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Generic Fighting Game Universe


Enforcer84

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Re: Generic Fighting Game Universe

 

To whet your appitite:

 

[b]Jiro  - Harada Jiro[/b]

[b][u]VAL[/u]   [u]CHA[/u]   [u]Cost[/u]   [u]Total[/u]   [u]Roll[/u]      [u]Notes[/u][/b]
20    STR     10   20      13-       HTH Damage 4d6  END [2]
27    DEX     51   27      14-       OCV 9 DCV 9
20    CON     20   20      13-
12    BODY     4   12      11-
15    INT      5   15      12-       PER Roll 13-
14    EGO      8   14      12-       ECV: 5
20    PRE     10   20      13-       PRE Attack: 4d6
14    COM      2   14      12-
8    PD       4   8             8 PD (8 rPD)
8    ED       4   8             8 ED (0 rED)
6    SPD     23   6                 Phases:  2, 4, 6, 8, 10, 12
8    REC      0   8
50    END      5   50
50    STUN    18   50
7    RUN      2   7"                END [1]
3    SWIM     1   3"                END [1]
5    LEAP     1   5"                5" forward, 2 1/2" upward

[b]CHA Cost: 168[/b]

[b][u]Cost[/u]   [u]POWERS[/u][/b]
50     [b][i]Martial Art's Mastery[/i][/b]: Multipower, 75-point reserve,  (75 Active Points); all slots Requires A Ki Manipulation Roll  (-1/2) - END=
1u     1)  [b][i]Armor Shredding Strike[/i][/b]: Dispel PD Armor 4d6, Cumulative (+1/2), Increased Cumulative Points (74 Max points of dispel) (+1/2) (24 Active Points); Extra Time (Full Phase, -1/2), No Range (-1/2), Requires A Ki Manipulation Roll  (-1/2) - END=2
2u     2)  [b][i]Double Hand Strike[/i][/b]: HA +6d6, Double Knockback (+3/4) (52 Active Points); Hand-To-Hand Attack (-1/2), Increased Endurance Cost (x2 END; -1/2), Requires A Ki Manipulation Roll  (-1/2) - END=10
4u     3)  [b][i]Fireball Blast[/i][/b]: RKA 2d6+1, Armor Piercing (+1/2), Area Of Effect (One Hex; +1/2) (70 Active Points); Requires A Ki Manipulation Roll  (-1/2), Limited Range (10"; -1/4) - END=7
3u     4)  [b][i]Ki Focus Fire![/i][/b]: EB 15d6 (75 Active Points); Gestures (Requires both hands; -1/2), Requires A Ki Manipulation Roll  (-1/2), Reduced By Range (-1/4) - END=7
4u     5)  [b][i]One Hundred Fists Technique[/i][/b]: HA +6d6, Penetrating (+1/2), Autofire (10 shots; +1) (75 Active Points); Hand-To-Hand Attack (-1/2), Requires A Ki Manipulation Roll  (-1/2) - END=7
62     [b][i]The Hand of God[/i][/b]: Hand-To-Hand Attack +10d6, Penetrating (+1/2), Double Knockback (+3/4), Area Of Effect (90" Line; +1 1/4), Selective (+1/4) (187 Active Points); Hand-To-Hand Attack (-1/2), Double Endurance Cost (-1/2), Requires A Ki Manipulation Skill Roll (-1/2), Incantations (-1/4), Extra Time (Delayed Phase, -1/4) - END=19
5     [b][i]Focus[/i][/b]: Mental Defense (8 points total) - END=0
2     [b][i]Iron Shirt Technique[/i][/b]: Damage Resistance (8 PD) (4 Active Points); Does not work against firearms (-1/2), Location 4 [Ears] left undefended (-1/4) - END=0
3     [b][i]Keen Senses[/i][/b]: +1 PER with All Sense Groups - END=0
15     [b][i]Power-Up[/i][/b]: Aid  Endurance Reserve 3d6 (30 Active Points); Only Restores to Starting Values (-1/2), Self Only (-1/2) - END=0
17     [b][i]Rage Meter[/i][/b]: Absorption 6d6  (physical, Endurance Reserve) (30 Active Points); Only Restores To Starting Values (-1/2), Only works vs Hand to Hand combat  attacks (-1/4) - END=0
3     [b][i]Rage Meter[/i][/b]: 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) - END=0
7     [b][i]Rooted[/i][/b]: Knockback Resistance -8" (16 Active Points); Costs Endurance (-1/2), Requires A Ch'i Powers Roll (-1/2), Nonpersistent (-1/4) - END=2
1     [b][i]Superior Balance[/i][/b]: Flight 1" (2 Active Points); Only to Balance on small objects (-1) - END=1
7     [b][i]Tough In a Fight[/i][/b]: Energy Damage Reduction, Resistant, 25% (15 Active Points); STUN Only (-1/2), Nonpersistent (-1/4), Hand to Hand Combat Only (-1/4) - END=0
7     [b][i]Tough In a Fight[/i][/b]: Physical Damage Reduction, Resistant, 25% (15 Active Points); STUN Only (-1/2), Nonpersistent (-1/4), Hand to Hand Combat Only (-1/4) - END=0

[b]POWERS Cost: 193[/b]

[b][u]Cost[/u]   [u]MARTIAL ARTS[/u][/b]
     Karate
8      1)  +2 HTH Damage Class(es)
4      2)  Atemi Strike:  1/2 Phase, -1 OCV, +1 DCV, 3d6 NND
4      3)  Block:  1/2 Phase, +2 OCV, +2 DCV, Block, Abort
4      4)  Disarm:  1/2 Phase, -1 OCV, +1 DCV, Disarm; 40 STR to Disarm roll
4      5)  Dodge:  1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
4      6)  Knifehand Strike ("Chop"):  1/2 Phase, -2 OCV, +0 DCV, HKA 2d6
3      7)  Legsweep:  1/2 Phase, +2 OCV, -1 DCV, 7d6 Strike, Target Falls
4      8)  Punch/Snap Kick:  1/2 Phase, +0 OCV, +2 DCV, 8d6 Strike
5      9)  Side/Spin Kick:  1/2 Phase, -2 OCV, +1 DCV, 10d6 Strike
1      10) Weapon Element:  Karate Weapons
1      11) Weapon Element:  Staffs

[b]MARTIAL ARTS Cost: 42[/b]

[b][u]Cost[/u]   [u]SKILLS[/u][/b]
6      +2 with Martial Art
15      +3 with HTH Combat
3      Acrobatics 14-
3      Analyze:  Style 12-
3      Breakfall 14-
3      Bribery 13-
3      Bureaucratics 13-
3      Concealment 12-
3      Conversation 13-
3      Criminology 12-
3      Defense Maneuver I 
6      Gambling (Board Games, Card Games, Roulette) 12-
3      High Society 13-
3      Ki Manipulation 12-
2      PS: Street Fighter 11-
1      Paramedics 8-
3      Persuasion 13-
3      Scholar
2      1)  KS: Business World (3 Active Points) 12-
1      2)  KS: Ishin-Ryuu Karate (2 Active Points) 11-
2      3)  KS: Shinra Corporation (3 Active Points) 12-
1      4)  KS: The Martial Arts World (2 Active Points) 11-
1      5)  KS: The Military/Mercenary/Terrorist World (2 Active Points) 11-
3      Seduction 13-
3      Shadowing 12-
3      Stealth 14-
3      Streetwise 13-
4      Survival (Urban) 13-
3      Trading 13-

[b]SKILLS Cost: 95[/b]

[b][u]Cost[/u]   [u]PERKS[/u][/b]
4      Reputation:  Progeny of Jo Harada (A large group)  11-, +2/+2d6
10      Money:  Wealthy
7      Fringe Benefit:  Black Belt, International Driver's License, Mid-level executive of a major business, Passport
45      Followers: Bodyguards

[b]PERKS Cost: 66[/b]

[b][u]Cost[/u]   [u]TALENTS[/u][/b]
6      Combat Luck (3 PD/3 ED)
5      Lightning Reflexes: +3 DEX to act first with All Actions
15      Combat Sense 12-

[b]TALENTS Cost: 26[/b]
[b][u]Value[/u]  [u]DISADVANTAGES[/u][/b]
10     Style Limitation
5     Hunted:  Fighters of Note 11- (As Pow, Watching)
5     Reputation:  Powerful Fighter, 8-
15     Psychological Limitation:  Arrogant (Common, Strong)
15     Psychological Limitation:  Wants to control Shinra Corp (Common, Strong)
20     Psychological Limitation:  Casual Killer (Common, Total)
15     Hunted:  Jo Harada 11- (Mo Pow, NCI, Watching)
10     Enraged:  If frustrated or humiliated (Uncommon), go 11-, recover 14-
10     Reputation:  Thug, 8- (Extreme)

[b]DISADVANTAGES Points: 105[/b]

Base Pts: 200
Exp Required: 285
Total Exp Available: 285
Exp Unspent: 0
Total Character Cost: 590



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Re: Generic Fighting Game Universe

 

Background: Jiro is the grandson of Harada Jo, the CEO and (let's face it) owner of Shinra Corporation, one of the mega corporations of FGU Earth. The Harada family is one of the most powerful independant criminal organizations in the world. They have their fingers in all manner of corrupt businesses all funneled and laundered through the megacorp's tremendous legitimate businesses. Jiro is a loose cannon. He wants to succed his grandfather and is more than willing to eliminate anyone in his wake. Including his father.

 

Personality/Motivation: Spoiled rich kid with power. Not only that but his power is political, social, financial, and physical. He's practically untouchable and in many circles, his word is law. He has few friends as he sees no need for them. He does have possessions though, an accountant here, a driver there, a thief, a number of beautiful playthings. His "bodyguards", identical twin chinese women trained as Lin Kuei, generally weed out those not worthy of his attention. He enjoys a good fight, but it's not a good idea to defeat him.

 

Quote: "So pretty, so wasted."

'FEEL THE HAND OF GOD!"

 

Powers/Tactics: Jiro is pretty straight forward in a fight. He begins by sticking to his regular martial arts maneuvers, but will break out the mastery skills if he feels threatened or wants to show off. He saves the Hand of God for anyone who gives him too good of fight. It's a punnishing maneuver that can hit several foes should they be in single file. It should also be noted that the 19 END from the God Hand comes from each his Rage End Reserve and his Personal Endurance. So he can't use it too often in a fight.

 

Campaign Use: Jiro is a low level "boss" style villain. He could be the organizer of a tournament to prove his strength, or (more likely) a fellow contestant in the Heaven's Gate Tournament put on annually by his grandfather. He's a decent hunted and someone for new groups of players to cut their teeth on.

 

Appearance: Stylish japanese youth in his early 20's. He wears personalized suits and casual wear. He has brown hair and brown eyes. His eyes glow red when he is using the "God Hand".

 

 

Kyo Kusanagi art by SNK

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Re: Generic Fighting Game Universe

 

The Tower

Val Char Cost Roll Notes

30 STR 20 15- Lift 1600.0kg; 6d6 [11]

17 DEX 21 12- OCV: 6/DCV: 6

25 CON 30 14-

15 BODY 10 12-

13 INT 3 12- PER Roll 13-

15 EGO 10 12- ECV: 5

23 PRE 13 14- PRE Attack: 4 1/2d6

10 COM 0 11-

 

20 PD 14 Total: 20/25 PD (0 rPD)

17 ED 12 Total: 17/22 ED (0 rED)

4 SPD 13 Phases: 3, 6, 9, 12

14 REC 6

50 END 0

52 STUN 9 Total Characteristic Cost: 161

 

Movement:

Running: 9"/18"

Leaping: 6"/12"

Swimming: 2"/4"

 

 

Cost Powers END

70 Brick Tricks: Multipower, 70-point reserve

1u 1) Armsweep: Area Of Effect (up to One Hex; +1/2) for up to 30 Active Points of STR (15 Active Points); Can Be Blocked (-1/4) 1

1u 2) Casual Effectiveness: +30 STR (30 Active Points); Only For Determining Casual STR (-1 1/2), No Figured Characteristics (-1/2) 3

1u 3) Door-Smashing Fists: HA +4d6 (20 Active Points); Only Versus Doors (-1), Hand-To-Hand Attack (-1/2), Increased Endurance Cost (x2 END; -1/2) 4

4u 4) Nice "Fireball" Punk: Missile Deflection (Any Ranged Attack), +5 OCV, Adjacent Hex (+1/2) (45 Active Points); Concentration (1/2 DCV; -1/4)

1u 5) One-Man Army: Area Of Effect (up to 3" Radius; +1); Only Works When Performing A Move Through (-1), Only Versus Groups Of Normal-STR People (-1/2) for up to 30 Active Points of STR (12 Active Points) 1

1u 6) The Train Wreck: HA +4d6 (20 Active Points); Only Works When Performing A Move Through (-1), Hand-To-Hand Attack (-1/2) 2

2u 7) Tower Stomp: EB 7d6, Only Does Knockdown, Not Knockback (+0), Side Effects (may cause considerable damage to the environment; +0), Hole In The Middle (fixed size; +1/4), Explosion (-1 DC/2"; +3/4) (70 Active Points); No Range (-1/2), Extra Time (Full Phase, -1/2), Restrainable (-1/2), Only Affects Targets On The Ground (-1/4) 7

2u 8) Wrestler's Grip: Drain STR 4d6 (40 Active Points); Must Follow Grab (-1/2), Only Works Once Per Grab (-1/2), Drained Points Return Immediately If Victim Is Freed From Grab In Any Way (-1/2) 4

17 Can Take A Punch: Physical Damage Reduction, Resistant, 50% (30 Active Points); Requires A CON Roll 14- (assumes CON Roll of 12- or 13-; -1/2), Character Must Be Aware Of Attack (-1/4)

2 Focus: Mental Defense (10 points total)

6 Heavy: Knockback Resistance -3"

8 Intimidation: +20 PRE (20 Active Points); Only To Make Fear/Intimidation-Style Presence Attacks (-1), Extra Time (Full Phase, -1/2)

3 Keen Senses: +1 PER with All Sense Groups

6 Long Legs: Running +3" (9" total) 1

6 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)

4 Pain Tolerance: (Total: 10 Active Cost, 4 Real Cost) +5 Mental Defense (10 points total) (5 Active Points); Only To Resist Pain Attacks (-2) (Real Cost: 2) plus Power Defense (5 points) (5 Active Points); Only To Resist Pain Attacks (-2) (Real Cost: 2)

20 Rage Filler: Absorption 2d6 (energy, Energy/Physical), Varying Effect (+1) (20 Active Points)

3 Rage Meter: Endurance Reserve (50 END, 0 REC) Reserve: (5 Active Points); Begins Combat at Zero (-1/2); REC: , Filled by Rage Filler (+0); Personal REC (-1/2)

30 Raging Rampart: (Total: 104 Active Cost, 30 Real Cost) Hand-To-Hand Attack +6d6, Penetrating (+1/2), Double Knockback (+3/4) (67 Active Points); Hand-To-Hand Attack (-1/2), Increased Endurance Cost (x2 END; -1/2), Extra Time (Delayed Phase, -1/4), Must follow Grab/Hold (-1/4) (Real Cost: 27) plus Penetrating (+1/2), Double Knockback (+3/4) (37 Active Points); Only whe using the Raging Rampart (-1/2), Increased Endurance Cost (x2 END; -1/2) applied to STR (Real Cost: 3) 22

4 Reach: Stretching 1", Reduced Endurance (0 END; +1/2) (7 Active Points); Always Direct (-1/4), No Noncombat Stretching (-1/4), No Velocity Damage (-1/4)

5 Thud: +10 PD (10 Active Points); Only Protects Against Damage From Falls (-1)

 

Wrestling, Professional

Maneuver OCV DCV Notes

8 +2 HTH Damage Class(es)

3 Body Slam +2 +1 8d6 Strike; You Fall, Target Falls

5 Clothesline +1 +0 8d6 +v/5; FMove

4 Crush +0 +0 12d6 Crush, Must Follow Grab

3 DDT +0 +2 10d6 Strike; Target Falls; Must Follow Grab

4 Duck -- +5 Dodge, Affects All Attacks, Abort

5 Fist Grab +1 +1 Grab One Limb, Block

4 Fist/Forearm Smash +2 +0 10d6 Strike

3 Grab -1 -1 Grab Two Limbs, 50 STR for holding on

4 Head-Bash +2 +0 10d6 Strike

4 Root +0 +0 55 STR to resist Shove; Block, Abort

4 Shoulder Tackle +2 -2 8d6 +v/5; FMove

4 Sleeper Hold -2 +0 Grab One Limb; 3d6 NND

5 Stomp -2 +1 12d6 Strike

1 Weapon Element: Clubs (Fist/Forearm Smash only)

 

Perks

4 People Know me.: Reputation: Wrestling Tough Guy (A large group) 11-, +2/+2d6

1 Fringe Benefit: Passport

15 Follower: Astra (Valet)

15 The Arena: Home Arena

5 From his old career: Money: Well Off

Talents

15 Combat Sense 12-

3 Lightning Reflexes: +2 DEX to act first with All Actions

Skills

10 +2 with HTH Combat

9 +3 with Wrestling

12 +6 with Raging Rampart

3 Acting 14-

3 Analyze: Style 12-

3 Breakfall 12-

3 Hoist 12-

3 Jack of All Trades

2 1) PS: Financier (3 Active Points) 12-

1 2) PS: Professional Wrestler (2 Active Points) 11-

1 3) PS: Street Fighter (2 Active Points) 11-

2 Language: Japanese (fluent conversation)

2 Language: Spanish (fluent conversation)

3 Oratory 14-

1 Paramedics 8-

3 Persuasion 14-

3 Scholar

1 1) KS: Pro Wrestling World (2 Active Points) 11-

1 2) KS: Professional Wrestling (2 Active Points) 11-

1 3) KS: The Black Baron (2 Active Points) 11-

1 4) KS: The Business World (2 Active Points) 11-

1 5) KS: The Martial Arts World (2 Active Points) 11-

3 Streetwise 14-

3 Teamwork 12-

3 Trading 14-

 

Total Powers & Skill Cost: 394

Total Cost: 555

 

200+ Disadvantages

15 Distinctive Features: Gigantic Man (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)

10 Distinctive Features: Style Limitation (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures)

15 Enraged: when innocents threatened or harmed (Common), go 8-, recover 11-

15 Hunted: The Black Baron 8- (As Pow, NCI, Harshly Punish)

5 Physical Limitation: Large, up to twice human size (4m, or 2"; -2 DCV, +2 to PER Rolls to perceive) Infrequently, Slightly Impairing

10 Psychological Limitation: Charitable (Common, Moderate)

15 Psychological Limitation: Hunts the Black Baron (Common, Strong)

20 Psychological Limitation: Overconfidence (Very Common, Strong)

15 Psychological Limitation: Protective Of Innocents (Common, Strong)

10 Reputation: "Heel" Wrestler, 11-

5 Reputation: Powerful Fighter, 8-

5 Rivalry: Professional (Other Professional Wrestler Fighters; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry; Multiple Rivals; Friendly Rivalry)

Notes: The Tower, and his wrestling bretheren, often seek eachother out in some sort of friendly nostalgia fight. Though they get along fine, they do tend to attempt to one up eachother when they get together.

10 Social Limitation: Celebrity (Frequently, Minor)

205 Experience Points

 

Total Disadvantage Points: 555

 

 

 

Background/History: Once a member of the "Dark Tarot" wrestling stable; Geoffrey Hightower left the "sport" on top. He was both World Champion and one half of the Tag Team Champions; but Geoff was a sensitive soul. He didn't like being a Heel. He was big and scary looking, but at the height of his success he was also a young man who wanted to be liked. Wrestling Federations at this time weren't quite as enamored with the "Anti-Hero" cool as they are now and Geoff took his leave of the sport and went back to school. He got a business degree and invested his wrestling winnings wisely. He may have never again set foot in the arenas if it hadn't been for a chance meeting with a former friend from the old Federation. Dynamite Dan, a popular "Face" who had left the scripted world behind to test himself against real fighters came to Geoff for business advice. Dan had made a fair amount of coin on "True Fighting" and other shoot fighting organizations. Geoff, now out of the fight game for some time, was eager to help his friend and when Dan suggested he come to his next fight, Geoff jumped at the chance.

This particular match was one for of the seedier circuits, though it catered to wealthy clientele; it was kept deliberately grungy and "underground" in feel. Geoff got into the fighting pretty quickly; he enjoyed the contrasting styles, the fast bouts, the fact that there was not designated hero or villain, just two warriors who fought for the chance to win the championship. Dan's fight was the highlight. He was fighting a well built Chinese man who seemed to be using a kung fu style. Geoff was worried for his friend, but Dan seemed to more than hold his own. He was bigger and stronger and seemingly just as fast. The other fighter gave some good shots, including a somersaulting kick that struck with the sound of thunder and a flash of bright light. But Dan was able to withstand the blow and finished the man with a variation of his wrestling finisher, the TNT Suplex.

After the fight Geoff and Dan had dinner and were walking back to Dan's car in the parking garage. As Dan was unlocking the car, they heard a deep, sinister voice calling to them. Stepping out of the shadows was a tall, ruggedly built man in black wearing a black wrestler’s mask. He was taller than Dan but still dwarfed by Geoff, behind him were six or seven heavy weight thugs.

"You fought well tonight, Dynamite."

"Thanks, who are you?" Dan cast a glance to Geoff and the large man nodded. It had been a while, but he'd kept himself in shape.

"You can call me the Black Baron," The man said. Then he motioned his hand and the thugs began advancing.

Dan and Geoff made short work of them but Geoff was breathing heavily, he'd kept in shape but not fighting shape. He'd not been injured but he was sucking wind pretty bad.

"You are as good as they told me. It will be a pleasure to defeat you, Dynamite Dan."

Dan, who wasn't even breathing hard, smiled back. "Sure, sure, let's get this over with 'Baron'."

With that, Dan launched himself at the larger man. The fight seemed pretty one sided, with Dan getting in a number of his trademarked shots and special maneuvers. Geoff was recovering nicely from his efforts when Geoff was locking the Black Baron into position for his TNT Suplex. That's when things went tragically wrong. The Baron with ridiculous ease muscled out of the hold and tossed Dan to the floor.

"That's the extent of your abilities? This was not what I expected at all."

Dan, looking angry and a bit surprised, snarled and stepped in with a short punch. The Baron caught the blow in his hand and forced Dan's arm to his side. Then the large masked man grabbed Dan's throat and tossed him like a rag doll across the parking garage. Geoff started to advance, but he saw Dan get up and wave him off. Dan kicked the Baron in the gut and smashed his forearm on the man's head. The Baron simply grabbed Dan's waist and hoisted him into the air. It all happened so fast Geoff could barely react. The Black Baron caught Dan while the smaller fighter was in the air and brought his opponent crashing down on the concrete. Geoff slammed into the Baron and knocked him away but it felt like he'd slammed into a vault. He looked down at Dan and noticed that he was breathing shallowly, but his body was contorted in an unhealthy heap. Then Geoff turned to the Black Clad fighter and roared as he charged. The fight was only seconds and Geoff was laid out. He woke up in the hospital. Dan had died from his injuries.

 

Geoff joined the underground circuits the next afternoon. His large size and physical might carried him as he shook off the rust. He met a few other wrestlers who pointed him to a few trainers who were skilled at transforming the showbiz art to a true fighting style. To this day he seeks the Black Baron to avenge Dan's death. Geoff has faced the Baron three times since that fateful night and each fight has ended in a draw. It seems the Baron found the great opponent he was looking for, and now isn't so sure he wished for the right thing.

 

Personality/Motivation: The Tower fights to keep in tune for his eventual final battle with the Black Baron. However, in the years that have passed, he has gotten past the obsessed Seeker of Vengance stage and moved more into a protective, good guy role. He likes to help those in need; and hates to see bullies or brutes pick on the meek.

 

Quote: "It's a long way to fall small fry."

 

Powers/Tactics: A brick, pure and simple. He is just a huge man with an outrageous physique. He has developed a series of special maneuvers based around his size, strength, and wrestling skill. The Raging Rampart is simply a ch'i enhanced punch. Tower holds the victim up and a green-white light gathers at his fist as he draws back for the hit. The strike produces a small explosion and the sound of thunder as it lands.

 

Campaign Use: A helper who can mop up mooks for miles or trade shots with other giants while your characters are battling bosses. He can train younger wreslters and give information on the Black Baron and his gang. He's also quite brilliant with business and can aid PC's with financial questions and dealings. He can reach the top of any shelf.

 

Appearance: Gigantic man with long red hair pulled back in a pony tail and green eyes. He wears a neatly trimmed beard at times but just as often goes clean shaven. His fighting gear is a white and blue version of his old Dark Tarot costume, a white muscle shirt with blue piping at the neck and shoulders, a "Rook" chess piece over his heart, a broad blue belt and white wrestling tights with a blue stripe on the left side. His boots are black. (The original costume was black with white trim). He also wears a custom made leather duster, white with blue trim and a blue rook on the back. When at his 'real job' he wears specially tailored, black suits with gray pinstripes.

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Re: Generic Fighting Game Universe

 

Shinra Corporation

 

Founded in 1951 by current CEO/Majority Stock Holder, Harada Jo, Shinra Corp originally was another of Japan's burgeoning technology companies. However, Harada had more on his mind than cheap electronics. He intended to found his own empire. By 1973, Shinra Corp was a major player in several areas. An industrial giant with it's fingers in everything from pharmaceuticals to computers to cars. Harada has forged his empire via legitimate and illecit methods, his personal fortune is considered one of the top 5 men on Earth. A lifetime studier of martial arts, he has promoted no less than three fighting leagues around the globe, sponsored several international competitors, including eight olympic medalists, and three world champions. Shinra Corp has contracts with seventeen nations providing everything from weapons to genetic engineering for soldiers (under the table) to military grade Cybernetics.

 

Shinra Corp trades on the NYSE as SHINCo in America (Current Price: 48.8 USD)

Shinra Corp trades on the Tokyo Stock Exchange in Japan (Current Price: 521.5 Yen)

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  • 4 weeks later...

Re: Generic Fighting Game Universe

 

The Black Rose Society

An eastern European assassins order. The Society began in 1745 and originally counted four members; one of whom was rumored to be a mongolian master of hand to hand combat. The society grew slowly because they had no desire for fame or fortune. This changed in 1922 when a German, named Melchor Engel took the Society over and began taking credit for the work they did. The "Black Rose of Europe" was his name and even after his death in 1943 he was something of a celebrated scoundrel. The Society slowly became known it also began to grow. It's best agents are well known in certain circles and (as oft happens in the GFGU) often take part in various fighting contests or have rivalries with law enforcement agents or other assassins. The Society has no racial or gender requirements, but those inducted into it are trained in both ranged and hand to hand combat arts designed or refined by the masters of the Society.

 

Currently there are three well known members of the society.

Christian Engel (said to be the illegitmate child of Melchor), also known as the Blood Rose Angel.

Elize D'Ambrose the Pale Rose. An albinoid french woman with a penchant for diamonds.

Jian Kurtz, a German/Chinese man who is generally known as the Black Wolf.

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Re: Generic Fighting Game Universe

 

You know what we now need? An extremly kawai girl fighter who attacks with such tecneques as "Ki Energy Hearts". Add the fact that she dresses in a cute semi-goth inspiered costume, and you could have a winner. Or preehaps not...but evey good fighting game should have the cute but powerful girl in it.

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Re: Generic Fighting Game Universe

 

You know what we now need? An extremly kawai girl fighter who attacks with such tecneques as "Ki Energy Hearts". Add the fact that she dresses in a cute semi-goth inspiered costume' date=' and you could have a winner. Or preehaps not...but evey good fighting game should have the cute but powerful girl in it.[/quote']

Oh we'll be seeing that soon enough. I will be throwing out some archetypes at some point.

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Re: Generic Fighting Game Universe

 

Professional Wrestling

 

No fighting game is entirely complete without some steroid abusing gigantic man claiming to be a Pro Wrestler. Occasionally, a smaller "luchador" or a female will bear the mantle. But in Fighting Game Worlds, is American Professional wrestling the admiteddly staged crapfest we've seen it fall to? Is it a true form of ritualized battle like so many of the Street Fighting tournaments?

Well, it's a little of both.

In the GFGU fighting is very popular. There are Ultimate Fighting Leagues, Professional Wrestling Associations/Federations, Full Contact leagues and such. Most are actually legitimate, however once they become popular television, the fix creeps in. The popular fighters (Fighters we love and fighters we "Love to Hate") get the best matches and venues, marketing the fighters gets important and then matches get thrown.

Most of the "true" fighters tend to gravitate to "Ultimate Fighting" or "Shoot Fighting" leagues or the various invitation tournaments; the Professional Wrestling Federations have slowly evolved into showmanship over actual combat; two hour TV events often contain 45 minutes to an hour of scripted speeches & "Heat"; antics and titilation with matches that last 3 minutes. The athletes in the various Federations are there generally for three reasons 1) They suffered injuries or have aged beyond their ability to truely fight but still need to collect a paycheck, 2) they are young and don't really know the ropes, or 3) They have better "mic" skills than fighting skills.

 

However, the "Pro Wrestling Style" is a true and varied combat style, one combining grappling, some strikes, throws, and high impact maneuvers. Most grapplers who end up in the various independant "All Styles" tournaments are men and women eager to prove themselves. Some fighters (not just wrestlers) join Pro Wrestling Outfits to earn cash during down times, these men and women tend to "take it easy" and use their time to keep active but possibly heal from injuries sustained fighting. Though occasionally this proves a bad idea as injuries happen in the ring all the time...

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Chris Durant, the Wild DogChris DurantVal Char Cost Roll Notes20 STR 10 13- Lift 400.0kg; 4d6 [2]23 DEX 39 14- OCV: 8/DCV: 818 CON 16 13-12 BODY 4 11-20 INT 10 13- PER Roll 15-13 EGO 6 12- ECV: 418 PRE 8 13- PRE Attack: 3 1/2d612 COM 1 11-12 PD 8 Total: 12 PD (0 rPD)8 ED 4 Total: 8 ED (0 rED)5 SPD 17 Phases: 3, 5, 8, 10, 128 REC 040 END 240 STUN 9 Total Characteristic Cost: 138Movement: Running: 7"/14" Leaping: 6"/12" Swimming: 2"/4" Teleportation: 10"/20"Cost Powers END6 Acute Senses: +2 PER with all Sense Groups16 Ghost Stepping: Teleportation 10" (20 Active Points); Must pass through Intervening space (-1/4) 253 Paralyzing Strike: Entangle 4d6, 4 DEF, Entangle Backlash (+1/2), Takes No Damage From Attacks All Attacks (+1/2) (80 Active Points); No Range (-1/2) 817 Oh no you didn't!!!: Hand-To-Hand Attack +6d6, Double Knockback (+3/4) (52 Active Points); Hand-To-Hand Attack (-1/2), Extra Time (Full Phase, -1/2), Increased Endurance Cost (x2 END; -1/2), Must follow opponent's attack (-1/2) 10 Tricks from his Brawler Days7 1) Brawler: HA +2d6 (10 Active Points); Hand-To-Hand Attack (-1/2) 115 2) Can Take A Punch: Physical Damage Reduction, Resistant, 50% (30 Active Points); Requires A CON Roll 12- (assumes CON Roll of 12- or 13-; -3/4), Character Must Be Aware Of Attack (-1/4)8 3) Lightning Jabs: Naked Modifier: Autofire (5 shots; +1/2) for up to 20 Active Points (10 Active Points); All Shots Must Be Used Against Same Target (-1/4) 14 4) Pain Tolerance: (Total: 10 Active Cost, 4 Real Cost) +5 Mental Defense (8 points total) (5 Active Points); Only To Resist Pain Attacks (-2) (Real Cost: 2) plus Power Defense (5 points) (5 Active Points); Only To Resist Pain Attacks (-2) (Real Cost: 2)Akido Maneuver OCV DCV Notes12 +3 HTH Damage Class(es)4 Dodge -- +5 Dodge, Affects All Attacks, Abort4 Escape +0 +0 50 STR vs. Grabs4 Extend Ki +0 +0 50 STR to resist Shove; Block, Abort3 Hold -1 -1 Grab Two Limbs, 45 STR for holding on5 Joint Break -1 -2 Grab One Limb; HKA 2d6 +1 , Disable4 Joint Lock/Throw +1 +0 Grab One Limb; 2 1/2d6 NND ; Target Falls5 Redirect +1 +3 Block, Abort5 Strike +1 +3 7d6 Strike3 Takedown +1 +1 7d6 Strike; Target Falls3 Throw +0 +1 7d6 +v/5, Target Falls1 Weapon Element: Blades1 Weapon Element: Staffs1 Weapon Element: PolearmsPerks5 Hog: Custom Motorcycle3 Contact: The Old Man (Contact has useful Skills or resources, Good relationship with Contact) 8-Talents6 Combat Luck (3 PD/3 ED)22 Danger Sense (self only, out of combat) 15-Skills15 +5 with Aikido10 Brawler: +2 with HTH Combat10 Uncanny Defense: +2 with DCV3 Analyze: Combat 13-3 Breakfall 14-3 Bribery 13-3 Bureaucratics 13-3 Climbing 14-3 Combat Driving 14-5 Defense Maneuver I-II 3 Interrogation 13-2 KS: Aikido 11-2 KS: Akijutsu 11-2 KS: Black Market 11-2 KS: Criminal Underworld 11-4 Language: Japanese (Idiomatic, native accent)2 Navigation (Land) 13-3 Paramedics 13-3 Persuasion 13-3 Shadowing 13-3 Sleight of Hand 14-3 Stealth 14-3 Streetwise 13-2 Survival (Urban) 13-2 TF: Common Motorized Ground Vehicles, Two-Wheeled Motorized Ground Vehicles3 Teamwork 14-3 WF: Common Melee Weapons, Staffs2 WF: Small ArmsTotal Powers & Skill Cost: 322Total Cost: 460200+ Disadvantages10 Dependent NPC: NPC of the Week 11- (Normal; Useful Noncombat Position or Skills)10 Distinctive Features: Style Limitation: Aikido (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures)10 Hunted: Assassin: 8- (Occasionally), As Powerful, Harshly Punish20 Hunted: Criminal Underworld: 8- (Occasionally), More Powerful, NCI, Harshly Punish20 Psychological Limitation: Code Against Killing Common, Total15 Psychological Limitation: Repentant about Past (Very Common, Moderate)10 Psychological Limitation: Tends to solve problems with his fists (Common, Moderate)10 Reputation: Reformed Criminal: , Frequently (11-)5 Rivalry: Cody : Professional (; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)10 Social Limitation: Ex-Con (Occasionally, Major)0 Watched: Other Fighters of Note: 8- (Occasionally), As Powerful, Watching140 Experience PointsTotal Disadvantage Points: 460Background/History: Whe you are always the biggest kid in class things are easy for you. When you move to the big city and find that you're not the biggest you have to get mean to survive. Chris Durant got very mean. He worked his way up the criminal ladder for a few years before he finally tired of all the greed, the backstabbing, and the needless violence. He'd been content to be a bully, someone who got differntial treatment just for being a tough guy. In real criminal gangs, he found himself hurting people who couldn't defend themselves. At this point he only looked forward to the days when some fellow thug would challenge him; his reputation for violence led to a few confrontations.

Finally, Chris was arrested. The charge was man slaughter.

In prison, Chris found a guru. An older japanese man, reputed to be a member of the Yakuza, sensed in Chris something more than a mere bully and crimnal. The older man approached Chris and, after a few brush offs, they began to talk regularly. The "Old Man" taught Chris the basics of meditation and aikido. When Chris got out of the Big House, he had a name for a master of Aikijutsu to continue his learning.

His "friends" from the gang weren't happy with his decision to go straight; but after a few visits from "the boys" ended in inconclusive beatings for both sides his old boss simply decided to let it be; providing Chris got out of town and promised never to return. He did. Now he travels wherever the wind takes him; puting his skills to use helping people to atone for the damage he did back in the city. Personality/Motivation: Repentant for his past days as a bully and thug, Chris now seeks to help people out when he can. This can be anything from manual labor for a family in a hard spot to using his combat skills to protect an individual or group.

Over the last few years Chris has become to enjoy his role as Knight Errant. Quote: "I think I can help"Powers/Tactics: Though his skills with Aikido are well developed, he sometimes slips back to his older, wilder form of fighting. Chris generally begins the fight defensively, trying to disable his opponent and control the action. He'll switch to trading blows and being a "Tough Guy" if he feels a) that's more effective, or B) he gets really angry. Campaign Use: NPC that can fight pc's in the mistaken belief that they are harming someone or an ally should they find themselves in need of one. Appearance: Strong man with blonde hair, scruffy beard, brown eyes, and a slightly haunted look about him. Chris dresses in slightly dated fashions.

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Re: Generic Fighting Game UniverseLeon St. EtienneVal Char Cost Roll Notes18 STR 8 13- Lift 303.1kg; 3 1/2d6 [2]27 DEX 51 14- OCV: 9/DCV: 922 CON 24 13-13 BODY 6 12-10 INT 0 11- PER Roll 13-15 EGO 10 12- ECV: 519 PRE 9 13- PRE Attack: 3 1/2d616 COM 3 12-12/18 PD 8 Total: 12/18 PD (8/14 rPD)8/14 ED 4 Total: 8/14 ED (0/6 rED)6 SPD 23 Phases: 2, 4, 6, 8, 10, 1210 REC 450 END 350 STUN 17 Total Characteristic Cost: 170Movement: Running: 6"/12" Flight: 11"/12" Leaping: 7"/14" Swimming: 2"/4"Cost Powers END89 Arsenal of the Lion : Multipower, 89-point reserve2u 1) Double Snap Kick: Hand-to-Hand Attack +8d6 (40 Active Points); Hand-To-Hand Attack (-1/2), Reduced Penetration (-1/4) 45u 2) Flying Lion Kick: (Total: 89 Active Cost, 46 Real Cost) Hand-to-Hand Attack +11d6, Reduced Endurance (1/2 END; +1/4) (69 Active Points); Hand-To-Hand Attack (-1/2), Reduced Penetration (-1/4) (Real Cost: 39) plus Flight 10" (20 Active Points); Restricted Path (Straight Line; -1), Must Land At The End Of Each Phase (-1/2), no Noncombat movement (-1/4) (Real Cost: 7) 43u 3) Hurricane Lion Kick: Hand-to-Hand Attack +5d6, Area Effect: Radius (+1) (50 Active Points); Hand-To-Hand Attack (-1/2) 54u 4) Lightning Aura: HKA 1d6+1, Armor Piercing (+1/2), Damage Shield (+1/2), Continuous (+1) (60 Active Points); No STR Bonus (-1/2) 62u 5) The Lion's Roar of Thunder: Hearing Group Flash 6d6, Personal Immunity (+1/4), Area Of Effect (5" Cone; +1) (40 Active Points); No Range (-1/2), Concentration (0 DCV; -1/2) 43u 6) Torrent Kick: Hand-to-Hand Attack +5d6, Reduced Endurance (1/2 END; +1/2), Autofire (10 shots; +1) (62 Active Points); Hand-To-Hand Attack (-1/2), All Shots vs Same target: Slightly (-1/4) 21 Iron Mind: Mental Defense (4 points total)2 Iron Shirt Technique: Damage Resistance (8 PD) (4 Active Points); Does not work against firearms (-1/2), Location 4 [Ears] left undefended (-1/4)6 Keen Senses: +2 PER with all Sense Groups5 Lion's Eyes: Nightvision9 Soaring Leaps: Leaping +4" (7 1/2" forward, 3 1/2" upward) (Accurate) 18 Strong Soul: Hearing Group Flash Defense (8 points)1 Superior Balance: Flight 1" (2 Active Points); Only to Balance on small objects (-1) 1\tabSavate Maneuver OCV DCV Notes12 +3 HTH Damage Class(es)4 Block +2 +2 Block, Abort4 Coup de pied bas (low kick) +0 +2 8 1/2d6 Strike5 Coup de pied chasse (side kick) -2 +1 10 1/2d6 Strike4 Crochet (Hook) +2 +0 8 1/2d6 Strike4 Disarm -1 +1 Disarm; 43 STR to Disarm roll5 Direct (Jab/Cross) +1 +3 6 1/2d6 Strike3 Footsweep +2 -1 7 1/2d6 Strike, Target Falls1 Weapon Element: Blades1 Weapon Element: Clubs (Cane)Perks1 False Identity: Jean Luc DeWalle3 Reputation: Top notch Fighter (A large group) 14-, +1/+1d63 Contact: The Black Rose Society, Organization Contact (x3) (3 Active Points) 8-Talents12 Combat Luck (6 PD/6 ED)Skills5 +1 with all PRE Based Skills15 +3 with HTH Combat18 +6 with Savate3 Breakfall 14-2 CK: London 11-2 CK: Paris 11-2 CK: Versailles 11-3 Climbing 14-3 Combat Driving 14-3 Contortionist 14-3 Demolitions 11-3 Electronics 11-6 Forgery (Commercial Goods, Documents) 12-6 Gambling (Card Games, Chess, Mahjongg, Roulette) 11-3 High Society 13-3 KS: Mercenary World 12-2 KS: Military/Terrorist World 11-2 KS: Savate 11-3 Linguist1 1) Language: Dutch (completely fluent) (3 Active Points)1 2) Language: English (Completely Fluent, w/Accent) (3 Active Points)0 3) Language: French (Idiomatic, native accent; Native Language)1 4) Language: German (completely fluent) (3 Active Points)1 5) Language: Italian (completely fluent) (3 Active Points)2 PS: Streetgfighter 11-2 PS: Thief 11-3 Persuasion 13-3 Security Systems 11-3 Seduction 13-3 Sleight of Hand 14-3 Stealth 14-3 Streetwise 13-4 Survival (Desert, Urban) 11-2 TF: Common Motorized Ground Vehicles3 Trading 13-6 Weapon Familiarity: Unarmed Combat & Clubs, Common Martial Arts Weapons, Common Melee Weapons, Small ArmsTotal Powers & Skill Cost: 330Total Cost: 500200+ Disadvantages10 Distinctive Features: Style Limitation (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures)5 Distinctive Features: Movie "star" good looks: Easily Concealed, Noticed and Recognizable, Detectable By Commonly-Used Senses20 Hunted: The Tiger Squad 8- (Mo Pow, NCI, Harshly Punish)20 Hunted: Interpol: 11- (Frequently), More Powerful, NCI, Mildly Punish15 Psychological Limitation: Lecherous Very Common, Moderate15 Psychological Limitation: Overconfidence Very Common, Moderate20 Psychological Limitation: Vain Common, Total10 Reputation: Assassin, Sometimes (8-) (Extreme)5 Reputation: Cat Burgler/Enforcer: , Sometimes (8-)10 Rivalry: Professional and Romantic (Danar Einburk (rival Merc), Rival is As Powerful, Seek to Outdo, Embarrass, or Humiliate Rival, Rival Aware of Rivalry10 Unluck: 2d6160 Experience PointsTotal Disadvantage Points: 500Background/History: Leon St. Etienne is a vain, egotistical, and powerful warrior. He was born in Lyon, and his obsessions with Lions comes from his father's tales of his days as a big game hunter. As Leon fell into criminal persuits he wanted something that set him apart. He began studying savate early and has been traveling the world to test his skills. Personality/Motivation: A lecherous, vain, and self absorbed man, Leon has no empathy for anyone other than himself. He's cocky and easily provoked to violence. He's trying to get in roads into the Black Rose Society, but thus far he's only been kept at arms length. It frustrates him and he's bound to react violently to rejection. Quote: "Heh. I can't believe you think you could beat me." Powers/Tactics: He's got a small arsenal of specialized kicks, has tapped into his inner strength to produce the Thunder/Lightning effects. He calls them his Roar and Thunderclaw. Leon fights aggressively, using his kick arsenal to keep his opponents off their balance. Campaign Use: A fighter with upper level power. Leon should be a challenge to a few newbie fighters of a single experienced one. Appearance: A short man with a gymnasts build. He often takes his shirt off to fight so that the ladies can see his handsome body. Leon wears his blonde hair very long often in a pony tail. His costumes often have either a lion theme or at least lion themed jewelry (tie pin, ring, cufflinks, etc.)

 

 

 

 

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Re: Generic Fighting Game Universe"Firebird" JohnsonVal Char Cost Roll Notes20 STR 10 13- Lift 400.0kg; 4d6 [2]23 DEX 39 14- OCV: 8/DCV: 823 CON 26 14-17 BODY 14 12-15 INT 5 12- PER Roll 12-13 EGO 6 12- ECV: 420 PRE 10 13- PRE Attack: 4d612 COM 1 11-20 PD 16 Total: 20 PD (0 rPD)10 ED 5 Total: 10 ED (0 rED)5 SPD 17 Phases: 3, 5, 8, 10, 129 REC 050 END 250 STUN 11 Total Characteristic Cost: 162Movement: Running: 8"/32" Leaping: 4"/8" Swimming: 2"/4"Cost Powers END50 The Sweet Science: Multipower, 50-point reserve2u 1) Kidney Shot: Killing Attack - Hand-To-Hand 1d6+1 (2 1/2d6 w/STR) (20 Active Points) 22u 2) Dazed and Confused: (Total: 45 Active Cost, 17 Real Cost) Hand-To-Hand Attack +2d6 (10 Active Points); Hand-To-Hand Attack (-1/2), Linked ( The Dazing; -1/2) (Real Cost: 5) plus Entangle 2d6, 0 DEF, Reduced Endurance (1/2 END; +1/4), Takes No Damage From Attacks All Attacks (+1/2) (35 Active Points); No Defense (-1 1/2), No Range (-1/2) (Real Cost: 12) 23u 3) The Hurricane Flurry: Hand-To-Hand Attack +5d6, Autofire (5 shots; +1/2), Reduced Endurance (1/2 END; +1/2) (50 Active Points); Hand-To-Hand Attack (-1/2) 22u 4) The Train Wreck Punch: Hand-To-Hand Attack +4d6, Double Knockback (+3/4) (35 Active Points); Hand-To-Hand Attack (-1/2) 33u 5) Uppercut Supreme: Hand-To-Hand Attack +7d6, Indirect (Same origin, always fired away from attacker; Uppercut Style Punch; +1/4) (44 Active Points); Hand-To-Hand Attack (-1/2) 425 Gladiator's Eye: Find Weakness 14- with Cross15 Can Take A Punch: Physical Damage Reduction, Resistant, 50% (30 Active Points); Requires A CON Roll 12- (assumes CON Roll of 12- or 13-; -3/4), Character Must Be Aware Of Attack (-1/4)6 Pain Tolerance: (Total: 20 Active Cost, 6 Real Cost) +10 Mental Defense (13 points total) (10 Active Points); Only To Resist Pain Attacks (-2) (Real Cost: 3) plus Power Defense (10 points) (10 Active Points); Only To Resist Pain Attacks (-2) (Real Cost: 3)9 Roadwork: Running +2" (8" total), x4 Noncombat 1\tabBoxing, Modern Maneuver OCV DCV Notes12 +3 HTH Damage Class(es)4 Block +2 +2 Block, Abort3 Clinch -1 -1 Grab Two Limbs, 45 STR for holding on4 Cross +0 +2 9d6 Strike5 Hook -2 +1 11d6 Strike3 Jab +2 +1 3d6 Strike1 Weapon Element: CestusPerks10 Money: Wealthy3 Well-Connected2 1) Contact: Chicago Police Gang Specialist (Contact has useful Skills or resources) (3 Active Points) 11-1 2) Contact: Jonas Purdue; Boxing Manager (2 Active Points) 11-2 3) Contact: Boxing World (3 Active Points) 12-5 4) Contact: IOC, Organization Contact (x3) (6 Active Points) 11-Talents3 Hands Like Lightning: Lightning Reflexes: +2 DEX to act first with All ActionsSkills15 +3 with HTH Combat9 +3 with Boxing5 Footwork Supreme: Defense Maneuver I-II 3 Martial Arts Madness: Power 12-3 Analyze: Style 12-3 Paramedics 12-4 Professional Skill: Prize Fighter 13-3 Scholar1 1) KS: Accounting (2 Active Points) 11-2 2) KS: Advertising (3 Active Points) 12-2 3) KS: Boxing (3 Active Points) 12-2 4) KS: Business Development (3 Active Points) 12-2 5) KS: Business Law (3 Active Points) 12-2 6) KS: Business/Finance (3 Active Points) 12-1 7) KS: Chicago Street Gangs (2 Active Points) 11-1 8) KS: The Martial World (2 Active Points) 11-3 Streetwise 13-2 Survival (Urban) 12-3 Teamwork 14-2 WF: Assault Rifles/LMGs, Fist-Loads, HandgunsTotal Powers & Skill Cost: 243Total Cost: 405200+ Disadvantages10 Dependent NPC: Denise Johnson (Ex Wife) 8- (Normal)5 Distinctive Features: Firebird Tattoo on his back (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)10 Distinctive Features: Style Limitation (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures)25 Hunted: Mob (For a boxing Fix gone wrong) 8- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Harshly Punish)15 Hunted: Ox Bender (Another Fighter) 8- (As Pow, PC has a Public ID or is otherwise very easy to find, Harshly Punish)20 Hunted: The IRS 11- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Watching)20 Psychological Limitation: By the book. A good guy. (Common, Total)15 Psychological Limitation: Overconfident (Very Common, Moderate)10 Psychological Limitation: Philanthropic (Common, Moderate)5 Rivalry: Professional (Cedric "the Hammer" Foster; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)15 Social Limitation: Celebrity (Frequently, Major)55 Experience PointsTotal Disadvantage Points: 405Background/History: A heavyweight champion with a deep love of the sport and a degree in business, Louis has managed his own professional career and invested his money wisely. He is an American success story, and is generally considered the Antithesis of Cedric Foster, an equally talented champion who sold his soul to the Mob and was kicked out of boxing.

Loius reigned for about five years, becoming the undisputed champion by holding all three major belts. He then left to find and challenge the World Warriors, in the Street Fighting Circuit. He hopes to fight those who took the art of Boxing to the streets and became warriors, especially Foster. Early in his career the Mob tried to get him to throw a fight he wouldn't. They sent some legbreakers after him, he sent them to the hospital.

Then they tried to sick the IRS after him by making some phoney payoffs. This almost worked, yet he still came out clean. There are elements in IRS who still feel he's a fraud and they have kept tabs on him. Personality/Motivation: Overconfident but a genuinely good man. Firebird was a paragon of virtue in a corrupt sport. He almost glows with an inner light by comparison. He turned his Boxing fortune into a business empire and still maintians close contact to his roots. Quote: "Let's have a good clean fight, okay?"

"Is that all you got?"

Powers/Tactics: Firebird Johnson is a little on the light side for a Heavy Weight Champion. He wasn't a puncher, he is a classically trained boxer. However, his strength should not be underestimated. He was known for his ability to take punishment when he fought in the ring and that has carried over to his non-sanctioned bouts. His "Sweet Science" abilities have been learned over the years and he generally saves them for the toughest opponents as they can be quite brutal. Campaign Use: Louis Johnson can serve as an ally, a mentor, a financier, a sponsor, or an antagonist. Appearance: An attractive man with a chisled physique, Louis shaves his head, but wears a goatee. He dresses well as befiting a champion. He favors monochrome suits, often with matching trenchcoats. He wears expensive, but tasteful jewelry. He has a red and gold firebird (aztec styled) tattooed on his back.

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Re: Generic Fighting Game Universe

 

Okay' date=' I'll ask for a little help. I am probably going to have like 50,000 "ninja" clans for this world. COuld use some nice demonstrative names for some of these clans. Anybody use home brewed ninja?[/quote']

 

Hmm. I really don't, but I can think of some.

 

The Yamaguchi-gumi and Inagawa-kai are two of Japans most famous Yakuza families. You can swap in any Japanese family name you'd like, then add -gumi or -kai to the end, and it will sound gangish.

 

Almost any Japanese family name + the word "clan" at the end will sound OK as a ninja clan. God's names sound good a well. So, Izanami Clan, Izanami - Kai, and Izanami - Gumi all sound interesting.

 

The seven Japanese gods of luck are:

 

Benten

 

Goddess of luck, love, eloquence, wisdom and the fine arts.

 

Bishamon

 

War god.

 

Daikoku

 

Wealth and farming. Big fat dude.

 

Ebisu

 

Fishermen and fishing.

 

Fukurokuju

 

Wisdom, good luck and longevity.

 

Hotei

 

Wealth and hapiness. Sometimes travels in a cart drawn by (presumably happy) children.

 

Jurojin

 

Longevity and happiness.

 

You could add "Clan" to the end of their names and have strangely happy Ninjas. And we all like happy, fluffy ninjas, in their pink bunny suits and iron carrot daggers.

 

Saw Kong last night, so I'm on zero sleep right now. Please note that anything I type may consist of random words strung sklahfj alhf;a kd,a

 

OK.

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Re: Generic Fighting Game Universe

 

I guess you could use the old dodge of a color with an animal.

 

Yellow Scorpions, White Tigers, Green Butterflies.

 

Place names like Naruto.

 

Tokyo chonin.

 

Maybe named after special moves

 

The Iron Fist, The Sword of Sinanju.

 

Or maybe a combination of the above.

 

The Tokyo White Tiger Iron Fists.

CES

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