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Street Fighter II HERO


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The following character sheets were adapted from White Wolf's Street Fighter RPG. Characteristics have been derived using the conversion notes given in The Ultimate Mentalist. Skills have been derived from skills and skill descriptions given in the White Wolf RPG. The values for skills were derived from the idea that 1 dot = 8-, 2 dots = 11-, and each additional dot as a +1 to the roll. Other skills, powers and disadvantages are taken from material given in the RPG sourcebooks.

 

This is why many of the character sheets have similar powers (Combat Sense and Danger Sense for example), or unexplained contacts and followers. Such elements can easily be eliminated if desired.

 

And now on to the characters!

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BALROG

 

Val	CHA	Cost	Roll	Notes
25	STR	15	14-	Lift 800 kg; 5d6 HTH Damage
17	DEX	21	12-	OCV: 6 / DCV: 6
25	CON	30	14-
16	BODY	12	12-
13	INT	3	12-	PER Roll 12-
13	EGO	6	12-	ECV: 4
20	PRE	10	13-	PRE Attack: 4d6
10	COM	0	11-
14	PD	9		Total: 14 PD
14	ED	9		Total: 14 ED
5	SPD	23		Phases: 3, 5, 8, 10, 12
10	REC	0
50	END	0
45	STUN	3
Total Characteristics Cost: 141

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

Cost	Powers & Skills
Martial Art: Boxing
Maneuver	OCV	DCV	Damage
5	Dashing Punch	+2	-2	8d6 Strike +v/5; Full Move
3	Fist Sweep	+1	+1	8d6 Strike; Target Falls
5	Head Butt	+1	+3	8d6 Strike
3	Head Butt Hold	-1	-1	Grab One Limb, 50 STR to Hold
4	Jab	+2	+0	10d6 Strike
5	Jumping Shoulder Butt	+2	-2	12d6 Strike; Half-Move Required
5	Power Uppercut	-2	+1	12d6 Strike
4	Punch	+0	+2	10d6 Strike
12	Damage Classes: +3 with Boxing

6	Turn Punch I: HA +2d6; Extra Time (Delayed Phase; -1/4), Hand-to-Hand 
Attack (-1/2), END 1
5	Turn Punch II: HA +2d6; Extra Time (Full Phase; -1/2), Hand-to-Hand 
Attack (-1/2), END 1
5	Turn Punch III: HA +2d6; Extra Time (Extra Segment; -1/2), Hand-to-Hand 
Attack (-1/2), END 1
4	Turn Punch IV: HA +2d6; Extra Time (Extra Phase; -3/4), Hand-to-Hand 
Attack (-1/2), END 1
9	Punch Defense: Physical Damage Reduction, 1/2; Only Versus Punches (-1/2), 
Must Be Aware Of Attack (-1/4), Stun Only (-1/2)

Perks:
20	Base: 100 point Boxing Ring
20	Followers: 4 x 50 Base Points
1	Fringe Benefit: Black Belt/Champion Boxer
10	Money: Wealthy
3	Well Connected
9	M. Bison 14-, extremely useful, access, significant contacts
5	Manager 14-, very useful
4	4 Contacts @ 11-

Talents:
15	Combat Sense 12-

Skills:
20	Combat Skill Levels: +4 with Hand-to-Hand
6	Combat Skill Levels: +2 with Boxing
0	AK: New York 8-
0	Climbing 8-
0	Concealment 8-
0	Conversation 8-
0	Deduction 8-
3	Interrogation 13-
4	KS: Martial World 13-
4	KS: Streetfighting Arenas 13-
4	KS: Boxing 13- 
0	Language: English (native)
1	Lockpicking 8-
1	Oratory 8-
0	Paramedic 8-
3	Persuasion 13-
0	PS: Enforcer 8-
0	Shadowing 8-
0	Stealth 8-
5	Streetwise 14-
1	Survival (Urban) 8-
0	TF: Small Motorized Ground Vehicles
211	Total Powers & Skills Cost
352	Total Character Cost

150+	Disadvantages
10	Distinctive Features: Style (Boxing)
10	Hunted: People Out To Get At Shadoloo (AsPow) 8-
20	Hunted: M. Bison (MoPow, NCI, Watching) 14-
5	Hunted: Other Martial Artists Of Note (AsPow, Watching) 11-
5	Hunted: People Opposed To Shadoloo (AsPow, Watching) 11-
20	Psychological Limitation: Desires Fame And Fortune (VC, S)
10	Psychological Limitation: Fairly Loyal To M. Bison (C, M)
15	Psychological Limitation: Will Not Stand For Being "Dissed"/Insulted (C, S)
10	Reputation: Controversial boxer 11-
10	Reputation: Tool of M. Bison (extreme) 8-
10	Social Limitation: (In)Famous Boxer (F, M)
77	Secretly Mike Tyson Bonus
352	Total Disadvantage Points

 

Background/History:

Balrog got his start as a amateur boxer growing up on the streets of Harlem. His prowess was evident from an early stage, and he quickly rose through the ranks. In a fairly short period of time, he was fighting for title shots, and winning championships. Finally, he was on top of the sport of boxing as the undisputed champion.

 

Then, disaster struck.

 

Following his winning of the title, Balrog ended up joining a large boxing organization. He was promised less training, more free time, and more money. Balrog's next series of bouts were all throwaways, scheduled against weak opponents, and Balrog himself spent more time at the victory party then he did in the ring. Then Balrog had a fight against a total unknown, a kid he was sure he could beat.

 

The night of the fight, Balrog found himself staggering after three rounds. The unknown was good, very, very good, and Balrog was in danger to loosing everything. The organization stepped in and before the fourth round started, smeared Balrog's gloves with drugs, causing him to lay out the challenger with a single punch. Everything would have been okay if the referee hadn't passed out as well.

 

Banned from pro boxing, Balrog found himself alone, his money and backers gone. At that point, Bison came in and hired Balrog to be his enforcer. Now, Balrog lives in Los Vegas, and ensures that everything runs smoothly. He also joined the Street Fighter circuit, and quickly rose though the ranks to be a top fighter.

 

Personality/Motivation:

Balrog is not the brightest of people, but he knows what he likes. He wants money, fame, power, and babes. He wants to be respected and will not take any backtalk or disrespect from anyone, especially in a public place. He doesn't care that Bison is a criminal mastermind, or that he is being asked to engage in criminal activities, he gets well paid and can live a life of luxury, and that is good enough for him.

 

Quote:

Get up!! I haven't punched you enough!

It was too easy! I feel guilty about getting paid for this!

Your face wore out my gloves! Buy me some new ones!

 

Powers/Tactics:

Balrog's approach is simple: close in and pound your opponent. He likes to open with a Dashing Punch, followed by Punches and Power Uppercuts. He will Fist Sweep anyone who is giving him trouble and moves quickly, and follow that with something like his Jumping Shoulder Butt. Strikes like his Head Butt are saved for clinches and other close in situations. Balrog's finisher, the Turn Punch, is usually reserved for Stunned opponents, as its full strength takes some time to set up.

 

Appearance:

Balrog is a massively built black boxer. His arms are thick with muscle, and his chest is deep and broad. He keeps is hair cut very short, and usually scowls at people. When fighting, he wears boots, boxing trunks, a tattered white t-shirt and a blue tank top. He also wears red boxing gloves.

 

Designer's Notes:

Balrog was originally named "M. Bison" with the "M" standing for "Mike." (Get it? "Mike Bison?" Never mind.) Realizing this wouldn't go over well in the United States, Balrog's name was given to top boss "Vega." Vega's name was given to Balrog and Balrog's name was given to the former M. Bison. Got that?

 

This write up is at the bottom of the power scale for Street Fighter characters. On the other hand, Balrog is almost pure fighter, and has little need for many of the skills used by other characters.

 

This character sheet is adapted from the Street Fighter game originally published by White Wolf. Characteristics have been derived using the conversion notes given in The Ultimate Mentalist. Skills have been derived from skills and skill descriptions given in the White Wolf RPG. The values for skills were derived from the idea that 1 dot = 8-, 2 dots = 11-, and each additional dot as a +1 to the roll. Other skills, powers and disadvantages are taken from material given in the RPG sourcebooks.

 

(Balrog created by Capcom, character sheet created by Michael Surbrook)

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BLANKA

 

Val	CHA	Cost	Roll	Notes
25	STR	15	14-	Lift 800 kg; 5d6 HTH Damage
23	DEX	39	14-	OCV: 8 / DCV: 8
25	CON	30	14-
15	BODY	10	12-
13	INT	3	12-	PER Roll 15-
19	EGO	18	13-	ECV: 6
18	PRE	8	13-	PRE Attack: 3 1/2d6
10	COM	0	11-
12	PD	7		Total: 12 PD
14	ED	9		Total: 14 ED
5	SPD	17		Phases: 3, 5, 8, 10, 12
10	REC	0
50	END	0
41	STUN	0
Total Characteristics Cost: 156

Movement:	Running: 8" / 16"
Leaping: 8" / 16"
Swimming: 3" / 6"

Cost	Powers & Skills
Martial Art: "Capoeria"
Maneuver	OCV	DCV	Damage[b]
4	Back Flip Kick	+2	+0	8d6 Strike
3	Footsweep	+2	-1	8d6 Strike; Target Falls
3	Head Butt	+1	+0	8d6 Strike
5	Power Uppercut	-2	+1	11d6 Strike
5	Rolling Attack	+2	-2	11d6 Strike; Half-Move Required
8	Damage Classes: +2 with "Capoeria"

72	Electricity Generation: Multipower, 90-point reserve; No KB (-1/4)
5	1) u Shock Treatment: EB 8d6, Continuous (+1), Reduced Endurance (1/2 END; +1/4), 
No Range (-1/2), END 4
5	2) u Shock Treatment: EB 6d6, Damage Shield (+1/2), Continuous (+1), Reduced 
Endurance (1/2 END; +1/4); Extra Time (Full Phase; -1/2), END 

7	Roaring: +15 PRE; Only For Fear-Based Presence Attacks (-1), Incantations 
(must roar; -1/4)
8	Sharp Claws: HKA 1/2d6 (1d6+1 with STR); Reduced Penetration (-1/4), END 1
5	Bite: HKA 1 point (1/2d6 with STR), END 1
5	Focus: Mental Defense (9 points)
3	Leaping: +3" (8" total), END 1
4	Running: +2" (8" total), END 2
1	Swimming: +1" (3" total),END 1
9	Sharp Senses: +3 With PER Rolls

Perks:
15	Animal Companion: Follower 75-point base

Talents:
17	Combat Sense 14-

Skills:
20	Combat Skill Levels: +4 with Hand-to-Hand
3	Acrobatics 14-
0	AK: Amazon Rain Forest 8-
1	Analyze Style 8-
3	Climbing 14-
0	Concealment 8-
0	Deduction 8-
1	Interrogation 8-
3	KS: Martial World 13-
3	KS: Streetfighting Arenas 12-
5	KS: Mysterious and Strange Lore 14-
1	Lockpicking 8-
3	Paramedic 12-
5	Persuasion 14-
0	Shadowing 8-
0	Stealth 8-
5	Stealth 15-
7	Survival (Tropical Forests) 15-
244	Total Powers & Skills Cost
400	Total Character Cost

200+	Disadvantages
5	Hunted: Other Martial Artists Of Note (AsPow, Watching) 11-
10	Physical Limitation: Unused To The Modern World (I, G)
15	Psychological Limitation: Amnesia, has blocked his past out (U, T)
15	Psychological Limitation: Naive About The Ways Of The World (VC, M)
15	Psychological Limitation: Protective Of His Home And The Rain Forest (C, S)
10	Reputation: Well-known world warrior 11-
10	Social Limitation: Famous (F, M)
120	Big and Green Bonus
400	Total Disadvantage Points

 

Background/History:

Blanka's story begins when he was a young boy by the name of Jimmy, who was the only survivor of a plane crash in the Amazon jungle. As is typical of stories of this type, young Jimmy was adopted by a female jaguar. She taught the young human how to survive in the jungle. Jimmy meanwhile, pushed aside all memories of his previous life, and renamed himself "Blanka" in imitation of the cough of the jaguar.

 

His life in the wilderness made him strong and agile, but also had some severe side effects. At some point he contracted an unknown virus, which made Blanka's body mutate into the present green-skinned and orange-haired form he has now. This mutational process made Blanka stronger and faster than he was before, as well as causing his body's natural electrical to surge far beyond normal levels. With time, Blanka learned to control this power, eventually finding it to be a fearsome natural weapon.

 

Blanka's training in Capoeria came after he encountered a man who had escaped from a Shadoloo plantation. In exchange for helping the man survive in the rainforest, Blanka was taught Capoeria. This experience piqued Blanka's interest in the outside world, and eventually he left the forest to live near a small riverside fishing village. With time, rumors of the bestial warrior became common, and members of the Street Fighter circuit came to Brazil to test their skills. In turn, Blanka rapidly rose to the top of the Street Fighting ranks.

 

Personality/Motivation:

Blanka is very much a fish out of water. He enjoys competing in the Street Fighter circuit, and is fascinated by the outside world, but he is also very much naive in the ways of the world. Having lived along for most of his life in the Amazonian jungle, Blanka is not exactly the most cosmopolitan of individuals. He prefers the peace of the jungle, and doesn't care for its wanton destruction and exploitation.

 

Quote: "Arrroooooo!!!"

 

Powers/Tactics:

In many ways, Blanka is a raging force of nature. He is big, strong, powerful, and tough. Life in the jungles of the Amazon have given him heightened senses beyond the human norm. He can climb trees with ease, move silently though thick brush and is quite capable of living off of the land.

 

Aside from his skills learned from living in the jungle, Blanka is also a natural fighter. His style is a wild form of Capoeria, which in Blanka's case emphasizes leaps, flips and tumbles. It is highly unconventional to say the least. Blanka will start out with his martial skills, switching to his electrical Shock Treatment if his foe is Stunned and/or at a disadvantage. He normally doesn't use his claws and teeth in a fight, but will if wounded or at an extreme disadvantage.

 

Appearance:

Blanka is big and green. He stands over 6' in height (when he stands, usually he is hunched over), with dark greenish skin, a thick mane of orangeish hair, and patches of orange hair on his chest, forearms and lower legs. His clothing consists of a pair of ragged jeans, and a pair of metal anklets.

 

Designer's Notes:

Too tell the truth, Blanka is probably the least interesting of the many Street Fighter II characters. His origin is a bit silly (even for a setting such as this) and his motivations and personality are vague at best. I did my best to flesh him out a bit, but it's not perfect. Note Blanka is listed with an animal Follower. The book didn't specify what the animal was, other then to state Blanka has an almost mystic link (i.e. Mind Link) with this animal and may be able to see what the animal can see (Clairsentience).

 

This character sheet is adapted from the Street Fighter game originally published by White Wolf. Characteristics have been derived using the conversion notes given in The Ultimate Mentalist. Skills have been derived from skills and skill descriptions given in the White Wolf RPG. The values for skills were derived from the idea that 1 dot = 8-, 2 dots = 11-, and each additional dot as a +1 to the roll. Other skills, powers and disadvantages are taken from material given in the RPG sourcebooks.

 

(Blanka created by Capcom character sheet created by Michael Surbrook)

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CAMMY WHITE

 

Val	CHA	Cost	Roll	Notes
20	STR	10	13-	Lift 400 kg; 4d6 HTH Damage
25	DEX	45	14-	OCV: 8 / DCV: 8
20	CON	20	13-
13	BODY	6	12-
16	INT	6	12-	PER Roll 12-
21	EGO	22	13-	ECV: 7
23	PRE	13	14-	PRE Attack: 4 1/2d6
26	COM	8	14-
12	PD	8		Total: 12 PD
10	ED	6		Total: 10 ED
6	SPD	25		Phases: 2, 4, 6, 8, 10, 12
10	REC	4
40	END	0
35	STUN	2
Total Characteristics Cost: 175

Movement:	Running: 7" / 14"
Leaping: 6" / 12"
Swimming: 3" / 6"

Cost	Powers & Skills
Martial Art: Special Forces Training
Maneuver	OCV	DCV	Damage
3	Air Throw	+1	+1	Block, 6d6 Strike; Target Falls
4	Block	+2	+2	Block, Abort
5	Cannon Drill	+2	-2	10d6 Strike; Half-Move Required
4	Flying Thrust Kick	+2	+0	8d6 Strike
3	Footsweep	+2	-1	7d6 Strike; Target Falls
5	Handstand Kick/Power Uppercut
	-2	+1	10d6 Strike
4	Punch	+0	+2	8d6 Strike
5	Spinning Back Fist	+1	-2	10d6 Strike
3	Suplex	+2	+1	6d6 Strike; You/Target Falls
3	Thigh Press	+0	+2	8d6 Strike; Target Falls, Must Follow Grab
3	Throw	+0	+1	6d6 + v/5; Target Falls
8	Damage Classes: +2 with Special Forces Training

29	Special Forces Training: Multipower; 44-point reserve; Hand-to-Hand Attack (-1/2)
3	1) u Spinning Foot Sweep: HA +5d6, AoE (2" Radius, Non-Selective; +3/4) END 4
1	2) u Spinning Knuckle: HA +6d6; Reduced Penetration (-1/4), Separate Attack Rolls 
Required (-1/4), END 3

2	Leaping: +2" (total 6"), END 2
2	Running: +1" (total 7"), END 2
1	Swimming: +1" (total 3"), END 1

Perks:
3	Well Connected
9	SAS 14-,  extremely useful, access
8	4 Contacts @ 11-

Talents:
15	Combat Sense 12-
29	Danger Sense (Sense, Out of Combat, Immediate Area) 14-

Skills:
20	Combat Skill Levels: +4 with Hand-to-Hand
3	Acrobatics 14-
0	AK: England 8-
3	Analyze Style 12-
3	Breakfall 14-
3	Climbing 14-
3	Combat Driving 14-
1	Computer Programming 8-
0	Concealment 8-
0	Conversation 8-
0	Deduction 8-
3	Interrogation 14-
3	KS: Martial World 12-
3	KS: Streetfighting Arenas 12-
0	Language: English (native)
3	Lockpicking 14-
0	Paramedic 8-
3	Persuasion 14-
0	PS: SAS Agent 8-
3	Security Systems 12-
0	Shadowing 8-
3	Stealth 14-
1	Streetwise 8-
8	Survival (Mountains, Temperate/Subtropical) 14-
2	TF: Small Motorized Ground Vehicles, Basic and Advanced Parachuting
2	WF: Small Arms
220	Total Powers & Skills Cost
395	Total Character Cost

200+	Disadvantages
20	Distinctive Features: Extreme Beauty (C, Lust)
5	Distinctive Features: Small Scar On Face (EC)
15	Hunted: M. Bison And Shadoloo (MoPow, NCI, Watching) 11-
5	Hunted: Other Martial Artists Of Note (AsPow, Watching) 11-
20	Hunted: SAS (MoPow, NCI, Watching) 14-
15	Physical Limitation: Amnesia (no memories before age 18) (I, F)
15	Psychological Limitation: Loyal To The SAS (C, S)
5	Psychological Limitation: Drawn To Shadoloo (U, M)
15	Psychological Limitation: Wishes To Discover Her Past (C, S)
10	Reputation: Well-known world warrior 11-
70	SAS Bonus
395	Total Disadvantage Points

 

Background/History:

Cammy's entire life is a mystery. She was dropped off at British Intelligence headquarters and abandoned. Taken in, an investigation could find no trace of her origin, and Cammy herself has no memories of her life before she turned 18 (she is currently 19).

 

While undergoing evaluation and testing, Cammy displayed her phenomenal reflexes and fighting skills. British SAS then decided to "adopt" Cammy and train to work as one of their field agents. Cammy, in turn, took to the training like a duck to water.

 

In an effort to infiltrate Shadoloo operations, Cammy was entered into a local Street Fighter tournament. Cammy was glad to enter and has since risen to "World Warrior" status. She also gets closer to Shadoloo and M. Bison with each tournament, drawn deeper by memories she is only now starting to uncover...

 

Personality/Motivation:

Cammy is loyal and dedicated to the aims of the SAS. She enjoys the thrill and danger of SAS missions, and can be counted on to be in the thick of things if trouble happens. She is also troubled about her missing memories, and wonders who she really is, and where she comes from. This introspection makes her troubled and depressed at times, but her natural good humor usually sees her through.

 

Quotes:

"Your missing teeth will remind you of my victory"

"You must enjoy being beat, let me remodel your face one more time"

 

Powers/Tactics:

Cammy is a very mobile fighter, and moves constantly in combat. She will usually dance around an opponent, throwing quick jabs and kicks, and then follow up with a throw. Her Cannon Drill is a favorite technique, and it involves her hurling herself feet first across the battle field to impact a target. Her Spinning Foot Sweep is used to take down a crowd of foes, while her Spinning Back Fist, which is really two strikes in rapid succession, is often used as a finishing move.

 

Appearance:

Cammy is very short, standing 5'4" and weighing a little over 100 pounds. She has a well-muscled, athletically-proportioned body, blue eyes, and long blonde hair that she keeps bound up in twin braids. A small scar is visible on the lower left of her face. Cammy's costume consists combat boots, a dark green one-piece bodysuit that lacks arms and legs, and a red beret. She also wears what looks like sparring pads on her hands and forearms.

 

Designer's Notes:

Cammy's secret origin is open to a great deal of interpretation. In later versions of Street Fighter, she's M. Bison's personal assassin and is virtually a machine. At one point, hints were made that she was Bison's daughter, while later she was supposed to be his former lover. It is possible that Bison created Cammy somehow, especially since two Cammy look-alikes named Juli and Juni appeared later on in the series. They are virtual twins, and work as Bison's personal bodyguards and assistants.

 

This character sheet is adapted from the Street Fighter game originally published by White Wolf. Characteristics have been derived using the conversion notes given in The Ultimate Mentalist. Skills have been derived from skills and skill descriptions given in the White Wolf RPG. The values for skills were derived from the idea that 1 dot = 8-, 2 dots = 11-, and each additional dot as a +1 to the roll. Other skills, powers and disadvantages are taken from material given in the RPG sourcebooks.

 

(Cammy created by Capcom, character sheet created by Michael Surbrook)

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CHUN LI XIANG

 

Val	CHA	Cost	Roll	Notes
23	STR	13	14-	Lift 600 kg; 4 1/2d6 HTH Damage
28	DEX	54	15-	OCV: 9 / DCV: 9
23	CON	26	14-
14	BODY	8	12-
20	INT	10	13-	PER Roll 13-
20	EGO	20	13-	ECV: 7
20	PRE	10	13-	PRE Attack: 4d6
22	COM	6	13-
12	PD	7		Total: 12 PD
10	ED	5		Total: 10 ED
6	SPD	22		Phases: 2, 4, 6, 8, 10, 12
10	REC	0
46	END	0
40	STUN	2
Total Characteristics Cost: 183

Movement:	Running: 8" / 16"
Leaping: 6" / 12"
Swimming: 2" / 4"

Cost	Powers & Skills
Martial Arts: Wu Shu
Maneuver	OCV	DCV	Damage
3	Air Throw	+1	+1	Block, 6 1/2d6 Strike; Target Falls
4	Back Flip Kick/Forward Flip Knee
	+2	+0	8 1/2d6 Strike
4	Block	+2	+2	Block, Abort
5	Flying Dodge	+0	+4	Dodge vs All, Abort, Full Move
5	Flying Heel Stomp	+1	+0	6 1/2d6 +v/5; Full Move
5	Kick	-2	+1	10 1/2d6 Strike
3	Legsweep	+2	-1	7 1/2d6 Strike; Target Falls
4	Punch	+0	+2	8 1/2d6 Strike
3	Throw	+0	+1	6 1/2d6 +v/5; Target Falls
8	+2 Damage Classes (Added in)

60	Wu Shu Kicks: Multipower; 90-point reserve; Hand-to-Hand Attack (-1/2)
5	1) u Lightning Leg Kick: HA +6d6, Autofire (10 shots; +1), Reduced Endurance 
(1/2 END; +1); All Shots Versus Same Target (-1/4), END 10
3	2) u Spinning Bird Kick:  HA +6d6, AoE (2" Radius, Non-Selective; +3/4), END 5


2	Leaping: +2" (total 6"), END 2
4	Wall Spring: Leaping +6", Reduced Endurance (0 END; +1/2); Requires A 
Half-Move (-1/2), Requires An Acrobatics Roll of 15- (-1/4)
4	Running: +2" (8" total), END 2

Perks:
5	Fringe Benefit: Agent of Interpol
1	Fringe Benefit: "Black Belt"
2	Fringe Benefit: Private Investigator License
3	Well Connected
5	5 Contacts @ 11-

Talents:
22	Danger Sense (Sense, Out of Combat) 13-

Skills:
20	Combat Skill Levels: +4 with Hand-to-Hand
8	Combat Skill Levels: +4 OCV with Lightning Leg Kick
5	Acrobatics 16-
0	AK: China 8-
3	Analyze Style 13-
5	Breakfall 16-
3	Computer Programming 13-
0	Concealment 8-
3	Conversation 13-
5	Deduction 14-
3	Interrogation 13-
3	Language: English (Completely Fluent)
0	Language: Mandarin Chinese (native)
3	Lockpicking 15-
3	Paramedic 13-
3	Persuasion 13-
3	PS: Agent of Interpol 13-
0	Shadowing 8-
3	Stealth 15-
5	Streetwise 14-
1	Survival (choice) 8-
2	TF: Small Motorized Ground Vehicles
3	Scholar
2	KS: Martial World 13-
1	KS: Mysterious and Strange Lore 11-
2	KS: Shadoloo Operations and M. Bison 13-
1	KS: Streetfighting Arenas 11-
3	KS: Wu Shu 14- 
253	Total Powers & Skills Cost
436	Total Character Cost

200+	Disadvantages
20	Distinctive Features: Extreme Beauty (C, Lust)
10	Distinctive Features: Style (Wu Shu)
20	Hunted: M. Bison and Shadoloo (MoPow, NCI) 8-
10	Hunted: Interpol (MoPow, NCI, Watching) 8-
5	Hunted: Other Martial Artists Of Note (AsPow, Watching) 11-
15	Psychological Limitation: Feisty And Free-willed (C, S)
20	Psychological Limitation: Sworn To Bring Down M. Bison And Shadoloo (VC, S)
20	Psychological Limitation: Will Do Anything To Find Her Father (C, T)
10	Reputation: Well-known world warrior 11-
106	Strongest Woman in the World Bonus
436	Total Disadvantage Points

 

Background/History:

Chun Li is a native of mainland China. Her mother died when she was very young, while her father worked as a police investigator. Since he could not take care of her properly, Chun Li was enrolled in a local Wu Shu school, to be taught acrobatics and martial arts. She was a dutiful pupil, and grew to become a prized student and a master of the art of Wu Shu. She saw her father only rarely, as he was often called away on duty, and Chun Li's school had very strict regulations regarding student leave.

 

Then came the day where Chun Li's father didn't appear. Chun Li soon learned he had been captured by agents of a new criminal organization known as Shadoloo. She then swore to find her father, and dedicated herself to following in her father's footsteps, training to become a police investigator as well. Along the way, she fully mastered the art of Wu Shu and became the national woman's Wu Shu champion of China.

 

Currently, Chun Li operates as a agent of Interpol, tracking down international criminals of all sorts. Her main focus, however, is to find her father, as well as oppose M. Bison and Shadoloo. To further this effort, she has joined the Street Fighter circuit in an attempt to uncover clues to Bison's goals and operations.

 

Personality/Motivation:

Chun Li is strong-willed and determined. She will do almost anything to find her father, including fight M. Bison himself if needed. She has also sworn to bring down Bison and all of Shadoloo and will allow nothing to stop her order to see this come about. Although Chun Li can and will work well with others, she doesn't suffer fools gladly, and doesn't like to be patronized. She is strong, tough and capable, and doesn't care to be considered "the weaker sex."

 

There is some evidence that Chun Li is romantically attracted to Ryu, on the other hand, another anime had her fall for William F. Guile.

 

Quote:

"There is no chance for you to beat me. Challenge someone else."

"I'm only doing my duty... please don't take it personal."

"My strength must have been something you weren't ready for"

 

Powers/Tactics:

Chun Li's primary power lies in her impressive mastery of Wu Shu in all its forms. She is a very acrobatic fighter, and moves about quickly in combat, combining jumps and flips with her punches and kicks. She will often use her Acrobatics skill to confuse her opponent, and then strike when their guard is own.

 

Chun Li's most impressive powers lie in her incredible kicking skill. Her Lightning Leg Kick is a rapid series of kicks that will quickly pummel a target into unconsciousness, while her Spinning Bird Kick consists of a handstand that allows her to kick out at everyone in range. Due to her extreme acrobatic prowess, Chun Li's Flying Heel Stomp is a favored move, and often performed at the end of a Wall Spring.

 

As an agent of Interpol, Chun Li is well-trained in police procedure and investigation techniques. She is well-versed in martial arts lore and knowledge, and keeps close tabs on M. Bison and Shadoloo's operations. Her travels have resulted in Chun Li developing a number of contacts with fellow street fighters and other law-enforcement officials the world over.

 

Appearance:

Chun Li is fairly tall, standing 5'8" to 5'9", with a well-muscled athletic build. She is very beautiful, with pale skin, brown eyes, and waist-length brown hair that is normally kept bound into braids and covered with white cloth caps. Her costume is based of a traditional Chinese acrobat's uniform. The tunic is blue, with gold trim and has a broad white belt (or sash). She also wears tall white lace-up boots, red hose, and spiked bracelets on her wrists.

 

An alternative costume consists of a skintight blue bodysuit that leaves the arms bare and a short light blue and gold vest.

 

Designers Notes:

The name "Xiang" has been listed in a number of fan sources, although I am unsure if it is really Chun Li's family name or not. Purists may want to disregard this possible last name for the character and simply use "Chun Li."

 

This character sheet is adapted from the Street Fighter game originally published by White Wolf. Characteristics have been derived using the conversion notes given in The Ultimate Mentalist. Skills have been derived from skills and skill descriptions given in the White Wolf RPG. The values for skills were derived from the idea that 1 dot = 8-, 2 dots = 11-, and each additional dot as a +1 to the roll. Other skills, powers and disadvantages are taken from material given in the RPG sourcebooks.

 

(Chun Li Xiang created by Capcom, character sheet created by Michael Surbrook)

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DEE JAY

 

Val	CHA	Cost	Roll	Notes
23	STR	13	14-	Lift 600 kg; 4 1/2d6 HTH Damage
23	DEX	39	14-	OCV: 8 / DCV: 8
23	CON	26	14-
15	BODY	10	12-
18	INT	9	13-	PER Roll 13-
18	EGO	16	13-	ECV: 6
25	PRE	15	14-	PRE Attack: 5d6
20	COM	5	13-
12	PD	7		Total: 12 PD
12	ED	7		Total: 12 ED
5	SPD	17		Phases: 3, 5, 8, 10, 12
10	REC	0
50	END	2
40	STUN	1
Total Characteristics Cost: 167

Movement:	Running: 7" / 14"
Leaping: 5 1/2" / 11"
Swimming: 2" / 4"

Cost	Powers & Skills
Martial Art: Western Kickboxing
Maneuver	OCV	DCV	Damage
3	Backroll Throw	+2	+1	6 1/2d6; You/Target Falls
4	Block	+2	+2	Block, Abort
5	Kick	+1	-2	10 1/2d6 Strike
5	Power Uppercut	-2	+1	10 1/2d6 Strike
4	Punch	+0	+2	8 1/2d6 Strike
3	Slide Kick	+2	-1	7 1/2d6 Strike; Target Falls
3	Throw	+0	+1	6 1/2d6 + v/5; Target Falls
4	Wounded Knee	+2	+0	8 1/2d6 Strike
8	Damage Classes: +2 with Western Kickboxing

29	Western Kickboxing Strikes: Multipower 44-point reserve; Hand-to-Hand 
Attack (-1/2)
2	1) u Double-Dread Hit/Kick: HA +8d6; Reduced Penetration (-1/4), Separate Attack 
Rolls Required (-1/4), END 4
2	2) u Hyper Fist/Triple Strike: HA +5d6; Autofire (3 shots; +1/4), Reduced 
Endurance (1/2 END; +1/2); All Shots Versus Same Target (-1/4), END 3

44	Max Out: EB 11d6; Reduced by Range (-1/4), END 5
2	Running: +1" (total 7"), END 2
1	Leaping: +1" (total 5 1/2"), END 2

Perks:
20	Followers: 5 x 25-point base

Talents:
15	Combat Sense 12-

Skills:
20	Combat Skill Levels: +4 with Hand-to-Hand Combat
5	Musical Accompaniment: Combat Skill Levels: +2 with Hand-to-Hand; Must Have 
Proper Background Music Playing (-1)
3	Acrobatics 14-
2	AK: Caribbean 11-
1	Analyze Style 8-
3	Breakfall 14-
0	Climbing 8-
0	Concealment 8-
0	Conversation 8-
0	Deduction 8-
3	KS: Martial World 13-
2	KS: Mysterious and Strange Lore 11-
3	KS: Streetfighting Arenas 13-
3	KS: Western Kickboxing 13- 
0	Language: English (native)
1	Oratory 8-
3	Paramedic 13-
3	Persuasion 14-
3	PS: Dancer 14-
3	PS: Reggae Musician/Singer 14-
0	Shadowing 8-
0	Stealth 8-
3	Streetwise 14-
2	Survival (Marine) 13-
1	TF: Small Motorized Ground Vehicles
218	Total Powers & Skills Cost
385	Total Character Cost

150+	Disadvantages
10	Distinctive Features: Style (Western Kickboxing)
5	Hunted: Other Martial Artists Of Note (AsPow, Watching) 11-
15	Psychological Limitation: Constantly Dancing, Laughing, Smiling, Or 
Talking (VC, M)
15	Psychological Limitation: Likes To Have A Good Time And Likes To Please His 
Fans (VC, M)
10	Reputation: Well-known world warrior 11-
10	Social Limitation: Famous (F, M)
170	Don't Worry Be Happy Bonus
385	Total Disadvantage Points

 

Background/History:

A native of Jamaica, Dee Jay is both a master of reggae and kickboxing. He originally competed in the United States, but was eventually asked to fight in the Street fighter circuit. Initially, Dee Jay refused, as he felt he wasn't good or "flashy" enough for that sort of competition.

 

As luck would have it, a freak accident during a concert caused Dee Jay to unleash a wild burst of sonic energy, turning a speaker to scrap. After a year of training, Dee Jay learned to harness this new power of his, and eventually could project it at will, calling it his "Max Out."

 

Now armed with his new technique, Dee Jay entered the Street Fighter circuit and quickly rose to the top ranks.

 

Personality/Motivation:

Dee Jay is perpetually happy. He lives to entertain and never disappoints his fans. He is constantly smiling, and lets setbacks simply slide off of his broad back. When fighting, he likes flashy, showy moves, and keeps up a constant patter of talk and laughter. This can prove to be very distracting to his opponent.

 

Quote:

Chill out mon! Keep it real!

You's got moves! But ya wasn't breakin', and now you're broken!

Your problem is that you still don't have any rhythm!

 

Powers/Tactics:

Aside from his skill in kickboxing, Dee jay's primary special technique is his "Max Out," which sounds like loud feedback from an amplifier. His other moves include the Double-Dread Hit or Kick, which is a rapid one-two punch or kick combination. The Hyper Fist is a quick burst of punches, while the Triple Strike is a fast sequence combining punches and kicks.

 

Appearance:

Tall, broad-shouldered and very well-muscled, Dee Jay cuts an impressive and imposing figure. When in the ring, he goes barefoot and shirtless, only wearing a long set of "karate" pants with the word "MAXIMUM" written up the side.

 

Designer's Notes:

There's not much to say about Dee Jay. He vanished soon after Street Fighter II, and only had a brief appearance in the Street Fighter animated film.

 

This character sheet is adapted from the Street Fighter game originally published by White Wolf. Characteristics have been derived using the conversion notes given in The Ultimate Mentalist. Skills have been derived from skills and skill descriptions given in the White Wolf RPG. The values for skills were derived from the idea that 1 dot = 8-, 2 dots = 11-, and each additional dot as a +1 to the roll. Other skills, powers and disadvantages are taken from material given in the RPG sourcebooks.

 

(Dee Jay created by Capcom, character sheet created by Michael Surbrook)

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DHALSIM

 

Val	CHA	Cost	Roll	Notes
20	STR	10	13-	Lift 400 kg; 4d6 HTH Damage
17	DEX	21	12-	OCV: 6 / DCV: 6
23	CON	26	14-
15	BODY	10	12-
24	INT	14	14-	PER Roll 14-
26	EGO	32	14-	ECV: 9
20	PRE	10	13-	PRE Attack: 4d6
10	COM	0	11-
14	PD	10		Total: 14 PD
14	ED	9		Total: 14 ED
5	SPD	23		Phases: 3, 5, 8, 10, 12
10	REC	2
46	END	0
37	STUN	0
Total Characteristics Cost: 167

Movement:	Running: 6" / 12"
Swimming: 2" / 4"
Teleport: 12" / 24"

Cost	Powers & Skills
Martial Art: Kabaddi
Maneuver	OCV	DCV	Damage
4	Brain Cracker	+2	+0	8d6 Strike
4	Flying Body Spear	+2	-2	6d6 +v/5; Full Move
3	Head Butt	+1	+0	8d6 Strike
4	Kick/Punch	+0	+2	8d6 Strike
3	Slide Kick	+2	-1	7d6 Strike; Target Falls
3	Throw	+0	+1	6d6 +v/5; Target Falls
8	Damage Classes: +2 with Kabaddi

100	Yoga Master Powers: Multipower; 100-point reserve
4	1) u Yoga Fire: EB 8d6, END 4
4	2) u Yoga Flame: EB 10d6, AoE (Cone; +1); Cone Is Only 3" Along A Side (-1/2), 
No KB (-1/4), No Range (-1/2), END 10
2	3) u Yoga Teleport: Teleport 12", END 2
1	4) u Extendable Limbs: Stretching +3"; Always Direct (-1/4), No Noncombat 
Stretching (-1/4), Limited Body Parts (arms; -1/4), END 1

30	Telepathy: Mind Link, any willing mind, up to 6 other minds
10	Focus: Mental Defense (15 points)

Talents:
15	Combat Sense 14-
32	Danger Sense (Sense, Out Of Combat, Any Attack, Immediate Vicinity) 14-
3	Lightsleep
3	Simulate Death

Skills:
20	Combat Skill Levels: +4 with Hand-to-Hand
3	AK: India 14-
3	Analyze Style 14-
3	CK: Calcutta 14-
0	Climbing 8-
0	Concealment 8-
5	Contortionist 13-
0	Conversation 8-
0	Deduction 8-
0	Language: Tamil (native)
1	Oratory 8-
3	Paramedic 14-
3	Persuasion 13-
0	PS: Buddhist Monk 8-
0	Shadowing 8-
2	Survival (Temperate/Subtropical) 14-
3	SS: Kabaddi 14-
3	Stealth 12-
3	Scholar
2	KS: Buddhist Philosophy 14-
2	KS: Kabaddi 14-
2	KS: Martial World 14-
2	KS: Mysterious and Strange Lore 14-
1	KS: Streetfighting Arenas 11-
2	KS: Yoga 14-
296	Total Powers & Skills Cost
463	Total Character Cost

200+	Disadvantages
10	Distinctive Features: Size, Skulls Around Neck, And Face Paint
10	Distinctive Features: Style (Kabbadi)
10	DNPC: Wife (Norm) 11-
5	Hunted: Other Martial Artists Of Note (AsPow, Watching) 11-
15	Psychological Limitation: Calm And Serene; Tries To Avoid Strong Emotion (C, S)
15	Psychological Limitation: Code Versus Killing (C, S)
5	Reputation: Well-known Kabbadi master 8-
10	Reputation: Well-known world warrior 11-
183	Master of Yoga
463	Total Disadvantage Points

 

Background/History:

Born in Bombay, India, Dhalsim was orphaned at an early age by a terrorist bombing attack. Rescued from a life on the streets by a Buddhist priest, Dhalsim traveled into the Tibetan mountains where he joined a remote monastery. There, he learned Buddhist doctrine, as well as the art of meditation and yoga. Mastering these arts, Dhalsim left the temple, desiring to see and experience the world, and thus seek further enlightenment.

 

During his travels, Dhalsim came to the city of Calcutta, where he encountered a sect of Buddhist monks who practiced Kabbadi, and ancient martial art native to India. Although Buddhist philosophy spoke against violence and combat, Dhalsim couldn't help but notice a certain degree of enlightenment and inner peace displayed by the monks. Intrigued, he joined the sect and began to train in Kabbadi.

 

With time, Dhalsim mastered the art, training for over ten years, and perfecting certain techniques that pushed the limits of human ability. Realizing that he could not practice his techniques in a normal environment, Dhalsim entered the Street Fighter circuit, where he knew that even his advanced and unusual martial arts skills could be used without fear of causing injury.

 

Personality/Motivation:

Although a Buddhist, and thus somewhat of a pacifist, Dhalsim seeks to further his enlightenment through physical and mental exercise. Fighting in the Street Fighter circuit allows Dhalsim to test his abilities, as well as develop new ones. To him, fighting is merely a means to develop himself, and although winning is nice, it is not his primary focus.

 

As a Buddhist, Dhalsim is supposed to set aside earthly pleasures and live as an ascetic. This has not stopped him from marrying, however, and fathering a son.

 

Quote:

A friend, no matter how weak or poor... is worth dying for. Meditate now... Then the answers you seek will be revealed.

Peace and tranquility... This is the way of Yoga! Shed your ego and become a part of what is around you. Awaken!

The mind can often be a more formidable weapon than the body! To prove your bravery is to protect those who are innocent.

 

Powers/Tactics:

As a master of yoga and Kabaddi, Dhalsim has a number of unusual powers and techniques. First is he is a very skilled fighter in hand-to-hand combat, having fought in over 200 Street Fighter matches. He can also summon his inner energies though the use of meditation and yoga, and can belch forth gouts of flame. In addition, he can teleport and stretch his limbs, two abilities he uses to great effect in a Street Fighter match.

 

Dhalsim is a defensive fighter, and prefers to let his opponent make his own mistakes. He will usually stay at range, using his long arms and legs to strike when and where his opponent least expects it.

 

Appearance:

Dhalsim is over six feet in height, with a thin build. His skin is normally a dark brown, but this can change depending on his mood and wishes. Red stripes are painted on his face and shaved head, while around his neck Dhalsim wears three small skulls strung on a length of rope. Dhalsim's only garment is a simple cloth skirt. Rings worn in the ears and on the wrists, along with cloth wrist and ankle wrappings, complete his outfit.

 

Designer's Notes:

I always thought Dhalsim was kind of a cool character myself, and rather liked his unusual moves and attacks. He can be considered a model for many martial artists commonly seen in some Hong Kong films, as well as many anime fighters.

 

This character sheet is adapted from the Street Fighter game originally published by White Wolf. Characteristics have been derived using the conversion notes given in The Ultimate Mentalist. Skills have been derived from skills and skill descriptions given in the White Wolf RPG. The values for skills were derived from the idea that 1 dot = 8-, 2 dots = 11-, and each additional dot as a +1 to the roll. Other skills, powers and disadvantages are taken from material given in the RPG sourcebooks.

 

(Dhalsim created by Capcom, character sheet created by Michael Surbrook)

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EDMUND HONDA

 

Val	CHA	Cost	Roll	Notes
25	STR	15	14-	Lift 800 kg; 5d6 HTH Damage
22	DEX	36	13-	OCV: 7 / DCV: 7
28	CON	36	15-
17	BODY	14	12-
19	INT	9	13-	PER Roll 13-
19	EGO	18	13-	ECV: 6
20	PRE	10	13-	PRE Attack: 4d6
12	COM	1	11-
14	PD	9		Total: 28 PD
12	ED	6		Total: 24 ED
5	SPD	18		Phases: 3, 5, 8, 10, 12
11	REC	0
56	END	0
44	STUN	0
Total Characteristics Cost: 172

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

Cost	Powers & Skills
Martial Art: Sumo Wrestling
Maneuver	OCV	DCV	Damage
5	Air Smash/Flying Head Butt
	+2	-2	11d6 Strike; Half-Move Required
4	Bear Hug	+0	+0	11d6 Crush; Must Follow Successful Grab
3	Footsweep	+2	-1	8d6 Strike; Target Falls
3	Head Butt	+1	+0	9d6 Strike
3	Knee Basher	+1	+1	7d6 Strike; Target Falls
4	Slap	+2	+0	9d6 Strike
5	Smash	-2	+1	11d6 Strike
3	Throw	+0	+1	7d6 + v/5; Target Falls
8	Damage Classes: +2 with Sumo Wrestling

41	Sumo Strikes: Multipower; 62-point reserve; Hand-to-Hand Attack (-1/2)
2	1) u Double Hit Kick: HA: +9d6; Reduced Penetration (-1/4), Separate Attack 
Rolls Required (-1/4), END 4
3	2) u Hundred Hand Slap: HA: +5d6, Autofire (10 shots; +1), Reduced Endurance 
(1/2 END; +1); All Shots Versus Same Target (-1/4), END 10
3	3) u Spinning Foot Sweep: HA +5d6, AoE (2" Radius, Non-Selective; +3/4) END 4

20	San He: +14 PD, +12 ED, -5" KB Resistance, Extra Time (Full Phase;-1/2), Must Be 
Aware Of Attack (-1/4)
2	Heavy: Knockback Resistance -1"
2	Leaping: +2" (Total 6"), END 1

Perks:
20	Base: 100 point Dojo
20	Followers: 4 x 50-point base
1	Fringe Benefit: Black Belt/Yokozuna

Talents:
15	Combat Sense 13-

Skills:
20	Combat Skill Levels: +4 with Hand-to-Hand
8	Combat Skill Levels:+4 OCV with Hundred Hand Slap
0	AK: Home Area 8-
3	Breakfall 13-
0	Climbing 8-
0	Concealment 8-
0	Conversation 8-
0	Deduction 8-
1	Interrogation 8-
3	Language: English (Completely Fluent)
0	Language: Japanese (native)
1	Lockpicking 8-
5	Oratory 14-
3	Paramedic 13-
7	Persuasion 15-
4	PS: Sensei 14-
4	SS: Sumo Wrestling 14-
3	Stealth 13-
3	Streetwise 13-
1	Survival (Temperate/Subtropical) 8-
3	Scholar
3	KS: Analyze Style 14-
3	KS: Martial World 14-
1	KS: Mysterious and Strange Lore 11-
1	KS: Poetry 11-
1	KS: Shintoism 11-
2	KS: Streetfighting Arenas 13-
3	KS: Sumo 14- 
0	TF: Small Motorized Ground Vehicles
250	Total Powers & Skills Cost
422	Total Character Cost

200+	Disadvantages
10	Distinctive Features: Extreme Size And Face Paint (C)
10	Distinctive Features: Style (Sumo)
5	DNPC: Students (LessPow) 11-
5	Hunted: Other Martial Artists Of Note (AsPow, Watching) 11-
10	Psychological Limitation: Driven To Prove The Worth Of The Sumo Style (C, S)
20	Psychological Limitation: Honorable Fighter (VC, S)
10	Psychological Limitation: Stern But Fair (C, M)
10	Reputation: Famous sumotori champion 11-
10	Reputation: Well-known world warrior 11-
10	Social Limitation: Famous (F, M)
122	Yokozuna Bonus
422	Total Disadvantage Points

 

Background/History:

A native of Osaka, Japan, Edmund Honda was trained to be a sumotori at a very early age. Although small for his age (at the time) he trained hard, and applied himself to his studies and training. With time, he grew out to his full size and potential and rapidly moved his way up through the ranks to become a yokazuna.

 

Once he retired from competition, Honda opened his own dojo and begin training new wrestlers. He also wrote down his thoughts and opinions on his sport. Some of these writings angered other martial artists, who then challenged Honda to prove the superiority of his style. Honda, honor bound to accept or risk loosing face, fought in these matches, emerging the winner. Encouraged by his success, he then entered the Street Fighting circuit to prove the worthiness of his style and his skill as a fighter.

 

Personality/Motivation:

Honda is a champion through and through. His victories have come as a result of a grueling training regimen as well as a complete commitment to his studies and his art. Not only has Honda practiced his techniques, he has studied them, coming to understand the principles behind sumo as well as the art itself. Honda has also opened up his studies to such topics as Shintoism and poetry, as a way to round out his education as a warrior.

 

Honda is very much an honorable competitor, and follows the traditions of his art to the letter. He will fight fairly in a match, for to do other wise is to bring shame to his name, his art, and Japan. Honda is also fair in his dealing with others, treating all others equally and with the respect that they deserve. He will not underestimate a foe by acting in a brash or overconfident manner. At all times, he will fight to the best of his ability, as he wishes to prove that sumo is the best of all possible martial arts.

 

Quote: "My size is my greatest weapon."

 

Powers/Tactics:

As a yokazuna (champion) Honda is a master of the art of sumo. He has modified the original sport form of sumo into a more practical fighting art, and uses his size and strength to great effect in the Street Fighter circuit. In general he keeps to the ground, using an assortment of slaps, smashes, and throws to keep his opponent off-balance. It is when his opponent least expects it (like after being Stunned) that Honda will take to the air, performing his well-known Flying Head Butt or Air Smash (which is where he leaps into the air and lands on his foe).

 

Honda has refined his striking skill to the point where he can unleash a dozen blows in an eye-blink. His Hundred Hand Slap is a favorite and much feared technique. Honda has also added a few kicking techniques to his arsenal and will not hesitate to use them if possible.

 

When not competing in Street Fighter matches, Honda runs his own sumo school in Japan. He has a number if students and his school is fairly popular.

 

Appearance:

Honda is just huge. He stands around 6'3" and weighs over 400 lbs, with black hair and dark eyes. When fighting he wears a modified sumo mawashi, arranges his hair into a traditional style, and adds kabuki face paint.

 

Designer's Notes:

This version of E. Honda is fairly intelligent and learned. The version that showed up in the original Street Fighter anime seemed significantly less so.

 

This character sheet is adapted from the Street Fighter game originally published by White Wolf. Characteristics have been derived using the conversion notes given in The Ultimate Mentalist. Skills have been derived from skills and skill descriptions given in the White Wolf RPG. The values for skills were derived from the idea that 1 dot = 8-, 2 dots = 11-, and each additional dot as a +1 to the roll. Other skills, powers and disadvantages are taken from material given in the RPG sourcebooks.

 

(Edmund Honda created by Capcom character sheet created by Michael Surbrook)

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FEI LONG

 

Val	CHA	Cost	Roll	Notes
23	STR	13	14-	Lift 600 kg; 4 1/2d6 HTH Damage
26	DEX	48	14-	OCV: 9 / DCV: 9
21	CON	22	13-
13	BODY	6	12-
20	INT	10	13-	PER Roll 15-
22	EGO	24	13-	ECV: 7
23	PRE	13	14-	PRE Attack: 4 1/2d6
22	COM	6	13-
12	PD	7		Total: 12 PD
12	ED	8		Total: 12 ED
6	SPD	24		Phases: 2, 4, 6, 8, 10, 12
9	REC	0
42	END	0
40	STUN	4
Total Characteristics Cost: 185

Movement:	Running: 8" / 16"
Leaping: 6 1/2" / 13"
Swimming: 2" / 4"

Cost	Powers & Skills
Martial Art: Kung Fu
Maneuver	OCV	DCV	Damage
4	Block	+2	+2	Block, Abort
5	Deflecting Punch	+1	+3	6 1/2d6 Strike
4	Drunken Monkey Roll	+0	+4	Dodge vs All, Abort; Full Move
3	Footsweep	+2	-1	7 1/2d6 Strike; Target Falls
3	Hair Throw	+0	+2	8 1/2d6 Strike; Target Falls, Must Follow Grab
5	Kick	-2	+1	10 1/2d6 Strike
4	Monkey Grab/Punch	+0	+2	8 1/2d6 Strike
4	Stepping Front Kick	+2	+0	8 1/2d6 Strike
3	Throw	+0	+1	6 1/2d6 +v/5; Target Falls
8	Damage Classes: +2 with Kung Fu

70	Kung Fu Strikes: Multipower; 70-point reserve
2	1) u Double Hit Kick: HA +8d6; Hand-to-Hand Attack (-1/2), Reduced 
Penetration (-1/4), Separate Attack Rolls Required (-1/4), END 4
5	2) u Dragon Kick: HA +6d6; Hand-to-Hand Attack (-1/2) plus EB 8d6, Linked 
(to HA; -1/4), END 7
2	3) u Rekka Ken: HA +5d6; Autofire (3 shots; +1/4), Reduced 
Endurance (1/2 END; +1/2); Hand-to-Hand Attack (-1/2), All Shots Versus Same 
Target (-1/4), END 3

9	Punch Defense: Physical Damage Reduction, 1/2; Only Versus Punches (-1/2), 
Must Be Aware Of Attack (-1/4), Stun Only (-1/2)
2	Leaping: +2" (total 6"), END 2
4	Running: +2" (8" total), END 2

Talents:
16	Combat Sense 14-
27	Danger Sense (Sense, Out of Combat, Immediate Area) 13-

Skills:
20	Combat Skill Levels: +4 with Hand-to-Hand
3	Acrobatics 14-
3	Acting 13-
5	Analyze Style 14-
3	Breakfall 14-
0	Climbing 8-
0	Concealment 8-
0	Conversation 8-
0	Deduction 8-
3	KS: Martial World 13-
3	KS: Mysterious and Strange Lore 13-
3	KS: Streetfighting Arenas 13-
4	KS: Kung Fu 14- 
0	Language: Cantonese Chinese (native)
3	Language: English (completely fluent)
3	Paramedic 13-
0	PS: Actor 8-
0	Shadowing 8-
3	Stealth 14-
3	Streetwise 14-
1	Survival (Urban) 8-
0	TF: Small Motorized Ground Vehicles
240	Total Powers & Skills Cost
425	Total Character Cost

200+	Disadvantages
10	Distinctive Features: Style (Kung Fu)
5	Hunted: Other Martial Artists Of Note (AsPow, Watching) 11-
15	Psychological Limitation: Extreme Self-Confidence And Arrogance (C, S)
10	Psychological Limitation: Obsessed With Physical Training (C, M)
10	Reputation: Well-known world warrior 11-
10	Social Limitation: Famous (F, M)
165	Not Really Bruce Lee (Honest!) Bonus
425	Total Disadvantage Points

 

Background/History:

Growing up in Hong Kong, Fei Long became an avid fan and admirer of martial arts films. Sneaking out of the house, he found employment with an aged sifu (teacher), who taught the young boy Wing Chun kung fu in exchange for doing odd jobs and the like. The boy quickly mastered the art, and following the death of his teacher, left Hong Kong, journeying to mainland China to seek further instruction.

 

Once in China, the younger Fei Long studied at several Shaolin temples, learning various forms of dragon, snake, and tiger-styled kung fu. After several years, however, Fei Long wished to be free of the restrictive life of the temples, and returned to Hong Kong.

 

Once back in his native city, Fei Long became an actor, starring in the martial arts movies he enjoyed so much as a child. He quickly rose to prominence in the industry, but also became frustrated with the rampant greed and corruption. Leaving the film studio, he then graduated to fighting tournaments, and eventually found his way into the Street Fighter circuit. Here he has found a home, and has quickly risen to the top ranks.

 

Personality/Motivation:

Due to his skill, Fei Long is a very confident fighter. He is so self-confident, in fact, that one could almost call him arrogant. Fei Long believes his martial skill is the best there is, and as of yet he's not been proven wrong. In addition, Fei Long likes to train constantly, and when he's not sparring, he's working out. For him, physical conditioning is almost an obsession.

 

Quote:

Don't hesitate! That is the key to victory!

Learn to block, or you will feast upon the flavor of defeat!

Remembering why you lost is more important than winning...

Your best move... is the move that you regret not doing!

 

Powers/Tactics:

Wing Chun is an aggressive form of kung fu, and Fei Long is no exception. He will close with is target quickly, using a combination of quick strikes and footsweeps to set up his opponent for the Rekka Ken or his Dragon Kick.

 

Fei Long's Rekka Ken is a rapid series of short punches, launched very quickly. The Double Hit kick is simply a quick pair of kicks. The Dragon Kick is a powerful circular kick, which trails chi energy, it is Fei Long's signature technique and so far has been unduplicated.

 

Appearance:

Fei Long is fairly short, standing about 5'6" or so, with a lean and well-defined build. When fighting, he dresses in a pair of lose black silk pants, white socks, and slippers, leaving his chest exposed. His hair is fairly short, and his face is rather narrow.

 

Designer's Notes:

Until the appearance of Forrest Law in the Tekken 3 video game, Fei Long was the Bruce Lee homage character. Tekken however, not only introduced a Bruce Lee look-a-like, they also featured a Jackie Chan homage! (And Forrest Law is Bruce right down to the yellow "Game of Death" motorcycle jumpsuit!)

 

This character sheet is adapted from the Street Fighter game originally published by White Wolf. Characteristics have been derived using the conversion notes given in The Ultimate Mentalist. Skills have been derived from skills and skill descriptions given in the White Wolf RPG. The values for skills were derived from the idea that 1 dot = 8-, 2 dots = 11-, and each additional dot as a +1 to the roll. Other skills, powers and disadvantages are taken from material given in the RPG sourcebooks.

 

(Fei Long created by Capcom, character sheet created by Michael Surbrook)

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KEN MASTERS

 

Val	CHA	Cost	Roll	Notes
23	STR	13	14-	Lift 600 kg; 4 1/2d6 HTH Damage
24	DEX	42	14-	OCV: 8 / DCV: 8
23	CON	26	14-
15	BODY	10	12-
20	INT	10	13-	PER Roll 13-
20	EGO	20	13-	ECV: 7
18	PRE	8	13-	PRE Attack: 3 1/2d6
22	COM	6	13-
13	PD	8		Total: 13 PD
13	ED	8		Total: 13 ED
6	SPD	26		Phases: 2, 4, 6, 8, 10, 12
10	REC	0
50	END	2
40	STUN	1
Total Characteristics Cost: 180

Movement:	Running: 8" / 16"
Leaping: 6 1/2" / 13"
Swimming: 2" / 4"

Cost	Powers & Skills
Martial Art: Shotokan Karate
Maneuver	OCV	DCV	Damage
3	Backroll Throw	+2	+1	6 1/2d6 Strike; You Fall, Target Falls
4	Block	+2	+2	Block, Abort
4	Dodge	+0	+5	Dodge vs All; Abort
3	Footsweep	+2	-1	7 1/2d6 Strike; Target Falls
5	Kick	-2	+1	10 1/2d6 Strike
5	Power Uppercut	+1	-2	10 1/2d6 Strike
4	Punch	+0	+2	8 1/2d6 Strike
3	Throw	+0	+1	6 1/2d6 +v/5; Target Falls
8	Damage Classes: +2 with Shotokan Karate

75	Shotokan Karate Strikes: Multipower; 75-point reserve
4	1) u Fireball: EB 9d6, END 4
1	2) u Dragon Punch: HA +7d6; Hand-to-Hand Attack (-1/2), Extra Time 
(Full Phase; -1/2), Increased Endurance Cost (x2 END; -1/2), END 7
5	3) u Flaming Dragon Punch: HA +7d6; Hand-to-Hand Attack (-1/2), Extra Time 
(Full Phase; -1/2), Increased Endurance Cost (x2 END; -1/2) plus EB 8d6, Linked 
(to HA; -1/4), END 7
3	4) u Hurricane Kick: HA: +6d6, AoE (2" Radius, Non-Selective; +3/4); Hand-to-
Hand Attack (-1/2), END 5

5	Focus: Mental Defense 9 points)
3	Leaping: +2" (6 1/2" total), END 1
4	Running: +2" (8" total), END 2

Perks:
20	Followers: 4 x 50 point base
5	Money: Well-Off
3	Well Connected
3	Contact: Gouken (sensei), good relationship 11-
5	5 Contacts @ 11-

Talents:
15	Combat Sense 13-
27	Danger Sense (Sense, Out of Combat, Immediate Vicinity) 13-

Skills:
25	Combat Skill Levels: +5 with Hand-to-Hand
0	AK: California 8-
3	Acrobatics 14-
1	Analyze Style 8-
3	Breakfall 14-
0	Climbing 8-
3	Combat Driving 14-
1	Computer Programming 8-
0	Concealment 8-
0	Conversation 8-
0	Deduction 8-
4	KS: Martial World 14-
3	KS: Mysterious and Strange Lore 13-
2	KS: Streetfighting Arenas 11-
3	KS: Shotokan Karate 13- 
1	Interrogation 8-
0	Language: English (native)
3	Language: Japanese (completely fluent)
1	Lockpicking 8-
1	Oratory 8-
0	Paramedic 8-
5	Persuasion 14-
0	PS: Professional Karate Fighter 8-
3	Seduction 13-
0	Shadowing 8-
3	Stealth 14-
3	Streetwise 13-
1	Survival (Temperate/Subtropical) 8-
0	TF: Small Motorized Ground Vehicles
286	Total Powers & Skills Cost
466	Total Character Cost

200+	Disadvantages
10	Distinctive Features: Style (Shotokan Karate)
15	DNPC: Eliza Masters (Norm) 11-
25	Hunted: M. Bison and Shadoloo (MoPow, NCI) 11-
5	Hunted: Other Martial Artists Of Note (AsPow, Watching) 11-
10	Psychological Limitation: Cocky And Proud (C, M)
15	Psychological Limitation: Honorable Fighter (C, S)
15	Reputation: World Warrior Champion 14-
10	Social Limitation: Famous (F, M)
161	World Warrior Bonus
466	Total Disadvantage Points

 

Background/History:

Born in Japan, Ken is the son of an American military serviceman. Bullied and picked on due to his natural good looks (and exuberant nature), Ken was sent to learn karate at a nearby dojo. It so happened this dojo was run by Shotokan master Gouken, who saw something in the young gaijin and selected him to be a private student.

 

Ken trained at the school for a number of years, and remained behind after his family returned to America. Eventually, Ken mastered a number of Shotokan techniques, including the Dragon Punch, Fireball, and Hurricane Kick. When he was done, Gouken declared his training to be complete and told Ken to test his skills in combat.

 

Returning to America, Ken won a number of full-contact martial arts tournaments. He then entered the Street Fighter circuit and quickly rose to the top of the ranks.

 

Personality/Motivation:

Ken likes to live the good life, which includes expensive clothing, fine food, and fast cars. He is married to the very beautiful Eliza, and lives a very fast life. On the other hand, Ken is no fool, and trains constantly, honing and improving his skills. Fighting for him is a way to test and perfect his skills, and he will not let anything interfere with his preparations and training.

 

Quote:

Fights like this brings out the best in me!

I need a better workout then this! Where's Eliza?!

Rivalry can often inspire one's skill to become its best!

True strength is something money and credit cards cannot buy!

 

Powers/Tactics:

As a master of Shotokan karate, Ken prefers to fight close and personal. He will combine strikes to keep and opponent off balance until he can finish him off with a Dragon Punch, or, if really pressed, his Flaming Dragon Punch. Fireballs are used against opponents that are out of hand-to-hand range, while the Hurricane Kick is good against groups.

 

Appearance:

Ken is around 5'10" in height, with a muscular but lean build. His bright blond hair is fairly long, and usually worn tied back. In combat, he wears a red ghi with the sleeves removed.

 

Designer's Notes:

In the original video games, Ken was virtually identical to Ryu. That has changed a bit over time, but the two are still almost an even match. As they are supposed to be so highly skilled, both Ken and Ryu have one more Combat Skill Level than the other Street Fighter characters.

 

This character sheet is adapted from the Street Fighter game originally published by White Wolf. Characteristics have been derived using the conversion notes given in The Ultimate Mentalist. Skills have been derived from skills and skill descriptions given in the White Wolf RPG. The values for skills were derived from the idea that 1 dot = 8-, 2 dots = 11-, and each additional dot as a +1 to the roll. Other skills, powers and disadvantages are taken from material given in the RPG sourcebooks.

 

(Ken Masters created by Capcom, character sheet created by Michael Surbrook)

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M. BISON

 

Val	CHA	Cost	Roll	Notes
25	STR	15	14-	Lift 800 kg; 5d6 HTH Damage
26	DEX	48	14-	OCV: 9 / DCV: 9
25	CON	30	14-
16	BODY	12	12-
25	INT	15	14-	PER Roll -
26	EGO	32	14-	ECV: 9
30	PRE	20	15-	PRE Attack: 6d6
16	 COM	3	12-
18	PD	13		Total: 18 PD
18	ED	13		Total: 18 ED
7	SPD	34		Phases: 2, 4, 6, 7, 9, 11, 12
12	REC	4
70	END	10
50	STUN	8
Total Characteristics Cost: 257

Movement:	Flight: 12"
Leaping: 7" / 14"
Running: 8" / 16"
Swimming: 2" / 4"

Cost	Powers & Skills
Martial Art: Le Drit
Maneuver	OCV	DCV	Damage
4	Block	+2	+2	Block, Abort
5	Ducking Fierce	+1	-2	13d6 Strike
5	Flying Heel Stomp	+1	+0	9d6 +v/5; Full Move
4	Flying Knee Thrust	+2	+0	11d6 Strike
5	Flying Punch	+2	-2	13d6 Strike; Half-Move Required
5	Power Uppercut	-2	+1	13d6 Strike
3	Throw	+0	+1	9d6 + v/5; Target Falls
16	Damage Classes: +4 with Le Drit

45	Psycho-Power: EC, 45-point powers
55	1) Psychic Vice: Drain DEX 2d6, EGO 2d6, BOECV (+1), Ranged (+1/2), END 10 
45	2) Mind Control: Mind Control 14d6, Reduced Endurance (1/2 END; +1/4), END 4
45	3) Mind Reading: Telepathy 14d6, Reduced Endurance (1/2 END; +1/4), END 4
51	4) Psycho Crusher: Flight 12", No Noncombat Movement (-1/4) plus 8d6 EB, 
AoE (Hex; +1/2), Continuous (+1), Personal Immunity (+1/4), No Knockback (-1/4), 
No Range (-1/2), Linked (to Flight; -1/4)
56	5) Psychic Rage: Major Transform 3d6 (regular personality to berserk personality), 
BOECV (+1), Based On EGO Not BODY (+1/4), END 9

8	Psychokinetic Channeling: HA +3d6; Hand-to-Hand Attack (-1/2), Visible (-1/4), 
END 1
22	Scissors Kick: HA +11d6; Hand-to-Hand Attack (-1/2), Half-Move Required (-1/2), 
Reduced Penetration (-1/4), Separate Attack Rolls Required (-1/4), END 5
6	Armored Shoulders and Boots: Armor (5 PD/5 ED); Activation Roll 11- or Locations 9 
and 15-18 (-1), OIF (-1/2)
2	Leaping: +2" (total 7"), END 2
4	Running: +2" (8" total), END 2
15	Focus: Mental Defense (20 points)
30	Telepathy: Mind Link, any willing mind, up to 6 other minds

Perks:
10	Fringe Benefit: Head of State (Mriganka)
100	Bases, Followers, and Vehicles as needed.
15	Money: Filthy Rich
12	Reputation: world crime lord (on earth; 14-) +4/+4d6
Any other Followers, Vehicles, or Bases he might possibly need.

Talents:
15	Combat Sense 14-
27	Danger Sense (Sense, Out of Combat, Immediate Area) 14-

Skills:
30	Combat Skill Levels: +6 with Hand-to-Hand
20	Combat Skill Levels: +4 with Psycho-Power Elemental Control
3	AK: Mriganka 14-
3	Analyze Style 14-
3	Breakfall 14-
0	Climbing 8-
3	Computer Programming 14-
0	Concealment 8-
0	Conversation 8-
0	Deduction 8-
3	Interrogation 15-
3	KS: Le Drit 14-
3	KS: Martial World 14-
3	KS: Mysterious and Strange Lore 14-
4	KS: Streetfighting Arenas 15-
4	Language: English (idiomatic)
0	Language: Russian (native)
3	Lockpicking 14-
3	Oratory 15-
0	Paramedic 8-
3	Persuasion 15-
3	PS: Chief of Shadoloo and Dictator of Mriganka 14-
2	PS: Mercenary 11-
3	Psycho-Power 14-
3	Security Systems 14-
3	Stealth 14-
3	Streetwise 15-
3	Survival (Subtropical/Temperate) 14-
2	TF: Common Motorized Ground Vehicles
723	Total Powers & Skills Cost
980	Total Character Cost

300+	Disadvantages
10	Distinctive Features: Psycho-Power Aura (NC, Unusual Senses)
10	Distinctive Features: Style (Le Drit)
15	Hunted: Chun Li Xiang (LessPow) 14-
5	Hunted: Other Martial Artists Of Note (AsPow, Watching) 11-
15	Hunted: William F. Guile (LessPow, NCI) 11-
15	Hunted: Various Intelligence Agencies (AsPow, NCI, Watching) 14-
25	Psychological Limitation: Megalomania - Wishes To Control The World (VC, T)
20	Psychological Limitation: Obsessed With Controlling Mystic Items Of Power (VC, S)
15	Psychological Limitation: Sadist - Enjoys Bringing Misery To Others (C, S)
20	Reputation: Ruler of Shadoloo (ext) 14-
15	Reputation: World Warrior Champion 14-
15	Social Limitation: Public Identity (F, M)
500	Master of Shadoloo Bonus
980	Total Disadvantage Points

 

Background/History:

The true origins of the criminal mastermind known as M. Bison are shrouded in mystery. It is thought he started out as a Soviet agent operating in Southeast Asia. Eventually, he rose to a position of power in the nation of Thailand, staging a military coup and becoming dictator for a short period of time. His rule was short-lived however, and two years later he fled Thailand to the small island of Mriganka.

 

There Bison renewed his association with the criminal organization known as Shadoloo, and used its resources to back several of his plans. During this time, workers found a cave that exhibited a strong radioactive signature. Bison, hoping for a commercial exploitable resource, investigated personally. When he finally returned, he was alone. All the other workers had been killed. Bison was also charged with "Psycho-Power," a powerful psychic energy that allowed him to perform amazing supernatural feats.

 

Equipped with his new powers and abilities, Bison quickly took control of Shadoloo, and was able to influence certain world leaders into having Mriganka declared a separate and independent nation. There he built Shadoloo into a worldwide crime organization, and slowly has begun to put into motion plans to control the world.

 

Personality/Motivation:

M. Bison has an insatiable lust for power, as well as the overwhelming desire to control everything. He wants to be able to control all forms of power, be it political, economic, or mystical. His desire is to rule the world, thus being able to dominate anyone and everyone, and remake the world into his own image.

 

In addition to his desire for control, Bison is obsessed with finding and gathering items of mystical power. This includes a wide variety of man-made artifacts as well as mystical sites and other objects.

 

Finally, Bison's desire for power and his megalomania have made him into a brutal sadist. He enjoys manipulating others and likes the idea of being able to control a person's every move. By crushing the spirits and wills of others, his mastery is confirmed.

 

Quotes:

Fear and respect... the supreme energy that is Psycho Power!

I'm happy you are alive. You are still capable of feeling pain.

If you wish to live, make your vow of servitude to me... Now!

What strikes horror into your heart, is simply humor to me.

 

Powers/Tactics:

Bison's physic prowess is astounding, as is his mental powers. He is very strong, fast, and powerful, with a genius-level IQ and an indomitable will. He is also the one master of his own self-created martial arts style of "Le Drit," which combines elements from Soviet special forces techniques, strong jumps, and select psychic powers to form a brutal combat art.

 

Along with his martial prowess, Bison possess incredible psychic powers. This "Psycho-Power" allows him to do the following: control minds; read minds; fly through the air surrounded by a damaging aura of psychic power; reduce a target's mental state to that of a mindless berserker; and drain a target's will power. He can also channel his Psycho-Power into a blue crackling aura, which helps to increase the damage his blows do in combat.

 

On top of all this, M. Bison is the ruler and dictator of Mriganka, as well as of Shadoloo. He has turned Mriganka into an virtual island fortress, and has scores of agents scattered across the world. Many of these agents have unique talents of their own, and the likes of Balrog, Sagat, and Vega only scratch the surface.

 

Appearance:

Bison is tall and very broad, with a well-muscled build. His hair is black and kept cropped very short, while his eyes burn blue with restrained Psycho-Power. He has a somewhat handsome, if brutal face, with a large, thick chin. Bison dresses in a red uniform modeled after certain Soviet military uniforms. Armored shoulder plates, armored boots and a long cape complete the outfit.

 

Designer's Notes:

M. Bison was originally named "Vega." He became Bison in a complex name swap to avoid any lawsuits when the game was exported to America.

 

More power variations of Bison are possible. Suggestions include: adding Energy Blasts, full Flight, Telekinesis, and Teleportation.

 

This character sheet is adapted from the Street Fighter game originally published by White Wolf. Characteristics have been derived using the conversion notes given in The Ultimate Mentalist. Skills have been derived from skills and skill descriptions given in the White Wolf RPG. The values for skills were derived from the idea that 1 dot = 8-, 2 dots = 11-, and each additional dot as a +1 to the roll. Other skills, powers and disadvantages are taken from material given in the RPG sourcebooks.

 

(M. Bison created by Capcom, character sheet created by Michael Surbrook)

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RYU

 

Val	CHA	Cost	Roll	Notes
23	STR	13	14-	Lift 600 kg; 4 1/2d6 HTH Damage
24	DEX	42	14-	OCV: 8 / DCV: 8
23	CON	26	14-
15	BODY	10	12-
23	INT	13	14-	PER Roll 14-
23	EGO	26	14-	ECV: 8
23	PRE	13	14-	PRE Attack: 4 1/2d6
20	COM	5	13-
14	PD	9		Total: 14 PD
14	ED	9		Total: 14 ED
6	SPD	26		Phases: 2, 4, 6, 8, 10, 12
10	REC	0
50	END	2
40	STUN	1
Total Characteristics Cost: 195

Movement:	Running: 8" / 16"
Leaping: 6 1/2" / 13"
Swimming: 3" / 6"

Cost	Powers & Skills
Martial Art: Shotokan Karate
Maneuver	OCV	DCV	Damage
3	Backroll Throw	+2	+1	7 1/2d6 Strike; You Fall, Target Falls
4	Block	+2	+2	Block, Abort
4	Dodge	+0	+5	Dodge vs All; Abort
3	Footsweep	+2	-1	8 1/2d6 Strike; Target Falls
5	Kick	-2	+1	11 1/2d6 Strike
5	Power Uppercut	+1	-2	11 1/2d6 Strike
4	Punch	+0	+2	9 1/2d6 Strike
3	Throw	+0	+1	7 1/2d6 +v/5; Target Falls
12	Damage Classes: +3 with Shotokan Karate

Shotokan Karate Powers:
61	Shotokan Karate Strikes: Multipower: 61-point pool
4	1) u Fireball: EB 9d6, END 4
4	2) u Improved Fireball: EB 12d6, Extra Time (Full Phase; -1/2), END 6
1	3) u Dragon Punch:  HA +7d6; Hand-to-Hand Attack (-1/2), Extra Time 
(Full Phase; -1/2), Increased Endurance Cost (x2 END; -1/2), END 7
4	4) u Hurricane Kick: HA: +7d6 (total 11d6), AoE (2" Radius, Non-Selective; +3/4); 
Hand-to-Hand Attack (-1/2), END 5

6	Focus: Mental Defense: 11 DEF
3	Leaping: +2" (6 1/2" total), END 1
4	Running: +2" (8" total), END 2
1	Swimming: +1" (3" total),END 1

Perks:
20	Base: 100-point Dojo
3	Contact: Gouken (sensei), good relationship 11-

Talents:
15	Combat Sense 14-
27	Danger Sense (Sense, Out of Combat, Immediate Vicinity) 13-

Skills:
25	Combat Skill Levels: +5 with Hand-to-Hand
3	Acrobatics 14-
0	AK: Japan 8-
3	Breakfall 14-
0	Climbing 8-
0	Concealment 8-
0	Conversation 8-
0	Deduction 8-
3	KS: Analyze Style 14-
3	KS: Martial World 14-
3	KS: Mysterious and Strange Lore 14-
3	KS: Streetfighting Arenas 14-
3	KS: Shotokan Karate 14- 
2	Language: English (fluent)
0	Language: Japanese (native)
0	Lockpicking 8-
3	Oratory 14-
3	Paramedic 14-
3	Persuasion 14-
0	PS: Professional Karate Fighter 8-
3	Stealth 14-
1	Streetwise 8-
2	Survival (Temperate/Subtropical) 13-
0	TF: Small Motorized Ground Vehicles
259	Total Powers & Skills Cost
454	Total Character Cost

200+	Disadvantages
10	Distinctive Features: Style (Shotokan Karate)
25	Hunted: M. Bison and Shadoloo (MoPow, NCI) 11-
5	Hunted: Other Martial Artists Of Note (AsPow, Watching) 11-
20	Psychological Limitation: Lives For The Fight (VC, S)
5	Psychological Limitation: Minor Romantic Interest In Chun Li Xiang (U, M)
15	Psychological Limitation: Stoic And Taciturn (VC, M)
15	Reputation: World Warrior Champion, World's best martial artist 14-
159	Original World Warrior Bonus
454	Total Disadvantage Points

 

Background/History:

The son of a German businessman and his Japanese wife, Ryu is possibly the world's best all-around martial artist. Sent to the dojo of Shotokan karate master Gouken at a young age, Ryu proved to be a more than capable student, and along with his close friend Ken, perfected many of Shotokan's ki techniques. Once he was pronounced ready, Gouken released Ryu on the world and told him to prove himself and his art though combat.

 

Ryu entered the Street Fighter circuit immediately. He won his first match, and then went on to win all the matches that followed, finally challenging the current World Champion, Sagat. In a brutal match, Ryu defeated the Thai kickboxer, leaving a broad scar across the man's chest with a powerful Dragon Punch.

 

Currently, Ryu is the World Champion. He lives in seclusion in Japan, still training and improving his skills. His skill and prowess have caught the attention of M. Bison, and it is known the master of Shadoloo has plans for the young warrior...

 

Personality/Motivation:

Ryu lives for combat. This is not to say he is a brutal and mindless fighter, but more that he wishes to find perfection and possible enlightenment though testing himself by fighting. To him, it is only the fight itself that matters, Ryu does not care or need awards, belts, prizes, or ceremonies.

 

As he seeks to be a warrior and not a mindless killer, Ryu does not enter into fights recklessly or engage in a needless confrontation. Ryu will only challenge (and accept challenges from) the best of fighters. Of course, if attacked, he will defend himself.

 

Quote:

One fight. One more step on the path to becoming a true warrior!

Sometimes the most important battle, is the battle within...

True victory is to give all of yourself, without regret.

Whatever you find worthwhile in life, is worth fighting for!

 

Powers/Tactics:

Possibly the world's greatest martial artist, Ryu didn't get where he is by being rash. When fighting, he tends to exploit his enemy's weakness (Analyze Style) and then capitalize on it with powerful strikes. He will start with fireballs at range, and then close until he can land solid hand-to-hand blows, finishing with a Dragon Punch. No fool while fighting, Ryu will block or dodge blows if needed, instead of launching a risky attack.

 

Appearance:

Ryu is the same size and build as Ken Masters (5'10", about 170 lbs), with short black hair. He wears a white ghi with the sleeves removed and a red headband. Ryu normally goes barefoot.

 

Designer's Notes:

Ryu is one of the original video fighting game characters, and has been around since the first Street Fighter game came out. He and Ken have been heavily imitated, and at least two characters in the King of Fighters games are based off of him (in turn, the Street Fighter character "Dan Hibiki" was a parody of these guys). In the first Street Fighter II video game, Ryu was virtually identical to Ken. That has changed a bit over time, but the two are still almost an even match. As they are both supposed to be so skilled, both Ken and Ryu have one more Combat Skill Level than the other Street Fighter characters. In addition, Ryu has one more Damage Class, making him on par with the assorted "boss" characters.

 

Note that the background given here is take from the White Wolf RPG. I'm not sure if it is close to the original Ryu character concept. Somehow, I doubt it.

 

This character sheet is adapted from the Street Fighter game originally published by White Wolf. Characteristics have been derived using the conversion notes given in The Ultimate Mentalist. Skills have been derived from skills and skill descriptions given in the White Wolf RPG. The values for skills were derived from the idea that 1 dot = 8-, 2 dots = 11-, and each additional dot as a +1 to the roll. Other skills, powers and disadvantages are taken from material given in the RPG sourcebooks.

 

(Ryu created by Capcom, character sheet created by Michael Surbrook)

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THUNDER HAWK

 

Val	CHA	Cost	Roll	Notes
28	STR	18	15-	Lift 1200 kg; 5 1/2d6 HTH Damage
20	DEX	30	13-	OCV: 7 / DCV: 7
25	CON	30	14-
18	BODY	16	13-
16	INT	6	12-	PER Roll 15-
19	EGO	18	13-	ECV: 6
23	PRE	13	14-	PRE Attack: 4 1/2d6
16	COM	3	12-
14	PD	8		Total: 14 PD
12	ED	7		Total: 12 ED
5	SPD	20		Phases: 3, 5, 8, 10, 12
11	REC	0
50	END	0
45	STUN	0
Total Characteristics Cost: 169

Movement:	Running: 7" / 14"
Leaping: 5 1/2" / 11"
Swimming: 2" / 4"

Cost	Powers & Skills
Martial Art: Native American Wrestling
Maneuver	OCV	DCV	Damage
4	Brain Cracker	+2	+0	9 1/2d6 Strike
5	Buffalo Punch	-2	+1	11 1/2d6 Strike
5	Diving Hawk	+1	+0	7 1/2d6 +v/5; Full Move
3	Grab	-1	-1	48 STR Grab
4	Grappling Defense	+0	+0	53 STR vs Grabs
3	Storm Hammer	+0	+2	9 1/2d6 Strike; Target Falls, Must Follow Grab
3	Throw	+0	+1	7 1/2d6 +v/5; Target Falls
4	Thunder Strike	+2	-2	7 1/2d6 +v/5; Full Move
8	Damage Classes: +2 with Native American Wrestling

39	Thunderclap: EB 9d6, Explosion (+1/2), Personal Immunity (+1/4); Gestures 
(must clap hands; -1/2), No Range (-1/2), END 8
2	Heavy: Knockback Resistance -1"
2	Running: +1" (7" total), END 1
1	Leaping: +1" (5 1/2"), END 1
9	Sharp Senses: +3 With PER Rolls

Perks:
8	Contacts: 4 Contacts @ 11-
10	Follower: 1 x 50 point base

Talents:
15	 Combat Sense 12-

Skills:
20	Combat Skill Levels: +4 with Hand-to-Hand
0	AK: Mexico 8-
3	Analyze Style 12-
3	Breakfall 13-
0	Climbing 8-
0	Concealment 8-
0	Conversation 8-
0	Deduction 8-
0	Language: English (native)
3	Language: Spanish (completely fluent)
2	KS: Martial World 11-
5	KS: Mysterious and Strange Lore 14-
2	KS: Streetfighting Arenas 11-
3	Oratory 14-
5	Paramedic 13-
0	Shadowing 8-
5	Stealth 14-
1	Streetwise 8-
6	Survival (Deserts) 14-
2	TF: Common Motorized Ground Vehicles
185	Total Powers & Skills Cost
354	Total Character Cost

150+	Disadvantages
10	DNPC: People of his tribe 8-
15	Distinctive Features: HUGE! (7'2")
10	Hunted: Shadoloo (MoPow, NCI, Watching) 8-
5	Hunted: Other Martial Artists Of Note (AsPow, Watching) 11-
15	Psychological Limitation: Desires The Return Of His Homeland (C, S)
15	Psychological Limitation: Hunting M. Bison And Shadoloo (C, S)
15	Psychological Limitation: Respectful Of The Natural World And His Heritage (VC, M)
10	Reputation: Well-known 'world warrior' 11-
109	Giant Indian Bonus
354	Total Disadvantage Points

 

Background/History:

Thunder Hawk was born on an Indian reservation in New Mexico. He grew quickly, and by the age of 18 was a full 7' 2" in height. Hawk quickly became well-known as a great athlete, and to some seemed to be a warrior with with a noble and fated purpose in store.

 

When Hawk was 19, agents of Shadoloo managed to get Hawk's people thrown off of their lands through the use of bribes, political influence, and subversion. Most of the tribe fled to Mexico, while Hawk and a few others stayed to fight. They learned the supposed mining company was just a front, and the Shadoloo agents seemed to be searching for something. Before they could learn more, agents of Shadoloo discovered them, and after a sound beating, had them sent south to Mexico.

 

Hawk was not one to become resigned to his fate. He vowed revenge against Shadoloo and its agents, and committed himself to training in the wrestling arts of his people. He also spent time alone in the desert, where his visions told him to adopt the hawk as his personal totem animal. After several years of training, Hawk entered a local Street Fighter tournament being sponsored by agents of Shadoloo. After giving the Shadoloo fighters a taste of his vengeance, he continued to fight, slowly working his way closer and closer to M. Bison and a chance at the return of his tribe's homeland.

 

Personality/Motivation:

In many ways, Hawk has the spirit of a warrior, not a fighter. He has entered the Street Fighter circuit in the hopes of coming to grips with M. Bison as well as regaining the lost lands of his people. His is a noble spirit, in that he fights not for personal gain, but for his people and their freedom. He also adheres to the ways of his ancestors, and honor both the lands and his people's heritage with his actions and deeds.

 

Quote:

I'll accomplish my mission for the pride of my tribe!

Peace is something that can be wished for and fought for.

Sacred blood and mother earth lead me to the battlefield!

 

Powers/Tactics:

Hawk is a grappler pure and simple. His main tactic is to close with is target (usually using Diving Hawk or Thunder Strike maneuvers), grab his foe and then execute any one of a number of strikes or throws. His Brain Cracker is a favorite, in which he rams an opponent's face into his knee, or his Storm Hammer, in which he grabs an opponent, whirls him over head, and then hurls him to the ground (this is usually followed up with a Buffalo Punch).

 

Thunder Hawk also has command of some more mystical talents, such as his Thunderclap, which he executes by slamming his open palms together with a great deal of force. This technique is often used against a whole group of foes, as a way of giving Hawk some breathing room before engaging in hand-to-hand fighting.

 

Appearance:

Thunder Hawk is a giant of a man, standing a full 7' 2" (taller even than Zangief), and massively built. His reddish-brown hair is worn long and falls to his broad shoulders, and is kept out of his face by a wide headband. Hawks costume consists of a sleeveless denim jacket, blue jeans and fringed moccasin boots.

 

Designer's Notes:

As far as I can tell, Thunder Hawk appeared only in the Street Fighter II series. He is a fairly interesting character in that he has an excellent motivation to go up against M. Bison and company. In the Street Fighter II anime movie, he fought with Ken, and looked really good doing it. As with many of the other Street Fighter write ups, he has things like Contacts and Followers that are up the the GM to flesh out.

 

This character sheet is adapted from the Street Fighter game originally published by White Wolf. Characteristics have been derived using the conversion notes given in The Ultimate Mentalist. Skills have been derived from skills and skill descriptions given in the White Wolf RPG. The values for skills were derived from the idea that 1 dot = 8-, 2 dots = 11-, and each additional dot as a +1 to the roll. Other skills, powers and disadvantages are taken from material given in the RPG sourcebooks.

 

(Thunder Hawk created by Capcom, character sheet created by Michael Surbrook)

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VEGA

 

Val	CHA	Cost	Roll	Notes
20	STR	10	13-	Lift 400 kg; 4d6 HTH Damage
28	DEX	54	15-	OCV: 9 / DCV: 9
23	CON	26	14-
15	BODY	10	12-
20	INT	10	13-	PER Roll 13-
23	EGO	26	14-	ECV: 8
23	PRE	13	14-	PRE Attack: 4 1/2d6
28	COM	9	15-
12	PD	7		Total: 12 PD
12	ED	8		Total: 12 ED
6	SPD	22		Phases: 2, 4, 6, 8, 10, 12
10	REC	2
46	END	0
40	STUN	3
Total Characteristics Cost: 200

Movement:	Running: 9" / 18"
Leaping: 8" / 16"
Swimming: 2" / 4"

Cost	Powers & Skills
Martial Art: "Spanish Ninjutsu"
Maneuver	OCV	DCV	Damage
3	Air Throw	+1	+1	Block, 7d6 Strike; Target Falls
5	Backflip	+0	+4	Dodge vs All, Abort, Full Move
4	Choke Hold	-2	+0	Grab One Limb; 3 1/2d6 NND (2)
3	Forward Slide Kick	+2	-1	8d6 Strike; Target Falls
5	Jab	+1	+3	7d6 Strike
5	Kick	-2	+1	10d6 Strike
4	Punch	+0	+2	8d6 Strike
3	Suplex	+2	+1	7d6 Strike; You/Target Falls
3	Throw	+0	+1	7d6 +v/5; Target Falls
12	Damage Classes: +3 with Spanish Ninjutsu
1	Use Art With Claw

22	Tumbling Attack: HA +5d6, Autofire (5 shots; +1/2), Reduced Endurance 
(1/2 END +1/2); All Shots Versus Same Target (-1/4), Requires A 1/2 Move (-1/2), Hand-
to-Hand Attack (-1/2), END 5
15	Vega's Claw: HKA 1d6 (2d6 with STR), Reduced Endurance (0 END; +1/2); OIF (-1/2), 
Reduced Penetration (-1/4) plus +1 OCV; OIF (-1/2)
6	Light Feet: Running: +3" (9" total), END 2
4	Leaping: +4" (total 8"), END 2
7	Wall Spring: Leaping +8", Reduced Endurance (0 END; +1/2); Requires A 
Half-Move (-1/2), Requires An Acrobatics Roll of 15- (-1/4)

Perks:
50	Base: 250-point
10	Money: Wealthy
3	Well Connected
9	M. Bison 14-, extremely useful, access, significant contacts
5	5 Contacts @ 11-

Talents:
15	Combat Sense 13-
22	Danger Sense (Sense, Out of Combat) 13-

Skills:
20	Combat Skill Levels: +4 with Hand-to-Hand
3	Acrobatics 15-
0	AK: Spain 8-
3	Analyze Style 13-
3	Breakfall 15-
3	Climbing 15-
3	Combat Driving 15-
3	Contortionist 15-
3	Deduction 13-
3	Interrogation 14-
4	KS: Martial World 14-
2	KS: Mysterious and Strange Lore 11-
4	KS: Spanish Ninjutsu 14- 
4	KS: Streetfighting Arenas 14-
3	Language: English (completely fluent)
0	Language: Spanish (native)
3	Lockpicking 15-
3	Persuasion 14-
2	PS: Assassin 11-
3	Security Systems 13-
0	Shadowing 8-
3	Stealth 15-
3	Streetwise 14-
2	Survival (Temperate/Subtropical) 13-
0	TF: Small Motorized Ground Vehicles
296	Total Powers & Skills Cost
496	Total Character Cost

200+	Disadvantages
20	Distinctive Features: Incredibly Handsome (C, Lust)
10	Distinctive Features: Style (Spanish Ninjutsu)
5	Distinctive Features: Tattoo Of A Snake All Over His Chest And Arm (EC)
10	Hunted: People Out To Get At Shadoloo (AsPow) 8-
20	Hunted: M. Bison (MoPow, NCI, Watching) 14-
5	Hunted: Other Martial Artists Of Note (AsPow, Watching) 11-
5	Hunted: People Opposed To Shadoloo (AsPow, Watching) 11-
15	Psychological Limitation: Casual Killer And Assassin (C, S)
15	Psychological Limitation: Ruthless And Virtually Without Honor (C, S)
20	Psychological Limitation: Vain, Amazingly Vain. Despises That Which Is Not 
Beautiful (C, T)
15	Reputation: Deadly Assassin (ext) 11-
10	Reputation: Tool of M. Bison (extreme) 8-
146	Pretty Boy Bonus
496	Total Disadvantage Points

 

Background/History:

Vega is the son of a wealthy Spanish family. Raised in splendor, Vega has never wanted for anything, and has used his great wealth to entertain himself. Bored with the drab and dreary mundane world, Vega has attempted to turn himself into a physically perfect human. He has undergone an extensive weight-training regime, as well as instruction in savate, ninjutsu, and bullfighting. In turn he participated in a variety of martial arts and bullfighting competitions, and basked into the adulation's of the crowd.

 

Until his parents cut off his funds.

 

Needing a source of income, Vega turned to his martial skill. He became a high-priced assassin, a job he excelled at. After a freak accident with the running of the bulls in Barcelona claimed his parent's lives, Vega has once again had access to the family fortune. In addition, he works as a freelance assassin for Shadoloo and M. Bison.

 

Personality/Motivation:

Simply but, Vega is vain. Incredibly vain. He is the best, and knows it, and isn't afraid to tell you so (or even better, prove it too you). He revels in his beauty, and feels only beautiful things should be allowed to exist. That which is not beautiful should be eliminated, so as not to offend (or should be used to make life easier for the beautiful). As his main motivation is money (needed to keep up his extravagant lifestyle), Vega is very ruthless, and will go to great lengths to complete any job given to him.

 

Geoff Depew writes: Vega is AMAZINGLY vain. It's almost a 20-point psych lim for the man. He doesn't wear that mask to hide his identity -- he wears it to protect his face from marks, scars and bruises. If you use this character as an adversary for a PC in your game, and one of them gets him in the face with a punch, he'll probably go Enraged. If they do BODY that may leave a scar, he'll DEFINITELY go Enraged. If it does leave a scar, welcome that player to his new Hunted...

 

Quote:

Only I understand the pain of being too strong and beautiful!

Your cries of agony... They are music to my ears!

While I taste my victory, you will agonize in defeat.

 

Powers/Tactics:

Vega is a master of "Spanish Ninjutsu," a self-developed style combining savate's kicks, with ninjutsu's acrobatics, grabs, and throws. Vega himself, a former matador, is very fast on his feet, and moves constantly while fighting, leaping about (especially off a nearby wall) to lash out at his target with a strong kick or a swipe from his three-tined "claw." One of Vega's favorite maneuvers is to leap at his opponent, tumbling along the ground, and come up in a barrage of punches and kicks. Often this is enough to stun a target long enough for a finishing thrust with the claw.

 

Appearance:

Tall and well-muscled, Vega has the physique of a Greek god. Incredibly handsome and graceful, Vega wears his long hair in a braid that falls down his back almost to his waist. When fighting, his costume consists of two-toned, spandex knee-length breeches, white stockings, low shoes, and a brilliant sash. As he fights shirtless, the tattoo of a snake wrapping around his right arm and across his chest is clearly visible. The claw is worn on the left arm. He also wears a white face mask to protect his face from being cut.

 

Designer's Notes:

In the original Japanese version of Street Fighter, Vega's name was "Balrog." Names were swapped around with several other characters to avoid a lawsuit. In the original Street Fighter II animated movie, Vega and Chun Li get into a fight in Chun Li's apartment that has to be seen to be fully appreciated. It ends with Chun Li kicking Vega through a wall.

 

This character sheet is adapted from the Street Fighter game originally published by White Wolf. Characteristics have been derived using the conversion notes given in The Ultimate Mentalist. Skills have been derived from skills and skill descriptions given in the White Wolf RPG. The values for skills were derived from the idea that 1 dot = 8-, 2 dots = 11-, and each additional dot as a +1 to the roll. Other skills, powers and disadvantages are taken from material given in the RPG sourcebooks.

 

(Vega created by Capcom, character sheet created by Michael Surbrook)

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VICTOR SAGAT

 

Val	CHA	Cost	Roll	Notes
25	STR	15	14-	Lift 800 kg; 5d6 HTH Damage
23	DEX	39	14-	OCV: 8 / DCV: 8
25	CON	30	14-
17	BODY	14	12-
15	INT	5	12-	PER Roll 12-
20	EGO	20	13-	ECV: 7
25	PRE	15	14-	PRE Attack: 5d6
10	COM	0	13-
14	PD	9		Total: 14 PD
14	ED	9		Total: 14 ED
6	SPD	27		Phases: 2, 4, 6, 8, 10, 12
11	REC	2
50	END	0
45	STUN	2
Total Characteristics Cost: 185

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

Cost	Powers & Skills
Martial Art: Mu Thai
Maneuver	OCV	DCV	Damage
4	Elbow Smash/Tiger Knee	+2	+0	10d6 Strike
3	Footsweep	+2	-1	9d6 Strike; Target Falls
5	Power Uppercut	-2	+1	12d6 Strike
5	Round House Kick	+1	-2	12d6 Strike
4	Snap Kick	+0	+2	10d6 Strike
3	Throw	+0	+1	8d6 +v/5; Target Falls
12	Damage Classes: +3 Mu Thai

45	Mu Thai Strikes: Multipower; 45-point reserve
4	1) u Fireball: EB 9d6, END 4
4	2) u Double Hit Kick: HA: +9d6; Hand-to-Hand Attack (-1/2), Reduced 
Penetration (-1/4), Separate Attack Rolls Required (-1/4), END 4
1	3) u Tiger Uppercut: HA +7d6; Extra Time (Full Phase; -1/2), Hand-to-Hand 
Attack (-1/2), Increased Endurance Cost (x2 END; -1/2), END 7

60	Maka Wara: EB 6d6, Damage Shield (+1/2), Continuous (+1), Reduced Endurance 
(0 END; +1/2); Must be Aware of Attack (-1/4)
2	Heavy: Knockback Resistance -1"
6	Focus: Mental Defense (10 points)
3	Leaping: +2" (7" total), END 1
4	Running: +1" (7" total), END 2

Perks:
10	M. Bison 14-, extremely useful, access, significant contacts
5	Money: Well-Off

Talents:
17	Combat Sense 14-
29	Danger Sense (Sense, Out of Combat, Immediate Vicinity) 14-

Skills:
25	Combat Skill Levels: +5 with Hand-to-Hand
0	AK: Thailand 8-
7	Analyze Style 14-
3	Breakfall 14-
0	Climbing 8-
0	Concealment 8-
0	Conversation 8-
0	Deduction 8-
5	KS: Martial World 14-
5	KS: Mysterious and Strange Lore 14-
6	KS: Streetfighting Arenas 15-
5	KS: Mu Thai 14- 
3	Interrogation 14-
0	Thai (native)
1	Lockpicking 8-
3	Paramedics 12-
3	Persuasion 14-
0	PS: Mu Thai Champion 8-
0	Shadowing 8-
3	Stealth 14-
3	Streetwise 14-
6	Survival (Tropical) 14-
2	TF: Common Motorized Ground Vehicles
306	Total Powers & Skills Cost
491	Total Character Cost

200+	Disadvantages
15	Distinctive Features: Great Size, Scarred Chest, And Eyepatch (NC)
10	Distinctive Features: Style (Mu Thai Kickboxing)
10	Hunted: People Out To Get At Shadoloo (AsPow) 8-
20	Hunted: M. Bison (MoPow, NCI, Watching) 14-
5	Hunted: Other Martial Artists Of Note (AsPow, Watching) 11-
5	Hunted: People Opposed To Shadoloo (AsPow, Watching) 11-
10	Physical Limitation: One Eye (I, G)
20	Psychological Limitation: Hates Ryu (C, T)
20	Psychological Limitation: Merciless And Cold (VC, S)
15	Reputation: Ex-World Warrior Champion, world's best martial artist 14-
10	Reputation: Tool of M. Bison (extreme) 8-
151	Tiger! Bonus
491	Total Disadvantage Points

 

Background/History:

Sagat has been practicing Mu Thai almost since he could walk. He entered his first competition at the age of 13, and by the time he was 20, he'd decided the martial art had become too "regulated." There were too many rules to follow, and foreign fighters had diluted the purity of the art. So, he entered into the underground fighting circuit. He quickly worked his way up the ranks, until he was recognized as the Grand Master of the Street Fighter circuit.

 

Sagat held his title for some time, until a fresh young fighter named Ryu challenged him. After a long and brutal fight, Ryu threw a Dragon Punch of such ferocity it burned a scar across Sagat's chest.

 

After the fight was over, Sagat went into seclusion, training further in an effort to win back his title. There, he was discovered by M. Bison, who made Sagat an offer: If Sagat would work for Bison, Bison would set up a rematch between Ryu and Sagat. Sagat, now burning with a need for revenge, agreed.

 

Personality/Motivation:

One thing drives Sagat: a need to defeat Ryu. His loss to the Japanese fighter has made him cold and bitter, and a rematch is just about all he thinks about. In addition, Sagat is merciless. He has some small measure of honor, but doesn't allow that to interfere with his desire to crush any and all opponents.

 

Quote:

Defeat has brought me anger... Anger which leads to victory!

Hatred spares no one!

How does it feel to have your body torn by my fist?

Your flesh is soft. My fists are invincible. Realize your agony.

 

Powers/Tactics:

Sagat lives up the the creed that "the best defense is a good offense." By mounting a strong attack, he can keep an opponent from being able to respond, and thus, can keep from being threatened himself. Aside from his standard Mu Thai maneuvers, Sagat also has several special techniques. His Double Hit Kick is a rapid pair of strikes, his Fireball is the standard ki fireball, while his Tiger Uppercut is a powerful punch similar to the Dragon Punch used by Ken and Ryu.

 

Appearance:

Sagat is a towering 6'8" or so, with a well-muscled body. He is bald, wears an eye patch over his right eye, and has a long scar running up across his chest. When fighting he wears kickboxing trunks and wraps his forearms, hands, shins and feet in tape.

 

Designer's Notes:

A few people have given Sagat's name as "Victor Sagat." I couldn't confirm this. As a side note, Sagat may have lost his eye in a fight with Dan Hibiki's dad (Dan Hibiki being a parody character who showed up around Street Fighter... uhm... 3?). Interestingly enough, Sagat is probably the least "evil" of the boss characters. In the animated TV series, Sagat was made into a "hero" of sorts, teaching Ryu some basic Mu Thai techniques.

 

This character sheet is adapted from the Street Fighter game originally published by White Wolf. Characteristics have been derived using the conversion notes given in The Ultimate Mentalist. Skills have been derived from skills and skill descriptions given in the White Wolf RPG. The values for skills were derived from the idea that 1 dot = 8-, 2 dots = 11-, and each additional dot as a +1 to the roll. Other skills, powers and disadvantages are taken from material given in the RPG sourcebooks.

 

(Sagat created by Capcom, character sheet created by Michael Surbrook)

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WILLIAM F. GUILE

 

Val	CHA	Cost	Roll	Notes
23	STR	13	14-	Lift 600 kg; 4 1/2d6 HTH Damage
23	DEX	39	14-	OCV: 8 / DCV: 8
23	CON	26	14-
15	BODY	10	12-
16	INT	5	12-	PER Roll 12-
19	EGO	18	13-	ECV: 6
20	PRE	10	13-	PRE Attack: 4d6
18	COM	4	13-
14	PD	9		Total: 14 PD
12	ED	7		Total: 12 ED
5	SPD	17		Phases: 3, 5, 8, 10, 12
10	REC	0
50	END	2
40	STUN	1
Total Characteristics Cost: 162

Movement:	Running: 8" / 16"
Leaping: 6 1/2" / 13"
Swimming: 3" / 6"

Cost	Powers & Skills
Martial Art: Special Forces Training
Maneuver	OCV	DCV	Damage
3	Air Throw	+1	+1	Block, 6 1/2d6 Strike; Target Falls
4	Block	+2	+2	Block, Abort
4	Flying Knee Thrust	+2	+0	8 1/2d6 Strike
3	Footsweep	+2	-1	7 1/2d6 Strike; Target Falls
5	Kick	-2	+1	10 1/2d6 Strike
4	Punch	+0	+2	8 1/2d6 Strike
5	Spinning Back Fist	+1	-2	10 1/2d6 Strike
3	Throw	+0	+1	6 1/2d6 + v/5; Target Falls
8	Damage Classes: +2 with Special Forces Training

70	Special Forces Training: Multipower; 70-point reserve
5	1) u Flash Kick:  HA +6d6; Hand-to-Hand Attack (-1/2) plus EB 8d6, Linked 
(to HA; -1/4), END 7
3	2) u Spinning Foot Sweep: HA +5d6, AoE (2" Radius, Non-Selective; +3/4); Hand-to-
Hand Attack (-1/2), END 4

48	Sonic Boom: EB 12d6; Reduced by Range (-1/4), END 6
5	Focus: Mental Defense (9 points)
2	Leaping: +2" (total 6"), END 2
2	Running: +1" (total 7"), END 2
1	Swimming: +1" (total 3"), END 1

Perks:
15	Contact: US Military 14-

Talents:
15	Combat Sense 12-
27	Danger Sense (Sense, Out of Combat, Immediate Area) 12-

Skills:
20	Combat Skill Levels: +4 with Hand-to-Hand
0	AK: USA 8-
3	Analyze Style 12-
3	Climbing 14-
3	Combat Driving 14-
7	Combat Pilot 16-
5	Computer Programming 13-
0	Concealment 8-
0	Conversation 8-
3	Deduction 12-
5	Interrogation 14-
0	Language: English (native)
3	Lockpicking 13-
3	Oratory 13-
3	Paramedic 12-
2	PS: Solider 11-
3	Security Systems 13-
0	Shadowing 8-
3	Stealth 13-
3	Streetwise 13-
6	Survival (Tropical) 14-
4	TF: Small Common Ground Vehicles, Combat Aircraft, Small Planes, Basic and Advanced 
Parachuting
3	WF:  Small Arms, Knife
3	Military Scholar
3	KS: Martial World 13-
1	KS: Military/Mercenary/Terrorist World 11-
1	KS: Mysterious and Strange Lore 11-
2	KS: Shadoloo 12-
1	KS: Special Forces History/Customs 11-
1	KS: Streetfighting Arenas 11-
326	Total Powers & Skills Cost
488	Total Character Cost

200+	Disadvantages
5	Distinctive Features: US Flag Tattoos On Upper Biceps (EC)
25	Hunted: M. Bison and Shadoloo (MoPow, NCI) 11-
5	Hunted: Other Martial Artists Of Note (AsPow, Watching) 11-
20	Hunted: US Government (MoPow, NCI, Watching) 14-
10	Psychological Limitation: A Bit Of An Attitude (C, M) 
10	Psychological Limitation: Adrenaline Junkie, Fights For The Thrills (C, M)
15	Psychological Limitation: Loyal And Patriotic (C, S)
15	Psychological Limitation: Wants To Avenge Charlie And Bring Down Bison (C, S)
10	Reputation: Well-known world warrior 11-
173	He's a Marine! Bonus
488	Total Disadvantage Points

 

Background/History:

A member of the Green Berets, William F. Guile was sent into the jungles of Thailand to try and incite a rebellion against M. Bison. There, he and his fellow operative Charlie were betrayed by their commanders and captured. Taken to Bison's fortress, they languished in his prison, enduring constant torture. Guile eventually escaped, but Charlie did not. He apparently died in prison, and Guile, with Charlie's dogtags in hand, fled into the jungle (In a later version of Street Fighter, the character of "Charlie Nash" appeared, who I presume is the same Charlie.).

 

Eventually, Guile made his way back to safety. Returning to the United States, he sent some time recuperating, as well as training to fly fighter jets. His incredible reflexes made him a natural, and he was given a position flying test planes.

 

One of Guile's test flights ended in near disaster as a sonic compensation device subjected Guile to intense vibrations, instead of counteracting vibrations from the plane's airframe like it was supposed to. Although the plane crashed, Guile was able to safely eject.

 

Once again, Guile had to rest and recuperate, but this time, he discovered something interesting. The sonic vibrations had apparently become "fused" with his body, allowing him to project this energy in the form of a concentrated blast. Thus, his "Sonic Boom" was born.

 

Eventually, Guile ended up entering into the Street Fighter circuit. One reason was so he could test his skills, but the other was because he knew it would give him a shot of M. Bison and a chance for vengeance.

 

Personality/Motivation:

Guile is tough, both physically and mentally. He has survived a lot, and is still standing (and fighting). Although loyal to the military and the United States, Guile is driven to find out who betrayed him in the jungles of Thailand, and to try and get at M. Bison.

 

Guile's life has made him a bit of an adrenaline junkie. He likes to be on the edge, either in a combat fire-fight, flying a test plane at close to Mach 2.5, or engaging in a one-on-one Street Fighter match.

 

Quote:

I came. I saw. I destroyed! Power. Skill. Strength. Period.

Man enough to fight with me, but not man enough to defeat me!

Motivation is sometimes a greater asset than power!

You're qualified for combat, but not for victory!

 

Powers/Tactics:

As a member of the Green Berets, Guile has seen extensive service all around the world. He is very experienced in hand-to-hand combat, and can back up his fighting skills with several unusual powers.

 

The first of these powers is his unique Flash Kick. This is an arc of chi energy projected from his foot as Guile kicks up and over, resulting in a virtual backflip. The blast will arc upwards, and is very useful for hitting flying and/or leaping targets. Guile's Sonic Boom is his most feared technique. It is a powerful blast, which at close range can wreck cars and walls. Guile will use it as an opening shot, and as a close-range finisher.

 

Appearance:

Tall and well muscled, Guile presents an imposing figure. He hair is blond, and worn longer than is normally allowed. When fighting, he wears a green tank top, camouflage pants, and combat boots. A set of dog tags hangs around his neck.

 

Designer's Notes:

Jean Claude Van Damme played Guile in the terrible live-action version of Street Fighter. He's still an interesting character, at least in my opinion, and one of the top fighters in the Street Fighter setting (at least once source pegs him as Ryu's closest competitor).

 

This character sheet is adapted from the Street Fighter game originally published by White Wolf. Characteristics have been derived using the conversion notes given in The Ultimate Mentalist. Skills have been derived from skills and skill descriptions given in the White Wolf RPG. The values for skills were derived from the idea that 1 dot = 8-, 2 dots = 11-, and each additional dot as a +1 to the roll. Other skills, powers and disadvantages are taken from material given in the RPG sourcebooks.

 

(William F Guile created by Capcom, character sheet created by Michael Surbrook)

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ZANGIEF

 

Val	CHA	Cost	Roll	Notes
30	STR	20	15-	Lift 1600 kg; 6d6 HTH Damage
15	DEX	15	12-	OCV: 5 / DCV: 5
30	CON	40	15-
20	BODY	20	13-
14	INT	4	12-	PER Roll 12-
15	EGO	10	12-	ECV: 5
25	PRE	15	14-	PRE Attack: 5d6
10	COM	0	11-
15	PD	9		Total: 15 PD
12	ED	6		Total: 12 ED
4	SPD	15		Phases: 3,6, 9, 12
12	REC	0
60	END	0
70	STUN	20
Total Characteristics Cost: 174

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

Cost	Powers & Skills
Martial Art: Sambo
Maneuver	OCV	DCV	Damage
3	Air Throw	+1	+1	Block, 6 1/2d6 Strike; Target Falls
5	Backbreaker	-2	+0	1d6 HKA (2d6 w/STR); Target Falls
4	Bear Hug	+0	+0	12d6 Crush; Must Follow Successful Grab
4	Ear Pop	-1	-1	3d6 Flash vs Hearing Group
3	Footsweep	+2	-1	9d6 Strike; Target Falls
3	Grapple	-1	-1	50 STR Grab
4	Grappling Defense	+0	+0	55 STR vs Grabs
3	Pile Driver	+0	+2	10d6 Strike; Target Falls, Must Follow Grab
4	Stomach Pump	-1	+1	3d6 NND (3)
3	Suplex	+2	+1	8d6 Strike; You/Target Falls
3	Throw	+0	+1	8d6 + v/5; Target Falls
8	Damage Classes: +2 with Sambo

50	Sambo Wrestling Techniques: Multipower; 75-point reserve; Hand-to-Hand 
Attack (-1/2)
2	1) u Double Hit Kick: HA +10d6; Reduced Penetration (-1/4), Separate Attack Rolls 
Required (-1/4), END 5
3	2) u Spinning Clothesline: HA +6d6, AoE (2" Radius, Non-Selective; +3/4) END 5
4	3) u Spinning Pile Driver: HA +10d6, Armor Piercing (+1/2); Extra Time 
(Full Phase; -1/2), END 7

2	Heavy: Knockback Resistance -1"
6	Sharp Senses: +2 with PER Rolls

Skills:
20	Combat Skill Levels: +4 with Hand-to-Hand
4	Combat Skill Levels: +2 OCV with Grab
0	AK: Home Area 8-
1	Analyze Style 8-
5	Breakfall 13-
0	Climbing 8-
0	Concealment 8-
0	Conversation 8-
0	Deduction 8-
2	KS: Martial World 11-
1	KS: Mysterious and Strange Lore 8-
3	KS: Streetfighting Arenas 12-
3	KS: Sambo 12-
0	Language: Russian (native)
3	Oratory 14-
3	Paramedic 12-
3	Persuasion 14-
2	PS: Oil Rigger 11-
0	Shadowing 8-
3	Stealth 12-
1	Streetwise 8-
6	Survival (Arctic/Subarctic) 14-
2	TF: Common Motorized Ground Vehicles
176	Total Powers & Skills Cost
350	Total Character Cost

150+	Disadvantages
15	Distinctive Features: Mountain That Walks Like A Man/Heavily Scarred (NC)
10	Distinctive Features: Style (Sambo a.k.a. Samozaschita Bez Orujiya)
5	Hunted: Other Martial Artists Of Note (AsPow, Watching) 11-
15	Psychological Limitation: Driven To Prove The Superiority Of Mother Russia (C, S)
10	Psychological Limitation: No Tolerance For The Weak And Whiners (C, M)
10	Reputation: Well-known world warrior 11-
10	Rivalry: With other martial artists to prove the greatness of Sambo/his strength
125	Bear Wrestling Bonus
350	Total Disadvantage Points

 

Background/History:

Originally a worker at an oil refinery, Zangief came to the attention of the Communist Party due to his great size and strength. He was recruited to become a wrestler and began learning Sambo (an acronym of "SAMozaschita Bez Orujiya" which is Russian for "Self-Defense Without Weapon"). He excelled at the sport, but his strength was such he quickly tired of "normal" opponents and sought out greater and greater challenges. He ended up wrestling bears in the cold wastes of Siberia, but even these matches soon tired him and proved to be not much of a challenge.

 

Zangief was then sent to fight in a Street Fighter tourney in the Middle East. He won easily, but discovered that some of the fighters were quite skilled and provided a challenge he hadn't experienced before. He then joined the Street Fighter circuit, and rapidly rose through the ranks.

 

Personality/Motivation:

Zangief is the strongest man in the world and he knows it. He also wants you to know it, and will not hesitate to prove his superiority in or out of the ring. He is not so arrogant he cannot accept others as equals, and will easily befriend anyone who can live up to his personal standards of strength and might. Zangif also feels he represents the strength and greatness of Mother Russia, and wants to show the world that despite the breakup of the Soviet Union, Russia's true strength is in her people (who are the strongest in the world).

 

Quote:

"Stop blocking my fists with your face!"

"Ha! No one can withstand the might of Russia's strength!"

 

Powers/Tactics:

Zangief is virtually fearless. He will absorb a great deal of punishment in order to get close to an opponent, at which point there is a good chance the fight will be all over. When in close, Zangief will usually try to grab his opponent, and then execute a Bear Hug followed by a Pile Driver. Against agile opponents, the Footsweep and Suplex are favored. Really tough foes will find themselves on the receiving end of the Spinning Pile Driver, which is usually enough to put anyone out of the fight. The Spinning Clothesline is used to put down large numbers of people at once and is useful for fighting gangs and the like.

 

Appearance:

Zangief is simply huge, standing 7" in height and weighing 402 pounds. He is almost as tall as Thunder Hawk, and he is taller and bigger than every other character in Street Fighter (only Sagat comes close in size). His body is covered in scars (from fighting bears), and is he mostly bald except for a thick black mohawk and a large busy beard. A thick mat of hair covers his chest as well. When wrestling he wears red trunks, wrist bands and wrestling boots.

 

Designer's Notes:

This character sheet is adapted from the Street Fighter game originally published by White Wolf. Characteristics have been derived using the conversion notes given in The Ultimate Mentalist. Skills have been derived from skills and skill descriptions given in the White Wolf RPG. The values for skills were derived from the idea that 1 dot = 8-, 2 dots = 11-, and each additional dot as a +1 to the roll. Other skills, powers and disadvantages are taken from material given in the RPG sourcebooks.

 

(Zangief created by Capcom character sheet created by Michael Surbrook)

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  • 11 months later...

Re: Street Fighter II HERO

 

Maybe. It depends on what I am doing. I'm thinking about Darkstalkers HERO.

 

Darkstalker HERO! My lord...

 

It will be intresting how your going to write up some of the DSers powers. Like Arkanes' ability to exit one side of the stage, and enter the other side. Or Demetrie's Midnight Pleaser attack.

 

Well, good luck.

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Re: Street Fighter II HERO

 

I've written up Dan' date=' and I think Karin as well. Do you have Hero Designer? I know you've had trouble reading my character posts before...[/quote']

 

Me? I only have problems if it is white leters on grey background. Of course, it is worse if it is grey leters on a grey background.

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Re: Street Fighter II HERO

 

Me? I only have problems if it is white leters on grey background. Of course' date=' it is worse if it is grey leters on a grey background.[/quote']

I know, I've seen your posts around here and there and I always see the stuff as Black Text on white, I don't know if its your browser or what have you, but if you have HD, I can get you Dan, Karin, and Hugo (mostly finished..)

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Here's HugoHugo Player: NPC; Hugo Androre Created By CAPCOM, Charactersheet by Chad Riley

Val Char Cost
35 STR 25
14 DEX 12
35 CON 50
20 BODY 20
10 INT 0
15 EGO 10
23 PRE 13
9 COM 0
20/25 PD 13
20/25 ED 13
4 SPD 16
16 REC 4
70 END 0
70 STUN 14
11" RUN42" SWIM07" LEAP0Characteristics Cost: 194
Cost Power END
Special Maneuvers
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), Extra Time (Delayed Phase, Character May Take No Other Actions, -1/2), Reduced Penetration (-1/4), Must Follow Grab (-1/4) [Notes: This maneuver is a set of three linked "Throws" ie Suplexes. After the third he simply lands on the opponent] 15
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) [Notes: Grabs the poor schlub and breaks him over the knee.] 2
5 Incredibly Motivated Single Mindedness(Mental Defense): Mental Defense (8 points total) 0
20 Rage Filler: Absorption 2d6 (energy, Energy/Physical), Varying Effect (+1) (20 Active Points) 0
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) 0
5 Seemingly indestructible: Lack of Weakness (-5) 0
12 Simply Indestructible: Damage Resistance (12 PD/12 ED) 0
30 Well, that didn't hurt: Physical Damage Reduction, Resistant, 50% 0
30 Will Not Yield: Energy Damage Reduction, Resistant, 50% 0
Large Man
6 1) Absolutely Huge (Knockback Resistance): Knockback Resistance -3" 0
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) 0
Powers Cost: 188
Cost Martial Arts Maneuver
Wrestling
16 1) +4 HTH Damage Class(es)
4 2) Choke: 1/2 Phase, -2 OCV, +0 DCV, Grab One Limb; 4d6 NND
4 3) Crush: 1/2 Phase, +0 OCV, +0 DCV, 15d6 Crush, Must Follow Grab
4 4) Drop Kick: 1/2 Phase, +0 OCV, +2 DCV, 13d6 Strike
4 5) Escape: 1/2 Phase, +0 OCV, +0 DCV, 70 STR vs. Grabs
3 6) Face Plant: 1/2 Phase, +2 OCV, +1 DCV, 11d6 Strike; You Fall, Target Falls
5 7) German Powerslam: 1/2 Phase, +1 OCV, +0 DCV, 11d6 +v/5; FMove
5 8) Great Kick/Power Punch: 1/2 Phase, -2 OCV, +1 DCV, 15d6 Strike
32 9) Hammer Frenzy: 1/2 Phase, +0 OCV, +2 DCV, 13d6 Strike, Autofire (3 shots; +1/4), Reduced Endurance (1/2 END; +1/2) (32 Active Points)
3 10) Hold: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 65 STR for holding on
4 11) Reversal: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
3 12) Slam: 1/2 Phase, +0 OCV, +1 DCV, 11d6 +v/5, Target Falls
3 13) Slap/Forearm: 1/2 Phase, +1 OCV, +0 DCV, 13d6 Strike
3 14) Suplex: 1/2 Phase, +0 OCV, +2 DCV, 13d6 Strike; Target Falls; Must Follow Grab
Martial Arts Cost: 93
Cost Skill
4 +2 with Grab
9 +3 with Professional Wrestling
20 +4 with HTH Combat
3 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-
Skills Cost: 66
Cost Perk
1 Favor
6 Reputation (A large group) ; 11-, +3/+3d6
31 Follower
12 Contact (Contact has useful Skills or resources, Good relationship with Contact), Organization Contact (x3) (12 Active Points) 11-
10 Vehicles & Bases
1 Fringe Benefit: Passport
Perks Cost: 61
Cost Talent
8 Lightning Reflexes: +5 DEX to act first with All Actions
Talents Cost: 8
Val Disadvantages
10 Dependent NPC: Poison Ivy 11- (Occasionally) (Normal; Useful noncombat position or skills)
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)
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
5 Hunted: Other Martial Artists of Note 11-, As Powerful, Watching
Disadvantage Points: 150

Base Points: 200Experience Required: 259Total Experience Available: 259Experience Unspent: 0Total Character Cost: 609

Height: 2.29 m Hair: Brown
Weight: 306.00 kg Eyes: Brown
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.Personality: 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!!!"

Background: 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.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.

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