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Susano

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Everything posted by Susano

  1. A fantasy Japan setting. There was a Studio Ghibli film about a clan of tanuki released in 1994 or so. Apparently the tanuki were trying to save their land from development. And they do bear on the bellies/scrotums (among other stunts).
  2. BTW -- any comments on the stats and such for the character?
  3. Ahhh... but the drumming sound is/was supposed to be heard for miles. It also was hypnotic -- much like a will-o-the-wisp is -- enticing the foolhardy to come search for the source of the sound. I figured that deserved a power slot.
  4. Sure does. I'll let it mull in my mind. Hmm... Cantonese for scorpion?
  5. This one has been driving me nuts. I have a character, I have a time-period, an origin, and all that. But I can't come up with a decent superhero ID and costume. The basic origin is of a 1930's police officer in San Francisco trying to help clean up Tong/Triad activity in Chinatown. His efforts result in his being attacked by a horde of Tong soldiers. In the fight he looses his arm, and is dumped in the Bay. He is fished out by an eldery Chinese gentlemen, who nurses him back to health, and along the way instructs him in the art of kung fu. Unable to rejoin the force, and presumed dead, he starts a new life. As a one-armed crime-fighter (and defender of Chinatown and elsewhere). Here's the character sheet: One-Armed “Boxer†Val CHA Cost Roll Notes 15 STR 5 12- Lift 200 kg; 3d6 HTH damage [1] 18 DEX 24 13- OCV: 6/DCV: 6 16 CON 12 12- 12 BODY 4 11- 18 INT 8 13- PER Roll 13- 16 EGO 12 12- ECV: 5 18 PRE 8 13- PRE Attack: 3 1/2d6 14 COM 2 12- 8 PD 5 Total: 11 PD (3 rPD) 7 ED 4 Total: 10 ED (3 rED) 4 SPD 12 Phases: 3, 6, 9, 12 6 REC 0 32 END 0 30 STUN 2 Total Characteristics Cost: 98 Movement: Running: 8â€/16†Leaping: 6â€/12†Swimming: 2â€/4†Cost Powers END 17 Chain-Whip: HA +4d6, Reduced Endurance (0 END; +1/2); OAF (-1), Hand-To-Hand Attack (+1/2) plus Stretching +2â€, Reduced Endurance (0 END; +1/2); OAF (-1), Always Direct (-1/4), No Noncombat Stretching (-1/4), Only To Cause Damage (-1/2), No Velocity Damage (-1/4) 0 13 Spinning Chain-Whip: HA +4d6, Area Of Effect Nonselective (2†Radius; +3/4), Personal Immunity (+1/4): Extra Time (Full Phase; -1/2) OAF (-1), Hand-To-Hand Attack (+1/2) 4 13 Utility Belt: Multipower; 20-point reserve, OIF (-1/2) 1u 1) Colt Police Positive: RKA 1d6+1; 6 Charges (-3/4), OAF (-1), Beam (-1/4), Real Weapon (-1/4) [6] 1u 2) Flash Grenade: Sight Group Flash 2d6, Area Of Effect Nonselective (1†Radius; +3/4); 4 Charges (-1), OAF (-1) [4] 1u 3) Smoke Grenade: Darkness to Sight Group, 1†Radius; 4 Charges (-1), OAF (-1), Limited Effect (Normal Sight only; -1/4) [4] Martial Arts: Boxing and T'an T'ui Kung Fu Maneuver OCV DCV Notes 4 Arm Sweep Block +2 +2 Block, Abort 4 Cross/Front Kick +0 +2 6d6 Strike 4 Disarm -1 +1 30 STR Disarm 3 Footsweep +2 -1 5d6 Strike, Target Falls 5 Hook/Side Kick/Roundhouse Kick -2 +1 8d6 Strike 3 Jab +2 +1 4d6 Strike 4 +1 Damage Class (already added in) 1 Use Art With Chain-Whip 4 Leather Body Armor: Armor (3 PD/3 ED); Activation Roll or Locations 9-13 (-1), OIF (-1/2) 0 4 Fleet Of Foot: Running +2†(8†total) 2 2 Acrobatic Movement: Leaping +3†(6†forward, 3†upward); Requires An Acrobatics Roll (-1/2) 1 -1 Poor Swimmer: Swimming -1†1 Perks 3 Contact: An old friend on the force 11-, useful resources, limited to normal identiy 2 Fringe Benefit: Private Investigator's License Talents 3 Resistance (3 points) Skills 10 +2 Hand-to-Hand 4 +2 OCV with Colt Police Positive 3 +1 with Acrobatics, Breakfall, and Climbing 3 Acrobatics 13- 3 Breakfall 13- 1 Bureacratics 8- 2 CK: San Francisco 11- 2 CK: San Francisco’s Chinatown 11- 3 Climbing 13- 1 Conversation 8- 5 Deduction 14- 1 KS: Boxing 8- 2 KS: Criminal Law 11- 1 KS: T’an T’ui Kung Fu 8- 2 KS: San Francisco Underworld 11- 1 Language: Cantonese (basic conversation, English native) 1 Mechanics 8- 1 PS: Ex-Police Officer 8- 2 PS: Private Investigator 11- 3 Shadowing 13- 3 Stealth 13- 3 Streetwise 12- 3 WF: Chain-Whip, Nightstick, Pistol Total Powers & Skills Cost: 152 Total Cost: 250 150+ Disadvantages 10 DNPC: Shing Peng (his sifu)11- (LessPow) 10 Distinctive Features: Style (Not Concealable, Always Noticed And Recognizable, Detectable By Large Group) Hunted: 15 Physical Limitation: One Arm (Frequently, Greatly) Psychological Limitation: Reputation: Rivalry: 15 Social Limitation: Secret ID () (Frequently, Major) Experience Points Total Disadvantage Points: 250 Background/History: Personality/Motivation: Quote: “In the back-alleys of Chinatown there’s no justice. There’s just me.†Powers/Tactics: Campaign Use: Appearance: Anyone have any suggestions for his Heroic ID? (and a costume)
  6. Just so I don't screw anything up. Could you resend me those new files. And send me a note telling me what's all done (just like this one?).
  7. Ahem... I'm a Mac user. I don't do Windows. (But yes, I know the drill.)
  8. Ahhh yes. This is from taking a Word file and converting it directly to HTML. I need to get back to cleaning all that up. Robert, which ones of these are complete and up to date?
  9. Apparently, my browser is smart enough to ignore these tags, as I don't see the errors. Looks like I have a new side project.
  10. Uhm... can you tell where, exactly, this occurs? I'm not finding it.
  11. Crud. I didn't notice this. I bet is comes from saving those Word files you sent me as HTML. I'll try and get on fixing them.
  12. He's a supernatural being. What else can I say?
  13. Actually, the flying heads you are thinking of are Malaysian. I haven't even gotten to them yet. And hopping vampires might be more HK cinema than Chinese folklore. Might...
  14. Err... this is for an offical HERO product? Tanuki are one of several tricksters in Japanese lore. The others are the kitsune, and the tengu. And the tanuki can be quite lethal. So... if you are running a fantasy game set in Japan, or some facsimile, and you want to be accurate... And I'm striving for accuracy. Besides, I haven't even metioned the flying head guys...
  15. C'mon... read it! What can it hurt? Who knows, you might like it!
  16. Okay, before we get started two things. One: I'm dead serious here. This post isn't a sick joke. Two: The following might offend some people. Please keep that in mind. Thank you. In Japanese folklore, the tanuki (a form of dog, here, it means a badger), is known for its immense scrotum. Said body part can be as large as 144 square feet (12' x 12' or roughly AOE: One Hex). It can use its scrotum as a drum (pounding on it), as an umbrella, a kimono (robe), or even wrap it around a man's neck and strangle him with it. I'm curious as to some opinions as how to express this in power form. I was thinking of the following powers: AOE: Hex on STR; Only With Extra Limb Extra Limb, Inherent naked NND on STR; Only With Extra Limb (choking attack) Images; Gestures (must pound scrotum) Any thoughts here? Other constructs or ideas?
  17. Oops. That comes from adapting Manute from Marv's inital character sheet.
  18. Err... it's "Michael Surbrook." And my address is susano@guisarme.net.
  19. Someone else asked me for Hartigen, so I might try him. I also my try to do a character sheet for Delia. Ava and Nacy... maybe. Fatman and Little Boy are basically Talented Normals with a lo of Unluck.
  20. 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)
  21. 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)
  22. 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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