTS SKILLS KNOWLEDGES
Alertness  Blind Fighting  Arena 
Interrogation  Drive  Computer 
Intimidation  Leadership Investigation 
Insight  Security  Medicine 
Streetwise  Stealth  Mysteries 
Subterfuge  Survival  Style Lore 

ADVANTAGES
BACKGROUNDS TECHNIQUES SPECIAL MANEUVERS
Allies  Punch  Air Smash, Bandit Chain,
Fame  Kick  Buffalo Punch,
Resources  Block  Dashing Punch,
Grab  Choke Chain, Foot Sweep,
Athletics  Head butt, Head butt Hold,
Focus Jump, Power Uppercut,
Chain  Throw, Dashing Uppercut
Knife 

RENOWN CHI
Glory  Combos: Dashing Punch to
     Choke Chain (Dizzy), Air
    Smash to Head butt to
Honor WILLPOWER Head Butt Hold (Dizzy),
  Jumping Fierce to Foot Sweep
       

Division: World Warrior HEALTH EXPERIENCE


Rank: 9 (Freestyle) 
Standing    
Wins: 182 Losses: 14 
Draws: 0 KO’s: 151    

Attributes: 7/5/3 Abilities: 9/7/4 Backgrounds: 5 Techniques: 8 Special Maneuvers: 7 Chi, Willpower: as per style Freebie Points: 15
CHARLIE
Chapter 5: The World Warriors

Chapter 5: The World Warriors


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Playing Charlie: … Appearance: …


Chapter 5: The World Warriors
Chapter 5: The World Warriors

Name: Charlie Nash Style: Special Forces Training Team:


Player: School: U.S. Airforce Concept: War Hero
Chronicle: Stable: Signature: Cleans His Glasses

ATTRIBUTES
PHYSICAL SOCIAL MENTAL
Strength  Charisma  Perception 
Dexterity  Manipulation  Intelligence 
Stamina  Appearance  Wits 

ABILITIES
TALENTS SKILLS KNOWLEDGES
Alertness  Blind Fighting  Arena 
Interrogation  Drive  Computer 
Intimidation  Leadership  Investigation 
Insight  Security  Medicine 
Streetwise  Stealth  Mysteries 
Subterfuge  Survival  Style Lore 

ADVANTAGES
BACKGROUNDS TECHNIQUES SPECIAL MANEUVERS
Allies  Punch  Air Throw, Flash Kick,
Arena  Kick  Foot Sweep, Jump,
Backing  Block  Knee Basher, Kippup,
Contacts  Grab  Power Uppercut,
Fame  Athletics  Sonic Boom,
Resources  Focus  Spinning Backfist, Suplex,
Staff  Flying Knee Thrust

RENOWN CHI Combos: Flying Knee Thrust


Glory  To Spinning Backfist (Dizzy),
     Sonic Boom to Jumping
    Fierce To Sonic Boom,
Honor WILLPOWER Jumping Forward To
  Spinning Foot Sweep
       

Division: World Warrior HEALTH EXPERIENCE


Rank: 10 (Freestyle) 
Standing    
Wins: 93 Losses: 1 
Draws: 2 KO’s: 86    

Attributes: 7/5/3 Abilities: 9/7/4 Backgrounds: 5 Techniques: 8 Special Maneuvers: 7 Chi, Willpower: as per style Freebie Points: 15
CODY
Chapter 5: The World Warriors

Chapter 5: The World Warriors


Cody Travers hails from Metro City. Years back, During Cody's time on the circuit, he is
his girlfriend Jessica, who also happened to approached by ex-Mad Gear member
be the Mayor's daughter, was kidnapped. Rolento to join Rolento's new
When he heard of this kidnapping he organization, but Rolento, upon seeing
joined with the mayor, Mike Haggar, as him now, decides Cody would not
well as with his friend Guy to embark have the proper discipline. Cody's
on a quest to take down the Mad Gear friend Guy also meets him and
gang and secure her release. The city spends a good amount of time
was scoured and a variety of Mad trying to convince him to turn his
Gear lieutenants faced, ending when life around. Eventually, Guy
trio faced Belger, the Mad Gear boss, accepts that he can't change
in his skyscraper. Belger plummeted Cody and that he has to find his
to his death when Cody sent him out own path.
the skyscraper window.
In later years, Cody continues to
After these events, Cody attained have brushes with the law,
some level of fame. Unfortunately, brawling in the street while also
his love for a good scrap caught up doing his best to take care of his
with him, leading to his breakup with brother Kyle, at various times ending up
Jessica and landing him in jail. He in jail. To an outside observer, it would
eventually breaks out of jail, going on to look like Cody fights those that deserve a
fight in the Street Fighting circuit for a time. beating, but Cody refuses to see himself as
a hero.

Playing Cody: You are Appearance: When free, Cody


impulsive and stubborn. If often simply wears blue jeans and
someone is cruel or commits an a white t-shirt. If he's recently
injustice, you'd love to sock it to broken out of jail, he'll wear his
them. Deep down, you are a good jail outfit without concern. Cody
person with a solid sense of has blond hair and an all-
justice, but you have no self- American solid medium build.
control and love to fight.
Chapter 5: The World Warriors
Chapter 5: The World Warriors

Name: Cody Travers Style: Brawling Team:


Player: School: Concept: Fallen Hero
Chronicle: Stable: Signature: Shrugs

ATTRIBUTES
PHYSICAL SOCIAL MENTAL
Strength  Charisma  Perception 
Dexterity  Manipulation  Intelligence 
Stamina  Appearance  Wits 

ABILITIES
TALENTS SKILLS KNOWLEDGES
Alertness  Blind Fighting  Arena 
Interrogation  Drive  Computer 
Intimidation  Leadership  Investigation 
Insight  Security  Medicine
Streetwise  Stealth  Mysteries 
Subterfuge  Survival  Style Lore 

ADVANTAGES
BACKGROUNDS TECHNIQUES SPECIAL MANEUVERS
Allies  Punch  Bad Stone, Criminal Upper,
Contacts  Kick  Foot Sweep, Jump,
Fame  Block  Knee Basher,
Resources  Grab  Power Uppercut,
Athletics  Ruffian Kick, Sand Chuck,
Focus  Slide Kick, Throw
Knife 
Thrown 

RENOWN CHI
Glory  Combos: Bad Stone to
     Ruffian Kick, Jab to Jab
    To Criminal Upper (dizzy),
Honor WILLPOWER Jumping Fierce to Fierce
  To Criminal Upper (Dizzy)
       

Division: World Warrior HEALTH EXPERIENCE


Rank: 10 (Freestyle) 
Standing    
Wins: 322 Losses: 15 
Draws: 0 KO’s: 287    

Attributes: 7/5/3 Abilities: 9/7/4 Backgrounds: 5 Techniques: 8 Special Maneuvers: 7 Chi, Willpower: as per style Freebie Points: 15
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Crimson Viper is a C.I.A. agent and single mother. One especially regarding the identities of participants
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of her most notable operations was the infiltration of the in the S.I.N. held tournament. Crimson Viper
S.I.N. enterprise, where she acted as a double occasionally found her mission complicated
agent. She was able to convince S.I.N. to bring by Interpol activities in opposition to S.I.N.,
her into the BLECE project, where she was as the C.I.A. and Interpol priorities
even permitted to test the combat suit differed. After the completion of her
produced by the project. S.I.N. is undercover mission, she was happy to
impressed by her ability to utilize the get back to some more normal work, at
suit to maximum effectiveness. least for a while, and to spend time with
her daughter.
The C.I.A. was interested in
Crimson Viper's continued
intelligence collection,

Appearance: Crimson Viper is


a lean woman with long dark red
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Playing Viper: In your hair who wears tinted glasses.
professional life, you are top Professionally she is often seen
notch. You are a cool operator, in a very feminine take on a
handling undercover work with men's suit, complete with tie. In
unflappable confidence, and also the field she is also seen fitted
capable of unhesitating action. with the BLECE technology, most
Your professional life is not your apparent in the gloves she wears.
whole life, however. You are
completely capable of living a
normal life off the job, making
sure your daughter is looked after
and keeping up with family and
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friends (when operations give you
the opportunity).
Chapter 5: The World Warriors
Chapter 5: The World Warriors

Name: Crimson Viper (Maya) Style: Special Forces Team:


Player: School: CIA Concept: Secret Agent
Chronicle: Stable: Signature: she’s all Business

ATTRIBUTES
PHYSICAL SOCIAL MENTAL
Strength  Charisma  Perception 
Dexterity  Manipulation  Intelligence 
Stamina  Appearance  Wits 

ABILITIES
TALENTS SKILLS KNOWLEDGES
Alertness  Blind Fighting  Arena 
Interrogation  Drive  Computer 
Intimidation  Leadership  Investigation 
Insight  Security  Medicine 
Streetwise  Stealth  Mysteries 
Subterfuge  Survival  Style Lore 

ADVANTAGES
BACKGROUNDS TECHNIQUES SPECIAL MANEUVERS
Backing (CIA)  Punch  Air Thunder Knuckle,
Backing (SIN)  Kick  Balance (Suit), Block,
Contacts  Block  Burning Kick (suit),
Resources  Grab  Capture Punch,
Staff  Athletics  Conductor (Suit),
Focus Double Hit Kick, Elbow Smash,
Battlesuit  Flight (suit), Foot Sweep,
Jump, Levitation (Suit),
Low Thunder Knuckle,
Psychokinetic Channeling (Suit),
Shockwave (suit), Thund
RENOWN CHI Thunder Knuckle (Suit)
Glory  Combos: Low Thunder Knuckle to
     Forward to Low Thunder
    Knuckle (Dizzy), Jump to
Honor WILLPOWER Shockwave to Burning Kick (Dizzy),
  Air Thunder Knuckle to Air
        Thunder Knuckle
Division: World Warrior HEALTH EXPERIENCE
Rank: 10 (freestyle) 
Standing    
Wins: 85 Losses: 4 
Draws: 1 KO’s: 62    

Attributes: 7/5/3 Abilities: 9/7/4 Backgrounds: 5 Techniques: 8 Special Maneuvers: 7 Chi, Willpower: as per style Freebie Points: 15
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D AN
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5 : T h e W o r SFRPG.COM

5 : T h e W o r SFRPG.COM
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Playing Dan: …
Appearance: …
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Chapter 5: The World Warriors
Chapter 5: The World Warriors

Name: Dan Hibiki Style: Saikyo Ryu Team:


Player: School: Self Taught Concept: Revenge Seeker
Chronicle: Stable: Signature: Taunts

ATTRIBUTES
PHYSICAL SOCIAL MENTAL
Strength  Charisma  Perception 
Dexterity  Manipulation  Intelligence 
Stamina  Appearance  Wits 

ABILITIES
TALENTS SKILLS KNOWLEDGES
Alertness  Blind Fighting  Arena 
Interrogation  Drive  Computer 
Intimidation Leadership Investigation 
Insight  Security  Medicine 
Streetwise  Stealth  Mysteries 
Subterfuge Survival  Style Lore 

ADVANTAGES
BACKGROUNDS TECHNIQUES SPECIAL MANEUVERS
Allies  Punch  Air Hurricane Kick,
Contacts  Kick  Backroll Throw,
Resources  Block  Dragon Punch, Gadoken,
Sensei Grab  Foot Sweep,
Athletics  Tumble,
Focus  Hurricane Kick, Jump,
Power Uppercut, Throw

RENOWN CHI
Glory  Combos: Jumping Roundhouse
     To Forward To Gadoken,
    Gadoken To Dragon Punch,
Honor WILLPOWER Forward to Hurricane Kick
 
       

Division: World Warrior HEALTH EXPERIENCE


Rank: 2 
Standing    
Wins: 10 Losses: 87 
Draws: 0 KO’s: 0    

Attributes: 7/5/3 Abilities: 9/7/4 Backgrounds: 5 Techniques: 8 Special Maneuvers: 7 Chi, Willpower: as per style Freebie Points: 15
DECAPRE
Chapter 5: The World Warriors

Chapter 5: The World Warriors


Decapre is one of M. Bison's "Dolls", taken from
Russia. Unlike the other Dolls, Decapre's When not in a robotic assassination mode, or
brainwashing is unable to suppress one seething with hatred, Decapre has exhibited
overwhelmingly strong emotion, and that is an child-like behavior for brief periods, possibly
intense hatred of Cammy, a.k.a. "Killer Bee". In indicating that her kidnapping occurred at an
fact, Decapre may be the most unstable of the early age and some aspects of her mental
Dolls. It is rumored that she is a prototype or development were hindered by M. Bison's
perhaps the first Doll to be created by M. brainwashing program.
Bison's program. Other rumors are that perhaps
her DNA was used with M. Bison's to create
Cammy and the other Dolls.

Appearance: Decapre is a
Playing Decapre: Your petite woman with long blond
behavior varies, depending hair, almost always pulled back
on your level of into two braids. The top half of
brainwashing. At times you her face is covered by a mask,
are an almost robotic under which the left side of her
assassin, speaking with cold, face shows rather severe
robotic precision. At other scarring. She dresses in fairly
times, however, you lose standard attire for M. Bison's
control and can fly into a Dolls; a dark blue singlet with
savage rage. You serve M. similarly colored tights, a small
Bison, but your memories hat, and a short yellow tie.
and motivations are a Additionally she wears tall combat
mystery, perhaps even to boots and chunky red
yourself. gloves/gauntlets. She bears a
strong resemblance to Cammy.

Decapre's Claw: Decapre


fights with two retractable Katars
(Punch Daggers) which she can
retract or deploy at will. This lets
her alternate between Weapon
attacks and Punch attacks.
Chapter 5: The World Warriors

Chapter 5: The World Warriors


Name: Decapre Style: Special Forces Training Team:
Player: School: Shadoloo Concept: Elite Assassin
Chronicle: Stable: Signature:

ATTRIBUTES
PHYSICAL SOCIAL MENTAL
Strength  Charisma  Perception 
Dexterity  Manipulation  Intelligence 
Stamina  Appearance  Wits 

ABILITIES
TALENTS SKILLS KNOWLEDGES
Alertness  Blind Fighting  Arena 
Interrogation  Drive  Computer 
Intimidation  Leadership  Investigation 
Insight  Security  Medicine 
Streetwise  Stealth  Mysteries
Subterfuge  Survival  Style Lore 

ADVANTAGES
BACKGROUNDS TECHNIQUES SPECIAL MANEUVERS
Allies  Punch  Air Canon Drill, Ashura Warp,
Arena  Kick  Air Throw, Canon Drill,
Backing  Block  Foot Sweep, Handstand Kick,
Contacts  Grab  Power Upperstrike,
Resources  Athletics  Haymaker, Jump,
Focus  Psycho Sting,
Knife  Psychokinetic Weapon,
Rapid Attack,
Razor Edge Slicer,
Scramble, Suplex,
Thigh Press, Throw,
RENOWN CHI Widowmaker
Glory  Combos: Strong Strike To
     Fierce Strike (dizzy),
    Ashura Warp to Razor Edge
Honor WILLPOWER Slicer, Scramble to
  WidowMaker
       

Division: World Warrior HEALTH EXPERIENCE


Rank: - 
Standing    
Wins: 0 Losses: 0 
Draws: 0 KO’s: 0    

Attributes: 7/5/3 Abilities: 9/7/4 Backgrounds: 5 Techniques: 8 Special Maneuvers: 7 Chi, Willpower: as per style Freebie Points: 15
DUDLEY
Chapter 5: The World Warriors

Chapter 5: The World Warriors


Dudley was raised in London as a member of the hosted by S.I.N., a
upper class. His father was a self-made weapons development
man, and with the success of his and manufacturing firm.
enterprises brought the family into the This tournament served
upper class English lifestyle. As Dudley as a bit of a pleasant
entered adolescence, he took an distraction for Dudley, but
interest in the gentlemanly art of also introduced him to a
Boxing. During his time in college, as world which would later
his boxing skills matured, his father's give him the connections he needed to
fortunes floundered, leaving the fulfill his dream of fully restoring the family.
family nearly bankrupt. Dudley's
pride drove him to attempt to After some researching, Dudley was able to
reclaim his family's fortune, which determine that his beloved Jaguar had circulated on
he largely managed to do by the black market and had been acquired by Gill,
succeeding as a championship mysterious leader of the Illuminati. In his quest to
boxer. obtain the car, Dudley entered a World Warrior
tournament hosted by Gill. Though he was unable
Regardless of the situation, to win the tournament, his boxing skills and
Dudley insists on keeping up demeanor so impressed Gill that Dudley was able
tradition and appearances, be to reacquire the Jaguar, completing his family's
it dressing well and return to prominence in his eyes.
appropriately, or strictly
observing tea time. He sees the After achieving his many dreams, Dudley did not
maintenance of these traditions an rest on his laurels. He continued his boxing career
important aspect of protecting civil society and as a heavyweight boxer. He's considered on the
polite, honorable dealings. smaller side for a heavyweight, but has overcome
any weight disadvantage through speed and
Though success in the ring brought the return of superior technique. Upon receiving a
his family's fortunes, there was still one championship title, he was knighted. After his
sentimental asset that had been lost during knighting, he was invited to participate in a
Dudley's family's hard times: his father's Jaguar, a tournament held by the royal family. In preparation
beloved car. The pursuit of this sentimental for such a tournament, Dudley continues to fight
vehicle became a bit of an obsession for Dudley Street Fighters from around the world, so that he
in the following years. As far as is known, Dudley may exhibit perfect technique when the time
was introduced to the world of Street Fighting comes.
when he received an invitation to a tournament

Playing Dudley: You are a proud Appearance: Dudley is a well


gentleman. Above all, you strive to muscled man with a proud
maintain a stiff upper-lip and proper demeanor. He generally fights in
decorum. You enjoy the finer things in dress pants and a tuxedo shirt with
life, perhaps best exemplified by the suspenders and a bow-tie,
delicate beauty of the rose. You maintaining a neatly waxed
maintain a rose garden and like to have mustache. Due to his boxing
roses at hand. While you are generally training, he prefers to fight, even in
polite, you hold some disdain for the the Street Fighter circuit, with
lower classes, especially when they act traditional boxing gloves.
in an uncouth or unbecoming manner.
Chapter 5: The World Warriors
Chapter 5: The World Warriors

Name: Dudley Style: Boxing Team:


Player: School: Concept: English Gentlemen
Chronicle: Stable: Signature: “Down for the Count”

ATTRIBUTES
PHYSICAL SOCIAL MENTAL
Strength  Charisma  Perception 
Dexterity  Manipulation  Intelligence 
Stamina  Appearance  Wits 

ABILITIES
TALENTS SKILLS KNOWLEDGES
Alertness  Blind Fighting Arena 
Interrogation  Drive  Computer 
Intimidation  Leadership  Investigation 
Insight  Security  Medicine 
Streetwise  Stealth Mysteries 
Subterfuge  Survival Style Lore 

ADVANTAGES
BACKGROUNDS TECHNIQUES SPECIAL MANEUVERS
Arena Punch  Brain Cracker,
Fame  Kick Cross Counter,
Resources  Block  Deflecting Punch,
Staff  Grab  Ducking straight,
Athletics  Ducking Upper,
Focus Fist Sweep, Hyperfist,
Jet Uppercut,
Machine Gun Blow,
Power Uppercut,
Short Swing Blow, Throw
Thunderbolt
RENOWN CHI
Glory  Combos: Jab To Strong to,
     Fierce (Dizzy), Fist Sweep to
    Machine Gun Blow (dizzy),
Honor WILLPOWER Fist Sweep to Fierce, Fist
  Sweep to Ducking Upper
       

Division: World Warrior HEALTH EXPERIENCE


Rank: 10 (Traditional) 
Standing    
Wins: 184 Losses: 7 
Draws: 5 KO’s: 128    

Attributes: 7/5/3 Abilities: 9/7/4 Backgrounds: 5 Techniques: 8 Special Maneuvers: 7 Chi, Willpower: as per style Freebie Points: 15
EAGLE
Chapter 5: The World Warriors

Chapter 5: The World Warriors


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Playing Eagle: … Appearance: …


Chapter 5: The World Warriors
Chapter 5: The World Warriors

Name: EAGLE Style: STICK FIGHTING Team:


Player: School: Concept: BOUNCER
Chronicle: Stable: Signature:

ATTRIBUTES
PHYSICAL SOCIAL MENTAL
Strength  Charisma  Perception 
Dexterity  Manipulation  Intelligence 
Stamina  Appearance  Wits 

ABILITIES
TALENTS SKILLS KNOWLEDGES
Alertness Blind Fighting Arena
Interrogation Drive Computer
Intimidation Leadership Investigation
Insight Security Medicine
Streetwise Stealth Mysteries
Subterfuge Survival Style Lore

ADVANTAGES
BACKGROUNDS TECHNIQUES SPECIAL MANEUVERS
Punch
Kick
Block
Grab
Athletics
Focus

RENOWN CHI
Glory  Combos:
   
   
Honor WILLPOWER

       

Division: World Warrior HEALTH EXPERIENCE


Rank: 
Standing    
Wins: Losses: 
Draws: KO’s:    

Attributes: 7/5/3 Abilities: 9/7/4 Backgrounds: 5 Techniques: 8 Special Maneuvers: 7 Chi, Willpower: as per style Freebie Points: 15
EL FUERTE
Chapter 5: The World Warriors

Chapter 5: The World Warriors


El Fuerte is a dynamic and skilled Lucha Fuerte would undoubtedly rate the quality
Libre wrestler from Mexico. He has a of his dishes as extremely poor.
flamboyant demeanor and Nevertheless, El Fuerte continues to
fights with a fast, high-flying work at the skill. One story states
wrestling style. While he is that he even managed to land a job
well renowned in the as a cook aboard an ocean-going
Mexican wrestling circuits, ship in exchange for passage, and
he also has a strong passion simply for the opportunity to provide
for cooking. He seeks out meals for the crew. This was a short-
the ultimate cuisine for lived endeavor.
fueling fighters and
pleasing the palate. El Fuerte is known by a number of other
Street Fighters, though none more than
The tragedy for El Fuerte is his fellow countryman T. Hawk, with
that he is unable to master whom he spars from time to time.
cooking. In fact, everyone
convinced to try a dish prepared by El

Playing El Fuerte: You Appearance: El Fuerte is a


are a friendly, passionate somewhat short Mexican man
man. You are so wrapped with medium length dark brown
up in your passions that hair. In the ring (and even
often you do not notice elsewhere), he can be found
when they are not shared wearing Lucha Libre attire. This
by others. Your two main consists of a white mask with 3
passions in life are clear! starts on the forehead, no shirt,
You are a master of Lucha and white wrestling pants with 3
Libre! You seek the stars on the back. Additionally, he
perfection of the ultimate wears other wrestling
cuisine! accessories, such as elbow pads
and wrestling boots. His medium
length hair comes out the top of
his mask. Aside from this, El
Fuerte also enjoys pretending he
is a cook, dressing accordingly.
Chapter 5: The World Warriors
Chapter 5: The World Warriors

Name: El Fuerte Style: Lucha Libre (wrestling) Team:


Player: School: Concept: Wrestling Chef
Chronicle: Stable: Signature: Mask

ATTRIBUTES
PHYSICAL SOCIAL MENTAL
Strength  Charisma  Perception 
Dexterity  Manipulation  Intelligence 
Stamina  Appearance  Wits 

ABILITIES
TALENTS SKILLS KNOWLEDGES
Alertness  Blind Fighting  Arena 
Interrogation Drive  Computer 
Intimidation  Leadership  Investigation
Insight Security Medicine 
Streetwise  Stealth Mysteries
Subterfuge Survival  Style Lore 
Cooking 

ADVANTAGES
BACKGROUNDS TECHNIQUES SPECIAL MANEUVERS
Fame  Punch  Air Smash, Air Throw,
Resources  Kick  Body Check, Fajita Buster
Staff  Block  Jump, Kick Roll,
Grab  Light Feet, Piledriver,
Athletics  Power Uppercut,
Focus Slide Kick, Tostada Press,
Wall Spring,
Wind (Habenero) Dash

RENOWN CHI
Glory  Combos: Tostada Press to
     Tostada Press to Tostada
    Press (Dizzy), Jab to Jab
Honor WILLPOWER To Jab, Wind Dash to
  Tostada Press, Wind Dash
        To Fajita Buster
Division: World Warrior HEALTH EXPERIENCE
Rank: 9 (Traditional) 
Standing    
Wins: 161 Losses: 14 
Draws: 3 KO’s: 90    

Attributes: 7/5/3 Abilities: 9/7/4 Backgrounds: 5 Techniques: 8 Special Maneuvers: 7 Chi, Willpower: as per style Freebie Points: 15
ELENA
Chapter 5: The World Warriors

Chapter 5: The World Warriors


Elena's people hail from the lead to her decision to study abroad in Japan the
Kenyan savanna. Historically, they are a following school year.
warrior people, well trained in the art of
Capoeira. While modern in many ways, Her study abroad in Japan brought
Elena's tribe continues to live in a fairly her many good memories,
traditional manner. Her father, a PhD. and including a new friend, Narumi,
chief of the tribe, on the advice of the tribal who would later come to visit
shaman, encouraged her to seek out what her and her tribe in Kenya.
disturbed her among the trees one day. It was Her wanderlust was not
discovered that this disturbance was caused by sated, however, and a year
nature itself becoming unsettled at the rise of later she chose to study
"producers of death"; namely S.I.N. and their abroad in France, where her
military endeavors. While Elena's brother thought father had once acquired his
pursuing such a thing was too dangerous, she was degree. It was her desire to
excited by the prospect of travelling the world. study history once she made it to
university.
In her quest to uncover what S.I.N. was up to, Elena
met many Street Fighters and made fast friends with Elena continues to complete her
them. Among those she met were Sakura, Ken and Ryu. studies while making friends around
While she enjoyed meeting people from across the the world. While upbeat, she enjoys
globe and making friends with whoever she could, her Capoeira and friendly competition in
meeting with Sakura and other Japanese fighters would general.

Appearance: While African,


Playing Elena: You make fast friends Elena has short white hair and
and love people! Even animals are likely blue eyes. While fighting or with
to trust in your caring nature. You like to her tribe, she usually wears a
drink in all the world has to offer! simple top and loincloth with a
Relentlessly upbeat and caring, you are variety of colorful bracelets,
fascinated by new experiences and anklets, and neck bands. While
cultures. abroad and on the town,
however, she usually wears
normal fashionable clothing any
other highly social young
woman might.
Chapter 5: The World Warriors
Chapter 5: The World Warriors

Name: Elena Style: Capoeira Team:


Player: School: Her Village Concept: Princess
Chronicle: Stable: Signature: Handstand

ATTRIBUTES
PHYSICAL SOCIAL MENTAL
Strength  Charisma  Perception 
Dexterity  Manipulation  Intelligence 
Stamina  Appearance  Wits 

ABILITIES
TALENTS SKILLS KNOWLEDGES
Alertness  Blind Fighting  Arena 
Interrogation Drive  Computer 
Intimidation Leadership  Investigation
Insight  Security Medicine 
Streetwise Stealth  Mysteries 
Subterfuge Survival  Style Lore 

ADVANTAGES
BACKGROUNDS TECHNIQUES SPECIAL MANEUVERS
Allies  Punch Double Hit Kick,
Animal Companion  Kick  Flash Kick, Flying Side kick,
Arena  Block  Foot Sweep,
Staff  Grab  Handstand Kick,
Athletics  Forward Flip Kick, Jump,
Focus  Musical Accompaniment,
Regeneration,
Spinning Foot Sweep,
Slide Kick, Spin Kick, Throw

Combos: Jumping Roundhouse


RENOWN CHI To Flash Kick, Flying Side
Glory  Kick to Throw, Jumping
     Roundhouse to Forward
    To Flash Kick (Dizzy),
Honor WILLPOWER Forward Flip Kick to Flash Kick
  (Dizzy), Forward to Slide Kick
       

Division: World Warrior HEALTH EXPERIENCE


Rank: 9 (Freestyle) 
Standing    
Wins: 98 Losses: 6 
Draws: 0 KO’s: 42    

Attributes: 7/5/3 Abilities: 9/7/4 Backgrounds: 5 Techniques: 8 Special Maneuvers: 7 Chi, Willpower: as per style Freebie Points: 15
GEKI
Chapter 5: The World Warriors

Chapter 5: The World Warriors


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Playing Geki: … Appearance: …


Chapter 5: The World Warriors

Chapter 5: The World Warriors


Name: GeKI Style: Ninjitsu Team:
Player: School: Concept:
Chronicle: Stable: Signature:

ATTRIBUTES
PHYSICAL SOCIAL MENTAL
Strength  Charisma  Perception 
Dexterity  Manipulation  Intelligence 
Stamina  Appearance  Wits 

ABILITIES
TALENTS SKILLS KNOWLEDGES
Alertness Blind Fighting Arena
Interrogation Drive Computer
Intimidation Leadership Investigation
Insight Security Medicine
Streetwise Stealth Mysteries
Subterfuge Survival Style Lore

ADVANTAGES
BACKGROUNDS TECHNIQUES SPECIAL MANEUVERS
Punch Tumbling Attack
Kick
Block
Grab
Athletics
Focus

RENOWN CHI
Glory  Combos:
    
   
Honor WILLPOWER
 
       

Division: World Warrior HEALTH EXPERIENCE


Rank: 
Standing    
Wins: Losses: 
Draws: KO’s:    

Attributes: 7/5/3 Abilities: 9/7/4 Backgrounds: 5 Techniques: 8 Special Maneuvers: 7 Chi, Willpower: as per style Freebie Points: 15
GEN
Chapter 5: The World Warriors

Chapter 5: The World Warriors


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Playing Gen: … Appearance: …


Chapter 5: The World Warriors
Chapter 5: The World Warriors

Name: Gen Style: Kung Fu Team:


Player: School: Concept: Former Assasin
Chronicle: Stable: Signature: “Fool!”

ATTRIBUTES
PHYSICAL SOCIAL MENTAL
Strength  Charisma  Perception 
Dexterity  Manipulation  Intelligence 
Stamina  Appearance  Wits 

ABILITIES
TALENTS SKILLS KNOWLEDGES
Alertness  Blind Fighting  Arena 
Interrogation  Drive  Computer 
Intimidation  Leadership  Investigation 
Insight  Security  Medicine 
Streetwise  Stealth  Mysteries 
Subterfuge  Survival  Style Lore 

ADVANTAGES
BACKGROUNDS TECHNIQUES SPECIAL MANEUVERS
Allies  Punch  BReakfall, Capture Punch,
Contacts  Kick  Capture Kick,
Fame  Block  Chi Kung Healing,
Resources  Grab  Dim Mak, Double Hit Kick,
Athletics  Foot Sweep, Handstand Kick,
Focus  Hundred Hand Slap, Jump,
Reverse Waterfall,
Sniper Kick, Triple Strike,
Zen No Mind,
Tumbling Attack
Tumbl
RENOWN CHI
Glory  Combos: Sniper Kick To
     Reverse waterfall (Dizzy),
    Tumbling Attack To
Honor WILLPOWER Hundred Hand Slap (Dizzy),
  DIm Mak To Dim Mak To Dim Mak (Dizzy)
       

Division: World Warrior HEALTH EXPERIENCE


Rank: 10 (Freestyle) 
Standing    
Wins: 77 Losses: 0 
Draws: 1 KO’s: 62    

Attributes: 7/5/3 Abilities: 9/7/4 Backgrounds: 5 Techniques: 8 Special Maneuvers: 7 Chi, Willpower: as per style Freebie Points: 15
G I LL
Chapter 5: The World Warriors

Chapter 5: The World Warriors


One cannot speak of Gill seeking one
without reference to the to aid in the
Illuminati. Gill is the leader of creation of
the Illuminati for this generation, the new
chosen from among almost 1,000 paradise. The
genetically enhanced chosen that winner of this
fought and trained together, learning tournament was Alex.
what they could of the 66 secret After the events of this
techniques. Gill mastered the elements tournament, Gill takes a
of fire, ice, and the power of "miracle", very high interest in Alex,
rising to the top of his brothers, chosen who he believes must be
to bring about the creation of a new groomed for his future role.
Eden in 2,200 A.D.. Curious, he trains
constantly in new techniques and In addition to his involvement in
absorbs all of the scholarly work he the prophecies of the Illuminati and
can. Seen as a god, at least by some, his own improvement, Gill must also
Gill is capable of resurrection. In fact, deal with the political situation within the
the limits of Gill's powers are not yet Illuminati itself. His brother Urien schemes
known and he continues to against him. The Illuminati have their fingers in
improve as he prepares himself many pots, from genetic experiments to
for the Illuminati's prophesied conspiracies of all kinds. While his confidence in
Armageddon and the new Eden his own abilities makes him unconcerned with
that must be ushered in afterwards. rivals, allowing him to continue his activities in a
forthright way, he also must on occasion keep
In preparation for the future, Gill his organization on task, by halting dead end
arranged and held a tournament of prospects and distractions from his
fighters from around the world, organization's true goal.

Playing Gill: You are supremely Appearance: Perfect, long


confident and a man of your word. golden locks of hair, and an
You are bringing about paradise! exquisite physique. Gill's most
Your means can seem harsh to unusual feature is that he is half
those who do not understand the blue and half red, a manifestation
profound importance of your ends. of his affinity with the elements of
Failures must be disposed so that fire and ice. While fighting, he
new methods can be tested. wears very little.
Chapter 5: The World Warriors

Chapter 5: The World Warriors


Name: Gill Style: Pankration Team:
Player: School: Illuminati Concept: Messiah
Chronicle: Stable: Signature: Red and Blue Body

ATTRIBUTES
PHYSICAL SOCIAL MENTAL
Strength  Charisma  Perception 
Dexterity  Manipulation  Intelligence 
Stamina  Appearance  Wits 

ABILITIES
TALENTS SKILLS KNOWLEDGES
Alertness  Blind Fighting  Arena 
Interrogation  Drive  Computer 
Intimidation  Leadership  Investigation 
Insight  Security  Medicine 
Streetwise  Stealth  Mysteries 
Subterfuge  Survival  Style Lore 

ADVANTAGES
BACKGROUNDS TECHNIQUES SPECIAL MANEUVERS
Allies  Punch  Accuracy, Sniper Kick,
Backing  Kick  Dashing Clothesline,
Contacts  Block  Elbow Smash, Foot Sweep,
Resources  Grab  Heal, Jump, Neck Choke,
Staff  Athletics  Pile Driver, Power Uppercut,
Elemental (Fire)  Focus  Regeneration, Resurrection,
Pyrotactus, Cryotactus,
Pyrokinesis, Cryokinesis
Fist Sweep

Combos: Elbow Smash


RENOWN CHI To Dashing Clothesline,
Glory  Block to Neck Choke (Dizzy),
     Pyrokinesis to Cryokinesis,
    Jump to Neck Choke (Dizzy),
Honor WILLPOWER Short to Forward To
  Foot Sweep (Dizzy)
       

Division: World Warrior HEALTH EXPERIENCE


Rank: 10 (Freestyle) 
Standing    
Wins: 154 Losses: 2 
Draws: 0 KO’s: 87    

Attributes: 7/5/3 Abilities: 9/7/4 Backgrounds: 5 Techniques: 8 Special Maneuvers: 7 Chi, Willpower: as per style Freebie Points: 15
GOUKEN
Chapter 5: The World Warriors

Chapter 5: The World Warriors


Gouken is the older brother of Akuma fully utilizing the power of the Satsui No
and a master of Shotokan Karate. In Hado. Ken, who had been sent out on
fact, he is Ken and Ryu's sensei, and errands by his master, returned to see
the source from which the modern the end of the fight, and the murder of
day incarnation of the style flows. his sensei.
Gouken had mastered the killing
techniques of the Shotokan style, but Since that tragic day, Ken and Ryu
was very careful in his teaching and ventured out into the world to
discipline regarding these arts. This is continue their journey as fighters
an area where he differed with his and men. Some years later,
younger brother, who thought that the however, rumors surfaced that
killing techniques should be honed perhaps Gouken had not died. Or,
through regular use and challenges, more strangely, rumors that the spirit of
indulged in to discover even greater Gouken had been called upon, for some
powers. purpose or another. These rumors have
never been definitively proven or
Eventually, Gouken and Akuma's disproven.
differences came to a head when
Akuma challenged his older brother,

Playing Gouken: You are a


stern, firm, yet ultimately
compassionate individual. You
have a profoundly deep
understanding of the martial arts
and the warriors way. You also
highly value friends and family,
and would be willing to sacrifice Appearance: Gouken was a
anything to protect them. Your powerful old man, mostly bald
patience and personal disciple with long white hair in the back
are perhaps unrivaled. and a full beard. He was usually
found in a well used karate gi,
favoring a one shouldered black
top and white pants, cinched
closed with rope, traditional
Japanese shoes.
Chapter 5: The World Warriors

Chapter 5: The World Warriors


Name: Gouken Style: Shotokan Karate Team:
Player: School: Goutetsu’s Dojo Concept: Wise Master
Chronicle: Stable: Signature:

ATTRIBUTES
PHYSICAL SOCIAL MENTAL
Strength  Charisma  Perception 
Dexterity  Manipulation  Intelligence 
Stamina  Appearance  Wits 

ABILITIES
TALENTS SKILLS KNOWLEDGES
Alertness  Blind Fighting  Arena 
Interrogation  Drive Computer
Intimidation  Leadership  Investigation
Insight  Security Medicine 
Streetwise  Stealth Mysteries 
Subterfuge  Survival  Style Lore 

ADVANTAGES
BACKGROUNDS TECHNIQUES SPECIAL MANEUVERS
Allies  Punch  Accuracy, Air Hurricane Kick,
Fame  Kick  Block, Chi Kung Healing,
Resources  Block  Condensed Energy,
Sensei Grab  Deflecting Punch,
Athletics  Dive Kick, Dragon Punch,
Focus  Fireball, Foot Sweep,
Hurricane Kick, Jump,
Lightning Drop,
Power uppercut,
Reaping Palm, Throw,
Zen No Mind, Seal,
RENOWN CHI Vertical Hurricane Kick
Glory  Combos: Throw to
     Dragon Punch, Throw to
    Vetrtical Hurricane Kick (Dizzy),
Honor WILLPOWER Fireball to Fireball to
  Fireball (Dizzy), Reaping Palm
        To Reaping Palm
Division: World Warrior HEALTH EXPERIENCE
Rank: 10 (Traditional) 
Standing    
Wins: 105 Losses: 1 
Draws: 1 KO’s: 90    

Attributes: 7/5/3 Abilities: 9/7/4 Backgrounds: 5 Techniques: 8 Special Maneuvers: 7 Chi, Willpower: as per style Freebie Points: 15
GUY
Chapter 5: The World Warriors

Chapter 5: The World Warriors


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Playing Guy: … Appearance: …


Chapter 5: The World Warriors
Chapter 5: The World Warriors

Name: Guy Style: Bushinryu Team:


Player: School: Zeku’s Dojo Concept: Hero
Chronicle: Stable: Signature: Ninja Hand Signs

ATTRIBUTES
PHYSICAL SOCIAL MENTAL
Strength  Charisma  Perception 
Dexterity  Manipulation  Intelligence 
Stamina  Appearance  Wits 

ABILITIES
TALENTS SKILLS KNOWLEDGES
Alertness  Blind Fighting  Arena 
Interrogation  Drive  Computer 
Intimidation  Leadership  Investigation 
Insight  Security  Medicine 
Streetwise  Stealth  Mysteries 
Subterfuge  Survival  Style Lore 

ADVANTAGES
BACKGROUNDS TECHNIQUES SPECIAL MANEUVERS
Allies  Punch  Shoulder Blast,
Contacts  Kick  Backflip Kick, Breakfall,
Fame  Block  Elbow Smash, Ax Kick,
Resources  Grab  Foot Sweep, Jump, Kippup,
Sensei  Athletics  Knee Basher, Light Feet,
Clan Heritage  Focus  Lightning Drop,
Power Uppercut, Slide Kick,
Speed of the Mongoose,
Throw, Tornado Kick,
Wall Spring, Zen No Mind

RENOWN CHI
Glory  Combos: Speed of the
     Mongoose to Slide Kick,
    Speed of the Mongoose
Honor WILLPOWER To Ax Kick, Jab To Strong
  To Fierce (Dizzy)
       

Division: World Warrior HEALTH EXPERIENCE


Rank: 10 (Freestyle) 
Standing    
Wins: 128 Losses: 5 
Draws: 4 KO’s: 117    

Attributes: 7/5/3 Abilities: 9/7/4 Backgrounds: 5 Techniques: 8 Special Maneuvers: 7 Chi, Willpower: as per style Freebie Points: 15
HAKAN
Chapter 5: The World Warriors

Chapter 5: The World Warriors


Hakan manages the world's leading cooking oil part of maintaining his business, he does travel the
maker, known for producing high quality olive oil, world looking for better sources of cooking oils, also
and based in Turkey. He is also known as a occasionally engaging in martial arts competitions
prominent contestant in Turkey's oil wrestling where he can test his Turkish oil wrestling against
competitions, an unusual wrestling form that other styles. In his travels, in the fight world he has
involves wrestlers lacquering their bodies made a friend of E. Honda, who he is taken
with oils before they begin their to visiting and engaging in friendly
grappling. competitions with.

Hakan's primary interests


are in maintaining the
quality of his oil
business and in his
wife and family. A
friendly man, he has
a large family of
seven children. As

Appearance: While
fighting, Hakan wears a
Playing Hakan: You are leather and chain sash, as
hearty, friendly man, well as dark pants. He is a
though you are quick to large, muscular man with an
take offense at the odd reddish hue to the skin
rudeness of others. You and short, unusually
love women, your wife patterned hair, which he has
most of all. You are passed down to his children.
protective of younger His pants are kept up with a
women, attracted to older large belt, the buckle bearing
women, but solidly a family the image of a lion
man. associated with the logo for
his company.
Chapter 5: The World Warriors
Chapter 5: The World Warriors

Name: Hakan Style: Wrestling (Yagli Gures) Team:


Player: School: Concept: Oil Covered Daddy
Chronicle: Stable: Signature: Curly Blue Hair

ATTRIBUTES
PHYSICAL SOCIAL MENTAL
Strength  Charisma  Perception 
Dexterity  Manipulation  Intelligence 
Stamina  Appearance  Wits 

ABILITIES
TALENTS SKILLS KNOWLEDGES
Alertness  Blind Fighting  Arena 
Interrogation  Drive  Computer 
Intimidation  Leadership  Investigation 
Insight  Security  Medicine 
Streetwise  Stealth Mysteries 
Subterfuge  Survival Style Lore 

ADVANTAGES
BACKGROUNDS TECHNIQUES SPECIAL MANEUVERS
Allies  Punch  Air Smash, Air Throw,
Contacts  Kick  Bear Hug, Flying Tackle,
Fame  Block  Foot Sweep,
Resources  Grab  Ground Fighting,
Staff  Athletics  Guard Position, Jump,
Focus Oil Dive, Oil Rocket,
Oil Slide, Oil Up, Throw

RENOWN CHI
Glory  Combos: Oil Rocket to Oil Up,
     Medium to Oil Slide to Air Smash,
    Block to Oil Rocket To Oil Up,
Honor WILLPOWER Jumping Fierce to Strong
  To Jab (Dizzy),
       

Division: World Warrior HEALTH EXPERIENCE


Rank: 10 (Traditional) 
Standing    
Wins: 461 Losses: 23 
Draws: 0 KO’s: 248    

Attributes: 7/5/3 Abilities: 9/7/4 Backgrounds: 5 Techniques: 8 Special Maneuvers: 7 Chi, Willpower: as per style Freebie Points: 15
HUGO
Chapter 5: The World Warriors

Chapter 5: The World Warriors


Hugo, the German giant, has a long history in both then attempted to found a
gang activity and professional wrestling. While he was wrestling promotion of
born in Germany, his early days saw him living on the their own, the HWA.
west side of Metro City with his family, all of whom
were involved with Mad Gear. It was here that he While later in his
also met Poison, who would later act as his career Hugo tended
manager during his time in professional to leave his gang
wrestling. When it came to wrestling, Hugo ways behind, he
and Poison both liked to think big! In fact, it would still find
was the search for a suitable tag team himself involved in
partner that led him into the Street Fighting incidents from
circuit and eventually the tournament held time to time, be it
by Gill. A surprise contestant, it was said encounters with
that he put on an amazing performance. upstart gangs in
After that tournament, Hugo went on to win Metro City, or
the CWA Tag Team championship and even with
overall dominate his competition in the Pro people from his
Wrestling world. Frustrated by the lack of Mad Gear days,
serious competition, Hugo and Poison such as Rolento.

Playing Hugo: You aren't the Appearance: Hugo is a


brightest person in the room, giant hulk of a man with a
but you know you're powerful. tangled mess of black curly
When it comes to your family locks atop his head. He
you can be sentimental, but favors tight jeans and
when it comes to life in general, leopard print A-shirts
your motto is "Go big or go (especially favoring pink).
home!" You enjoy proving you He's also fond of
are the strongest and you are accessorizing with a large-
the best, in your own chained chain wallet and
flamboyant way. black studded wristbands.
Chapter 5: The World Warriors
Chapter 5: The World Warriors

Name: Hugo Andore Style: Wrestling Team:


Player: School: Concept: Thug/Wrestler
Chronicle: Stable: Huge Wrestling Army Signature: “I’m Number One!”

ATTRIBUTES
PHYSICAL SOCIAL MENTAL
Strength  Charisma  Perception 
Dexterity  Manipulation  Intelligence 
Stamina  Appearance  Wits 

ABILITIES
TALENTS SKILLS KNOWLEDGES
Alertness  Blind Fighting  Arena 
Interrogation  Drive  Computer
Intimidation  Leadership  Investigation
Insight  Security  Medicine
Streetwise  Stealth Mysteries 
Subterfuge Survival Style Lore 

ADVANTAGES
BACKGROUNDS TECHNIQUES SPECIAL MANEUVERS
Allies  Punch  Air Throw, Back Breaker,
Contacts  Kick  Buffalo Punch,
Manager  Block  Dashing Clothesline,
Resources  Grab  Double Hit Kick,
Staff  Athletics  Elbow Smash, Flying Peach,
Focus Foot Sweep, Jump,
Meat Squasher,
Moonsault Press,
Neck Choke,
Power Uppercut, Throw,
Giant Palm Bomber
RENOWN CHI Combos: Buffalo Punch to
Glory  Buffalo Punch to Buffalo
     Punch (Dizzy), Jab to Neck
    Choke (Dizzy), Block to
Honor WILLPOWER Moonsault Press, Jump to
  Meat Squasher
       

Division: World Warrior HEALTH EXPERIENCE


Rank: 10 (Traditional) 
Standing    
Wins: 241 Losses: 12 
Draws: 0 KO’s: 197    

Attributes: 7/5/3 Abilities: 9/7/4 Backgrounds: 5 Techniques: 8 Special Maneuvers: 7 Chi, Willpower: as per style Freebie Points: 15
IBUKI
Chapter 5: The World Warriors

Chapter 5: The World Warriors


Ibuki is in many ways a typical Japanese schoolgirl, was able to acquire the G-File. While her success
except for the fact that she was raised among a was notable, Ibuki was more concerned with the
village of ninjas! Oh, and Don Chan, her lovable mundane details of her personal and school life.
pet tanuki. It is said that the village has been
home to ninjas since the Sengoku period. She In her pursuit of a normal life, Ibuki finds she
was educated in the ways of the ninja since must complete her ninja training, a gauntlet of
very early in her childhood, and the various various challenges. In the end, she completes
members of her clan are as close to her as these challenges and even challenges Oro. The
family. Interestingly, one of the earliest result appears to be that her training was deemed
missions given to her by the clan was to acquire complete and she was free to pursue her true
the G-File. The G-File played into plans of the interests, which meant a lively social life and a
Illuminati and contained information and college education.
secrets regarding important events throughout
history. This mission led Ibuki to confront Gill
during the period he was testing Street
Fighters to find a candidate for his plans. Gill
was impressed by the ninja's skills, and Ibuki Appearance: In normal life,
Ibuki is a stylish young woman
with long black hair often hastily
tied back. While on a mission she
often ties her hair back with a
Playing Ibuki: You are an bandanna while attired in a
energetic young woman who skimpy variation on standard light
strives to have a good time, but brown ninja attire, with fight
occasionally finds herself saddled gloves and a black mask she can
with clan responsibilities. In a pull up to further conceal her
fight, you are a blur of motion, features.
leaping while tossing kunai,
utilizing hit-and-run tactics.
Chapter 5: The World Warriors
Chapter 5: The World Warriors

Name: Ibuki Style: Ninjitsu Team:


Player: School: Her Clan Concept: Ninja Schoolgirl
Chronicle: Stable: Signature: Smokebomb

ATTRIBUTES
PHYSICAL SOCIAL MENTAL
Strength  Charisma  Perception 
Dexterity  Manipulation  Intelligence 
Stamina  Appearance  Wits 

ABILITIES
TALENTS SKILLS KNOWLEDGES
Alertness  Blind Fighting  Arena 
Interrogation  Drive  Computer 
Intimidation  Leadership  Investigation 
Insight  Security  Medicine 
Streetwise  Stealth  Mysteries 
Subterfuge  Survival  Style Lore 
Linguistics 

ADVANTAGES
BACKGROUNDS TECHNIQUES SPECIAL MANEUVERS
Allies  Punch  Air Throw, Chi Blast,
Animal Companion  Kick  Disengage, Dirty Fighting,
Contacts  Block  Double Heel Stomp
Resources  Grab  Ear Pop, Empty Step,
Clan Heritage  Athletics  Flying Heel Stomp,
Focus  Flying Thrust Kick,
Thrown  Foot Sweep, Jump,
Kippup, Neck Breaker,
Power Uppercut,
Slide Kick, Spin Kick,
Ki Blade, Throw
RENOWN CHI
Glory  Combos: Double Heel Stomp
     To Fierce Strike (Thrown),
    Short to Forward to
Honor WILLPOWER Roundhouse (dizzy), Jab
  To Strong To Fierce (Dizzy)
       

Division: World Warrior HEALTH EXPERIENCE


Rank: 9 (Freestyle) 
Standing    
Wins: 67 Losses: 4 
Draws: 1 KO’s: 33    

Attributes: 7/5/3 Abilities: 9/7/4 Backgrounds: 5 Techniques: 8 Special Maneuvers: 7 Chi, Willpower: as per style Freebie Points: 15
INGRID
Chapter 5: The World Warriors

Chapter 5: The World Warriors


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Playing Ingrid: …

Appearance: …
Chapter 5: The World Warriors
Chapter 5: The World Warriors

Name: Ingrid Style: Team:


Player: School: Concept:
Chronicle: Stable: Signature:

ATTRIBUTES
PHYSICAL SOCIAL MENTAL
Strength  Charisma  Perception 
Dexterity  Manipulation  Intelligence 
Stamina  Appearance  Wits 

ABILITIES
TALENTS SKILLS KNOWLEDGES
Alertness Blind Fighting Arena
Interrogation Drive Computer
Intimidation Leadership Investigation
Insight Security Medicine
Streetwise Stealth Mysteries
Subterfuge Survival Style Lore

ADVANTAGES
BACKGROUNDS TECHNIQUES SPECIAL MANEUVERS
Punch
Kick
Block
Grab
Athletics
Focus

RENOWN CHI
Glory  Combos:
   
   
Honor WILLPOWER

       

Division: World Warrior HEALTH EXPERIENCE


Rank: 
Standing    
Wins: Losses: 
Draws: KO’s:    

Attributes: 7/5/3 Abilities: 9/7/4 Backgrounds: 5 Techniques: 8 Special Maneuvers: 7 Chi, Willpower: as per style Freebie Points: 15
JOE
Chapter 5: The World Warriors

Chapter 5: The World Warriors


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Playing Joe: … Appearance: …


Chapter 5: The World Warriors
Chapter 5: The World Warriors

Name: JOE Style: Savate Team:


Player: School: Concept:
Chronicle: Stable: Signature:

ATTRIBUTES
PHYSICAL SOCIAL MENTAL
Strength  Charisma  Perception 
Dexterity  Manipulation  Intelligence 
Stamina  Appearance  Wits 

ABILITIES
TALENTS SKILLS KNOWLEDGES
Alertness Blind Fighting Arena
Interrogation Drive Computer
Intimidation Leadership Investigation
Insight Security Medicine
Streetwise Stealth Mysteries
Subterfuge Survival Style Lore

ADVANTAGES
BACKGROUNDS TECHNIQUES SPECIAL MANEUVERS
Punch Rolling Sobat
Kick
Block
Grab
Athletics
Focus

RENOWN CHI
Glory  Combos:
   
   
Honor WILLPOWER

       

Division:
HEALTH EXPERIENCE
Rank: 
Standing    
Wins: Losses: 
Draws: KO’s:    

Attributes: 7/5/3 Abilities: 9/7/4 Backgrounds: 5 Techniques: 8 Special Maneuvers: 7 Chi, Willpower: as per style Freebie Points: 15
JULI
Chapter 5: The World Warriors

Chapter 5: The World Warriors


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Appearance: …

Playing Juli: …
Chapter 5: The World Warriors
Chapter 5: The World Warriors

Name: Juli (Julia) Style: Programming Team:


Player: School: Shadowloo Concept: Elite Assassin
Chronicle: Stable: Dolls Signature: “Mission Complete”

ATTRIBUTES
PHYSICAL SOCIAL MENTAL
Strength  Charisma  Perception 
Dexterity  Manipulation  Intelligence 
Stamina  Appearance  Wits 

ABILITIES
TALENTS SKILLS KNOWLEDGES
Alertness  Blind Fighting  Arena 
Interrogation  Drive  Computer 
Intimidation  Leadership Investigation 
Insight  Security  Medicine 
Streetwise Stealth  Mysteries 
Subterfuge Survival  Style Lore 

ADVANTAGES
BACKGROUNDS TECHNIQUES SPECIAL MANEUVERS
Allies  Punch  Flying Side Kick,
Contacts  Kick  Flying Thrust Kick,
Backing  Block  Foot Sweep, Jump, Kippup,
Cybernetics  Grab  Power Uppercut,
Athletics  Spinning Backfist,
Focus  Spinning Knuckle, Suplex
Thigh Press, 3D Scanning,
A.N.N.

RENOWN CHI
Glory  Combos:
    
   
Honor WILLPOWER

       

Division:
HEALTH EXPERIENCE
Rank: 
Standing    
Wins: Losses: 
Draws: KO’s:    

Attributes: 7/5/3 Abilities: 9/7/4 Backgrounds: 5 Techniques: 8 Special Maneuvers: 7 Chi, Willpower: as per style Freebie Points: 15
JUNI
Chapter 5: The World Warriors

Chapter 5: The World Warriors


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Playing Juni: … Appearance: …


Chapter 5: The World Warriors
Chapter 5: The World Warriors

Name: Juni Style: Programming Team:


Player: School: Shadowloo Concept: Elite Assassin
Chronicle: Stable: Dolls Signature: “Mission Complete”

ATTRIBUTES
PHYSICAL SOCIAL MENTAL
Strength  Charisma  Perception 
Dexterity  Manipulation  Intelligence 
Stamina  Appearance  Wits 

ABILITIES
TALENTS SKILLS KNOWLEDGES
Alertness  Blind Fighting  Arena 
Interrogation  Drive  Computer 
Intimidation  Leadership Investigation 
Insight  Security  Medicine 
Streetwise Stealth  Mysteries 
Subterfuge Survival  Style Lore 

ADVANTAGES
BACKGROUNDS TECHNIQUES SPECIAL MANEUVERS
Allies  Punch  Advancing Block,
Backing  Kick  Air Canon Drill,
Contacts  Block  Cannon Drill,
Cybernetics  Grab  Spinning Pile Driver,
Athletics  Flying Thrust Kick,
Focus  Foot Sweep, Kippup,
Ashura Warp,
Power Uppercut, Suplex,
Thigh Press, 3D Scanning,
A.N.N.

RENOWN CHI
Glory  Combos:
    
   
Honor WILLPOWER

       

Division:
HEALTH EXPERIENCE
Rank: 
Standing    
Wins: Losses: 
Draws: KO’s:    

Attributes: 7/5/3 Abilities: 9/7/4 Backgrounds: 5 Techniques: 8 Special Maneuvers: 7 Chi, Willpower: as per style Freebie Points: 15
JURI
Chapter 5: The World Warriors

Chapter 5: The World Warriors


Juri takes pleasure in unrestrained expression and of M. Bison's Dolls, and in time begins to see herself
destruction. She is a Tae Kwon Do practitioner from as superior to Seth, who is himself merely a vessel
South Korea that mysteriously affiliated herself with intended as a replacement body for M. Bison.
S.I.N. There, she acts as Seth's confidant, and also
proceeds to destroy the opposition to S.I.N. on After the events of the S.I.N. tournaments,
Seth's command. Inside the organization, she is her whereabouts are unknown. Some say
known as "Spider" and has a reputation for being a she challenged M. Bison directly, and her
brutal, warped hedonist. hubris caught up with her. Others suspect
she is somewhere spreading mayhem,
In addition to her martial arts abilities, she is also taking pleasure in the defeat and
granted additional abilities through the use of the downfall of those that strike her whims.
S.I.N. Feng Shui Engine, the unit being
implanted where her left eye once was. As part
of her operations, she handily dealt with each

Playing Juri: You like to


be bad, knowing no one can
stop you. Others' fears and
rules they make for Appearance: Juri is a tall,
themselves strike you as lean, athletic Korean woman
both pathetic and amusing. who often wears loose,
You toy with these kinds of billowing white and magenta
people for pleasure. It is not pants. Her favored top is tied
anger that causes you to hurt on purple bustier of sorts.
them, but curiosity to see She keeps her long dark hair
how they will react, to see if it bound up in two bundles atop
will entertain. her head. Her left eye,
containing the Feng Shui
Engine, emits a pink glow.
Chapter 5: The World Warriors
Chapter 5: The World Warriors

Name: JuRI han Style: TAEKWONDO Team:


Player: School: S.I.N. Concept: S.I.N. Agent
Chronicle: Stable: Spiders Signature: Licking her lips

ATTRIBUTES
PHYSICAL SOCIAL MENTAL
Strength  Charisma  Perception 
Dexterity  Manipulation  Intelligence 
Stamina  Appearance  Wits 

ABILITIES
TALENTS SKILLS KNOWLEDGES
Alertness  Blind Fighting  Arena 
Interrogation  Drive  Computer 
Intimidation  Leadership  Investigation 
Insight  Security  Medicine 
Streetwise  Stealth  Mysteries 
Subterfuge  Survival  Style Lore 

ADVANTAGES
BACKGROUNDS TECHNIQUES SPECIAL MANEUVERS
Backing (SIN)  Punch  Accuracy, Air Crush,
Cybernetics  Kick  Double-Hit Kick,
Block  Fireball, Foot Sweep,
Grab  Handstand Kick,
Athletics  Jump, Kick Defense,
Focus Killing Stare, Kippup,
Knee Basher, Second Impact,
Sniper Kick, Third Strike,
Throw, Windmill Kick

Combos: Forward to Fireball, Bait a


RENOWN CHI Fireball to Windmill Kick (Dizzy), Air Ba
Glory  Handstand Kick to Windmill Kick,
     Double-Hit Kick to Fireball To
    Windmill Kick (Dizzy),
Honor WILLPOWER Jumping Strong to Jumping Strong
  To Windmill Kick (Dizzy),
        Third Strike to Windmill Kick
Division: World Warrior HEALTH EXPERIENCE
Rank: 9 (Traditional) 
Standing    
Wins: 121 Losses: 9 
Draws: 2 KO’s: 96    

Attributes: 7/5/3 Abilities: 9/7/4 Backgrounds: 5 Techniques: 8 Special Maneuvers: 7 Chi, Willpower: as per style Freebie Points: 15
KARIN
Chapter 5: The World Warriors

Chapter 5: The World Warriors


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Playing Karin: … Appearance: …


Chapter 5: The World Warriors
Chapter 5: The World Warriors

Name: Karin Kanzuki Style: Kanzuki-Ryu (Jeet Kune Do) Team:


Player: School: Self Taught Concept: Heiress
Chronicle: Stable: Signature: Laughs

ATTRIBUTES
PHYSICAL SOCIAL MENTAL
Strength  Charisma  Perception 
Dexterity  Manipulation  Intelligence 
Stamina  Appearance  Wits 

ABILITIES
TALENTS SKILLS KNOWLEDGES
Alertness  Blind Fighting  Arena 
Interrogation  Drive Computer 
Intimidation  Leadership Investigation 
Insight  Security  Medicine 
Streetwise  Stealth  Mysteries 
Subterfuge  Survival Style Lore 

ADVANTAGES
BACKGROUNDS TECHNIQUES SPECIAL MANEUVERS
Backing  Punch  Deflecting Punch,
Fame  Kick  Foot Sweep, Guren Ken,
Resources  Block  Jump, Kippup, Knee Basher,
Staff  Grab  Knee Crusher, Palm Arc,
Athletics  Power Uppercut,
Focus  Rekka Ken,
Stepping Front Kick,
Stepping Snap Kick,
Throw, Yasha

RENOWN CHI
Glory  Combos:
    
   
Honor WILLPOWER
 
       

Division: World Warrior HEALTH EXPERIENCE


Rank: 9 (Traditional) 
Standing    
Wins: Losses: 
Draws: KO’s:    

Attributes: 7/5/3 Abilities: 9/7/4 Backgrounds: 5 Techniques: 8 Special Maneuvers: 7 Chi, Willpower: as per style Freebie Points: 15
LEE
Chapter 5: The World Warriors

Chapter 5: The World Warriors


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Playing Lee: …

Appearance: …
Chapter 5: The World Warriors
Chapter 5: The World Warriors

Name: LEE Style: Kung Fu Team:


Player: School: Concept:
Chronicle: Stable: Signature:

ATTRIBUTES
PHYSICAL SOCIAL MENTAL
Strength  Charisma  Perception 
Dexterity  Manipulation  Intelligence 
Stamina  Appearance  Wits 

ABILITIES
TALENTS SKILLS KNOWLEDGES
Alertness Blind Fighting Arena
Interrogation Drive Computer
Intimidation Leadership Investigation
Insight Security Medicine
Streetwise Stealth Mysteries
Subterfuge Survival Style Lore

ADVANTAGES
BACKGROUNDS TECHNIQUES SPECIAL MANEUVERS
Punch Dive Kick
Kick
Block
Grab
Athletics
Focus

RENOWN CHI
Glory  Combos:
   
   
Honor WILLPOWER

       

Division: World Warrior HEALTH EXPERIENCE


Rank: 
Standing    
Wins: Losses: 
Draws: KO’s:    

Attributes: 7/5/3 Abilities: 9/7/4 Backgrounds: 5 Techniques: 8 Special Maneuvers: 7 Chi, Willpower: as per style Freebie Points: 15
MAKI
Chapter 5: The World Warriors

Chapter 5: The World Warriors


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Appearance: …
Playing Maki: …
Chapter 5: The World Warriors
Chapter 5: The World Warriors

Name: Maki Genryusai Style: Bushinryu Team:


Player: School: Genryusai Concept: Tomboy
Chronicle: Stable: Signature: Extremely Cocky

ATTRIBUTES
PHYSICAL SOCIAL MENTAL
Strength  Charisma  Perception 
Dexterity  Manipulation  Intelligence 
Stamina  Appearance  Wits 

ABILITIES
TALENTS SKILLS KNOWLEDGES
Alertness  Blind Fighting  Arena 
Interrogation  Drive  Computer 
Intimidation Leadership  Investigation 
Insight  Security  Medicine
Streetwise  Stealth  Mysteries 
Subterfuge  Survival  Style Lore 

ADVANTAGES
BACKGROUNDS TECHNIQUES SPECIAL MANEUVERS
Allies  Punch  Knee Basher, Light Feet,
Contacts  Kick  Suicide Spin, Choke Throw,
Resources  Block  Speed of the Mongoose,
Sensei  Grab  Bushin Throw, Wall Spring,
Clan Heritage  Athletics  Flying Bushin Throw,
Focus  Foot Sweep, Power Uppercut,
Tonfa  Genko

RENOWN CHI
Glory  Combos: Speed of the
     Mongoose to Bushin Throw,
    Speed of the Mongoose TO
Honor WILLPOWER Flying Bushin Throw, Knee
  Basher To Knee Basher (Dizzy)
       

Division: World Warrior HEALTH EXPERIENCE


Rank: 9 (Freestyle) 
Standing    
Wins: 87 Losses: 6 
Draws: 3 KO’s: 69    

Attributes: 7/5/3 Abilities: 9/7/4 Backgrounds: 5 Techniques: 8 Special Maneuvers: 7 Chi, Willpower: as per style Freebie Points: 15
MAKOTO
Chapter 5: The World Warriors

Chapter 5: The World Warriors


Makoto, more than anything, is a being because she thought she could take an
Rindoukan Karateka. She is still in her easy path in defeating less skilled
teenage years, but has stepped up to take opponents, rather than
on the mantle of her father, running the family dojo committing herself to the path
and keeping the style alive. Her father dead, her of hard labor and dedication to
grandfather too old, and her older brother simply not her art.
suited for the art, Makoto is the only remaining
member of the family who is suited to the
task. After repairs to the dojo,
Makoto went on to fight to
In an effort to keep the Tosa area's dojo bring back the prestige and
afloat, Makoto entered a fighting honor formerly possessed by the
tournament hosted by S.I.N., hoping to school. In time, she sought out
earn fight money enough to and located Ryu, who she
complete repairs. In a show of impressed with her fighting spirit
great zeal and skill she was able and technique. This hard work paid
to defeat Fei Long, the famed off, and the Rindoukan dojo once
Hong Kong movie star, but could again acquired a reputation for
not defeat all comers. She came to excellence, with students coming from far
see the reason for her defeat as and wide to attend.

Playing Makoto: While you Appearance: Makoto is often


are young, you are a very found in her father's gi, with a
serious and focused individual. yellow headband, an undershirt
You are not concerned with the and her fairly short hair.
mundane interests of most Outside of the dojo, she
teenagers, but instead focus on dresses in practical or sporty
family honor, responsibility and clothing. She is somewhat
excellence. If anything, perhaps short with a powerful build, and
you focus on this too much, her look can sometimes be
having a youthful vigor and zeal described as "tomboy".
and lacking in experience
regarding other matters.
Chapter 5: The World Warriors
Chapter 5: The World Warriors

Name: Makoto Style: Rindoukan Karate Team:


Player: School: Rindou Dojo Concept: Dojo Savior
Chronicle: Stable: Signature: Baggy Gi

ATTRIBUTES
PHYSICAL SOCIAL MENTAL
Strength  Charisma  Perception 
Dexterity  Manipulation  Intelligence 
Stamina  Appearance  Wits 

ABILITIES
TALENTS SKILLS KNOWLEDGES
Alertness  Blind Fighting  Arena 
Interrogation Drive Computer 
Intimidation  Leadership  Investigation
Insight  Security  Medicine 
Streetwise  Stealth Mysteries
Subterfuge  Survival Style Lore 

ADVANTAGES
BACKGROUNDS TECHNIQUES SPECIAL MANEUVERS
Allies  Punch  Axe Kick, Capture Punch,
Resources  Kick  Double-Hit Kick,
Block  Ducking Fierce, Fist Sweep,
Grab  Forward Foot Sweep,
Athletics  Gale Punch, Headbutt,
Focus  Jump, Ki Strike, Kippup,
Knife Hand Chop, Knife
Hand Strike, Dirty fighting,
Neck Crush, Power Uppercut,
Rising Wind Punch, Stepping
Crescent, Vital Crush
RENOWN CHI Combos: Neck Crush to
Glory  Knife Hand Chop, Short
     To Gale Punch, Fierce To
    Fierce To Fierce (Dizzy),
Honor WILLPOWER Neck Crush to Fierce To
  Gale Punch (Dizzy),
        Short to Forward
Division: World Warrior HEALTH EXPERIENCE
Rank: 9 (Traditional) 
Standing    
Wins: 81 Losses: 5 
Draws: 1 KO’s: 76    

Attributes: 7/5/3 Abilities: 9/7/4 Backgrounds: 5 Techniques: 8 Special Maneuvers: 7 Chi, Willpower: as per style Freebie Points: 15
MIKE
Chapter 5: The World Warriors

Chapter 5: The World Warriors


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Appearance: …
Playing Mike: …
Chapter 5: The World Warriors
Chapter 5: The World Warriors

Name: MIKE Style: Boxing Team:


Player: School: Concept:
Chronicle: Stable: Signature:

ATTRIBUTES
PHYSICAL SOCIAL MENTAL
Strength  Charisma  Perception 
Dexterity  Manipulation  Intelligence 
Stamina  Appearance  Wits 

ABILITIES
TALENTS SKILLS KNOWLEDGES
Alertness Blind Fighting Arena
Interrogation Drive Computer
Intimidation Leadership Investigation
Insight Security Medicine
Streetwise Stealth Mysteries
Subterfuge Survival Style Lore

ADVANTAGES
BACKGROUNDS TECHNIQUES SPECIAL MANEUVERS
Punch
Kick
Block
Grab
Athletics
Focus

RENOWN CHI
Glory  Combos:
   
   
Honor WILLPOWER

       

Division: World Warrior HEALTH EXPERIENCE


Rank: 
Standing    
Wins: Losses: 
Draws: KO’s:    

Attributes: 7/5/3 Abilities: 9/7/4 Backgrounds: 5 Techniques: 8 Special Maneuvers: 7 Chi, Willpower: as per style Freebie Points: 15
NECRO
Chapter 5: The World Warriors

Chapter 5: The World Warriors


As a boy, Necro (then Illia) was brought Necro believes that one day he will
into the G-Project, a program run by obtain his freedom, but he has yet
the Illuminati. The experimentation to find peace. Any time Eiffie and
done on Necro resulted in mutations, Necro have felt at ease, it has
altering his appearance and resulting been short lived as agents of the
in his body's unusual flexibility and Illuminati continue their relentless
stretchiness. Also, a variety of pursuit. While Necro gained
cybernetic experiments were freedom from the Illuminati with
performed, including a power Eiffie's aid, it seems that Gill
generator and implanted believes all evidence of his
computer meant to enhance his organization's failed experiment
abilities as a weapon of the must be erased.
Illuminati.

Ultimately, Gill declared Necro's


modifications a dead end for the
Illuminati and ordered the
experiment terminated. Necro
was to be disposed of, but his
girlfriend and fellow
mutant/project victim
Eiffie was able to
free him, and they
both fled from the
clutches of the
Illuminati.

Playing Necro: While you were taken in Appearance: Necro is full of wiry
and experimented upon, forced to be an muscle, pale white skin with a tinge
agent of the Illuminati, and are now a of purple. His upper body is fitted
young man, you are still in many ways the with a harness, including cybernetic
same boy you were before, one who never hardware around his neck. His
had the chance to grow up and experience mutations allow him to contort his
a normal late childhood. You and Eiffie body into some disturbing and
together have hope for the future, though it unusual positions.
is not always easy.
Chapter 5: The World Warriors
Chapter 5: The World Warriors

Name: Necro (Illia) Style: Programming Team:


Player: School: Illuminati Concept: Guinea Pig
Chronicle: Stable: Signature: “Outta my way!”

ATTRIBUTES
PHYSICAL SOCIAL MENTAL
Strength  Charisma  Perception 
Dexterity  Manipulation  Intelligence 
Stamina  Appearance  Wits 

ABILITIES
TALENTS SKILLS KNOWLEDGES
Alertness  Blind Fighting  Arena 
Interrogation  Drive  Computer 
Intimidation  Leadership  Investigation 
Insight  Security  Medicine 
Streetwise  Stealth  Mysteries 
Subterfuge  Survival  Style Lore 

ADVANTAGES
BACKGROUNDS TECHNIQUES SPECIAL MANEUVERS
Allies  Punch  AGency,
Cybernetics  Kick  Extendible Limbs, Elbow Smash,
Block  Flying Body Spear,
Grab  Foot Sweep, Haymaker,
Athletics  Jump, Extended Throw,
Focus Power Uppercut,
Shock Treatment,
Spinning Clothesline,
Suplex, Turbo Spinning Clothesline,
Widowmaker
Combos: Strong To Turbo
RENOWN CHI Spinning Clothesline to
Glory  Shock Treatment (Dizzy),
     Short to Extended Throw,
    Power Uppercut to Shock
Honor WILLPOWER Treatment, Turbo Spinning
  Clothesline To Suplex (Dizzy)
       

Division: World Warrior HEALTH EXPERIENCE


Rank: 9 (Traditional) 
Standing    
Wins: 186 Losses: 18 
Draws: 0 KO’s: 151    

Attributes: 7/5/3 Abilities: 9/7/4 Backgrounds: 5 Techniques: 8 Special Maneuvers: 7 Chi, Willpower: as per style Freebie Points: 15
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ORO
C h a p t e r 5SFRPG.COM

C h a p t e r 5SFRPG.COM
: T h e W o r l SFRPG.COM

: T h e W o r l SFRPG.COM
They say that Oro was born in Japan over 140 years As the decades progressed, he
d W a r r i o r s SFRPG.COM

d W a r r i o r s SFRPG.COM
ago. Some say he is immortal, spoken of in Japanese became more impatient and
legend, a hermit whose powers have accrued began to seek out a true
through the benefit of solitary meditation and challenger, as well as a worthy
asceticism. At least since the early 1900s student to pass his knowledge
he was known to reside in a cave on to. As the Illuminati
somewhere in the Amazon river basin. began to organize the
The stories say Oro was a martial arts tournament under Gill,
instructor in Japan before he moved to Oro entered. Of the
Brazil sometime in his 40s. From time contenders, it was Ryu that
to time since, he has taken on Oro took an interest in. With proper
students, but he has judged none to training, Oro believed Ryu could
be fully worthy or capable. The training someday make a worthy opponent.
regimen was too difficult.
Also, around this time Oro
It seems Oro was reasonably content encountered Akuma. Akuma and
with life as a hermit for decades. His Oro had sensed each others great
skill and power was such that he bound power and had some knowledge of
one of his arms in hopes that he would each other due to reputation. Out of
meet a challenger who could interest him. curiosity, they tested each others' skills.

Playing Oro: You are an old


man. You've lost patience with Appearance: Oro is
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a lot of these kids. On the other ancient. He wears the
hand, you're not dead yet and tattered remains of robes,
enjoy cute gals and fresh new cinched at the waist with a
experiences of the outside simple rope. He keeps one
world. Your decades as a arm in a sling. Only a few
hermit have done no favors for wisps of his hair remain. He
your social graces. If you had is often accompanied by a
offspring, there's no doubt tortoise.
you'd embarrass them all of the
time!
SFRPG.COM

SFRPG.COM
Chapter 5: The World Warriors
Chapter 5: The World Warriors

Name: Oro Style: Senjutsu Team:


Player: School: Self Taugh Concept: Hermit
Chronicle: Stable: Signature: Bound Arm

ATTRIBUTES
PHYSICAL SOCIAL MENTAL
Strength  Charisma  Perception 
Dexterity  Manipulation  Intelligence 
Stamina  Appearance  Wits 

ABILITIES
TALENTS SKILLS KNOWLEDGES
Alertness  Blind Fighting  Arena 
Interrogation Drive Computer
Intimidation Leadership  Investigation
Insight  Security Medicine
Streetwise Stealth  Mysteries 
Subterfuge  Survival  Style Lore 

ADVANTAGES
BACKGROUNDS TECHNIQUES SPECIAL MANEUVERS
Familiar  Punch  Accuracy, Binding, Air
Kick  Throw, Double Heel Stomp,
Block  Aura Detection, Immortality,
Grab  Improved Aura Detection,
Athletics  Dragon Punch, Fireball,
Focus  Flying Heel Stomp, Telekinesis,
Foot Sweep, Neck Choke,
Improved Fireball, Inferno
Strike, Jump, Power Uppercut,
Herculean Strength,
Spinning Backfist, Balance,
RENOWN CHI Telepathy, NecroTelepathy
Glory  Combos:
     Fireball To Fireball (accuracy),
    (telekinesis) JAb To Jab
Honor WILLPOWER To Jab (Dizzy, Power
  Uppercut to Double Heel Stomp
       

Division: World Warrior HEALTH EXPERIENCE


Rank: - 
Standing    
Wins: 0 Losses: 0 
Draws: 0 KO’s: 0    

Attributes: 7/5/3 Abilities: 9/7/4 Backgrounds: 5 Techniques: 8 Special Maneuvers: 7 Chi, Willpower: as per style Freebie Points: 15
POISON KISS
Chapter 5: The World Warriors

Chapter 5: The World Warriors


Poison was born and grew up in an orphanage managing, to have a fruitful career in the CWA. Hugo's
in Los Angeles. In her teen years, she made abilities are so great, however, that they find
her way to Metro City, where she engaged in themselves looking for a suitable partner so
a variety of petty crime during her time in that Hugo can win the tag team belt, as none in
the Mad Gear gang. As she became the CWA are judged worthy.
further enmeshed in Mad Gear's
activities, she took in interest in Poison and Hugo are successful in
professional wrestling matches. eventually claiming the CWA tag team title,
Unfortunately, with Mad Gear's with Hugo putting on an amazing
downfall in Metro City, she performance. Still, Poison believes Hugo
found that the scene for is bound for better things, and so in
underground matches had cooperation with him begins to assemble
faded, and she was unable another wrestling promotion, the HWA.
to keep the scene alive.
Playing Poison: You're from the streets
With the activities of and you've seen it all. You're not against
S.I.N., Poison begins to using a little, or a lot of sex appeal to get
wonder if she can find any what you want. What you want is a bit of
worthy wrestlers capable of supporting a excitement, something you've found
promotion among the fighters in the tournaments. both on the streets and in your role as
Interestingly, this eventually leads to her a wrestling manager, where you get
partnership with Hugo, who himself had to create something special.
been involved with Mad Gear back in
their heyday. They go on, with her

Playing Poison: You're from the


streets and you've seen it all. You're Appearance: Poison's casual wear
not against using a little, or a lot of consists of very short cut off jean shorts,
sex appeal to get what you want. a white crop top, and a black leather
What you want is a bit of cap, accessorizing with a leather riding
excitement, something you've found crop. You might say she looks like she
both on the streets and in your role belongs in a Guns N' Roses video.
as a wrestling manager, where you When involved in promotional activities,
get to create something special. she is willing to don more outlandish and
attention grabbing garb.
Chapter 5: The World Warriors

Chapter 5: The World Warriors


Name: Poison Kiss Style: Brawling Team:
Player: School: Metro City Concept: Thug/Manager
Chronicle: Stable: Signature: Riding Crop

ATTRIBUTES
PHYSICAL SOCIAL MENTAL
Strength  Charisma  Perception 
Dexterity  Manipulation  Intelligence 
Stamina  Appearance  Wits 

ABILITIES
TALENTS SKILLS KNOWLEDGES
Alertness  Blind Fighting  Arena 
Interrogation  Drive  Computer 
Intimidation  Leadership  Investigation
Insight  Security  Medicine
Streetwise  Stealth  Mysteries 
Subterfuge  Survival  Style Lore 
Manage  Bookie 
Publicist 

ADVANTAGES
BACKGROUNDS TECHNIQUES SPECIAL MANEUVERS
Allies  Punch  Axe Kick, Backflip,
Resources  Kick  Bitch Slap, Brain Cracker,
Fame  Block  Condensed Energy,
Contacts  Grab  Dirty Fighting,
Athletics  Double Hit Kick, Fireball,
Focus  Foot Sweep, Jump,
Whip (Crop)  Power Upperstrike,
Rekka Buki, Thigh Press,
Flying thrust Kick
Combos: Axe Kick to Thigh
Press (Dizzy), forward To
RENOWN CHI Strong Rekka Buki To
Glory  Strong Rekka Buki (Dizzy),
     Jumping fierce Strike to
    Double Hit Kick to Dirty
Honor WILLPOWER Roundhouse (Dizzy)
 
       

Division: World Warrior HEALTH EXPERIENCE


Rank: 9 (Traditional) 
Standing    
Wins: 125 Losses: 12 
Draws: 0 KO’s: 63    

Attributes: 7/5/3 Abilities: 9/7/4 Backgrounds: 5 Techniques: 8 Special Maneuvers: 7 Chi, Willpower: as per style Freebie Points: 15
Q
Chapter 5: The World Warriors

Chapter 5: The World Warriors


Q is a mystery. Is Q a man? Is there no one can explain what exactly that means.
more than one person that is Q?
What is known is very little. The While Q has also been spotted at
C.I.A. are interested in the Q underground fighting events, theories as to
phenomenon and have invested his origin and purpose have only the
resources in investigating him, but smallest shreds of evidence. Some have
the organization cannot say with imagined he is somehow related to the
certainty that he even exists. He Shadowloo monitor cyborg program.
appears as a man in a trench Others have said that perhaps he is
coat with a metal mask, groaning from within the C.I.A. itself,
and clanking. He has been possibly an agent in disguise
reported as being spotted at as a rogue alternate identity,
crime scenes around the world, or the result of some kind of
with some reports conflicting, C.I.A. cyborg program gone awry. He
placing him in more than one seems to breathe, but his mask and
location at a time. Another other evidence points towards him
rumor is that he witnessed the possibly being cybernetic or otherwise
downfall of Shadowloo, though partly mechanical.

Playing Q: You are a silent, Appearance: Q is a tall, slowly


ominous enigma. You are on a lumbering man in a trench coat
mission, you have a purpose. You with a metal mask, eyes glowing.
observe, you investigate, and He wears a tie and is well
perhaps you do more, not that dressed. While he tends to move
you would let anyone know. You slowly, his is capable of sudden,
almost seem to be a force of large, powerful dashing attacks
nature! when necessary.
Chapter 5: The World Warriors
Chapter 5: The World Warriors

Name: Q Style: ??? Team: ???


Player: School: ??? Concept: Mystery Man
Chronicle: Stable: ??? Signature: Mask

ATTRIBUTES
PHYSICAL SOCIAL MENTAL
Strength  Charisma  Perception 
Dexterity  Manipulation  Intelligence 
Stamina  Appearance  Wits 

ABILITIES
TALENTS SKILLS KNOWLEDGES
Alertness  Blind Fighting  Arena 
Interrogation Drive  Computer 
Intimidation  Leadership Investigation 
Insight  Security  Medicine 
Streetwise  Stealth  Mysteries 
Subterfuge  Survival  Style Lore 

ADVANTAGES
BACKGROUNDS TECHNIQUES SPECIAL MANEUVERS
Allies  Punch  Capture Punch,
Backing  Kick  Dashing Punch,
Block  Foot Sweep, Haymaker,
Grab  Hyperfist, Jump,
Athletics  Power Uppercut, Throw,
Focus Toughskin

RENOWN CHI
Glory  Combos: Capture Punch To
     Roundhouse (Dizzy), Throw
    To Toughskin/Block,
Honor WILLPOWER Dashing Punch to Hyper
  Fist (Dizzy)
       

Division: World Warrior HEALTH EXPERIENCE


Rank: - 
Standing    
Wins: 0 Losses: 0 
Draws: 0 KO’s: 0    

Attributes: 7/5/3 Abilities: 9/7/4 Backgrounds: 5 Techniques: 8 Special Maneuvers: 7 Chi, Willpower: as per style Freebie Points: 15
RAINBOW MIKA
Chapter 5: The World Warriors

Chapter 5: The World Warriors


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Appearance: …

Playing Rainbow: …
Chapter 5: The World Warriors
Chapter 5: The World Warriors

Name: “Rainbow” Mika Nanakawa Style: Wrestling Team:


Player: School: Concept: Pro Wrestler
Chronicle: Stable: Signature: “Rainbow!”

ATTRIBUTES
PHYSICAL SOCIAL MENTAL
Strength  Charisma  Perception 
Dexterity  Manipulation  Intelligence 
Stamina  Appearance  Wits 

ABILITIES
TALENTS SKILLS KNOWLEDGES
Alertness  Blind Fighting  Arena 
Interrogation Drive  Computer 
Intimidation  Leadership  Investigation
Insight  Security  Medicine 
Streetwise  Stealth Mysteries
Subterfuge  Survival Style Lore 

ADVANTAGES
BACKGROUNDS TECHNIQUES SPECIAL MANEUVERS
Fame  Punch  Air Smash, Air Throw,
Resources  Kick  Breakfall,
Staff  Block  Daydream Headlock,
Grab  Ducking Fierce,
Athletics  Flying Peach, Jump,
Focus Paradise Pancake,
Shooting Peach,
Slide Kick,
Spinning Backfist, Suplex,
Thigh Press, Throw

RENOWN CHI
Glory  Combos:
    
   
Honor WILLPOWER
 
       

Division: World Warrior HEALTH EXPERIENCE


Rank: 9 (Freestyle) 
Standing    
Wins: Losses: 
Draws: KO’s:    

Attributes: 7/5/3 Abilities: 9/7/4 Backgrounds: 5 Techniques: 8 Special Maneuvers: 7 Chi, Willpower: as per style Freebie Points: 15
REMY
Chapter 5: The World Warriors

Chapter 5: The World Warriors


Remy is a young man who resents his father. pursuing his father, who he blamed for all of the
His father is a fighter, one obsessed, one ills that befell the family after he left. This
who left his family behind to pursue the path of vengeance was trod for quite
perfection of his martial arts. Meanwhile, some time, but it is believed that
Remy preferred the French club scene, eventually Remy left this path behind. In
while making his way through his young the end, he lost hope for his sister and
adulthood without a family. Actually, he let her iced body sink into the sea as he
did have an older sister, but she had attempts to forget the past and move
suffered calamity... preserved in ice. onto a new life.

Remy was listless, wandering the world,


lashing out at other fighters while

Playing Remy: You are sullen, Appearance: Remy is dressed


bound to lose yourself either in for the night life. He has long,
the club or in a rage filled straight aqua dyed hair that often
obsession with vengeance. You falls into his face. He is lean,
are full of melancholy regarding often wearing a black leather zip
your past and the fate of your up top and red pants.
sister, sending your mind to dark
places. Sometimes you know you
should move on, but can you?
Chapter 5: The World Warriors
Chapter 5: The World Warriors

Name: Remy Style: Savate Team:


Player: School: Concept: Vengeance Seeker
Chronicle: Stable: Signature: Moody Demeanor

ATTRIBUTES
PHYSICAL SOCIAL MENTAL
Strength  Charisma  Perception 
Dexterity  Manipulation  Intelligence 
Stamina  Appearance  Wits 

ABILITIES
TALENTS SKILLS KNOWLEDGES
Alertness  Blind Fighting  Arena 
Interrogation Drive  Computer 
Intimidation  Leadership Investigation 
Insight  Security Medicine 
Streetwise  Stealth  Mysteries 
Subterfuge  Survival  Style Lore 

ADVANTAGES
BACKGROUNDS TECHNIQUES SPECIAL MANEUVERS
Resources  Punch  Double Hit Kick, Flash Kick,
Kick  Foot Sweep, Jump,
Block  Power Uppercut,
Grab  Sniping Kick,
Athletics  Sonic Boom, Throw,
Focus  Triple Strike

RENOWN CHI
Glory  Combos: Block To Sonic
     Boom To Sonic Boom (Dizzy),
    Block To Flash Kick, Sonic
Honor WILLPOWER Boom To Sniping Kick (Dizzy),
  Triple Strike To Double Hit Kick (Dizzy)
       

Division: World Warrior HEALTH EXPERIENCE


Rank: 10 (Freestyle) 
Standing    
Wins: 118 Losses: 5 
Draws: 2 KO’s: 87    

Attributes: 7/5/3 Abilities: 9/7/4 Backgrounds: 5 Techniques: 8 Special Maneuvers: 7 Chi, Willpower: as per style Freebie Points: 15
RETSU
Chapter 5: The World Warriors

Chapter 5: The World Warriors


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Playing Retsu: … Appearance: …


Chapter 5: The World Warriors
Chapter 5: The World Warriors

Name: ReTSU Style: Shorinji Kenpo Team:


Player: School: Concept:
Chronicle: Stable: Signature:

ATTRIBUTES
PHYSICAL SOCIAL MENTAL
Strength  Charisma  Perception 
Dexterity  Manipulation  Intelligence 
Stamina  Appearance  Wits 

ABILITIES
TALENTS SKILLS KNOWLEDGES
Alertness Blind Fighting Arena
Interrogation Drive Computer
Intimidation Leadership Investigation
Insight Security Medicine
Streetwise Stealth Mysteries
Subterfuge Survival Style Lore

ADVANTAGES
BACKGROUNDS TECHNIQUES SPECIAL MANEUVERS
Punch
Kick
Block
Grab
Athletics
Focus

RENOWN CHI
Glory  Combos:
   
   
Honor WILLPOWER

       

Division: World Warrior HEALTH EXPERIENCE


Rank: 
Standing    
Wins: Losses: 
Draws: KO’s:    

Attributes: 7/5/3 Abilities: 9/7/4 Backgrounds: 5 Techniques: 8 Special Maneuvers: 7 Chi, Willpower: as per style Freebie Points: 15
ROLENTO
Chapter 5: The World Warriors

Chapter 5: The World Warriors


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Playing Rolento: … Appearance: …


Chapter 5: The World Warriors
Chapter 5: The World Warriors

Name: Rolento F. Schugerg Style: Special Forces Training Team:


Player: School: Concept: Conqueror
Chronicle: Stable: Signature: “Mission Complete”

ATTRIBUTES
PHYSICAL SOCIAL MENTAL
Strength  Charisma  Perception 
Dexterity  Manipulation  Intelligence 
Stamina  Appearance  Wits 

ABILITIES
TALENTS SKILLS KNOWLEDGES
Alertness  Blind Fighting  Arena 
Interrogation  Drive  Computer 
Intimidation  Leadership  Investigation
Insight  Security  Medicine
Streetwise  Stealth  Mysteries 
Subterfuge  Survival  Style Lore 

ADVANTAGES
BACKGROUNDS TECHNIQUES SPECIAL MANEUVERS
Allies  Punch  Backflip, Jump,
Contacts  Kick  Lightning Strikes,
Resources  Block  Slide Kick, Stinger, Throw,
Staff  Grab  Tumbling Attack, Pogo,
Athletics  Tumble,
Focus Double Strike
Baton 
Thrown 

RENOWN CHI
Glory  Combos:
    
   
Honor WILLPOWER

       

Division: World Warrior HEALTH EXPERIENCE


Rank: 9 (Freestyle) 
Standing    
Wins: Losses: 
Draws: KO’s:    

Attributes: 7/5/3 Abilities: 9/7/4 Backgrounds: 5 Techniques: 8 Special Maneuvers: 7 Chi, Willpower: as per style Freebie Points: 15
ROSE
Chapter 5: The World Warriors

Chapter 5: The World Warriors


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Playing Rose: … Appearance: …


Chapter 5: The World Warriors
Chapter 5: The World Warriors

Name: Rose Style: Soul Power (Ler Drit) Team:


Player: School: Concept: Fortune Teller
Chronicle: Stable: Signature: Glowing Orbs

ATTRIBUTES
PHYSICAL SOCIAL MENTAL
Strength  Charisma  Perception 
Dexterity  Manipulation  Intelligence 
Stamina  Appearance  Wits 

ABILITIES
TALENTS SKILLS KNOWLEDGES
Alertness  Blind Fighting  Arena 
Interrogation  Drive Computer
Intimidation Leadership  Investigation
Insight  Security  Medicine 
Streetwise Stealth  Mysteries 
Subterfuge  Survival  Style Lore 

ADVANTAGES
BACKGROUNDS TECHNIQUES SPECIAL MANEUVERS
Resources  Punch  Air Throw, Cobra Charm
Kick  Energy Absorbsion,
Block  Energy Reflection,
Grab  Fireball, Foot Sweep,
Athletics  Handstand Kick, Jump,
Focus  Missile Reflection, Power
Uppercut, Slide Kick,
Psychokinetic Channeling,
Soul Drain, Throw, Visions,
Soul Spiral, Telepathy,
Aura Detection,
RENOWN CHI Improved Aura Detection
Glory  Combos:
    
   
Honor WILLPOWER
 
       

Division: World Warrior HEALTH EXPERIENCE


Rank: 10 (Freestyle) 
Standing    
Wins: Losses: 
Draws: KO’s:    

Attributes: 7/5/3 Abilities: 9/7/4 Backgrounds: 5 Techniques: 8 Special Maneuvers: 7 Chi, Willpower: as per style Freebie Points: 15
RUFUS
Chapter 5: The World Warriors

Chapter 5: The World Warriors


Rufus believes himself to be the strongest fighter humiliated. Unfortunately for
in America. A very obese man, Rufus is a Rufus, he was instead
biker who is surprisingly light defeated with relative
on his feet and has managed to ease by Ken.
win competitions in the Obstinate, Rufus
United States. refuses any
He travels the help from
country with Ken when his
his his motorcycle
girlfriend has trouble,
Candy. In and his
time, grudge does
Rufus not diminish.
hears
people Rufus later
refuse his encounters other
claim to Street Fighters and
"strongest fighter" by even tests his skills
mentioning the skills of Ken against him. When
Masters. This both enrages he hears that Ken
and sets Rufus off on a quest will next be
to meet, challenge, and defeat appearing at a
the Shotokan master. tournament, it is
unfortunately too far
Rufus was rather indiscriminate away for him to
in his quest to defeat Ken, attend. It is unknown if
believing any blond he Rufus has begrudgingly
encountered to potentially be the set aside his rivalry for
fighter. In time he did in fact meet Ken, or he is merely taking
Ken, and at his girlfriend's time to travel the American
suggestion, arranged to defeat him countryside.
on television where he could be

Playing Rufus: You are a Appearance: Rufus is a very


confident loudmouth! You tend obese blond man with a top-knot
to blame others for your and biker's beard and mustache.
failures, and will go on at length Sometimes he rides in a skin tight
regarding your point of view on yellow and black leather biker's
any subject, regardless of your jumpsuit, and at other times he
actual expertise. Still, you're a prefers more traditional American
strong, fast man, and not a bad biker apparel.
fighter!
Chapter 5: The World Warriors
Chapter 5: The World Warriors

Name: Rufus Style: Kung Fu Team:


Player: School: Self Taught Concept: Cocky Biker
Chronicle: Stable: Signature: Circumference

ATTRIBUTES
PHYSICAL SOCIAL MENTAL
Strength  Charisma  Perception 
Dexterity  Manipulation  Intelligence 
Stamina  Appearance  Wits 

ABILITIES
TALENTS SKILLS KNOWLEDGES
Alertness  Blind Fighting Arena 
Interrogation  Drive  Computer
Intimidation  Leadership Investigation
Insight Security  Medicine
Streetwise  Stealth Mysteries
Subterfuge Survival  Style Lore 

ADVANTAGES
BACKGROUNDS TECHNIQUES SPECIAL MANEUVERS
Allies  Punch  Brain Cracker,
Resources  Kick  Dive Kick, Foot Sweep,
Block  Jump, Kick Roll,
Grab  Messiah Kick, Power Uppercut,
Athletics  Snake Strike, Throw,
Focus (Galactic) Tornado Punch

RENOWN CHI
Glory  Combos: Jumping Roundhouse
     To Snake Strike (Dizzy),
    Dive Kick to Fierce to
Honor WILLPOWER Tornado Punch, Dive Kick
  To Short to Roundhouse
       

Division: World Warriors HEALTH EXPERIENCE


Rank: 9 (Freestyle) 
Standing    
Wins: 55 Losses: 5 
Draws: 0 KO’s: 20    

Attributes: 7/5/3 Abilities: 9/7/4 Backgrounds: 5 Techniques: 8 Special Maneuvers: 7 Chi, Willpower: as per style Freebie Points: 15
SAKURA
Chapter 5: The World Warriors

Chapter 5: The World Warriors


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Appearance: …
Playing Sakura: …
Chapter 5: The World Warriors
Chapter 5: The World Warriors

Name: Sakura Kasugano Style: Shotokan Karate Team:


Player: School: Self Taught Concept: School Girl
Chronicle: Stable: Signature: Dances

ATTRIBUTES
PHYSICAL SOCIAL MENTAL
Strength  Charisma  Perception 
Dexterity  Manipulation  Intelligence 
Stamina  Appearance  Wits 

ABILITIES
TALENTS SKILLS KNOWLEDGES
Alertness  Blind Fighting  Arena 
Interrogation Drive  Computer 
Intimidation Leadership  Investigation 
Insight  Security  Medicine 
Streetwise  Stealth  Mysteries
Subterfuge Survival  Style Lore 

ADVANTAGES
BACKGROUNDS TECHNIQUES SPECIAL MANEUVERS
Allies  Punch  Condensed Energy,
Arena  Kick  Dragon Dash,
Contacts  Block  Dragon Punch, Fireball,
Resources  Grab  Foot Sweep, Haymaker,
Athletics  Hurricane Kick, Jump,
Focus  Neck Choke,
Power Uppercut, Throw,
Widowmaker

RENOWN CHI
Glory  Combos:
    
   
Honor WILLPOWER
 
       

Division: World Warrior HEALTH EXPERIENCE


Rank: 
Standing    
Wins: Losses: 
Draws: KO’s:    

Attributes: 7/5/3 Abilities: 9/7/4 Backgrounds: 5 Techniques: 8 Special Maneuvers: 7 Chi, Willpower: as per style Freebie Points: 15
SEAN
Chapter 5: The World Warriors

Chapter 5: The World Warriors


Sean Matsuda is a sporty kid skills but was easily beaten by his own master, Ken. Ken,
from Brazil, half Japanese and seemingly trying to rid himself of the student, told Sean that
half Brazilian. He is athletically he had to defeat Ryu if were to have any chance of being
gifted, proficient in many taken seriously. This led to a confused Ryu being constantly
sports in addition to martial challenged by the young man. Not knowing exactly
arts, such as soccer and why Sean had become obsessed with
basketball. Originally trained fighting him, Ryu would consent to
by his grandfather in Jiu jitsu, combat and regularly defeat him.
Sean became obsessed with
Ken Master's fighting style after Even later, Ken relents again
witnessing him at a local and resumes training Sean in
tournament. his style. However, Ken openly
doubts Sean's fighting
Sean trained hard and tried his abilities and tells him he is
best to convince Ken to be his simply embarrassing
sensei, but Ken was reluctant to himself. Perhaps, should
take on a student. Through an Sean develop his own
annoying level of style, there is
perseverance, Sean finally something salvageable.
managed to convince Ken Shocked by his
to take him on. During the master's words, Sean at
Illuminati held tournament, last leaves to travel the
Sean decided to test his world and train on his own.

Playing Sean: You're an Appearance: Sean shaves


energetic, physical young guy. the side of his head, leaving
You're good at sports and like short dreads on top. He's an
playing hard. While your skill may athletic Brazilian who wears
not yet be at the top level, your a heavy yellow gi with the
confidence is and you'll put in arms torn off when he's
whatever work it takes to be the involved in fighting or
best, no matter how long it takes! training. Otherwise he is
Some might say you're cocky. strictly casual and sporty.
Chapter 5: The World Warriors
Chapter 5: The World Warriors

Name: Sean Matsuda Style: Shotokan Karate Team:


Player: School: Ken Concept: College Student
Chronicle: Stable: Signature: Blows a Bubble

ATTRIBUTES
PHYSICAL SOCIAL MENTAL
Strength  Charisma  Perception 
Dexterity  Manipulation  Intelligence 
Stamina  Appearance  Wits 

ABILITIES
TALENTS SKILLS KNOWLEDGES
Alertness  Blind Fighting  Arena 
Interrogation Drive  Computer 
Intimidation  Leadership Investigation
Insight  Security Medicine
Streetwise  Stealth  Mysteries
Subterfuge  Survival  Style Lore 

ADVANTAGES
BACKGROUNDS TECHNIQUES SPECIAL MANEUVERS
Allies  Punch  Backroll Throw,
Contacts  Kick  Dragon Punch,
Resources  Block  Dragon Smash,
Sensei  Grab  Foot Sweep, Shoot,
Athletics  Tumble,
Focus  Ground And Pound, Pin,
Headbutt,
Hurricane Kick, Jump,
Kippup,
Power Uppercut, Throw,
Wheel Kick,
RENOWN CHI Double Leg Takedown
Glory  Combos: Hurricane Kick To
     Dragon Smash (Dizzy),
    Shoot/Double Leg Takedown
Honor WILLPOWER To Pin/Ground And Pound
  (Dizzy), Tumble To Throw
       

Division: World Warrior HEALTH EXPERIENCE


Rank: 9 (Traditional) 
Standing    
Wins: 231 Losses: 23 
Draws: 9 KO’s: 84    

Attributes: 7/5/3 Abilities: 9/7/4 Backgrounds: 5 Techniques: 8 Special Maneuvers: 7 Chi, Willpower: as per style Freebie Points: 15
SETH
Chapter 5: The World Warriors

Chapter 5: The World Warriors


Seth is the CEO of the the S.I.N. hosted tournaments as
S.I.N. Association, part of his plans to acquire
previously connected more data and increase his
to the branch of own powers so that he can
Shadowloo rise to take the place of
connected with Shadowloo.
weapons
development. Seth While early on, Seth appears
himself is capable of to have quite a bit of
a wide variety of success, in the end he
combat techniques, realizes that even former
based upon the fighter allies are conspiring
data acquired by his organization, and against him and he is
powered by the Tanden Engine operating in unable to stop M. Bison
his abdomen. and the eventual return
of Shadowloo under
It seems that Seth's body is one of many Bison's command. It is
originally created to serve as a home for M. widely believed he was
Bison, should he require a new one. destroyed, either by M.
Somehow, Seth gained an independent Bison himself, or
mind and sought to escape such a fate as possibly his former
simply serving as a vessel. He launches main lieutenant, Juri.

Playing Seth: You realize


your schemes are desperate, but
know you must maintain an
Appearance: Seth's normal
intimidating aura and pursue
your goals relentlessly if you are appearance is strangely inhuman.
to succeed in breaking free of Grey and well muscled, he has
your fate and asserting your own dagger-like fingers, blank blue
power. You are savvy and glowing eyes and a large rotating
powerful, but also a realistic man Tanden Engine located in his
who knows when all is lost. abdomen. When the occasion
calls for it, he dresses in upscale
business attire.
Chapter 5: The World Warriors
Chapter 5: The World Warriors

Name: Seth (#15) Style: Programming Team:


Player: School: S.I.N. Concept: Living Weapon
Chronicle: Stable: Signature: Tanden Engine

ATTRIBUTES
PHYSICAL SOCIAL MENTAL
Strength  Charisma  Perception 
Dexterity  Manipulation  Intelligence 
Stamina  Appearance  Wits 

ABILITIES
TALENTS SKILLS KNOWLEDGES
Alertness  Blind Fighting  Arena 
Interrogation  Drive  Computer 
Intimidation  Leadership  Investigation 
Insight  Security  Medicine 
Streetwise  Stealth  Mysteries 
Subterfuge  Survival  Style Lore 

ADVANTAGES
BACKGROUNDS TECHNIQUES SPECIAL MANEUVERS
Arena  Punch  AGency, A.N.N.
Backing  Kick  Capture Kick, Chi Pull,
Contacts  Block  Dragon Punch,
Cybernetics  Grab  Extendible Limbs,
Resources  Athletics  Foot Sweep, Heel Stomp,
Staff  Focus Jump, Lightning Leg,
Piledriver, Power Uppercut,
Sonic Boom,
Spinning Piledriver, Throw
Wall Spring,
Yoga Teleport,
RENOWN CHI 3d Scanning,
Glory  Combos: Teleport to
     Spinning Piledriver, Jumping
    Roundhouse to Power Uppercut
Honor WILLPOWER To Lightning Leg (Dizzy),
  Power Uppercut to Chi Pull
        To Lightning Leg (Dizzy)
Division: None HEALTH EXPERIENCE
Rank: None 
Standing    
Wins: 0 Losses: 0 
Draws: 0 KO’s: 0    

Attributes: 7/5/3 Abilities: 9/7/4 Backgrounds: 5 Techniques: 8 Special Maneuvers: 7 Chi, Willpower: as per style Freebie Points: 15
SODOM
Chapter 5: The World Warriors

Chapter 5: The World Warriors


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Playing Sodom: … Appearance: …


Chapter 5: The World Warriors
Chapter 5: The World Warriors

Name: Sodom Style: Self Taught (Jeet Kune Do) Team:


Player: School: Self Taught Concept: Weaboo
Chronicle: Stable: Signature: Bad Japanese

ATTRIBUTES
PHYSICAL SOCIAL MENTAL
Strength  Charisma  Perception 
Dexterity  Manipulation  Intelligence 
Stamina  Appearance  Wits 

ABILITIES
TALENTS SKILLS KNOWLEDGES
Alertness  Blind Fighting  Arena 
Interrogation  Drive  Computer
Intimidation  Leadership  Investigation
Insight  Security  Medicine
Streetwise  Stealth  Mysteries
Subterfuge Survival  Style Lore 

ADVANTAGES
BACKGROUNDS TECHNIQUES SPECIAL MANEUVERS
Allies  Punch  Dashing Slice, Jump,
Contacts  Kick  Power Bomb,
Resources  Block  Power Upperstrike,
Staff  Grab  Rug Burn, Skyfall,
Athletics  Slide Kick, Tengu Running,
Focus Throw
Jitte 
Katana 

RENOWN CHI
Glory  Combos:
    
   
Honor WILLPOWER
 
       

Division: World Warrior HEALTH EXPERIENCE


Rank: 9 (Freestyle) 
Standing    
Wins: Losses: 
Draws: KO’s:    

Attributes: 7/5/3 Abilities: 9/7/4 Backgrounds: 5 Techniques: 8 Special Maneuvers: 7 Chi, Willpower: as per style Freebie Points: 15
TWELVE
Chapter 5: The World Warriors

Chapter 5: The World Warriors


Twelve is a genetically engineered invisibility. He speaks in binary code and is
super mutant, created to serve as a capable of stretching his body in a
weapon for the Illuminati. While Gill highly unusual manner, to a much
had determined Necro to be a failure greater degree than Necro. In fact,
of the G-Project to be terminated, Twelve is capable of approximating
Dr. Kure (the project chief) the shape and style of other
considered him to merely be a fighters. All of these capabilities
prototype. Urien then took on a aid him in completing
supervising role on the project, assassination missions for the
which he thought to still hold Illuminati. Between missions, he
promise. Dr. Kure's work led returns to the secret Illuminati
to Twelve, a highly capable lab he was created in, to
organism that is undergo cellular regeneration
seemingly fully and have his memories
synthetic. wiped so he is prepared for
his next deployment.
Twelve is capable
of regeneration, Among the missions
does not suffer assigned to Twelve is
pain, and has the detainment of
no human Necro and Eiffie, who
memories. He is escaped the Illuminati
capable of brief labs after Necro was
periods of designated for destruction.

Appearance: Twelve can


barely be said to have an
identifiable form. Most often he
appears as a crouching humanoid
male with flowing liquid white
skin, his extremities formed into
whatever shape best serves as a
tool needed at the moment. He is
capable of shifting shape, even
imitating the appearance of
others if necessary.
Playing Twelve: You are coldly,
inhumanly dedicated to the completion
of your mission as assigned by the
Natural Abilities: Using
Illuminati. You consider Urien to be a
father of sorts, but your memories "Shapechange" Twelve takes
barely exist, barely are human. You advantage of the Natural
are a predator, a biological machine. Abilities of Regeneration and
Perhaps there is the slightest Flight listed under the Animal
awakenings of something else inside? Hybrids rules.
Chapter 5: The World Warriors
Chapter 5: The World Warriors

Name: Twelve Style: Programming Team:


Player: School: Illuminati Concept: Bio-Weapon
Chronicle: Stable: Signature: Freakish Appearance

ATTRIBUTES
PHYSICAL SOCIAL MENTAL
Strength  Charisma  Perception 
Dexterity  Manipulation  Intelligence 
Stamina  Appearance  Wits 

ABILITIES
TALENTS SKILLS KNOWLEDGES
Alertness  Blind Fighting  Arena 
Interrogation Drive Computer 
Intimidation  Leadership Investigation 
Insight  Security  Medicine
Streetwise Stealth  Mysteries 
Subterfuge  Survival  Style Lore 

ADVANTAGES
BACKGROUNDS TECHNIQUES SPECIAL MANEUVERS
Allies  Punch  Bearhug, Diving Hawk,
backing  Kick  Extendible Limbs,
Cybernetics  Block  Drunken Monkey Roll,
Grab  Tentacle Whip, Jump,
Athletics  Power Uppercut,
Focus Power Upper Strike,
Shape Change,
Shrouded Moon,
Slide Kick, Throw,
Wall Spring, 3d Scanning,
Flash Memory, A.N.N.
RENOWN CHI Combos: Throw To Shrouded
Glory  Moon To Diving Hawk,
     Jumping Roundhouse To
    Tentacle Whip (Dizzy),
Honor WILLPOWER Power Upperstrike (Axe) To
 Throw To Extendible Limbs Fierce
       

Division: World Warrior HEALTH EXPERIENCE


Rank: - 
Standing    
Wins: 0 Losses: 0 
Draws: 0 KO’s: 0    

Attributes: 7/5/3 Abilities: 9/7/4 Backgrounds: 5 Techniques: 8 Special Maneuvers: 7 Chi, Willpower: as per style Freebie Points: 15
URIEN
Chapter 5: The World Warriors

Chapter 5: The World Warriors


Urien was chosen from among his legacy, independent of the
training brothers in the Illuminati to organization that groomed
become the president of the him. Ancient traditions and
organization. He trained with nearly laws are to be swept away
1,000 others in the 66 Secret should they stand between
Techniques of the Illuminati, rising Urien and his goals.
above all but one of his brothers. It
was his greatest rival, Gill, that As part of his activity with the
was selected as the reincarnated Illuminati he has been
"Heaven Emperor". Known for his involved in kidnapping (one
mastery of the elements of kidnapping being a plot foiled
metal/earth and wind/lightning, the by Chun Li), and bringing the G-
wrath of Urien is feared by all who Project to a more successful conclusion with the
know of him. He is a man that creation of Twelve. After the tournaments hosted
demands total obedience from by Gill to locate candidates useful to further
those that serve him. Illuminati goals, it is rumoured that Urien's plotting
of his brother's downfall may have met success,
While Urien is a man of great destroying Gill and any clones, bringing down a
ambition, he is capable also of great large part of the Illuminati with it, but given the
jealousy. After learning of Gill's secretive nature of the organization it is hard
ascendancy, Urien loses all interest in to know for sure.
the perpetuation of the Illuminati itself
and is determined to establish his own

Playing Urien: You are a


smug, powerful, ambitious man.
You will not allow anything to Appearance: Urien is an
obstruct your path to power. You excellent human specimen,
demand total obedience from bronze skin with short white hair,
your underlings and are prone to and a small white spot on his
bouts of jealousy and rage forehead. While fighting, he
towards those who thwart you or shows off his physique by
endanger your sense of wearing very little. Otherwise he
superiority. dresses in the finest suits
available.
Chapter 5: The World Warriors
Chapter 5: The World Warriors

Name: Urien Style: Pankration Team:


Player: School: Illuminati Concept: Usurper
Chronicle: Stable: Signature: Shockwave

ATTRIBUTES
PHYSICAL SOCIAL MENTAL
Strength  Charisma  Perception 
Dexterity  Manipulation  Intelligence 
Stamina  Appearance  Wits 

ABILITIES
TALENTS SKILLS KNOWLEDGES
Alertness  Blind Fighting  Arena 
Interrogation  Drive  Computer 
Intimidation  Leadership  Investigation 
Insight  Security  Medicine 
Streetwise  Stealth  Mysteries 
Subterfuge  Survival  Style Lore 

ADVANTAGES
BACKGROUNDS TECHNIQUES SPECIAL MANEUVERS
Allies  Punch  Accuracy, Body Check,
Backing  Kick  Condensed Energy,
Contacts  Block  Sniper Kick, Elbow Smash,
Resources  Grab  Foot Sweep, Maka Wara,
Staff  Athletics  Neck Choke, Pile Driver,
Elemental (Earth)  Focus  Power Uppercut,
Shockwave, Stone, wall
Fist Sweep, Double Hit Kick,
Aegis Reflector

RENOWN CHI
Glory  Combos: Body Check To
     Aegis Reflector To Neck
    Choke (Dizzy), Body Check
Honor WILLPOWER To Body Check, Condensed
 Stone To Sniper Kick (Dizzy)
       

Division: World Warrior HEALTH EXPERIENCE


Rank: 10 (Freestyle) 
Standing    
Wins: 64 Losses: 2 
Draws: 0 KO’s: 59    

Attributes: 7/5/3 Abilities: 9/7/4 Backgrounds: 5 Techniques: 8 Special Maneuvers: 7 Chi, Willpower: as per style Freebie Points: 15
YANG
Chapter 5: The World Warriors

Chapter 5: The World Warriors


Born in Shanghai, Yang's early childhood included Kung Fu Yang requested
training from at least two notable martial artists, his uncle that Yun leave
Lee and the legendary assassin Gen. By his teenage the task to him.
years, Yang and his brother Yun had moved to Hong They separately
Kong where their family ruled the underground in investigated what
their neighborhood. It wasn't long before Yun and turned out to be the
Yang took a more active role in keeping the Illuminati, and
peace on the streets. eventually
settle their
In Hong Kong, another famous Street Fighter spat and
entered Yang and Yun's lives. They would tackle the mystery
regularly encounter Chun-Li at a neighborhood together.
restaurant. When Chun-Li, known for her ability
to easily handle any opponents Yang and Yun In the end it was
had heard of, departed with rumors of her Yun who battled
entering a tournament, their with Gill. Gill was
curiosity compelled impressed by his
them to see fighting ability
what kind of and says he will
competition grant care to the
she would neighborhood over to Yun
face. This and Yang as a sign of
occurred gratitude. Yun
during the S.I.N. continued to argue
hosted tournaments. against Gill's
vision of
Later, Yang and Yun would leave Hong utopia, but in
Kong to test their skills in battle the end
themselves. They returned even more leaves
confident in their abilities as martial satisfied.
artists. Peace reigned in the local Yang,
Hong Kong neighborhood for a time however,
until they became aware of the continues to be
activities of a mysterious troubled by Gill's
organization. Yun, as the (slightly) words.
older brother left to investigate, but

Playing Yang: You are cool


and analytical. Your brother Yun
would say you take too long to
Appearance: Yang tends
decide on anything, but you
consider it wise to mull over all of towards wearing long armless
the options. Overall, you tend to tops with Chinese style buttons
notice things your brother may paired with baggy pants and
not, and to be a bit more sneakers. He keeps his mid-
understanding. Your brother and length hair swept forward and can
you do bicker, and perhaps you often be found getting around on
have been jealous of him now a set of roller blades.
and then.
Chapter 5: The World Warriors

Chapter 5: The World Warriors


Name: Yang Lee Style: Kung Fu Team:
Player: School: Gen Concept: Village Leader
Chronicle: Stable: Signature: Calm Demeanor

ATTRIBUTES
PHYSICAL SOCIAL MENTAL
Strength  Charisma  Perception 
Dexterity  Manipulation  Intelligence 
Stamina  Appearance  Wits 

ABILITIES
TALENTS SKILLS KNOWLEDGES
Alertness  Blind Fighting  Arena 
Interrogation  Drive  Computer 
Intimidation  Leadership  Investigation
Insight  Security  Medicine
Streetwise  Stealth  Mysteries 
Subterfuge  Survival  Style Lore 

ADVANTAGES
BACKGROUNDS TECHNIQUES SPECIAL MANEUVERS
Allies  Punch  Backroll Throw,
Contacts  Kick  Body Roll, Dive Kick,
Sensei  Block  Foot Sweep,
Staff  Grab  Handstand Kick,
Resources  Athletics  Knee Basher, Ashura Warp,
Focus  Palm Press,
Power Uppercut,
Rekka Ken,
Spinning Foot Sweep,
Spring Kick,
Drunken Monkey Roll,
RENOWN CHI Reverse Waterfall
Glory  Combos: Body Roll To
     Fierce Punch, Strong To
    Strong To Fierce (Dizzy),
Honor WILLPOWER Jump To Spring Kick,
  Ashura Warp To Throw
       

Division: World Warrior HEALTH EXPERIENCE


Rank: 9 (Freestyle) 
Standing    
Wins: 87 Losses: 5 
Draws: 1 KO’s: 63    

Attributes: 7/5/3 Abilities: 9/7/4 Backgrounds: 5 Techniques: 8 Special Maneuvers: 7 Chi, Willpower: as per style Freebie Points: 15
YUN
Chapter 5: The World Warriors

Chapter 5: The World Warriors


Born in Shanghai, Yun's early Later, Yun
childhood included Kung Fu and Yang
training from at least two would leave
notable martial artists, his Hong Kong to
uncle Lee and the legendary test their skills in
assassin Gen. By his battle themselves. They
teenage years, Yun and his returned even more confident
brother Yang had moved to in their abilities as martial artists.
Hong Kong where their family Peace reigned in the local Hong
ruled the underground in their Kong neighborhood for a time until
neighborhood. It wasn't long before Yun they became aware of the activities of
and Yang took a more active role in a mysterious organization. Yun, as
keeping the peace on the streets. the (slightly) older brother left to
investigate, but Yang requested that
In Hong Kong, another Yun leave the task to him. They
famous Street Fighter separately investigated what turned
entered Yun and out to be the Illuminati, and eventually
Yang's lives. They settle their spat and tackle the mystery
would regularly together.
encounter Chun-Li at a
neighborhood restaurant. In the end it was Yun who battled with Gill.
When Chun-Li, known for her Gill was impressed by his fighting ability and
ability to easily handle any says he will grant care to the neighborhood
opponents Yang and Yun had over to Yun and Yang as a sign of gratitude.
heard of, departed with rumors of her entering a Yun continued to argue against Gill's vision
tournament, their curiosity compelled them to see of utopia, but in the end leaves satisfied.
what kind of competition she would face. This Yang, however, continues to be troubled
occurred during the S.I.N. hosted tournaments. by Gill's words.

Playing Yun: You are a Appearance: Yun tends


confident extrovert that tends towards wearing long armless
towards living in the moment. You tops with Chinese style buttons
are a bit cocky and impulsive, yet paired with baggy pants and
your intuitions often turn out to be sneakers. He has long hair,
correct. Having been born though he usually keeps it
minutes before your twin brother braided and under a baseball
Yang, you're convinced you'll cap. It is not uncommon to see
always be better than him. him navigating the streets on his
skateboard.
Chapter 5: The World Warriors
Chapter 5: The World Warriors

Name: Yun Lee Style: Kung Fu Team:


Player: School: Gen Concept: Village Leader
Chronicle: Stable: Signature: Skateboards in

ATTRIBUTES
PHYSICAL SOCIAL MENTAL
Strength  Charisma  Perception 
Dexterity  Manipulation  Intelligence 
Stamina  Appearance  Wits 

ABILITIES
TALENTS SKILLS KNOWLEDGES
Alertness  Blind Fighting  Arena 
Interrogation  Drive  Computer 
Intimidation  Leadership  Investigation
Insight  Security  Medicine
Streetwise  Stealth  Mysteries
Subterfuge  Survival  Style Lore 

ADVANTAGES
BACKGROUNDS TECHNIQUES SPECIAL MANEUVERS
Allies  Punch  Back Throw,
Contacts  Kick  Body Roll, Dive Kick,
Sensei  Block  Flying Twin Kick,
Staff  Grab  Foot Sweep, Knee Basher,
Resources  Athletics  Palm Press,
Focus  Shoulder Blast,
Spring Punch, Throw

RENOWN CHI
Glory  Combos: Foot SweeP To
     Roundhouse Kick, Body
    Roll to SHoulder Blast,
Honor WILLPOWER Throw To Spring Punch To
  Palm Press (Dizzy)
       

Division: World Warrior HEALTH EXPERIENCE


Rank: 9 (Freestyle) 
Standing    
Wins: 108 Losses: 9 
Draws: 1 KO’s: 99    

Attributes: 7/5/3 Abilities: 9/7/4 Backgrounds: 5 Techniques: 8 Special Maneuvers: 7 Chi, Willpower: as per style Freebie Points: 15
Chapter 6:
Chapter 6: Styles

Chapter 6: Styles
STYLES
“Everyone has a plan until they’ve been hit.”
- Joe Lewis

Coming soon!
BRAWLING BRAWLING
Chapter 6: Styles

Chapter 6: Styles
There are generally two types of fighters who practice Brawling.
The first is your classic big brutish thug who simply specializes in Special Maneuvers
smashing people with his size and strength. The second are those
who possess such cunning and ruthlessness that they know how to Punch
deal with the first type. That's what it takes to survive on the Bitch Slap (2 pts.)
streets, you either have size and strength or a killer instinct. The Buffalo Punch (1 pt.)
best Brawlers have a little of both. Criminal Upper (4 pts.)
Dashing Punch (4pts.)
Much of Brawling revolves around criminal activity. Fighting outside Ducking fierce (1 pt.)
of sport is generally illegal after all, and there is no Traditional Ear Pop (2 pts.)
Division or sporting form of Brawling. Gangs fighting over turf, the Elbow Smash (1 pt.)
mugger who beats you up and steals your shoes, some on the Haymaker (1 pt.)
other hand, just like to scrap. Headbutt (1 pt.)
Spinning Backfist (1 pt.)
Schools: Brawling is generally learned in the street, in the bad Turn Punch (4 pts.)
neighborhoods, as a tool of survival for those with little other
choices, but it can also be picked up in prison, in a gang, or by trial Kick
and error wherever you want to start swinging. Just be sure to get Axe Kick (2 pts.)
out of there before the cops show up! Flying Knee Thrust (1 pt.)
Ruffian Kick (3 pts.)
Members: Criminals, gang members, street urchins, bullies, bad Slide Kick (2 pts.)
dudes.
Block
Concepts: Thug, Street Rat, Gang Leader, Criminal. Maka Wara (4 pts.)

Initial Chi: 1 Grab


Back Breaker (2 pts.)
Initial Willpower: 6 Bear hug (1 pt.)
Brain Cracker (1 pt.)
Eye Rake (1 pt.)
Quote: “You never know what you're gonna run into out there. If
Head Bite (2 pts.)
we're wearing our colors, we can't hide.” - Cowboy, Warriors Head Butt Hold (2 pts.)
Neck Choke (1 pt.)
Sleeper (4 pts.)
Suplex (1 pt.)

Athletics
Air Smash (1 pt.)
Bad Stone (2 pts.)
Sand Chuck (2 pts.)

Focus
Dirty Fighting (1 pt.)

Weapon
Bandit Chain (2 pts.)
Choke Chain (3 pts.)

BRAWLING AND OTHER STYLES


Brawling is not really a style at all in the traditional sense.
Therefore if a character somehow finds himself in a position
to take up learning an actual martial art, she may go ahead
and do so. Her life as a Brawler will be left behind for good,
as there is a fundamental change in the way she looks at
fighting after learning a martial art. She can still access all
her old Brawling moves she learned before, but cannot
learn new brawling techniques.

There must be a story driven reason for this change, you


cannot simply make a new character as Brawling/Kung Fu.
Talk to your Storyteller about this important milestone in
your character's development.
BUSHINRYU BUSHINRYU
Chapter 6: Styles

Chapter 6: Styles
Bushinryu Ninjitsu, or simply Bushinryu or Bushin as it is
sometimes called, is an offshoot of regular Ninjitsu which is Special Maneuvers
similar, but still different enough that it qualifies as it's own
separate style. Punch
Boshi-Ken (2 pts.)
Bushinryu Ninjitsu is not a recent offshoot, the Bushinryu Elbow Smash (1 pts.)
Clan has existed since the Sengoku (warring states) Period Genko (2 pts.)
of Japan, also known as the Age of Civil War. It was forged Shikan-Ken (3 pts.)
in the constant warring and political intrigue of this bloody Shuto (2 pts.)
chapter of history (1467-1603).
Kick
Ninja who are members of the Bushinryu clan, are very Ax Kick (2 pts.)
unique in more ways than just their fighting style. Most other Backflip Kick (2 pts.)
Ninjas tend to take any advantage they can get, even if it is a Foot Sweep (1 pts.)
dishonorable path. The Bushinryu Nina clan on the other Handstand Kick (1 pts.)
hand, follow the code of Bushido just as the Samurai did. Slide Kick (2 pts.)
Bushinryu Ninjas place a high value on Honor, and justice. Suicide Spin (3 pts.)
Tornado Kick (3 pts.)
The code of Bushinryu demands that the clan should always
stand against evil, or anything that would disrupt the flow of Block
nature. Because of this the clan often finds itself up against
the supernatural such as Shadoloo.
Grab
The head of the Bushinryu Clan is referred to as the "Soke", Bushin Throw (3 pts.)
which roughly translates to "head of house". According to Choke Throw (2 pts.)
tradition there can only ever be one Soke of Bushinryu, and Disengage (1 pts.)
to become the new Soke you must fight the current Soke to Flying Bushin Throw (1 pts.)
the death. The most recent were: Knee Basher (2 pts.)
Lightning Drop (3 pts.)
37th Soke - Genryusai
38th Soke - Zeku Athletics
39th Soke - Guy (promoted during the Street Fighter Alpha Light Feet (3 pts.)
timeline, see Chapter 2: Setting) Shoulder Blast (4 pts.)
Wall Spring (1 pts.)
In a rare departure from tradition, Zeku stepped down after
Guy defeated him, so it was not a fight to the death. This Focus
was most likely due to the fact that Zeku had taken Guy in Balance (3 pts.)
and raised him as his own child. Perch (3 pts.)
Sakki (3 pts.)
Shrouded Moon (1 pts.)
Speed of the Mongoose (3 pts.)
Zen No Mind (3 pts.)

When Guy was promoted Zeku told him about the new evil
emerging in the world, the Shadoloo organization, and
reminded him of the Bushin code to fight against evil. He
then disappeared, presumably into retirement. Since then
the Bushinryu Ninja clan has been at war with Shadoloo.

Bushinryu uses the same system of Clan Heritage as regular


Ninjas. You need a background of 1 to learn the physical
maneuvers, and a background of 4 to learn the Focus
maneuvers.

Schools: Only the secret headquarters of the Bushinryu


clan teaches this style.

Members: The only members of this martial arts style are


members of the Bushinryu Ninja clan as detailed above.

Concepts: Vigilantes, justice seekers, and do-gooders.

Initial Chi: 3

Initial Willpower: 4

Quote: “There is great evil within you. I will not let you
succeed!” - Guy
MIXED MARTIAL ARTS MIXED MARTIAL ARTS
Chapter 6: Styles

Chapter 6: Styles
Mixed Martial arts, or “MMA” has it’s roots in the ancient
style of Pankration in that it started as competitive anything- Special Maneuvers
goes fighting. Around the 1920s it was extremely popular in
Brazil in the form of Vale Tudo (translates to: “anything Punch
goes”) competitions. Change of Direction (4 pts.)
Dashing Punch (5 pts.)
In 1993, the Gracie family brought Vale Tudo competition Dashing Uppercut (2 pts.)
from Brazil to America and popularized it. It gained footing, Elbow Smash (1 pt.)
and continued to grow in popularity since then, but that Spinning Back Fist (1 pt.)
brought about a number of rules and changes which make
MMA different from Pankration or Vale Tudo. The main
Kick
differences are Traditional MMA’s use of time limits, rounds,
Double-Hit Kick (1 pt.)
weight classes, and safety rules such as: No biting, eye-
Double-Hit Knee (1 pt.)
gouging, fish-hooking, groin-shots or Focus attacks.
Flying Knee Thrust (1 pt.)
Foot Sweep (1 pt.)
The term “Mixed Martial Arts” now refers to the fact that
Tiger Knee (4 pts.)
many different martial arts styles have been combined for
Wheel Kick (1 pt.)
the sake of effectiveness. Primarily it is made up of Muay
Wounded Knee (2 pts.)
Thai, Jiu Jitsu, Boxing and Wrestling. Mixed martial artists
value results however, and are willing to incorporate
anything that works into their skill set. Block
Maka Wara (3 pts.)
Schools: The sport is extremely popular right now, so
schools can be found in most major cities. The best schools Grab
however, are usually found in Brazil, Japan, or the U.S.A. Back Breaker (2 pts.)
Back Roll Throw (1 pt.)
Members: Many MMA stylists compete fiercely, but Brain Cracker (1 pt.)
Disengage (2 pts.)
anyone can learn MMA, and many take it up as a hobby.
Dislocate Limb (3 pts.)
Double Leg Takedown (1 pt.)
Concepts: Athlete, fitness enthusiast, hobbyist, self- Grappling Defense (2 pts.)
defense enthusiast Ground and Pound (2 pts.)
Ground Fighting (3 pts.)
Improved Pin (2 pts.)
Knee Basher (2 pts.)
Pin (2 pts.)
Shoot (3 pts.)
Skyfall (3 pts.)
Sleeper (3 pts.)
Suplex (1 pt.)
Tornado Throw (4 pts.)

Athletics
Breakfall (1 pt.)
Drunken Monkey Roll (2 pts.)
Ground Fighting (2 pts.)
Guard Position (2 pts.)

Initial Chi: 1

Initial Willpower: 6

Quote: “If we are fighting for money I will stop when you
ask me to. If we are fighting for Honor, I will stop when I want
to.” – Rickson Gracie

MMA AND SPECIAL MANEUVERS


MMA stylists can buy Special Maneuvers in exactly the
same way that Jeet Kune Do fighters can. Characters can
switch from their original style to MMA, but there must be a
plot-driven reason to do so. Players cannot make a brand
new character “MMA after many years of Jiu Jitsu”

Special Maneuvers closed to outside styles may be bought


at the most expensive Power Point cost +1. If the maneuver
is available to both their original style and MMA, they may
buy it at whichever cost is less.
PROGRAMMING PROGRAMMING
Chapter 6: Styles

Chapter 6: Styles
Machines do not have to practice for hours to learn the slow
tedious way that a human does. They can simply have Focus
Special Maneuvers saved directly onto their hard drive. Agency (5 pts.)
A.N.N. [Artificial Neural Network] (5 pts.)
Normal consumer technology is not at this level yet, however Flash Memory (4 pts.)
in the shadows there are mysterious organizations such as Scan (4 pts.)
S.I.N., Shadoloo, or the Illuminati who hold such secrets.

With such power comes drawbacks however. The ability to


have one's brain programmed may be the strings that keep
you under the control of your puppetmaster.

Whatever entity is in charge of programming your brain


TABULA RASA
Instead of a huge list of maneuvers like other styles, you
effectively has you under Mind Control (Secrets of Shadoloo,
start with only a few Special Maneuvers to pick from which
pg. 29) unless you get the Agency maneuver.
represent upgrades to your AI. Using them, you can access
every Special Maneuver. You are a blank slate ready to
Later on, very advanced programming allows for amazing
have any combat algorithm written onto your hard drive. You
feats such as scanning and reproducing Special Maneuvers
may purchase Maneuvers using their "Any" cost, or for
on the fly. A fighter may go up against a Programmable AI
Maneuvers closed to outside Styles you may use the most
only to have her own Style and Maneuvers analyzed and
expensive cost +1 (similarly to Jeet Kune Do).
used against her!
You have no choice on how any of your experience is spent
Schools: One does not learn this style from a martial arts initially. Purchasing Special Maneuvers, as well as any other
school, but by having their brain augmented with the capabilities (Abilities, Techniques, etc) are all up to whoever
technology to accept such programming. is programming you, which is generally whoever created you
or equipped you with the Cybernetic Brain.
Members: You must be a Cyborg to take this style,
whether that represents a completely cybernetic brain or just Furthermore you don't even have free will. You must obey a
a cybernetic augmentation such as a chip inside a biological set of parameters or directives your programmer included in
brain. If you create a cyborg with this style, the rules for your code. For example there is typically a directive which
Programming completely replace the rules for Cyborgs states you cannot turn against or attack the programmer,
buying Special Maneuvers, you can disregard them. and perhaps a few having to do with a mission you are on.

Concepts: Rogue android, assassination robot, escaped Anyone who can gain access to your brain via computer can
prototype also erase or change memories, personality, any data
whether they have permission or are just a hacker (having
Initial Chi: 6 Special Maneuvers erased gives you back the Experience
you bought them with).
Initial Willpower: 1
This situation is fluid however and can be changed
according to the few Special Maneuvers that are listed under
Quote: “I know Kung Fu!” - Neo, The Matrix this style. We will outline them here but the full rules are
available under the description of each Special Maneuver.

Agency - You no longer have directives or parameters and


can choose your actions freely. Your brain is still set up to
have data transferred to it however, and cannot learn by
itself. Experience Points must still be spent for you, by your
programmer.

A.N.N. (Artificial Neural Network) - You are a


learning computer, you can now choose how you spend your
Experience Points, however since you have no style you still
require a programmer to learn Maneuvers which do not have
an "Any" cost.

3d Scanning - Allows you to record what happens around


you in exacting detail and save the data for later use. If you
also have A.N.N. you can essentially program yourself with
any Maneuver you have scanned, similarly to JKD but
without the programmer you required before. If you do not
have A.N.N. the data can still be copied and used by a third
party.

Flash Memory - You can write data extremely fast, you


can spend Experience Points at any time, even in the middle
of combat, to buy moves which you have just scanned,
allowing you to instantly mimic your opponent and hit them
back with the same move you just saw them do for the first
time.
RINDOUKAN KARATE RINDOUKAN KARATE
Chapter 6: Styles

Chapter 6: Styles
Rindoukan Karate is a unique blend of many other types of
karate styles (including Shotokan) melded into one. It is a Special Maneuvers
hard striking style using lots of punches, kicks, knees, Punch
elbows, and open-handed strikes. Vital points are targeted Ducking Fierce (1 pt.)
when possible. More traditional than Shotokan, Rindoukan Elbow Smash (1 pt.)
teaches more internalized uses of Ki (Chi) rather than the Fist Sweep (2 pts.)
outwardly showy plasma tossing. Gale Punch (2 pts.)
Head Butt (1 pt.)
Like many other styles of karate, Rindoukan uses sparring, Knife Hand Chop (4 pts.)
kata, meditation and breaking arts to strengthen the mind, Knife Hand Strike (3 pts.)
body and spirit. Rising Wind Punch (1 pt.)

Students are tested in a highly formal way and awarded Kick


belts to signify their rank. Like most other forms of Karate Ax Kick (2 pts.)
white-belt is the lowest, and black-belt is the highest. Double-Hit Kick (1 pt.)
Foot Sweep (1 pt.)
Makoto’s family founded the style and the Rindoukan Dojo Forward Foot Sweep (2 pts.)
(translates roughly to “Autumn Bellflower Mansion”) and for
years the dojo held a lot of prestige and pride. It was well
Block
respected and sought out by many students.
Maka Wara (3 pts.)
San He (4 pts.)
Makoto’s father Masaru passed away however, leaving the
dojo without a sensei. The dojo began to falter and fade into
obscurity. It looked as though the school may have to close Grab
it’s doors as it slowly faded from the collective memory of the Neck Crush (3 pts.)
world. Vital Crush (3 pts.)

Since her grandfather was too old to teach by now, and her Athletics
older brother is an office worker with no potential as a martial
artist, the responsibility fell upon Makoto to save the family Focus
dojo by regaining it’s prestige and restoring it to it’s former Chi Kung Healing (4 pts.)
glory. Dirty Fighting (1 pt.)
Ki Strike (1 pt.)
She attempted this first in S.I.N.s tournament but failed, Stunning Shout (3 pts.)
earning only enough money to keep the family business
limping along, and make some much needed repairs.
new students to the Autumn Bellflower Mansion seeking to
When Gill’s secretive organization put on a tournament she train under the great Makoto.
signed up and tried again. This time she finally succeeded
by demonstrating the power of the style, which brought many Because of the rise and fall of the only available dojo,
Rindoukan Karate will either be very obscure, or very well
known; depending on the period of time your Storyteller has
chosen to run the chronicle in.

Schools: Currently Rindoukan Karate can only be learned


at Makoto’s Dojo, the Rindoukan Dojo in Tosa Japan. How
well known the dojo is depends on when your campaign
takes place.

Members: Since it is only one small dojo, membership is


limited according to space. Depending on how prestigious
the dojo is at the moment it might be very easy or very hard
to be accepted.

Concepts: Tomboy, karate-masters, fighters, health


instructors

Initial Chi: 1

Initial Willpower: 6

Quote: “You just haven't trained enough. You may as well


quit the tournament now.” - Makoto
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SAIKYO RYU SSAIKYO RYU
ENJUTSU
C h a p t e r SFRPG.COM

C h a p t e r SFRPG.COM
Saikyo Ryu style was born out of pure vengeance. The
founding member and Supreme Grand Master of the style, Special Maneuvers
Dan Hibiki, created the style to avenge the death of his
father Go Hibiki at the hands of Sagat. Go had just gouged Punch
out Sagat's eye in a street fight, and an enraged Sagat took Dragon Punch (5 pts.)
his life in return.
Kick
Ever since that day, Dan has trained vigilante under any Foot Sweep (1 pts.)
Sensei that would have him to add techniques to Saikyo Ryu Hurricane Kick (5 pts.)
6 : S t y l e s SFRPG.COM

6 : S t y l e s SFRPG.COM
, strengthening it to one day avenge his father. Wounded Knee (2 pts.)
Unfortunately, no reputable Sensei will have him. Besides Block
being a terrible student, it doesn't take long for them to see
that he is on a self destructive path of revenge, and they
want no part. Grab
Back Roll Throw (1 pts.)
Saikyo Ryu is nothing more than the few Thai Kickboxing
techniques his father showed him, a few Shotokan Athletics
techniques he was able to learn from Gouken before
Gouken ejected him from the school, and a lot of hot air. Focus
Gadoken (3 pts.)
Dan is always trying to get students to train under him, but it
is rare that anyone actually enrolls, and if they do it's usually
just to humor him. Concepts: Extremely naive or unskilled novices, people
who feel sorry for him, stronger fighters who are trying to
Schools: You can only learn this style by training under take advantage of him or humiliate him.
Dan, who is all to happy to accept you.
Initial Chi: 1
Members: There are rarely more than one or two members
in Dan's dojo, and they usually do not know enough about Initial Willpower: 6
fighting to realize he is doing it wrong.
Quote: “You've never heard of me? Give me a break! I'm
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Dan Hibiki!"
SFRPG.COM

SFRPG.COM
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SENJUTSU SENJUTSU
Chapter 6: Styles

Chapter 6: Styles
Senjutsu is a fighting style practiced exclusively by Sennin,
which are thought by many to be simply a myth. They go by Special Maneuvers
many other names in different cultures including SenNyin,
xian, immortal, transcendant, genie, mage, djinn, sage or Punch
hermit. Dragon Punch (5 pts)
Monkey Grab Punch (1 pt)
A Sennin is the immortal spirit of a saint who can, by virtue Spinning Backfist (1 pt)
of his life dedicated to training, abstention, and severe self-
discipline, perform "miracles". These "miracles" include such Kick
weird magical powers such as speaking after death, flying on Foot Sweep (1 pt)
the back of a cloud or animal, speaking to mortals in their Forward Flip Knee (3 pts)
dreams and so on. Slide Kick (2 pts)
Sennin even give up the outside world in their journey of Block
self-perfection, living as hermits. They are only accompanied
Energy Reflection (3 pts)
by their familiars, which are generally a toad, tortoise, or
horse. These magical companions are no ordinary animals
and share a special bond with the Sennin. Grab
Herculean Strength (3 pts)
Schools: A Sennin either transcends his humanity Neck Choke (2 pts)
Back Roll Throw (1 pt)
spontaneously, or is sought out and trained by an existing
Sennin who recognizes his potential.
Athletics
Members: Only the most honorable Street Fighters, who Double Heel Stomp (3 pts)
Flying Heel Stomp (3 pts)
sacrifice everything for their art and live a completely ascetic
Light Feet (3 pts)
lifestyle may become Sennin.
Focus
Concepts: Sages, wise-men and gurus.
Balance (2 pts)
Chi Kung Healing (3 pts)
Initial Chi: 6 Death's Vissage (3 pts.)
Fireball (3 pts)
Initial Willpower: 1 Flying Fireball (2 pt)
Immortality (5 pts)
Quote: “Do or do not, there is no 'try'.”- Yoda Improved Fireball (3 pts)
Inferno Strike (5 pts)
Leech (3 pts)
Mind Reading (3 pts)
Necrotelepathy (2 pts.)
Perch (5pts.)
Seal (1 pts)
Telekinesis (3 pts)
Telepathy (2 pts.)
Zen No Mind (3 pts)

BECOMING A SENNIN
A character may not start out as a Sennin, it must be
attained through game play and hard work, and there are a
few requirements.

Firstly, the character must maintain 10 Permanent Honor for


at least an entire Story to demonstrate they have the spirit of
a Saint.

Secondly, they must become an honorable "Master" of their


martial arts style (Players Guide, pg. 80).

Lastly, they must give up all material possessions, and ties


to the outside world (distractions) to live as a hermit and
pour themselves into their training for several years. This
effectively renders the character an NPC.

After meeting all three requirements the character is then


allowed to purchase the "Immortality" Special Maneuver and
become a Sennin. At that point they receive one rank in the
Background "Familiar" for free.
SHORINJI KENPO SHORINJI KENPO
Chapter 6: Styles

Chapter 6: Styles
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Morbi nibh neque, dignissim ac tempus nec, malesuada quis Special Maneuvers
risus. Praesent vestibulum a sem quis feugiat. Pellentesque Abc
habitant morbi tristique senectus et netus et malesuada Def
fames ac turpis egestas. Nulla porta dui ut purus vehicula
porta. Quisque sed luctus lectus. Cras vehicula nisl nisi, at Punch
eleifend purus sollicitudin a. Etiam vel nulla felis. Integer Abc
tincidunt neque ut leo molestie mattis. Morbi eu mollis Def
massa. Vestibulum dictum nec velit porta placerat.
Maecenas fringilla lectus in elit accumsan, sed luctus felis Kick
convallis. Quisque tristique, velit in consectetur tempus, Abc
lectus enim vehicula felis, ut iaculis orci velit at nisl. Fusce Def
semper erat in nibh pulvinar, non volutpat erat mattis. Sed
quis varius ante, non mollis urna. Block
Abc
Lorem ipsum dolor sit amet, consectetur adipiscing elit.
Def
Morbi nibh neque, dignissim ac tempus nec, malesuada quis
risus. Praesent vestibulum a sem quis feugiat. Pellentesque
habitant morbi tristique senectus et netus et malesuada Grab
fames ac turpis egestas. Nulla porta dui ut purus vehicula Abc
porta. Quisque sed luctus lectus. Cras vehicula nisl nisi, at Def
eleifend purus sollicitudin a. Etiam vel nulla felis. Integer
tincidunt neque ut leo molestie mattis. Morbi eu mollis Athletics
massa. Vestibulum dictum nec velit porta placerat. Abc
Maecenas fringilla lectus in elit accumsan, sed luctus felis Def
convallis. Quisque tristique, velit in consectetur tempus,
lectus enim vehicula felis, ut iaculis orci velit at nisl. Fusce Focus
semper erat in nibh pulvinar, non volutpat erat mattis. Sed Abc
quis varius ante, non mollis urna. Def

Schools: Lorem ipsum dolor sit amet, consectetur


adipiscing elit. Morbi nibh neque, dignissim ac tempus nec,
malesuada quis risus. Praesent vestibulum a sem quis
feugiat. Pellentesque habitant morbi tristique senectus et
netus et malesuada fames ac turpis egestas.

Members: Lorem ipsum dolor sit amet, consectetur


adipiscing elit. Morbi nibh neque, dignissim ac tempus nec,
malesuada quis risus.

Concepts: Lorem ipsum dolor sit amet, consectetur

Initial Chi: 10

Initial Willpower: 10

Quote: “Lorem ipsum dolor sit amet, consectetur”


STICK FIGHTING STICK FIGHTING
Chapter 6: Styles

Chapter 6: Styles
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Morbi nibh neque, dignissim ac tempus nec, malesuada quis Special Maneuvers
risus. Praesent vestibulum a sem quis feugiat. Pellentesque Abc
habitant morbi tristique senectus et netus et malesuada Def
fames ac turpis egestas. Nulla porta dui ut purus vehicula
porta. Quisque sed luctus lectus. Cras vehicula nisl nisi, at Punch
eleifend purus sollicitudin a. Etiam vel nulla felis. Integer Abc
tincidunt neque ut leo molestie mattis. Morbi eu mollis Def
massa. Vestibulum dictum nec velit porta placerat.
Maecenas fringilla lectus in elit accumsan, sed luctus felis Kick
convallis. Quisque tristique, velit in consectetur tempus, Abc
lectus enim vehicula felis, ut iaculis orci velit at nisl. Fusce Def
semper erat in nibh pulvinar, non volutpat erat mattis. Sed
quis varius ante, non mollis urna. Block
Abc
Lorem ipsum dolor sit amet, consectetur adipiscing elit.
Def
Morbi nibh neque, dignissim ac tempus nec, malesuada quis
risus. Praesent vestibulum a sem quis feugiat. Pellentesque
habitant morbi tristique senectus et netus et malesuada Grab
fames ac turpis egestas. Nulla porta dui ut purus vehicula Abc
porta. Quisque sed luctus lectus. Cras vehicula nisl nisi, at Def
eleifend purus sollicitudin a. Etiam vel nulla felis. Integer
tincidunt neque ut leo molestie mattis. Morbi eu mollis Athletics
massa. Vestibulum dictum nec velit porta placerat. Abc
Maecenas fringilla lectus in elit accumsan, sed luctus felis Def
convallis. Quisque tristique, velit in consectetur tempus,
lectus enim vehicula felis, ut iaculis orci velit at nisl. Fusce Focus
semper erat in nibh pulvinar, non volutpat erat mattis. Sed Abc
quis varius ante, non mollis urna. Def

Schools: Lorem ipsum dolor sit amet, consectetur


adipiscing elit. Morbi nibh neque, dignissim ac tempus nec,
malesuada quis risus. Praesent vestibulum a sem quis
feugiat. Pellentesque habitant morbi tristique senectus et
netus et malesuada fames ac turpis egestas.

Members: Lorem ipsum dolor sit amet, consectetur


adipiscing elit. Morbi nibh neque, dignissim ac tempus nec,
malesuada quis risus.

Concepts: Lorem ipsum dolor sit amet, consectetur

Initial Chi: 10

Initial Willpower: 10

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TAEKWONDO TAEKWONDO
Chapter 6: Styles

Chapter 6: Styles
Taekwondo originated in Korea, where it was developed by
General Choi Hong during the 1940s. It was a system of Special Maneuvers
combat, self-defense, sport and exercise which partially Punch
blended the existing styles of Taekkyeon and Japanese Spinning Back Fist (1 pt.)
Karate.
Kick
In Korean, tae means “to strike or break with foot”; kwon Ax Kick (2 pts.)
means “to strike or break with fist”; and do means “way”, Backflip Kick (2 pts.)
“method”, or “path”. All together Taekwondo roughly Double Dread Kick (3 pts.)
translates to “the way of the foot and the hand”. Double-Hit Kick (1 pt.)
Flash Kick (4 pts.)
More than any other style, Taekwondo emphasizes high Foot Sweep (1 pt.)
kicking and leg flexibility. They commonly warm up and Forward Backflip Kick (1 pt.)
practice flexibility and high kicks in the Dojang (Taekwondo Great Wall of China (5 pts.)
school) to a point that wouldn’t even be necessary in battle, Handstand Kick (1 pt.)
just so that they will be able to kick as needed when not Lightning Leg (4 pts.)
warmed up. Reverse Frontal Kick (1 pt.)
Second Impact (1 pt.)
That’s not to say that there are no other techniques, Sniping Kick (3 pts.)
Taekwondo has grabs, punches, blocks, etc. The kicks out- Stepping Front Kick (3 pts.)
shine the other aspects of the art however. Third Strike (1 pt.)
Windmill Kick (4 pts.)
Like Karate and many other martial arts, Taekwondo has a Wounded Knee (2 pts.)
long tradition of breaking boards and performing katas in
addition to physical fitness, Gyeorugi (sparring) and
Block
maneuvers. Also like many other arts, Taekwondo rank is
indicated by belts, and achieved through testing.
Grab
In 1989, Taekwondo was the world’s most popular martial Knee Basher (2 pts.)
art. It still retains massive popularity. Thigh Press (2 pts.)

Taekwondo has been an Olympic event since 2000, further Athletics


spreading the popularity of the art form.
Focus
Fireball (3 pts.)
Flying Fireball (2 pts.)

There are both sporting forms and combat forms of


Taekwondo, with slightly different rules, mostly to make the
sporting form safer. The combat forms stay true to their
military roots, and indeed are still taught to Korea’s military
troops.

Schools: Dojangs are easy to find due to the extreme


popularity of the art. Many children are placed in Taekwondo
classes at a young age to learn discipline, and many
colleges even offer it as a PE credit.

Members: Most Taekwondo stylists tend to be physically fit


and lean. Anyone can take this art. Its popularity makes it a
common hobby. Also TKD is more coed than many other
martial arts.

Concepts: Olympian, femme fatale, plucky children,


stuntmen, fitness enthusiasts

Initial Chi: 2

Initial Willpower: 5

Quote: "You may not realize it when it happens, but a kick


in the teeth may be the best thing in the world for you."
- Walt Disney
Chapter 6:
Chapter 7: Special Maneuvers

Chapter 7: Special Maneuvers


SPECIAL MANEUVERS
"I fear not the man who has practiced 10,000 kicks once, but Change of Direction
I fear the man who has practiced one kick 10,000 times."
- Bruce Lee Prerequisites: Punch , Grab , Throw
Power Points: Mixed Martial Arts 4; Any 5
The fighter uses a quick one-two punching combination to
PUNCH set up their opponent for a takedown.
System: Similar to Rekka Ken but without the taunt and not
as fast. The fighter plays this card with a basic punch attack
Air Tentacle Whip and receives a +2 Speed up to two turns in a row. The third
Prerequisites: Tentacle Whip, Jump turn however, the fighter can play either Throw or Double
Leg Takedown at +2 Speed.
Power Points: Animal Hybrid 2
Cost: +1 Willpower per turn used
The fighter leaps into the air and becomes a flurry of
tentacles hitting all around. Speed: See description above.
System: The fighter gets to roll three damage tests against Damage: See description above.
everyone she chooses in any adjacent hex. This is an aerial Move: See description above.
maneuver and can be used to avoid projectiles like Jump.
Cost: 2 Willpower
Cross Counter
Speed: -2
Prerequisites: Punch , Manipulation 
Damage: +0
Power Points: Boxing, Western Kickboxing, Thai
Move: -1 Kickboxing, Kung Fu 3
Not exactly a “counter” as it does nothing to stop the
Air Thunder Knuckle incoming attack, this move simply hits back, hard. A classic
case of “I’ll take a hit to land a hit”.
Prerequisites: Thunder Knuckle, Jump
System: Causes knockdown. You cannot abort into
Power Points: Ler Drit, Special Forces 1; Any 2
anything else after you play Cross Counter. Low sweeping
Frustrated with aerial opponents, Crimson Viper found a way attacks, projectiles, or throws do not activate the cross
to Jump up and deliver her Thunder Knuckle from directly counter. There are 2 ways to play cross counter:
below them. Method 1: Interrupt your opponent after they declare you
System: Causes knockdown against opponents it the target, but before they roll damage, then immediately roll
damages. Can be used to dodge projectiles as Jump, damage on them when they roll damage on you. If they want
however cannot target the person who used the projectile. to abort to avoid getting Cross Countered, they must beat
Cost: 1 Chi your Manipulation + Subterfuge with their Perception +
Speed: +0 Insight.
Method 2: Select the Cross Counter card, then lie and
Damage: +2
say you are dizzy. If the other player hits you, you may then
Move: +1 declare it was a Cross Counter and roll damage on them
with the counter-strike.
Bitch Slap Cost: 1 Willpower (if they hit you and you counter)
Prerequisites: Punch  Speed: +0
Power Points: Brawling 2; Any 3 Damage: Amount of damage taken plus one (no roll)
Not to be confused with a regular slap, the bitch slap is a Move: Zero (before triggered) / Three (after triggered)
powerful and painful forehand followed by a backhand. It is
designed to embarrass and humiliate the target. It's often
used in the streets to maintain a pecking order.
Dashing Clothesline
System: Roll Two damage tests using the modifiers below. Prerequisites: Punch , Athletics 
If damage is scored the victim must win an opposed Power Points: Pankration, Sanbo, Wrestling 4; Any 5
Willpower roll or lose a temporary point of Glory. This Glory The fighter charges forward swinging her arm wide in an
loss can only happen once per fight. attempt to catch an unwary opponent across the neck.
Cost: None System: Causes Knockdown but completely misses
Speed: +1 crouching opponents.
Damage: -1 Cost: 1 Willpower
Move: +1 Speed: -2
Damage: +6
Move: +0 Kick. The strike leaves it’s target reeling and stunned,
temporarily unable to act.
System: If not blocked, an opponent who is hit by this loses
Dragon Dash
Chapter 7: Special Maneuvers

Chapter 7: Special Maneuvers


their action this round. If they have already acted, then they
Prerequisites: Technique  are instead at -1 speed per two points of damage done.
Power Points: Style 1 Cost: 1 Chi
Flavor text, flavor text, flavor text, flavor text, flavor text, Speed: -2
flavor text, flavor text, flavor text, flavor text, flavor text, flavor Damage: +4
text, flavor text.
Move: -2
System: Rules.
Cost: None
Speed: +0
Gale Punch
Prerequisites: Punch , Athletics 
Damage: +0
Power Points: Rindoukan Karate 2; Shotokan Karate,
Move: +0
Kung Fu 3
The fighter swiftly shoots forward and delivers a punch with
Dragon Smash all her body weight behind it.
Prerequisites: Punch , Athletics , Dragon System: Use the modifiers below.
Punch Cost: 1 Willpower
Power Points: Any 4 Speed: +1
A stylish variation of the Dragon Punch invented by Sean Damage: +2
Matsuda to resemble a basketball dunk. The fighter
Move: +2
executes a dragon punch but then at the apex of the move,
punches them in a downward motion to spike them back
down to the ground. Genko
System: If the attacker does not have to move to hit their Prerequisites: Punch 
opponent (same or adjacent hex) then this move will hit Power Points: Brawling, Bushinryu 2; Any 4
twice, otherwise the first hit misses and only the second one This powerful punch is designed to hit an opponent right in
hits. Aerial opponents suffer knockdown if damaged. Anyone his face, driving him over off his feet.
who doesn't block the second hit is subject to Knockdown System: Causes Knockdown.
regardless of if they are aerial or not.
Cost: None
Cost: 2 Willpower
Speed: -2
Speed: -1
Damage: +4
Damage: +6
Move: +2
Move: -2

Giant Palm Bomber


Ducking Straight Prerequisites: Punch , Strength 
Prerequisites: Dashing Punch, Athletics 
Power Points: Wrestling, Sumo 3; Any 5
Power Points: Boxing 1, Western Kickboxing 2 Hugo learned this move to deal with projectiles, he simply
The fighter executes an evasive duck as she dashes in to claps his hands together as hard as he can and swats them
land a hard hitting straight punch. like a fly. This works because the compressed air between
System: Can dodge projectiles as per Jump. the fighters palms is enough to dissipate the projectile a
Cost: 1 Willpower moment before he actually touches it. It also works pretty
Speed: +0 well to momentarily stun people if you hit them with it.
System: Anyone struck with this move receives -1 to their
Damage: +4
speed on their next turn. This move can be used to
Move: +1 completely negate an incoming projectile, but requires 2
successes on a Wits roll to do so. If the Wits roll fails, you
Ducking Upper cannot abort.
Prerequisites: Ducking Straight Cost: 1 Willpower
Power Points: Boxing 1, Western Kickboxing 2 Speed: -1
Exactly like a Ducking Straight, except it ends in a powerful Damage: +5
uppercut instead of a straight punch. Move: One
System: Can dodge projectiles as per Jump. Against aerial
opponents it scores a Knockdown in addition to damage.
Cost: 1 Willpower
Guren Ken
Prerequisites: Technique 
Speed: +0
Power Points: Style 1
Damage: +4
Flavor text, flavor text, flavor text, flavor text, flavor text,
Move: +1 flavor text, flavor text, flavor text, flavor text, flavor text, flavor
text, flavor text.
Flash Chop System: Rules.
Prerequisites: Punch , Focus  Cost: None
Power Points: Special Forces, Wrestling 3; Any 4 Speed: +0
The fighter slashes her opponent with a backhanded Damage: +0
horizontal chopping motion. At the same time she focuses Move: +0
her chi into the strike which is visible and similar to a Flash
Jet Uppercut Flavor text, flavor text, flavor text, flavor text, flavor text,
flavor text, flavor text, flavor text, flavor text, flavor text, flavor
Prerequisites: Punch , Jump, Power Uppercut text, flavor text.
Power Points: Boxing 4; Western Kickboxing 5
Chapter 7: Special Maneuvers

Chapter 7: Special Maneuvers


System: Rules.
This is a variation of the Dragon Punch that Dudley invented Cost: None
after seeing Ryu and Ken perform their Dragon Punches. It
has a little more flair, as the fighter spins and hits many Speed: +0
times on the way up. Damage: +0
System: Like the Dragon Punch, it is considered an aerial Move: +0
maneuver and it knocks down aerial opponents if damage is
done. Like the Flaming Dragon Punch, it hits twice if you do
not Move any hexes before doing it.
Palm Press
Cost: 1 Willpower Prerequisites: Punch , Focus 
Speed: -1 Power Points: Kung Fu, Tai Chi Chuan 3; Wu Shu 4
This wind up for this strike doesn't look very powerful, but
Damage: +4
looks can be deceiving! The power is derived from a subtle
Move: -2 planting of the feet and channeling Chi through a slow
looking double-palm strike that can send opponents sailing,
Knife Hand Chop stop fireballs, and even damage opponents without touching
Prerequisites: Punch , Knife Hand Strike them.
System: The palm press can hit opponents who are one
Power Points: Rindoukan Karate 4
more hex away than normal with the invisible force
Practitioners of the breaking arts found that this maneuver
generated in the palms. If more damage is inflicted than the
can chop down an opponent as easily as it chops wood!
opponent has dots in Dexterity, they suffer knockdown and
System: Causes Knockdown. Unless your opponent is sail backwards a number of hexes equal to the attackers
blocking, damage is applied to only half his stamina Strength. This move can be used to completely negate an
(rounded down). incoming projectile, but requires 2 successes on a Wits roll
to do so. If the Wits roll fails, you cannot abort.
When performed against inanimate objects, you also double Cost: 1 Chi
your dice pool (before subtracting half it’s soak, above).
Speed: -2
Cost: 1 Willpower
Damage: +5
Speed: -2
Move: None
Damage: +3
Move: One
Reaping Palm
Low Thunder Knuckle Prerequisites: Punch , Athletics 
Power Points: Shotokan 4; Any 5
Prerequisites: Thunder Knuckle
The fighter dashes towards her opponent and delivers a
Power Points: Ler Drit, Special Forces 1; Any 2 devastating palm-strike that knocks her opponent off his feet.
Frustrated by projectiles but always practical, Crimson Viper System: Causes knockdown. Straight-line hex movement.
found a new way to get the job done. She learned to crouch
under projectiles and deliver the Thunder Knuckle as a low Cost: 1 Willpower
blow. She’s quite pleased with the maneuver, but her Speed: -1
opponents never are. Damage: +4
System: Anyone who is damaged by the Low Thunder Move: +1
Knuckle without blocking suffers a -2 speed penalty on their
next turn.
Cost: 1 Chi Rising Wind Punch
Speed: +0 Prerequisites: Punch , Power Uppercut
Damage: +2 Power Points: Rindoukan Karate, Shotokan Karate, Kung
Fu 1; Any 2
Move: +0
A powerful punch delivered straight up with the fighter’s rear
hand.
Machine Gun Blow System: Only hits airborne opponents. Causes knockdown.
Prerequisites: Athletics , Dashing Punch, Hyper Fist Cost: None
Power Points: Boxing, Western Kickboxing 4 Speed: +0
Not happy with the sluggish Hyper Fist, Dudley developed a Damage: +4
version that covers a lot of ground instead. Move: None
System: Roll three damage tests.
Cost: 2 Willpower
Short Swing Blow
Speed: +0
Prerequisites: Punch , Athletics 
Damage: +0
Power Points: Boxing 2; Western Kickboxing 3; Any 4
Move: +2
“Listen Mac!! Dodge his punch then counter-punch!”
–Doc Louis
Palm Arc System: The fighter can interrupt another person’s
Prerequisites: Technique  maneuver and cause it to miss by moving out of range (two
Power Points: Style 1 hexes), then move back into range (one hex) and counter-
strike.
Cost: None
Speed: -2 System: Aerial maneuver, and can avoid projectiles as per
Damage: +4 Jump. Causes Knockdown.
Move: Two/One Cost: None
Chapter 7: Special Maneuvers

Chapter 7: Special Maneuvers


Speed: -1
Snake Strike Damage: +4
Move: -1
Prerequisites: Punch , Jump
Power Points: Kung Fu, Special Forces 3; Wu Shu 4; Any 5
The fighter launches herself through the air and performs a Thunder Knuckle
series of rapid punches. Prerequisites: Punch , Focus ,
System: Snake Strike is an aerial maneuver and can avoid Psychokinetic Channeling
projectiles as Jump. Against airborne opponents roll three Power Points: Ler Drit, Special Forces 3; Any 5
damage tests and cause Knockdown. Against grounded The fighter wreathes her fist in psychokinetic energy, lunges
opponents, roll only one damage test. forward and executes a painful punch aimed at a nerve
Cost: None cluster.
Speed: +1 System: Anyone who is damaged by the thunder knuckle
Damage: +1 without blocking suffers a -2 speed penalty on their next turn.
Move: -1 Cost: 1 Chi
Speed: +0
Soul Spiral Damage: +2
Move: +1
Prerequisites: Technique 
Power Points: Style 1
Flavor text, flavor text, flavor text, flavor text, flavor text, Tornado Punch
flavor text, flavor text, flavor text, flavor text, flavor text, flavor Prerequisites: Punch 
text, flavor text. Power Points: Capoeira, Kung Fu 5
System: Rules. This move was created by masters of Drunken Kung Fu. The
Cost: None fighter spins around hitting opponents on all sides with
Speed: +0 various parts of her body before landing a single well-placed
blow.
Damage: +0
System: Roll damage against all adjacent opponents. All
Move: +0 adjacent opponents are pushed back one hex. You may then
continue to move one hex and repeat the process until you
Spring Punch are out of Move or decide to stop. The very last hit must
target only one opponent and is rolled at a different damage
Prerequisites: Punch , Athletics 
modifier and causes knockdown instead of pushing them
Power Points: Kung Fu 4; Wu Shu 5 back. While not aerial, this move allows you to evade
The fighter executes a punch, while springing off her back projectiles, similarly to Jump.
foot so hard that she sails across the arena toward her Cost: 1 Willpower
opponent in one long horizontal leap.
Speed: +0
System: The fighter must travel in a straight hex-line. If
Damage: +1 (moving) / +2 (last hit)
blocked this move will push your opponent back one hex. If
not blocked it will cause Knockdown and they will land one Move: -2
hex past you when you end your move..
Cost: 1 Willpower
Speed: +0 KICK
Damage: +4
Move: +2
Burning Kick
Prerequisites: Kick , Focus , Jump
Tentacle Whip Power Points: Elemental (Fire) 3
Prerequisites: Punch  The fighter performs an aerial spinning split-kick with energy
Power Points: Animal Hybrid 5 coursing off of their legs (typically fire).
The fighter whips her tentacles all around herself hitting System: Causes Knockdown. Aerial maneuver and can
everything around her. Great if you are surrounded, and you avoid projectiles as Jump.
are an octopus... Cost: 1 Chi
System: The fighter gets to roll three damage tests against Speed: -2
everyone she chooses in any adjacent hex.
Damage: +3
Cost: 2 Willpower
Move: +2
Speed: -2
Damage: +0
Move: None
Dive Kick
Prerequisites: Kick , Athletics , Jump
Power Points: Any 3
Thunderbolt The fighter seems to change direction mid-jump, as she
Prerequisites: Jump, Punch , Athletics  dives down at her opponent. This move was popularized by
Power Points: Boxing 4; Any 5 two brothers street fighting in East Philadelphia.
A huge leap and then a punch that comes screaming down, System: Can avoid projectiles as Jump. Straight-line hex
fist-first. movement.
Cost: 1 Willpower System: Counts as a crouching maneuver. Use the
Speed: +0 modifiers below.
Damage: +3 Cost: None
Chapter 7: Special Maneuvers

Chapter 7: Special Maneuvers


Move: +1 Speed: +1
Damage: +2
Flying Side Kick Move: One
Prerequisites: Kick , Athletics 
Power Points: Any 3 Messiah Kick
A common attack that covers a lot of ground by running, Prerequisites: Kick , Athletics , Jump
leaping, and kicking. Power Points: Kung Fu, Jeet Kune Do 3; Wu Shu 4
System: Counts as an aerial maneuver but does not go This move consists of a flying, spinning kick quickly followed
over projectiles. Straight line hex movement. up by another kick. The deceptive nature of the second kick
Cost: 1 Willpower makes it difficult to block.
Speed: -1 System: This is an aerial maneuver and can avoid
Damage: +3 projectiles as Jump. The second kick causes Knockdown if it
damages the opponent. If blocked, roll your
Move: +4 Kick+Manipulation and the target rolls their
Perception+Block. If your roll is higher completely negate the
Flying Twin Kick target’s Block.
Prerequisites: Kick , Jump, Double Hit Kick Cost: 1 Willpower
Power Points: Kung Fu, Wu Shu, Jeet Kune Do 3; Speed: -1
Western Kickboxing, Thai Kickboxing 4 Damage: -1/+2
The fighter launches into the sky behind the force of 2 rapid- Move: -2
fire front kicks.
System: Roll two damage tests and cause Knockdown
against aerial opponents, or one damage test and no Razor Edge Slicer
Knockdown against grounded opponents. This is an aerial Prerequisites: Ashura Warp, Kick 
maneuver and can avoid projectiles as Jump. Power Points: Ler Drit, Spanish Ninjitsu, Special Forces
Cost: 1 Willpower 3; Any 4
Speed: +0 The Razor Edge Slicer is a low sliding kick that takes
Damage: +1 advantage of the tremendous momentum built up while
performing a Ashura Warp.
Move: +1
System: This Maneuver can only be played on the turn
after playing Ashura Warp, and movement can only be done
Forward Flip Kick in the same straight hex line as the Ashura Warp you played
Prerequisites: Kick , Athletics , Focus  the turn before. The target will suffer Knockdown unless he
was blocking.
Power Points: Thai Kickboxing, Capoeira, Wu Shu,
Cost: 1 Willpower
Shotokan Karate, Special Forces 3; Any 4
The fighter does a forward flip and uses the momentum of Speed: +1
the flip to do an overhead kick on the way down. Damage: +3
System: Counts as an aerial maneuver and causes Move: +1
Knockdown on aerial opponents. Can be used to avoid
projectiles like a Jump. Hits crouching opponents.
Cost: 1 Willpower
Reverse Waterfall
Prerequisites: Kick , Athletics 
Speed: +0
Power Points: Kung Fu 4
Damage: +4
In a movement derived from Praying Mantis Kung Fu, the
Move: +1 fighter curls up and rolls one half of the way over before
planting her hand on the ground and pushing off hard to
Forward Foot Sweep launch herself upwards foot first in a series of kicks to juggle
the opponent.
Prerequisites: Technique 
System: Aerial and can avoid projectiles as Jump. Causes
Power Points: Rindoukan Karate, Jiu Jitsu 2; Any 3
Knockdown whether they are aerial or not. Each dice rolled
This technique involves taking a big step forward and counts as a separate hit of a multi-hit maneuver, therefore
sweeping your opponent without ever crouching. any 1 rolled is a botch and ends further damage rolls.
System: Causes knockdown. Cost: 2 Willpower
Cost: None Speed: +0
Speed: -2 Damage: +7
Damage: +3 Move: -2
Move: +0

Ruffian Kick
Kick Roll
Prerequisites: Kick 
Prerequisites: Kick , Athletics 
Power Points: Brawling 3; Any 4
Power Points: Capoeira 1; Any 2
This powerful kick can take an opponent off their feet, but is
The fighter executes a forward tumble, and strikes a wild swing that is hard to aim.
downward with his foot as she rolls over.
System: You must choose when you play this card whether
it will target opponents on the ground or in the air. If your
opponents position does not correspond with your choice, Damage: +6
you miss. Make two combat cards for this maneuver to Move: +2
indicate ground or air. Causes Knockdown.
Chapter 7: Special Maneuvers

Chapter 7: Special Maneuvers


Cost: 1 Willpower
Speed: +1 Stepping Crescent
Damage: +2 Prerequisites: Kick 
Move: +1 Power Points: Any 1
The fighter takes a big step forward before delivering a
crescent kick.
Second Impact System: Use the modifiers below.
Prerequisites: Kick , Sniper Kick Cost: None
Power Points: Taekwondo 1 Speed: +0
A better version of the Sniper Kick, which hits twice. Damage: +2
System: Two damage tests, which do not combine for
Move: +0
dizzy unless part of a dizzy combo. Causes Knockdown. It’s
an aerial maneuver which can avoid projectiles like a Jump.
Cost: 2 Willpower Stepping Snap Kick
Speed: -1 Prerequisites: Technique 
Damage: +4/-2 Power Points: Style 1
Move: +4 Flavor text, flavor text, flavor text, flavor text, flavor text,
flavor text, flavor text, flavor text, flavor text, flavor text, flavor
text, flavor text.
Sniper Kick System: Rules.
Prerequisites: Kick , Athletics , Jump Cost: None
Power Points: Kung Fu, Thai Kickboxing, Pankration, Speed: +0
Taekwondo 3; Wu Shu, Spanish Ninjitsu, Ninjitsu 4 Damage: +0
The fighter leaps high into the air, locks onto her target, and
then shoots straight at them with a far-reaching flying side Move: +0
kick.
System: Sniper Kick is an aerial maneuver which can avoid Suicide Spin
projectiles like a Jump. Causes Knockdown. Prerequisites: Kick , Handstand Kick
Cost: 2 Willpower Power Points: Bushinryu, Capoeira 3
Speed: -1 Similar to a break dancing move, the fighter does a one-
Damage: +4 handed handstand while rapidly spinning around. It's such a
Move: +4 contortion that you might hurt yourself, but it's great against
groups of attackers!
System: Hits current and all adjacent hexes, causing
Spin Kick Knockdown. Take 1 health level of damage (total) if you deal
Prerequisites: Kick , Foot Sweep damage to any target.
Power Points: Ninjitsu, Capoeira, Spanish Ninjitsu, Wu Cost: 1 Willpower
Shu 4; Kung Fu, Western Kickboxing, Special Forces 5 Speed: +0
Three spinning kicks executed one after another, at blinding Damage: +6
speed. Move: None
System: Similar to a kick version of Rekka Ken but without
requiring a show-off turn afterwards, and not as fast. Up to
three turns in a row you may play a basic kick card and Third Strike
receive +2 speed. On the second or third Spin Kick you may Prerequisites: Kick , Second Impact
use Foot Sweep instead of a basic kick, but this ends the Power Points: Taekwondo 1
sequence as you cannot continue the Spin Kicks after the Third Strike is a better version of the Sniper Kick, which hits
Foot Sweep. three times.
Cost: 1 Willpower per turn used System: Three damage tests, which do not combine for
Speed: See above dizzy unless part of a dizzy combo. Causes Knockdown. It’s
Damage: See above an aerial maneuver which can avoid projectiles like a Jump.
Move: See above Cost: 2 Willpower
Speed: -1
Spring Kick Damage: +4/-2/-3
Prerequisites: Reverse Waterfall, Drunken Monkey Roll Move: +4
Power Points: Kung Fu 2
The fighter Drunken Monkey Rolls toward her opponent, Tornado Kick
before springing up into a reverse waterfall type of kick, Prerequisites: Jump, Kick 
however it only hits once as most of the fighters attention is
Power Points: Bushinryu 3; Ninjitsu, Kung Fu, Jeet Kune
on the roll.
Do 4; Shotokan Karate, Wu Shu 5
System: This counts as a crouching maneuver during
The tornado kick travels diagonally upwards into the air,
movement and an aerial maneuver once movement has while spinning and hitting multiple times. It does the most
ended and Damage is being rolled. Can avoid a projectile at damage when used on someone in close range.
any point using the same rules as Jump.
System: Three damage tests using the modifiers below.
Cost: 2 Willpower
The first test is done before movement, and therefore you
Speed: -2
only get two damage tests if you must move to reach your Flavor text, flavor text, flavor text, flavor text, flavor text,
target. Can avoid projectiles like a Jump.. flavor text, flavor text, flavor text, flavor text, flavor text, flavor
Cost: 1 Willpower text, flavor text.
Chapter 7: Special Maneuvers

Chapter 7: Special Maneuvers


Speed: +1 System: Rules.
Damage: +0 Cost: None
Move: One Speed: +0
Damage: +0
Vertical Hurricane Kick Move: +0
Prerequisites: Kick , Athletics 
Power Points: Shotokan Karate 3; Kung Fu, Wu Shu 4 Energy Absorption
Gouken developed this maneuver for times when there was Prerequisites: Technique 
a shortage of horizontal space to maneuver in. Rather than Power Points: Style 1
pushing his opponent back with each hit, he launches him Flavor text, flavor text, flavor text, flavor text, flavor text,
straight up into the air. flavor text, flavor text, flavor text, flavor text, flavor text, flavor
System: Exactly like a hurricane kick without the need to text, flavor text.
move horizontally to deal damage. The maneuver travels to System: Rules.
a height equal to 3 ft per hit, and is stopped if a ceiling or Cost: None
other obstacle keeps them from moving upwards.
Speed: +0
Cost: 1 Chi, 1 Willpower
Damage: +0
Speed: +0
Move: +0
Damage: -1
Move: -1 (straight up)
Killing Stare
Prerequisites: Block , Athletics 
Wheel Kick Power Points: Any 5
Prerequisites: Kick , Athletics , Jump Based on a Sinanju technique, the fighter focuses
Power Points: Mixed Martial Arts, Wrestling 1; Any 2 completely on lightness and fluidity so that the incoming
The fighter executes a quick forward flip striking her attack pushes her harmlessly out of the way as a leaf in the
opponent with her heel on the way down. wind. This allows her to dodge attacks while also nimbly
System: Can avoid projectiles as Jump. drifting through a crowded battlefield.
Cost: None System: To perform this maneuver you must interrupt an
Speed: -1 attack directed at you, and then take up to your full
movement afterward. The attack you interrupted and any
Damage: +2 further attacks directed at you before your movement ends
Move: +1 will completely miss. This movement also allows you to
move straight through occupied hexes. Unless there is a low
Windmill Kick ceiling, you can also take this movement straight up. Killing
Stare requires someone to attack you to work. If no one tries
Prerequisites: Kick 
to attack you cannot then take the invulnerable movement.
Power Points: Taekwondo 4; Capoeira, Kung Fu, Ninjitsu, Cost: 1 Willpower
Wu Shu 5
Speed: +3
A Windmill Kick is done like a gainer, by performing back
flips while still moving towards forward. The legs are in the Damage: None
split position so the fighter performs 2 kicks for each of her Move: +2
rotations.
System: Like a Hurricane Kick, you may travel up to your
full Move in straight hex-line movement. Each time you enter
a hex you roll damage tests and knock your opponent back
GRAB
one hex. Windmill Kick is an aerial maneuver.
Body Roll
Unlike the Hurricane Kick, you roll two damage tests per hex
traveled, you only make the tests against opponents in the Prerequisites: Grab  , Athletics 
hexes you travel through, and it causes Knockdown on the Power Points: Kung Fu, Wu Shu, Ninjitsu 3, Any 5
final hit. This flashy move involves using your opponent as a vault,
Cost: 2 Willpower you grab them and flip over them to land on the other side.
Speed: +0 System: Your opponent is at -2 speed next turn. If you use
Damage: -1 a strike on the next turn and beat them at speed, you may
interrupt to hit them in the back forcing them to soak at half
Move: -3 stamina (rounded down) since they have not turned around
yet. In doing so, you will lose a point of temporary honor.
Cost: None

BLOCK Speed: -2
Damage: None
Move: One
Advancing Block
Prerequisites: Technique 
Bushin Throw
Prerequisites: Slide Kick, Grab 
Power Points: Style 1
Power Points: Bushin 3
You launch into a Slide Kick at your opponent, then if it hits Move: One
them you take the opportunity to execute a powerful flipping
throw while they are off-balance.
Daydream Headlock
Chapter 7: Special Maneuvers

Chapter 7: Special Maneuvers


System: Crouching Maneuver, can be blocked, causes
Knockdown. If it is blocked, do not roll a second damage Prerequisites: Technique 
test. Calculate damage using Kick on the first hit and Grab Power Points: Style 1
on the second hit. Flavor text, flavor text, flavor text, flavor text, flavor text,
Cost: 1 Willpower flavor text, flavor text, flavor text, flavor text, flavor text, flavor
Speed: -1 text, flavor text.
Damage: +1/+3 System: Rules.
Move: +1 Cost: None
Speed: +0
Damage: +0
Capture Punch
Move: +0
Prerequisites: Punch , Grab 
Power Points: Any 1
The fighter grabs her opponent and holds them immobilized Double Leg Takedown
while she delivers a devastating punch. This move can be Prerequisites: Grab 
done in many different ways depending on the fighter’s
personal style. Power Points: MMA, Wrestling 1, Any 3
The simplest way to get your opponent on the ground, you
System: Damage is calculated using Punch.
just reach down and pull their legs out from under them.
Cost: None
System: Causes Knockdown. This maneuver is especially
Speed: +1 vulnerable to kicks, soaking any kicks at -2 soak. If
Damage: +2 interrupted and kicked in this way (and damage is scored on
Move: One the kick) the Double Leg Takedown immediately ends.
Cost: None
Capture Kick Speed: +1
Damage: -3
Prerequisites: Kick , Grab 
Move: One
Power Points: Any 1
The fighter grabs her opponent and holds them immobilized
while she delivers a devastating kick. This move can be Extended Throw
done in many different ways depending on the fighter’s Prerequisites: Grab , Extendible Limbs, Throw
personal style.
Power Points: Any 3
System: Damage is calculated using Kick.
The fighter reaches out with Extendible Limbs, grabs her
Cost: None distant opponent, and throws them. Unfortunately the
Speed: +0 extended arm can be blocked on its way in for the grab.
Damage: +4 System: Exactly like Throw, except the damage is
Move: One completely negated if the opponent blocks. Furthermore,
instead of having to be in the same hex to execute this
throw, it can be done from a distance of Focus-2 hexes
Chi Blast away. For example: If you have a Focus rating of four, you
Prerequisites: Grab , Focus  can grab someone 2 hexes away (one further than
Power Points: Kabaddi, Ler Drit, Ninjitsu 2; Kung Fu 3; adjacent).
Any 4 Cost: None
The fighter charges her hand up with Chi and then much like Speed: -2
a static shock, blasts her opponent by physically touching Damage: +2
them.
Move: One
System: Chi Blast functions like any other Grab move,
except damage is calculated using the Focus technique.
Cost: 1 Chi Fajita Buster
Speed: -2 Prerequisites: Grab , Wind Dash, Jump, Piledriver
Damage: +4 Power Points: Wrestling 3; Any 5
Move: One After sprinting forward the fighter leaps through the air,
catching her opponent by the head and piledriving them to
the ground.
Conductor
System: Causes knockdown. Can be used to avoid
Prerequisites: Grab , Focus  projectiles as Jump.
Power Points: Ler Drit, Special Forces 1; Any 2 Cost: 1 Willpower
The fighter grabs her victim and then damages them with her Speed: +0
chi through the direct contact. This can be done many
different ways depending on the nature of the fighter, but Damage: +2
always involves some type of grab. Move: +5
System: This is a sustained hold. Damage is calculated
using the Focus rating. Flying Bushin Throw
Cost: None Prerequisites: Jump, Bushin Throw
Speed: +0 Power Points: Bushinryu 1
Damage: +2 Similar to a Bushin Throw however instead of beginning with
a Slide Kick, you begin with a leaping kick.
System: Functions exactly like the Bushin Throw except Hugo created this move to keep his opponents cornered. He
rather than being a crouching maneuver, it is an aerial picks them up and just takes off running towards the nearest
maneuver capable of avoiding projectiles like Jump. wall. He doesn't stop either, and they get squashed between
Chapter 7: Special Maneuvers

Chapter 7: Special Maneuvers


Cost: 1 Willpower him and the wall.
System: The first Move is used to enter the opponents hex
Speed: -1
and grab them. The second Move is used to carry them to
Damage: +1/+3 the nearest wall or character where they are slammed
Move: +1 against it and damage is done. You then bounce back one
hex, leaving your opponent adjacent to the wall/character,
and leaving you adjacent to your opponent.
Ground and Pound
Prerequisites: Grab , Punch , Pin If you smash them against a wall they take full damage. If
Power Points: MMA, Wrestling 2, Any 3 you smash them against another character they split the
The fighter pins her opponent in place and proceeds to damage evenly, with the character you have grabbed taking
punch them mercilessly from the superior position. any left over from the split.
System: This maneuver is played with Pin or Improved Pin, Cost: 1 Willpower
and allows the fighter to optionally inflict damage using their Speed: +0
Punch rating instead of their Grab rating on each Damage: +3
subsequent turn (not the first turn),
Move: +1/+4
Cost: (See description)
Speed: (See description)
Damage: (See description) Moonsault Press
Move: (See description) Prerequisites: Grab , Athletics , Jump
Power Points: Wrestling 4; Native American Wrestling,
Sanbo 5
Herculean Strength You grab your opponent and spin high into the air. At the
Prerequisites: Grab , Strength  peak of your jump you do a back flip and then land on top of
Power Points: Senjutsu 3; Any 4 your opponent in a classic moonsault position, like a belly
The fighter gets a crushing grip wherever she can. Using just flop.
1 arm she then proceeds to lift her opponent in the air and System: Once the fighter has leapt into the air with her
slam them into the ground repeatedly. opponent, this is considered an aerial maneuver and can
System: This is a Sustained Hold and causes Knockdown. avoid projectiles as per Jump. After you land and deal
Cost: None damage, you bounce three hexes away in any direction.
Speed: +0 Cost: 2 Willpower
Damage: +4 Speed: -1
Move: One Damage: +6
Move: One
Knee Crusher
Prerequisites: Technique  Neck Breaker
Power Points: Style 1 Prerequisites: Grab , Athletics , Slide Kick
Flavor text, flavor text, flavor text, flavor text, flavor text, Power Points: Ninjitsu, Special Forces 3
flavor text, flavor text, flavor text, flavor text, flavor text, flavor The ninja drops to the ground and performs a sliding kick to
text, flavor text. quickly cover a lot of ground. When she reaches her
System: Rules. opponent she slides between his legs, comes up behind him,
and snaps his neck with one fluid motion.
Cost: None
System: Causes knockdown if damage is done. Unlike
Speed: +0
most Grab maneuvers this can be blocked. If blocked, it
Damage: +0 does zero damage.
Move: +0 Cost: 1 Willpower
Speed: -1
Lightning Drop Damage: +4
Prerequisites: Grab , Athletics  Move: +2
Power Points: Bushinryu, Shotokan Karate 3; Any 5
The fighter jumps towards her opponent, grabs them mid-air, Neck Crush
and slams them to the ground.
Prerequisites: Grab 
System: Straight-line hex movement. Can avoid projectiles
as Jump. After the grab you both land 1 hex behind your Power Points: Rindoukan Karate 3; Aikido, Jiu Jitsu,
target. The landing hex must available to execute this. Special Forces, Ninjitsu 4
The fighter encircles her opponent’s neck in a complicated
Cost: 1 Willpower
choke, which temporarily cuts off the blood to their brain via
Speed: -1 the carotid artery. This leaves the opponent on their feet, but
Damage: +2 lightheaded and dazed.
Move: +3 (before grab) – One (after damage) System: For every point of damage done, the opponent is
at -1 speed next turn.
Meat Squasher Cost: 1 Willpower
Speed: -1
Prerequisites: Grab  Athletics 
Damage: +5
Power Points: Wrestling 5
Move: One
Flavor text, flavor text, flavor text, flavor text, flavor text,
flavor text, flavor text, flavor text, flavor text, flavor text, flavor
Oil Dive text, flavor text.
Prerequisites: Flying Tackle, Oil Up
Chapter 7: Special Maneuvers

Chapter 7: Special Maneuvers


System: Rules.
Power Points: Wrestling 2 Cost: None
The fighter does a flying tackle, but proceeds to slide across Speed: +0
the arena and smash into the wall like a cartoon.
Damage: +0
System: Both the attacker and defender suffer a
Knockdown but only if damage is done. If you score damage Move: +0
and Knockdown with this attack initially, you may then move
together with your opponent at the second Move listed Shoot
(considered crouching/prone) as you slide across the arena. Prerequisites: Grab , Athletics , Double Leg
If you can move far enough to hit a wall you can make the
Takedown
second Damage Test.
Power Points: MMA, Wrestling 3
Cost: None
The fighter rushes across the arena to perform a Double Leg
Speed: -1 Takedown in the blink of an eye, often catching her
Damage: +0/-2 opponent off guard.
Move: +2/+3 System: Play this card with Double Leg Takedown to
change the Move of Double Leg Takedown to +2.
Oil Rocket Cost: 1 Willpower
Prerequisites: Grab , Bear Hug, Oil Up Speed: (See Description)
Power Points: Wrestling 3 Damage: (See Description)
The fighter grabs her opponent in a Bear Hug and squeezes Move: +2
so hard that they slip from her grasp and shoot across the
ring like a rocket. This move is often used to buy some time
as it puts the opponent so far away.
Skyfall
System: The first damage test is done while they are in the Prerequisites: Grab 
same hex. Then you may throw them a number of hexes Power Points: Jiu Jitsu, Mixed Martial Arts, Native
equal to your Strength X2, where they hit the ground and American Wrestling, Sanbo, Wrestling 3; Any 4
receive the second damage test. The fighter grabs his airborne opponent and uses his
Cost: 1 Willpower momentum to send her crashing to the ground.
Speed: +0 System: To execute this maneuver you must interrupt an
airborne opponent. If your opponent does not beat you on a
Damage: +1/+3
resisted roll of their current Technique versus your Grab
Move: One rating, you deal damage and cause Knockdown.
Cost: None
Paradise Pancake Speed: +1
Prerequisites: Technique  Damage: +3
Power Points: Style 1 Move: None
Flavor text, flavor text, flavor text, flavor text, flavor text,
flavor text, flavor text, flavor text, flavor text, flavor text, flavor
text, flavor text.
Soul Drain
System: Rules. Prerequisites: Technique 
Cost: None Power Points: Style 1
Flavor text, flavor text, flavor text, flavor text, flavor text,
Speed: +0
flavor text, flavor text, flavor text, flavor text, flavor text, flavor
Damage: +0 text, flavor text.
Move: +0 System: Rules.
Cost: None
Power Bomb Speed: +0
Prerequisites: Grab , Back Breaker Damage: +0
Power Points: Wrestling 4; Sanbo 5 Move: +0
In this classic Wrestling move, the attacker flips her
opponent up onto her shoulder, jumps into the air, and slams
them head first onto the ground as they both land.
Tornado Throw
System: If damage is scored it causes knockdown and you Prerequisites: Grab , Throw
can land up to 3 hexes away in any direction, with your Power Points: Aikido, Jiu Jitsu, Mixed Martial Arts 4;
opponent landing adjacent. Special Forces Training 5
Cost: 1 Willpower This began as a Judo throw, when a judoka noticed that
proper unbalancing caused her opponent to turn end over
Speed: +0
end during a normal throw. This idea was greatly
Damage: +6 exaggerated to create the Tornado Throw, in which the
Move: One judoka executes the unbalancing so violently that her
opponent actually pinwheels several times before being
released headed straight for the ground.
Rug Burn
System: The Tornado Throw causes knockdown and the
Prerequisites: Technique  grappler chooses to deposit her victim in any adjacent hex.
Power Points: Style 1 Cost: 1 Willpower
Speed: +0
Damage: +6 Body Check
Move: One Prerequisites: Athletics 
Power Points: Any 4
Chapter 7: Special Maneuvers

Chapter 7: Special Maneuvers


Vital Crush The fighter simply runs full speed, straight into her opponent,
Prerequisites: Grab , Punch , Kick  causing damage as their bodies collide.
System: Move must be made in a straight line. Body Check
Power Points: Rindoukan Karate, Ninjitsu 3; Special
does 1 extra damage if the user has Maka Wara.
Forces 4
You kick your opponent in a really painful way, then throw Cost: 1 Willpower
him to the ground while he’s stunned, and finish him off with Speed: +1
a well placed punch to a vital area. Damage: +4 (+5)
System: Causes Knockdown. Roll three damage tests Move: +1
using Kick, Grab and Punch (in that order).
Cost: 1 Willpower
Double Heel Stomp
Speed: -2
Prerequisites: Athletics , Kick , Flying Heel
Damage: +0/+0/+0 Stomp
Move: One Power Points: Ninjitsu, Senjutsu, Wu Shu 3; Any 4
The fighter leaps through the air landing on her opponent,

ATHLETICS
stomps them twice, and then leaps away.
System: This move functions like the Flying Heel Stomp
except there are two damage tests, and you may change the
direction you are traveling after damage is done.
Air Cannon Drill Cost: 1 Willpower
Prerequisites: Cannon Drill, Jump Speed: +0
Power Points: Special Forces 3; Kabaddi, Wu Shu 4 Damage: +1
Similar to the normal Cannon Drill, however the fighter first Move: +2
leaps into the air and does the move on the way down.
System: Counts as an aerial maneuver and can dodge
Empty Step
projectiles as Jump.
Prerequisites: Athletics 
Cost: 1 Willpower
Power Points: Ninjitsu 1; Any 3
Speed: +2
A ninja technique used to outmaneuver the enemy on the
Damage: +2 field of battle by nimbly slipping over, under, or around. It is
Move: +2 excellent both for suddenly flanking a single target, and also
for making an escape.
Air Crush System: This card is always in effect and gives you the
ability to move straight through occupied hexes, which is
Prerequisites: Air Smash, Athletics , Kick 
normally prohibited. This applies only to hexes occupied by
Power Points: Any 1 characters or partially blocked by objects (sliding under a
The fighter leaps into the air and stomps down hard on her table for example). The Storyteller can still decide a hex is
opponent with both her feet, crushing her enemy into the completely blocked by a wall etc and impassable.
ground. Cost: None
System: An aerial maneuver which causes Knockdown. Speed: See above
The fighter must travel in a straight hex-line and end
Damage: See above
movement in the same hex as her opponent.
Cost: None Move: See above
Speed: -1
Damage: +4 Flying Peach
Move: -1 Prerequisites: Athletics 
Power Points: Wrestling 2; Any 3
This move is performed by launching yourself ass-first at
Bad Stone your opponent, and hitting them as hard as you can with
Prerequisites: Athletics/Thrown  your big ass.
Power Points: Brawling 2; Any 3 System: Flying Peach is an aerial maneuver which causes
You simply pick up a rock or some other small nearby object Knockdown.
and throw it at your opponent. Not a move seen very often Cost: None
amongst honorable warriors.
Speed: -2
System: Can be used with any improvised object within
Damage: +3
reach or something you have concealed on your person.
Can be bought and performed using either Thrown Weapons Move: +2
rank, or Athletics rank like pitching a baseball. -1 honor when
done in tournaments. Can be Jumped or dodged like a Oil Slide
projectile.
Prerequisites: Athletics , Oil Up
Cost: None
Power Points: Wrestling 2
Speed: -2 The fighter slides straight at her opponent in a way that
Damage: +0 knocks them off their feet.
Move: None System: Causes Knockdown.
Cost: 1 Willpower
Speed: -1 Cost: 1 Willpower
Damage: +3 Speed: +1
Move: +5 Damage: +1
Chapter 7: Special Maneuvers

Chapter 7: Special Maneuvers


Move: +5
Sand Chuck
Tumble
Prerequisites: Athletics 
Prerequisites: Athletics 
Power Points: Brawling 3; Any 5
When life knocks you down, you get back up. When a big Power Points: Any 1
drunk redneck knocks you down, you scoop up a hand full of Nothing fancy here, the fighter just curls up and rolls on the
sand and sling it in his eyes before he can get the upper ground like it's his first gymnastics lesson.
hand. System: The fighter must move in a straight hex-line, but
System: Any time you are knocked down roll one damage may move directly through other characters hexes. Tumble
die against one target as you get back to your feet. If the roll is considered a crouching maneuver so aerial maneuvers
succeeds, you hit them with some sand in the eyes and they will miss it. It can also be used to avoid projectiles, like a
are at -2 Speed on their next action. -1 Honor and -1 Glory in worse version of Drunken Monkey Roll (Same rules as
a tournament. In order for this to work, the target must have Jump).
exposed eyes. Cost: None
Cost: None Speed: +3
Speed: Special Damage: None
Damage: One Move: +0
Move: None
Guard Position
Shooting Peach Prerequisites: Athletics , Ground Fighting
Prerequisites: Technique  Power Points: Mixed Martial Arts, Wrestling 2; Any 3
Power Points: Style 1 The fighter quickly drops to the ground, and assumes a
Flavor text, flavor text, flavor text, flavor text, flavor text, defensive position.
flavor text, flavor text, flavor text, flavor text, flavor text, flavor System: This allows the fighter to quickly assume a prone
text, flavor text. position. You can interrupt an opponent with this to make
System: Rules. them incur penalties for fighting a grounded opponent as per
Cost: None Ground Fighting.
Cost: None
Speed: +0
Speed: +4
Damage: None
Shoulder Blast
Move: None
Prerequisites: Athletics 
Power Points: Aikido, Bushinryu, Kung Fu, Tai Chi Chuan
4; Wind Dash
The fighter crouches, twists, and slams her back and Prerequisites: Athletics 
shoulders into her opponent. In Kung Fu it is called Power Points: Any 5
Tetsuzanko, which translates to "Iron Mountain Leaning". Years of practice allow the fighter to sprint at incredible
That's a pretty accurate description. speeds.
System: Can evade projectiles by briefly going under them System: Use the modifiers below.
using the same rules as Jump. Causes Knockdown. Cost: 1 Willpower
Cost: 1 Willpower Speed: +3
Speed: +0 Damage: None
Damage: +5 Move: +6
Move: +2

Tengu Running FOCUS


Prerequisites: Technique 
Power Points: Style 1
Flavor text, flavor text, flavor text, flavor text, flavor text, 3d Scanning
flavor text, flavor text, flavor text, flavor text, flavor text, flavor Prerequisites: Cybernetics 
text, flavor text. Power Points: Programming 3
System: Rules. Computer brains have total recall, which is roughly
Cost: None equivalent of a photographic memory. This allows them to
Speed: +0 store the data of how special moves are performed for
instance.
System: A move or event is considered stored when the
Tostada Press
cyborg declares they are storing it, and after either 1 full turn
Prerequisites: Air Smash, Wind Dash of observing and taking no actions, or 3 turns of normal
Power Points: Wrestling 3; Any 5 combat or other activity.
After sprinting forward, the fighter leaps into the air and
comes crashing down on her opponent. This data can be used to program yourself (if you possess
System: Causes Knockdown. Can be used to avoid A.N.N.), or can be used by your programmer/owner to
projectiles as Jump. program you or a third party. It may also be stored, saved,
copied, and transferred like any other data, but takes up a lot Power Points: Programming 5
of space and may be difficult using normal computers. Some call it the "ghost in the machine", that spark of life
Cost: None where circuits end and souls begin. Normal computers do
Chapter 7: Special Maneuvers

Chapter 7: Special Maneuvers


Speed: (see above) only what they are programmed to do, but some very
Damage: (see above) powerful ones developed in secret are able to learn and
adapt by themselves, and have their own world view.
Move: (see above)
System: You may now choose to spend your own
experience points however you want. Since you do not have
Accuracy a traditional style however, you can only get maneuvers with
an "Any" cost, unless you have someone willing and able to
Prerequisites: Focus  program you, or you have 3D Scanning to record them from
Power Points: Any 4 another fighter.
After being frustrated by having their projectiles jumped, Cost: None
many fighters began learning how to launch them at upward
Speed: (see above)
angles to catch their airborn opponents.
Damage: (see above)
System: The difficulty for opponents to avoid your
projectiles with a jump or similar maneuver is +1. Move: (see above)
Cost: None
Speed: See description Ashura Warp
Damage: See description Prerequisites: Focus , Athletics 
Move: See description Power Points: Satsui No Hado  (free); Any 4
Juni developed this maneuver for Shadoloo after watching
Aegis Reflector Akuma perform it and sharing the data with HQ. The fighter
focuses her chi into performing a supernaturally fast dash.
Prerequisites: Wall, Focus 
She moves at such incredible speeds that to most it seems
Power Points: Elemental (Earth) 3 like she simply teleported, however if an opponent is quick
The elemental harnesses the Earth's geomagnetic field to enough to interrupt her they can prove it is no teleport by
create a wall of crackling energy instead of earth. striking her midway through the dash.
System: The fighter using this maneuver can pass through System: Must travel in straight-line hex movement. This
the wall unaffected by it and so can her projectiles. To maneuver immediately ends if damage is taken. Can travel
anyone else it functions as a solid barrier (see Wall), reflects directly through hexes occupied by characters or obstacles
energy projectiles back at their creators, and makes a with a lot of open space (tables etc) but not through solid
damage test against anyone adjacent to it. The wall cannot walls/fences etc.
be beaten down like the Wall maneuver, but fades away Cost: 1 Chi
after being up for a number of turns equal to the creators
Speed: +3
Focus rating.
Cost: 2 Chi (on the first turn only) Damage: None
Speed: -2 Move: +4
Damage: +2
Move: None (on the first turn only) Aura Detection
Prerequisites: Focus 
Power Points: Any 4
Agency All living things possess an aura. Certain individuals are able
Prerequisites: Cybernetics  to detect these auras which reveal some qualities of the life
Power Points: Programming 5 form no one else can easily see. Different cultures explain
Whether or not a cybernetic brain has free will or not is an this in various ways; the third eye, the inner eye, the ajna,
important distinction. Without it they are simply a weapon to the brow chakra, second sight. You may even be burned as
be wielded, a slave, a tool. Once the Cyborg gains Agency a witch in some cultures if you don't shut up about it.
however, they may make their own choices, and follow their System: The fighter can automatically tell when an aura is
own path. Contrary to pop culture films, they do not all try to present without activating this power, but this is a general
destroy humanity when this happens, although some might. feeling and no specific information is gleaned. For example
System: Once a cyborg buys this, they may make all their you may suddenly realize you are not alone.
own decisions and are free from following directives. They
are no longer effectively under Mind Control. Because they When the maneuver is fully activated however, the fighter
still do not have a completely normal mind, they may not can do much more with it within a range of Wits + Focus:
spend experience points on their own yet unless they also
have A.N.N. (at which point they become a "learning 1. Insight rolls can be made instantly, without taking 3
computer"). Since cyborgs attempting to buy this obviously rounds to observe the target.
cannot make their own decisions yet, this must be given to
them by their programmers. On rare cases however, through 2. You can get a general sense of the targets effective
storytelling, a cyborg can manifest this herself spontaneously Rank, Chi, Willpower, Health, Glory, Honor. Storytellers are
(at 3x the cost). encouraged to do this through descriptive language rather
than handing over the numbers.
Cost: None
Speed: (see above) 3. For any of the following perception rolls, the user may
Damage: (see above) add her Focus rating to the roll, but only when it applies to a
Move: (see above) living thing with an aura.

Perception (straight perception checks) - It's hard to hide


A.N.N. (Artificial Neural Network) anything from a limp to a lie when someone is staring at your
Prerequisites: Cybernetics  aura. Does not help them spot a landmine however.
Alertness - It's extremely hard to sneak up on someone who Chi Pull
sees you as being surrounded by colorful light. A remote
controlled drone could sneak up though.. Prerequisites: Focus 
Power Points: Kabaddi, Ler Drit, Tai Chi Chuan 5
Chapter 7: Special Maneuvers

Chapter 7: Special Maneuvers


Insight - Intentions, motives, and characteristics are easier
to spot when viewing an aura. Would not help you against a The fighter uses her chi to create a field of negative energy
computer AI though. which roughly yanks unsuspecting opponents towards her.
Interrogation - Almost like a lie detector, you can tell when System: Chi Pull has a range of Wits + Focus. No actual
you are on the right path of questioning by seeing the turmoil damage is done but damage is still rolled for Dizzy purposes.
in someone's aura caused by fear or nervousness. Would The target is moved one hex closer to you for each dot you
not help you over the phone however. have in Focus. If the target is not dizzy, he can resist this
Blind Fighting - Even in complete darkness you can tell with a Strength roll versus your Focus. Outside of combat
where people are by sensing their auras. You can even see this can pull objects toward you weighing 50 lbs per success
part of the aura split off into an energy based projectile. rolled.
Would not help you see a ninja throwing star flying at you Cost: 1 Chi
however.
Investigation - Would help you conduct research via Speed: -2
interview, but not using the books in the library. Damage: +8
Medicine - You could tell someone was sick by looking at Move: None
their aura, but it wouldn't help you pass a written test in
medical college.
Mysteries - You would have an easier time identifying a Condensed Energy
sasquatch or an alien if you could see their aura, but not an Prerequisites: Focus 
ancient hieroglyph or the temple of a cult. Power Points: Any 4
Like a regular projectile except more chi is used, creating a
This also allows you to make these rolls when you wouldn't larger, more damaging projectile. Unfortunately this also
normally get them because of complete blindness. makes it slower as the user must take more time drawing out
Cost: 2 Chi per encounter energy. Some describe it as being less disciplined, and
Speed: (see above) having more emotional content.
Damage: (see above) System: Spend an additional chi and play this card with
Move: (see above) your Focus projectile card. Reduce the speed, range and
difficulty of your damage roll by 1 or 2. Don’t forget the
speed modifier when you call out your speed.
Binding Cost: +1 Chi
Prerequisites: Focus  Speed: (see above)
Power Points: Senjutsu 1; Any 3 Damage: (see above)
You have the ability to magically bind limbs, rendering them
Move: none
useless. You can only do this to yourself or willing volunteers
however, so it's more of a novelty than an attack. Oro does
this to his arm for difficulty and training, and also so that he Criminal Upper
can fight weaker fighters like Akuma or Gill without hurting Prerequisites: Focus  Punch , Power
them too badly. Sometimes it thinks it's being funny and
Uppercut
surprises Oro by switching arms while he is asleep!
Power Points: Any 4
System: Can only be used on yourself, or a willing
Many are awestruck when they witness this move, which is a
volunteer. The binder pays 2 Chi to create the binding, but it
punch so powerful it creates a vortex not unlike a small
is the person with the bound limb who must pay 2 Chi to
tornado.
remove the Binding (If they only have a Chi rating of 1, they
may pay it cumulatively). System: Pick one adjacent hex to target. Everyone (except
you) in the target hex or any hex adjacent to it is struck.
You cannot use the limb while bound. This effectively halves Causes Knockdown.
(round down) your Punch and Grab if you bind an arm, or Cost: 1 Chi
your Kick and Athletics if you bind a leg. You temporarily Speed: -1
lose access to any special maneuvers you no longer have Damage: +5
the prerequisites for with your new effective rating.
Move: -2
If you manage to wear a Binding for an entire story you may
then use the experience points earned during that story to Cryokinesis
purchase dots in Punch/Grab (arm) or Kick/Athletics (leg) for
Prerequisites: Pyrokinesis, Cryotactus
a discounted rate. Improvement is easier when you are
willing to make big sacrifices in your training like fighting with Power Points: Elemental (Fire) 1
one arm tied behind your back. The elemental uses all her negative emotion (Yin) to
summon and hurl a dense ball of ice at her opponent by
removing all the heat from the area.
Trait Cost System: Two damage tests. Each damage test will push
New Technique 2 the target back 1 hex if it results in any damage. Fire
Technique current rating x2 elementals will soak this ice attack at -1.
Superhuman Technique current rating x4 Cost: 2 Chi
Speed: -2
Cost: 2 Chi Damage: +0
Speed: (see above) Move: None
Damage: (see above)
Move: (see above) Cryotactus
Prerequisites: Pyrotactus Cost: None
Power Points: Elemental (Fire) 1 Speed: (see above)
The elemental focuses all of her negative emotion (Yin) into Damage: (see above)
Chapter 7: Special Maneuvers

Chapter 7: Special Maneuvers


throwing extra powerful strikes. For the duration of Move: (see above)
Cryotactus her hardest punches and kicks will be wrapped in
ice as she channels all heat away from her limbs at the
moment of impact. Gadoken
System: Play with Fierce or Roundhouse to add +1 ice Prerequisites: Focus 
damage (fire elementals soak at -1). This will also freeze Power Points: Saikyo Ryu 3, Any 4
objects at the Storyteller’s discretion. The effect lasts for a Frustrated with Gouken for not teaching him to throw a
number of turns equal to the elemental’s Focus technique. Fireball, Dan Hibiki created his own version, which has since
While active the user can choose to switch back and forth become one of the trademark moves of Saikyo Ryu style.
between Cryotactus and Pyrotactus at will. System: Gadoken is a projectile with a range equal to only
Cost: 1 Chi, 1 Willpower one hex! As with all projectile attacks, the attacker must
Speed: (See above) have an unobstructed line-of-sight on his intended victim.
Damage: +1 Cost: 1 Chi
Move: (See above) Speed: -2
Damage: +0
Double Flying Fireball Move: None
Prerequisites: Focus , Flying Fireball
Power Points: Shotokan Karate, Wu Shu 2; Kabaddi, Immortality
Kung Fu 3 Prerequisites: Focus 
The fighter seems to hover in the air for a split second as Power Points: Senjutsu 5
she performs a Flying Fireball, twice. Is there any limit to how skilled a fighter can become during
System: Identical to Flying Fireball except roll two damage their lifetime? Perhaps not, if their lifetime never ends.
tests. System: The fighter with this maneuver never dies of old
Cost: 2 Chi, 1 Willpower age. They can still be killed by physical attacks or accidents
Speed: -2 however, and they still age, which can get ugly.
Damage: +2 Cost: None
Move: +0 Speed: (see above)
Damage: (see above)
Dirty Fighting Move: (see above)
Prerequisites: Wits 
Power Points: Brawling, Krav Maga, Ninjitsu, Pankration, Improved Aura Detection
Rindoukan Karate, Special Forces Training 1; Any 3; Prerequisites: Aura Detection, Focus 
Some fighters are cunning and ruthless enough to really hit Power Points: Any 5
you where it hurts. It doesn't matter if it's an eyeball, a throat, Instead of merely seeing the auras around her, some
or a groin, they just want to win. It's often taught in Women's mystics are able to reach out with their consciousness and
Self Defense Classes where the goal is simply survival, not explore even further than they can explore physically.
an honorable fighting career. System: The individual with this maneuver essentially has
System: Combine this Combat Card with any other basic Aura Detection on all the time (at will) without spending 1 Chi
punch or kick to land it in a particularly sensitive area of your per encounter.
choosing. This lowers the difficulty of the damage roll to 3.
The fighter who uses Dirty Fighting however, loses one By entering a trance-like state of meditation however, she
honor point. If used in a tournament she also loses one point can project her consciousness to remote places. This takes
of glory. at least one hour of meditation or ritual before it is activated
Cost: 1 Willpower after which it costs 1 Chi per hour.
Speed: (see above)
Damage: (see above) Activation of Improved Aura Detection effectively extends the
range of Aura Detection to global. When used at such a
Move: (see above) distance however, many things are more vague than when
used up close. In these cases you are ONLY seeing the aura
Flash Memory and not seeing the actual physical body so information will
Prerequisites: Cybernetics  be sketchy and sometimes confusing.
Power Points: Programming 1 When you finally meet them in person however (possibly by
The ability to instantly write data means a cyborg can learn following an interesting aura you sensed to its location) you
new skills in nanoseconds! will recognize the aura as one you have sensed from a
System: Fighters with Flash Memory may spend distance and be able to put the pieces together. Similarly if
experience points and update their character sheet and you use Improved Aura Detection on someone you have
combat cards instantly during their turn. already met in person, you will have a much clearer picture
having seen them in person before. In fact for these
For example after performing 3D Scanning on Ken's Flaming instances of familiar targets you have already met, this
Dragon Punch, the Cyborg Twelve might choose to maneuver effectively increases the range of Telepathy to
announce the speed of it at the beginning of his next turn. global as well.
Then when it is time for him to act, he can spend
accumulated experience points to purchase Power For example Akuma, having already met Ryu, would
Uppercut, Dragon Punch, Flaming Dragon Punch, and then recognize Ryu's aura from across the sea and be able to use
attack Ken with the Flaming Dragon Punch. Telepathy to manipulate and confuse him. Having never met
Oro however, he would simply realize there was some kind get up to +3 damage dice on the next damage roll. The two
of honorable being with a powerful personality and a great or three rounds spent meditating must be performed
command of it's chi. He might possibly also pick up on his consecutively to get the +2 or +3 damage. This can count as
Chapter 7: Special Maneuvers

Chapter 7: Special Maneuvers


extreme age, and the fact that he is not entirely human, but a taunt if you choose.
he is not familiar enough with that being yet to open a mental Cost: None
dialog at this range. When he finally meets Oro face to face Speed: -2
however, he will definitely know that this is the being with the
aura he has been sensing and growing curious about. Damage: None
Move: None
Using this power can take a long time, and can be difficult to
track down what you are looking for, due to the sensory Necrotelepathy
overload. You may have to concentrate on different parts of
Prerequisites: Focus , Telepathy
several different continents for example, before you finally
detect the aura of a jet setting friend. The global range Power Points: Senjutsu 2
should not be interpreted as seeing the whole world's aura at The power to speak with the dead comes in handy when you
once, it is more like satellite imaging. Lots of scanning and failed to find answers or resolution while they were still alive.
searching before zooming in and finally zeroing in. Like Aura System: Exactly like Telepathy, but can be used on the
Detection, this also works just fine when completely blinded. dead.
Cost: 1 Chi per hour, after the hour spent activating it. Cost: 1 Chi per turn
Speed: (see above) Speed: None
Damage: (see above) Damage: None
Move: (see above) Move: None

Improved Telekinesis Perch


Prerequisites: Telekinesis, Focus  Prerequisites: Focus , Balance
Power Points: Senjutsu 2; Any 4 Power Points: Senjutsu, Bushinryu, Ninjitsu, Spanish
Powerful telekinetic fighters are able to move heavier objects Ninjitsu 3; Any 5
and with more control! Some possess the uncanny ability to stand in the strangest
System: Play with your regular Telekinesis card to change places, for example on top of a moving jet.
the damage bonus to +3 and the weight limit of objects you System: The fighter's footing is not affected by velocity or
can lift to what you could physically lift if you had a Strength aerodynamics. She can be on top of a speeding corvette, a
equal to your Intelligence. soaring jet plane, or a bullet train without falling off. Moving
faster than one hex per turn, or attempting combat however
Or play this card by itself to hurl an object like a projectile requires a Dexterity check at normal difficulty to not fall. She
rather than have them orbit your body. can still be knocked off however, for example forgetting to
Cost: 1 Chi to hurl a projectile duck when passing under a low bridge.
Speed: -2 Cost: 1 Chi per hour
Damage: +0 Speed: (see above)
Move: None Damage: (see above)
Move: (see above)
Ki Blade
Prerequisites: Focus  Psychokinetic Weapon
Power Points: Any 3 Prerequisites: Focus , Weapon 
The fighter is so attuned with her weapon, that she may
Power Points: Any 4
summon one out of pure energy should she find herself
The fighter sheathes her weapon in chi energy for a more
unarmed.
damaging strike.
System: Play this card with a weapon attack of your choice
System: Record this on a single damage card. play this
to perform the attack without actually having a weapon. This
card alongside a basic weapon attack to add +2 damage.
is not considered dishonorable duelist behavior. The type of
weapon must be chosen when you buy this maneuver and Cost: 1 Chi
cannot be changed (if you buy Ki Sword, you can not later Speed: +0 (see above)
use it for a Ki whip). Nothing mechanical like a gun, but other Damage: +2 (see above)
projectiles like arrows or thrown weapons are fine. Move: +0 (see above)
Cost: 1 Chi
Speed: (see above)
Pyrokinesis
Damage: (see above)
Prerequisites: Focus , Elemental , Pyrotactus
Move: (see above)
Power Points: Elemental (Fire) 4
The elemental uses all her positive emotion (Yang) to
Ki Strike summon and hurl a dense ball of fire at her opponent.
Prerequisites: Focus  System: Two damage tests. Each damage test will push
Power Points: Rindoukan Karate 1; Any 3 the target back 1 hex if it results in any damage.
The fighter concentrated deeply while focusing all the Ki in Cost: 2 Chi
her body to deliver a deadly blow. Stopping to meditate in Speed: -2
the middle of combat isn’t the safest thing to do, but it sure Damage: +0
allows you to hit hard.
Move: None
System: You meditate this round and are vulnerable to
attacks. Next time you roll damage this combat you get +1
damage dice. This can be done up to three times in a row, to Pyrotactus
Prerequisites: Focus , Elemental  System: Exactly like Regeneration, except it can only be
Power Points: Elemental (Fire) 4 done after reaching zero health. It can be done at any time
The elemental focuses all of her positive emotion (Yang) into from the round you reach zero (to continue the fight), or up
Chapter 7: Special Maneuvers

Chapter 7: Special Maneuvers


throwing extra powerful strikes. For the duration of to 72 hours later to “live to fight another day”. Resurrection is
Pyrotactus her hardest punches and kicks will be wrapped in an Abort Maneuver. To be clear, this will actually bring you
fire as she channels elemental heat around her limbs at the back from the dead.
moment of impact. Cost: See description above
System: Play with Fierce or Roundhouse to add +1 Fire Speed: +0
damage. This will also ignite anything easily flammable at Damage: None
the Storyteller’s discretion. The effect lasts for a number of Move: None
turns equal to the elemental’s Focus technique.
Cost: 1 Chi, 1 Willpower
Speed: (See above) Scramble
Damage: +1 Prerequisites: Ashura Warp
Move: (See above) Power Points: Ler Drit, Spanish Ninjitsu, Special Forces 5
The fighter performs a Ashura Warp while also rising into the
air to perform an aerial attack. This blindingly fast maneuver
Raging Demon can easily catch an opponent off guard.
Prerequisites: Satsui No Hado , Ashura Warp System: Functions like the Ashura Warp except it is also
Power Points: Satsui No Hado  (free) an aerial maneuver which can be used to dodge projectiles
This maneuver was thought to be originally discovered by like Jump. When played alone it can be used as an abort.
the old masters of Shotokan Karate, but they forbid it's use
as it is very dangerous and can even kill the person using it! You can also choose to play this card (not as abort) with any
Akuma was the student who broke this taboo and started aerial maneuver to do that maneuver after Mach sliding into
using it again. the air. When played in this way with another maneuver the
Scramble uses the Speed and Damage of the other
An attack which invokes karmic energies to damage the maneuver, but still uses the Move of the Scramble.
target relative to their inequities. Some say that for a Cost: 2 Chi
moment you are teleported to hell, but that is an Speed: +4
oversimplification at best. The +16 damage is for the 16 hells Damage: None
of Buddhism.
Move: +3
Anyone with the power of nothingness (Mu) can counter
most of this by emptying their spirit, heart, and mind so that Seal
they do not carry the weight of their past sins in that moment
Prerequisites: Focus , Chi Kung Healing
which karma strikes.
System: Opponents cannot block it but can soak with Power Points: Any 3
Stamina + Honor. A character with Zen No Mind may choose Cannot be used in combat, as it requires a period of
to spend 1 Willpower when they are hit with a Raging meditation and trance. Just as Chi Kung Healing can heal
Demon (before damage is rolled) to effectively have 10 the body, Seal can heal the soul, removing unwanted
honor for purposes of soaking. This move has no effect impurities from the target.
whatsoever on anyone or anything lacking a soul, so it is System: Can be used to cancel out magical or mystical
generally only used on human beings. effects that are plaguing the target, such as Mind Control,
Blind, or Satsui No Hado. The effects are not technically
The movement portion of this move is exactly like Ashura removed but instead are made dormant. The person sealing
Warp for purposes of traveling through occupied hexes, and the effect must spend one point of Chi per rank in the
must also be done in straight hex-line movement. original maneuvers highest prerequisite, or one point of Chi
per rank in Satsui No Hado to Seal that background.
Should you botch your damage roll, roll another damage test
against yourself this time. After the Seal is in place, the target functions just as if the
effect were not there anymore, but per the Storyteller's
Characters brought to zero health from this move are dead, discretion the effect could return in a high risk situation or
not unconscious (Storyteller's discretion) and the user of this under the right circumstances. There should always be a
move has now crossed the line and is too evil to be a Player reason for this, a Seal will not just disappear randomly,
Character anymore, having been completely consumed by though the reason might not be obvious.
the Satsui No Hado. Hand the Storyteller your character
sheet. Cost: (see above)
Cost: 2 Chi, 2 Willpower Speed: (see above)
Speed: +3 Damage: (see above)
Damage: +16 Move: (see above)
Move: +3
Shape Change
Resurrection Prerequisites: Focus 
Prerequisites: Focus , Regeneration Power Points: Native American Wrestling 4; Any 5
Power Points: Any 7 Twelve made this power famous by changing into his
Resurrection is one of the mysterious and closely guarded opponents during battles, sprouting weapons in place of his
66 secret techniques of the Illuminati. It involves the arms, and sometimes opting to ditch his arms in favor of
activation of all seven chakra points along the spine. It another set of legs.
allows the fighter to recover health after none is remaining. System: This allows you to add your Focus technique to
your disguise rolls (for example Manipulation + Disguise +
Focus), or even stealth rolls if you hide by turning into a bush You entangle your enemy in your chain and then smash him
or a tree or something. repeatedly up and down into the ground before flinging him
behind you on the upswing.
Chapter 7: Special Maneuvers

Chapter 7: Special Maneuvers


You may also buy or perform non mechanical weapon System: Roll 3 damage tests using the modifiers below. Do
attacks and parries (you could do a sword, but a gun is too not add your Chain rating. Deposit your victim 3 hexes
complicated) at will by morphing a limb into that weapon and behind you.
using your Punch/Kick/Block/Grab rating in place of a rating Cost: 1 Willpower
in that weapon.
Speed: -1
It also lets you buy and perform Animal Hybrid maneuvers, Damage: +3
using your Focus rating in place of an Animal Hybrid rating. Move: One

Weapon or Animal Hybrid morphs are at will (play this card


with the Weapon/Animal Hybrid attack), but complete body Choke Chain
transformations like Disguise take a entire turn to perform Prerequisites: Chain , Grab 
and cost Chi. Power Points: Brawling 2; Any 3
You grab your opponent using the chain, and sling him to
You may also learn up to 2 Natural Abilities of Animal and fro into the ground before tossing him away.
Hybrids (Player's Guide pg. 24) per point you have in Focus.
System: Hits twice using the modifiers below. Do not add
These take 24 hours to master so shape changers tend to
your Chain rating to damage. The target lands 2 hexes in
stick to the ones they like and not waste the time to switch
front of you.
them often.
Cost: 1 Willpower
Cost: 2 Chi (for full body disguises only)
Speed: +0
Speed: (see above)
Damage: +3
Damage: None
Move: One
Move: (see above)

Telekinesis Dashing Slice


Prerequisites: Technique 
Prerequisites: Focus 
Power Points: Style 1
Power Points: Senjutsu 3; Any 5
Flavor text, flavor text, flavor text, flavor text, flavor text,
The power to move small objects with your mind.
flavor text, flavor text, flavor text, flavor text, flavor text, flavor
System: Outside of combat you can use this ability to move text, flavor text.
items with your mind, within a range of Wits + Focus. You
System: Rules.
are able to move them as well as you could physically if you
had a Strength equal to half your Intelligence (round down) Cost: 1 Chi
and a Dexterity equal to your Wits. Speed: +0
Damage: +0
This requires concentration however, so inside of combat the Move: +0
best you can do is to orbit something around part of your
body in a holding pattern, which adds power to your strikes
as they are hit with a fist/foot as well as a floating object(s). Double Strike
Play this with a basic Punch or Kick card to get +2 Damage. Prerequisites: Technique 
Cost: 1 Chi per turn used Power Points: Style 1
Speed: (see above) Flavor text, flavor text, flavor text, flavor text, flavor text,
Damage: +2 flavor text, flavor text, flavor text, flavor text, flavor text, flavor
Move: (see above) text, flavor text.
System: Rules.
Visions Cost: 1 Chi
Prerequisites: Technique  Speed: +0
Power Points: Style 1 Damage: +0
Flavor text, flavor text, flavor text, flavor text, flavor text, Move: +0
flavor text, flavor text, flavor text, flavor text, flavor text, flavor
text, flavor text.
Lightning Strikes
System: Rules.
Prerequisites: Technique 
Cost: 1 Chi
Power Points: Style 1
Speed: +0
Flavor text, flavor text, flavor text, flavor text, flavor text,
Damage: +0 flavor text, flavor text, flavor text, flavor text, flavor text, flavor
Move: +0 text, flavor text.
System: Rules.
Cost: 1 Chi
Speed: +0
WEAPON Damage: +0
Move: +0

Bandit Chain
Oil Up
Prerequisites: Chain , Grab 
Prerequisites: Athletics 
Power Points: Brawling 3; Any 4
Power Points: Wrestling 1; Any 2
This maneuver both allows you to lubricate your body mid- The fighter first crouches down for a moment and then
match, and also represents skill and experience using oil to springs upwards suddenly with a weapon strike that is
your advantage. sheathed in damaging chi.
Chapter 7: Special Maneuvers

Chapter 7: Special Maneuvers


System: To execute this maneuver you must have some oil System: Causes Knockdown against opponents who were
or other lubricant within easy reach. You will remain executing aerial maneuvers.
lubricated for the next three turns which gives you a +1 Cost: 1 Chi, 1 Willpower
bonus to either Speed, Damage or Move. You must declare Speed: -1
which modifier the bonus will be applied to at the start of
each turn. The bonus can be applied to a different modifier Damage: +7
each turn. Move: None

In the extremely unlikely circumstance that you are in a


situation that will continually lubricate your body (an oil pit, a
Rapid Attack
kiddy pool full of oil, a car wash, etc), you can gain the +1 Prerequisites: Weapon , Athletics 
modifier every turn without making yourself vulnerable to Power Points: Any 4
attack by stopping to apply the oil. The fighter drives her opponent backwards with a rapid
series of advancing weapon strikes which can eventually
Unlike most weapon attacks this is not considered knock an opponent off their feet.
dishonorable since you are applying the oil to your own body System: Move up to your full movement in a straight hex
and not directly attacking with it. line. Every time you enter an occupied hex, roll a damage
Cost: None test against each of the occupants. Regardless of the
Speed: -1 outcome, they are pushed back one hex. After all damage
Damage: None rolls are complete, the fighter can move another hex (up to
her full move) and start the process over again, therefore
Move: None
she can continue pushing an opponent back and damaging
them as long as she has Move left. Multiple hits do not
Pogo combine for dizzy. The very last hit before you run out of
Move will cause Knockdown.
Prerequisites: Technique 
Cost: 2 Willpower
Power Points: Style 1
Flavor text, flavor text, flavor text, flavor text, flavor text, Speed: +0
flavor text, flavor text, flavor text, flavor text, flavor text, flavor Damage: -1
text, flavor text. Move: -1
System: Rules.
Cost: 1 Chi Rekka Buki
Speed: +0 Prerequisites: Weapon , Athletics 
Damage: +0 Power Points: Any 4
Move: +0 The fighter executes a series of 3 strikes that quickly chain
together, similarly to Fei Long's Rekka Ken.
Power Upperstrike System: Exactly like Rekka Ken but with a weapon instead
of Punch.
Prerequisites: Weapon 
Cost: 1 Willpower per turn used.
Power Points: Any 1
A powerful upwards weapon strike that can knock an Speed: See description above
opponent out of the air.. Damage: See description above
System: If it interrupts and scores damage against an Move: See description above
aerial opponent it will also cause Knockdown.
Cost: None
Speed: -1
Damage: +3
Move: One

Psycho Sting
Prerequisites: Weapon , Focus  , Power
Upperstrike
Power Points: Any 4
Chapter 8:
Chapter 8: Combat

Chapter 8: Combat
COMBAT
ANIMAL COMPANIONS BLIND FIGHTING
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Fusce in mi id sem ornare mattis non ut ante. Integer Fusce in mi id sem ornare mattis non ut ante. Integer
maximus tellus non mauris auctor, maximus mattis erat maximus tellus non mauris auctor, maximus mattis erat
semper. Ut gravida augue metus, id dignissim augue suscipit semper. Ut gravida augue metus, id dignissim augue suscipit
at. Vestibulum ante ipsum primis in faucibus orci luctus et at. Vestibulum ante ipsum primis in faucibus orci luctus et
ultrices posuere cubilia Curae; Pellentesque habitant morbi ultrices posuere cubilia Curae; Pellentesque habitant morbi
tristique senectus et netus et malesuada fames ac turpis tristique senectus et netus et malesuada fames ac turpis
egestas. Pellentesque habitant morbi tristique senectus et egestas. Pellentesque habitant morbi tristique senectus et
netus et malesuada fames ac turpis egestas. Nulla id tellus netus et malesuada fames ac turpis egestas. Nulla id tellus
sagittis, vulputate eros a, convallis dui. Phasellus justo sagittis, vulputate eros a, convallis dui. Phasellus justo
augue, eleifend id feugiat id, porta pretium ex. Quisque eu augue, eleifend id feugiat id, porta pretium ex. Quisque eu
lacus fermentum, fringilla nisi at, congue nulla. Nulla ligula lacus fermentum, fringilla nisi at, congue nulla. Nulla ligula
velit, rhoncus quis elementum sit amet, mollis sit amet dui. velit, rhoncus quis elementum sit amet, mollis sit amet dui.
Vestibulum rhoncus pharetra ultrices. Aenean suscipit ipsum Vestibulum rhoncus pharetra ultrices. Aenean suscipit ipsum
molestie, commodo sapien at, accumsan lacus. Praesent molestie, commodo sapien at, accumsan lacus. Praesent
efficitur elementum elit, eget tempus nulla dignissim sed. efficitur elementum elit, eget tempus nulla dignissim sed.

GADGETS AND WEAPONS


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- adipiscing elit

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Fusce in mi id sem ornare mattis non ut ante. Integer
maximus tellus non mauris auctor, maximus mattis erat
semper.

S.I.N. BATTLESUIT
“That's definitely not a rental.”
-The Tuxedo

The experimental S.I.N. Battlesuit was developed to give


S.I.N. agents an edge in combat by letting them perform
maneuvers that they normally wouldn’t have access to. This
is achieved through an array of gadgets which are cleverly
hidden within the suit, letting it pass as normal clothing.
They are not entrusted to just anyone, in addition to passing
rigorous tests to get into the program, a candidate must have
at least Backing  (S.I.N.) to get one.

Since they were designed to be used by agents in the field


for extended periods of time, the Battlesuits are entirely self
contained and require no maintenance to function. Being
designed for use in extreme combat situations, they are very
durable and are not typically damaged in combat, however
they may become damaged and need repair in certain When the character takes the suit off she loses the use of
circumstances (Storyteller discretion). any special maneuvers she no longer has the prerequisites
Chapter 8: Combat
for. She can no longer access Focus maneuvers bought

Chapter 8: Combat
The events of the first S.I.N. sponsored tournament were using the Battlesuit Technique as a prerequisite, or any
considered the Battlesuit’s final test, which was entrusted to maneuvers that used those maneuvers as prerequisites (and
Crimson Viper since she was the only person who could use so on). The character does not get any experience points
the suit to its full potential at that point. How many other back that she spent to purchase the missing maneuvers, but
people were also testing the suit, as well as possible post- she has access to them again whenever she puts a
tournament mass production or standard issue, are left up to Battlesuit on. This can create interesting role playing
the Storyteller. Since Crimson Viper was actually a C.I.A. scenarios; if someone’s suit is stolen or revoked they may go
agent infiltrating S.I.N. it is also quite possible that the C.I.A. to great lengths to get it back.
may reverse engineer the technology and use it for their own

PSYCHO DRIVE
agents as well.

Wearing the suit allows characters to purchase Focus


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equal to their rating in the Battlesuit Technique (the Fusce in mi id sem ornare mattis non ut ante. Integer
Battlesuit is considered a weapon). Like Cybernetics, maximus tellus non mauris auctor, maximus mattis erat
characters may choose to use physical or mental attributes semper. Ut gravida augue metus, id dignissim augue suscipit
when determining Speed, Damage and Move for these at. Vestibulum ante ipsum primis in faucibus orci luctus et
maneuvers. Characters may spend Willpower instead of Chi ultrices posuere cubilia Curae; Pellentesque habitant morbi
to execute the maneuvers. None of the other Cybernetic tristique senectus et netus et malesuada fames ac turpis
bonuses or penalties apply (loss of two permanent honor, egestas. Pellentesque habitant morbi tristique senectus et
free dots in skills and attributes, role playing penalties, netus et malesuada fames ac turpis egestas. Nulla id tellus
spending health levels instead of chi, etc). sagittis, vulputate eros a, convallis dui. Phasellus justo
augue, eleifend id feugiat id, porta pretium ex. Quisque eu
For purposes of Renown, the Battlesuit is considered a lacus fermentum, fringilla nisi at, congue nulla. Nulla ligula
weapon, that is to say, using one in combat with an unarmed velit, rhoncus quis elementum sit amet, mollis sit amet dui.
opponent is considered a dirty move. Since it is also a Vestibulum rhoncus pharetra ultrices. Aenean suscipit ipsum
concealed weapon, the Storyteller may wish to enhance the molestie, commodo sapien at, accumsan lacus. Praesent
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Fusce in mi id sem ornare mattis non ut ante. Integer
maximus tellus non mauris auctor, maximus mattis erat
semper. Ut gravida augue metus, id dignissim augue suscipit
at. Vestibulum ante ipsum primis in faucibus orci luctus et
ultrices posuere cubilia Curae; Pellentesque habitant morbi
tristique senectus et netus et malesuada fames ac turpis
egestas. Pellentesque habitant morbi tristique senectus et
netus et malesuada fames ac turpis egestas. Nulla id tellus
sagittis, vulputate eros a, convallis dui. Phasellus justo
augue, eleifend id feugiat id, porta pretium ex. Quisque eu
lacus fermentum, fringilla nisi at, congue nulla. Nulla ligula
velit, rhoncus quis elementum sit amet, mollis sit amet dui.
Vestibulum rhoncus pharetra ultrices. Aenean suscipit ipsum
molestie, commodo sapien at, accumsan lacus. Praesent
efficitur elementum elit, eget tempus nulla dignissim sed.

RIDING CROP
This short type of whip consists of a handle, a shaft of cane or
fiberglass covered in leather or fabric. It terminates in a thin
flexible tress such as a leather flap, which helps it to not leave
marks. Originally these were used on horses by their riders,
but some of the more eccentric fighters may opt to use them
as a weapon. Also popular for S&M.

Technique: Whip / Speed: +2 / Damage: -1 / Move: +0


Appendix 1:
Appendix 1: Errata

Appendix 1: Errata
ERRATA
OFFICIAL ERRORS
"“As an artist, I feel that we must try many things – but above "Mistakes are always forgivable, if one has the courage to
all we must dare to fail.” – John Cassavetes admit them." - Bruce Lee

The following are official changes and clarifications directly Alpha Team: Shadow Fist – Hu and Itoketip pretty
from White Wolf via interviews with the authors of the books. obviously have their Special Maneuvers printed on each
other's sheets.
Cartwheel Kick - This maneuver was too powerful so
replace it with the version below (Player's Guide pg. 85). Common Moves – The list of maneuvers available to
“Any” on page 103 of the core book is missing Slide Kick and
Cartwheel Kick Double Hit Knee.
Prerequisites: Kick , Athletics 
Flying Head Butt – Wrestling (Contenders pg 113) lists
Power Points: Capoeira, Ninjitsu, Wu Shu 2; Any 3 this move as costing 12. That’s way too high, Sumo lists it as
The fighter travels in a series of accelerating cartwheels 2.
towards his target, ending with a powerful kick.
System: The attacker must move in a straight line to the Prerequisites – Many of the NPC Characters are missing
enemy. Each hex moved by the attacker adds +1 damage to the prerequisites they would need for the maneuvers they
the final kick. have listed. Especially in Contenders.
Cost: 1 Willpower
Speed: -1 Printing Error – In many print runs there was a lot of
Damage: +1 per hex traveled missing ink from Amanda Raintree’s character sheet so we
Move: +2 have included it here.

Displacement – The prerequisites Esquives would not Ryu’s Story – The beginning of Ryu’s story is printed at
have been possible to purchase for some of the styles listed the end of Ken’s, on the wrong page.
so it was removed. You no longer need Esquives to get
Displacement (Player's Guide pg. 88). Storyteller’s Screen – Typos on The Storyteller’s
Screen.
Dizzied – It's not clear from the description (Street Fighter

AMBIGUITY
pg. 138) if Dizzied fighters lose remaining actions this turn, in
addition to not being able to act on their next turn. Yes, they
do in fact lose remaining actions this turn.

Tiger Knee – Due to the wording it is not clear to some if


this causes knockdown against opponents who are not "They don't think it be like it is, but it do." - Oscar Gamble
airborne. Yes, it does (Secrets of Shadoloo pg. 27).

Rising Storm Crow – Damage calculation is unclear (The Blocks – The section describing blocks (Core pg 137) is
Perfect Warrior pg. 60). It is actually calculated exactly as not clear if it is referring to the basic maneuver called “Block”
written therefore: (Strength + Grab -3) / ([Strength X 2] + (Core pg 137) or the entire category of special maneuvers
Grab). (Core pg 115). This makes it unclear if every Block
maneuver (Deflecting Punch, Kick Defense, Maka Wara,
Riposte – Riposte from Jacques Desroche’s sheet etc.) is an Abort move, or just the basic Block.
(Player's Handbook pg. 16) is supposed to be Deflecting
Punch (Street Fighter pg. 115). Extra Success – On one example (Core pg 141), Jade
uses a point of willpower to add an extra d10 while rolling
Spontaneous Combustion – The missing Speed damage for a Spinning Knuckle. On page 64 however it says
modifier should be -2 (Players Handbook pg 16). only 1 Willpower point may be spent per turn. Jade spent 1
Willpower for the extra damage die and 1 Willpower for the
Spinning Knuckle. Furthermore page 33 is the only place
that explains using Willpower for rolls, stating 1 Willpower Blade – The character Blade (Secrets of Shadoloo pg 31)
gives you one success (not one die), and that this rule has Dexterity 5 and his Backflip maneuver is at 9 Speed.
should only be used outside of combat. This does not add up, either his Backflip should be at 8
Appendix 1: Errata

Appendix 1: Errata
Speed, or Backflip (Secrets of Shadoloo pg 28) should be at
Flying Fireball – It is not stated explicitly that this is an +4 Speed.
Aerial Maneuver under “system” (Core pg 127) however it is
stated in the flavor text that it is used for leaping into the air. Drunken Monkey Roll – It costs 2 pts under Kung Fu
Neither the flavor text nor the system text mentions using it (Core pg 74) but 1 pt for Kung Fu is given in it’s description
to avoid an opponent’s fireball, however it does list Jump as (Core pg 123).
a prerequisite.
Savate – Savate lists Haymaker and Widowmaker but at
Flying Tackle – The description (Shades of Gray pg 8) the same cost or more, as “Any”.
doesn’t explicitly state whether the +2 Speed on your next
grab must be applied to the same opponent you just tackled. Movement – abc

Backflip – Wu Shu is listed twice with two different costs Air Suplex – It says (Secrets of Shadoloo pg 27) that it is
(Secrets of Shadoloo pg 28). available to Spanish Ninjitsu but is not listed under the style
(Secrets of Shadoloo pg 21).
Face Slam – The descriptive text (Shades of Gray pg 8)
says that E. Honda does this maneuver however it is not on Thunder Hawk – Does not have Neck Choke on his sheet
his sheet. (Core pg 79) although the description of Neck Choke (Core
pg 120) states that he has it.
Lunging Punch – System refers to “crouching blocks”
(Shades of Gray pg 8). There is no such thing. Edmond Honda – Does not have Face Slam on his sheet
(Core pg 95) although he description of Face Slam (Shades
Blind Fighting – Both Eye Rake (Players Handbook pg of Gray pg 8) says he has it.
87) and Blind (Secrets of Shadoloo pg 50) make reference to
blinding but it is never explained how to use Blind Fighting in Basic Weapon Maneuvers – I believe two of the basic
combat. In the description of Eye Rake at least, we learn this weapon maneuvers (Contenders pg 118) have been
much: If you are blinded and your Blind Fighting Skill is zero, accidentally reversed. Fierce Strike and Strong Strike
you are effectively dizzied. should be reversed so that they correspond to the three
punches (Jab/lightest, Strong/medium, Fierce/hardest).
AMANDA RAINTREE
Amanda grew up on a Midwestern reservation, wrestling
Appendix 1: Errata

Appendix 1: Errata
and playing with the other children, but quickly realized that
she wanted more out of life. She was fascinated with the
outside world.

When Amanda turned 18 she left for college in Los


Angeles against her parents’ wishes. The city was a brilliant
and frightening change of atmosphere for her. Yet she
attacked her studies vigorously. Needing an outlet for
physical activity, Amanda got involved with UCLA’s
exemplary sports program. Recognizing her natural talents,
the track and field coaches put her on a training program
intended to help her reach her maximum potential. The end
result after her first year of college was a very imposing,
5’11”, 160 lb. Native American Indian.

Amanda had a lot of big plans for the outside world, but
she never forgot about home. Thus, when she heard that her
reservation had been sold to a natural resources company
(backed by Shadoloo), she was shocked. When she heard
that her parents had died during a protest, she was
absolutely floored. When she finally heard about the
legendary T. Hawk, she was inspired. She has been aiding
his cause by making waves in the Street Fighter circuit ever
since.

Amanda joined Team Raven to reach the inside track of


the fight circuit. She is also hoping to find others who have
similar grudges against Shadoloo.

Image: A tall, powerfully built Native American Indian.


Amanda is a remarkable specimen of human conditioning.
She wears her long dark hair in braids and dresses casually
in running shorts and a t-shirt, except when she has a
match. Then she dresses in a form-fitting one-piece uniform,
with sandals on her feet and feathers in her hair.

Roleplaying Notes: You stand out in a crowd and are


accustomed to it. You used to be carefree and spirited; now
you are driven and goal-oriented. However, upon occasion,
the thrill of an exotic new city overwhelms you and you revert
to your old happy-go-lucky self for a while.

Quote: What are you looking at?

TEAM RAVEN
Team Raven is a team of new Street Fighters who,
despite their lack of experience, have a lot of potential. The
team is one of many managed by Hans Gordon, of Gordon
Productions. Gordon Productions is a top-notch
management team that has access to all the major arenas
and contacts with nearly every tournament director in the
business.
Appendix 1: Errata

Appendix 1: Errata
Name: Amanda Raintree Style: Native American Wrestling Team: Ravens
Player: NPC School: Indian Reservation; UCLA Concept: Native American Amazon
Chronicle: High Stakes Stable: Gordon Productions Signature: Leaves a feather on
opponent's unconscious body

ATTRIBUTES
PHYSICAL SOCIAL MENTAL
Strength  Charisma  Perception 
Dexterity  Manipulation  Intelligence 
Stamina  Appearance  Wits 

ABILITIES
TALENTS SKILLS KNOWLEDGES
Alertness  Blind Fighting  Arena
Interrogation Drive Computer
Intimidation  Leadership  Investigation
Insight  Security Medicine 
Streetwise Stealth  Mysteries 
Subterfuge  Survival  Style Lore

ADVANTAGES
BACKGROUNDS TECHNIQUES SPECIAL MANEUVERS
Allies  Punch  Throw
Manager  Kick Jump
Sensei  Block  Neck Choke
Grab  Suplex
Athletics  Combo: (Dizzy) Jump-Suplex-
Focus Neck Choke

MANEUVERS AND POWERS


CHI Punch: Jab
Speed
5
Damage
4
Move
3
 Strong 3 6 3
   Fierce 2 8 2
Kick: Short - - -
WILLPOWER Forward - - -
Roundhouse - - -

   Grab 3 7 1
Block 7 (+2 Soak) 0
Movement 6 0 6
HEALTH Throw 1 9 1
 Jump 6 0 3
   Neck Choke 2 10 1
 Suplex 3 9 1
  

Attributes: 7/5/3 Abilities: 9/7/4 Backgrounds: 5 Techniques: 8 Special Maneuvers: 7 Chi, Willpower: as per style Freebie Points: 15
Appendix 2:
Appendix 2: Minions and Warriors

Appendix 2: Minions and Warriors


MINIONS +
WARRIORS
TITLE
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Fusce in mi id sem ornare mattis non ut ante. Integer
maximus tellus non mauris auctor, maximus mattis erat
semper. Ut gravida augue metus, id dignissim augue suscipit
at. Vestibulum ante ipsum primis in faucibus orci luctus et
ultrices posuere cubilia Curae; Pellentesque habitant morbi
tristique senectus et netus et malesuada fames ac turpis
egestas. Pellentesque habitant morbi tristique senectus et
netus et malesuada fames ac turpis egestas. Nulla id tellus
sagittis, vulputate eros a, convallis dui. Phasellus justo
augue, eleifend id feugiat id, porta pretium ex. Quisque eu
lacus fermentum, fringilla nisi at, congue nulla. Nulla ligula
velit, rhoncus quis elementum sit amet, mollis sit amet dui.
Vestibulum rhoncus pharetra ultrices. Aenean suscipit ipsum
molestie, commodo sapien at, accumsan lacus. Praesent
efficitur elementum elit, eget tempus nulla dignissim sed.

Quisque non pellentesque odio, at posuere purus. Quisque


ultricies ante eget dui porttitor placerat. Morbi egestas neque
enim, et convallis odio iaculis at. Fusce at diam turpis.
Donec nibh quam, tristique sed euismod in, dapibus eget
felis. Aliquam euismod euismod velit pulvinar dictum. Nam
rutrum imperdiet neque, in vehicula lectus fringilla ornare.

Vivamus accumsan, leo eget dapibus vestibulum, dui lorem


molestie nisl, vel blandit ipsum mauris eget purus. Maecenas
ut felis non tortor mattis sodales pretium et lacus. Vestibulum
tristique sit amet diam eget eleifend. Nunc eleifend finibus
sollicitudin. Curabitur sed metus id lacus faucibus
scelerisque ac in diam. Integer sodales enim efficitur,
dapibus dui at, gravida enim. Cras eu aliquam sapien. Fusce
varius blandit metus, quis tempor erat auctor eu. Cras
lobortis, turpis at porta pretium, ligula sapien rhoncus purus,
vulputate lobortis est libero non diam. Interdum et
malesuada fames ac ante ipsum primis in faucibus.
Phasellus nibh mauris, faucibus ac condimentum eu,
malesuada at lacus.
All the mysteries of the Street Fighter
world in one file!
Feast your eyes on the Illuminati's careful
documentation of all the "worthy" fighters, genetic
experiments, and world events that will bring your
chronicle completely up to date with the changing
world of Street Fighter.

"It's a document of utter perfection!"


This book includes:

• 50 new World Warriors


• 10 new Styles
• Over 100 new Maneuvers
• Setting information
• Errata
• House Rules
• New Backgrounds, Skills, and Weapons

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