As Qualidades e Defeitos são características usadas com os objetivos de enriquecer e
individualizar um personagem. Elas são totalmente opcionais tanto para os jogadores
quanto para os narradores, e não são obrigatórias na criação do personagem, tanto como,
por exemplo, um atributo, mas elas podem ser de utilidade para jogadores que desejam
aprofundar a personalidade de um personagem. Algumas Qualidades e Defeitos não vão
fazer diferença alguma em uma Arena de Combate, mas os Street Fighters não são
apenas máquinas de lutar sem características próprias e personalidade, eles são seres
humanos (nem todos) e como tal, possuem suas próprias individualidades, e as
Qualidades e Defeitos foram criadas para que os personagens se tornem mais únicos e
não sejam apenas atributos, habilidades e manobras especiais.
(7pt Flaw)
You do not know how to fight properly. Instead, you are good at brawling. As a result,
opponents who are trained martial artists frequently outclass you, although you will
usually outdo most other people you might face.
Your Chi is 1 and your Willpower is 4. You may not have the Focus technique above 2
or any other technique above 4 to start off with (can be increased later), and as for
maneuvers, you are limited to the "common moves" (i.e., ones that say "Any"; see
Street Fighter pg. 102-103).
Brawlers may not select the Sensei background. Also, they may not have a score of
more than three in any of the following: Insight, Blind Fighting, Mysteries, or Style
Lore, although you can increase these with experience later on. However, they do
automatically start with one dot in the Streetwise Talent.
(1 pt Flaw)
All members of a certain martial style dislike you.
(1pt Flaw)
You mentor was, and perhaps still is, distrusted and disliked by many fighters. As a
result, you are distrusted and disliked as well. This is a heavy load, and one not easily
shed.
(1pt Merit)
Your mentor had or has great status and has accorded you a peculiar honor. Most treat
you respectfully as a result while some have only contempt for you believing you to be
but a pretender to greatness. This prestige could greatly aid you when dealing with
others acquainted with your mentor. Indeed, you mentor's contacts may actually
approach you at some point offering aid ... or requesting favors.
(1pt Flaw)
Your sensei has no respect for you. For some reason, you are the least favorite student.
You can be expected to be treated as such and be required to work harder than every
other student.
! (1pt Merit)
You are your sensei's favorite student.
"
# (4pt Flaw)
You just aren't good at taking hits and staying on your feet. Whenever you are damaged
by a physical attack, your stamina is effectively reduced by 1 point for the purpose of
being dizzied (cannot go below one),
"*
!
Orochi can also now be purchased as a Background Style, like Psychic Combat.
Although there are 8 sub-styles (work in progress) and the Magatama style in the main
Compendium, some fighters will want another style in addition to Orochi (or - if you
will - merely to add some Orochi flavor to an existing style). If learned as a
s round, the first dot costs 9 XP, and the following dots follow the cost of a
Technique. As a Background, you have access to less Maneuvers than you would had
you learned it as a Style.
Only if chosen as a Style will you have the Initial Will & Chi. Non-background Orochi
styles also grant access to Manuevers from one of the Orochi elements. With the
Background, you can have access to the Orochi elemental Maneuvers if you use the
alternate method for Orochi Background which follows the Maneuver list (you'll get
less Maneuvers but get control over which ones you get).
It is possible to be a sleepin Oroi. This means the dragon blood is in such a state of
slumber that the Orochi cannot use any of their Orochi abilities and cannot undergo the
Riot of Blood. This is represented by the Orochi not having any dots in Orochi Style or
Background. Once the player/character actively pursues their Orochi heritage, the blood
stops sleeping.
sein n Oroi me ns you e Oroi Die equ l to your dots in Oroi.
$
"+
*
When you are at half Health or below, immediately roll your Orochi dice. Consult the
table below against your permanent Willpower. If there is no effect, repeat this roll for
each time an attack/maneuver causes you damage - until you are above half health
again.
,- You may spend a Willpower to take a success away from the Orochi dice.
"- Don't roll the Orochi dice again for this scene and for 15 minutes after.
,- No effect.
.- If your Willpower is 4 or less, you enter a Berserk rage.
/- If your Willpower is 6 or less, you enter a Berserk rage.
0- If your Willpower is 8 or less, you enter a Berserk rage.
1- If your Willpower is 10 or less, you enter a Berserk rage. If it is 6 or less,
you enter the Riot of Blood.
2
-Riot of Blood.
In between rounds, you may attempt to break out of Berserk or Riot of Blood if you
spend 1 Willpower. Roll your permanent Willpower. If you exceed the roll of the
Orochi dice, you break free from the Orochi.
"
An Orochi has an extra pool of temporary points equal to their Orochi dice. It can be
used for either Willpower or Chi, and you regain it at the same rate you regain Chi
(whenever you get back Chi, the pool is restored by the same amount). When Berserk or
Riot of Blood, the pool can be freely used except for break-out rolls for either condition.
An Orochi can attempt to use the pool in other conditions. For every point of the pool
used, make the following roll. Roll your permanent Willpower. If you match or exceed
5 successes, you don't go Berserk. If you don't, you do. If you Botch, you enter the Riot
of Blood.
Orochi has an incredible set of powers. He can give powers to the Eight Heads of
Orochi.
? 3" - Orochi can project thoughts and talk to people with his mind.
? * - Orochi can move objects with his mind.
?
- Orochi can translocate himself.
? - Orochi can possess the mind of any of his followers.
?
4 - Orochi can release a projectile of energy from his hands.
?
- Orochi can create a pillar of energy from the ground.
? " - Orochi can create a powerful light that damages the enemy.
?
- Orochi can regenerate and heal himself.
? - Orochi can penetrate the enemy's soul, take a part of it and crush
it.
?
- Orochi can give any of the powers below to his servants.
`?
* - Orochi can give full control over fire.
`?
* - Orochi can give full control over electricity.
`? * - Orochi can give full control over the earth.
`? 3
"
" - Orochi can give superhuman strength.
`? &
- Orochi can give cutting powers (slashing hands,
cutting aura, slashing projectile).
`? *
- Orochi can give the power Snake Arms to anyone.
'5 &
Charms, exorcism, ofuda control, and communication with spirits are all covered by
mystic arts. This is written with Japanese mysticism in mind; however, it can be
modified for other types. Such as by replacing some of the below powers with others,
such as Fortune Telling, Zombie Creation, or Summoning Powers of greater strength.
Your Mysteries (Occult) skill must be of equal level to the mystic art level you wish
to learn.
&- 5 XP for the first Level. Aftewards, cost is 5 XP times your current level of
Mystic Arts. As with most stats, the cost rises by 2 XP (to 7 XP) once you have
obtained the 5th dot. During character creation, the cost is 5 Freebie Points per dot.
,-Speeds of the mystic powers are either based on Dex or Wits, as appropriate.
6
,7
Ofuda (Spirit) Barrier:
Cost: 1 Chi. Duration: As long as the ofuda are present.
Place ofuda at 3 or more points. Spirits ranked lower than your Mystic Art level
(when you placed the ofuda) cannot enter or leave the area (or touch the ofuda). At
Level 2, this includes supernatural beasts.
Rank 1 spirits are mostly harmless ghosts while a rank 8 or 9 spirit might be a Yama
King. When in doubt, you can use the roll described under Keeping Evil Spirits at Bay.
Opened Eyes:
(Modified from Demon Hunter X). Can see spirits and the true form of shapeshifters
with a Perception + Mystic roll.
Confers the following: Immunity to Delirium (Werewolf), see Wraiths, can notice
shapeshifters when in mortal form.
Divine Perception:
(Modified from Demon Hunter X). Can spiritually analyze with a Perception + Mystic
roll which requires an action. Or, can spend 1 Chi to enable it as a free action for 1
scene.
1 Success: View the spiritual makeup of an individual. (This is like reading someone's
aura but is more about an individual's mental well-being rather than physical well-
being.)
2 Successes: Can detect if someone is under the influence of another entity.
3 Successes: Can determine if someone is possessed.
5 Successes: Can determine the source of influences that alter someone's mind.
Ofuda Binding:
Cost: 1 Chi.
You hurl ofuda at a physically manifested opponent and the ofuda expands to wrap
them (sustained hold). They cannot take any physical actions while held. Roll your
Perception + Mystic. Opponent needs cumulative break-out successes equal to your
initial successes (roll Strength). If the opponent has Mystic Arts, they can spend 1 Chi
and roll Perception + Mystic Arts to break-out.
At L4, you can throw a volley (equal to art level) of binding ofuda for 2 Chi. Multiple
binding ofuda on one target do not stack (the highest result is used).
Ofuda Warning:
Cost: 1 Chi.
This is like the Ofuda Spirit Barrier; however, it merely warns you when something
supernatural (you can make the trigger specific) has passed the ofuda area boundary.
The warning is a mental one, and you will instantly awake if asleep. You must be
somewhat in the area for the warning to reach you at this level, but the distance
increases to a global range at L5 although the warning may be weak at the greatest
range.
This effect can be added to an Ofuda Barrier.
Prayer of Courage:
As an action, roll Wits + Meditation to overcome any fear effect.
6 $7
Circles:
You can create Type II circles.
Ofuda Freeze:
Cost: 1 Chi.
By placing an ofuda on someone's physical forehead, you can freeze them in place.
Roll Perception + Mystic Art to hit. Against a Blocking opponent, this is contested by
Block + Mysteries. A person hit is frozen in place, able to take no physical action. To
break free, they must match or beat the successes with either a Willpower roll or
Perception + Mystic Arts. Or, they can spend 1 Chi, each round, to be able to move. The
breakout roll against this must be taken as an action rather than the between round
breakout roll (but one can default to making the breakout roll as a free Abort action). If
one frozen has a Will of 10, breakout rolls may also be taken between rounds.
At L5, you can throw a volley (equal to art level) of freezing ofuda for 2 Chi.
Multiple freezing ofuda on one target do not stack (the highest result is used).
Spirit Talk:
Cost: 1 Chi.
This requires the set-up of a ritual although. Multiple participants aren't necessary but
can be used. Roll your Perception + Mystic. You need 5 successes to make sure you
reach the target spirit. You cannot compel the spirit to talk back.
6
7
Circles:
Can make most circles in the form of a charm though it is only treated as a charm in that
it is easily transportable and placable on an individual.
Exorcism:
Sometimes a spirit possesses an individual (or sometimes a group). Exorcisms are
performed in two stages. First, you must establish a spiritual stage upon which to
challenge it. Then, you compel it to leave. It is considered the defender in these rolls.
This may be performed as a ritual.
To challenge it, win a contested roll of Perception + Mystic vs. its permanent Chi.
Cost: 1 Chi per attempt.
To force it to leave, make a contested Willpower roll. Each time it wins, it can choose
to posses the exorcist (or exorcists equal to the different if there are several). Cost: 1 Chi
and 1 Will.
Ofuda Wall:
Cost: 1 Chi.
An ofuda wall occupies hexes equal to art level and may be equal hexes high. Stamina
is equal to art level and it has a Health/Body rating of 5 per art level for each hex. If
necessary, roll Perception + Mystic Arts to determine the mystic strength of the wall.
Someone else with ofuda control can manipulate the ofuda constructs you create.
Nightmare Exorcism:
Cost: 1 Chi.
(Modified from Demon Hunter X).
Summon Spirit:
Cost: 1 Chi.
This requires the set-up of a ritual although. Multiple participants aren't necessary but
can be used. Roll your Perception + Mystic. This is contested by the target spirit's
Willpower (although you need 5 successes to make sure you can tell if you summoned
the right one). You cannot compel the spirit to talk or do anything at this level.
667
Command Spirit:
Compel. You compel a spirit to obey a command. This requires a contested Willpower
roll to succeed. May be performed as a ritual. Cost: 1 Chi.
Draft Contract. You can create a binding contract with a spirit. Usually, the spirit will
require something in return although Manipulation + Subterfuge and trick them out of
this. Likewise, the spirit may trick you. Drafting a contract doesn't force a spirit to agree
to it, but you can compel it to do so. A spirit will likely be very angry when it realizes it
has been tricked or Compelled into a contract. Cost: 1 Chi.
Ethereal Fist:
Cost: 1 Chi.
You can physically interact with spirits. Duration: Scene.
Exorcise Corruption:
Sometimes, an individual is possessed by the dark side of themselves. You can remove
the corruption and the person returns to their original state, assuming it still exists.
This is performed as an exorcism; however, the corrupted gets the results of its
contesting rolled doubled.
Gate of Banishment:
Cost: 2 Chi.
Sends a spirit to its rightful resting place. This is a contested Willpower roll. This may
be performed as a ritual.
Ofuda Construct:
Cost: 1 Chi.
You can make a piece of personal equipment without moving parts (a sword, a small
chair at the largest).
Self-Exorcism:
Cost: 2 Chi. You may attempt Exorcism as per that ability description against an entity
possessing you, even when being possessed would not normally afford you any actions.
For paying the cost, you get one attempt at each of the two rolls involved in Exorcism,
though you must pay the cost for each.
(Modified from Demon Hunter X)
687
Ofuda Construct:
Cost: 1 Chi.
You can create a larger object, such as a hang-glider.
Reunion:
Cost: 1 Chi.
Can temporarily return a spirit to its body. Spirit will have some control over the body,
even if deceased. This is dangerous. This is a contested Willpower roll. If you fail, the
spirit can choose to jump into your body, even if not a possessor type, and spirits have
been known to lie about their identity.
May be performed as a ritual.
Spirit Trap:
Can trap a spirit in a specially prepared object. May be performed as a ritual.
Spirit Walk:
Can make a special brew that puts one to sleep while their spirit enters the spirit realm.
A mystic should stay behind to help the person find their way back Otherwise, the spirit
must find its own way back. A body cannot survive indefinitely without its spirit.
66,7
Reunion:
Can reunite a spirit with any unoccupied body. The reunion can be made permanent.
Very dangerous. May be performed as a ritual.
Spirit Form:
Cost: 2 Chi.
Your physical body becomes a spirit temporarily, and you may travel to spirit realms.
May be performed as a ritual.
&&7
Requires one round to draw a circle per hex they cover.
Typically, the necessary Chi investment equals the Type number.
Type 0
Protection from Spirits (As Keep at Bay, but not as strong, difficulty of success is base
7. Provides some protection against possession - decreases the successes of a spirit's
attempt by one. Can be drawn as a higher Type circle with more power.)
Type 1
Circle of Meditation (lowers difficulty by one)
Protection from Yin (includes any draining effects, such as on Chi/Health)
Protection from Yang (mystic fireballs, healing)
Protection of Mind
Type 2
Circle of Healing (rate of recovery multiplied by art level)
Circle of Entrapment (reverse of Keeping Evil Spirits at bay)
Circle of Sleep (puts a sleeping person in stasis)
&9
,
,
For centuries, there have been strange things seen in the sky, and reports of
wanderers here on the Earth from far across the galaxy. Perhaps one or more of these
races are warriors, here to test their meddle against the humans that claim to be so
powerful with their chosen martial arts.
Players who choose the Alien Background are such warriors from the stars, and
receive the ability to learn the following Focus Maneuvers, along with the Focus
Maneuvers normally gained with their style. The higher the Alien Background level, the
more powers the character can gain. Remember the list of common maneuvers also
contains Focus Powers that can help round out an Alien character.
The character may use his Alien Background in place of a style, Focus or Special
Background requirement for the maneuvers listed below, and must pay the cost listed
below. For example, a Focus Maneuver listed below might require the character to have
the Elemental Background at 3 and a Focus of 2. However, since the power falls into
the list below, and the character has an Alien Background of 3, he may still purchase the
power at the cost shown for Alien.
In addition, each dot of Alien background allows the player to add one more dot to
any skill (but not technique), representing the high level of learning from other worlds.
The character has to pay no freebie points for these extra dots of training.
Of course, an Alien might have learned a human martial art form, or perhaps his style
simply seems very similar to a particular human style...
,:'
,
From the very beginning, man has always suspected there was a higher power than
himself, and those who serve him. Most people in the world today believe there are
angels and demons, forces of good and evil, serving higher powers and swaying the
souls of men.
They are correct. For the most part, these servants simply stay invisible and
intangible, never coming into the open for mankind to see. However, on very rare
occasions, a higher-ranked servant might decide that there is a need to take a direct hand
in the outcome of a certain situation, and a servant is sent with a physical body to the
Earth. This servant gets one chance to complete his mission, there are no replacement
bodies (forming again on this plane of existence would take many years).
These servants are powerful warriors. Demons, of course, love the thrill of combat
and the chaos it brings. Angels almost never fight in the ring, but if their mission should
lead them to need to team up with certain individuals who make a living in the circuit,
they are ready and able to fight with the greatest warriors, if not altogether willing.
Players who wish to play such a character, be it angel or demon, require this special
Background. The following list of powers are available for these characters, at the listed
costs.
In addition, each dot of Angel or Demon allows the character to add 1 dot to
Linguistics and each dot the character has over three adds 1 dot to Mysteries (1 dot
bonus at a Background of 4, 2 dot bonus at a Background of 5).
The drawback to all these benefits is the rigid Focus these creatures possess. Any
Focus power that one of these beings learn that is not on the lists below cost the
character +1 power point more than listed. This applies to style maneuvers and those
maneuvers with an "any" cost. These characters cannot learn Focus Maneuvers that do
not fall within their style, an "any" power, or one of the lists below. Angels cannot learn
Demon powers and Demons cannot learn Angel powers.
Angels will always choose the Path of Honor, Demons will always choose the Path
of Glory.
ANGEL POWERS
Air Blast
Power Points: Angel 3
Balance
Power Points: Angel 2
Chi Push
Power Points: Angel 5
Flight (
Power Points: Angel 2
Ghost Form
Power Points: Angel 5
Lightness
Power Points: Angel 3
Mind Reading
Power Points: Angel 3
Musical Accompaniment
Power Points: Angel 1
Note: The angel must hear classical music, or music sung by a choir
Psychokenetic Channeling
Power Points: Angel 4
Push
Power Points: Angel 4
Regeneration
Power Points: Angel 1
Sakki
Power Points: Angel 3
Telepathy
Power Points: Angel 2
Thunderclap
Power Points: Angel 4
Yoga Teleport
Power Points: Angel 5
DEMON POWERS
Acid Breath
Power Points: Demon 4
Cobra Charm
Power Points: Demon 2
Death's Visage
Power Points: Demon 3
Entrancing Cobra
Power Points: Demon 4
Fire Strike
Power Points: Demon 3
Fireball
Power Points: Demon 3
Flaming Fist
Power Points: Demon 2
Flight
Power Points: Demon 2
Flying Fireball
Power Points: Demon 3
Ghost Form
Power Points: Demon 5
Heatwave
Power Points: Demon 6
Improved Fireball
Power Points: Demon 4
Inferno Strike
Power Points: Demon 5
Leech
Power Points: Demon 4
Musical Accompaniment
Power Points: Demon 1
Note: The Demon must have Heavy Metal, Gangsta Rap, or some other disturbing or
dark, fast music to gain the bonuses from this maneuver.
Psychic Rage
Power Points: Demon 3
Regeneration
Power Points: Demon 2
Repeating Fireball
Power Points: Any 4
Sakki
Power Points: Demon 3
Spontaneous Combustion
Power Points: Demon 4
Telepathy
Power Points: Demon 2
Note: Although some styles allow it, Demons can never learn the Mind Reading or
Mind Control Techniques sometimes learned with this maneuver.
Toughskin
Power Points: Demon 3
Venom
The character must also possess the Bite Basic Maneuvers through some means (usually
the Demon Background).
Power Points: Demon 2
Yoga Flame
Power Points: Demon 3
Yoga Teleport
Power Points: Demon 5
,
Long ago, in ancient times, there were creatures of great power, giant flying
creatures who could breathe fire or acid and roamed the skies. Some were good of heart,
others evil and twisted. Men called them dragons.
The dragons were feared by humans, who sought to destroy them for their rumored
wealth (which did exist for some but not others), or for Honor or Glory. Although the
dragons defeated most of the warriors, over many years the dragon race, immortal but
slow to repopulate, began to die out.
The greatest of the dragons, Tan Kang, called to his brothers from around the
world. They met in a secret place, all of the remaining dragons in The Great Meeting.
In this meeting, the remaining dragons decided on a plan to save their race. All
dragons had the natural ability to assume human form, but were easily detected by the
humans with high Chi flow and perception. They could still be found by determined
humans even in this disguise, unless they willed the change to be permanent, a decision
usually enforced on the worst of criminals in the dragon community.
So Tan Kang called that the last of the dragons will themselves to become forever
human, and thus have less chance of becoming known to the human populace. After a
lengthy debate, all the dragons bowed to Tan Kang's wish.
The beings that stepped from the hidden cave were human, but much more than
that. They were still immortal (they could not die of old age), yet lost most of their
powers. However, they still had a great degree of power that could be harnessed again,
with the proper focus. The immortal beings began to search the globe and within
themselves to find the key to unlocking this inner power once again.
For hundreds of years, the dragons failed to find the answer. Most entered The
Sleep, where the dragon would hibernate and awaken hundreds of years later, his
enemies dead of old age, his minor items of wealth now priceless antiques, yet his
dragon friends (mostly) still alive. The Sleep was a wonderful way to escape one's
problems. In their human forms, most chose far away, hidden places to hide.
Still, some of the more restless dragons continued with the search. Most were killed
in battles they fought with humans that they had befriended, but others survived, one
wise dragon in particular, who had become a follower of the human teachings of
Buddhism, and called himself Bodhidharma. Some say he was Tan Kang.
Bodhidharma, under the assumed identity of the son of a Brahmin King he had
befriended, joined the Buddist priesthood of India in 448 A.D, and rose quickly into it's
highest ranks. He decided to tech his ways of wisdom to the people of China, and
walked the long journey there, surviving many dangers along the way.
After angering the Chinese emperor by dismissing his works as "mundane", the
dragon left for the Shaolin Temple. He was refused entrance. Bodhidharma petitioned
by sitting by a cliff, intently staring at it for nine years! The leader of the temple
relented, seeing that this was an exceptional creature of patience and power, and
allowed Bodhidharma to enter the temple.
Of course, he became the spiritual leader of the monks, but decided that the monks
were physically weak and needed exercise. He began to form a way for the humans to
train their minds and bodies by focusing their Chi and using movements of grace and
power. Bodhidharma also discovered that the movements, once perfected, began to
awaken the powers inside him, as well as the hidden powers of the humans, powers they
never knew existed within themselves. Over many years, these movements became the
art of Kung Fu.
There are no records of what happened to Bodhidharma. Some say he died in battle,
others say he traveled to other parts of the world where he invented other Styles. Yet
others say he entered The Sleep and remains somewhere near (or in) the ruins of the
first Shaolin Temple. No one knows for sure.
Weaknesses
Despite all their powers, dragons must learn to focus their Chi again, and learn
special maneuvers just like normal characters, including their special Dragon
Maneuvers.
Dragons are magical creatures, but trapped in their human form silver is their bane.
A character attacked with a silvered weapon such as a sword or a knife is in danger.
Such attacks cause aggravated damage to them and are at -1 bonus to Difficulty when
attacking a dragon. Modern day dragon hunters are rare but exist, and love to use these
weapons for attack.
Dragon Maneuvers
When learning these powers, the dragon may use his level of Dragon Background
in place of any Focus or Background requirement, but must have an equal or greater
level of Dragon as the level of the requirement listed. The dragon must pay the highest
point cost listed when learning a special maneuver through the Dragon Background
(learning these maneuvers through the use of a Style is much easier).
FOCUS
Acid Breath
Power Points: Any 4
Air Blast
Power Points: Elemental (air) 3
Cobra Charm
Power Points: Kabaddi 2, ler drit, animal hybrid 3, any 4
Death's Visage
Power Points: Ninjitsu 3
Entrancing Cobra
Power Points: Ninjitsu 4
Fire Strike
Power Points: Elemental (fire) 3
Fireball
Power Points: Kabaddi, shotokan karate, aikido 3, kung fu, wu shu, majestic crow kung
fu, lua, silat, Thai kickboxing (called Tiger Fireball) 4, any 5
fireball}
Flaming Fist
He may then move on to Fire Strike {focus 2, elemental 3, flaming fist}
Flight
Power Points: Elemental (air) 2
Flying Fireball
Power Points: Shotokan karate, wu shu 2, kabaddi, kung fu, majestic crow kung fu 3
Ice Blast
Power Points: Any 4
Improved Fireball
Power Points: Shotokan karate 3, kabaddi, kung fu, wu shu, majestic crow kung fu, silat
5
Inferno Strike
Power Points: Shotokan karate, kabaddi 5
Lightness
Power Points: Elemental (air) 3
Regeneration
Power Points: Kabaddi, baraquah 1, kung fu, native American wrestling, ler drit, animal
hybrid, aikido, lua, silat 2, any 3
Repeating Fireball
Power Points: Any 4
Sakki
Power Points: Ninjitsu 3
Shrouded Moon
Power Points: Ninjitsu 2
Stunning Shout
Power Points: Shotokan karate, sumo, silat 2, ler drit, majestic crow kung fu, aikido, tai
chi chaun 3, any 4
Toughskin
Power Points: Sumo, animal hybrid, pankration 2, Thai kickboxing, boxing, ju jitsu, lua
3, Savate 4, any 4
Yoga Flame
Power Points: Kabaddi, silat 3
!
Desription
You are descended from a family with a great history. Legendary power burned in
the blood of your ancestors, and that power has now been transfered to you. Will you
use that power to be a Hero or a Destroyer of Ages? Note that with this great power,
comes both knowledge and consequences that are doled out by the Storyteller according
to the level of your Burning Blood.
System
The cost of this Background is 5 per dot during character creation only.
New Ruling: Only 2 Dots of this are allowed. Anymore is gross and unbalancing.
Select Fire, Ice, or Electricity as your power (corresponding to various Focus
maneuvers). The dots in your background add to your "effective" (but not actual) Focus
for determining Technique for purchasing requirements and calculating damage. If an
attack makes multiple hits, the bonus dice from Burning Blood are divided as evenly as
possible amongst the hits (i.e. Burning Blood of 1 would add 1 die to the first hit of a
Repeating Fireball). Background may not be raised above 5 2. If allowed, this may be
increased during gameplay at the cost of 10 Experience per current dot. If you ombine
tis power wit Seent Sense, eeryone will tin you re munin nd no on
..- You do not realize your true potential.
/.- You are one with the power.
0.- You feel the pull of destiny guiding you.
1/- History repeats itself. Past mysteries are revealed to you.
2/- An unavoidable conflict of great consequence looms near, with the true meaning of
terror on one side and freedom from the chains of fate on the other.
Thor, Zues, Hercules... these were the legends of long ago, but were they just
legends? Perhaps not. Different Street Fighters have begun to appear in the ring, fighter
with amazing abilities and powers, and who seem to grow stronger as they gain
followers, much like the legends that surround the myth of old gods gaining power
when they are worshipped.
Gods of Old are beings who cannot die from aging. Through the years, they have
appeared as many famous figures, then either disappeared or faked their own death.
These men and women were also famous for battles. Sometimes, long ago, they were
worshipped and religions formed around them as well. As with everyday humans, they
each have their own agendas, but most deal with one thing - the gaining of Honor or
Glory.
These beings are tied into the Positive and Negative sides of the universe and the
living beings who are there. As they gain Honor or Glory, depending on their nature,
their power grows. This must be a public gain - the Gods power does not grow from
inward Honor or Glory, (which the player should always play as near-flawless, a
difficult task), but from the outward admiration of people who admire the characters for
whatever reason. Some Gods have seen the Street Fighter ring as the perfect opportunity
to further their goals. Of course, no one actually believes these beings are Gods - except
some of their opponents.
Special Benefits
Each God of Old begins play with +3 points to spend in his Primary Attribute
scores (Physical, Social or Mental).
Each God has special powers that he gains as he gains Honor or Glory (one or the
other, not both). How quickly he gains these powers depends on his current rating of
that score. A character has as many powers as his current Honor (or Glory if that is his
"Power Statistic") - 5, to a maximum of the God of Old Background. For example, if a
character has a rating of Honor 9, his current powers number 4 (9-5=4). However, if his
God of Old Background was only level 2, the maximum powers he could gain would
equal 2. These powers are gained automatically and in whatever order the player
wishes. The Storyteller should feel free to come up with new Gods Of Old Backgrounds
as he sees fit, and assign a "Power Statistic" (honor or glory) to the type of God and his
available powers.
Special Weaknesses
Gods learn all Focus Maneuvers at the highest Power Point total +1, even if their
Style says otherwise. They also have a habit of not changing. All Attributes are learned
at a +5 experience points.
God of War
Power Statistic - Glory
Powers: Fireball, Toughskin, Psychokenetic Channeling, Regeneration, Sakki
God of Protection
Power Statistic - Honor
Powers: Toughskin, Heal, Sakki, Speed of the Mongoose, Push
God of Strength
Power Statistic - Honor or Glory (player chooses at time of character creation)
Powers: Shockwave, Toughskin, Psychokenetic Channeling, +1 strength, +1
strength (the +1 strength can be chosen as separate powers, giving a total bonus of +2)
God of Fire
Power Statistic - Honor or Glory (player chooses at time of character creation)
Powers: Fireball, Inferno Strike (must have Fireball, will lose this power first if
Power Statistic drops), Elemental Skin (fire), Flying, Flaming Fist, +1 dexterity
' ,
Some men are born with superior genes - changes in their basic structure that cause
them to be different from normal humans. They are called Mutants.
Mutants hail from across the world, but for some unknown reason, most seem to be
appearing from the United States, and recently Japan. They wield all sorts of incredible
powers, without the need to develop their Chi it seems. A rare few barely have learned
any Techniques and are still gaining Ranks on the Street Fighter scene. Some of these
fighters are self-proclaimed heroes, champions of the normal man. Some just want the
Glory. Whatever their goals, they seems to be rising in number and power...
PLAYERS AS MUTANTS
Players are welcome to play mutants of any sort, and the wilder the better. Mutants
often wear comic-book style clothing and work in teams (although this is not always the
case).
Special Benefits
Mutants can purchase any Focus Maneuver at a price equal to their Style's Power
Point cost -1, with a minimum of 1. They may also buy any other Focus Maneuver at
normal cost as long as their Mutant Background is equal to the Focus and other
Background requirement listed in the description of the maneuver.
Special Weaknesses
Mutants are distrusted by the general populace. They suffer social restrictions and
are shunned in the same manner a Cyborgs. Each time they earn Glory, they must earn 2
temporary Glory points to actually gain the point.
, $5
Deep in the swamps, in the most unheard-of regions of the jungles, in the desert,
something has happened. Mother Earth herself has begun to sense the destruction of her
land, the killing of her species, the toxins released upon her.
Does she hate man for this? Of course not. Mankind is her friend, and there are
many who wish to protect her. But they are weak compared to those who cause the
damage. As a gift to those who protect the Earth, she has decided to send help, creatures
who possess the powers of earth themselves, and she would sometimes disguise them as
humans. She also sensed powerful warriors, called the Street Fighters by some of the
Native Americans she had spoken to. They could provide excellent training for her new
warriors. Thus strange new beings have begun to appear in the ring - the Plant Hybrids.
They are training, honing their skills, and waiting for their instructions from Mother
Earth.
Special Weaknesses
These creatures are shunned by normal humans in the way cyborgs are. They also
begin play with a 0 Appearance, instead of the usual one dot. Special Maneuvers
directed against them that drain water from the victim are at a bonus of -1 Difficulty
(making the standard Difficulty 6 a Difficulty 5). Plant Hybrids pay the highest Power
Point cost for any Focus maneuver not listed here but part of their style, or that has an
"any" Power Point rating.
BLOCK
Maka Wara
Power Points: 3
FOCUS
Acid Breath
Power Points: plant hybrid 3)
Drench
Power Points: 2
Extendible Limbs
Power Points: 4
Toughskin
Power Points: 2
Venom
Power Points: 2
Weight
Power Points: 3
Yoga Teleport
Power Points: 5
Zen No Mind
Power Points: 3
5&$&
In the ring and without, new people have begun to appear. These people, called
Psychics, seem to have great powers of the mind. They can communicate without
words, they can read the thoughts of their opponents, and some can use their mental
powers to perform fantastic feats. Some are not fighters - indeed, psychics that can read
minds make great managers to Street Fighters. Some believe they are mutants, others
think they have reached a higher mind level.
PLAYERS AS PSYCHICS
Psychic characters will be searching for a way to enlighten their mental state by
practicing a martial art, and how to learn to concentrate and remain calm by fighting in
the ring.
Special Benefits
A Psychic may learn any of the following Maneuvers as long as his Psychic
background is equal to or greater than any listed Focus or special Background
requirement. They always pay the highest cost listed.
Psychics begin character creation with +2 Chi, and +1 Willpower.
Special Weaknesses
Psychics are beings of mental, not physical power. Psychics may not have Physical
as their Primary Attributes.
PSYCHIC MANEUVERS
Balance
Power Points: 2
Blind
Power Points: 5
Note: This power works a little differently from the one listed in the Secrets of
Shadoloo book. If the victim is blinded, he will be blinded for one turn as usual.
However, at the beginning of the next turn, and each turn thereafter, the victim may add
a +2 to his intelligence for purposes of breaking the Blindness. (+2 the second turn, +4
the third, etc.). This power will only affect one victim of the player's choice within the
normal range.
Chi Push
Power Points: 5
Cobra Charm
Power Points: 2
Death's Visage
Power Points: 3
Entrancing Cobra (
Power Points: 3
Ghost Form
Power Points: 5
Heal
Power Points: 4
Levitation
Power Points: 4
Mind Control
Power Points: 5
Note: This is an act of great dishonor - only non-player character should be allowed this
maneuver.
Mind Reading
Power Points: 3
Psychic Rage
Power Points: 3
Psychic Vise
Power Points: 4
Psychokenetic Channeling
Power Points: 3
Push
Power Points: 4
Regeneration
Power Points: 2
Sakki
Power Points: Ninjitsu 3.
Telepathy
Power Points: 2
Zen No Mind
Power Points: 2
$$
Deep in the night, under the moon's glow, there are creatures of the wild that are not
entirely natural, but possess strange powers that allow them to change between forms -
they are both, but neither man nor animal. Their homes, the natural lands of the world,
are slowly being destroyed by man, and it seems there is nothing they can do. So, in
their man - forms, they have come into the city, trying to adapt. Most have been killed,
but a few others have learned to adapt, to become part of the humans culture. What
better way than to hone the skills of battle than entering the ring of a tournament?
By far, the best known Shapeshifter type are the Werewolves - powerful protectors of
the earth against the evil of corruption and destruction they call "The Wyrm".
PLAYERS AS WEREWOLVES
Werewolves are varied by their Pack, the "team" they belong to which may not consist
of werewolves, any group a Lupine is in league with is his Pack) and Tribe (the type of
werewolf he is). They are called by many names; Werewolves, Lupines, etc., but they
call themselves the Garou. They are quite ritualistic and rustic in attitude. They are also
very private and secretive. It is very dangerous to become the enemy of the Garou.
A: Street Fighter Werewolves: Character design
Werewolves in Street Fighter have three different forms - Homid (or Human), man-
beast (called the Crinos form) and the Wolf form. Each has it's own specific traits.
Wolf - the character becomes a wolf (see the Dog description under the new Animals on
the main page), but with the health of the fighter, and his own (human) Dex +2, and
Athletics +2. Otherwise, the character cannot speak and cannot use most Abilities
(Storyteller judgment). It costs 1 Willpower to change from Wolf to Human or back
again. The character may not use any of his other Special Maneuvers learned from his
Style) while in this form.
B Special Benefits:
All werewolves begin play with the Regeneration Focus Maneuver, without point cost.
C: Special Weaknesses:
The Delirium
Werewolf characters cause the Delirium in those who see their Crinos form - people
lock up in fear, and later explain to themselves why what they have seen could not be
possible. Those with special backgrounds, and Street Fighters, with their bravery, high
Chi and Focusing of the mind (or something else that cannot be explained) are immune
(this does not include run-of-the-mill non-player characters, but the real foes and friends
of the characters with Street Fighter-type abilities).
Weakness to Silver
Werewolves are easily wounded by silver weapons - any attack that involves such a
weapon is made with a difficulty of 5, and always causes aggravated damage. Any
attack by silver that causes an amount of damage equal to the Lupine's Health -1 or
greater automatically dizzies the werewolf.
D: Rage
Werewolves don't just get mad. They get really, really mad. Each time a character is
caused to lose Health by an opponent's attack equal to 2 points, the character gains a
Rage Point. They can use these Rage Points to enter a frenzy, taking the Crinos form.
Of course, it takes 1 point to enter the form and a full turn, so it would be useless to go
into a frenzy with only one point of Rage. The player must build up a few points (or at
least 2) of Rage before he can enter the frenzy. He character may still build Rage in
Crinos form if he is damaged.
Werewolves also gain special powers from their rituals. The player may choose from
the following Maneuvers as well as those listed from his Style. He may purchase any
Focus Maneuver as long as he has a Shapeshifter Background equal to the listed
Maneuver's Focus and/or Background requirement.However, if a Lupine gains a special
maneuver through the use of his Background, he must pay the highest Power point total
for the listed Styles or ("any") under the Power Point description of that maneuver.
Air Blast
Power Points: Elemental (air) 3
Balance
Power Points: Ninjitsu, wu shu, tai chi chaun 2, kabaddi, kung fu, baraquah, lua, silat 3,
shotokan karate, Capoeira 4
Chi Push
Power Points: Baraquah (called baraquah push), kabaddi, kung fu, lua, native American
wrestling, silat, tai chi chaun 5
System: The basic damage done by the maneuver is the user's Wits + Focus + 3, +1 for
each extra point of Chi the practitioner spends beyond the first. The practitioner must
choose what to do with the dice pool: The maneuver's damage may be reduced by one
point to throw the target back by one hex. The maneuver may also be done without
touching the target: Each hex between the target and the practitioner subtracts two
damage dice. Chi push has no effect on someone using the San He maneuver.
Furthermore, the target may add dice to their soak roll by spending 2 Chi per one Die.
Modifiers: Cost: 1 chi (see above), speed -3, damage wits + focus + 3 (+ special), move:
None
Cobra Charm
Power Points: Kabaddi 2, ler drit, animal hybrid 3, any 4
Death's Visage
Power Points: Ninjitsu 3
Entrancing Cobra
Power Points: Ninjitsu 4
Fire Strike
Power Points: Elemental (fire) 3
Flaming Fist
Power Points: Elemental (fire) 2
Ghost Form
Power Points: Kabaddi, native American wrestling, aikido, baraquah, lua, tai chi chaun
5
Heal
Power Points: Elemental (all) 4
Ice Blast
Power Points: Any 4
Musical Accompaniment
Power Points: Capoeira, lua 1, any 2
Pit
Power Points: Elemental (earth) 3
Psychic Rage
Power Points: Ler drit 3
Psychokenetic Channeling
Power Points: Ler drit 3, aikido, baraquah, silat 4, any 5
Push
Power Points: Elemental (air) 4
Regeneration
Power Points: Free
Sakki
Power Points: Ninjitsu 3
Sense Element
Power Points: Elemental (all) 1
Shock Treatment
Power points: Any 4
Shrouded Moon
Power Points: Ninjitsu 2
Sonic Boom
Power Points: Silat 3, any 4
Stunning Shout
Power Points: Shotokan karate, sumo, silat 2, ler drit, majestic crow kung fu, aikido, tai
chi chaun 3, any 4
Telepathy
Power Points: Ler drit, kabaddi, aikido, baraquah, tai chi chaun 2, any 3
Thunderclap
Power Points: Native American wrestling 4
Toughskin
Power Points: Sumo, animal hybrid, pankration 2, Thai kickboxing, boxing, ju jitsu, lua
3, Savate 4, any 4
Venom
Power Points: Animal hybrid 2
Yoga Teleport
Power Points: Kabaddi 5
,
Sometimes they come back. Undead beings are creatures who are no longer truly
alive, but at the same time are obviously not dead. They may appear as pale humans
who can hide easily among humans, but they are cold to the touch, and often as cold of
heart. Some come back to avenge their deaths or the death of a loved one, some come
back to seek that a wrong is set right, some come back because they can. Whatever the
reason, the Undead hold great spiritual powers from beyond the grave.
PLAYERS AS UNDEAD
Undead creatures have all kinds of motivations and personalities, and come from
many "heavens or hells". Some Native American Undead claim to be from the Happy
Hunting Grounds, some Undead claim to be from Limbo, etc. Whether or not this is
truly where they are from or if these memories are implanted in them when reentering
our dimension to hide the true afterlife or for some other reason is unknown.
Special Benefits
Undead have come from the grave, a massive effort of mental resolve. They begin
character creation with +1 Willpower in addition to the Willpower listed for their Style.
Undead may choose from the following Focus Maneuvers in addition to those
allowed by their Style, as long as their Undead Background is equal to or greater than
any Focus or special background requirement. They must pay the highest Power Point
cost listed unless otherwise noted.
Special Weaknesses
Undead have no special weaknesses, making them very tough opponents.
UNDEAD MANEUVERS
Acid Breath
Power Points: 3
Air Blast
Power Points: Elemental (air) 3
Balance
Power Points: Ninjitsu, wu shu, tai chi chaun 2, kabaddi, kung fu, baraquah, lua, silat 3,
shotokan karate, Capoeira 4
Death's Visage
Power Points: Ninjitsu 3
Ghost Form
Power Points: Kabaddi, native American wrestling, aikido, baraquah, lua, tai chi chaun
5 (Undead 4)
Levitation
Power Points: Baraquah, kabaddi 3, kung fu, lua, shotokan karate, silat, tai chi chaun,
wu shu 4
Leech
Power Points: Kabaddi, ninjitsu, lua 3, kung fu 4, (Undead 5)
Note: This power often causes people to mistake Undead as Vampires
Pit
Power Points: Elemental (earth) 3
Regeneration
Power Points: Kabaddi, baraquah 1, kung fu, native American wrestling, ler drit, animal
hybrid, aikido, lua, silat 2, any 3
Sakki
Power Points: Ninjitsu 3.
Shrouded Moon
Power Points: Ninjitsu 2
Stunning Shout
Power Points: Shotokan karate, sumo, silat 2, ler drit, majestic crow kung fu, aikido, tai
chi chaun 3, any 4
Telepathy
Power Points: Ler drit, kabaddi, aikido, baraquah, tai chi chaun 2, any 3
Wall
Power Points: Elemental (earth) 2
+;
Wizards are men who study arcane secrets to gain power for different purposes.
Wizards are seen in fiction with wands and flowing robes, but they have learned that the
different Martial Arts forms can help them focus thier Chi - and better help them cast
thier spells. They also sometimes seek the secrets of some of the Street Fighters. So far,
there hasn't been many of these dark men and women (called witches) on the Street
Fighter scene - they seem, as a whole, to enjoy staying in the shadows.
PLAYERS AS WIZARDS
Wizards are constantly seeking new knowledge. Most of them will go great lengths
to find out even a small secret - some hints of a secret power may lead a Wizard across
the world. Often, this ends in failure, and a new hunt for a lost scroll or ancient master
must begin again - but sometimes, just sometimes, the Wizard finds a small spark - that
could someday lead to the magical fires. Wizards often use a Staff as a weapon, and
most know that Style, rather than a official martial art (Staff is a new optional Style
found in The Dogs of War).
Special Benefits
Like Mutants, Wizards can learn any Focus power as long as thier Wizard
Background is equal to the Focus or Background requirement listed in the Maneuver's
description. They pay normal price for these powers.
In addition, Wizards are an intelligent lot, if not very high in the personality
department (highly charismatic wizards seem rare). Social Attributes must be secondary
or Tertiary. The Wizard does enjoy, however, a +1 Intelligence bonus whether or not his
Mental Attributes are primary, secondary, or tertiary.
Special Weaknesses
Wizards are shunned by most folk, who do not understand thier strange ways.
Wizards also begin character creation with 6 Health points, rather than the normal 10.
,
$
O Satsui no Hadou (Intenção Assassina) é uma contra-força do Hadou, o poder
descoberto e desenvolvido por Goutetsu (mestre de Gouken e Akuma). Hadou é a marca
do seu Shotokan Ansatsuken, sendo uma maneira de se canalizar o Chi em técnicas
impressionantes. Em Street Fighter, elas são representadas por Fireball e Improved
Fireball (e suas variantes como Repeating e Flying Fireball), mas também Dragon
Punch, Hurricane Kick, Ashura Senkuu e Shun Goku Satsu podem fazer parte desse
grupo de manobras.
Não é regra que ele se manifeste nos praticantes de Goutetsu-ryu, e nem os motivos são
conhecidos, já que Akuma possui técnicas assassinas, mas Ryu não, e nele tais energias
também despertaram. Talvez haja alguma ligação com a compulsão do lutador de
treinar para se tornar cada vez mais poderoso.
O Narrador pode usar este Antecedente, caso combine com seus conceitos, em
personagens que gastem todos ou quase todos os seus pontos de experiência em
características combativas, e também se eles possuírem um estilo originalmente feito
para matar (Ansatsuken). Assim como o Satsui no Hadou é o oposto do Hadou, o
Antecedente pode representar o Psycho Power de M. Bison, por exemplo, em
contraposição ao Soul Power de Rose, ou qualquer outra coisa.
O nível mostra o quanto o personagem foi seduzido por sua técnica mortal, tornando-se
instrumento dela. Assim, toda vez que ele entrar em combate deve rolar seu nível em
Satsui no Hadou. Se tiver sucesso, é tomado pelo poder, ficando com uma aparência
maligna e com um bônus de +1 nos seus três modificadores de combate (velocidade,
dano e movimento) e em absorção. Além disso, buscará a morte do oponente e não se
preocupará com sua Honra.
!$!
, .- Por mais poder que o lutador possua, ele irá sempre buscar mais. Seja com a
desculpa de aprimoramento constante ou calcado em algum outro objetivo pessoal
(derrotar Bison por exemplo). Neste nível, o lutador por vezes nem desconfia de que
sofre deste mal.
, /- Em raras ocasiões você tem rompantes de fúria que fazem com que perca o
controle de si e lute de forma mortal. Você sente que há algo de errado, talvez esteja
treinando demais. Da próxima vez tentará se controlar mais na luta.
, 0- Há um poder dentro de você que quer sair. Muito poder. As vezes você acha
que esse poder vai consumi-lo, e a menos que tome as rédeas da situação e domine-o,
ele vai mesmo! Você tem pesadelos frequentes com fantasmas do seu passado e as
vezes acorda em fúria.
, 1- Neste nível provavelmente muitos de seus amigos já o abandonaram devido a
sua sede crescente por combate e desapego a virtudes como honra e compaixão. Dane-
se, você é mais forte que eles. Mais forte que todos. E provará ao mundo isso, levando a
sua arte ao máximo. Você é dono do seu destino e não, você não está indo longe
demais. Os outrosé que não conseguem acompanhar seu ritmo...
, 2- Não há como saber quando você está calmo ou zangado. Suas feições
tornaram-se frias e amedrontadoras. Seus cabelos provavelmente estão rebeldes e lhe
dão um aspecto ainda mais ameaçador. Por onde passa, até as pessoas comuns
conseguem sentir seu Chi maligno. Quando luta, seus músculos tensionados estalam
faíscas ou labaredas escuras e uma aura de terror e maldade está sempre presente ao seu
redor. Nunca se ouviu falar de um guerreiro que se entregou de tal forma ao Satsui no
Hadou e conseguiu reverter essa situação.
$!
O personagem pode tentar resistir gastando um ponto de Chi e rolando sua Honra, tendo
que obter mais sucessos que o do Antecedente. Se ele tiver um sucesso marginal,
precisará de mais um ponto de Chi e um novo teste caso esteja sofrendo muito dano,
seja atordoado, ou o oponente seja mais poderoso. Mas se for um sucesso completo ele
luta até o fim sem ser tentado novamente.
Com o tempo, o poder vai se ampliando, de modo que a cada dez vezes que usar o
Satsui no Hadou, um ponto é aumentado no Antecedente e um ponto de Honra
permanente é perdido. Quando o Antecedente atingir o nível 5 e a Honra chegar a zero,
o Satsui no Hadou estará sempre despertado nele.
A única forma de diminuir o seu nível no Antecedente é lutando intensamente contra
ele. A cada ponto permanente de Honra ganho, um ponto de Satsui no Hadou é perdido,
e personagens com Honra 6 ou mais dificilmente são tentados por esse poder.
'(
$!
Personagens com Satsui no Hadou podem adquirir algumas manobras únicas que
exigem este antecedente como pré-requisito. Estas manobras não precisam de instrutor
para serem aprendidas, mas só podem ser invocadas quando o lutador está possuído
pelo Satsui no Hadou. Qualquer personagem que possuireste antecedente pode adquirir
estas manobras pagando o mesmo custo listado para o estilo Karatê Shotokan. Note que
este aprendizado é lento e só será obtido com o aumento neste Antecedente e o
esgotamento de quaisquer pontos em Honra que o jogador tiver (para maiores detalhes
veja a descrição das manobras).
? Metsu Shoryuken
? Metsu Hadouken
? Shun Goku Satsu
? Ashura Senkuu
? Psycho Shot (Psycho Power)
? Psycho Teleport (Psycho Power)
,'&
',
,
V n nim l omp nion is powerful lly. In f t, Street Fiter wo suffiiently
ttunes imself to is nim l omp nion n pur se spei l powers nd m neuers
t t reflet is nim l's bilities ( nim l Comp nion Spei l M neuers will be
presented in l ter Street Fiter supplements). Te Storyteller nd pl yer sould wor
toeter to determine st tistis nd Tr it r tins for n nim l Comp nion.V
- Street Fighter: The Storytelling Game, page 57
Well, the game books were discontinued before any Animal Companion rules were
presented in later supplements. So here I have decided to add advanced Animal
Companion rules.
ANIMAL COMPANIONS
Animals can be helpful allies in combat, although they are not allowed in tournaments.
Some animals can be useful spies or couriers. The higher a character's rating in animal
companion, the more exceptional that animal is and the more attuned the character is to
his animal.
LEVEL ONE
The character has an animal that is equal to a house pet. The animal is well trained but
nothing more. This level gives the character no special powers or abilities. The animal
is intelligent (for an animal) and will follow simple commands like "attack" or "heel" or
"come here". The animal cannot communicate in any meaningful way with the
character. Examples include dogs, cats, a snake (will not follow orders, but will not
attack it's owner, has the Venom Power), a monkey, or a horse.
LEVEL TWO
The character has an animal that is unusual in some way. The animal is either very
intelligent (still, for an animal), or a very dangerous type of animal that will follow the
character's simple commands. Such animals might include a panther, a bear, or a gorilla.
Other than the fact that the animal is special in some way, treat the character's
connection with it in the same manner as Level One.
LEVEL THREE
The character has an animal in perfect health that may be any type of animal from level
one or two. The animal does things that resemble human actions and emotions, and
seems very intelligent indeed. The character has one Special Animal Connection Power
(see below).
LEVEL FOUR
The character has an animal that has +1 to an attribute of his choice. It also has the
ability to sense when danger is near, and will growl, beat it's wings, or whatever to alert
it's master. The character has two Special Animal Connection Powers (see below).
LEVEL FIVE
The character's animal is unique. Perhaps the animal has near-human intelligence, or is
magical in some way (a totem animal that turns into a necklace, for example). Perhaps it
is the last Silver Panther to exist. Whatever the case, the animal possess three more
Attributes than usual. The character can also, for one Chi, make a link with the animal
and see what it sees and hear what it hears for one scene. This ability has no limit to
range (unless the animal was off the earth or in another dimension - hey, any thing's
possible). The character has three Special Animal Connection Powers.
If the character has the option of picking special connection powers due to the level of
his Animal Companion Background, he may choose from the following powers. Try to
make sure that the power fit the animal: Stunning shout for an eagle or a lion, toughskin
for a rhino, etc.
These powers are considered to be the Special Maneuvers of the same name when they
are required to learn a new Special Maneuver. However, the character gains them for
free (as mentioned above), and does not have requirements to meet and does not have to
pay a Power Point cost to gain them.
PUNCH
Buffalo Punch
Fitting animals include Gorilla, bear
Head Butt
Fitting Animals include Bull, Rhino, Deer, Ram
KICK
Heel Stamp
Fitting animals include horse, deer
GRAB
Bear Hug
Fitting animals include bear (of course), or a python snake
Eye Rake
Fitting animals include cats, large cats such as tigers and lions, grizzly bears
Head Bite
Fitting animals include alligator, lion, bear, and many other
Iron Claw
Fitting animals include eagle, crow, gorilla
Ripping Bite
Fitting animals include many types. Bear, cats, dogs
Tearing Bite
Fitting animals include tiger, bear, dog, alligator
ATHLETICS
Backflip
Suitable animals include monkey
Breakfall
suitable animals include any bird
Pounce
Typical animals include cats and dogs
FOCUS
Balance
Suitable animals include all kinds of cats
Cobra Charm
Typical animals are snakes. The eyes of the character become slit down the middle, like
a snake's, while using this maneuver
Entrancing Cobra
Typical animals are snakes. The eyes of the character become slit down the middle, like
a snake's, while using this maneuver
Flight
Typical animals include all kinds of birds
Lightness
Typical animals include squirrel, large quick cats such as a leopard, deer
Sakki
Typical animals include almost any, but commonly dog
Stunning Shout
Typical animals include eagle, bear, lion
Toughskin
Typical animals are very large. Bear, bison, elephant
Venom
Typical animals include spider, scorpion, snake
Alligators live in fresh water, swamps mostly. They are able to stay submerged for
several hours. Alligators may reach the size of ten feet, but there are rumors of much
larger ones. They are normally found in the swamps of Louisiana, Florida, and southern
China.
Companion Level 2
Strength 3
Dexterity 2
Stamina 3
Perception 1
Intelligence 1
Wits 1
Alertness 2
Intimidation 3
Blind fighting 0
Stealth 3
Punch 0
Kick 0
Block 0
Grab 4
Athletics 0
Special Maneuvers: Bite Basic Maneuvers, Claw basic Maneuvers, Head Bite, Ripping
Bite, Tearing Bite
Unusual Animal Only: Upper Tail Strike, Tail Sweep
Chi 1
Willpower 3
Health 8
Bats are nocturnal flying mammals. During the day they sleep in caves, scavenging for
food at night. Despite popular belief, bats almost never attack humans.
Companion level 1
Strength 0
Dexterity 3
Stamina 1
Perception 3
Intelligence 1
Wits 1
Alertness 2
Intimidation 2 (creepy)
Blind fighting 5
Stealth 4
Punch 0
Kick 0
Block 0
Grab 0
Athletics 0
Chi 0
Willpower 0
Health 1
Bears can be found almost worldwide. They are omnivores, and incredibly powerful
creatures.
Companion level 2
Strength 6
Dexterity 3
Stamina 5
Perception 3
Intelligence 2
Wits 1
Alertness 3
Intimidation 4
Blind fighting 0
Stealth 1
Punch 3
Kick 0
Block 0
Grab 4
Athletics 2
Special Maneuvers: Bite Basic maneuvers, Claw Basic Maneuvers, Ripping Bite, Bear
Hug, Air Smash
Chi 3
Willpower 3
Health 15
&
, &
Boa constrictors will always attempt to squeeze their opponent. They live in central and
south America and can reach a size of up to 15 feet.
Companion level 1
Strength 3
Dexterity 1
Stamina 3
Perception 1
Intelligence 1
Wits 1
Alertness 1
Intimidation 3
Blind fighting 2
Stealth 5
Punch 0
Kick 0
Block 0
Grab 3
Athletics 2
Chi 0
Willpower 3
Health 4
&$ $
Cheetahs inhabit Africa and southern Asia. They are generally solitary animals. They
can be trained to hunt.
Companion level 2
Strength 3
Dexterity 4
Stamina 3
Perception 2
Intelligence 1
Wits 2
Alertness 3
Intimidation 4
Blind fighting 3
Stealth 3
Punch 3
Kick 0
Block 0
Grab 3
Athletics 4
Special Maneuvers: Speed of the Mongoose, Claw basic Maneuvers, Bite basic
maneuvers, ripping bite, pounce
Chi 2
Willpower 2
Health 12
&$',;
Chimps are native to the jungles of Africa. They are surprisingly strong for their size, a
90 pound chimp is much stronger than a normal man. Chimps are social creatures.
Companion level 2
Strength 3
Dexterity 3
Stamina 2
Perception 2
Intelligence 2
Wits 2
Alertness 2
Intimidation 2 (when angered or excited)
Blind fighting 0
Stealth 2
Punch 1
Kick 0
Block 0
Grab 2
Athletics 4
Special Maneuvers: backflip, drunken monkey roll, breakfall, Basic Bite maneuvers
Chi 2
Willpower 2
Health 6
&
Cobras may be found throughout south Asia. Being cold-blooded, they are sluggish in
extreme temperatures. They are generally aggressive creatures.
Companion level 1
Strength 0
Dexterity 2
Stamina 2
Perception 2
Intelligence 1
Wits 1
Alertness 2
Intimidation 4
Blind fighting 3
Stealth 3
Punch 0
Kick 0
Block 0
Grab 0
Athletics 0
Chi 2
Willpower 2
Health 3
Special Note: Since Cobras (and other similar snakes) have no Strength or Technique,
they roll one die when attacking. If they score a success, they have struck a character
and the normal modifiers and health loss of a venom attack apply. If the victim is
blocking this attack, the difficulty of the attack is 8 instead of the assumed 6.
+
Dogs, both domestic and wild, may be found throughout the world. They are social
animals that are gentle when domesticated, and they congregate in fearsome packs in
the wild. The wild dog packs in Africa are even feared by the lions.
Wolves are not the enemies of man, contrary to popular belief. Wolves primary prey are
field mice. They now only inhabit the northern regions of Earth's major continents.
Companion level 1 or 2
Strength 1
Dexterity 3
Stamina 2
Perception 2
Intelligence 2
Wits 2
Alertness 4
Intimidation 3
Blind fighting 2
Stealth 2
Punch 0
Kick 0
Block 0
Grab 0
Athletics 4
Chi 2
Willpower 2
Health 4
Eagles may be found throughout most of America, Africa, and Eurasia. They are usually
found in mated pairs. They stake out a territory that can extend up to a hundred square
miles. They fiercely defend their territory.
Companion level 1
Strength 1
Dexterity 5
Stamina 2
Perception 7
Intelligence 1
Wits 2
Alertness 3
Intimidation 2
Blind fighting 3
Stealth 3 (when flying)
Punch 0
Kick 0
Block 0
Grab 0
Athletics 0
Special Maneuvers: Flight (no chi cost) - considered to fly at 8 areas per turn, 4 if taking
off or landing. Basic Bite, Iron Claw, Eye Rake
Chi 1
Willpower 3
Health 4
$,
The Asian elephant may be found in the forests of Ceylon, India, Burma, Southeast
Asia, and Malaysia. They can reach a height of 9 feet and weigh as much as 5 tons. The
African elephant can reach up to 13 feet and weigh as much as 6 tons! An elephant
requires a half ton of food per day...
Companion Level 2
Strength 7
Dexterity 3
Stamina 7
Perception 2
Intelligence 1
Wits 3
Alertness 2
Intimidation 5
Blind fighting 2
Stealth 0
Punch 0
Kick 0
Block 0
Grab 0
Athletics 0
Special Maneuvers: Tusk (Speed 3, damage 12, move 1). Trample (speed 2, damage 17,
move 3 - damaged all within the three hexes moved), trunk hit (speed 5, damage 7,
move 2)
Chi 4
Willpower 5
Health 20
Gorillas live in Africa in groups of ten to twenty. They can reach a height of six feet,
and weigh over 600 pounds.
Companion level 2
Strength 5
Dexterity 2
Stamina 5
Perception 2
Intelligence 1
Wits 2
Alertness 1
Intimidation 4
Blind fighting 0
Stealth 1
Punch 1
Kick 0
Block 0
Grab 0
Athletics 5
Chi 2
Willpower 2
Health 10
$
Horses are seen throughout the world, but there are very few herds still in the wild.
Companion level 2
Strength 4
Dexterity 2
Stamina 5
Perception 2
Intelligence 1
Wits 2
Alertness 2
Intimidation 1
Blind fighting 1
Stealth 0
Punch 0
Kick 5
Block 0
Grab 0
Athletics 5
Chi 2
Willpower 4
Health 12
,
Lions roam Africa and western India. They normally travel in prides of one male, three
to six females, and several cubs. They can be trained.
Tigers are native to southeast Asia and Africa, and are aggressive creatures that
generally live alone.
Companion level 2
Strength 3
Dexterity 3
Stamina 4
Perception 5
Intelligence 1
Wits 3
Alertness 2
Intimidation 4
Blind fighting 4
Stealth 4
Punch 0
Kick 0
Block 0
Grab 4
Athletics 4
Special Maneuvers: Basic Claw and Bite Maneuvers, ripping bite, eye rake, pounce
Chi 2
Willpower 5
Health 12
$,
Rhinos live in India, Africa, and Malaysia. They are extremely bad-tempered,
aggravated by it's poor lack of vision, hearing and smell.
Companion level 2
Strength 6
Dexterity 3
Stamina 8
Perception 1
Intelligence 1
Wits 1
Alertness 1
Intimidation 5
Blind fighting 0
Stealth 0
Punch 6
Kick 0
Block 0
Grab 0
Athletics 3
Special Maneuvers: Head Butt, Trample (speed 5, damage 10, move 2 - all hexes moved
across are affected)
Chi 3
Willpower 6
Health 17
&
,
Spiders come in thousands of varieties, but few are poisonous. Two that are include the
Black Widow and the Australian Red Back Spider.
Scorpions live in temperate, subtropical, and tropical regions. Normally they are more
of a pest than a danger, but their sting can be deadly on rare occasions.
Companion level 1
Strength 0
Dexterity 1
Stamina 1
Perception 1
Intelligence 1
Wits 1
Alertness 1
Intimidation 3
Blind fighting 3
Stealth 5
Punch 0
Kick 0
Block 0
Grab 0
Athletics 0
Chi 1
Willpower 1
Health 1
,',,
Para Bison, Seth era a visão de seu futuro, e ele investia pesado em aprimoramentos
tecnológicos para as já fascinantes habilidades do clone. Os experimentos prosseguiram,
tendo obtido grandes resultados no campo das artes marciais. Os laboratórios da
Shadaloo conseguiram desenvolver a Tanden Engine, um "motor" de combate acoplado
ao abdômem de Seth.
A Tanden Engine aparenta ser uma grande esfera, que une as pernas ao tórax de Seth.
Ela fica em constante movimento, canalizando as energias de Seth e analisando o
adversário, para captar todo e qualquer movimento que Seth ainda não tenha aprendido.
A Tanden Engine possui o símbolo Yin-Yang gravado nela, provavelmente por motivos
mais místicos do que tecnológicos, uma vez que esse símbolo é muito cultuado entre os
artistas marciais e taoístas.
Como é sabido pelos artistas marciais orientais, é no abdômem que se concentra a maior
parte do Chi de um ser (em um ponto abaixo do umbigo), e a função do Tanden Engine
é aumentar exponencialmente a capacidade de manipular o Chi, que era algo latente em
Seth. Como se não fosse o bastante, o Tanden Engine permite a Seth copiar todo e
qualquer movimento feito por lutadores marciais de qualquer estilo. Para isso basta que
Seth enfrente o lutador que possui o poder que ele deseja ou assista uma luta do mesmo.
Experimentos de transferência de vídeos diretamente para a memória de Seth já estão
em andamento, com resultados satisfatórios.
)<=
A Tanden Engine é uma melhoria Cibernética desenvolvida nos laboratórios da
Shadaloo, e como tal tem usos nefastos e corrompe o lutador. Qualquer lutador que
aceite ter uma Tanden Engine acoplada ao abdômem, automaticamente perde todos os
seus pontos permanentes em Honra. Esta perda de Honra fará com que ela seja sempre
0, uma vez que não há como tirar o Tanden Engine de seu corpo, visto que ele substitui
seu abdômem. Ao que tudo indica, as vísceras do lutador são removidas, lhe tirando
provavelmente a necessidade de se alimentar.
O Tanden Engine exige que o lutador já tenha no mínimo 5 pontos no
Antecedente Único Cibernético, pois ele será acoplado no lugar do abdômem. A
tecnologia foi criada dentro dos laboratórios da Shadaloo, logo, você deve ser um
membro dela para ter acesso a um. A princípio só foi criado um Tanden Engine, mas
nada impede o Narrador de desenvolver outros, provavelmente versões melhores, uma
vez que este foi um protótipo. O Tanden Engine é uma melhoria rcomendada para uso
dos NPCs do Narrador, e não para personagens jogadores.
$(!!
O Tanden Engine fornece duas habilidades básicas ao lutador, que devem ser
especificamente declaradas em Cartas de Combate separadas e utilizadas como
Manobras Especiais comuns, durante o combate. A velocidade de ambas as habilidades
é igual ao Raciocínio do personagem. Além disso, nenhuma das habilidades abaixo
possui movimento (zero).
!&3
O Tanden Engine provê ao ciborgue a capacidade de aprender qualquer Manobra
Especial sem instrutor, apenas visualizando um oponente efetuando-a e desde que
possua a experiência necessária para adquiri-la. Para isso, o ciborgue deve rolar
Percepção + Cibernético contra uma dificuldade igual a 5 +1 para cada ponto de poder
que a manobra possui de custo para o lutador que a está efetuando. Além disso, o
personagem deve possuir os pré-requisitos exigidos pla Manobra em questão para poder
adquiri-la. Usar esta habilidade consome uma rodada inteira do lutador, motivo pelo
qual Seth evita usá-la durante os combates nos quais ele está participando. É possível
usar esta habilidade assistindo lutas ou via memória digital, nos casos de ciborgues que
tiveram seus cérebros alterados.
Usar esta habilidade consome 1 Chi por parte do esforço da mente do ciborgue.
>3- Seth usa a habilidade de copiar manobras ao ver Ryu executando seu Dragon
Punch. O Dragon Punch custa 4 Pontos de Poder para o Karatê Shotokan (estilo de
Ryu), logo, Seth terá de gastar 16 pontos de experiência se quiser aprender esta
fantástica Manobra. Além disso, ele terá de ser bem sucedido em um teste de Percepção
+ Cibernético contra uma dificuldade 9 (5 + 4 do Dragon Punch). É difícil? Nem um
pouco se comparado aos anos de treinamento que Ryu teve para dominar esta
manobra...Lembre-se que Seth só poderá aprender esta manobra se possuir antes os pré-
requisitos da mesma, que são o Power Uppercut, o Jump e 4 pontos em Soco.
!6
>
Em combate, o Tanden Engine também tem outra utilidade: ele pode ser utilizado para
tontear (Dizzy) e "sugar" os oponentes para perto de você. Para tal, o ciborgue deve
rolar uma parada de dados igual a sua Inteligência + Cibernético contra dificuldade 6. O
oponente reduz essa parada com sua Inteligência. Cada sucesso por parte do ciborgue
consome 1 ponto de Força de Vontade do oponente. Caso o número de pontos de Força
de Vontade perdidos de uma vez só seja maior do que a Inteligência da vítima, ou se a
vítima zerar seus pontos de Força de Vontade desta forma, ela estará atordoada (Dizzy)
e será sugada por um vórtice criado pelo Tanden Engine, indo parar no hexe adjacente
ao ciborgue, indefesa. Usar esta habilidade consome o turno inteiro deve ser usada com
cautela, uma vez que se não surtir o efeito desejado, poderá deixar o ciborgue à mercê
do seu oponente.
Usar esta habilidade consome 1 Chi por parte do esforço do Tanden Engine.
>3- Seth usa sua habilidade de sugar oponentes contra Ryu. Ele possui uma
parada de 12 dados para rolar, visto que possui 6 pontos em Inteligência e mais 6 em
Cibernético. Porém, Ryu possui 6 pontos em Inteligência, reduzindo a parada de Seth
pela metade (6). Para cada sucesso que Seth obtiver na sua parada de dados, reduzirá em
1 ponto a Força de Vontade de Ryu. Se Ryu perder toda sua Força de Vontade neste
ataque, ou se perder mais de 6 pontos de Força de Vontade neste golpe (equivalente à
sua Inteligência) ele estará Dizzy e será sugado para o hexe adjacente de Seth. Caso
Seth falhe em tontear Ryu, nada acontecerá, exceto a perda de Força de Vontade.
<',
Os Sub-Elementais são lutadores doutrinados em uma combinação de dois elementos
tradicionais. Muito raros e poderosos, os sub-elementais vêem os elementos de uma
forma única e diferente dos elementais tradicionais. Eles dizem que conseguem ver os
padrões dos elementos como cores em uma paleta, e o ringue é sua tela em branco.
Assim como todo bom artista, eles usam mais de uma "cor" em suas obras de arte,
produzindo efeitos arrasadores.
Dentre os sub-elementos, os mais conhecidos são os guerreiros elétricos e os guerreiros
do gelo, notórios participantes do circuito street fighter. Entretanto, sabe-se da
existência dos dríades, que seriam sub-elementalistas das plantas e até mesmo dos
Sombras, elementalistas das trevas. O Narrador é livre para alterar os poderes e até
mesmo os sub-elementos existentes em suas crônicas de SFRPG. A seguir seguem
alguns sub-elementos para ter uma idéia de como funcionam e a mecânica dos mesmos.
' 63
Fire Strike (3) Heatwave (3)
Flaming Fist (2) Air Blast (3)
Elemental Skin (5) Elemental Skin (5)
Elemental Stride (4) Elemental Stride (4)
Pyrokinesis (3)* Vacuum (3)
Lava Ball (3)* Ghost Form (4)
Lava Storm (5)* Flight (2)
Inferno Strike (5) Steam Explosion (3)*
%
Elemental Skin (5)
Elemental Skin (5)
Elemental Stride (4)
Elemental Stride (4)
Flight (2)
Heal (4)
Heal (4)
Wall (2)
Psycho Shield (1)*
Toughskin (2)
Psychokinetic Channeling (3)
Telephaty (2)
Blind (3)
Plant Control (3)*
Telekinesis (2)*
Shimaneki Sou (3)*
Chi Push (4)
Acid Breath (3)
Telephaty (2)
Acid Puke (3)*
Zen no Mind (3)
Venom (2)
Yoga Teleport (5)
San He (2)
Ascention (5)*
!!
Ice Blast (3)
Ice Ground (2)*
Shock Treatment (3)
Wall (2)
Overhead Eletrocution (3)*
Toughskin (2)
Electro Bolt (3)*
Cryokinesis (3)*
Psychokinetic Channeling (3)
Elemental Skin (5)
Elemental Skin (5)
Elemental Stride (4)
Elemental Stride (4)
Diamond Dust (3)*
Blind (3)
Ice Shower (3)*
Telekinesis (2)*
Ice Clone (2)*
Sonic Boom (3)
Aurora Thunder (4)*
Aurora Execution (5)*
Elemental Skin (5) Flight (2)
Elemental Stride (4) Telekinesis (2)*
Psycho Crusher (5) Psycho Shield (1)*
Mind Control (5) Psycho Shot (4)*
Telephaty (2) Psychokinetic Channeling (3)
Psychic Vise (4) Blind (3)
Psychic Rage (3) Chi Push (4)
Psycho Teleport (5)*
O uniforme pesa 20Kg e resiste a golpes de faca e tiros de pistolas, apesar do lutador
sentir os efeitos destes golpes normalmente (o tecido apenas não rasga).
O uniforme pesa 50Kg e é um grande incômodo ao personagem. Ele resiste a lasers e
tiros de armas pesadas como fuzis.
O uniforme pesa incríveis 125Kg e até memso o mais forte dos lutadores se sente
extremamente pressionado utilizando-o. Um uniforme desses resiste, em tese, a
explosões de granadas e a incêndios.
O nível máximo que um uniforme pode chegar, visto que nunca pode igualar ou
superar o nível de Sensei (cujo máximo é 5) . Neste estágio, o uniforme pesa 200Kg e
resiste, em teoria, até a explosões nucleares. Cuidado onde vai largá-lo quando se despir
dele...
&
!
Para cada nível que o personagem possui no Antecedente Uniforme de
Treinamento, ele subtrai um nível de todos seus Atributos Físicos, Mentais, do seu Chi e
de sua Força de Vontade, enquanto estiver utilizando o Uniforme. Para que seu
Uniforme comece a fazer os efeitos benéficos, o lutador deve utilizá-lo todos os dias
durante um mês para cada nível que tiver no antecedente. É permitido que ele retire o
uniforme durante uma hora para cada 8 horas de uso contínuo (normalmente em
combate decisivos, ou quando ele quer simplesmente tomar banho). Se o personagem
não respeitar essa regra e ficar muito tempo sem usar o uniforme, ele perderá o tempo
que treinou até então e terá de começar do zero.
Quando o lutador retira o uniforme (em um turno onde ele pode utilizar somente
uma ação de Movimento comum) suas características voltam ao normal, fazendo com
que o lutador se sinta mais forte e rápido, além de conseguir pensar mais facilmente
devido ao relaxamento dos músculos. Mais do que isso, após longos períodos utilizando
e treinando com o Uniforme, o lutador adquire força, velocidade e capacidades mentais
muito mais facilmente do que o normal, visto que o treino é muito mais intenso sob
condições de extrema pressão proporcionadas pelo uniforme.
Após o período de adaptação com o uniforme (1 mês para o uniforme de nível 1) o
lutador passa a receber os benefícios do mesmo: o personagem pode adquirir um novo
nível em um atributo Físico ou Mental à sua escolha a um custo de Experiência igual ao
nível Atual - nível do uniforme x4 (ou x6 se for um Atributo maior que 5). Existem
somente duas limitações sobre o uso de uniformes de treinamento: a primeira limitação
é que o personagem só pode adquirir um ponto de Atributo a cada X meses de uso
contínuo do Uniforme, onde X é o nível no Antecedente Uniforme que o personagem
possui. A segunda limitação diz que um mesmo atributo não pode ser aumentado mais
de uma vez com o mesmo nível de Atributo.
Y pós um mês difíil us ndo o Uniforme de Trein mento todos os di s,
J ie onseue fin lmente se ostum r om su s estes de Kun Fu super pes d s e
desonfortáeis. Ele or já p ss se sentir m is forte qu ndo retir o uniforme, e
té mesmo juntou experiêni sufiiente p r ument r su Forç de 4 p r 5 (ustou
12 pontos de Experiêni , pois us ndo o uniforme, o usto é níel tu l (4) - níel do
uniforme (1) x4). Se J ie ontinu r utiliz ndo seu uniforme todos os di s, d qui um
mês, se ele possuir Experiêni sufiiente, ele poderá ument r outro tributo Físio ou
Ment l em um níel, exeto Forç , que já foi ument d om esse uniforme.
Desta forma, somente é vantajoso para um personagem ambicionar um uniforme de
nível superior, após já ter aumentado em 1 ponto todos os seus Atributos Físicos e
Mentais, senão ele estará desperdiçando o potencial do Uniforme.
!
Após obter seu primeiro ponto no Antecedente Uniforme de Treinamento, o lutador
deve se acostumar com o mesmo e adquirir experiência suficiente para adquirir seu
próximo nível (Nível Atual x2), porém, ele deve novamente provar ao seu Sensei que
está pronto para avançar mais esta etapa no treinamento, com muita interpretação em
jogo, como provações e aventuras paralelas (sidequests). Só é permitido ao lutador
avançar 1 nível no Antecedente por vez, ao custo de +1 Chi permanente do Sensei. O
nível de Uniforme de Treinamento do lutador deve ser menor do que o nível no
Antecedente Sensei e menor que o nível no menor Atributo Físico, Mental, Chi ou
Força de Vontade do personagem.
Y se J ie possui todos os tributos m iores que 3, m s seu Ci é 3, o
níel máximo de Uniforme de Trein mento que ele pode obter de seu mestre é 2. No
ent nto, se m is t rde J ie onseuir ument r seu Ci de 3 p r 4, ele poderá
eoluir seu uniforme de trein mento p r nóel 3, desde que já estej ostum do om
o Uniforme de níel 2.
Note que mesmo depois de se acostumar com um Uniforme de nível 1 (um mês
utilizando ele), se o lutador adquirir um uniforme de nível 2, ele terá de ficar 2 meses
utilizando-o para que comece a se acostumar novamente (1 mês para cada nível no
Antecedente).
!
O correto seria que o lutador se despisse do seu uniforme de treinamento toda vez
que fosse entrar em um combate importante (contra capangas pode usar o uniforme
mesmo!), porém, se o jogador assim o quiser, ele pode optar por lutar com seu
personagem utilizando o uniforme. Dessa forma, ele estará submetido às penalidades do
Uniforme vistas anteriormente, o que o deixará em desvantagem na luta (a menos que o
oponente também esteja vestindo um uniforme desses).
Nestes casos, se o lutador perder, ele deverá receber uma penalidade de -1 Glória,
por ter dado uma de "fanfarrão" ao tentar enfrentar um oponente trajando seu uniforme
de treinamento. Porém, se ele ganhar, ele receberá +1 Glória adicional e seu oponente
perderá -1 Glória, afinal, você estava em desvantagem na luta, mas mesmo assim
conseguiu vencer. Permitir que um oponente vestindo um uniforme de treinamento
remova o mesmo antes que o combate inicie deve valer +1 ponto temporário em Honra.
A retirada do uniforme antes da luta pode ser utilizada como meio de Intimidação
contra o oponente já que quando o uniforme é arremessado ao chão, ele causa grande
estrondo, por vezes causando fissuras ou rachaduras na superfície sobre o qual foi
colocado. Isso costuma calar a platéia e incomodar o mais forte dos oponentes. Esta é
sem dúvida uma boa chance para os personagens envolvidos no confronto interpretarem
antes da luta. Outra cena clássica vista nos animes é a luta equilibrada ou com o
mocinho em desvantagem. Mas quando ele tira seu uniforme de combate, a balança
pende a seu favor e ele vira o jogo pois se sente mais forte e rápido sem o uniforme.
&!!!,
!
O Narrador não deve permitir que os Uniformes de Treinamento se tornem algo
banal em suas crônicas. Uniformes de Treinamento são itens raros e dados somente aos
melhores alunos de cada grande mestre existente no mundo. Como uma regra opcional,
o Narrador deveria determinar que somente um grande Mestre de cada Estilo é capaz de
confecionar um uniforme de treinamento, e ele somente o dará a um lutador que provar
seu valor.
Uniformes de Treinamento não podem ser emprestados ou saqueados de outros
lutadores (roubando, por exemplo). Quando não estão em uso pelo seu dono, os
uniformes se comportarão como trajes comuns, apenas com uma resistência excepcional
a rasgos, furos e manchas.
E por fim, uniformes de treinamento exigem tempo para serem confeccionados ou
evoluidos pelos Senseis. Não faça do Sensei um gerador de uniformes, ou costureira
mística (?!). Como regra opcional, exija um tempo de preparo de no mínimo 6 meses
para cada nível que o uniforme irá possuir depois de pronto.
'
Armor, while useful, is not in the true spirit of the Street Fighter. However, some
fighters have taken to wearing armor in the rings that will let them. Outside the ring,
armor has proven to be very useful to police officers, soldiers, and the like. However,
most true Street Fighters disdain armor as dishonorable and cumbersome.
LIGHT ARMOR
Light armor gives the user +1 to Soak attacks. This does not apply to any attack that
only uses Focus as it's requirement (such as Fireball), gas attacks, loss of air, electricity,
mental powers, Maneuvers that attack the eyes, face, joints of the body (such as
Dislocate) or pressure points (Dim Mak being noted here, as well as Heart Punch). The
Storyteller should be the final judge on whether or not the armor will work Vs, an attack
(use common sense). Armor will never work against Grab Maneuvers.
Despite it's bonus, light armor causes the fighter to receive a -1 on his Athletics score
for the purposes of calculating speed, damage and move. This includes all Special
Maneuvers.
MEDIUM ARMOR
Medium armor gives the user +2 to Soak attacks. This does not apply to any attack that
only uses Focus as it's requirement (such as Fireball), gas attacks, loss of air, electricity,
mental powers, Maneuvers that attack the eyes, face, joints of the body (such as
Dislocate) or pressure points (Dim Mak being noted here, as well as Heart Punch). The
Storyteller should be the final judge on whether or not the armor will work Vs, an attack
(use common sense). Armor will never work against Grab Maneuvers.
Despite it's bonus, medium armor causes the fighter to receive a -2 on his Athletics
score for the purposes of calculating speed, damage and move. This includes all Special
Maneuvers.
HEAVY ARMOR
Heavy armor gives the user +3 to Soak attacks. This does not apply to any attack that
only uses Focus as it's requirement (such as Fireball), gas attacks, loss of air, electricity,
mental powers, face, joints of the body (such as Dislocate) or pressure points (Dim Mak
being noted here, as well as Heart Punch). It will function against Maneuvers that affect
the eyes (such as Eye Rake). The Storyteller should be the final judge on whether or not
the armor will work Vs, an attack (use common sense). Armor will never work against
Grab Maneuvers.
Despite it's bonus, heavy armor causes the fighter to receive a -3 on his Athletics score
for the purposes of calculating speed, damage and move. This includes all Special
Maneuvers.
Note that Athletics does not usually affect Speed - this is only in the case that a new
maneuver calls for Athletics to be used as a modifier in calculating Speed.
PARANORMAL
Paranormal é um termo empregado para descrever as proposições de uma grande
variedade de fenômenos supostamente anômalos ou estranhos ao conhecimento
científico, mesmo se essa percepção for devida à ignorância.
Diz-se que um evento ou percepção são paranormais quando envolvem forças ou
agentes que estão além de explicações científicas, mas assim mesmo são
misteriosamente vivenciados por aqueles que alegam possuir poderes psíquicos, como a
percepção extrasensorial ou a psicocinese.
Muitos compreendem o termo paranormal como sinônimo de parapsicologia, que
lida com fenômenos psíquicos como telepatia e estudos do sobrenatural como
fantasmas. No entanto, o termo mais amplo para paranormal inclui assuntos
considerados como sendo externos ou fora do alcance da parapsicologia, incluindo
UFOs, criptozoologia e muitos outros de cunho não-psíquico, embora estes últimos
sejam os ditos "poderes paranormais".
Existem pessoas que alegam possuir poderes paranormais, e acabam sendo
excluídas do círculo social por serem consideradas estranhas. Para os defensores de
teses paranormais, a capacidade de possuir os supostos poderes paranormais seria na
verdade a possível manifestação de um dom e deve ser respeitada. Paralelamente aplica-
se a palavra aos fenômenos pouco habituais, sejam físicos ou psíquicos.
= 3
Deflecting Punch (1)
Maka Wara (3) Breakfall (1)
Energy Reflection (3)
3
Sleeper (3)
Back Roll Throw (1)
Dislocate Limb (2)
Grappling Defense (3) Psychokinetic Channeling (3)
Pin (3) Ansatsuken (4)*
Improved Pin (2)
Soul Throw (2)*
Counter Grapple (3)*
9+
,C
Também conhecido por Tae Kyon (seu predecessor) e Taekwondo (outra forma de
escrever o mesmo nome), esta arte marcial Coreana é muito similar ao Karatê japonês
embora possua muito mais técnicas de ataque em seu repertório. O que distingue os dois
é a ênfase dada no Tae Kwon Do aos chutes altos e uma imensa variedade de técnicas
³full contact´. O Taekwondo remota há mais de 1800 anos, sendo originário do
aprimoramento de várias artes marciais praticadas nos reinos Coreanos, como o
Subakdo, Sobarhee e principalmente o Taekyon, arte marcial que utiliza mais as
técnicas de chutes.
Tae Kwon Do possui técnicas de ³Dô´ e de ³Jutsu´ (internas e externas), tornando-o um
estilo muito balanceado, embora a maioria das escolas Ocidentais ensinarem o lado
esportivo desta arte marcial. Entretanto, a maioria dos torneios de Tae Kwon Dô são
eventos ³full contact´ onde apenas as técnicas ³Jutsu´ são utilizadas. Um especialista
em Tae Kwon Do possui além dos chutes altos, alguns socos e golpes com os cotovelos,
além de diversas manobras padrões como rasteiras.
- este estilo possui escolas em cerca de 60 países ao redor do globo ± muitas
escolas ditas de ³karatê´ na verdade ensinam variantes do Tae Kwon Dô ± então
encontrar um professor não é uma tarefa difícil, embora as melhores escolas estejam na
Coréia.
'(
- qualquer estudante interessado em aprender o Taekwondo é bem vindo nos
dojôs. Obviamente os melhores senseis aceitam somente os melhores alunos.
&- lutador "full contact", atleta olímpico
&"- 2
?!6!- 5
- "x bom que s ib que posso enê-lo om s du s mãos n s ost s..."
$(!!!
Todo praticante de Tae Kwon Dô deve possuir no mínimo 2 pontos nas Técnicas Chute
e Bloqueio. Isto deve-se ao seu treinamento baseado em contra-ataques e chutes, que lhe
confere também, a manobra especial de bloqueio Kick Defense sem custo algum.
A atual campeã mundial neste estilo é a aliada de Seth, Juri!
'(
3
&"
Ax Kick (2)
Backflip Kick (1)
Double Dread Kick (3)
Double Hit Knee (1)
Dankukyaku (4)*
Flying Thrust Kick (4)
Foot Sweep (1)
Stepping Front Kick (3)
Double-Hit Kick (1)
Heart Punch (3) Whirlwind Kick (5)
Handstand Kick (1)
Heel Stamp (1)
Lightning Leg (3)
Reverse Frontal Kick (1)
Scissors Kick (3)
Slide Kick (2)
Wounded Knee (2)
Flash Kick (4)
Two-Sided Jumping Kick (1)*
= 3
Deflecting Punch (1) Wall Spring (1)
Kick Defense (grátis) Flying Heel Stomp (3)
Maka Wara (3) Light Feet (4)
3
Chi Kun Healing (4)
Stunning Shout (2)
&$
A Lucha Libre surgiu no México, no início do século XX. Impulsionada pelos grandes
lutadores de Luta-Livre norte americanos, os mexicanos formaram sua própria
modalidade de combate "sem regras". A Lucha Libre é uma febre no México e América
Central, onde temos os principais campeonatos oficiais do desporto. Em outros lugares
do mundo, é tida como uma arte marcial folclórica e utilizada para entreter. Porém, os
luchadores, como são conhecidos os praticantes desta arte, tem se tornado muito
eficientes desde que adentraram o circuito Street Fighter; tendo inclusive um dos seus
entre os Guerreiros Mundiais recentemente.
A Lucha Libre é uma arte marcial extremamente acrobática e rápida. Ao invés de visar a
incapacitação do seu oponente no menor tempo, os luchadores são conhecidos por levar
suas lutas aos últimos minutos, proporcionando o maior e melhor show possível aos
seus espectadores. Muitas bezes seus golpes são tão espalhafatosos e "floreados" que
chegam a atordoar seus oponentes, o que lhes dá uma vantagem em ataques surpresa.
Luchadores basicamente seguem duas linhas de combate, os rudos e os técnicos. Os
luchadores rudos são os mais fortes homens do México. Os rudos vêem na Lucha Libre
uma oportunidade de mostrar sua força, pura e simplesmente. Rudos são especialistas
em torções, golpes impactantes e nocautes rápidos. Já os técnicos, gostam de ataques
aéreos, projeções, saltos acrobáticos e muitos, mas muitos gritos de guerra.
Tradição de longa data, todos os luchadores obrigatoriamente iniciam suas carreiras
portando uma máscara. Essa máscara, em tons coloridos e desenhos variados, representa
a honra do luchador. Honra que ele defenderá com sua própria vida. Todos os grandes
luchadores são conhecidos por uma alcunha, ligada aà sua máscara e à sua família. Este
conjunto de elos culturais forma o caráter de um luchador, o que os faz alguns dos
lutadores mais honrados do circuito Street Fighter. Luchadores que percam suas
máscaras, seja em duelos de honra ou por outro motivo qualquer, caem em profunda
desgraça com sua família e consigo mesmo.
Apenas recentemente os luchadores ingressaram no circuito Street Fighter, mas já
mostraram seu valor. Como a maioria dos Street Fighters iniciam suas carreiras em
times, os luchadores logo encontraram seu lugar nas competições por equipes, uma
modalidade comum entre a lucha libre tradicional, onde enquanto um companheiro luta,
os demais aguardam fora do ringue esperando sua vez. Ao contrário dos times
tradicionais de Street Fighters, onde muitos estilos são misturados, os luchadores
costumam se juntar em times de 3 ou 4 luchadores, sem estrangeiros junto.
- escolas de Lucha Libre somente são encontradas no México e em alguns
lugares remotos da América Central. Normalmente elas se encontram dentro das
propriedades de ricas famílias de luchadores, que mantém a viva a tradição da Lucha
Libre no país.
'(
- luchadores são escolhidos a dedo, e somente entre os membros das famílias
com tradição dentro do esporte, como a família Santo e a família Mysterio. Existe
entretanto alguns luchadores que não descendem de famílias tradicionais mexicanas,
mas possuem sangue mexicano nas veias e conseguiram ser aceitos por grandes
luchadores em suas escolas.
&- luchador mascarado, showman, astro da luta-livre, filho de luchador
&"- 1
?!6!- 6
- Diertido mi más r ? Espere er mi pie en tu r .
O atual Guerreiro Mundial desta arte é o luchador El Fuerte!
Para saber mais sobre a Lucha Libre mexicana, leia o post A Quintessência da Lucha
Libre!
'(
3
&"
Calamari Slide (2)*
Buffalo Punch (1) Shower Kick (4)*
Gordita Sobat (3)*
= 3
Habanero Dash (3)*
Tostada Press (1)*
Wall Spring (1)
Quesadilla Bomb (1)*
Flying Head Butt (2)
3
Guacamole Leg Throw (2)*
Chili Mexicano (2)*
Fajita Buster (3)*
Sky Sorpressa Drop (1)*
Grappling Defense (3)
Ground Fighting (3)
Knee Basher (2) Musical Accompaniment (1)
Improved Pin (2)
Pin (2)
Tepache Bomb (3)*
Flying Giga Buster (3)*
Stomach Pump (3)
Suplex (1)
Propeller Tortilla (2)*
;9 9,<5 9 ,
Suzakuken is a style emphasizing rotating punches, diving attacks, and sudden
unpredictable assaults as one might expect of a bird that corkscrews through the air. The
style has been influenced by several legendary birds throughout its history.
The symbol of the original style was the elegant and noble Suzaku (Chinese: Vermilion
Bird) is one of the Four Symbols of the Chinese constellations, representing the south
and the summer season and containing one-fourth of the stellar mansions (or lesser
constellations). The style didn't really take off until practioners brought it to Japan
where the ho'o bird was added as a style symbol. The Hou'ou (or Ho'o) (Chinese:
Fenghuang) symbolizes loyalty, honesty, virtue, grace, the marriage of yin and yang, as
well as being the divine emblem of the empress. It is a chimera-like bird with parts of 8
animals whose body is also said to represent the six celestial bodies (head/sky, eyes/sun,
back/moon, wings/wind, and feet/earth) while its feathers contain the five fundamental
colors (black, white, red, blue and yellow). The incorporation of the ho'o into the style
puts Suzakuken-Ryuu in the company of Phoenix Eye Kung Fu and Shiranui Ninjitsu.
When used as the symbol of the style, the ho'o is shown with its talons and wings
spread. Notably, the philosophical portion of the style emphasizes the importance of
virtue and grace.
The original practitioners were women who utilized cosmic yin energy in their attacks;
however, flames became common later on as the style was influenced by legends of the
Western phoenix, which spontaneously combusts and resurrects from its own ashes, and
by male students of the style.
The most recent group to practice Suzakuken-Ryuu was one of Japan's despotic
shogunates. After it was destroyed by internal strife with Suzakuken-Ryuu fighters
battling one another, the martial style vanished from the public view, mimicking the
legends that say the Hou'ou only appears during times of virtue and disappears during
dark times.
In modern times, descendants of the previous practitioners have appeared, having
renamed themselves Hino and grown into the powerful financial powerhouse, Hino
Heavy Industries. The CEO's only daughter, Barahime Hino, is one such modern day
practitioner. Modern day Hino genealogists cannot determine whether they are
descended from the shogunate despots or the rebels. Notably, they don't share their
genealogical history outside the family.
3: Students of this style are unlikely to learn another style as Suzakuken
teaches pride and confidence in its philosophy and techniques. Students should be
elegant and have a strong sense of pride and justice. And just maybe, they might have a
bit of arrogance and overconfidence. Students and successors are chosen with care by
the few masters and practitioners.
": Recently, this style had been all but lost. However, times may be changing and
the style may return as if a phoenix from its own ashes. Thusly, there are no publicly
known schools.
'(
- Heroes, Extremely corrupt villains
c- "Forget me? These burning fists will remind you."
&": 4
+: 3
'
"
surnin Weel (4) "Hishou Hou'ou Ken"
Cinder Pun (1) "Star Smasher"
Cinder Weel (2) "Star Wheel"
Fire Knule (4) "Holy Star Smasher"
Firestorm (2) "Divine Willow Cutter"
Poenix (5) "Suzaku Ken"
Rekka-ken (4)
Spinning Clothesline (4) "Willow Cutter"
Swoopin Poenix (2) "Tenshou Suzaku Ken"
Weel Pun (2) "Suzaku no Mai"
Wintip (2) "Hou'ou Ken"
9*
None Specific
*
s slo (4)
Deflecting Punch (1)
e t Defense (1)
(
Air Throw (2)
Brain Cracker (1)
Talon Grab (Thigh Press, 2)
Talon Snatch (ooli n Roll, 2)
"
Cr s Die "Phoenix Crash" (2)
Diving Hawk (4) "Diving Claw"
Fireball (3)
Flying Fireball (3)
$
$' 5
This is a chivalrous Germanic style, made up from various other martial arts. However,
the currently most well known practitioner of this style is Wolfgang Krauser the
"Dreaded Dark Kaiser." All others are either from a related lineage or are their disciples.
This is the only style to teach the dreaded "Kaiser Wave," and it's other moves such as
the highly incendiary Blitz Ball are deservedly feared. Still, this style is one shrouded in
secrecy, and five successes are needed on a Style Lore roll to know of it.
": Strolheim Castle
'(
: People who practice obscure long forgotten martial arts
c: "Under my absolute strength, all my foes lie in their graves."
&": 2
+: 5
'
"
Buffalo Punch (1)
Dashing Punch (5)
Elbow Smash (1)
9*
Drop Ki (2)
Flyin Drop Ki (1)
Le Tom w (3) (Scissor Kick)
Stepping Front Kick (3)
*
Maka Wara (4)
(
Face Slam (2)
Grappling Defense (3)
Iron Claw (5)
Knee Basher (2)
Neck Choke (1)
Pile Driver (2)
Suplex (1)
lley Drop (2)
"
Cannon Drill VTe slitzrieV (4)
slitz s ll (Improved Fireball, 3)
Fireball (3)
slitz surn (Inferno Strike, 5)
K iser W e (5)
#D$, &
'
Reimi J'hana took two things from her mother, her company and the desire to perfect
one's own power. Taking the few things she learned from her mother's training (child
abuse, well, what did you really expect?). Okay, taking what she learned from the
myriad of dojos and temples where she was sent off to in order to hone her body and
mind, she compiled this list of maneuvers which she has taught to a few select girls
(private army of three, apprentices). Her own personal aura energy is red, but that of her
students may vary.
Reimi herself is not inherently psychic despite having awesome control over her own
energy. This maneuver list contains some moves that Reimi does not know but are
available to students of this style at reduced cost (because of the nature of the training).
After all, she can always delegate other instructors.
c: "Victory, glory, fame - losers lose them all." - Reimi J'hana
": Reimi J'hana. That's it. Reimi counts as a 5 point sensei.
'(
: Reimi's apprentices
&": 5
+: 2
'
"
None
9*
Backflip Kick (2)
Double-Hit Kick (1)
Foot Sweep (1)
Forward Backflip Kick (2)
Front Sn p Ki (1)
Spinning Foot Sweep (1)
*
Double Return (2)
Enery bsorption (2)
Energy Reflection (2)
e t Defense (2)
Iron Will (1)
(
Air Throw (2)
ur Soul Trow (4)
Disengage (4)
Grappling Defense (4)
Hair Throw (1)
"
Esquives/Evasion (2)
w enin Sixt (1)
Aura Channeling (Psychokinetic Channeling) (3)
ur Exit tion (4)
Cosmi W in (1)
Fireball (3)
Improved Fireball (3)
Inferno Strike (5)
Levitation (3)
Rose Stiner (4)
(Reimi's) Coup de Grâe (5)
Seent Sense (2)
Sixt Sense (3)
Sinin P ss (4)
Shrouded Moon (3)
Yoga Teleport (5)
$+,<
Hwarang-Do is an ancient Korean martial art (beginning during the Shilla Dynasty, 57
B.C) that teaches many combat techniques, including "supernatural abilities." It is a way
of life and honor; it's title translating to "The Way of Flowering Knights/Manhood." It
was eventually outlawed when the official religion of Korea changed (1392 AD to 1910
AD), but it has had a recent resurgence. Tae Kwon Do is one of the many descendants
of this art.
It is taught only in Korea by Buddhist monks. Practitioners must adhere to a strict code
of ethics, the Hwarang-Do O-Gae. Failure to do so results in Honor loss.
":
'(
:
&": 4
+: 3
'
$
<
<
Loyalty to ones country.
Loyalty to ones parents and teachers.
Trust and brotherhood among friends.
Courage never retreat in the face of an enemy
Never take life without a cause.
'
- The the Maneuvers of Tae Kwon Do, with the following modifications:
"
s nd (1)
Knife Hand Strike (3)
TNT Punes (4)
W e Slie (4) [This version is a straight-forward punch rather than a slash.]
9*
1000 T lon Poenix Sl s (4)
ou'ou Ressou Ky u (2)
Juzum Ky u (3)
Mir e Ki (4)
S ndstorm Grit VKuu S JinV (3)
Power Roundouse and Sidei Sm s (only at the Any cost)
3- The Hwarang-Do artist must attain and keep an Honor of 6 to use/learn the
Focus powers of Hwarang-Do.
w enin Sixt (1)
Chi Kung Healing (3)
Cosmi W in (1)
Fireball (3)
ou'ou Ressou Ky u (2) [Listed under Kick]
Improved Fireball (4)
Juzum Ky u (3) [Listed under Kick]
PK Channeling (4)
Sixt Sense (3)
Stunning Shout (3)
Toughskin (3)
Zen No Mind (3)
"=
Double-Shot (1)
Two-Gun Shot (2)
Two-Gun Double-Shot (2)
Snap Shot (2)
Running Shot (2)
Leaping Shot (3)
Point Blank Shot (2)
Advanced Pistol Training (1)
Advanced Rifle Training (1)
Ricochet Shot (4)
Counter Shot (4)
Quick Reload (2)
Snap Reload (3)
Bullet Time (5)
'
I have this Heroclik for Tiger Lily which I think is from K bui. I've never read K bui,
but I think it's a suitable miniature to represent an agent of the Black Hand. In any case,
the style below is used to represent the mystic killing cults of Asia (or other regions that
may have mystic killing cults - which could be any region).
+: 3
&": 4
+3'
Select 17
9*
Back Flip Kick (1)
Back Flip (2)
Stomping Back Flip (2)
"
Accelerated Jump (1)
Air Block (1)
Evasion (1)
Light Feet (3)
Wallspring (1)
Ghost Form (5)
9'
9
Kempo "Law of the Fist" is a martial probably practiced as early as the seventh century
in China by Shaolin Buddhist monks and appeared in Okinawa in 1600.
":
'(
:
&": 4
+: 3
Links:
'
"
rt of sre in (2)
Dashing Punch (4)
Double-it Pun (1)
Dr on s nd (5)
Elbow Smash (1)
Hyperfist (5)
Iron Fist (Cinder Pun) (1)
Iron nd (1)
Knife Hand Strike (3)
Lunging Punch (2)
Mountain Strike (4) [Fire Knule st ts, no fire]
P lm eel (2)
Rekka-ken (5)
Rising Uppercut (2)
Shikan-ken (2)
Shuto (2)
Spinning Clothesline (3)
Tap (Sl p) (1)
TNT Punes (3)
Wild soulder Pun (3)
Wind Fist (Wintip Pun) (2)
9*
C s de Ki (3)
Cr Soot (2)
Double-Hit Kick (1)
Front Sn p Ki (1)
ollow Ki (3)
M ineun Ki (4)
Mir e Ki (4)
Tr er Ki (3)
*
Deflecting Punch (1)
Maka Wara (3)
(
Leer slow (1)
Joint Lo ( rm) (3)
Juul r Strie (3)
P lm Pus (2)
"
Light Feet (4)
Toughskin (3)
9
<9,
Kopo-ken is a deadly Japanese close combat style. A fighter using this style will rapidly
move in close and deliver quick blows to vulnerable spots on the human body, inflicting
painful and sometimes bone-breaking damage. You don't need to kill or KO an
opponent to destroy their ability to fight (although that always helps).
The fighting stance is both hands held up around chest level with the hands held in
position for ridge hand or knife hand strikes.
": Kopo-ken schools will not be as easy to find as schools for the more popular
and less dangerous martial arts. For example, one might be a dingy basement hidden in
the shadows of a lesser part of town where people fear to tread, or an ancient master of
the art may happen to be a family friend.
'(
: Andy Bogard, serious fighters, master bone breakers
c: "If you can't play to win, go play a puzzle game, pansy."
&": 3
+: 4
'
"
Cop (1)
Elbow Smash (1)
Heart Punch (2)
Knife Hand Strike (3)
Palm Smash (2)
So Ryu D n (4)
Triple Strike "D m sre er Pun" (1)
9*
Foot Sweep (1)
Wounded Knee (2)
*
Maka Wara (3)
(
Air Throw (2)
rm s r Strie (2)
Back Breaker (Reised) (2)
Dislocate Limb (3)
Grappling Defense (3)
Joint sre (2)
Joint Lo ( rm/Wrist) (3)
Joint Lo (Le/ nle) (2)
Knee Basher (2)
Neck Choke (1)
"
Choreppadan "Super Soni Swirl" (4)
Kuuha Dan "Soni Split" (2)
Zan Ei Ken "S dow C re" (2)
iso Ken VSo rin FistV (4)
iso Ryusei Ken "Flying Meteor Fist" (5)
Toughskin (3)
Orochi Magatama
Passed on through generations, the blood of the legendary eight-headed dragon, Orochi,
which devoured the princesses of Japanese myth still flows in the veins of some
individuals.
Orochi Magatama is about controlling the power of the Dragon's Blood. This also tends
to either drive the individual insane or destroy their emotional capacity. Their blood is
liquid rage and awakening it is the most dangerous possible path. Other options for
creating an Orochi character can be found at the Orochi page. You will find Orochi
maneuvers, Orochi sub-styles, and rules for taking Orochi as a Background instead of a
style.
There is a legend that states Orochi may someday again awaken. Perhaps he sleeps in
the blood of someone alive today.
3:
sein n Oroi me ns neer in to s y you're sorry.
$
"+
*
When you are at half Health or below, immediately roll your Orochi dice. Consult the
table below against your permanent Willpower. If there is no effect, repeat this roll for
each time an attack/maneuver causes you damage - until you are above half health
again.
,- You may spend a Willpower to take a success away from the Orochi dice.
"- Don't roll the Orochi dice again for this scene and for 15 minutes after.
,- No effect.
.- If your Willpower is 4 or less, you enter a Berserk rage.
/- If your Willpower is 6 or less, you enter a Berserk rage.
0- If your Willpower is 8 or less, you enter a Berserk rage.
1- If your Willpower is 10 or less, you enter a Berserk rage. If it is 6 or less,
you enter the Riot of Blood.
2
-Riot of Blood.
In between rounds, you may attempt to break out of Berserk or Riot of Blood if you
spend 1 Willpower. Roll your permanent Willpower. If you exceed the roll of the
Orochi dice, you break free from the Orochi.
"
An Orochi has an extra pool of temporary points equal to their Orochi dice. It can be
used for either Willpower or Chi, and you regain it at the same rate you regain Chi
(whenever you get back Chi, the pool is restored by the same amount). When Berserk or
Riot of Blood, the pool can be freely used except for break-out rolls for either condition.
An Orochi can attempt to use the pool in other conditions. For every point of the pool
used, make the following roll. Roll your permanent Willpower. If you match or exceed
5 successes, you don't go Berserk. If you don't, you do. If you Botch, you enter the Riot
of Blood.
'
(E&%F- For every dot you have in Orochi
Magatama, you may substitute one elemental-specific Orochi Maneuver for another
maneuver of equal PP cost. You cannot learn Maneuvers from more than one Orochi
element so choose carefully.
": There are no Orochi schools. You must find someone else who knows the
secrets of Orochi. Teachers aren't always human (could be the spirit within your blood).
'(
: Those born with the blood of Orochi who choose to unlock the power.
c: "Ha-ha-ha-ha-ha-ha-ha-ha-ha-ha!"
&": 4
+: 3
'
"
Buffalo Punch (1)
Dbl-it Pun (1)
Demon Sorer (5)
Finer Sl s (2)
L sin Punes (4)
M ul (4)
Power Cop (1)
Shockwave (3)
W e Slie (3)
9*
Dbl Dread Kick (3)
Dbl-Hit Kick (1)
Drop Ki (2)
Lightning Leg (3)
Outr e (2)
Power Roundouse (1)
*
None Specific
(
Deide (5)
Explosie Sl m (5)
Godpress (2)
Gorefest (2)
Power Sm s (3)
Skull Cracker (4)
"
Desp ir (Flying Punch) (3)
M yem (Soulder C re) (2)
D rness Sweep (Fireball, 3)
Ebony Te rs (Improved Fireball, 3)
Extendible Limbs (4)
Inferno Strike (5)
R ijen Ken (4)
Regeneration (2)
Summon R e (2)
olt i L uner (4)
"9
I would like to present a different style of Kung Fu than exists in the main book. This is
often called the original Kung Fu, originating from the Shaolin Temple in the Chiu Lin
Mountains that was eventually destroyed by the Chinese government. The monks were
deemed far too dangerous and powerful.
": Chinese monastaries
'(
: Monks, wanderers, cops
c: "I am Kane. I will help you." - Kane, "Kung Fu the Legend Continues"
&": 3
+: 4
'
"
rt of sre in (2)
s nd (1)
Cop (1)
Double-it Pun (1)
Dr on s nd (5)
Dragon Punch (5)
Hyperfist (5)
Knife Hand Strike (3)
P lm Sm s (2)
Si n-en (2) ("Double-Knuckle Fist")
Spinning Back Fist (1)
Spinning Knuckle (2)
Triple Strike (1)
9*
Air Hurricane Kick (2)
Cresent Ki (Handstand Kick) (1)
Double-Hit Kick (1)
Dragon Kick (5)
Foot Sweep (1)
Flying Thrust Kick (4)
Front Sn p Ki (1)
Hurricane Kick (4)
Lightning Leg (4)
Spinning Foot Sweep (1)
Stepping Front Kick (3)
Weel Ki (2)
*
Deflecting Punch (1)
(
Bear Hug (1)
Neck Choke (1)
"
s ttle Storm (2)
Breakfall (1)
Pun/Ki Strie (2)
W r Cylone (3)
Chi Kung Healing (3)
Regeneration (2)
Stunning Shout (2)
Toughskin (3)
Zen No Mind (3)
,9 59 ,
A mystic and evil martial art, shrouded in secrecy. Using Chi, masters can drain the life
from a victim or even kill at range. The "fireball" attacks of this style are dark streams
of energy that damage by harming the Chi of the victim. Those who stray from the flock
of this school do not live long.
3- Snake Style requires a Focus 3 for all Atemi Strikes, unless specifically stated
higher.
": Snake assassin orders and evil secret societies
'(
: Assassins, evil masters
c-"So, you wisssh to learn our secretss, yesss?"
&": 5
+: 2
'
"
temi Nere Stries (3)
slood Flow temi (1)
Dim Mak (4)
Finertip tt (1)
Gr spin nd temi (2)
e lin temi (1)
Ien i tsu temi (3)
P in temi (1)
P r lyzin temi (2)
True Dim M (5)
9*
None
*
None
(
Neck Choke (1)
"
None
Chi Kung Healing (3)
Cobra Charm (2)
Corrupt Soul (5)
D r Ci sl st (Fireball) (2)
Empty Soul P lm (5)
Entrancing Cobra (4)
Essene Dr in (5)
Essene Dr in, R ned (3)
Fin l sriner (2)
Leech (3)
Mysti nd Cruses e rt of Foe (Improved Fireball) (5)
Regeneration (2)
T int Ci (3)
Sipon VTe nd of De tV (5)
Shrouded Moon (3)
9+
,
A popular martial art with roots in Korea, Tae Kwon Do is the "Art of Fist and Foot
Fighting." It is quite common in this age, cropping up in martial art competitions, self-
defense classes, and games by SNK.
It's primary strength is kicking although punching is also important (where would one
be without basic punching knowledge?).
": Look out the window
'(
: Heroes in white, people who've taken self-defense classes, game show hosts
c: "Evil cannot be forgiven. Hwa!" - Kim Kaphwan
&": 1
+: 6
'
"
rt of sre in (2)
Double-it Pun (1)
TNT Punes (3)
9*
Back Flip Kick (2)
C ins w Ki (3) (see The Book of Violent Acts page)
Double-Dread Kick (4)
Double-Hit Kick (1)
Forward Back Flip Kick Vien nV (1)
Front Sn p Ki (1)
oo Ki (2)
ouou iten Ky u (5) (see The Book of Violent Acts)
Hurricane Kick (4)
Lightning Leg (3)
Mir e Ki (3)
Oere d Sm s Ki (op Ki) (3)
Power Roundouse (1)
Soe Ki (2)
Slide Kick (2)
S ndstorm Grit VKuu S JinV (2)
Sidei Sm s (1)
Somers ult Cop Ki (2)
Splits Ki V lf Moon SlieV (3)
St ndin Splits Ki (Handstand Kick) (1)
Stepping Front Kick (4)
Twister Drie (5)
erti l s flip Ki (3) (see The Book of Violent Acts)
Weel Ki (2)
*
Punch Defense and Kick Defense are popular.
(
Back Roll Throw (1)
Le Lift Toss (1)
"
Learn Jump. You'll like it.
Balance (3)
5$ ,
Some people don't learn a martial art style, but are nonetheless ruthless fighters who
have an amazing willpower and love to fight, or have become good at it because they
have had to survive. These tough guys learn to fight on the street, among the most
dangerous people in the world - criminals, murderers, gangs, you name it, they've
fought them at one point or another, and still live to tell about it. Some have taken this
form of fighting and made a strange, yet very effective "martial art" form of it, and even
teach it. It has become known as "Dirty Fighting" on the Street Fighter scene. Dirty
fighting is a no-nonsense, tough guy fighting style that mostly involves a lot of
punching and grabs. Some say that those who master this style and are truly focused can
even learn strange, powerful abilities that are almost like magic. Of course others laugh
and swear that it's just a rumor.
Initial Chi: 1
Initial Willpower: 6
Preferred Weapons: Something simple. A knife, a bat, a pair of brass knuckles, etc.
PUNCH
Buffalo Punch
Power Points: Dirty fighting 1
Elbow Smash
Power Points: Dirty fighting 1
Haymaker
Power Points: Dirty fighting 1
Head Butt
Power Points: Dirty fighting 1
Heart Punch
Power Points: Dirty fighting 3
Power Uppercut
Power Points: Dirty fighting 1
Widowmaker
Power Points: Dirty fighting 2
KICK
Foot Sweep
Power Points: Dirty fighting 1
GRAB
Back Breaker
Power Points: Dirty fighting 2
Bear Hug
Power Points: Dirty fighting 2
Brain Cracker
Power Points: Dirty fighting 1
Choke Throw
Power Points: Dirty fighting 2
Dislocate Limb
Power Points: Dirty fighting 2
Eye Rake
Power Points: Dirty fighting 1
Face Slam
Power Points: Dirty fighting 3
Hair Throw
Power Points: Dirty fighting 2
Head Bite
Power Points: Dirty fighting 1
Knee Basher
Power Points: Dirty fighting 2
Neck Choke
Power Points: Dirty fighting 2
FOCUS
Regeneration
Power Points: Dirty fighting 2
Toughskin
Power Points: Dirty fighting 2
5&$&&
'
So you want mind powers? Come with me for we have much to discuss. Learning
dots of Psychic Combat represents the character awakening their mind to psychic
powers. It is not considered a full style and therefore costs the same as a Technique (3
XP per dot), except for the first dot which costs 9 Experience (XP). During character
creation, it costs the same as a regular Style though it can also be purchased as a
Background (1 Freebie Point per dot in either case).
Preonition is a story tool used by the Storyteller so it does not appear as a
Maneuver. It is a power the character has no control over and neither spends points to
buy or receives points for having. It is at the Storyteller's discretion to use unknown
powers of psychic characters to move the story forward.
c: "A mind is a terrible thing to waste, unless it belongs to the enemy."
": Hidden
'(
: Mind Warriors
&"- None
+- None
*
Iron Will (1)
Awakening Sixth (1)
Brain Drill (Special)
Broadcast Empath (4)
Clairvoyance (5)*
Computer Scan (1)
Empathy (3)
Grand Puppet Master (-)*
Hypnotic Suggestion (2)
Master Telekinesis (4)*
Master Telepathy (3)*
Memory Control (5)
Mental Arrest (2)
Mind Blast (3)
Mind Bolt (2)
Mind Shock (2)
Mind Reading (3)
Neuroshock (3)
Psychic Healing (3)
Puppeteer (1)
Puppet Master (3)
Psychometry (2)
Scan (3)
Sixth Sense (3)
Telekinesis (4)
Telepathy (2)
Third Eye (3)
9,$
Like Aura Combat, Aura Knights wield Soul Power, a clean form of energy unlike the
malignant Pscyho-Power.
While those trained in Aura Combat are the sages and mystics of the Shadoloo
resistance, the Aura Knights are trained solely for battle.
The Backgrounds Allies and Contacts are recommended for this style (to be part of the
secret psychic society opposing Shadoloo).
c: "For a glorious future, I shall strike you down."
'
"
Aura Slash (5) (Dragon Punch, Chi cost instead of Will)
Ki Breaker Punch (4)
Power Uppercut (1)
9*
Double-Hit Kick (1)
Foot Sweep (1)
*
Double Return (2)
Energy Absorption (1)
Energy Reflection (2) (House Rule: must only spend Chi equal to attack reflected)
Iron Will (1)
(
Aura Soul Throw (4)
Chest Blast "Hakkei" (2)
Soul Shock (2)
Soul Throw (Air Throw, 2)
Aura Armor (5)
Aura Excitation (3)
Aura Illusion (4)
Aura Weapon (5) [Aura Knights may wish to learn a Weapon Style to use the preferred
form of their Aura Weapon.]
Chi Mirror (4)
Cosmic Waking (1)
Dragon's Breath (3)
Kinetic Charge (2)
Levitation (4)
Psycho Cancel (3)
Psycho Disruptor (5)
(Psycho) Disruptor Field (4)
Psychokinetic Channeling (2)
Redirected Aura (4)
Seventh Sense (2)
Shining Pass "Soul Rush" (5)
Soul Spark (Fireball) (3)
Soul Spark, Improved (Improved Fireball) (3)
Soul Spiral (2)
Soul Sword (5)
Tough Skin (3)
Voltaic Launcher (4)
Yoga Teleport (5)
&(
"If you want power, follow M. Bison. If you want to save your soul, come with me."
This is the rival school to Psycho Power and Ler Dritt. Aura Combat can utilize Soul
Power, a clean form of energy that is unlike the malignant Pscyho-Power.
Most aura users hold to the general philosophy that their power should be used to
benefit mankind and to better understand oneself. M. Bison's use of Psycho Power and
desire for the domination of all things is a threat to freedom. Likewise, M. Bison
realizes that Aura Users are dangerous for they can recognize Psycho Power for what it
is. Their mysterious leader, Rose, is widely rumored to be dead.
The various Punch and Kick special maneuvers may vary from person to person, but the
Block, Grab, and Focus powers are the same in all aura users' styles. To represent this,
you can replace any of the 1 or 2 PP maneuvers under Punch and Kick with PP
maneuvers of equal price from another Style.
The Backgrounds recommended for this style are Allies and Contacts (to be part of the
secret society opposing Shadoloo).
However, not all aura users follow Rose's philosophy. For them, replace the word
"Soul" where it appears in maneuvers with "Aura." You cannot do this for the
maneuvers under Soul Power Maneuvers in the Psychic War section. Soul Power
Maneuvers are merely a subset of Focus powers.
c: "It wasn't supposed to end like this, but now, I will destroy you with my own
hands."
": Hidden
'(
: Masters of Chi
&": 5
+: 2
'
"
Double-it Pun (1)
Elbow-Smash (1)
9*
Double-Hit Kick (1)
Flying Knee Thrust (1)
Handstand Kick (1)
Slide Kick (2)
*
Double Return (2)
Enery bsorption (1)
Energy Reflection (2) (House Rule: must only spend Chi equal to attack reflected)
e t Defense (2)
Iron Will (1)
Missile Reflection (1)
San He (3)
S n e d ned (1)
(
ur Soul Trow (4)
Soul So (2)
Soul Throw (Air Throw, 2)
"
None
ur Exit tion (3)
ur Illusion (4)
Ci Mirror (4)
Cosmi W in (1)
(Psycho)Kinetic Channeling (3)
Kineti C re (2)
Levitation (4)
Redireted ur (4)
Seent Sense (2)
Soul Spark (Fireball, 3)
Soul Spark, Improved (Improved Fireball) (3)
Soul Spir l (4)
Yoga Teleport (5)
Zen no Mind (3)
p
Psycho Cancel (3)
Psycho Disruptor (5)
(Psycho) Disruptor Field (4)
Rose's Blessing (5)
Soul Sword (5)
9 ,<$ 9,
Kunai are -1 Damage weapons and are like Shurikens. Throw a maximum of four
Shurikens in a round and a maximum of three kunai in a round, based on your Throw
skill (see the Revised Weapon List). The number of Kunai you can throw is one plus an
additional one for every dot of technique past three. You can throw an additional
Shuriken for every dot past Throw 2 (Revised Weapon List will be updated).
Basic strike modifiers are allowed with single thrown weapons (the multiple throw has
no movement). This is considered another form of Basic weapon strike (so may be used
with Jump if they have Movement).
(<
=: Thrown 3
: Weapon Style, Any Ninjitsu 1
Usable with two thrown weapons. Add weapon modifiers.
: Only for light thrown weapons (knife, fan). Will not work for spears. Can pay
2 PP to make this a Maneuver that is -2 Movement and considered a Basic Attack only
for purposes of playing the Jump card.
&: None
3!: -1
: -1 (x2)
' : None
3<
=: Double-Toss, Thrown 4
: Weapon Style, Ninjitsu, Bushin, Shiranui 2
Usable with three thrown weapons. Add weapon modifiers.
: Only for light thrown weapons (knife, fan) so this will not work for spears.
&: 1 Will
3!: -1
: -1 (x3)
' : None
$
=: Triple-Toss, Jump
: Weapon Style, Ninjitsu, Bushin 4
From midair, the fighter spins while hurling three weapons.
: Aerial (Jump). Usable with three thrown weapons. Add weapon modifiers. An
attack of Ibuki (SFIII: 3rd Strike).
&: 2 Will
3!: +1
: +0 (x3)
' : -1
'
"
"Mizudori no Mai"
=: Triple Toss, Focus 3
: Weapon Style, Shiranui 5
Using your Chi mastery, you throw a shower of weapons while setting them on fire.
: Usable with three thrown weapons. Add weapon modifiers. An attack of Mai
Shiranui (Fatal Fury). Though this is a Focus using maneuver, this is not a Focus
maneuver.
&: 1 Will, 1 Chi
3!: -1
: +1 (x3)
' : None
+3&"
As PK Channeling. Same prerequisites and cost. Only usable on hand-held weapons.
,: If you possess one of the three Channeling Powers, the other two are 1 PP
cheaper.
=: None
: Free
: The fighter spends one turn doing nothing but bragging and gains one
temporary glory. The braggart can lose one temporary glory instead just as a Taunter
can from taunting (see taunt).
&: None
3!: +0
: None
' : None
=: None
: None
The competitor spends a turn doing nothing but making fun of the opposition.
: The opposition loses one temporary glory unless the taunter is dizzied,
knocked down, or takes more damage from the opposition than the taunter can roll
successes on a Charisma roll. Also, the taunter loses one temporary glory if one those
three conditions occurs (although the subject of the taunt won't gain back glory if
someone else does this to the Taunter).
Also, a Taunt returns one temporary glory to the taunter if one had been lost earlier in
the match due to a Taunt or failed Boast.
&: None
3!: +0
: None
' : None
!
Dano Agravado é diferente de dano comum. Dano Agravado é um tipo de dano
especial, difícil de curar, possivelmente letal e um perigo à integridade física dos Street
Fighters. As regras descritos abaixo são uma mistura de houserules com regras oficiais
provenientes de outros jogos da linha Storyteller. O Dano Agravado é tratado de forma
muito vaga e superficial no Livro Básico e este post tenta expandir o conceito e
aprofundar o assunto.
O Narrador e os jogadores tem de ter bem claro antes de iniciar uma crônica, do quão
perigoso e frequente o dano agravado será. Isto é completamente relacionado ao tipo de
crônica que será rolada: mais realista ou mais fantástica. Isso determinará o quão
frequente é o Dano Agravado, embora o seu funcionamento seja igual para ambas:
Dano Agravado, ao invés do Dano normal, é recuperado lentamente, ao passo de 1
ponto de Saúde por dia de descanso. Desta forma, até que não reste nenhum ponto de
dano Agravado sobre o personagem, ele não poderá usufruir de todos seus Pontos de
Saúde. Exemplos de situações em que se adquire pontos de Dano Agravado: ao sofrer
um disparo de uma arma de fogo, ao ter a pele queimada por fogo, muitos dias sem se
alimentar (neste caso o dano não irá s ecurar com descanso, mas sim com comida),
muitos dias sem beber água (idem à comida, mas deve beber água), queimaduras de frio
(hipotermia), venenos (só pode ser curado com antídoto) entre outras situações que o
narrador achar conveniente.
&
BI
Crônicas fantásticas são as vistas no cartoon americano Street Fighter: The Cartoon
(aquele com o Guile no papel principal). Nesse tipo de crônica era comum ver Fireballs
e Sonic Booms voando o tempo todo e o Chi era algo muito banal e comum. Nesse tipo
de crônica, a Chun Li arrebentava tanques de guerra na base do chute, ou seja, ninguém
dava a mínima para armas de fogo.
Neste caso, o Narrador pode determinar que somente armas de fogo causam dano
agravado, ou ainda que apenas os dados da parada de dano que obtiveram um 10
causam Dano Agravado e os demais dano comum.
Y um sold do tir ontr Cun Li, rol ndo 4 d dos de d no, onde ele tir 6, 3, 8,
10; destes, pen s um ponto é D no r do, enqu nto os dem is é d no omum.
Ess peou de r spão ein Cun Li!
Um Narrador que opte pelo efeito "fantástico" do Dano Agravado deve tomar cuidado
para que os jogadores não se tornem kamikazes e riam de oponentes armados com
bazuca, afinal elas ainda são armas de fogo. Um erro crasso de Narradores
inexperientes, e até mesmo de jogadores novatos, é achar que não podem ser mortos por
armas de fogo. Ledo engano. Se o Narrador diz que o soldado está com a arma grudada
em sua testa, ele obviamente não rolará o dano para determinar quantos pontos de Saúde
você perdeu, e se ele disse que se você se mexer ele atira, é melhor ficar parado...
'(
I
Aparar: +4 Velocidade, nenhum Dano, nenhum Movimento (Especial: veja descrição
abaixo)
Desarmar: -1 Velocidade, nenhum Dano, -2 Movimento (Especial: veja descrição
abaixo)
Movimento: assim como a manobra básica desarmada.
Apresamento: veja descrição abaixo
Jogadores podem completar oito cartas de combate para cada Técnica com Arma que
eles possuírem - uma carta para cada Manobra Básica.
=I
Estas são as manobras básicas de ataque. As primeiras três correspondem às manobras
de Soco Jab, Strong e Fierce, como no combate desarmado. A quarta, Ataque Berserk
(ataque descontrolado, furioso), é um ataque matar-ou-morrer, usualmente usado em
fúria ou desespero. Jogadores podem usar esta manobra somente quando a história
assim o exige - como
Um ataque dramático em um grande duelo, por exemplo. Se usado com sucesso, esta
manobra pode ter um efeito dramático (como destruir a arma com que o oponente
bloqueou seu ataque ou jogar seu alvo contra a parede atrás dele, etc), e irá fazer com
que o personagem ganhe um ponto temporário de Glória. Personagens que
rotineiramente usem este ataque descontrolado correm o risco de serem tidos como
instáveis e perigosos.
3
Aparar com armas é similar à manobra básica de Bloqueio desarmado. Quando um
personagem usa a manobra básica de Aparar, ele adiciona um modificador de
Velocidade de +4 à sua Destreza, e adiciona sua Técnica com Arma ao seu Vigor para o
propósito de calcular sua Absorção.
Quando aparando com uma arma, o personagem pode adicionar +2 de Velocidade à sua
próxima manobra (no turno seguinte) se ele usar a arma novamente. Aparar, como
bloqueios, pode ser usado para impedir que o personagem sofra Knock Down e é uma
Manobra de Interrupção (Abort Maneuver).
Desarmes somente funcionam contra oponentes armados, derrubando a arma fora de sua
mão para longe. O combatente rola sua Força + Técnica apropriada para o desarme -
Arma, Soco ou Chute. Os sucessos conseguidos determinam a distância em hexes
enquanto que a direção que a arma vai parar é decidida pelo atacante.
'
Movimento é tratado da mesma maneira que a manobra básica do Livro Básico de
Street Fighter.
3
Pouquíssimas armas podem ser usadas para agarrar o oponente - geralmente armas
flexíveis, como correntes ou chicotes. Isto é determinado caso a caso pelo Narrador.
Um número de Técnicas de armas são encontradas durante o curso de uma crônica de
Street Fighter. Estas Técnicas com Armas incluem:
'"!
Esta categoria inclui qualquer variante de arma semelhante ao machado, de machados
de acampamento aos machados de guerra medievais, chegando aos machados curtos de
alguns estilos de Kung Fu. Dependendo do tamanho da arma, ela pode ser usada com
uma ou duas mãos. Machetes de arremesso são tratados com a técnica Armas de
Arremesso, logo abaixo.
Arcos não são permitidos nos ringues, mas eles podem ser utilizados em torneios como
teste e demonstração de técnica. A técnica pode ser desenvolvida por caçadores,
assassinos, hobbystas e outros. Arcos são obviamente armas de duas mãos.
&
:&"
Estas são longas e flexíveis armas que são usualmente muito pesadas. Seu uso envolve
movimentos de estalo ao final da arma para produzir um rápido e doloroso impcto ou
uma ação de baqueteamento com flexão ao redor do alvo, acertando mais do que a
superfície do mesmo. Elas também podem ser usadas para agarrar objetos por perto -
como as armas dos oponentes (para desarmar a pessoa), vigas (para criar uma fuga
improvisada), as pernas do oponente (para derrubá-lo), etc.
Note que um ponto mínimo de Correntes/Chicotes ou mais é necessário para usar estas
armas sem sérios riscos de se auto-injuriar. Uso destas armas precisamente e com
máximo efeito é um tarefa difícil.
!
Estas são armas de qualquer tipo descritas em Street Fighter. Narradores devem sentir
que as Armas de Fogo não são suficientemente ameaçadoras; se forem, Narradores
podem regrar que Armas de Fogo automaticamente causam dano agravado.
Street Fighters honrados não usam armas de fogo. É claro, se um Street Fighter tiver um
treinamento militar, qualquer que seja, é tolice pensar que ele será um ignorante no uso
de Armas de Fogo - algo como um samurai que foi treinado com rifles ao invés de
arcos. Alguns estilistas tentam estabelecer pistoleiros e arqueiros zen como cognatos,
mas eles são minoria. Cada grupo de armas de fogo exige uma técnica diferente, então é
sugerida aleitura do post Armas de Fogo.
':,"*
Estas são armas que possuem duas ou mais seções conectados por correntes ou cabos de
curto comprimento. Nunchakus são usualmente elas são duas varas longas, emboras elas
possam ter três ou mais varas, seções longas de corrente, etc. Já manguais são um cabo
de madeira ou aço com uma bola de ferro (com ou sem espinhos) suspensa na ponta
através de uma corrente curta. Se a corrente do Nunchaku/Mangual é mais longa do que
30cm, entretanto, a arma é considerada uma arma Corrente/Chicote.
:9
:
Estas são armas de lâmina curta, usualmente não mais do que 30cm de comprimento.
Facas (punhais, etc) são armas de uma mão, e algumas podem ser arremessadas. Esta
técnica pode englobartambém (a critério do Narrador) o uso de garras (como as de
Vega) e Katares (adagas de soco).
?
Estas são quaisquer armas que tenha um longo bastão com uma lâmina presa à alguma
estremidade(ou ambas). A menos que especificado de outra forma, elas podem ser
arremessadas ou usadas em combate corporal, e são armas de duas mãos.
J
Estes são varas usualmente feitas de madeira, sendo armas de uma ou duas mãos. Leia o
post Lutando com Bastões para maiores detalhes.
3!
Estes instrumentos de lâmina longa possuem uma inacreditável variedade de formas e
tamanhos, e podem ser usadas com uma ou duas mãos, dependendo do tamanho.
!
Estas são muitas armas desenhadas especialmente para serem arremessadas, como
shurikens e dardos. Como armas de fogo, Armas de Arremesso são desdenhadas por
Street Fighters honrados. Seu alcance é usualmente medida pela Força + Técnica de
Arremesso em hexes.Qualquer arma não balanceada para arremesso (como espadas)
pode ser arremessada utilizando esta técnica ao invés da técnica da arma,exigindo um
Esforço Extra ao custo de 1 Força de Vontade. Armas arremessadas desta forma
possuem um alcance em hexes igual a sua Força somente, e o dano é calculado com
Força + Arremesso + modificador da arma.
Além das Armas Brancas tradicionais, utilizadas no combate corpo-a-corpo, existem
outro grupo de armas brancas denominado Armas Brancas de Combate à Distância, que
incluem armas de longo alcance que não tem ajuda de pólvora (portanto não sendo
consideradas Armas de Fogo). Armas Brancas de Combate à Distância possuem regras
diferentes para uso. Diferentes até mesmo das Armas de Fogo. Há 2 tipos de armas
brancas de combate à distância, que exigem cada uma sua técnica diferente: Armas de
Arremesso e os Arcos/Bestas. Indiferente do tipo utilizado, ambas causam dano por
perfuração e portanto Dano Agravado.
Armas de Arremesso
Armas de Arremesso utilizam a técnica Arremesso para causar dano e acertar os seus
alvos. Temos as notórias Shurikens dos ninjas e até os tacapes (machados curtos)
indígenas. O alcance de uma Arma de Arremesso é calculado com Força + Técnica
Arremesso, enquanto seu dano é calculado com Força + Técnica Arremesso + Dano da
Arma. A menos que na descrição da arma diga o contrário, Armas de Arremesso são
perdidas após o uso. Algumas armas como facas, podem ser buscadas pelo personagem
depois de arremessadas, mas outras como as shuriken ficam inutilizáveis.
Arcos/Bestas
Note que nenhuma arma branca de combate à distância é permitida em torneios Street
Fighter, mesmo entre os Duelistas.
&
- Embora o alcance do arco curto não seja tanto quanto o do longo, ela é
mais facilmente ocultável ou transporatdo. É uma arma comum entre os ninjas. Técnica
Básica: Arco. +1 Velocidade, +2 Dano, +0 Movimento. Alcance: Força + Arco, max. 9
hexes.
- Este longo arco é uma arma tradicional ocidental. Técnica Básica: Arco.
+1 Velocidade, +2 Dano, +0 Movimento. Alcance: Força + Arco, max. 12 hexes.
&"*
- Esta arma Sul Asiática é basicamente um disco afiado nas estremidades, em
formato de anel metálico que é mortal quando arremessado. Técnica Básica: Arremesso.
+1 Velocidade, +1 Dano, -3 Movimento. Alcance: Força + Arremesso.
"
*- estas são as estrelas de arremesso ninja, mas também podem ser dardos,
cravos, ou qualquer lâmina arremessável que nhão seja uma Faca de Combate. Eles são
mais irritantes do que mortais, mas elas podem ser facilmente escondidas e podem
injuriar um oponente se arremessadas por um mestre. Um personagem pode arremessar
um shuriken para cada ponto na técnica Arremesso. Desta manira, um mstre Ninja com
a Técnica Arremessar Arma 5, pode arremessar cinco shurikens simultaneamente.
Técnica Básica: Arremesso. +2 Velocidade, -2 Dano, +0 Movimento. Alcance: Força +
Arremesso.
5- Este arco japonês é uma arma tradicional do Kyudo e Kyujitsu, as artes da
Arquearia Zen. Técnica Básica: Arco. +0 Velocidade, +4 Dano, nenhum Movimento.
Alcance: Força + Arco, max. 15 hexes.
- uma besta pequena que pode ser disparada com uma mão só, mas deve ser
recarregada com as duas. Possui um alcance razoável. Técnica Básica: Besta. +2
Velocidade, +1 Dano, +0 Movimento. Alcance: 9 hexes.
!- uma besta grande e pesada, não podendo ser disparada com uma mão só,
muito menos recarregada. Possui um bom alcance e força. Técnica Básica: Besta. +0
Velocidade, +2 Dano, -1 Movimento. Alcance: 12 hexes.
'"!&
: 3- Este item é muito comum entre os indígenas norte-
americanos. Técnica Básica: Machado ou Arremesso. +1 Velocidade, +2 Dano, +0
Movimento. Alcance: quando arremessado usa Força + Arremesso.
!
:!- Lâmina curta e afiada que pode ser qualquer coisa, desde
um estilete até uma faca de sobrevivência. Técnica Básica: Arremesso. +0 Velocidade,
+0 Dano, +0 Movimento. Alcance: Força + Arremesso.
",*"
Esta arma, conhecida como ³Garras do Tigre´, consiste de uma espécie de Soco Inglês,
porém com garras protuberantes que ficam à frente dos punhos. Técnica Básica: Faca.
+1 Velocidade, +1 Dano, +0 Movimento. Tipo de Dano: Corte. Empunhadura:
Nenhuma.
Esta é uma pequena faca que possui uma lâmina de 15cm conciliada em um manejo
fechado-aberto, sendo facilmente ocultável. Ela é popularmente chamada de ³Faca
Borboleta´. Técnica Básica: Faca. +2 Velocidade, +1 Dano, +0 Movimento. Tipo de
Dano: Corte ou Perfuração. Empunhadura: Uma Mão.
&
Esta arma, com uma lâmina retrátil, é uma ds favoritas dos criminosos. Técnica Básica:
Faca. +2 Velocidade, +2 Dano, +0 Movimento. Tipo de Dano: Corte ou Perfuração.
Empunhadura: Uma Mão.
Lâmina curta e afiada que pode ser qualquer coisa, desde um estilete até uma faca de
sobrevivência. Técnica Básica: Faca.+2 Velocidade, +1 Dano, +0 Movimento. Quando
arremessadas, facas possuem os seguintes modificadores: Técnica Básica: Arremesso.
+0 Velocidade, +0 Dano, +0 Movimento. Alcance: Força + Arremesso. Tipo de Dano:
Corte ou Perfuração. Empunhadura: Uma Mão.
Esta curta espada de lâmina larga, muito utilizada em pares, é popular entre praticants
de Kung Fu. Tipo de Dano: Corte ou Perfuração. Empunhadura: Uma Mão.
Esta ferramenta pode ser uma arma mortal, e era por vezes usada pelos ninjas feudais
quando agiam disfarçados como simples fazendeiros. Técnica Básica: Faca. +0
Velocidade, +3 Dano, +0 Movimento. Tipo de Dano: Corte. Empunhadura: Uma Mão.
Esta arma Sul Asiática consiste de uma barra e uma larga e triangular lâmina que se
estende à frente do punho do lutador. Por causa de sua estrutura que envolve a mão do
lutador, pode ser usada como uma luva para bloquear ataques com lâminas dos
adversários. Técnica Básica: Faca ou Soco. +2 Velocidade, +3 Dano, +0 Movimento.
Tipo de Dano: Corte ou Perfuração. Empunhadura: Uma Mão.
9
Uma longa adaga com uma lâmina ondulada, a kris corta facil e profundamente. Ela é a
arma tradicional do estilo Silat. Técnica Básica: Faca. +2 Velocidade, +3 Dano, +0
Movimento. Tipo de Dano: Corte. Empunhadura: Uma Mão.
, ":3 !
Esta é uma lâmina estreita usada em combate. Capoeiristas usam muito em situações
acirradas. Técnica Básica: Faca. +2 Velocidade, +2 Dano, +0 Movimento. Tipo de
Dano: Corte. Empunhadura: Uma Mão.
Esta adaga lembra um longo garfo, cujas pontas afiadas se estendem entre os dedos do
lutador. Ela é desenhada para capturar e bloquear ataques com armas do oponente, bem
como para fazer perfurações. Ela também pode ser manejada como uma faca, com as
mesmas estatísticas de uma faca normal. O Sai concece +1 de Absorção quando
aparando ataques inimigos e fornece +2 dados para realizar Desarmes em inimigos.
Técnica Básica: Faca. +1 Velocidade, +0 Dano, +0 Movimento. Tipo de Dano:
Perfuração. Empunhadura: Uma Mão.
'( I
Jogadores podem completar oito cartas de combate para cada Técnica com Arma que
eles possuírem - uma carta para cada Manobra Básica.
3!3 !
Uma espada improvisada é qualquer pedaço de ferro longo que possua uma aresta
afiada 50cm de comprimento. Vale desde espetos de churrasco a lâminas de aço (restos
de construção vicil, por exemplo). Espadas improvisadas são tão vagabundas, que basta
uma falha crítica durante um ataque para que a mesma se torne inutilizável (seja por ter
quebrado ao meio ou entortado). Velocidade: -2 Dano: +3 Movimento: -1. Tipo de
Dano: Corte ou Perfuração. Empunhadura: Variável.
3!
Esta é uma espada típica. Resistente, pesada e letal. Técnica Básica: Espada. ±1
Velocidade, +4 Dano, +0 Movimento. Tipo de Dano: Corte ou Perfuração.
Empunhadura: Variável.
3!
Esta é uma espada com uma lâmina mais larga do que o normal, e muito mais pesada
também. Técnica Básica: Espada. ±2 Velocidade, +5 Dano, -1 Movimento. Tipo de
Dano: Corte ou Perfuração. Empunhadura: Duas Mãos.
**:"
Um bokken é uma katana de madeira, usada na prática do Kenjutsu. Uma shinai é uma
longa espada de bambu usada em esportes como Kendo. Considerando que armaduras
são normalmente utilizadas enquanto usam-se estas armas, há normalmente uma chance
mínima de alguém sofrer danos em uma luta com estas armas. Entretanto, espadas de
madeira podem ser mortais nas mãos de um mestre. Técnica Básica: Espada. +1
Velocidade, +3 Dano, +0 Movimento. Tipo de Dano: Contusão. Empunhadura:
Variável.
3!"
Uma arma popular do Kung Fu, a espada gancho consiste de uma longa haste com uma
ponta curvada em um largo e afiado gancho e outra lâmina similar a de um machado
extendendo perperdincularmente ao cabo. Elas são usualmente usadas em pares, e
podem ser usadas para desarmar ou derrubar oponentes (personagens que saibam a
manobra Monkey Grab Punch e tenha Espada 3+ podem usar o Monkey Grab Punch
com um par de espadas gancho). Quando utilizada para desarmar um oponente, ela
concede +2 dados ao teste de desarme. Técnica Básica: Espada. +0 Velocidade, +3
Dano, +0 Movimento. Tipo de Dano: Corte. Empunhadura: Uma Mão.
9
,4
Semelhante a katana do samurai, mas com uma lâmina mais estreita e curta. Ela pode
conter numerosos e secretos compartimentos para carregar barbantes, dardos, etc.
Técnica Básica: Espada. +1 Velocidade, +2 Dano, +1 Movimento. Tipo de Dano: Corte
ou Perfuração. Empunhadura: Uma Mão.
Esta variante indiana de espada tem uma manopla incorporada ao cabo. Ela é
primariamente usada pela cavalaria ou demonstrações. Quando utilizada para Aparar
ataques adversários, a Pata concede +1 de Absorção. Técnica Básica: Espada. -2
Velocidade, +3 Dano, +0 Movimento. Tipo de Dano: Corte ou Perfuração.
Empunhadura: Uma Mão.
3
Primariamente uma arma de esgrima, rapiers estão entre as espadas mais leves e finas.
Rapiers são quase exclusivamente armas de força. Técnica Básica: Espada. +2
Velocidade, +1 Dano, +1 Movimento. Tipo de Dano: Corte ou Perfuração.
Empunhadura: Uma Mão.
(
Uma variante de Espada, esta arma tem uma curvada lâmina de uma face. Um Sabre de
esgrima lembra um rapier, somente incluindo um protetor de punho. Técnica Básica:
Espada. +1 Velocidade, +3 Dano, +0 Movimento. Um sabre de esgrima possui
modificadores diferentes, por ser mais leve e com uma proteção na mão: Técnica
Básica: Espada. +1 Velocidade, +1 Dano, +1 Movimento e concede +1 Absorção
quando aparando. Tipo de Dano: Corte ou Perfuração. Empunhadura: Uma Mão.
+*%"
Esta lâmina curta desgastada é usada em conjunto da katana. Técnica Básica: Faca. +1
Velocidade, +2 Dano, +0 Movimento. Tipo de Dano: Corte ou Perfuração.
Empunhadura: Uma Mão.
@3 !
<(:@ ?!
Um bastão longo ou curto com reforços de metal por dentro e/ou por fora, tornando-o
mais rígido. Um Tetsu-bo causa +1 Dano ao dano normalmente causado pelo bastão
(longo ou curto), enquanto que os demais modificadores continuam os mesmos. Técnica
Básica: Bastão. Empunhadura: Variável.
Este é um bastão que possui uma lâmina de espada escondida em uma de suas pontas.
Normalmente se parece com um bastão ordinário ou bengala. Entretanto, basta remover
um das pontas e a lâmina aparece na ponta do bastão, podendo ser usado como uma
Lança ou em alguns casos, como espada. Quando está utilizando-o em forma de bengala
ou bastão, use os mesmos modificadores do Bastão Curto (visto anteriormente). Quando
se extrai sua ponta, deve usá-lo com a Técnica Lança (ou Espada, dependendo do
modelo) e os modificadores a seguir. Velocidade +1, Dano +2, Movimento +1.
'
Basic Rules I follow when running a game. Firearms have both a To Hit roll and a
Damage roll. The Damage roll works as usual, but it cannot be Botched.
For single-shot, semi-automatic (up to two shots), and three-shot bursts, roll
Wits+Firearms once per gun. Successes are added to the damage rating of the weapon.
The new damage rating is the dice applied against half the opponenet Stamina (round
down) to determine fatal (aggravated) damage. Roll the damage a number of times
equal to the bullets that struck. Unless you have a maneuver that lets you fire more than
one bullet per round, you must use the Automatic Fir e rules instead (except for the
number of bullets you actually fire). In addition, you must roll a minimum number of
successes equal to the number of shots fired for all the shots to hit (two successes if
firing two shots, and so forth). That only makes sense.
You can spend rounds doing nothing but Aiming. For every round you spending
Aiming, you lower the difficulty by 1. When you finally take the shot, you can do
nothing that round but take the shot. You cannot combine Aiming and Automatic Fire.
The minimum Difficulty is 4.
Or, you can take aim, trading -2 Speed for -1 Difficulty. You can't trade anymore than
that.
When firing fully automatic, roll up to your Wits+Firearms. The
number of dice you choose to roll is the number of bullets you fire (minimum of 6
bullets will be fired). Successes rolled are the number of bullets that hit. Roll the
damage of each bullet against half the target's Stamina. If you spray an area trying to hit
multiple targets, the number of hits is half your number of Successes (round down). For
purposes of dodging, you have rolled 1 success with each bullet that hits. The hit roll
with Automatic Fire is always +1 Difficulty.
#$
Armor Piercing: It ignores armor. AP ammo has levels telling how much armor it can
ignore.
High Explosive: Has twice the base damage of the normal round. This is not used with
automatic fire. Even with rapid semi-automatic fire, there is a chance for the gun
exploding.
%
%
(%&
Here is my heavily simplified damage chart, Generic Damage.
Tiny (.22 Cal) - 4
Small (.38) - 5
Medium (9m) - 6
Big (.40,.45) - 7
Heavy (10m,.44,.357) - 8
Super (.454,.50) - 9
Spei l Generi mmo (Differs from the Ammuntion Types listed above, meant for use
with the White Wolf gun stats):
ollow Points: +3, Only affects soft targets
i Explosie: +7 (but bonus dice from hit roll don't apply), Only affects soft targets.
rmor Pierin: Treats L3 armor as L1 and ignores everything lesser. Essentially,
subtracts 2 levels from the armor. (All FAs are considered AP on soft targets. Any
actual AP quality only affects armor.)
(<"
=: Firearms 2
: John Woo 1; Any 2
Two quick shots are fired from a single semi-automatic weapon at a single target as
Controlled Fire.
: As described. Also allows you to use a 3-shot burst as controlled fire if the
weapon has that feature.
&: None
3!: +0
$: -1
' : None
<"
=: Firearms 2
: John Woo 2; Any 3
With a handgun in each hand, you fire a single shot from both at once.
: This is considered Controlled Fire. If your Wits is 4 or more, you can fire at
two separate targets.
&: 1 Will
3!: -1
$: +0
' : None
<(<"
=: Double-Shot, Two-Gun Shot, Firearms 4
: John Woo 2; Any 3
With a handgun in each hand, you fire two shots from both at once.
: This is considered Controlled Fire. With this maneuver, you could be permitted
to use two Machine Pistols with Automatic Fire, but you would have to use the
Automatic Fire rules.
&: 1 Will
3!: -1
$: -1
' : None
3"
=: Firearms 2
: John Woo 2; Any 3
You fire a single shot by instinct instead of by aim.
: Difficulty is +1.
&: None
3!: +2
$: -1
' : None
"
=: Firearms 3
: John Woo 2; Any 3
You can run while shooting without the usual firing penalties.
: You can move up to 4 hexes with no penalty. You can move 5 hexes with +1
Difficulty. You can move more than 5 hexes with +2 Difficulty.
&: None
3!: Per Shooting
$: Per Shooting
' : +0
3"
=: Jump, Running Shot
: John Woo 3; Any 4
You can jump while shooting without the usual firing penalties.
: You can play Jump or Accelerated Jump with a Firearm maneuver. There is no
increased Difficulty because of the Jump.
&: None
$: -1 (cumulative with other maneuvers)
*"
=: Firearms 2
: John Woo 2; Any 3
You are practiced at shooting in hand to hand combat.
: Lowers your difficulty by 1 when adjacent or in the same hex as the target.
&: None
! !
=: Firearms 1
: John Woo 1; Any 2
You are practiced at shooting handguns (pistols, revolvers).
: When using a handgun at range, you gain +2 Speed. This the +2 Speed
Bonus mentioned on the SF Storyteller's Screen, not an additional +2. Yes, you need a
maneuver to get the bonus.
&: None
! !
=: Firearms 1
: John Woo 1; Any 2
You are practiced at shooting rifles and shotguns.
: When using a rifle at range, you gain +1 Speed. This the +1 Speed Bonus
mentioned on the SF Storyteller's Screen, not an additional +1. Yes, you need a
maneuver to get the bonus.
&: None
&
"
=: Wits or Dexterity of 6
: John Woo 4; Any 5
You shoot down bullets in-flight.
: If you interrupt, you can aim your shots at bullets that have been fired. You
must fire all the shots from the gun you use for this along a straight line. So if the
attacker is shooting at you, you can specify some of your shots to hit oncoming bullets
and some of the shots to hit the attacker. You must specify which shots and in which
order go where before you roll the results of any of them. You need two successes to hit
another bullet. If it hits, both bullets are destroyed. (You can use Automatic Fire but you
need two bullets to hit just one because each hit is only considered 1 Success.) If the
bullet(s) are from Automatic Fire, you only need 1 Success to hit the bullet(s).
&: None
""
=: Firearms 5
: John Woo 4; Any 5
You can bounce your bullets off solid objects so that you can shoot around obstacles.
: You can sacrifice two successes from the hit roll, to make the bullet(s)
ricochet. Obviously, you cannot use this with Automatic Fire.
&: None
c*!
=: Firearms 3
: John Woo 2; Any 3
You are practiced at reloading quickly.
: It normally takes an entire round to reload your gun, whether you're inserting a
single clip or slipping 6 bullets into a revolver. With this maneuver, you can reload and
take another action during the same round with -2 Speed (for time spent reloading).
&: None
3!
=: Quick Reload, Firearms 5
: John Woo 3; Any 4
You reload with some kind of super power. Either you launch bullets from your
cleavage into your gun, fire a clip from your crotch into your gun, or use some other
kind of ridiculous ability. If the character is halfway gritty, Snap Reload is not
recommended.
: With this maneuver, you can reload and take another action during the same
round at -1 Speed (for time spent reloading).
&: None
'
! são uma infeliz realidade tanto no mundo de Street Fighter quanto no
nosso. Na maioria das vezes, o uso de armas fica a cargo de lacaios e outros - não é
honrado, e nem de acordo com o gênero de aventuras do jogo, que Street Fighters
saquem armas e comecem a disparar nas pessoas. Os jogadores devem se basear em
suas outras habilidades para lidar com oponentes armados.
Armas em
"
são consideradas mais simples e menos letais do que
realmente são. Não seria divertido ver E. Honda liquidado por um bando de espertinhos
com armas automáticas, e realmente não fica de acordo com o estilo de jogo. Ainda
assim, os jogadores devem se sentir intimidados por alguns soldados portando Uzis.
Armas portanto, podem causar uma grande quantidade de dano quando manuseadas,
mas são difíceis de usar. Um bom Street Fighter pode evitar ser atingido, desde que ele
seja esperto o bastante para se mandar quando as balas começarem a voar. Novamente,
vale a pena repetir que este aspecto do jogo é apenas para aumentar a diversão durante
as sessões - as pessoas só se esquivam de balas em filmes e histórias em quadrinhos.
Armas de Fogo devem ser colocadas em Cartas de Combate como qualquer outra
manobra. As Armas de Fogo são jogadas de acordo com suas velocidades. Pistolas são
muito rápidas, por isso é melhor evitá-las sempre que possível.
Uma arma não dispara no primeiro turno que é jogada, ela dispara no turno seguinte e
em todos os turnos daí em diante. Isto acontece porque o bandido precisa primeiro sacar
a arma. Se um bandido entrar em uma luta com uma arma já sacada, o Narrador deve
apenas colocar a arma na mesa para indicar que o bandido está empunhando uma arma
de fogo.
&K
A decisão sobre o quão mortíferas são as Armas de Fogo em sua crônica cabe ao
Narrador e é recomendado a leitura do post Dano Agravado para que ele tenha uma
idéia do que fazer com as armas de fogo em suas crônicas. Muitos Guerreiros Mundiais,
principalmente os do estilo Forças Especiais ou afiliados à Interpol, receberam
treinamento com Armas de Fogo por causa de seus empregos. Então não encare como
algo anormal se um dos jogadores quiserem que seu personagem também tenha este tipo
de conhecimento.
Basicamente acertar um disparo com uma arma de fogo requer que o personagem cause
no mínimo 1 ponto de dano em um teste de Técnica da arma de fogo + dano da arma. A
quantidade de dano inflingido determina onde o disparo pegou. Falhas em disparos
realizados com armas de fogo ficam a critério do Narrador. Exemplos incluem desde
acertar outro alvo próximo (engajado em um combate corpo-a-corpo, por exemplo) até
emperrar a arma (Falha Crítica).
Já a velocidade das armas de fogo são calculadas com o Raciocínio do personagem +
modificador da arma. Resumindo: para acertar é necessário treinamento (Técnica da
Arma) e para disparar rápido, é preciso pensamento rápido (Raciocínio). Personagens
que não possuem pontos em nenhuma Técnica com Arma, estão incapacitados de
utilizar qualquer arma de forma eficiente. Personagens destreinados empunhando armas
disparam como se possuíssem 1 ponto na Técnica da Arma, mas qualquer falha que
obtenham em um disparo conta como se fosse uma Falha Crítica. Armas anti-tanque
não podem ser utilizadas sem treinamento, pois são muito complicadas. Além disso, o
Narrador é a palavra-final quanto a um personagem saber ou não usar uma arma mesmo
sem treinamento (Blanka não saberia disparar uma pistola por exemplo).
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!
Cada grupo de armas de fogo requer que o personagem tenha pontos na técnica
apropriada para poder manuseá-la. Personagens sem no mínimo 1 ponto na Técnica
apropriada rolam somente sua Destreza para acertarem e não podem tentar mirar o
oponente (veja a seguir). Algumas técnicas com armas incluem:
? : inclui todos os tipos de pistolas automáticas e semi-automáticas, bem
como revólveres. Ex: .38, .21, Glock, PPK.
? %: inclui todos os tipos de fuzis e outras armas de assalto, como fuzis de
assalto, rifles e espingardas. Ex: Ak-47, FAL, M16, .12, Winchester, .50.
? '
"!
: inclui todos tipos de metralhadoras e sub-metralhadoras,
grandes e pequenas. Ex: Uzi, M60, MG34, Gatling.
?
!: armamento pesado somente é utilizado em guerras de verdade,
uma vez que causam um estrago considerável. Incluem desde bazucas e
morteiros, além de lança-granadas.
Apesar de granadas serem consideradas Armas de Fogo, elas utilizam a mesma Técnica
de Arremesso das Armas Brancas, a menos que o personagem esteja utilizando um
lança-granadas ou morteiro.
Note que o uso de armas é considerado desonrado em situações normais de combate. No
meio de uma guerra, você não verá Guile disparando Sonic Booms nos seus inimigos
nem tentando derrubar tanques com Flash Kicks. Nestes casos, o uso de armas de fogo é
imprescindível e não causa perda de Honra. Além de manter sua vida.
Outras ocasiões em que o Narrador não deve punir os jogadores por utilizarem armas de
fogo incluem perseguições policiais e até mesmo emboscadas. Afinal, socos e chutes
foram feitos para as arenas e não para o combate ao crime. De qualquer forma, isto tudo
varia de Narrador para Narrador, e da forma como as armas são tratadas em cada
crônica. Jogadores e Narrador deveriam conversar a respeito antes que aparecesse o
primeiro capanga armado na aventura.
?@- atirar em oponentes desarmados, mesmo que no meio de guerras e guerrilhas,
é considerado algo extremamente desonrado e causa a perda de 1 ponto permanente em
Honra.