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Warrior's Fist 09 PDF

The document discusses adding a new rule called 'battle scars' to the Street Fighter RPG. This rule would cause characters to gain permanent scars from receiving large amounts of damage in battles. The scars would result in the character losing attributes or abilities depending on where they are injured. The rule aims to better simulate the realistic consequences of fights and add narrative opportunities.

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Arthur França
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0% found this document useful (0 votes)
204 views16 pages

Warrior's Fist 09 PDF

The document discusses adding a new rule called 'battle scars' to the Street Fighter RPG. This rule would cause characters to gain permanent scars from receiving large amounts of damage in battles. The scars would result in the character losing attributes or abilities depending on where they are injured. The rule aims to better simulate the realistic consequences of fights and add narrative opportunities.

Uploaded by

Arthur França
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Advanced rules.

Throughout its brief life, White Wolf's Street Fighter


SUMMARY!
RPG has brought a lot of advanced rules in its supplements. Things
like throwing opponents into barrels or breaking walls with them,
poisons, laser weapons, training with Sensei or staff and lots more.

That is, of course, the function of supplements. However, as GAME MATERIAL 4


Capcom did not continue (and unfortunately we will never know what
would come in the seventh book, Shadows Over Mexico), many other
situations were not addressed by White Wolf. On the other hand, fan KABUKI TOWN 18
pages kept doing this work, something that is also the function of this
magazine. MANEUVER OF THE MONTH 22
Of all the editions, the current one is the most focused on
advanced rules that would certainly appear in Street Fighter
supplements. Battle scars, new techniques in combat, the construction
CIRCUIT LEGENDS 24
of new styles and also how to use the system in other times, being
they in the past or in the future. SIMULATING DOZENS OF STYLES! 30
The coolest thing about the new rules in supplements is that they
are totally optional. The basic book is the fundamental body of rules,
the rest are additions. Just like the material presented here should be
treated. The important thing is that the rules adopted can make the
experience more fun and remarkable. Editors: Eric M. Souza and Odmir Fortes

Texts: Eric M. Souza, Giovane do Monte, Marcos Amaral, and Odmir Fortes

Maps: Eric M. Souza

The editors keeping the flame alive Layout: Eric M. Souza

Cover: Odmir Fortes

Translation: Richard ‘Bat’ Brewster. This is not a professional translation, but


better to have something than nothing ;-) It has been done at the request of Eric
M. Souza. Original Published in August 2018.
BATTLE SCARS!
The character gets a scar every time he receives a
large amount of aggravated damage. If the
aggravated damage received exceeds his Stamina, he
needs to roll 1d10 to find out what kind of scar he
receives, according to the following table:
1-3: scar on the skin, like Sagat's. The fighter loses
Werewolf: The Apocalypse is the father of Street Fighter one point in appearance. If it's a blow from above, it
RPG. It brings renown, movement in maneuvers, three could also be a sinking of the skull.
basic punches and guides to use hexagonal maps and
4: lost eye. Besides losing 1 point in Appearance,
miniatures. An interesting rule from that game that did
not appear in Street Fighter is battle scars. the fighter loses 1 point in Perception.
5: improper bone setting. Fighter loses 1 point in
It is an important aspect to add to Street Fighter,
Dexterity. If the damage is from claws, cutting weapon,
especially considering the scar that Ryu caused to Sagat.
This article seeks to adapt the rule to the world of our or deemed appropriate, then the scar is the loss of
favorite fighters. fingers.
6: broken jaw. But after healing speech is affected.
First of all, a scar on a Werewolf is glorious. It shows
bravery. In a world of fighters, however, it is infamous. It Fighter loses 1 point in Manipulation.
means humiliating defeat - as Sagat had. 7: inability to have children. The person has
suffered severe damage to their reproductive system.
Thus, a Street Fighter suffering a scar results in the
There is no loss of Attribute, but the loss in Glory is two
loss of a permanent point of Glory. The only exception is
for bullet scars and laser blasts: in this case, the permanent points (if it is a firearm or laser, two
character always wins a temporary Glory point when he temporary points are gained).
is hit and is unarmed, for his bravery in fighting crime. 8: damaged lung. Loss of 1 point of Stamina.
Whenever a fighter loses a point on some 9: arm mutilated or ruined, or severe leg damage.
characteristic due to battle scars, he receives back the For arms, loss of 1 point in Dexterity and Blocking. If
experience points equivalent to the level lost. He can the attack is low, the loss is in Athletics instead of
spend these points representing his learning of the Blocking, because it is leg damage.
situation or his eagerness to train and take revenge. 10: brain damage. Causes partial amnesia and 1
Lost points can eventually be bought back. But an point loss in a Mental Attribute. There is also the loss
explanation is needed: exhaustive training, searching for of 1d10 points in Knowledge.
great masters and ways to heal or get around the
difficulty. Sagat, for example, has never recovered his
points in Appearance. ERIC “MUSASHI” SOUZA

4 5
 Escape (several games): the fighter moves, avoiding
a blow. Escape can be simulated in several ways.
The Esquives maneuver, the Aikido side step, is one
such maneuver. But simply moving out of reach of a
blow is another form of evasion. A Punch/Kick
Defense is a form of blocking so advanced against
punch/kick, with bonuses so hgh, that it can also
simulate a specialized escape.
 Overhead Attack (Street Fighter III): certain aerial
When Street Fighter: The RPG was created, the most up-to-
attacks can strike opponents using Crouching
date fighting game in the series was Super Street Fighter II.
Maneuvers. Simulate with maneuvers like Ax Kick.
The RPG brought elements present in this game, such as
the variety of maneuvers, combos, movement control,  Avoid grabbing (The King of Fighters, mainly): the
among others. fighter pushes his opponent with his arm or leg,
avoiding a grab attempt. Simulate easily with the
However, other tactical elements later emerged in both fighter coming out of the hexagon and avoiding a
Street Fighter and other fighting games. This brief article grab attempt (even aborting to Jump spending 1
will discuss how to simulate these elements using ideas Willpower).
present in Street Fighter RPG itself.  Fight on the ground after being knocked down
 Throw Recovery (Super Street Fighter II X and (Tekken): the fighter stays on the ground, avoiding
following games): the fighter spins in the air and most attacks and being able to hit his opponent.
cushions the damage from the throw. Simulate with Simulate with Ground Fighting.
Breakfall.  Bar explosion/V-trigger (multiple games): the fighter
 Air Defense (Street Fighter Alpha): the fighter exposes all his power for a limited time. The
performs a block on a jump. Simulate by spending 1 simulations vary widely, ranging from an Elemental
Willpower to switch to Block in the middle of an Skin (as with Urien), a Flaming Fist (Ken had a
Aerial Maneuver. similar simulation) or the continuous use of
 EX Specials (Street Fighter III): a more powerful Toughskin, for example. A series of maneuvers can
version of a maneuver by spending a bit of the simulate this effect, even the use of 1 Willpower for
super bar. Simulate with an extra dice by spending 1 extra dice used for each consecutive turn, when the
Willpower, as in the combat example. character is extremely focused on victory.

______
* Remembering that it is still possible to do this with Special
Maneuvers, like an EX Dragon Punch that would thus have ERIC “MUSASHI” SOUZA
+7 of damage instead of the original +6 of the maneuver.
A punch to respect!

6 7
The player then has 7 points to distribute
between their initial Willpower and Chi; the
CREATING NEW STYLES! maximum value of these characteristics is
equal to the highest value among the merged
fighting styles.

After the merge is completed, the player


will choose 3 techniques from the merge styles
In the basic book of Street Fighter, the player
and write down the special maneuvers of the
is encouraged to create new maneuvers, but
respective lists.
there is no rule for this. In Warrior's Fist #2,
Pietro de Castro solved this problem by For example: Alex is a wrestler and has a
bringing an adaptation of the WoD Combat mix of punches and kickboxing, taught by his
rules to guide in the creation of new balanced sensei, who served in the army. He chooses to
maneuvers. keep his Wrestling style, then adds some
Punch and Kicks from Kickboxing.
Also, the Contenders book reasonably
guides in the creation of new styles from As for the other techniques, the storyteller
existing arts, using as an example Taekwondo, will include maneuvers that match all of the
which has its origin in Karate. Again, there is blended arts, and if not matched with any of
no guidance on how to do this process them, it cannot be included. If there are
through the rules. different costs for the maneuvers, the biggest
cost is what should be noted. Note that in our
Martial arts are born out of other styles.
example, Alex has no maneuvers in common
Their development coming from the brush
in his chosen styles (kickboxing and wrestling),
strokes of characteristics from various other
so he skips this step.
arts. Therefore, fusing styles is nothing more
than the natural path for many masters. In Fusing Styles is also something that
fact, a master who dominates his style and has becomes more complex as you mix different
several maneuvers of other styles (which would forms of fighting that are completely different
count as Sensei 4 or 5) would be able, at the from your primary style. For a boxer to learn
end of his career, to create a new martial art kicks or a wrestler to release fireballs, the effort
uniting everything he knows, more or less as is doubled. Therefore, some observations
Gouken did. should be made when merging styles.

For a novice fighter, the way is somewhat Whenever you merge styles and exchange
easier. He has to start with Sensei 4 or 5, the special maneuver list of a technique for
representing a true master who has already another list that contains more than twice as
walked his own path and created his own many special maneuvers of that technique,
martial art. then you must remove 4 or 5 Cost(PP)
maneuvers from one of your special maneuver
lists.
8 9
In Alex's case, when comparing the lists of KICKWRESTLING
special maneuvers, he realizes that Wrestling + Kickboxing
Wrestling has more than twice as many
Grab maneuvers as Kickboxing. The same PUNCH:
goes for Punch and Kick. Therefore, he Dashing Punch (5), Fist Sweep (2), Heart Punch
needs to remove 3 maneuvers that Cost 4 or (4), Hyper Fist (4), Lunging Punch (2), Spinning
5 from his lists, being 1 from Punch, 1 from Backfist (1), Spinning Knuckle (3), Turn Punch (5)
Kick and 1 from Grab. Alex chooses to
remove Rekka Ken (5), Stepping Front Kick
(4) and Iron Claw (4) from their respective KICK
lists. Ax Kick (3), Double Dread Kick (3), Double Hit
Kick (1), Flying Knee Thrust (1), Slide Kick (2),
If the new fighting style does not have Tiger Knee (5), Wounded Knee (2)
maneuvers in this value in the specific lists of
Techniques, you must remove 2 maneuvers
of Cost 3 from any of your special BLOCK
maneuvers list. None

The player may want to further customize


their fighting style by selecting a maneuver
GRAB
that exists in only one of their styles. In this
Air Throw (2), Back Breaker (2), Bear Hug (1),
case he should abandon any maneuver of
Brain Cracker (1), Disengage (2), Dislocate Limb
equivalent cost to the lost maneuver. If the
(3), Grappling Defense (3), Improved Pin (2),
new maneuver has a cost of Willpower or
Knee Basher (2), Neck Choke (1), Pile Driver (3),
Chi, its value should also be increased by 1
Pin (2), Spinning Pile Driver (3), Storm Hammer
point.
(5), Suplex (1), Thigh Press (2)
In Alex's example, he will give up the
Front Reverse Kick (1) and Stomach Pump
(3) maneuvers to acquire Air Smash (1) and ATHLETICS:
Ground Fighting (4) respectively. Note that Air Smash (1), Ground Fighting (4)
the cost of Ground Fighting has been
increased, as the maneuver requires 1 point
of willpower in its cost. Now let's look at FOCUS:
Alex's fighting style.* None

* Originally, Alex is a wrestler, according to his bio. His


ERIC “MUSASHI” SOUZA and ODMIR FORTES
Kickwrestling served only as an example for the rule.

10 11
Rarer animals (three or more points in the
Background) may have strange new powers.
They are legendary animals. But how far can
that go? What if Shadaloo had experimented
not only with my character, but also with her
companion, thus turning them into a cyborg?
In order for your companion to have the
Cyber feature, you need to give up the
bonuses of an Animal Companion level, which
would add +1 damage and movement to the
animal's maneuvers (described in more depth
“Anger and hatred should never be shown in the World Tour).
otherwise than in what you do; and feelings From then on, you can use your points to
will be all the more effective in action, in so acquire a new maneuver, which normally
far as you avoid the exhibition of them in any could only be purchased with Cybernetics. The
other way. It is only cold-blooded animals Animal Companion can now buy, for example,
whose bite is poisonous.” Fireball or Acid Breath.
Arthur Schopenhauer Give up 1 point in Animal Companion to
buy the animal a maneuver with a Focus
prerequisite of Focus 3 or less. For maneuvers
We've all asked ourselves at some point "What that ask for Focus 4 or 5 (as Extendible Limbs),
about the Animal Companions? Will they ever it is necessary to give up 2 levels of Animal
throw anything at them?" Well, my friend, it's Companion.
time to change that view.
For example: Aileen has Animal
In the unofficial book "World Tour" the Companion 4. Her animal could have +4 in
most important rule on the subject was damage and movement with her attacks, but
written, which is the adaptation of animals to Aileen wants cybernetic implants that provide
Street Fighter, as well as new rules for Ice Blast and Yoga Teleport. So Aileen uses 3
stronger companions and new maneuvers. In levels of Animal Companion to acquire these
the magazine "Warrior's Fist Special 01”( powers, leaving 1 level is left for maneuver
Christmas Edition) there was a new special bonuses, thus just +1 in damage and
maneuver only for animal users, thus bringing movement from your normal attacks.
more material on the subject.
Besides Shadaloo, there are other
"But what about it?" You might be thinking. laboratories around the world exploring the
And then we still found this list incomplete and new Cybernetic technology that's recently
decided to give it new attention. In this issue appeared on the Street Fighter circuit. It's time
we bring you a new Animal Companions to put it to the test on the circuit!
mechanic called "Cyber."

MARCOS AMARAL

12 13
Looking at it from another angle: how would that
AGES AND WORLDS IN setting look if we focused the chronicles on martial
arts fighters, whether it was secret tournament

CONFLICT! arenas or the fight against ambitious tyrants? And if


we remember that even SFRPG need not be
restricted to characters who are fighters
Street Fighter - The RPG may have been based (professional or clandestine), we have a system that
on a video game, whose scenario is situated in can serve well in various contexts (even if not all),
the 20th century, but it is a waste of ideas to just using creativity and some planning.
assume that its main concepts are unique to the
Contemporary Age. Tournaments of powerful If we think about the future and advanced
fighters trained in the most diverse martial arts technology, the film "Arena", from 1989, shows a
can happen anywhere and anytime, because we human participating in a Martial Arts tournament in
can assume that the vast majority of people an alien world, and this could be a cool idea to
have, or will have, some relationship with use. And speaking of aliens, the confrontation
fighting techniques throughout their lives. And if between the most famous races in cinema - "Aliens
we accept that Fantasy/Sci-Fi is part of the kind vs. Predators" - is also an interesting scenario (and,
of adventures SFRPG brings - with fireball shots, by the way, it had its own video game before the
people who can fly, monsters hidden in the film existed). In the distant past, the series "Mortal
corners of the world, and even hypertechnology Kombat: Conquest" and films like "Gladiator", or
beyond their time - we can transport our stories even "Ben-Hur" involve so much conflict and
to any time and place without hesitation! heroism that SFRPG emulates well.

Games that place fighting tournaments as So that your adaptation does not have
the key point of their plots exist in droves and problems, some steps are worth considering:
many of them are situated in different times (or 1) Consider the technological level of the
Lands) from the standard SFRPG scenario. So environment in question. How much does this
do beat'em up's, those classic ones of going out influence the characters' access to information, for
there kicking bad guys’ ass. And since SFRPG example, during an investigation? How is
can be based on both models, it's not hard to communication between distant people? What are
assume that adapting these games is a way personal weapons, military artillery, vehicles like?
forward. In fact, this has already been done by And above all, how accessible are the options
many Storytellers and you can easily find present in the scenario for the player characters?
adaptations ranging from Samurai Shodown Do you need to acquire a certain level of resources
(medieval) to Double Dragon (near future). to access certain equipment, or do you need unique
Others, like Golden Axe, Knights of the Round backgrounds?
and Captain Commando could also give you
good campaigns! 2) Establish where the action is. SFRPG is, above
all, a game about conflict, whether in the arenas or
You, however, don't have to feel trapped in outside them. Determine the type of story you want
the game universe to play alternative Street to create in the setting and the types of characters
Fighting. Books, comics, TV series and even you expect as protagonists, while imagining how
other RPG genres can serve as a basis for new they will find and tackle action scenes. Also keep in
adventures. mind, that whilst the system handles one-on-one
combat, chasing and individual sports competitions

14 15
very well, any group fights and sports require o Knowledges: Knowledge of Place
more complex rules and end up making the (includes "Arena"), Law, Education
slower scenes. (includes "Science"), Research,
Linguistics, Medicine, Mysteries,
Politics & Heraldry, Religion,
3) Point out the changes that the scenario Seneschal (Administration)
brings to the character sheet and to the very
processes of building a character, due to its
particularities. You may need to remove,  Sci-Fi/Space Opera: In this scenario,
restrict, change or add the most common major martial arts tournaments take
Abilities and Backgrounds. You will rarely place in arenas across the galaxy, at
have to tamper with Basic Techniques and orbital stations, on exotic planets or
Special Maneuvers, but you may have to aboard spacecraft. Competitors can be
adapt Styles, for example, by changing human, meta-humans, aliens and even
something in your history and their names androids. Space wars also take place in
and listing appropriate techniques for various areas, driven by mega-
different weapons. corporation ambitions or galactic
empire expansions, but the (at least
As an example and suggestion, there are two
initial) focus of the characters is on
Ability Lists: one is suitable for Old/Medieval
tournaments. Use 9/7/4, as usual.
Fantasy scenarios and the other for a distant
o Talents: Administration,
future Sci-Fi or Space Opera scenario.
Instruction, Interrogation,
 Ancient/Medieval: In this scenario, Intimidation, Intuition,
there may be arenas of fighters, but Streetwise, Subterfuge, Insight,
they are not the focus of the Search, Alertness.
adventures. Instead, the characters are o Skills: Betting, Piloting,
adventurers, mercenaries or volunteer Disguises, Demolitions, Stealth,
heroes, fighting tyranny, enemy armies Leadership, Blind Fighting,
or monsters from the wilderness areas. Repairs, Security, Survival.
Use 11/8/5 for point distribution, o Knowledges: Arena,
instead of the usual 9/7/4. Computers, Cybernetics,
o Talents: Empathy, Instruction, Science, Styles, Finance,
Interrogation, Intimidation, Research, Linguistics, Medicine,
Intuition, Mania, Subterfuge, Mysteries.
Insight, Search, Alertness.
o Skills: Riding, Disguises,
Etiquette, Stealth, Leadership,
Blind fighting, Crafts (includes
"Repairs"), Performances,
Security, Survival.
GIOVANE DO MONTE

16 17
However, it is possible to view the dome walls of
this protected area from outside. It is a gigantic
blue sphere buried in the ground, but every now
and then the apparent peace is disturbed by the
energies that escape its protection and bounce off
the outside.
This arena can be created anywhere the
Shadaloo machinery and the meteor fragment are.
These fragments are usually carved like eagle
heads, polished until they are shiny like diamonds.
At Kabuki Town base, where great fighters and
REFUGE OF M. BISON! political prisoners are held hostage, some
brainwashed are sent here with a battle plan to
fight deadly battles.
The arena is simple. It's dark, but the fighters
M. Bison possesses incredible psychic powers
can see each other. The clouds burn with only the
and also various technological devices,
Chi of the fighters' bodies. The ground is flat,
artifacts such as the Mental Cannon, for
regular, hard to see, but it shines around each
example, which amplifies his powers to
fighter, and also when someone falls. To leave this
control thousands of minds in the
place is practically impossible. Possibly, a great
surrounding regions. Shadaloo's technologies
shock of energy could damage the mechanism;
also include a satellite, submarines, aircraft
some meteor fragments have already been lost in
and weapons.
extreme conditions. When M. Bison himself fights
There is a project to use the energies of inside, his link with the meteor commands the
his mystical meteor or large fragments of it to actions: if he wishes to leave, the room opens; as
create an isolated area for training and long as he is conscious, the room will be
testing his powers and weapons without maintained.
generating damage to our reality. It is
believed that the people protected by the
generated bubble are transported to another
plane, a dark reality without walls or
boundaries, with clouds of miasma that shine
ERIC "MUSASHI" SOUZA
in various colors as the Chi of the psychic
energies of M. Bison spreads through the air.

18 19
ICE CLONE!

Prerequisites: Athletics , Focus , Ice Blast

Power Points: Ninjitsu 3; Others 4

When the fighter is attacked, he covers his skin with a


layer of ice. Like a snake changing its skin, he throws
himself backwards, leaving his shell freezing to hit the
victim.

System: The fighter needs to stop an enemy physical


attack. When the opponent attacks him, he interrupts,
Ice Clone moves back and rolls the damage. If the opponent is
frozen, he suffers the same effects as the Ice Blast and
must break the ice in order to escape.
The Lin Kuei presented in the Mortal Kombat
Cost: 2 Chi
franchise are a very peculiar ninja clan. First
of all, their base of operations is in China. Speed: +1
The clan's own name is Chinese. They have
an incredible story, with a process for Damage: +0
adopting cybernetic implants in their ninjas
and major clashes with the Shirai Ryu clan. Move: TWO (backwards)
The Ice Clone maneuver is one of the
secrets of the Lin Kuei. In a campaign,
however, the Storyteller can assign it to any
ninja or NPC. It's similar to the Shrouded
Moon maneuver, but with the terrible effect
of freezing the target of the attack.
ERIC “MUSASHI” SOUZA

22 23
There are rumours that Jigo seeks to train an army
of fighters to spread chaos through Kabuki Town,
overthrowing the authorities and establishing a
regime of anarchy. They say he used to be known
as Tyler Durden in the US, and that he fled from
there after a failed attempt to implement the same
plan.

THE RULES OF THE FIGHT CLUB


The first rule of Fight Club is: you do not talk
Jigo
about Fight Club.
The second rule of Fight Club is: you DO
Few know who Jigo is, where he comes from and NOT talk about Fight Club!
why he came to Kabuki Town. Some speculate
Third rule of Fight Club: if someone yells
that his name is Jigoro, but there's nothing certain
“stop!”, goes limp, or taps out, the fight is over.
about that. He's an American, but speaks
Japanese so well he could have been born in Fourth rule: only two guys to a fight.
Japan. Working in an insurance company,
Fifth rule: one fight at a time, fellas.
overseeing accidents, in his spare time he
conducts a notorious club of fighters who Sixth rule: no shirt, no shoes.
squabble during the nights in the city parking lots. Seventh rule: fights will go on as long as they
Eventually, the Kabuki Town Fight Club have to.
became a cult, growing and attracting many And the eighth and final rule: if this is your
people. It's part of the Street Fighter Circuit, but it first time at Fight Club, you have to fight.
has its own rules. At the club, everyone fights
barefoot, no weapons and no shirt. The clubs, in
theory, are secret, but it is practically impossible to ERIC "MUSASHI" SOUZA
hide it, and every day more people arrive.

24 25
JIGO!
Style: Western Kickboxing
School: Self-taught Maneuver Spe Dam Move Special
Concept: Club Founder
Jab 7 7 3 Basic
Signature: Raise your arm
Strong 5 9 3 Basic
Fierce 4 11 2 Basic
Strength ••• Charisma •••• Perception ••• Short 6 6 3 Basic
Dexterity ••••• Manipulation ••••• Intelligence •••• Forward 5 8 2 Basic
Stamina ••••• Appearance ••• Wits •••• Roundhouse 3 10 2 Basic
Grab 5 6 One Basic. Ignores Block
Alertness •• Blind Fighting Arena • Block 9 - - Basic. Abort. +2 Speed next turn
Interrogation ••• Drive •• Computer •• Movement 8 - 6 Basic.
Intimidation ••• Leadership •••• Investigation •• Aerial; Abort; evades projectiles, must win a dispute of Dexterity +
Insight •• Security ••• Medicine •• Jump 8 - 3 Athletics vs. Attacker's focus; can be combined with basic kicks and
Streetwise •••• Stealth •• Mysteries punches (use the SP, DAM and MOV of the maneuver)
Subterfuge ••• Survival Style Lore Elbow Smash 7 10 One
Brain Cracker 5 10 One Sustained Hold, calculated with punch damage
Demolitions ••• Science •
Foot Sweep 3 9 1 Crouching; Knockdown
Sustained Hold; If opponent escapes, considered Knocked Down;
Allies ••••• Punch ••••• Knee Basher 4 10 One
Calculated with Kick damage
Arena •• Kick ••• Must interrupt an attack; the fighter moves to one side dodging the
Esquives 7 - TWO
Contacts •••• Block •••• attack
Fame • Grab ••• Double-Hit
3 7 2 Two damage tests, except against aerial or crouching opponent.
Resources •• Athletics••• Kick
Focus 1st test with +1 DAM and throw the target 1 hex backwards, the
Double Dread attacker must move to the opponent's hex and make the 2nd attack
Firearms ••• Kick
3 7 4
with +4; can use the 2nd attack if the target is in range.
Glory ••• ••• • 1 WP
Honor ••• • 6
Pistol 6 -
Chi • • Willpower • • • • • • • • • • (agr.)

□ □ □ □ □ □ □ □ □ □ □ □
Health • • • • • • • • • •
□ □ □ □ □ □ □ □ □ □
• • • • • • • •
□ □ □ □ □ □ □ □

Combos: Esquives to Strong to Elbow Smash (dizzy), Block to Brain Cracker (dizzy),
Block to Knee Basher to Double Dread Kick

Division: Free Style, Rank: 7; Standing: 30 Win, 6 Loss, 3 Draws, 18 KOs

26 27
SIMULATING STYLES WITH LENSES!
In general, there are two types of RPG: those of totally free creation, where the
character has a number of points and uses them openly to buy powers, skills and
advantages, and others where it is necessary to choose aspects of the character within An Chi: Kung Fu (Ninjitsu Focus List)
certain archetypes. In the first group it is possible to quote GURPS and 3D&T; in the Bando: Kung Fu (Muay Thai Punch List)
second, D&D and Street Fighter.
Bkyukl Bökh: Native American Wrestling
In Street Fighter, physically the character is human. By buying Unique Background Street Fighting: Kickboxing (self-taught Boxing)
you can modify your "race" to elementalist, cybernetic or animal hybrid. From the basic
module, however, you must choose the Fighting Style. This style works as the "class" of Bujutsu: Kung Fu
the character, his profession, determining what he can learn and guiding how the Escrima: Silat
player will spend his points in other areas, to be more efficient. Goju-ryu (and other Karate): Shotokan Karate
Unlike, however, the medieval classes, the fighting styles are countless. Street Hapkido: Special Forces
Fighter is not our world, but a world like ours. Even so, it is generally assumed that the Hashishin: Baraqah
fighting styles of our world exist in the world of Street Fighter. So what if a player Hsing-Yi: Kung Fu (Tai Chi Chuan Focus List)
decides to create a fighter who practices a style like Goju-ryu Karate, Kenpo Hawaiian,
or Hapkido? Hwarang-do: Wu Shu
Kalaripayattu: Kung Fu
The Contenders book has a guide for the creation of new styles. It even gives the
example of creating Taekwondo based on Karate Shotokan, because of the Kempo Shaolin: Kung Fu
connection of these arts in the real world - Taekwondo was created by Korean nobles Kobujutsu: Shotokan Karate
who learned Karate Shotokan in Japan. Krav Maga: Special Forces
When creating a new style, sometimes it is necessary to make big changes (like the Kuntao: Kung Fu
Kickwrestling presented in this issue). In other cases, it is easier to take a related style Kushti: Wrestling
and remove some maneuvers, adding others of similar importance. It is easy to create Pakua: Tai Chi Chuan
a Taekwondist using the Shotokan Karate base style. This is something that is called a
"Lens" - instead of inserting a new style completely into the game, the player embraces San Shou: Kickboxing
an existing style and changes it slightly. A game with dozens - or even hundreds of Shuai Jiao: Native American Wrestling
styles - easily tends to get out of balance. In fact, some styles created by designers are Taekwondo: Shotokan Karate (without Dragon Punch and with
lenses from previous styles, such as Majestic Crow Kung Fu, Sanbo, Savate and Jeet cheaper Flying Thrust Kick and Flash Kick)
Kune Dô, which come from Kung Fu, Wrestling, Kickboxing and Kung Fu again. Wudong: Tai Chi Chuan
With this idea in mind, this article points out which styles should serve as the basis
for lenses that simulate a series of real world styles, expanding the options without
creating an endless list of styles that will unbalance the game and make character ERIC “MUSASHI” SOUZA
creation difficult.

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