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



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