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Susano

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Everything posted by Susano

  1. 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)
  2. 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)
  3. 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)
  4. 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)
  5. 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)
  6. 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)
  7. 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)
  8. 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)
  9. 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)
  10. 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)
  11. 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)
  12. 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)
  13. 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)
  14. 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!
  15. WALLACE Val CHA Cost Roll Notes 18 STR 8 13- Lift 300 kg; 3 1/2d6 HTH Damage 23 DEX 39 13- OCV: 8 / DCV: 8 18 CON 16 13- 14 BODY 8 12- 18 INT 8 13- PER Roll 13- 18 EGO 16 13- ECV: 6 15 PRE 5 12- PRE Attack: 3d6 10 COM 0 11- 8 PD 4 Total: 8 PD 6 ED 2 Total: 6 ED 5 SPD 17 Phases: 3, 5, 8, 10, 12 8 REC 0 40 END 2 32 STUN 0 Total Characteristics Cost: 125 Movement: Running: 6" / 12" Leaping: 6" / 12" Swimming: 3" / 6" Cost Powers & Skills Martial Arts: Hand-to-Hand Fighting Skill Maneuver OCV DCV Damage 4 Block +2 +2 Block, Abort 4 Dodge +0 +5 Dodge Versus All, Abort 4 Elbow Smash +2 +0 5 1/2d6 Strike 4 Joint Lock/Throw +1 +0 Grab One Limb; 1d6 NND (7); Target Falls 5 Jump Kick +1 -2 7 1/2d6 Strike 4 Punch +0 +2 5 1/2d6 Strike 5 Side Kick -2 +1 7 1/2d6 Strike 3 Shoulder Throw +0 +1 3 1/2d6 + v/5; Target Falls 2 Use Art With Clubs, Knives 9 Beretta Model 92: RKA 1d6+1; 15 Charges (-0), OAF (-1), Beam (-1/4) 2 Fearless: +10 PRE; Defensive Only (-1) 5 Can Catch A Thrown Knife: Missile Deflection (thrown objects) 11 Escape To The Private Place: Clairsentience (Sight and Hearing Groups), Retrocognition; Retrocognition Only (-1), Black Out (-1/2), Extra Time (5 minutes; -2), Requires a PS: Ch'i-Centering Roll (with no Active Point modifier; -0), END 5 2 Leaping: +2" (6" forward, 3" upward), END 1 1 Swimming: +1", END 1 Perks: 8 Contact: The Captain 13-, useful skills and resources, excellent relationship 1 Fringe Benefit: Congressional Medal Of Honor Winner Talents: 3 Resistance: +3 to Ego to resist Seduction Skills: 48 Combat Skill Levels: +6 with Combat 2 AK: Sin City 11- 3 Climbing 14- 3 Combat Driving 14- 0 Concealment 8- 0 Conversation 8- 3 Deduction 13- 3 Demolitions 13- 3 KS: Military Hardware 13- 0 Language: English (native) 3 Lockpicking 14- 3 Paramedic 13- 4 PS: Artist 14- 3 PS: Ch'i Centering Techniques 13- 2 PS: Short-Order Cook 11- 5 Rapid Attack (HTH) 5 Rapid Attack (Ranged) 0 Shadowing 8- 3 Stealth 14- 0 TF: Small Motorized Ground Vehicles 10 Two Gun Fighting 5 WF: Small Arms, Blades, Thrown Knife/Sword, Shuriken 185 Total Powers & Skills Cost 310 Total Character Cost 150+ Disadvantages 15 DNPC: Esther (normal) 11- 20 Hunted: Basin City Police (MoPow, NCI, Lim Geo) 11- 10 Psychological Limitation: Always Polite (C, M) 20 Psychological Limitation: Levelheaded (VC, S) 95 Experience 310 Total Disadvantage Points Background/History: A former Navy SEAL, Wallace won the Congressional Medal of Honor at some point (one presumes in Vietnam). Now, he lives in Basin City, working as an artist (he paints), but usually paying his rent as a short-order cook. While out driving around (and trying to clear his head), he sees a woman (Esther) throw herself off of a cliff and into the water. He rescues her, only to have her taken from him by some of the Colonel's men. Recovering from the attack, Wallace then proceeds to work his way "up the food chain," eliminating anyone who tries to stop him. Eventually, he rescues Esther a second time, and then abandons Sin City (with Esther) for a more pleasant place to live. Personality/Motivation: Wallace is an interesting guy. Unlike the rest of Miller's anti-heroes in Sin City, Wallace is a man at peace with himself. He doesn't have any dark secrets or hidden demons, and is quite capable of ignoring Delia's charms. He also doesn't go out of his way to enter into violence, often giving a warning to an opponent to back off, but once pressed is capable of wrecking utter havoc. At all times Wallace is unerringly polite, usually using "Ma'am" when talking to women, and never swearing. He tires to remain calm at all times, probably because he is capable of such extreme violence, and tends to be analytical about things, doing what needs to be done but not overdoing it. He will flee is outnumbered, but will not give up or surrender if he can help it. Quotes: "Your nose is broken. Your jaw's next. It's up to you." "You'll see me again. I'm going to kill everyone of you." Powers/Tactics: Where to start? Basically, Wallace is a one-man army. He is almost certainly Miho's equal in hand-to-hand combat (His combat stats are basically her combat stats.), and is quite capable with guns as well. He virtually annihilates the Colonel's forces in the battle at the factory where the slavery operation was held, killing something like 20 guards (or more) before being forced to flee. He also trashes four Basin City police in mere moments, beats up Manute (join the club...), kills a sniper simply by targeting flashes from the man's scope, and one-shots Mariah. In my opinion he is the most combat effective character in the Sin City universe, even more so than Miho (which is saying something). And I might have under estimated his prowess. He might have Danger Sense and Defense Maneuver, you can add these if you wish, I wasn't certain (and they would be in line with his combat skills). Wallenquist says it best: "...pray we never see his like again." Wallace's levelheaded personality is also expressed in his Resistance (Delia calls him a monk), and his meditation tricks to achieve a sense of calm when things are bad. By retreating to his "secret place," he can review his memory, and bring back things he'd forgotten or that weren't clear at the time he experienced them. Appearance: Wallace looks to be around 5'10" to 6' tall. He has a lean, muscular build, long black hair, and a close-trimmed beard and mustache. His mode of normal dress is a black shirt, black jeans, sneakers, and an ankle-length coat. (Wallace created by, character sheet created by Michael Surbrook)
  16. MIHO Val CHA Cost Roll Notes 10 STR 0 11- Lift 100 kg; 2d6 HTH Damage 23 DEX 39 13- OCV: 8 / DCV: 8 15 CON 10 12- 9 BODY -2 11- 15 INT 5 12- PER Roll 12- 18 EGO 6 13- ECV: 6 13 PRE 3 12- PRE Attack: 2 1/2d6 12 COM 1 11- 5 PD 3 Total: 5 PD 4 ED 1 Total: 4 ED 5 SPD 17 Phases: 3, 5, 8, 10, 12 6 REC 2 30 END 0 25 STUN 3 Total Characteristics Cost: 88 Movement: Flight: 6" Running: 6" / 12" Leaping: 4" / 8" Swimming: 2" / 4" Cost Powers & Skills 73 Martial Arts Weapons: Variable Power Pool (Gadget Pool) 60 base + 30 control; Limited Class of Powers (Only Normal Gadgets; -1/2), IIF (Minimum; -1/4), Can Only Change Gadgets In Lab (-1/2) Martial Arts: "Karate" Maneuver OCV DCV Damage 4 Dodge +0 +5 Dodge vs All 4 Killing Strike -2 +0 1/2d6 HKA (1d6+1 w/STR) 3 Legsweep +2 -1 3d6 Strike; Target falls 4 Low Blow -1 +1 2d6 NND (1) 5 Side Kick -2 +1 6d6 Strike 4 Snap Kick +2 +0 4d6 Strike 7 Superior Balance: Flight 6": No Noncombat Movement (-1/4), Only Along Reasonably Horizontal Surfaces (-1/2) 2 Leaping: +2" (4" total), END 2 Talents: 3 Lightsleep Skills: 48 Combat Skill Levels: +6 with Combat 3 Acrobatics 14- 2 AK: Old Town 11- 3 Breakfall 14- 3 Climbing 14- 5 Concealment 13- 0 Conversation 8- 0 Deduction 8- 3 Fastdraw 14- 3 Language: English 0 Language: Japanese (native) 3 Lockpicking 14- 0 Paramedic 8- 2 PS: Assassin/Killer 11- 7 Shadowing 14- 3 Sleight of Hand 14- 3 Stealth 14- 3 Streetwise 12- 1 TF: Rollerblades 3 Tracking 12- 8 WF: Common Martial Arts Melee Weapons, Common Melee Weapons, Common Missile Weapons, Off-Hand, Thrown Sword 212 Total Powers & Skills Cost 300 Total Character Cost 150+ Disadvantages 5 Distinctive Features: Never Speaks (EC) 15 Distinctive Features: Tiny, Maybe 4'9" (NC) 15 Psychological Limitation: Likes To Play With Her Prey, Especially If She's Been Angered (C, S) 15 Psychological Limitation: Protective Of The Girls Of Old Town (C, S) 10 Reputation: Old Town Assassin And Killer (Ext, Lim Geo) 11- 90 Experience 300 Total Disadvantage Points Background/History: Miho is a tiny Japanese assassin who works out of Old Town. She is a walking arsenal, and carries a wide assortment of swords and other martial art's weapons tucked inside her clothing. She shows up in a number of stories, starting with "A Dame to Kill For," and ends up Dwight's partner (of sorts) in "The Big Fat Kill" and "Family Values." Miho is the one character that really pushes the envelope in Sin City. She regularly does things that that really seem beyond the abilities of everyone else (Marv's climbing a building aside). Such stunts include walking (or rollerblading) along thin objects (such as a telephone wire), standing on top of a small or precarious object (such as the bucket of an earthmover), hurling a small stick inside a gunbarrel, firing an arrow through someone's neck (from outside a building and through a window), and bouncing a shuriken off of a wall and into someone. Her high DEX and SPD are meant to simulate her fighting skills, which seem to be second to none. Miho never gets hit or hurt, and cuts her way though small groups in an instant. Personality/Motivation: Miho is the defender of Old Town, and the one woman the girls of Old Town call upon to get rid of troublesome people, like cops, criminals, and abusive johns. Miho doesn't care for racial slurs (like being called a "Jap bitch/whore") and will "play" with her target if such terms are used when referring to her. Such play usually has her putting all her levels into DCV and dodging her opponent's blows while hitting him (usually with contemptuous ease) in return. Quote: None. Miho never speaks, ever. She might be mute, but I'm not sure. Powers/Tactics: As stated, Miho is a whirlwind of death, and slaughters hordes of Mafia, terrorists, criminals, and even cops in her several Sin City appearances. The power pool contains her arsenal, which has contained anything from a swastika-shaped shuriken to a Japanese longbow. Her martial arts are based off of moves seen in the comic series. It seems to be all kicks, with no blocks (Miho dodges instead) or punches. Miho's flight is to allow her to stand on narrow ledges, street signs, telephone wires, and the like and not fall of. Her 6 levels with combat are to allow her to make some of the incredible shots she takes in the series (like tossing a fighting stick into a gunbarrel, or hurling a shuriken off of a wall and through someone's neck). Miho almost always makes called shots, and uses her levels to counter the hit-location modifiers. Appearance: Miho is tiny, standing maybe 4'10" maximum and weighing a mere 80-90 pounds. She has short black hair, a very slim figure, and dark eyes. Normally she dresses in tight jeans and a loose upper kimono, into which is tucked all sorts of weapons. A wakazashi (sometimes two) hangs from her belt. (Miho created by Frank Miller, character sheet created by Michael Surbrook)
  17. MARV Val CHA Cost Roll Notes 25 STR 20 14- 800 kg; 5d6 15 DEX 15 12- OCV: 5 / DCV: 5 23 CON 32 14- 20 BODY 20 13- 8 INT -2 11- PER Roll 11- 18 EGO 16 13- ECV: 6 20 PRE 10 13- PRE Attack: 4d6 8 COM -1 11- 10 PD 7 Total: 10 PD (3 rPD) 8 ED 4 Total: 8 ED 4 SPD 15 Phases: 3, 6, 9, 12 10 REC 0 46 END 0 45 STUN 0 Total Characteristics Cost: 136 Movement: Running: 6" / 12" Swimming: 3" / 6" Cost Powers & Skills 13 Gladys (M1911A1): RKA 2d6-1, Increased STUN Modifier (+1/4); 7 Charges (-1/2) OAF (-1), Beam (-1/4), plus +1 OCV; OAF (-1) 8 Tough In A Fight: Physical Damage Reduction, Resistant, 1/4, Must Be Aware Of Attack (-1/4), STUN Only (-1/2) 2 Tough In A Fight: Damage Resistance (3 PD), Doesn't Stop Penetration (-1/4) 2 Huge: Knockback Resistance (-1) 1 Swimming: +1" (3" Total), END 1 7 Wall Climbing: Clinging (25 STR); Cannot Resist KB Or Throws (-1/4), No Ceiling Movement Or Angles Of Less Than 80° (-1/4), END 1 Perks: 5 Contact: Kadie (bartender) 14- 2 Contact Lucille (parole officer) 11- Talents: 28 Can't be Snuck Up On: Danger Sense (Out of Combat, Immediate Area) 14- Skills: 10 Combat Skill Levels: +2 with Hand-To-Hand Combat 5 Combat Skill Levels: +1 with Firearms 4 Signature Weapon: Combat Skill Levels: +2 OCV with Gladys 3 Acrobatics 13- 3 AK: Sin City 12- 5 Combat Driving 13- 0 Concealment 8- 0 Conversation 8- 0 Deduction 8- 3 Interrogation 13- 2 KS: Classic Cars 11- 2 KS: Country and Western Music 11- 5 KS: Sin City Underworld 14- 0 Language: English (native) 0 Paramedic 8- 0 PS: Big Bruiser 8- 3 Stealth 12- 3 Streetwise 13- 2 Survival (Urban) 11- 0 TF: Small Motorized Ground Vehicles 10 Two Gun Fighting 3 WF: Small Arms, Knife 131 Total Powers & Skills Cost 267 Total Character Cost 125+ Disadvantages 15 Distinctive Features: Huge Frame And An Ugly, Scarred Face (NC) 15 DNPC: His Blind Mother (Incomp) 8- 5 Hunted: Basin City Police (MoPow, NCI, Lim Geo, Watching) 8- 15 Physical Limitation: His "Condition" (F, G) 5 Psychological Limitation: Fearful Of The Woods At Night (U, M) 20 Psychological Limitation: "Pays Up" (Repays Debts) (C, T) 15 Psychological Limitation: Will Not Hit A Woman, Or See One Hurt (C, S) 15 Reputation: Huge And Dangerous (extreme) 11- 37 Experience 267 Total Disadvantage Points Background/History: Marv is the main character of "Sin City", Frank Miller's first offering of his excellent series of graphic novels. He is a tough, violent, big bruiser of a man, who spends his time on the streets doing odd jobs (of all sorts) for different people. He's had trouble with the law, and has been in prison before. In "Sin City" he gets involved with a prostitute by the name of Goldie, who is killed before the story actually starts. Marv ends up on a citywide search for her killer, uncovering corruption and dirty secrets a great many people would rather not have see the light of day. In the course of his investigation, Marv kills a great many people, all of whom pretty much deserve it. In the end, however, he is caught, charged with the murders he did commit, and framed for those he didn't. At the end of "Sin City" he is put in the electric chair. Although Marv dies at the end of "Sin City" he reappears in later stories, both alone and with others (such as with Dwight in "A Dame to Kill For"). Personality/Motivation: Marv states he always "pays up," which means he will repay a debt owed to him. It is this aspect of his personality that drives him through "Sin City." He wants to quit, but won't, because Goldie gave him something he can't repay (although he will try). Marv also has states he doesn't fight women, although this point will be overlooked in extreme cases. He is also afraid of the woods for some reason, and being in the woods at night makes him uneasy. Marv's "condition" is never named, but it causes him to have lapses of memory and hallucinations. He takes drugs to combat it, and all through "Sin City" refers to it as a reminder not to lose control. In a later story, Marv ends up wondering where he is, and how he ended up wearing such a nice coat -- a side effect of his condition. Quote: "That's one fine coat you're wearing." Powers/Tactics: Marv is huge, that's his main power. He is very tough, especially in a fight, and not even bullets slow him down much. His immense strength allows him to climb some pretty sheer surfaces, and his is far more agile than one might think. Marv's prized possession is Gladys, a Colt .45 automatic he acquired a number of years ago, and is named after the toughest nun in his old school. With Gladys in hand, Marv feels much better about things, and is more than willing to tackle the opposition. Marv's skills are pretty typical for someone who is basically a street-level thug. Kadie runs "Kadie's" a country joint, and Marv has done a lot of jobs for her, which is why he is never cut off and always drinks for free at her place. Lucille is his parole officer, and its her lesbian lover, Claire, that supplies Marv with the drugs he needs to keep his condition under control. In "Sin City" Marv states that no one can sneak up on him, which is why he is so surprised by Kevin's attack at the farm. Appearance: Marv is described by Dwight McCarthy as "seven feet of muscle and mayhem." He is huge, broad shouldered, and immensely strong. Marv's face is pretty much a wreck, and hs body is heavily scarred. His looks are such that no woman will be with him (or so he says). His hair is blond, and cut very short. Marv normally dresses in jeans, boots and a tank top, and has a noted preference for fine coats, especially long trench coats. (Marv created by Frank Miller, character sheet created by Michael Surbrook)
  18. MANUTE Val CHA Cost Roll Notes 25 STR 20 14- Lift 800 kg; 5d6 HTH Damage 14 DEX 12 12- OCV: 5 / DCV: 5 23 CON 32 14- 20 BODY 20 13- 10 INT 0 11- PER Roll 11- 15 EGO 10 13- ECV: 6 20 PRE 10 13- PRE Attack: 4d6 10 COM 0 11- 10 PD 7 Total: 10 PD (3 rPD) 8 ED 4 Total: 8 ED 4 SPD 15 Phases: 3, 6, 9, 12 10 REC 0 46 END 0 45 STUN 0 Total Characteristics Cost: 130 Movement: Running: 6" / 12" Swimming: 2" / 4" Cost Powers & Skills 8 Like Punching A Vault Door: Physical Damage Reduction, Resistant, 1/4, Must Be Aware Of Attack (-1/4), STUN Only (-1/2) 2 Six Slugs Didn't Stop Him: Damage Resistance (3 PD), Doesn't Stop Penetration (-1/4) 2 Huge: Knockback Resistance (-1) Perks: 11 Contact: The Colonel 14-, extremely useful resources Skills: 10 Combat Skill Levels: +2 with Hand-To-Hand Combat 3 AK: Sin City 12- 0 Climbing 8- 0 Concealment 8- 0 Conversation 8- 0 Deduction 8- 3 High Society 13- 2 KS: Sin City Underworld 11- 0 Language: English (native) 0 Paramedic 8- 2 PS: Chauffeur 11- 5 Shadowing 12- 3 Stealth 12- 3 Streetwise 13- 0 TF: Small Motorized Ground Vehicles 10 Two Gun Fighting 2 WF: Small Arms 66 Total Powers & Skills Cost 196 Total Character Cost 100+ Disadvantages 15 Distinctive Features: Huge Frame And Missing Eye (NC) 10 Hunted: The Colonel (MoPow, NCI, Watching) 8- 10 Physical Limitation: One Eye (I, G) 20 Psychological Limitation: Loyal To His "Master" (Originally Ava Lord, now The Colonel) (C, T) 41 Experience 196 Total Disadvantage Points Background/History: A huge black man, Manute originally was a chauffeur and/or security chief for Damien and Ava Lord. After they were killed, he became an operative for The Colonel and Wallenquist, working as an enforcer. Eventually, he tangled with Dwight McCarthy one to many times, and ended up dying in a hail of gunfire at the end of The Big Fat Kill. Personality/Motivation: Manute is an odd one. He is very, very polite. To both his employers and those he is about to kill. He doesn't use your typical insults, and calls Wallace a "peasant" for daring to stand up to him. He's also a bit whacked in the head, telling Dwight that Ava is "the Goddess" and that Ava "makes slaves of men." Apparently, he served her all along, while she was setting up the death of Damien Lord. However, he is almost fanatically loyal to those he does serve, and does what is required of him without complaint. Quote: "Young lady, you are coming with me. And you sir, are simply going to die." Powers/Tactics: As with Marv, Manute's man power is sheer size and toughness. Dwight describes punching him as akin to punching "a vault door." Getting punched by Manute was described as like being hit by a freight train, or a wrecking ball. He is nigh-impossible to kill, as Dwight empties 6 rounds from a .25 into him, followed by a .45 from Ava, and he still didn't die. However, for all his size and power, he gets beat on regularly (see Designer's Notes below), which is why I gave him such a low DEX and only 2 HTH levels. Appearance: Manute is a huge black man, standing seven feet tall or even taller (He's at least as tall as Marv). He's also very solid, with broad shoulders, thick negroid features, and no hair. After A Dame To Kill For, he's missing his right eye. Manute is always seen in a classical chauffeur's uniform, complete with cap. Designer's Notes: I based Manute off of Marv's character sheet, since the two are physically identical in many ways. However, for such a big guy, Manute ends up the Sin City punching bag. I mean, really. When he first shows up he tosses Dwight around, but then Marv punches him out, Dwight fills him with bullets, Ava shoots him, Miho drives her swords into him, Wallace kicks the snerd out of him, and finally, he gets gunned down by the girls of Old Town. Not exactly a stellar record. Still, bump up his DEX, give him some more levels, and a nice gun or two, he can be dangerous. (Manute created by Frank Miller, character sheet created by Michael Surbrook)
  19. KEVIN Val CHA Cost Roll Notes 18 STR 8 13- Lift 300 kg; 3 1/2d6 HTH Damage 21 DEX 36 13- OCV: 7 / DCV: 7 15 CON 10 12- 12 BODY 4 11- 10 INT 0 11- PER Roll 11- 20 EGO 20 13- ECV: 7 15 PRE 5 12- PRE Attack: 3d6 10 COM 0 11- 6 PD 2 Total: 6 PD 4 ED 1 Total: 4 ED 5 SPD 19 Phases: 3, 5, 8, 10, 12 7 REC 0 30 END 0 30 STUN 1 Total Characteristics Cost: 109 Movement: Running: 6" / 12" Leaping: 5 1/2"/ 11" Swimming: 2" / 4" Cost Powers & Skills Martial Arts: "Kickboxing" Maneuver OCV DCV Damage 4 Disarm -1 +1 28 STR Disarm 4 Dodge +0 +5 Dodge versus All, Abort 4 Eye Gouge -1 -1 2d6 Flash versus Sight Group 4 Front Kick +0 +2 5 1/2d6 Strike 5 Flying Side Kick +1 -2 7 1/2d6 Strike 5 Side / Roundhouse Kick -2 +1 7 1/2d6 Strike 10 Long Fingernails: HKA: 1/2d6 (1d6+1 with STR), Reduced Endurance (0 END; +1/2); Reduced Penetration (-1/4), Real "Weapon" (-1/4) 2 Leaping: +2" (5 1/2" total), END 1 Skills: 10 Combat Skill Levels: +2 with Hand-To-Hand Combat 0 AK: The Farm and/or Sin City 8- 2 Animal Handler (Canines) 12- 3 Breakfall 13- 3 Climbing 13- 0 Concealment 8- 0 Conversation 8- 0 Deduction 8- 0 Language: English (native) 3 Lockpicking 13- 0 Paramedic 8- 0 PS: Cooking 8- 7 Shadowing 13- 7 Stealth 15- 0 TF: Small Motorized Ground Vehicles 3 Tracking 11- 76 Total Powers & Skills Cost 182 Total Character Cost 100+ Disadvantages 5 Distinctive Features: Long Fingernails (virtual claws) (EC) 10 Physical Limitation: Bad Sight (wears glasses) (I, G) 15 (20) Physical Limitation: Mute (F, F) 25 Psychological Limitation: Sociopath (VC, T) 27 Experience 182 Total Disadvantage Points Background/History: Kevin appears extensively in Sin City. He makes a cameo in at least one other story, but as yet has not appeared as a primary character in any further stories. As Marv kills Kevin towards the end of Sin City, his chances of reappearing are somewhat slim. Personality/Motivation: Kevin is a utter and total sociopath. He kills (and eats) women, and has murdered at least 7, leaving their heads mounted on the wall of a cell at the Farm. In addition, he removes Lucille's left hand, and eats it in front of her. Presumably, he was going to kill and eat the rest of her later. As far as I can tell, Kevin is mute, and never says a word, not even when Marv tortures him for information. Cardinal Roark says he spoke with the voice of an angel, but I have to wonder at that. Quote: Kevin is mute and cannot talk. Powers/Tactics: Kevin's martial arts is derived from his moves in Sin City. I never saw him throw a punch, so I don't know if he does (or bothers). He never blocked any blows either, and simply settled for ducking. Kevin's finger nails are long, really long and he uses them as effective claws. His Disarm and Eye Gouge maneuvers are used with his nails. Kevin's Leaping is taken from his fight with Marv. Game Master's may want to place a -1/4 Limitation of "No Noncombat," but considering that Marv climbs a 20-30 story building from the outside, this may not be a big deal. Appearance: Kevin is of average height with short hair and a bit of stubble. He wears glasses and has a fairly average face. He dresses in a sweater, jeans and, Keds sneakers. Designer's Notes: Designing Kevin was difficult. As he only fights Marv, his actual stats were hard to determine. I gave him his high DEX and SPD since he hit Marv repeatedly and seemingly at will, and since Marv is quite capable of outmaneuvering the police, even when outnumbered (which is why Marv has a SPD of 4), I felt Kevin's SPD of 5 was justified. His 21 DEX was based mainly on conjecture, as well as a gut feeling that Kevin could outfight Dwight (DEX 20, SPD 4) but not Miho (DEX 21-23, SPD 5). His low CON is due to the fact Marv lays him out with one punch (Granted, it was a head shot and Marv has a 25 STR, but Kevin is out for a long time from that one punch.). His high EGO is due to the fact Kevin is pretty much unaffected by Marv's torture session. (Kevin created by Frank Miller, character sheet created by Michael Surbrook)
  20. DWIGHT McCARTHY Val CHA Cost Roll Notes 15 STR 5 12- Lift 200kg; 3d6 HTH Damage 20 DEX 30 13- OCV: 7 / DCV: 7 18 CON 16 13- 14 BODY 8 12- 13 INT 3 12- PER Roll 12- 17 EGO 14 12- ECV: 6 18 PRE 8 13- PRE Attack: 3 1/2d6 14 COM 2 12- 7 PD 4 Total: 7 PD 5 ED 1 Total: 5 ED 4 SPD 10 Phases: 3, 6, 9, 12 7 REC 0 36 END 0 31 STUN 0 Total Characteristics Cost: 101 Movement: Running: 6" / 12" Swimming: 2" / 4" Cost Powers & Skills 13 Nickel-Plated M1911A1: RKA 2d6-1, Increased STUN Modifier (+1/4); 7 Charges (-1/2), OAF (-1), Beam (-1/4), plus +1 OCV; OAF (-1) 13 A Second Nickel-plated M1911A1 Martial Arts: Hand-to-Hand Fighting Skill Maneuver OCV DCV Damage 4 Block +2 +2 Block, Abort 4 Dodge +0 +5 Dodge vs All, Abort 4 Punch +0 +2 5d6 Strike 5 Roundhouse Kick -2 +1 7d6 Strike 3 Side Kick +1 +0 5d6 Strike 6 Tough in a Fight: Physical Damage Reduction, 1/4; Must Be Aware Of Attack (-1/4), STUN Only (-1/2) 5 Luck: 1d6 Perks: 1 Contact: Agamemnon 8- 2 Contact: Gail 11- 1 False ID Skills: 16 Combat Skill Levels: +2 with all Combat 8 Combat Skill Levels: +4 OCV with Two Gun Fighting 3 Acting 12- 2 AK: Sin City 11- 3 Breakfall 13- 3 Climbing 13- 3 Combat Driving 13- 0 Concealment 8- 3 Conversation 12- 0 Deduction 8- 3 Interrogation 12- 2 KS: Automobiles (esp. classics) 11- 2 KS: Sin City Underworld 11- 0 Language: English (native) 0 Paramedic 8- 2 PS: Journalist 11- 3 PS: Photographer 12- 0 Shadowing 8- 3 Stealth 13- 5 Streetwise 13- 5 Rapid Attack (ranged) 0 TF: Small Motorized Ground Vehicles 10 Two Gun Fighting 2 WF: Small Arms 139 Total Powers & Skills Cost 240 Total Character Cost 125+ Disadvantages 10 DNPC: Shelly (normal) 8- 10 Psychological Limitation: Nobody's Killing Anybody (U, S) 20 Psychological Limitation: Sense Of Duty / Debt To The Girls Of Old Town (C, T) 10 Psychological Limitation: Sex Makes Him Stupid / Sucker For A Pretty Face (U, S) 15 Social Limitaiton: Secret ID (Presumed dead, Dwight McCarthy is wanted by the police) (F, M) 5 Unluck: 1d6 45 Experience 240 Total Disadvantage Points Background/History: Dwight McCarthy is the hero (or to be more accurate -- main character) of a number of Sin City stories, including "A Dame to Kill For," "The Big Fat Kill," "The Babe Wore Red," and "Family Values." He used to be a news photojournalist and photographer who was in love with a woman named Ava. She left him for the multi-millionaire Damien Lord and Dwight's life eventually fell to pieces. She returned to him in "A Dame to Kill For" and manipulated him into killing Damien Lord, at which point she attempted to shoot him to death. Dwight was saved by his friend Marv, and brought to Old Town. While in Old Town, Dwight managed to convince Gail and the girls of Old Town to put him back together, fix his face, rebuild his body, and give him a new identity. He then hunted down Ava and killed her. Dwight has an interesting and complex character. In the first half of "A Dame to Kill For" he is a man on the edge, attempting to keep his temper (which seems to be fairly violent) under control. After his rebuilding, he seems more "calm" and more relaxed. In the later stories, he is much more in control, both of his emotions and his actions. Although he is capable of great violence, Dwight actually tries to keep people from hurting each other. Most of his involvement in the later Sin City stories revolves around him trying to assist the girls of Old Town in some fashion. Personality/Motivation: Dwight's "Nobody's killing anybody" defines his attitude about people trying to kill each other. Several times he has jumped into an altercation with the intent of sorting things out before someone gets killed. "The Babe Wore Red" is a prime example of this. According to Dwight (and Gail), sex makes him stupid, and he is easily swayed by a pretty face. This is what enabled Ava Lord to manipulate him so, and caused Dwight to kill Damien Lord. Since his "death" and "rebirth," Dwight has calmed down a bit, and isn't so prone to allowing a woman to talk him into doing the wrong thing. Finally, Dwight is totally in debt to the girls of Old Town. He can never repay them for what they did for him, and will go to great lengths to help them out of a jam. As he is mow supposed to be dead, Dwight does his best to keep his identity secret. He is wanted by the police in connection with the murder of Damien Lord, and the last thing Dwight needs is to be picked up by the police in connection with anything. Quote: "Nobody's killinig anybody. Not while I'm around." Powers/Tactics: Dwight is an experienced hand-to-hand combatant, and is capable of taking down a single foe fairly quickly. His certainly knows some form of martial arts, and his combat skill involves a number of kicks. Dwight also packs twin Colt .45s, and will often use both at the same time. At one point, his preference in guns was caused him to be likened to the Shadow. Appearance: Dwight is of average height, and looks to be a few inches shy of Gail's 6'. He is in excellent physical shape, well muscled, with a handsome face and a thick shock of brownish hair. Normally he dresses in jeans, sneakers, and a long coat or jacket. (Dwight McCarthy created by Frank Miller, character sheet created by Michael Surbrook)
  21. Contact me at susano@guisarme.net. I'll see what I can do for you.
  22. Ask, and ye shall receive. http://www.devermore.net/surbrook/adaptionscreatures/fiction/graboids.html
  23. Well, tradition has it Wong Fei Hung would no longer use the Drunken Style because it required drinking, and he'd promised his father he wouldn't drink (He might end up hurting someone if he did).
  24. Oh, I liked him because he was a "goof." I'm fairly sure he says it in the English dub as well. I know Ang Lee talked about aa CTHD prequel. But I thought the age differences would make it pretty much impossible for CYF to play the same character. But these are all nich genres. I mean, even THE MATRIX was monkied with to make it more palatable to the studios, so who knowns if they will do anything with this or not. Very true.
  25. Actually, I should have mentioned that Dragon 9 was a really cool character. And yes, he does make for a great "mythic China" secret agent. And I loved the SFX for his Dispell Versus Poisons! Yes, I liked that as well. Made for a nice touch. And yes, the final fight scene is quite nice, just not as... dramtic as some. And the attack you are thinking of is the Heavenly Holy Fairy Stance. Reminded me of Jackie's Eight Drunken Fairy Stance from DRUNKEN MASTER II. I've heard MONK was pirated already and has been shown overseas. IMDB has people in some forums saying it's not very good. All talk, no action -- basically the trailer is all the action you get. Others are saying this is bunk. So... not sure as of yet. One problem is that Hollywood won't do what guys like Jet Li is known for, which is period martial arts films. or,if they did, people would say "It's just THE MATRIX with sword." Maybe the success of LOTR will allow Hollywood to look into more fantasy films.
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