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Enforcer84
Feb 20th, '03, 09:12 PM
I have been working on this for a couple of years now; I have about 100 write ups in variuous phases of completion, some you might have seen at Surbrook's Stuff site. I have a very rough world overview. Let me show you .
Chad’s Street Fighter Universe Campaign Specifics.

Campaign Basics: This is a Wild Martial Arts campaign of epic proportions. Based on the rather comic book like world of Fighting Games, notably Street Fighter and King of Fighters. Campaign is a few funky skintight costumes from a Superhero Genre, the characters will have fabulous Martial Arts powers and everything from Supernatural Monsters to Cyborgs and Robots will speckle the horizon. The characters will be up-and-coming Street Fighters, eager to earn fame, cash, and glory in the ring. What happens once they make it, however, will change their lives forever.

Importance of the PC’s:
PC’s begin campaign as low ranking street warriors, as they gain experience and skill they will become more important. As it is, they can live or die and very few will be affected.

Campaign Tone:
Morality: 3 (Some Crossover between Good and Evil)
Realism: 1 (Very Romantic)
Outlook: 4 (More Serious than Light-hearted)
Continuity: 4 (Long Story Line, semi Episodic)

Physical World:
Modern, slightly more advanced. Nearly 80% of the population knows some form of Martial Arts (Really!)
Mega-Corporations, Military powers, and huge crime syndicates control much of the world.

Character Building Guidelines:
Starting Points for PC’s: 150
Max Points for 0ne Disadvantage Category: 60
Maximum Disadvantage Points for PCs: 125
Characters automatically have Normal Characteristics Maximum disadvantage at no point value: Yes/No
Characters can carry normal technology at no point cost: Yes/No

Power Levels Beginning Range Maximum
Attack Powers 40-50 pt. (7d6+adv) 75 (10d6+adv)
Defense Powers 10pts* 25pts*
Skill Rolls: N/A N/A

Campaign Rules:
Hit Location Rules Used: Yes/No (Maybe)
Knockdown Rules Used: Yes/No
Long Term Endurance Used: Yes/No
Limited Push Used: Yes/No

House Rules:

1) New Talents: Intuition (3pts) gets an INT roll to detect deception regardless of situation.
Acute Senses (3pts) +1 with all Per Rolls
Animal Empathy (5pts) can “communicate” with Animals on an emotional level
Requires PRE roll to convince animal to leave you alone/Follow you
Longevity (1/2/3 pt.) at 1 pt. 2-5x Normal life span, at 2 pt. 6-15x normal life span
At 3 pts has Immune to Aging. (SEE Life Support)
2) New Skills: Hacking (9+INT/5) (breaking Computer Security) 3pts +1/2pts
Wardrobe and Style (9+PRE/5) (Looking GOOD) 3pts +1/2pts
Artistic Skill (General) 1pt for 8- 2 pts for 11-, +1/1pt, Characteristic base for 3pts +1/1pts
3) New Powers: Telepathic Translator (30pts): This power allows a character to telepathically
understand any language she encounters. Upon encountering the language for the
first time the character rolls against their EGO/5 +9. Success means that they can
speak this new language. This roll is made once per language encountered with
modifiers of +5 for a really similar language (Italian to a native Spanish speaker) to
–7 for really alien language (like Humanoid Bumblebee to Swedish). Modifiers
should be determined by the GM. Characters with this ability are considered to have
2pts worth of this new language. The knowledge fades eventually (One Week after
contact with language ends), unless the character purchases the language with
Experience. (Treat this power as a double strength Linguist skill modifier, the
character has +2pts of familiarity with the language. Note that Literacy must
ALWAYS be purchased separately.
Cost: 30 pt. +1 to Ego Roll for 2 Pt. +10 pt. for Telepathic Literacy (must still pay
1pt to keep literacy). Knowledge fades in one week, time can be moved down the
Time chart for +1/2 advantage per level down the time chart.
Damage Reduction: 100% (120 Pt.)
This is an addition to the standard power of the same name. It works a little
differently however. 100% Damage reduction can be taken in one of two ways;
either as a SFX Only Dam Red (ie Immunity to Fire) the Cost drops to 60 pts for
an uncommon or common SFX, or 100pts for a very common SFX (Fire is Very
common BTW). Frequency of SFX will be up to GM . The other way to buy it
is to take it at 120 pts and receive blanket immunity to Physical, Energy, Mental,
or Adjustment powers (only one category per 120 pts). However, if you take
blanket immunity, you must state a common SFX that can still affect you.
Example: Mr. Immortal has 100% Dam Red to Physical Attacks, bullets,
punches, kicks, knives all bounce off him. However, he took magic as his
weakness and magic in any form, (supernatural strength, magic weapons, spells,
etc.) can affect him with impunity. (Supernatural strength is a +0 Advantage for
strength for just this purpose).
Cost: 120 pt. for Blanket Immunity, 60 or 100 for SFX Immunity.

Character Requirements:

Skills:

(Required): Martial Arts form – this one is a no-brainer, folks.

Talents:

Powers:

Disadvantages:

Style Disadvantage (10) for your martial arts

Enforcer84
Feb 20th, '03, 09:17 PM
Oops that world view post was supposed to go here.



Styles: Street Fighting games have various levels of “Realism” presented in their combat styles. Many are given names of real styles and then simply given moves that the designers think are cool. A good example is the various Capoiera practitioners – Blanka, Bob Wilson, Elena, and Richard Meyer, have very few moves in common with each other or Capoiera. That having been said; here are my lists of the most common styles.
• Shotokan Karate: this started them all, babe. Every Street Fighter game has had Ken and Ryu and
Most have had another one or two thrown in there.
• Kyokugen Karate: this is a Karate style that borrows heavily from the Shotokan Template. It is also a very popular style in its game (Art of Fighting Series) with 4+ fighters.
• Special Forces: This is a commando style and basically the default style for any fighter who looks like they come from the military.
• Muay Thai: The combat style of bald men in long shorts. Okay, not really. This is a brutal style that most often is wielded by traditionally dressed man. A powerful style.
• Wrestling: Be it Sambo, Native American Wrestling, or just Pro Wrestling, there are a lot of these guys and girls in the fighting ranks. They tend to be large, steroid enhanced males alternately chiseled or fat. The smaller the wrestler the more acrobatic they are.
• Boxing: Oy vey! This is a fairly popular style. Unfortunately 75% of the practitioners are named “Mike” and bear a striking resemblance to a gentleman named Tyson. This is changing somewhat though.
• Aikido: Popular with girls (at least in the fighting games). In reality an art that relies heavily on throws, in the games, it’s a standard style with flashy punches and kicks as well.
• Jeet Kun Do: The style of Bruce Lee lookalikes everywhere.
• Kung Fu: See above.
• Wu-Shu: An acrobatic style often given to small men or strong women.
• Tae Kwon Do: Used heavily in King of Fighters/Fatal Fury. A fast style with a slight emphasis on kicks.
• Brawling: Actually rare, but there are a few simple bruisers out there.
• Karate: A catchall category with many sub categories.
• Kopoken Karate: Emphasis on sweeping movements. Practiced by Andy Bogard
• Bojutsu: Staff Fighting
• Escrima: Stick Fighting
• Ninjutsu: A catchall for the guys and girls in masks. Tends to be acrobatic with “surprise” and stealth maneuvers.
• Garyu Kakutojutsu: possibly a variant Karate.
• Kempo: Japanese version of Kung Fu
• Hakyokusaken: The style used by Geese Howard and Terry Bogard. Probably a Karate Variant
• Kobojutsu: I think this is karate style emphasizing weapons. But the guy using it doesn’t use weapons…hum.
• Spanish Ninjutsu: The style developed by Balrog (Vega in America). It is a fast, acrobatic style whose practitioners are generally of Spanish Origin as Balrog chooses them himself.
• Kagura Style: Another Karate Variant.
• Judo: A grappling style. Given several punches and kicks in the fighting games. Comes across as a less brutal Pro Wrestling.
• Magatama: Karate Variant popular with the King of Fighters Crowd.
• Kabbadi: yoga like marital art of India.
• Western Kickboxing: A less intense version of Muay Thai. Practiced all over the world
• Sumo: The wrestling of the Large and In Charge.
• Kanzuki-Ryu: Karen’s Karate Substyle, very little in common with Shotokan actually.
• Ler Drit: A style developed by Lord Vega (M. Bison in America). He is the sole master
• Saikyou-Ryuu: Dan Hibiki’s self-developed style. He is the only master. It bears a close resemblance to Kyokugen Karate.


Players can feel free to use any of these styles or make up their own (of course). It should also be noted that no two fighters of the same style are exactly alike. There are differences in every Shotokan Fighter, every “Special Forces” fighter, and every Wrestler. Some are better at a particular move that others and that move in the games becomes slightly different visually, others have different moves all together, that are only superficially similar to the standard moves.

Character Archetypes:

The Ultimate Warrior: No, not a face painted wrestler, the Ultimate Warrior is the Ryu of the
fighting set. He or she is interested in gaining spirituality through combat. They live for
the fight. This is not to say that they are mindless, punch drunk fighters, just the opposite,
these warriors view these competitions with reverence, they see it as their way to find
perfection in their art.
The Cocky Natural: Kens of the world unite! These guys are skilled martial artists, and they know it. They
are brash, egotistical, and almost terrifyingly good at their art. There is a long list of warriors out
to prove that these guys aren’t as good as they think they are, and a longer list of other chumps
who tried that and got their butts handed to them.
The Military Guy/Gal: Welcome to the world of the GI Joe cartoon where hundreds of years in weapons
technology has rewarded the world with soldiers who drop their weapons at the first sign of the
enemy and launches into a flurry of punches and kicks. Military trained warriors are good
tacticians and capable fighters. They often (nay almost always) wear some semblance of military
style dress.
The Jovial Basher: This guy often has boxing or wrestling as their art. They just enjoy beating the snot out
out of guys and then having a beer with them. They laugh a lot and don’t often hold a grudge.
They tend to be slow to anger but once there, they are engines of destruction
The Bored Rich Kid: This has been fairly common in the games (especially Street Fighter) lately. One
Could make a case for Ken, Karen, Dudley, Blair Dame, and Pullum Purna to be the bored rich
kid. Fighting is exciting and they often will have a rival to compete against.
The Obsessed Seeker of Vengeance: This is a very popular one. Usually the OSoV is chasing one of the
Boss level villains (Chun Li, Dan Hibiki, The Bogards, etc.) They either get their desire at the end
of the game or they find a new obsession. Taking down Shadowlaw is a common obsession.
The Cheeky Master: This is generally an older gentleman (or lady) with decades of experience in one or
more martial arts. They have varying degrees of physical ability and nearly unmatched style and
lore knowledge. They are also often perverts, drunks, or possess horrifying personal habits/hygene
Chin, Gen, Takuma, and Oro all qualify.
The School Kid: This is the young fighter, they are generally talented, unusually strong for their age, and
spend most of their days fighting (or in class). They often idolize another fighter and seek to
emulate them. Another cliché is the crush, the young school children have romantic ideas towards
each other and their older contemporaries. Examples include 99% of the Rival Schools characters, Sakura, Karen, Shingo, Bao, Elena, Yun, Yang, Sean, and Ibuki.
The Cyborg/Mutant: This is a rather unfortunate individual who has been granted power at the cost of their
humanity via genetic engineering or massive cybernetic enhancements. They often have strange powers, and their martial arts can either be a selected style or mere brawling ability backed up by their powers/weapons. Necro, Q, Twelve, Brocken, Blanka, Maxima, Kryzalid, K’ (though the latter two are also clones), Gill, and Urien
The Supernatural being: Supernaturals are very similar to Cyborg/Mutants, save that their powers derive
from supernatrual, rather than superscince, sources (although sometimes both are used). These
beings tend to have formal martial arts styles, channelling the mystic aspects of their art to a
greater extent than most masters. Some are simply suprnatural creatures/beings. Garuda, Lord
Vega, the Orochi, and Omega Rugal are good examples (with Vega and Omega Rugal examples
of technologically backed mysticsm), as are Rose, and Akuma.
The Narcassist: This archetype is a fellow, or lady who pretty much sees the sun rising and falling in their
back pocket. Vain, but with the appearance to back it up, they are also good fighters with
established styles and utterly annoying. These men and women often have flowers near them,
constantly worry about their appearance and believe that they are the greatest thing since sliced
bread. Balrog, and Benimaru are the most obvious members of this archetype.

Enforcer84
Feb 20th, '03, 09:17 PM
The World



The setting is fairly modern, the birth of the 21st Century. The character archetypes are all there. There are several Criminal Organizations/Business Conglomerates to divide the world under their influence. There are also several justice-minded organizations to oppose them. Mysticism runs rampant; there are mutants, cyborgs, sorcerers, supernatural beasties, demigods, demons, and robots. This type of campaign could best be described as “superheroes with a different costume code”. The heroes and villains are for the most part very open in their identities. The numerous street fighting tournaments around the world have given these heroes and villains unrivaled fame and popularity (or infamy).


The world itself is Earth, our Earth – with a few additions/changes. The most major change is the increase of island nations or islands in general. Many of the ‘Final Bosses’ in fighting games live on a private island. So there are a lot more island in the Street Fighter Earth (SFE) than in our Earth. Mriganka, the island nation controlled by Shadow Law leader, Lord Bison is a good example. Also, there are a couple of additional cities, the largest being the port city of Mega City, California. A short description of these two centers of activity follows this paragraph.

Mega City: Home of the original Mad Gear gang and current mayor, Mike Hagar, this brooding metropolis is a dark, crime laden haven for violence and other vices. The citizens of Mega City are divided into the three categories of Rich, Working Class, and Poor. The divisions in Mega City are far more pronounced than in other cities, even such as Los Angeles and New York. The rich live in idyllic, heavily policed areas in safety and ignorance of the troubles surrounding them. The working class are aware but try to ignore the dark side of their city, where as the poor are victims and prisoners of their wretched existence. Many of the poor in Mega City end up joining criminal gangs in some capacity or another simply to survive. Mayor Hagar, a popular figure and beacon of hope, has taken his own “hands on” approach to fix some of the problems. He has done wonders rooting out the corruption in the city government and police force. He and his friends and allies broke the control of the original Mad Gear gang, a criminal organization that had run the city from the shadows for almost a generation. Things are starting to improve, but Hagar depends on vigilante actions from the many wandering warriors to help keep his city safe.

Mriganka: the tyrannical Lord Bison, the leader of Shadow Law, rules the island nation of Mriganka. Although he has developed his nation into his own private stronghold, he has provided his people with some amenities. A university, world class medical facilities, and a burgeoning economy have made the tiny island nation the gem of Indonesia. But cut away the surface of lies and you see that much of the native population are little more than slaves, the economy is fuelled by crime and the University and Medical Research Facilities are areas where inhumane experiments are conducted to add to Bison’s power.

The technology of SFE is several decades ahead of our own, in typical comic book fashion, there are mutants, cybernetics, hover cars, exotic energy weaponry, and medical miracles that we don’t see here today. Human cloning, while incredibly expensive and very rare, exists and usually in the hands of evil organizations. While the average person on the street might not have access to the cutting edge of technology, many PC’s and NPC’s will. A few things can be noted however, E-Commerce is very popular; automobiles and even aircraft are 75% more fuel efficient than they are now, cars that get over 50 mpg in the city are not uncommon. This has forced many of the Oil Barons to look to new areas of enterprise. Computer Moguls are far more common, and wield great financial power.

The media is about where it is now, global communications and the internet have made information so readily available and the media tycoons are fusing news and entertainment in sometimes alarming fashion.

Sports are still hugely popular. Some minor changes have occurred, however, Fighting Tournaments are fantastically popular in some areas and fighters can become famous. However, the World Warrior, King of Fighter, and World Heroes tournaments are still on the outside of the mainstream. Wildly popular to those in the know, they generally aren’t televised to the masses. Professional Wrestling is in a golden era. Buoyed by racy story lines and media hype, the industry is commanding much of the entertainment dollar of the world. In various parts of the world Wrestling is an actual contest, but in America, for the most part it is still more show than go. This is beginning to change after the industry started losing its brightest stars to the Street Fighting circuits. The big wrestling corporations are researching the idea of actual fights to go with their scripted story lines, and have shown interest in branching out to actual Fighting tournaments. However, they don’t like the lack of control they would have if the fights were real.

The SFE is a world filled with mystical and supernatural occurrences and individuals. Sorcerers, monsters, psychics, and demons, while far from everyday happenings are not unheard of. Some martial artists reach a point in their training where mystical abilities are available, some cabals of sorcerers and wizards exist. There are demons and monsters roaming the Earth. Artifacts of great power are scattered about the globe; occasional gates and portals to other worlds exist. There are many secret lands and societies scattered around the world, the difficulty is in finding them.

Lastly, martial arts are a huge cog in the lives of many of the people of SFE. Anyone, from the kid down the street, the rookie cop at the precinct, the librarian at the public library, your favorite rock star, your grandmother, anyone can learn martial arts and many do. Many of the ordinary folk have some martial arts ability. Characters should remember this; they are not alone. Most towns of more than 10,000 people have a dojo, and many smaller towns have someone who can and will train someone in martial arts, even if its “only” tai chi, boxing, wrestling, or yoga.

In the political world, things are very much the same. America is still a world power. Russia is slowly rebuilding. The tiny island nation of Mriganka is under the iron fist of Lord Bison. His Shadow Law organization is probably the most powerful terrorist/criminal force in the world. He has his hands in every country, and nearly every nation has special agents whose sole purpose is to stymie the advancement of this and similar organizations. Bison’s face is known to just about every law enforcement and anti-terrorist officer in the world.


Organizations of Note:

Shadow Law: the despotic Lord Bison rules this juggernaut of evil. He bucks no challenges to his authority.
Shadow Law was born from an organization that Bison began in 1968. The exploration of an ancient temple led to Bison coming into contact with the mystical artifact known as the Tear of God. Granted vast psychic power, he began to build a power base there. Using his underworld connections, he developed the organization that would one day become Shadow Law. In 1979 he personally executed seven agents sent by Interpol and the UN to infiltrate and destroy the budding criminal power. One of these agents was Chun Li’s father. After that he held the world hostage and declared his tiny island a free nation. Surprisingly, he was recognized by the UN and has been basically untouchable ever since. His agents are in almost every country in the world. He rules from his palace in Mriganka. Shadow Law’s days to day activities are run by a council of leaders. The council consists of five criminal masterminds and terrorist leaders. Lord Bison’s word is law, however, and when a command comes down, the Council scrambles to achieve it. Shadow Law has soldiers (officially they are the Mrigankan National Army), spies, assassins, smugglers, saboteurs, media personalities, scientists, doctors, mystics, priests, and thugs at the organization’s beck and call. Bison has also gathered a near army of martial arts Adepts as his personal guard and/or assistants. He so enjoys testing his power, that he holds World Warrior competitions frequently, almost every other year. Right now, Bison is working on three projects: the power of immortality, gathering mystical artifacts and relics, and finding a way to eliminate the only man he fears, Akuma.
The Council has their own agendas and many of them are warriors in their own right. They do, to a man however, fear Lord Bison’s power. Because of this fear, and the fact that they have been made powerful and wealthy beyond their dreams keeps them very loyal. The current Council members are:
1. Victor Sagat: a World Warrior, a former Champion, and a match for Bison in combat. Sagat has used
Shadow Law to become a player in the criminal underworld. He still hunts Ryu but no longer allows
his young rival to become the focus of his life. He is also, unknown to Bison, a member of the Secret
Empire. Although ruthless and brutal, Sagat sees himself as an honorable man and sometimes feels
uneasy with the path his life has taken.
2. Javier Cordoba, a.k.a. Vega: The Spanish Ninja, and psychopathic narcissus himself. Vega is undeniably the most feared of Bison’s Council. He is Bison’s personal assassin and his reputation is
enough to send powerful men scurrying. He has made quite a name for himself as a trainer of assassins
as well. His students are always attractive men and women.
3. Julian St. Augustine: Julian is a crime lord from Sicily. His family emigrated to the United States
when he was younger and his father, a minor member of a Mafia family raised his son to be somebody.
Julian left home early and started his own gang. A student of Kyukogen Karate, he impressed
Bison with is prowess in combat against an overconfident Ken Masters. Julian lost the match but
his reputation grew from his showing. He controls much of Shadow Law’s interests on the West
Coast. His base of operations is in the High Class District of Mega City.
4. Wilson Fisk: The Dragon of New York City, Wilson Fisk is a humble spice dealer and import/export mogul. He spent his formative years in Japan and learned much from the Yakuza. He is also a World Class Sumo Wrestler. He runs the North East US interests of Shadow Law and will often hold tournaments of his own to test the local talent. He dreams of facing Edmund Honda in a bout. Fisk is a highly evil but honorable man. He is very subtle in his dealings with the world at large and his reputation as an upstanding citizen is impeccable.
5. Olivia D’Escartez is the leader of Shadow Law’s presence in France. She is not a fighter, though she can defend herself in a pinch. She relies heavily on her “assistants” the Assassin Triplets, known as Leone, Halister, and Vargas Guillome. Leone was a student of Vega, Halister studied under Bison, and Vargas has received Special Forces Training from some one in the States.

Currently, Shadow Law is concentrating on drug and weapons trade. The organization has created several designer drugs: the “party drug”, Nirvana, the super steroid, Hercules, and the hallucinogenic, Limbo.
They also have a good slave trade going. Bison is interested in the collection of artifacts and relics of arcane significance, as well as the possibility of opening gates to other dimensions.

The Secret Empire:
Founded by an ancestor of Gill and Urien, the Secret Empire is an organization that seeks to manipulate the world towards its own end. These men and women tend towards subtlety and until recently were content to run things from behind the scenes. Emperor Gill and his brother (and Second in Command) Urien have lately taken to the over the top antics one would expect from Lord Bison. This has some of the members worried. However, they have been able to keep the two from revealing their existence thus far. The organization counts Victor Sagat, Geese Howard, Wolfgang Krauser, Mr. Big, Rugal Bernstein, Shin Balrog, Zeus, Kain Heinlen, and Lawrence Blood. Aside from Victor Sagat and Shin Balrog, the membership has been handed down via bloodline. The Empire is loosely organized and Gill lacks absolute power. However, he has been able to push his agendas through because each Lord of the Empire has his own criminal organization to run.

The Mad Gear Gang:
This is a posthumous notation. The Mad Gear Gang held Mega City in the grip of fear for well over three years before it erroneously thought it could control Mayor Hagar by kidnapping his daughter. The gang was decimated and its members were spread to the four winds. Rolento has been gathering disavowed military men from several nations and is seeking to create an army so that he can invade and control a country of his own. While this may seem far-fetched, he probably could succeed if he finds the proper warriors. He has already recruited Doctrine Dark, and a mysterious former Russian solder known as Ivanov. On the more absurd level, Sodom is attempting to form a yakuza gang. His love of Japanese culture and his criminal past have led him to believe this is a good idea. He probably will not succeed. Hugo Androre has pretty much given up on his criminal past, enlisted Poison Ivy’s aid as a manager and now seeks to be a World Warrior.
Other members of the Mad Gear gang have been gathering under the banner of a new criminal mastermind and may trouble the world at large again.

The Orochi cult has recovered from the setbacks it suffered at the hands of Kyo and Iori. They have gone underground, and rumors abound of the principal members, each of whom seemingly perished when their gambit to take over the world was set in motion, have been seen alive. Rumors persist of orochi cultists kidnapping children for training as warriors and servants.

Akuma has been very busy. His attempt to turn several powerful Street Fighters into possessed warriors under his control failed. He has decided to find students as ruthless as he is and develop their skills, training them to be his assassins. He hires himself and his students out to the highest bidder. Whether he seeks more than just material gain and martial supremacy will remain to be seen.

On the heroic side, Interpol has a nice martial arts team, known as the Lions. There is a secret, international organization, known as GALAHAD, which uses powerful martial artists as agents in defending the meek from all the various evils in the world. The agents generally work alone, or will gather non affiliated comrades to help them in their struggles.
The various nations of the world have fighting adepts in their military and secret operations. The more notorious are the US’s Special Forces, developed and trained by Heidern, and the UK’s Delta Red Squadron. The Soviet Union is said to be attempting to develop their own team built around national hero Zangief.

There are two main contests in the SFE. The Street Fighter Circuit, and the King of Fighters Tournament.
It should be noted that in the games evil men who seek to test great warriors for some reason of another often hold these tournaments. In this world that is not always the case. The Circuit has several tournaments, often held by fighting organizations and temples. While several evil warriors do hold these tournaments, corporations, temples, and organizations that want little more than martial arts action, a little revenue and the thrill of competition hold the vast majority of these competitions. The King of Fighters tournament is a strange bird indeed. The original was simply an invitation only Street Fighter tournament. However, the rules have evolved over time to involve teams of three or four warriors who battle in a best of 5 falls competition. The winner of each round fights the next warrior of the opposing side. The fourth warrior is often a “Striker”, allowed to intervene in the battle a limited number of times, or as a reserve incase of injury.

Other tournaments include the Iron Warrior tournament, the “Samurai Showdown” tournament (an unusual tournament in that almost all its participants are armed). Battles are rarely to the death however. There is the World Heroes tournament, which is often looked upon as a poor cousin to the World Warrior class of the Street Fighter tournament.

Of course while the tournaments are generally the focus of the video games, or at least the vehicle for many of the plots; fighting in tournament after tournament is going to get boring. Characters need to have reasons to go to these places, they need to have goals and ideals and adventures that entertain the players and the GM alike.

Enforcer84
Feb 20th, '03, 09:20 PM
And an updated version of DAN HIBIKI

Dan Hibiki
Val  Char  Cost  Roll  Notes
20    STR     10      13-    Lift 400.0kg; 4d6 [2]
23    DEX     39      14-    OCV:  8/DCV:  8
25    CON     30      14-
12    BODY    4      11-
13    INT       3      12-    PER Roll 13-
16    EGO     12      12-    ECV:  5
18    PRE      8      13-    PRE Attack:  3 1/2d6
12    COM     1      11-

18    PD         11      Total:  18 PD (10 rPD)
14    ED         6      Total:  14 ED (8 rED)
5    SPD       17      Phases: 3, 5, 8, 10, 12
10    REC       2
50    END     0
50    STUN   15      Total Characteristic Cost:  158

Movement:
Running:  6"/8"/12"/16"
Flight:  27"/54"
Leaping:  4"/9"/8"/18"
Swimming:  2"/4"


Cost  Powers  END
16  Anger Management (Mind Control):  Mind Control 6d6 (Human class of minds), Cumulative (+1/2) (45 Active Points); Only to make victim mad at Dan Hibiki (-1), Incantations (Complex; Dan must insult, taunt, and annoy his victim. ; -1/2), Stops Working If Mentalist Is Knocked Out (-1/4) 4

104  Saikyou-Ryuu Special Attacks :  Multipower, 104-point reserve
5u  1) Dankuyaku:  (Total: 80 Active Cost, 53 Real Cost) Hand-to-Hand Attack +6d6, Reduced Endurance (1/2 END; +1/2), Autofire (5 shots; +1/2) (60 Active Points); Hand-To-Hand Attack (-1/2) (Real Cost: 40) plus Flight 10" (20 Active Points); Generic Limitation (-1/2) (Real Cost: 13) 4
3u  2) Gadoken::  Energy Blast 8d6 (40 Active Points); Gestures: Instant Power (-1/4) 4
2u  3) Hissouri Buri-Ken:  (Total: 50 Active Cost, 25 Real Cost) HA +4d6, Autofire (5 shots; +1/2) (30 Active Points); Hand-To-Hand Attack (-1/2), Extra Time (Delayed Phase, -1/4), Incantations (-1/4) (Real Cost: 15) plus +4 with OCV (20 Active Points); Costs Endurance (-1/2), Linked (HA; -1/2) (Real Cost: 10) 5
2u  4) Koryu Rekka:  Hand-to-Hand Attack +6d6, Reduced Endurance (1/2 END; +1/4) (37 Active Points); Extra Time: full phase (-1/2), Hand-To-Hand Attack (-1/2) 1
3u  5) Koryuken:  (Total: 41 Active Cost, 28 Real Cost) Hand-to-Hand Attack +5d6, Reduced Endurance (1/2 END; +1/4) (31 Active Points); Hand-To-Hand Attack (-1/2) (Real Cost: 21) plus Flight 5" (10 Active Points); Generic Limitation (-1/2) (Real Cost: 7) 2
7u  6) Kuchuu Dankuyaku:  (Total: 104 Active Cost, 73 Real Cost) Hand-to-Hand Attack +7d6, Reduced Endurance (1/2 END; +1/2), Autofire (5 shots; +1/2) (70 Active Points); Hand-To-Hand Attack (-1/2) (Real Cost: 47) plus Flight 12" (24 Active Points); Generic Limitation (-1/2) (Real Cost: 16) plus Generic Fixed-Cost Power (10 Active Points) (Real Cost: 10) 4
2u  7) Saikyo Defense:  Energy Blast 5d6, Trigger (Activating the Trigger requires a Zero Phase Action, Trigger requires a Turn or more to reset; Successful Block; +1/4), Reduced Endurance (0 END; +1/2), Double Knockback (+3/4) (62 Active Points); NO DAMAGE(Save for Knockback Damage) (-1 1/2)
20  Shinku Gadoken:  Energy Blast 6d6 (30 Active Points); Extra Time: full phase (-1/2) 3
Notes:  Damage added to Gadoken

  Athletics
3  1) Accute senses:  +1 PER with All Sense Groups
5  2) Athletic Leaper:  Superleap +5" (4"/9" forward, 2"/4 1/2" upward) 1
2  3) Fighting Stance:  Knockback Resistance -1"
5  4) Ki Armor:  Lack of Weakness (-5) for Normal Defense
4  5) very swift:  Running +2" (6"/8" total) 1

  Ki Abilities
12  1) Ki Defenses:  Missile Deflection (Arrows, Slings, Etc.), +1 OCV with Deflection
5  2) Ki Defenses:  Power Defense (5 points)
12  3) Ki Toughness:  Damage Resistance (7 PD/5 ED), Invisible: To All Senses (+1) (12 Active Points)
5  4) Stubbornness :  Mental Defense (8 points total)
20  +5 HTH Damage Class(es)

Karate Saikyou-Ryuu
Maneuver OCV DCV Notes
4  Punch +0 +2 11d6 Strike
4  Atemi Strike -1 +1 4 1/2d6 NND
3  Legsweep +2 -1 10d6 Strike, Target Falls
5  Kick -2 +1 13d6 Strike
4  Block +2 +2 Block, Abort
4  Chop -2 +0 HKA 2 1/2d6
4  Disarm -1 +1 Disarm; 55 STR to Disarm roll
4  Escape -- +5 Dodge, Affects All Attacks, Abort

Perks
4  World Warrior; Master of Saikyou-Ryuu Karate :  Reputation (A large group) ; 11-, +2/+2d6
25  Students :  Followers
10  Dojo:  Vehicles & Bases

Talents
5  Speed of Lightning:  Lightning Reflexes: +3 DEX to act first with All Actions
6  He can take a beating:  Combat Luck (3 PD/3 ED)

Skills
20  +4 with HTH Combat
12  +4 with Saikyou-Ryuu Karate
5  Breakfall 15-
5  Climbing 15-
5  Stealth 15-
2  KS: Martial Arts Styles 11-
4  KS: Saikyou-Ryuu Karate 13-
1  KS: Shotokan Karate 8-
2  KS: Street Fighter Circuit 11-
4  KS: Taunting 13-
9  Interrogation 16-
9  Oratory 16-
9  Streetwise 16-
1  Professional Skill: Sensai 8-
6  Professional Skill: Taunter 16-

Total Powers & Skill Cost:  413
Total Cost:  571

200+ Disadvantages
10  Enraged: If treated with less than utmost respect: Common, go 8-, recover 14-
5  Distinctive Features: Loud and Brash, wears pastel gis: Easily Concealed, Noticed and Recognizable, Detectable By Commonly-Used Senses
10  Distinctive Features: Saikyou-Ryuu: Concealable, Noticed and Recognizable, Detectable By Commonly-Used Senses
20  Dependent NPC: Students 11- (Occasionally) (Slightly Less Powerful than the PC; Group DNPC: x4 DNPCs)
15  Psychological Limitation: Fiercely Proud of himself/Egomaniac Common, Strong
15  Psychological Limitation: Emotional, High strung (Common, Strong)
20  Psychological Limitation: Honorable Common, Total
15  Reputation: "Self Made" Martial Arts Master: , Almost Always (14-)
10  Reputation: Wannabe Shotokan Fighter: , Frequently (11-)
10  Rivalry: Shotokan Fighters: Professional (; Rival is More Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)
5  Unluck: +1d6
236 Experience Points
(69 points unspent)

Total Disadvantage Points:  571



Background/History:  Dan's father was a powerful fighter, he was apparently a Muay Thai fighter who, during a sparring battle with Sagat, accidentally took the Muay Thai Champion's eye. Blinded by pain and rage, Sagat beat the elder Hibiki to death. Young Dan attacked the God of Muay Thai but was destroyed. He travelled to the dojo of the famous sensai, Gouken.

Dan trained with Gouken for a while, but his anger, and burning hatred for Sagat led Master Gouken to expell him. Undaunted, Dan trained by himself. He forced his body to become strong. He took the rudimentary Shotokan Knowledge he possessed and built his own style Saikyou-Ryuu (The Strongest Style). His style basically looks like a limited version of Shotokan but don't tell him that. Feeling his superior style would enable him to take revenge, Dan joined the Streetfighter circuit. He was brutally beaten by Sagat and watched furiously as Ryu defeated the Muay Thai champion. He attempted again the following year and was defeated by Ken before he could challenge Sagat. His fortunes at their lowest ebb, he found himself facing the green monster Blanka. It was during this combat that it was revealed that Blanka was his childhood friend Jimmy.

Buoyed by the renewed friendship, Dan trained like a tiger. His third Street Fighter contest he faced Sagat's former student Adon, and though the Thai fighter had tremendous speed, Dan was victorious. Dan the challenged Sagat yet again. The fight was inconclusive since Dan was struck from behind by a blow from Sagat's employer, Lord Bison. Sagat felt ashamed and sought out Dan on his own. They did battle again. Dan's anger, pain, and determination reminded Sagat what he had almost become, rather than allow Dan to slip down the road to soulessness, Sagat allowed Dan to win. Sagat was impressed with Dan's style insomuch that Dan actually developed a halfway decent style on his own. He told Dan that the next time they met, it would be a test of warriors only, no vengeance clouding their feelings. Dan however, feels he has risen above the need for revenge and is now concentrating on fighting and winning notoriety for his style.

Personality/Motivation:  Dan was originally an obsessed seeker of vengeance. He has matured some what from those days and is now an obsessed seeker of martial arts perfection. He feels that his style is worthy of students and he fights whenever he can to show how powerful his style is.

Quotes:  "Anyone can fight... But no one can show off like I can!" "
I win for you, father!!"
"Now, you know who's really got the skills!"
"So, now you know what it feels like to be a total loser."
"Sore loser! Don't go around beating up inanimate objects!"
"Yahoo! Don't you just love that phrase!? YAHOO! YAHOO! YAHOO!"
"You can't be a true martial artist without showmanship!"
"You've never heard of me? Give me a break! I'm Dan Hibiki!"

All Quotes provided by Robert Iu Dan Faq

Powers/Tactics:  Dan is a close in fighter, his ranged attacks are limited in their effectiveness and range. His ability to hit hard and soak damage does him well in combat. His taunting ability is his legacy in the games. I have made it a mystical ability. He uses this to his advantage, making his foes fight recklessly and rush him where he is better prepared to deal with them.

Campaign Use:  Dan Hibiki is the ugly stepchild of the Streetfighter Universe. He was created to mock Ryo and Robert of the Art of Fighting and King of Fighters games, two of the most obvious Ken and Ryu knockoffs ever. In the arcade games he is a weak character whose specialty is taunting opponents.

He is difficult to master and has become somtheing of a test of skills for Streetfighter Players.

He can be used two ways. 1) a high strung, obsessive warrior who wants to prove his style is worthy of respect and honor, or 2) as above but completely clueless, and used mostly for comedy relief. If the second one is chosen then he is an ineffective fighter and should't be played to his abilities, make him a competant normal with the Saikyou-Ryuu martial arts package (minus the DC's) and the Multi power.

Gaming notes (Translations): Shagami Chouhatsu (Crouching Taunt) Zenten Chouhatsu (Foreward Revolve Taunt) Kouten Chouhatsu (Backward Revolve Taunt) Gadou-Ken (Self-Taught Strike) Koryuu-Ken (Shiny Dragon Strike) Dankuu-Kayaku (Bullet Wind Kick or Dan's Wind Kick) Saikyo-Ryuu Bougyou (Saikyou-Style Defense) Shinkuu Gadou-Ken (Vacuum Self-Taught Fist) Koryuu-Rekka (Shiny Dragon Violent Fire) Hisshou-Burai-Ken (Certain Victory Trusting in nobody But Myself Fist) Chouhatsu Densetsu (Legendary Taunt) Choehatsu Shinwa (Mythical Taunt)

Appearance:  Dan Hibiki is a rather plain young man with long brown hair in a pony tail with a single long lock that hangs over his face. He wears some of the most ugly gis in martial arts. He generally accesorizes with brown wrist/hand guards, and a black sleeveless shirt underneath. He always wears a black belt with his school's name in Japanese characters. When not in "uniform", he wears tight blue jeans, black muscle shirts and vests of ugly pastel colors. He is not a fashion plate.

Well? What do you think?

Oruncrest
Feb 20th, '03, 10:15 PM
Have you checked out Blackbird's Official Thrash (http://thrash.blackbird.nu/) Hompage? It's a Martial Arts RPG that has unofficial adaptations of Street Fighter, King of Fighters, and Samurai Showdown that you might be able to mine for ideas, not to mention sourcebooks for Mecha and Magical Girl campaigns.

Champsguy
Feb 24th, '03, 11:15 AM
I was working on something like this about a year ago. It looks like you've gotten a little more work done on the high end than I did. I incorporated pretty much every fighting style game I could think of (not just Street Fighter and Art of Fighting/King of Fighters). Yep, that means that you can have Ryu team up with the Bad Dudes ("Are you a bad enough dude to save the President?"). It was fun to mess around with, but my hard drive crashed and I haven't gotten around to re-working everything.

By the way, there's an awesome fanfic Street Fighter/King of Fighters crossover out there somewhere. I don't have a web address, but if you look around for an hour or so I'm sure you'll come across it. :)

AGLAR
Feb 24th, '03, 11:55 AM
Originally posted by Champsguy
I was working on something like this about a year ago. It looks like you've gotten a little more work done on the high end than I did. I incorporated pretty much every fighting style game I could think of (not just Street Fighter and Art of Fighting/King of Fighters). Yep, that means that you can have Ryu team up with the Bad Dudes ("Are you a bad enough dude to save the President?"). It was fun to mess around with, but my hard drive crashed and I haven't gotten around to re-working everything.

By the way, there's an awesome fanfic Street Fighter/King of Fighters crossover out there somewhere. I don't have a web address, but if you look around for an hour or so I'm sure you'll come across it. :)

Run for the hills! He is gonna whip out Capt. Beatdown!

What was that other insanely powerful martial artist you had, Champsguy?

misterdeath
Feb 24th, '03, 12:25 PM
Kid Fist.

I wanna see 5th compatible Kid Fist.


D

Champsguy
Feb 24th, '03, 12:31 PM
Originally posted by misterdeath
Kid Fist.

I wanna see 5th compatible Kid Fist.


D

Don't forget the dreaded Wolf Quai Chang. :)

AGLAR
Feb 24th, '03, 12:45 PM
Originally posted by Champsguy
Don't forget the dreaded Wolf Quai Chang. :)

AAAIIIEEE! That's the guy!

Bruce Lee, Jackie Chan, Jet Lee, and Legolas would fall to the dreaded Wolf Quai Chang!!!! :eek:

What horrific munchkin powers you have, man from Ok.!

Champsguy
Feb 24th, '03, 03:00 PM
Originally posted by AGLAR
AAAIIIEEE! That's the guy!

Bruce Lee, Jackie Chan, Jet Lee, and Legolas would fall to the dreaded Wolf Quai Chang!!!! :eek:

What horrific munchkin powers you have, man from Ok.!

Yes, my munchkin-fu has been honed by years of dealing with the most back-stabbing, power hungry group of social misfits to ever roll the dice.

It's really sad when gamemasters let Con-El into their game without even batting an eye. "Well, at least you didn't get too cheesy..."

Superskrull
Feb 24th, '03, 05:33 PM
Originally posted by Champsguy
Yes, my munchkin-fu has been honed by years of dealing with the most back-stabbing, power hungry group of social misfits to ever roll the dice.

It's really sad when gamemasters let Con-El into their game without even batting an eye. "Well, at least you didn't get too cheesy..."

Hey! I never said that! I just snickered and set fire to the Martian while machinegunning the Daxxamite with lead bullets.
If you bozos wanna cheese out and leave gaping defensive holes where my favorite attack types are, then let the bodies fall where they may. However, I did kill your GL clone out of pettiness and a misplaced sense of drama.

You still owe me the opportunity to smack down some snot-nosed World Warrior types with Doremo.

misterdeath
Feb 24th, '03, 05:45 PM
Originally posted by Champsguy
Yes, my munchkin-fu has been honed by years of dealing with the most back-stabbing, power hungry group of social misfits to ever roll the dice.

It's really sad when gamemasters let Con-El into their game without even batting an eye. "Well, at least you didn't get too cheesy..."

Ha. You see, I started gaming with a group of scientists. We approached everything from a min-max standpoint. Maximum effect for minimum points.

Everything was really nice between us, we're just all point whores and rules lawyers.

Not antisocial munchkins. ;)

D

AGLAR
Feb 25th, '03, 05:26 AM
Point whores?!?!

Ha! I like that. May I use it?

Champsguy
Feb 27th, '03, 03:35 PM
Originally posted by misterdeath
Kid Fist.

I wanna see 5th compatible Kid Fist.


D

The sad part is, Kid Fist is almost legal in 5th Edition anyways. Since he was only a 300 point character to begin with, you could just yank his defenses out of his EC with those 50 extra points and you'd be good to go. He even gets nastier thanks to 5th Eds martial arts rules.

Champsguy
Feb 27th, '03, 03:39 PM
Originally posted by Superskrull
Hey! I never said that! I just snickered and set fire to the Martian while machinegunning the Daxxamite with lead bullets.
If you bozos wanna cheese out and leave gaping defensive holes where my favorite attack types are, then let the bodies fall where they may. However, I did kill your GL clone out of pettiness and a misplaced sense of drama.

Hey, I never built any of my characters with "Not vs blah blah blah" on their defenses. Well, it's true that GL only had 20 PD (10 resistant) vs yellow attacks, and no damage reduction against them, but I didn't expect to get hit with a 42D6 yellow energy blast!

You still owe me the opportunity to smack down some snot-nosed World Warrior types with Doremo.

Yes, but what could Doremo accomplish at this point? Your psychotic friend can't show up. Like Puff the Magic Dragon, your martial artist must simply wait in his cave.

The minions of Shadowloo may breathe a sigh of relief.

Superskrull
Feb 28th, '03, 04:26 AM
Originally posted by Champsguy
Hey, I never built any of my characters with "Not vs blah blah blah" on their defenses. Well, it's true that GL only had 20 PD (10 resistant) vs yellow attacks, and no damage reduction against them, but I didn't expect to get hit with a 42D6 yellow energy blast!



Yes, but what could Doremo accomplish at this point? Your psychotic friend can't show up. Like Puff the Magic Dragon, your martial artist must simply wait in his cave.

The minions of Shadowloo may breathe a sigh of relief.
"Nobody wants me.
Everybody hates me.
I'm goin' down the back to eat worms."

Doremo needs not the psychotic Kid Fist. Doremo shall go on a quest to better himself, by seeking perfection in combat or some such. Either that or he can go find Seeker and pimpslap him a few times just to watch him cry.
Ah, that's it! I'm going looking for trouble!

Enforcer84
Mar 5th, '03, 10:28 PM
Here's another toughie. Andy Bogard from the Final Fight and then King of Fighter series. I think he also made it to Capcom vs SNK

Andy Bogard
Val Char Cost Roll Notes
20 STR 10 13- Lift 400.0kg; 4d6 [2]
27 DEX 51 14- OCV: 9/DCV: 9
20 CON 20 13-
11 BODY 2 11-
15 INT 5 12- PER Roll 12-
18 EGO 16 13- ECV: 6
18 PRE 8 13- PRE Attack: 3 1/2d6
18 COM 4 13-

12/18 PD 8 Total: 12/18 PD (5/11 rPD)
12/18 ED 8 Total: 12/18 ED (5/11 rED)
6 SPD 23 Phases: 2, 4, 6, 8, 10, 12
8 REC 0
40 END 0
40 STUN 9 Total Characteristic Cost: 168

Movement:
Running: 8"/16"
Leaping: 6"/10"
Swimming: 2"/4"


Cost Powers END
30 Koppou Ken Abilities: Multipower, 30-point reserve
1u 1) Geki Hishou Ken: Energy Blast 5d6 (25 Active Points); Beam (-1/4), Max Range: 2" (-1/4), Extra Time (Delayed Phase, -1/4) 2
Notes: Andy will shoot a Blue Blast to stun the opponent, while he lets out a Bigger Blue Blast in shape of a ball.
2u 2) Hishou Ken: Energy Blast 6d6, Required Hands One-Handed (+0) (30 Active Points); Beam (-1/4), Cannot Be Used With Multiple-Power Attacks (-1/4), Reduced Range: 2 " Max Range Power loses about a fourth of its effectiveness (-1/4) 3
Notes: Andy will let out a Small Blue Blast from his hand.
1u 3) Kuuha Dan: Autofire (x5) (+1/2) for up to 50 Active Points of Spin Kick (25 Active Points); Only vs One Opponent (-1/2), Requires 1/2 Move (-1/4) 2
Notes: Andy will push himself off the ground, while spinning his whole body into the air and towards the opponent, with his legs kicking him/her multiple times
before landing.
1u 4) Missile Deflection (Arrows, Slings, Etc.), Required Hands One-Handed (+0), Adjacent Hex (+1/2) (15 Active Points); Will Not Work Against Heavy Missiles (-1/4)
13 Chou Reppa Dan: Killing Attack - Ranged 2d6 (30 Active Points); Linked to Kuuha Dan Power does not work in Common Circumstances (-1/2), Increased Endurance Cost (2x END; -1/2), Extra Time (Delayed Phase, -1/4) 6
Notes: Desperation move. Same animation as for Kuuha Dan except that Andy's body
will be on 'fire' a bit after the move starts.
8 Uwa Agito: Leaping +2" (6" forward, 3" upward) (Accurate, Position Shift) (12 Active Points); No Noncombat Movement (-1/4), Only with Flying Kick Maneuver Power loses about a fourth of its effectiveness (-1/4) 1
Notes: A flipping Leaping kick
30 Zan'ei Ryuusaei Ken: Hand-To-Hand Attack +6d6, Autofire (10 shots; +1) (60 Active Points); Hand-To-Hand Attack (-1/2), Extra Time (Delayed Phase, -1/4), Only against one target Power loses about a fourth of its effectiveness (-1/4) 6
Notes: Desperation move. Andy will go forward just like for the Zan'ei Ken (see the name?). He will then do a 10-hit move if it connects.

3 Iron Skin: Damage Resistance (5 PD/5 ED) (5 Active Points); Only Works Against Martial Arts Attacks Limited Type of Attack (-1/2)
5 Ki Defenses: Power Defense (5 points)
20 Rage Filler: Absorption 2d6 (energy, Energy/Physical), Varying Effect (+1) (20 Active Points)
3 Rage Meter: Endurance Reserve (50 END, 0 REC) Reserve: (5 Active Points); Begins Combat at Zero (-1/2); REC: , Filled by Rage Filler (+0); Personal REC (-1/2)
8 Toughness: Physical Damage Reduction, 25% (10 Active Points); Must be aware of attack (-1/4)

Koppou-Ken
Maneuver OCV DCV Notes
12 +3 HTH Damage Class(es)
5 Acrobatic Dodge -- +4 Dodge All Attacks, Abort; FMove
5 Axe/Spin Kicks -2 +1 11d6 Strike
4 Block +2 +2 Block, Abort
3 Chop/Backhand/Palm Strike +1 +0 9d6 Strike
5 Flying Kick +1 -2 11d6 Strike
4 Forward Elbow/Punch +0 +2 9d6 Strike
3 Grappling Throw +0 +2 9d6 Strike; Target Falls; Must Follow Grab
3 Legsweep +2 -1 8d6 Strike, Target Falls
5 Snap Kick/Knee Strike +1 +3 7d6 Strike

Perks
6 Contact: Lovely Ladies Team (Contact has significant Contacts of his own, Very Good relationship with Contact) 12-
3 Fringe Benefit: Membership: Fatal Fury Team, Passport
1 Reputation: Skilled Martial Artist (A small to medium sized group) 8-, +1/+1d6

Talents
12 Combat Luck: 6 PD/6 ED
20 Danger Sense (self only, out of combat) 12-

Skills
9 +3 w/ Desperation Moves
12 +4 w/ Koppou-Ken Karate
3 Acrobatics 14-
3 Analyze: Style 12-
3 Breakfall 14-
3 Climbing 14-
5 Defense Maneuver I-II
5 KS: Koppou-Ken 14-
2 KS: Martial Arts Styles 11-
3 KS: Martial Arts World 12-
4 Language: Japanese (Idiomatic, native accent)
5 Rapid Attack (HTH)
3 Stealth 14-
3 Streetwise 13-
2 Survival (Temperate/Subtropical) 12-

Total Powers & Skill Cost: 281
Total Cost: 449

200+ Disadvantages
5 Dependent NPC : Hiro Shuanumi; Student 8- (Slightly Less Powerful than the PC)
5 Dependent NPC: Mai Shiranumi 11- (Occasionally), As powerful as the PC
10 Distinctive Features: Style Limitation: Koppo-Ken (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures)
10 Enraged: Team Mate downed (Uncommon), go 11-, recover 14-
5 Hunted: Other Fighters of note 11-, As Powerful, Watching
25 Hunted: Geese Howard 8- (Occasionally), More Powerful, NCI, PC has a Public ID or is otherwise very easy to find, Harshly Punish
10 Hunted: Mai Shiranumi: 11- (Frequently), As Powerful, Mildly Punish
Notes: Mai wants to marry him, or at least pin him down for a romantic commitment.
20 Psychological Limitation: Honorable Common, Total
15 Psychological Limitation: Impulsive and tempermental in combat Very Common, Moderate
15 Psychological Limitation: In Love with Mai Shiranumi Common, Strong
10 Reputation: Member of the Lonely Wolves/Famous Street Fighter: , Frequently (11-)
119 Experience Points
(81 points unspent)

Total Disadvantage Points: 449



Background/History:
Fighting Style: Koppou-ken Martial Arts
Birthdate: August 16
Age: 23
Country: USA
Blood Type: A
Height: 172cm
Weight: 67kg
Hobbies: Training
Favorite Food: Natto spaghetti
Mastered Sport: Short-Track Cycling
Prized Things: Pictures from his time in training
Dislikes: Dogs
Seiyuu/Voice Actor: Keiichi Nanba

First Appearance: Fatal Fury
Other Game Appearances: The King of Fighters '94-2000 The King of Fighters Kyo Fatal Fury 2 Fatal Fury Special Fatal Fury 3 Fatal Fury: First Contact Fatal Fury: Wild Ambition Real Bout: Fatal Fury Real Bout: Fatal Fury Special Real Bout: Fatal Fury 2 Garou: Mark of the Wolves (cameo appearance) SNK vs. Capcom "CardFighter's Clash" SNK Card Set

Anime Appearances: Fatal Fury: Legend of the Hungry Wolf Fatal Fury 2: The New Battle Fatal Fury: The Motion Picture


Andy's Storyline: Andy Bogard is the younger brother of Terry Bogard. Both orphaned at a young age, due to the death of their father, Jeff Bogard. Jeff had been murdered by Geese Howard. Both Terry and Andy wanted revenge for their father's death. So Andy went to Japan to learn the art of Koppou. He was trained by Hanzo Shiranui, who was a master of Koppou. He also met Hanzo's granddaughter, Mai Shiranui, who became good friends. Andy thought it was time to get revenge on Geese, so Andy left Japan. But not before he met Joe Higashi, The World Thai Kickboxing Champion. So both left to return to Southtown, the home of Andy and Terry. Andy reunited with his brother Terry and together with Joe, went to get revenge. So the First King of Fighters Tournament begun. But before anyone wanted a shot at Geese, they would have to go through his bodyguard, Billy Kane. They defeated Billy, but it was Terry who defeated Geese.
In the end, The Bogard Brothers had their revenge. Once again, they went their separate ways but reunited in 1994 for the New King of Fighters Tournament. Since this tournament consisted of teams, Andy would team up with his brother Terry and his good friend Joe. They would go on to win the tournament. Through 1995-1997, they would stay teams.
Well, that is up until 1999 rolled up. There were new rules, it would be 4 on 4 this year. They needed a 4th partner, and that partner would be none other than Mai Shiranui. Andy wasn't to thrilled about it. But, the tournament went on. As the building started to collapse, where the last battle had took place. It has seemed that Terry was missing. Everyone got out of the building except for Terry. Andy believed his brother to be dead, but somehow, he'd knew he'd see Terry again.
Training and thinking of his brother was all he could do. Another year flew by, as 2000 came along. Andy went to pay respects to his late father. When Andy got there, he saw flowers near the grave. He knew who it was. Andy was relieved to know that Terry was still alive. Andy had got to see Terry. It was then that he was told, that there would be a KoF Tournament this year. So with Mai on another team, the new addition to their team would be no other than Terry's love interest, Blue Mary. This year, The Lonely Wolves prepare themselves for the newset KoF tournament, not knowing what's in store for them or where it will take them.

Background cheerfully taken from Raul Torrez's Andy Bogard Faq (2001)
Andy Bogart and King of Fighters are owned by SNK.

Chad's Additional background: None right now.

Personality/Motivation: Andy is a very serious martial artist. He has spent most of his life immersed in martial arts. He loves Mai but is uneasy with the idea of romance. His greatest wish and fear is acutally settling down and marring her. He has been training a young student as of late and his desire to be a good instructor has caused him to miss a King of Fighters Tournament for the first time.

Quote:

Powers/Tactics: Andy uses the Koppo-Ken style. He is considered a master of the style and has begun accepting students. He tends to fight aggressively and uses his special abilities early and often.

Campaign Use:

Appearance: A handsome young man with a trim, athletic build. Andy wears a white Gi with no sleeves, a black belt, and black toe shoes.
His gi as a jagged red pattern at the bottom. He wears his blond hair long and has blue eyes.

Enforcer84
Mar 5th, '03, 10:32 PM
Here's Street Fighter III's resident bruiser....

Hugo
Val  Char  Cost  Roll  Notes
35    STR     25      16-    Lift 3200.0kg; 7d6 [3]
14    DEX     12      12-    OCV:  5/DCV:  5
35    CON     50      16-
20    BODY    20      13-
10    INT       0      11-    PER Roll 11-
15    EGO     10      12-    ECV:  5
23    PRE      13      14-    PRE Attack:  4 1/2d6
9    COM     0      11-

20/25    PD         13      Total:  20/25 PD (12 rPD)
20/25    ED         13      Total:  20/25 ED (12 rED)
4    SPD       16      Phases: 3, 6, 9, 12
16    REC       4
70    END     0
70    STUN   14      Total Characteristic Cost:  194

Movement:
Running:  11"/22"
Leaping:  7"/14"
Swimming:  2"/4"


Cost  Powers  END
  <b><i>Special Maneuvers</b></i>
26  1) Giant Palm Bomber:  Personal Immunity (+1/4), Explosion (+1/2) for up to 35 Active Points of Strength (26 Active Points) 3
8  2) Gigas Breaker:  Hand-To-Hand Attack +7d6 (35 Active Points); Increased Endurance Cost (x5 END; -2), Hand-To-Hand Attack (-1/2), Reduced Penetration (-1/4), Must Follow Grab (-1/4), Extra Time (Delayed Phase, -1/4) 15
Notes:  This maneuver is a set of three linked "Throws" ie Suplexes. After the third he simply lands on the opponent
10  3) Monster Lariat:  HA +4d6 (20 Active Points); Hand-To-Hand Attack (-1/2), Only with Move By (-1/2) 2
11  4) Shootdown Back Breaker:  HKA 1d6 (2d6 w/STR), +1 Increased STUN Multiplier (+1/4) (19 Active Points); Must follow Grab (-1/2), No Knockback (-1/4) 2
Notes:  Grabs the poor schlub and breaks him over the knee.

5  Incredibly Motivated Single Mindedness:  Mental Defense (8 points total)
20  Rage Filler:  Absorption 2d6 (energy, Energy/Physical), Varying Effect (+1) (20 Active Points)
3  Rage Meter:  Endurance Reserve (50 END, 0 REC) Reserve: (5 Active Points); Begins Combat at Zero (-1/2); REC: , Filled by Rage Filler (+0); Personal REC (-1/2)
5  Seemingly indestructible:  Lack of Weakness (-5)
12  Simply Indestructible:  Damage Resistance (12 PD/12 ED)
30  Well, that didn't hurt:  Physical Damage Reduction, Resistant, 50%
30  Will Not Yield:  Energy Damage Reduction, Resistant, 50%

  Large Man
6  1) Absolutely Huge (Knockback Resistance):  Knockback Resistance -3"
6  2) Great Strides:  Running +3" (11" total) 1
6  3) Nice Try Little Man:  (Total: 10 Active Cost, 6 Real Cost) +5 PD (5 Active Points); Only vs opponents one size smaller Power does not work in Common Circumstances (-1/2) (Real Cost: 3) plus +5 ED (5 Active Points); Only vs opponents one size smaller Power does not work in Common Circumstances (-1/2) (Real Cost: 3)
10  4) You cannot Lift Me:  Clinging (40 STR) (12 Active Points); Only When In Contact With The Ground (-1/4)

Wrestling
Maneuver OCV DCV Notes
16  +4 HTH Damage Class(es)
4  Choke -2 +0 Grab One Limb; 4d6 NND
4  Crush +0 +0 15d6 Crush, Must Follow Grab
4  Drop Kick +0 +2 13d6 Strike
4  Escape +0 +0 70 STR vs. Grabs
3  Face Plant +2 +1 11d6 Strike; You Fall, Target Falls
5  German Powerslam +1 +0 11d6 +v/5; FMove
5  Great Kick/Power Punch -2 +1 15d6 Strike
32  Hammer Frenzy +0 +2 13d6 Strike, Autofire (3 shots; +1/4), Reduced Endurance (1/2 END; +1/2) (32 Active Points)
3  Hold -1 -1 Grab Two Limbs, 65 STR for holding on
4  Reversal +2 +2 Block, Abort
3  Slam +0 +1 11d6 +v/5, Target Falls
3  Slap/Forearm +1 +0 13d6 Strike
3  Suplex +0 +2 13d6 Strike; Target Falls; Must Follow Grab

Perks
1  Wolfgang Krauser:  Favor
6  The Eighth Wonder of the World:  Reputation (A large group) ; 11-, +3/+3d6
31  Poison Ivy (manager):  Follower
12   Wrestling Organizations:  Contact (Contact has useful Skills or resources, Good relationship with Contact), Organization Contact (x3) (12 Active Points) 11-
10  Personal Arena:  Vehicles & Bases
1  Fringe Benefit: Passport

Talents
8  Surprisingly Fast:  Lightning Reflexes: +5 DEX to act first with All Actions

Skills
4  +2 with Grab
9  +3 with Professional Wrestling
20  +4 with HTH Combat
3  Tag-Team Training:  Teamwork 12-
2  AK: Street Fighter Arenas 11-
1  Acting 8-
5  Breakfall 13-
2  KS: Pro Wrestling 11-
2  KS: Crime Gangs 11-
2  KS: Criminal Underworld 11-
2  KS: Street Fighter Circuit 11-
2  Language: English (Completely Fluent, w/Accent) (3 Active Points)
0  Language: German (Idiomatic, native accent; Native Language)
3  Oratory 14-
3  PS: Wrestler 14-
2  Professional Skill: Thug/Enforcer 11-
3  Streetwise 14-
1  Survival (Urban) 8-

Total Powers & Skill Cost:  416
Total Cost:  609

200+ Disadvantages
15  Distinctive Features : Mountain that walks like a man/Heavily Scarred Not Concealable, Noticed and Recognizable, Detectable By Commonly-Used Senses
15  Hunted : Mad Gear Legion 8- (Occasionally) (Mo Pow, Harshly Punish)
5  Hunted: Other Martial Artists of Note 11-, As Powerful, Watching
10  Hunted: Cody: 8- (Occasionally), As Powerful, Harshly Punish
10  Physical Limitation: Large size: -1 OCV; +1 to PER Rolls vs Hugo (Frequently, Slightly Impairing)
15  Psychological Limitation: Driven to prove his own superiority Common, Strong
15  Psychological Limitation: Protective of Poison (Common, Strong)
15  Psychological Limitation: Repentant About his past Common, Strong
10  Reputation : Former Criminal, Frequently (11-)
10  Reputation: World Warrior: , Frequently (11-)
5  Rivalry: Professional (Darun Mister; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)
5  Rivalry: Professional (Zangief; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)
10  Style Disad: Pro Wrestling: Concealable, Noticed and Recognizable, Detectable By Commonly-Used Senses
269 Experience Points
(1 points unspent)

Total Disadvantage Points:  609



Background/History:  Hugo was major muscle for the Mad Gear Gang, but even he fell to the power of Mike Hagar. He drifted for a while and ended up wrestling in his native Germany. He improved with every bout, making incredible strides as a wrestler, in Europe he proved unstopable. A former mad gear member, the wild child known as Poison Ivy, became his manager. He toured the world, battling any wrestler brave enough to step in the ring with him. He met Gunlock, Ivan Rusadov, Suzuki (a sumo turned pro wrestler), Giganto (a 7'5'' mexican wrestler), and Muscle Power. He defeated them all until he met his arch nemesis, Mike Hagar, who had come out of retirement to raise money for his favorite charity, Hagar proved why he was the Living Legend. Hugo was humiliated. He unfortunately met two more wrestlers who he could not defeat, the World renowned Zangief, and a relatively unknown Darun Mister. Hugo has left wrestling and joined the Street Fighter circuit, he wishes to learn more unorthdox maneuvers and situations (as several wrestlers before him have) and then challenge the only men to beat him. He is considered one of the toughest men alive. He is one of the few who has survived a direct shot from Ryu's Shin Hadouken.

Personality/Motivation:  Formerly a thug, Hugo is now driven to be a superior warrior. He sees Professional Wrestling as a noble sport. He wants to battle Mike Hagar again but Mike is getting on in years. He has his sights set on Zangief and Darun Mister. He is no longer selfish and crude. He gives money to charity and tries to look out for Poison. His battle with Ryu made him something of a legend. His skill and prowess might not be up to snuff, but his ability to take the Shin Hadouken and keep fighting was nothing to sneeze at. Realizing that he has the potential to be more than "just" a giant wrestler, Hugo and Poison now travel the world, fighting and training. He has recently developed several powerful special attacks.

Quote:  "I held back. If I had used any more force there would be a huge mess."
"I hold back for no one! I always bash full force!"
"What was that? You look tougher than you really are."
"I am the strongest!"
"EIN ZWEI DREI!!! ENDE!!!"

Powers/Tactics:  A straight up brick in a martial arts campaign. Hugo is slow and strong. He is almost impossible to beat in one hit even for some mad special maneuvers.

Campaign Use:  An earnest combatant who strives to perfect his art. He is done with being a criminal and he wants to earn respect for his abilities.

BTW: Hugo is one of three "Androre" characters who were all based on Andre the Giant. And then Capcom said he wasn't. Dangit. Okay, in my campaign Hugo is an Androre since they didn't geive him a last name.

Appearance:  Hugo is Massive, well over 8 feet tall and about 550lbs, he is quite possibly the largest man alive. He has managed to keep in shape and works out alot. He has a muscular physique, long, wavy brown hair, and a sturdy, gigantic features. His eyes are brown.

Skaramine
Mar 20th, '05, 08:21 PM
Bump. This is sweet.

Enforcer84
Mar 20th, '05, 10:42 PM
Wow. It was so long ago...

Skaramine
Mar 20th, '05, 10:49 PM
Wow. It was so long ago...
Worth reviving. :D

steriaca
Mar 22nd, '05, 05:45 PM
Worth reviving. :D

Defently worth reviving...with the rich girl princess with sausage curls Karin herself (request hint).

madgoblin
Mar 25th, '05, 10:46 AM
Well in this venue, Has anyone tried some of the other fighting games Like Mortal Kombat or War Gods?

steriaca
Mar 26th, '05, 12:28 PM
Well in this venue, Has anyone tried some of the other fighting games Like Mortal Kombat or War Gods?

I do beleve Subrook has a few old Mortal Kombat charaters on his site, but nothing beyond Mortal Kombat 2. As for War Gods, I haven't seen anything.

I myself remember Time Killers. Anyone else?

Capt. Kung Fu
Mar 29th, '05, 06:43 PM
I myself remember Time Killers. Anyone else?[/QUOTE]

Time Killers...OMG...way back in the day, like 1992 I think...

Musashi, a samurai with two katana blades is the coolest of the cool...maybe excpet for the punk cyber dude with a chainsaw....

Champsguy
Mar 29th, '05, 07:20 PM
Man, I forgot all about this thread. It's good to see it surface again. Re-reading it, however, reminds me that the city in Final Fight was actually Metro City, not Mega City.

Anyone remember the name of the city in Double Dragon?

Champsguy
Mar 29th, '05, 07:22 PM
Let's see, we could also toss in the Soul Edge. I'm sure some of those Samurai Showdown types would go after that.

I really just want to see Sagat kick the crap out of Joe Higashi.

Superskrull
Mar 30th, '05, 04:11 AM
Let's see, we could also toss in the Soul Edge. I'm sure some of those Samurai Showdown types would go after that.

I really just want to see Sagat kick the crap out of Joe Higashi.

How can you hate Joe? 'Sides, Sagat does that & Joe's just gonna get up again, if only so he can moon Sagat.

NuSoardGraphite
Mar 30th, '05, 05:16 AM
One thing wrong with the writeups:

They don't have RAGE Meters!

If you are going to write up characters from an SNK fighting game, you have to give them a Rage Meter to fuel their Desperation Moves! It needs to consist of two powers: Absorbtion (to End Reserve) and Aid (to Endurance Reserve). The Absorbtion represents the characters getting hit by attacks and fueling their Rage. The Aid represents the characters using Chi to fuel their Rage, as you are able to do in the actual games (by pressing three attack buttons simultaneously) and when the "meter" is full, they can do their ultimate attacks (later versions of the KoF games, each character had at least 2 Ultimate attacks that needed to be powered up)

Some games have the characters build "levels" on their Rage Meter...each time they fill it up, they get a "level". The specific Desperation Move they can use depends on how many "Levels" they've built up on their Rage Meter, up to a maximum of Level 3. To simulate this, simply have an End Reserve of up to 30 points with every 10pts representing 1 level. A Level 1 Desperation move would cost 10 End, a level 2 Desperation move would cost 20 End and a Level 3 Ultimate Desperation move would cost all 30 End. Simply use the Increased End limitation to adjust the Enurance cost of each move accordingly (or Reduced End if necessary, but no level 1 Desperation Move should be over 100 Active points!)

See Ninja Hero page 29-30 for more on Absorbtion and Aid in building Rage Meters....

Similar power constructs can be used to simulate Limit Breaks a'la Final Fantasy and other Console-style RPG's...

Enforcer84
Mar 30th, '05, 07:54 PM
One thing wrong with the writeups:

They don't have RAGE Meters!

If you are going to write up characters from an SNK fighting game, you have to give them a Rage Meter to fuel their Desperation Moves! It needs to consist of two powers: Absorbtion (to End Reserve) and Aid (to Endurance Reserve). The Absorbtion represents the characters getting hit by attacks and fueling their Rage. The Aid represents the characters using Chi to fuel their Rage, as you are able to do in the actual games (by pressing three attack buttons simultaneously) and when the "meter" is full, they can do their ultimate attacks (later versions of the KoF games, each character had at least 2 Ultimate attacks that needed to be powered up)

Some games have the characters build "levels" on their Rage Meter...each time they fill it up, they get a "level". The specific Desperation Move they can use depends on how many "Levels" they've built up on their Rage Meter, up to a maximum of Level 3. To simulate this, simply have an End Reserve of up to 30 points with every 10pts representing 1 level. A Level 1 Desperation move would cost 10 End, a level 2 Desperation move would cost 20 End and a Level 3 Ultimate Desperation move would cost all 30 End. Simply use the Increased End limitation to adjust the Enurance cost of each move accordingly (or Reduced End if necessary, but no level 1 Desperation Move should be over 100 Active points!)

See Ninja Hero page 29-30 for more on Absorbtion and Aid in building Rage Meters....

Similar power constructs can be used to simulate Limit Breaks a'la Final Fantasy and other Console-style RPG's...
You are right! I have it on my Rugal Bernstein... But Andy, I forgot!

Tengu King
Mar 31st, '05, 11:52 AM
Sweet thread! Wish I had known it was here from the beginning! I'm a big fighting game fan, after all. The one thing I'd like to add is the explanation of Dan Hibiki's dislike of Sagat( (why?) as put in the disad.)...his father, Go Hibiki(an homage to SNK's monstrous Mr. Karate) fought Sagat, and was the man that took his eye...Sagat in turn took Go's life(as seen in several SF Alpha 2 pics).

Back in the day I converted characters from Street Fighter, King of Fighters, Battle Arena Tohshinden, Tekken, Mortal Kombat, Rival Schools, Darkstalkers, etc. for the old Street Fighter RPG from White Wolf. It'd be fun to try and re-build them in Hero. Not to mention some original characters, plus the three lieutenants of "Shadaloo" created by White Wolf(Sagat's pupil Hu The Tiger, M.Bison protege/fellow Ler Drit user Lady Death, and the evil Kabaddi practicioner...)

NuSoardGraphite
Mar 31st, '05, 03:43 PM
You are right! I have it on my Rugal Bernstein... But Andy, I forgot!

Hey, we all slip from time to time. Other than that, the writeup was fantastic!

Enforcer84
Apr 2nd, '05, 08:55 PM
Sweet thread! Wish I had known it was here from the beginning! I'm a big fighting game fan, after all. The one thing I'd like to add is the explanation of Dan Hibiki's dislike of Sagat( (why?) as put in the disad.)...his father, Go Hibiki(an homage to SNK's monstrous Mr. Karate) fought Sagat, and was the man that took his eye...Sagat in turn took Go's life(as seen in several SF Alpha 2 pics).

Back in the day I converted characters from Street Fighter, King of Fighters, Battle Arena Tohshinden, Tekken, Mortal Kombat, Rival Schools, Darkstalkers, etc. for the old Street Fighter RPG from White Wolf. It'd be fun to try and re-build them in Hero. Not to mention some original characters, plus the three lieutenants of "Shadaloo" created by White Wolf(Sagat's pupil Hu The Tiger, M.Bison protege/fellow Ler Drit user Lady Death, and the evil Kabaddi practicioner...)
My pet project for this year is "The World of Edean" my consol Fantasy World. I've run a bit dry while my life unravels a bit, but I sense I'll get pretty far in completing it by fall, so next year? A "Fighting Game" World. I want it to be fairly generic, recognizable, but not copyright violating. Will probably see what genre conventions need to be set for a good Fighting World.

anyway. give me a second here....

Enforcer84
Apr 2nd, '05, 09:03 PM
Karin Kanzuki
Val  Char  Cost  Roll  Notes
13    STR     3      12-    Lift 151.6kg; 2 1/2d6 [1]
21    DEX     33      13-    OCV:  7/DCV:  7
18    CON     16      13-
12    BODY    4      11-
15    INT       5      12-    PER Roll 12-
16    EGO     12      12-    ECV:  5
18    PRE      8      13-    PRE Attack:  3 1/2d6
18    COM     4      13-

14    PD         8      Total:  14 PD (3 rPD)
11    ED         4      Total:  11 ED (3 rED)
5    SPD       19      Phases: 3, 5, 8, 10, 12
8    REC       2
40    END     2
40    STUN   12      Total Characteristic Cost:  132

Movement:
Running:  6"/12"
Leaping:  2"/4"
Swimming:  2"/4"


Cost  Powers  END
20  Rage Filler:  Absorption 2d6 (energy, Energy/Physical), Varying Effect (+1) (20 Active Points)
3  Rage Meter:  Endurance Reserve (50 END, 0 REC) Reserve: (5 Active Points); Begins Combat at Zero (-1/2); REC: , Filled by Rage Filler (+0); Personal REC (-1/2)
17  Kourenken:  Hand-To-Hand Attack +4d6, Autofire (3 shots; +1/4) (25 Active Points); Hand-To-Hand Attack (-1/2) 2
23  Hou Shou:  Hand-To-Hand Attack +4d6, Double Knockback (+3/4) (35 Active Points); Hand-To-Hand Attack (-1/2) 3
Notes:  Attack does KnockDOWN rather than KB. Just has twice the chance.
18  Mujin Kyaku:  Hand-To-Hand Attack +8d6 (40 Active Points); Hand-To-Hand Attack (-1/2), Requires 2 to hit rolls (-1/2), Reduced Penetration (-1/4) 4
26  Ara-kuma Inashi:  Knee Gut Crush: Double Knockback (+3/4); No Knockback: Knockdown Only (-1/4) for up to 35 Active Points (26 Active Points) 3
Notes:  This adds a "throw" element to the Knee Gut Crush by allowing for Knockdown, as the Hou Shou
12  Yasha Gaeshi:  Hand-To-Hand Attack +4d6, Trigger (Activating the Trigger requires a Zero Phase Action, Trigger requires a Turn or more to reset; +1/4) (25 Active Points); Hand-To-Hand Attack (-1/2), Requires to hit roll at -2 (-1/2) 2
24  Shinpikaibyaku:  Hand-To-Hand Attack +6d6, Autofire (5 shots; +1/2), Penetrating (+1/2) (60 Active Points); Desparation Move: Can only use if Rage Meter is Full (-1), Hand-To-Hand Attack (-1/2) 6
30  Kououken:  Hand-To-Hand Attack +6d6, Area Of Effect Nonselective Target (One Hex; +1/4), Autofire (3 shots; +1 1/4) (75 Active Points); Desperation Move: Can only use when Rage Meter is full (-1), Hand-To-Hand Attack (-1/2) 7

Kanzuki Style Karate
Maneuver OCV DCV Notes
8  +2 HTH Damage Class(es)
4  Block +2 +2 Block, Abort
3  Dropping Elbow +0 +2 6 1/2d6 Strike; Target Falls; Must Follow Grab
4  Escape +0 +0 38 STR vs. Grabs
3  Grab/Hold -1 -1 Grab Two Limbs, 33 STR for holding on
4  Gut Punch/Snap Kick +0 +2 6 1/2d6 Strike
3  Jab/Straight Kick +1 +0 6 1/2d6 Strike
4  Knee Gut Crush +0 +0 8 1/2d6 Crush, Must Follow Grab
3  Legsweep +2 -1 5 1/2d6 Strike, Target Falls
5  Roundhouse Kick/Rising Uppercut/Duo Direction Punch -2 +1 8 1/2d6 Strike
5  Step Axe Kick/Flying Crescent Kick +1 -2 8 1/2d6 Strike

Perks
5  Business World:  Contact (Contact has useful Skills or resources, Good relationship with Contact) 12-
30  Ikoru: Battling Butler:  Follower
30  Mansion:  Base
2  Princess Warrior:  Reputation (A medium-sized group) ; 11-, +2/+2d6
15  Money: Filthy Rich

Talents
6  Combat Luck (3 PD/3 ED)
6  Quick Witted:  Lightning Reflexes: +4 DEX to act first with All Actions

Skills
3  Acrobatics 13-
3  Analyze: Style 12-
3  Breakfall 13-
3  Bureaucratics 13-
3  High Society 13-
2  KS: Business World 11-
2  KS: Martial Arts World 11-

Total Powers & Skill Cost:  332
Total Cost:  464

200+ Disadvantages
5  Distinctive Features: Blond Asian girl: Easily Concealed, Noticed and Recognizable, Detectable By Commonly-Used Senses
10  Distinctive Features: Style Disadvantage: Concealable, Noticed and Recognizable, Detectable By Commonly-Used Senses
20  Hunted: Father 14- (Very Frequently), More Powerful, NCI, Watching
5  Hunted: Other Fighters of note 11-, As Powerful, Watching
0  Hunted: Tabloids 11- (Frequently), Less Powerful, Watching
10  Hunted: Occasional Terrorist/Kidnapper: 8- (Occasionally), As Powerful, Harshly Punish
20  Hunted: Shadow Law: 8- (Occasionally), More Powerful, NCI, Harshly Punish
10  Physical Limitation: Slightly built (+2" Knockback) (Frequently, Slightly Impairing)
15  Psychological Limitation: Driven to succeed at all endeavors (Common, Strong)
20  Psychological Limitation: More than a little Spoiled (Very Common, Strong)
15  Psychological Limitation: Proud of family heritage (Common, Strong)
10  Reputation: Spoiled Princess: , Frequently (11-)
10  Rivalry: Sakura: Professional and Romantic (; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)
114 Experience Points

Total Disadvantage Points:  464



Background/History:  Spoiled rich girl, friend and rival of Sakura. She probably would try to steal Shingo, but maybe not. She is a fan of Ken's and probably her family and his are acquainted.

Personality/Motivation:  Her family motto is "always succeed". You get the idea that they might be a bit, um Competitive? Well she is. To her credit, she wishes to achieve her success by herself, not through underhanded means.

Quote:  "'All you need is victory!' That's the motto of my family!"
"To defeat an opponent is to get to know them intimately..."
"Someone of your breeding could never stand a chance against me!"
"Would you like to be my servant? You may start right now!"

Powers/Tactics:  

Campaign Use:  

Appearance:  Blond Hair, Blue eyes, curls. Wears a "sailor suit" red with blue and white trim. Also wears Karate hand guards.

steriaca
Apr 3rd, '05, 11:33 AM
Great work. Just great work. Marveolous!

NuSoardGraphite
Apr 3rd, '05, 01:46 PM
Athena!

I always use her when I play KOF!

Enforcer84
Apr 3rd, '05, 02:51 PM
Most of my completed Fighters are at Surbrook's Stuff...Surbrook's Character Archive: Video Games (http://surbrook.devermore.net/adaptionsvideogame/videogamechar.html)

Enforcer84
Apr 3rd, '05, 02:55 PM
I've made little background changes on the characters; ages and such to keep them at the point where they'd be about now. Also I've done a lot of work to make them all share a single world.
If I actually go through with my Fighting Game World, I'll need to use original, if generic characters. But for my conversions we used a shared SNK/Capcom world. I am thinking of adding the Tekken fighters to my "Game World" simply because they have been really good at maintianing a storyline and the characters are quite interesting. They also have several exhibiting nearly superhuman powers which is a requirement :D

Enforcer84
Apr 3rd, '05, 03:00 PM
Okay, I've got Karin almost finished, I think but what is her Rekaken? If I know what it's supposed to accomplish and what it looks like I can work it.


BTW, one of the things I was planning on using when we played in the "King of (Street)Fighters" world was the option of playing in the future where Mel Masters, Sara (Guile's daugher) and others would be neophyte warriors and the top notch fighters included Sakura, Shingo, Karin, Bao, Athena, Chris, and the other "Fighting Children" of today...

Enforcer84
Apr 3rd, '05, 03:04 PM
Athena Asimaya
Val  Char  Cost  Roll  Notes
13    STR     3      12-    Lift 151.6kg; 2 1/2d6 [1]
23    DEX     39      14-    OCV:  8/DCV:  8
23    CON     26      14-
12    BODY    4      11-
20    INT       10      13-    PER Roll 13-
25    EGO     30      14-    ECV:  8
20    PRE      10      13-    PRE Attack:  4d6
16    COM     3      12-

10/16    PD         7      Total:  10/16 PD (0/6 rPD)
15/21    ED         10      Total:  15/21 ED (0/6 rED)
6    SPD       27      Phases: 2, 4, 6, 8, 10, 12
10    REC       4
50    END     2
50    STUN   19      Total Characteristic Cost:  203

Movement:
Running:  8"/16"
Leaping:  5"/10"
Swimming:  4"/8"
Teleportation:  10"/160"


Cost  Powers  END
107  Psychic Attacks and Special Maneuvers:  Multipower, 107-point reserve
6u  1) Empathic Light:  Energy Blast 8d6, Indirect: Same Location & Fires Away (+1/4), Reduced Endurance (1/2 END; +1/4) (60 Active Points) 2
7u  2) Hearts Brigade:  (Total: 107 Active Cost, 70 Real Cost) Hand-to-Hand Attack +7d6, Reduced Endurance (1/2 END; +1/2), Autofire (10 shots; +1) (87 Active Points); Hand-To-Hand Attack (-1/2), Attacks all made at same target (-1/4) (Real Cost: 50) plus Generic Fixed-Cost Power (20 Active Points) (Real Cost: 20) 3
3u  3) Life Energy Ball (Energy Blast):  Energy Blast 8d6 (40 Active Points); Reduced by Range (-1/4) 4
3u  4) Soul Reflect (Missile Deflection):  Missile Deflection (Any Ranged Attack), +3 OVC with Deflection, Missile Reflection (46 Active Points); Only vs Energy Attacks (-1/2)
5u  5) Soul Absorb:  (Total: 70 Active Cost, 46 Real Cost) Missile Deflection (Any Ranged Attack), +3 OVC with Deflection (26 Active Points); Only vs Energy Attacks (-1/2) (Real Cost: 17) plus Aid 2d6, Can Add Maximum Of 60 Points (44 Active Points); Can only roll for AID when successfully deflects attack (-1/2) (Real Cost: 29)

20  Elemental Control: Psychic Abilities:  Elemental Control, 40-point powers
13  1) Dragon Sight (Clairsentience):  Precognitive, Retrocognitive Clairsentience (Sight Group) (60 Active Points); No Conscious Control (-2) 6
20  2) Mind Probe (Telepathy):  Telepathy 8d6 (40 Active Points) 4
20  3) Soul Searching (Mind Scan):  Mind Scan 8d6 (40 Active Points) 4
20  4) Teleportation 10", Improved Noncombat Movement (x16), x2 Increased Mass (40 Active Points) 4

8  Instant Change:  Cosmetic Transform 2d6 (10 Active Points); Limited Target: Own Clothes Slightly Limited (-1/4) 1
3  Rage Meter:  Endurance Reserve (50 END, 0 REC) Reserve: (5 Active Points); Begins Combat at Zero (-1/2); REC: , Filled by Rage Filler (+0); Personal REC (-1/2)
33  Rage Filler:  Absorption 2d6 (energy/Physical, Rage Meter), Can Absorb Maximum Of 25 Points' Worth Of Energy/Physical Damage, Varying Effect (+1) (33 Active Points)

Hsing- I
Maneuver OCV DCV Notes
12  +3 HTH Damage Class(es)
5  Axe Kick/Leaping Kick +1 -2 9 1/2d6 Strike
4  Block +2 +2 Block, Abort
5  Defensive Block +1 +3 Block, Abort
4  Eagle Claw +1 -1 Grab One Limb, 25 STR for holding on
5  Grappling Block +1 +1 Grab One Limb, Block
4  Hand Strike/Low Kick +0 +2 7 1/2d6 Strike
5  Monkey Slap -2 +1 9 1/2d6 Strike
4  Nerve Strike -1 +1 3 1/2d6 NND
3  Takedown +1 +1 5 1/2d6 Strike; Target Falls
3  Throw +0 +1 5 1/2d6 +v/5, Target Falls
4  Tiger Push +0 +0 43 STR to Shove
1  Weapon Element: Blades
1  Weapon Element: Polearms
1  Weapon Element: Spear

Talents
12  Shields of Athena:  Combat Luck (6 PD/6 ED)
27  Danger Sense (self only, any danger, Function as a Sense) 13-

Skills
25  +5 with HTH Combat
3  Acrobatics 14-
3  Analyze: Style 13-
3  Breakfall 14-
3  Climbing 14-
3  Defense Maneuver I
3  Linguist
1  1) Language: Cantonese (completely fluent) (3 Active Points)
3  2) Language: English (completely fluent)
0  3) Language: Japanese (idiomatic) (4 Active Points)
3  4) Language: Mandarin (completely fluent)
3  Oratory 13-
3  PS: Musician: Piano 14-
3  PS: Musician: Vocalist 13-
3  Paramedics 13-
3  Scholar
2  1) KS: Astrology (3 Active Points) 13-
2  2) KS: Chinese Healing (3 Active Points) 13-
2  3) KS: Chinese Philosophy (3 Active Points) 12-
2  4) KS: Hsing-I (3 Active Points) 13-
1  5) KS: Lacross (2 Active Points) 11-
2  6) KS: Martial Arts World (3 Active Points) 13-
2  7) KS: Music Industry (3 Active Points) 12-
2  8) KS: Psychic and Supernatural Phenomena (3 Active Points) 13-
3  Shadowing 13-
3  Sleight Of Hand 14-
3  Stealth 14-
3  Teamwork 14-
3  Tracking 13-
2  WF: Common Melee Weapons

Total Powers & Skill Cost:  465
Total Cost:  668

200+ Disadvantages
5  DNPC: Bao 11- (As powerful as the PC)
5  DNPC: Sou Kensai 11- (As powerful as the PC)
10  Distinctive Features: Psychic Aura (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses)
10  Hunted: Evil Psychics 8- (As Pow, Harshly Punish)
10  Hunted: Fighters of Note 11- (As Pow, PC has a Public ID or is otherwise very easy to find, Watching)
20  Hunted: NESTS 8- (Mo Pow, NCI, Harshly Punish)
10  Hunted: Supernatural Opponent 8- (As Pow, Harshly Punish)
15  Psychological Limitation: Kind hearted and giving (Very Common, Moderate)
15  Psychological Limitation: Protective of Friends/Teammates (Common, Strong)
20  Psychological Limitation: Sworn to Confront and defeat Evil (Common, Total)
15  Reputation: J-Pop Star, 11- (Extreme)
5  Reputation: Powerful Psychic Fighter, 8-
10  Style Limitation: Hsing - I
318 Experience Points

Total Disadvantage Points:  668



Background/History:  From King of Fighters Online Fan site:
Fighting Style: Chinese Martial Arts + Psychic powers
Birthdate: 14th March
Nationality: Japan
Blood Type: B+
Height: 163 cm
Weight: 49 kg
Measurements: 83 cm, 57 cm, 82 cm
Likes: Astrology
Fav. Food: Strawberry cakes
Strong Sports: Lacross
Important Things: Peter Rabbit teacup set
Disliked Things: Grasshoppers

Athena is said to be the present incarnation of the Greek goddess Athena (Saint Seiya?), the goddess of the earth. However, even if she did have a divine reputation, Athena always tries to act like a normal girl, doing such typical stuff for girls such as going to school, shopping, and of course, listening to music! In fact, Athena likes to sing a lot. Her voice almost lets out her divine attributes, and Athena seems to put a lot of feeling in it (although most people think the contrary!).

Athena has always been concerned of the evil roaming around the world, and the increasing amount of crime as well. Having been born with a special psychic power, based on the power of the resurrection bird, the Phoenix, Athena vows to use her powers in order to fight for justice, and make evil recoil! However, even a resurrected, psychic, goddess, justice fighter needs some help. While she was traveling back to home from school, she finds a pair of Chinese fellows fighting against a local criminal tough guy. One of them was about Athena's age; the other was just an old drunkard!

Both seem to have problems with the big lug, since they don't seem to take the battle too seriously. Athena, taking everything seriously, blows the thug away with a psychic blast; much to the surprise and delight of the two sidekicks. The young boy, later introduced to her as Sie Kensou, proved to take an immediate liking towards Athena. Athena asked the two if they would be willing to help her fight evil. Sie agreed immediately, and as for the old man, soon known as Chin Gentsai, well, he decided to tag along as well...

Soon enough, all three began to fight against crime and evil in Japan. Since Kensou also seemed to manage psychic powers as well, the trio was soon to be known as the Psycho Soldiers! All three fought bravely against any evildoers, although most of them didn't pass from your run-of-the-mill criminal or a mob leader.

Meanwhile, Athena decided to continue her studies in high school. She is certainly very attracted to Kyo Kusanagi, one of her classmates, but she decided to leave it alone, since she is also a very good friend of Yuki, Kyo's girlfriend (even though it causes quite a scene of fury from Kensou!). She then begins to hear rumors of the King of Fighters tournament, and soon enough, she receives an invitation to participate. Taking along her sidekicks, Athena decides to show the world what true justice does, and in the meanwhile, fight those who threaten mankind.

During the pass of the tournaments, Athena has grown more mature and responsible in order to keep up with her duties as a justice fighter. She also has to keep up rejecting Kensou, since the young man doesn't seem to understand when to quit proposing himself to Athena! However, after three tournaments, the Psycho Solider team begins to spark more and more popularity among the world, especially among the young people, who are encouraged with the actions of the brave Psycho Soliders. Athena always forces herself to be the best, not pretending to lose the confidence of thousands of young men and women around the world who send her thousands of letters each week! It was even one fan letter from a invalid girl named Kaori which encouraged her to enter the King of Fighters '97, competition which she did not accept to enter at first. After all, Athena is fighting for the goodfare of all mankind, so she is always up and ready for the challenge!

After defending justice for so many years, Athena and her Psycho Soldiers got a well-deserved rest for two years...Period of time in which Athena met Bao, an adoptive student of Chin. Athena liked the kid very much, since he was so cute and so friendly. Bao seemed to like Athena very much as well, and since he too, had very potent psychic powers, he decided to take a cue from Athena's psychic techniques in order to get started. However, Athena could not resist her worries about Kensou, who had begun to lose his psychic powers for some unknown reason. This brought the team to the The King of Fighters '99....

Athena fought bravely along her comrades, but once she realized the real purpose of the tournament, being a set-up by Krizalid, Athena decides to take the bad guy down! However, before Athena and the Psycho Soldiers could arrive to the underground base, there was an explosion, and the passage began to fall down!
Athena demanded an escape, but midway through, a heavy rock falls on Athena's leg, and can not budge it free. Another rock is about to fall atop Athena and Athena faints before it can hit her. However, Kensou, turning on what remained of his psychic powers, manages to rescue her and exits to salvation....

Athena is known to be a very sweet girl among her friends, and very polite too. She is never rude except among gangsters and sometimes, Kensou (whenever he decides to pester a lot). She always helps her friends, and always takes her time to live her life as a normal girl. After all, she has a lot more to live, and life is short! Athena also respects master Chin a lot, although she wishes she will stop drinking for his own health. Being very concerned to where the world is heading to, Athena decides to fight hard for all mankind!

Profile from King of Fighters 2003.

BTW - they might have done a reboot on the birthdate for some characters. Athena is on the "Highschool Girls Team" and IIRC she should be 23 by now. So.....


Background cheefully taken from Tormented Battles, and indepth look at the King of Fighters games (2001)<br>Athena Asimaya and King of Fighters are owned by SNK.

Personality/Motivation:  Athena is a dedicated battler of evil, she spends much of her time either training or fighting. The rest of the time is spent trying to be a singing idol. Depending on who you ask, she's either very good or very annoying. In combat she seeks to protect innocents first and win prestige second.

Quote:  "Take that, Evil!"

Powers/Tactics:  A trained marital artist with psychic powers. Athena generally fights defensively at first to gauge her opponents strengths, then she lets loose with her psychic attacks or physical attacks depending on which is more suited for the opponent.

Campaign Use:  A crusading teenager. Athena is a standard girl fighter in terms of physical characteristics, if she's too tough for your fighters drop her dex to 20 and her CON to 18, make her defenses 8 and 12 respectively and drop afew of her special maneuvers. If she's too weak, consider lightning reflexes, a few more combat skill levels and some new psychic abilities.

Appearance:  Pretty teenager with purple hair and blue (or brown depending on who you ask) eyes. She tends to wear red and purple. Always with hearts and/or stars in the design.

Enforcer84
Apr 3rd, '05, 03:06 PM
Okay I noticed I have two maneuvers that do 2x KB and then only do Knockdown. One is limited, the other not. Do you think KNockdown only is worth a limitation?

Champsguy
Apr 3rd, '05, 09:22 PM
I've made little background changes on the characters; ages and such to keep them at the point where they'd be about now. Also I've done a lot of work to make them all share a single world.
If I actually go through with my Fighting Game World, I'll need to use original, if generic characters. But for my conversions we used a shared SNK/Capcom world. I am thinking of adding the Tekken fighters to my "Game World" simply because they have been really good at maintianing a storyline and the characters are quite interesting. They also have several exhibiting nearly superhuman powers which is a requirement :D

I've decided that I'll be running a game like this this summer, once our King of Fighters expert gets back from Chicago. So far I've got Street Fighter, KOF, AOF, Fatal Fury, Final Fight, Double Dragon, Ninja Gaiden, Mortal Kombat, Killer Instinct, World Heroes, Bad Dudes, and Mike Tyson's Punch Out. :)

Champsguy
Apr 3rd, '05, 09:25 PM
Okay, I've got Karin almost finished, I think but what is her Rekaken? If I know what it's supposed to accomplish and what it looks like I can work it.

Well, if it's anything like Fei Long's, a Rekaken is a series of 3 lightning fast punches. Fei Long slides about two steps forward with each punch, and his fist is on fire. I'd assume that hers would be the same.


BTW, one of the things I was planning on using when we played in the "King of (Street)Fighters" world was the option of playing in the future where Mel Masters, Sara (Guile's daugher) and others would be neophyte warriors and the top notch fighters included Sakura, Shingo, Karin, Bao, Athena, Chris, and the other "Fighting Children" of today...

That's pretty sweet. I think I'm setting ours in the mid 90s, to take advantage of all the gang violence going on at the time. :)

Champsguy
Apr 3rd, '05, 09:27 PM
Okay I noticed I have two maneuvers that do 2x KB and then only do Knockdown. One is limited, the other not. Do you think KNockdown only is worth a limitation?

Sure. The majority of the point cost from x2 KB comes from (IMO) knocking them into an object because of it.

Enforcer84
Apr 3rd, '05, 09:59 PM
I've decided that I'll be running a game like this this summer, once our King of Fighters expert gets back from Chicago. So far I've got Street Fighter, KOF, AOF, Fatal Fury, Final Fight, Double Dragon, Ninja Gaiden, Mortal Kombat, Killer Instinct, World Heroes, Bad Dudes, and Mike Tyson's Punch Out. :)
Sweet. Look up "Rage of Dragons" its an updated fighter using the Double Dragon Heroes and some interesting new fighters...

steriaca
Apr 4th, '05, 04:39 PM
For Steracia...
Karin or at least how she looks now...
<font size=+1><b>Karin Kanzuki</b></font>



Lots of snip.

Oh my...my goddess in curls...the only charater I realy am sorta good at. :cry:

She is so beutiful. And so is her writup.

Steriaca.

Enforcer84
Apr 6th, '05, 09:43 AM
You Flatter me

steriaca
Apr 6th, '05, 04:10 PM
You Flatter me

I should. It is a good write up. And my handel over on the Living Room Games bboard is karinfan (thay are doing the "Capcom World Touriment" RPG, you know).

Sketchpad
Apr 6th, '05, 06:11 PM
I should. It is a good write up. And my handel over on the Living Room Games bboard is karinfan (thay are doing the "Capcom World Touriment" RPG, you know).
Yup ... and they should do Capcom vs. Hero ;)

Skaramine
Apr 6th, '05, 06:34 PM
Yup ... and they should do Capcom vs. Hero ;)
If only to have Obsidian smack Ironclad around and call him Susan.

Sketchpad
Apr 6th, '05, 07:54 PM
Hell ... I do that in my campaign anyway ;)

Skaramine
Apr 6th, '05, 07:57 PM
Hell ... I do that in my campaign anyway ;)
:weep: But I'm not in your campaign... and not playing Obsidian... :weep:

Enforcer84
Apr 6th, '05, 09:03 PM
I should. It is a good write up. And my handel over on the Living Room Games bboard is karinfan (thay are doing the "Capcom World Touriment" RPG, you know).
Can't wait for it, my friend.

Enforcer84
Apr 6th, '05, 09:30 PM
Okay, I just read the demo. I need this game and it's suppliments now. Susano? I'll buy your copy too! We'll crank out CapcomFighter Conversions like wildfire!
:D

:bounce: I am excited :yes:

steriaca
Apr 7th, '05, 04:28 PM
Yup ... and they should do Capcom vs. Hero ;)

You realise that the core rules are going to be in D20-ism (aka the core Dungions N Dragons rules, hevenly modified)? Othoe thay have stated that in the future, thay might put out other versions (like one in Hero-ism, or Guardians Of Order's D6-ism).

So "Capcom VS Hero" might just be a posability...

Sketchpad
Apr 7th, '05, 05:04 PM
You realise that the core rules are going to be in D20-ism (aka the core Dungions N Dragons rules, hevenly modified)? Othoe thay have stated that in the future, thay might put out other versions (like one in Hero-ism, or Guardians Of Order's D6-ism).

So "Capcom VS Hero" might just be a posability...
Yup ... I know ;) I post occasionally on those boards as well :D

Enforcer84
Apr 7th, '05, 07:52 PM
I would be beyond stoked if they could get permission to do the King of Fighters Characters. I love KOF if only for the fact that aside from the "Dream" Matches, they maintain a storyline much stronger than Capcom does. (My Opinion, of course)

Skaramine
Apr 7th, '05, 08:05 PM
You realise that the core rules are going to be in D20-ism (aka the core Dungions N Dragons rules, hevenly modified)? Othoe thay have stated that in the future, thay might put out other versions (like one in Hero-ism, or Guardians Of Order's D6-ism).

So "Capcom VS Hero" might just be a posability...

Silver Age Sentinels and Mutants and Masterminds have proven that D20 CAN be excellent. I don't mind. :D

steriaca
Apr 9th, '05, 08:15 AM
I would be beyond stoked if they could get permission to do the King of Fighters Characters. I love KOF if only for the fact that aside from the "Dream" Matches, they maintain a storyline much stronger than Capcom does. (My Opinion, of course)

That is one thing SNK (and now PLAYMORE) does better than Capcom...that thay give there fighting game charaters deep backgrounds, and Full Names (no Ryu something, or Chu-Li something, or something Guile something, but Terry Boagard, Ryo Sakazakie, Duck King, and Billy Kain/Cain). There is something magical in knowing something as simple as knowing the full name of the people your beating up.

Enforcer84
Apr 9th, '05, 01:44 PM
Exactly, it's bit them on the bum a bit when they used to give the true birthdays of the characters (by thier original statements Terry Bogard is now pushing 40 and Highschool Idol star Athena is 25....they fell back on those a bit, but yeah, I love the Likes, dislikes, favorite sports and continuing storylines. They have lacked the "great villains" that capcom sports. Akuma, Sagat, Bison, ...Gill? It seems that the big villains for SNK/Playmore all die at the end. Though this new guy, Ash Crimson seems to have potential.

Enforcer84
Apr 16th, '05, 10:50 PM
Rei
Val  Char  Cost  Roll  Notes
25    STR     15      14-    Lift 800.0kg; 5d6 [2]
27    DEX     51      14-    OCV:  9/DCV:  9
20    CON