[Street Fighter: The Imperfect Warrior] Basic Rules and Characters
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		<h2 id="linktree">Play-By-Post: Light =&gt; Light: Exotic Small Groups =&gt; Topic started by: Jefepato on 24-05-2007, 06:40:02</h2>
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			<dt class="postheader">
				Title: <strong>[Street Fighter: The Imperfect Warrior] Basic Rules and Characters</strong><br>
				Post by: <strong>Jefepato</strong> on <strong>24-05-2007, 06:40:02</strong>
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			<dd class="postbody">
				We'll play essentially by the book for now.&nbsp; If anything seems problematic as we go, we'll discuss possible changes (which I will post here for reference).&nbsp; For sanity's sake, I'll probably handle the dice-rolling, unless one of you objects.<br><br>I will post XP in this thread as it's awarded.<br><br>Post character sheets, descriptions, backgrounds and suchlike in this thread as well.&nbsp; A brief description of any sensei or staff members under your Backgrounds is necessary for me to have any idea what's going on.&nbsp; If you do not care to spend points on the Manager background, one will be provided for you.&nbsp; I can promise he won't be a complete loser.<br><br>By the way, although botches on damage rolls won't normally be a huge deal, they may affect your movement for the round -- for example, if you interrupted a grappler by stepping out of his hex before he could grab you to deliver a Jab, and botch, you may land right back in his hex.<br><br>(A side note about the setting: Freestyle-division Street Fighting is illegal in most Western countries, including the USA.&nbsp; It's still a worldwide phenomenon and very popular, though.&nbsp; Cops are potential trouble, but getting arrested isn't a big day-to-day concern.&nbsp; Constantly ducking the law detracts from supernatural martial arts action.<br><br>Throwing Hadokens in a bar fight is still a bad idea, though.)<br><br>---------------------------------<br><br>Records:<br>Wilson: 6 Wins, 1 Loss, 4 KOs<br>House: 4 Wins, 2 Losses, 4 KOs<br><br>Renown:<br>Wilson has 5 temporary Honor and 9temporary Glory.<br>House has 1 temporary Honor and 6 temporary Glory.<br><br>---------------------------------<br><br>XP Gains:<br>2 general XP for your characters' names<br>15 general XP and 5 secondary XP for kicking ass and taking names in Manhattan (re: The Battle Begins)<br>25 general XP and 10 secondary XP for scenes of extreme violence on Long Island (re: Movin' On Up)<br><br>Total XP Available:<br>42 general and 15 secondary<br><br>(Please record all XP expenditures somewhere on your sheet.&nbsp; XP can only be spent when you actually have time to train, especially between tournaments.<br><br>Secondary XP works just like any other XP, but can only be spent on Social Attributes, Mental Attributes, and Abilities.&nbsp; I do this so that you can actually develop the non-violent aspects of your character somewhat without kneecapping yourself.)
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			<dt class="postheader">
				Title: <strong>Re: [Street Fighter: The Imperfect Warrior] Basic Rules and Characters</strong><br>
				Post by: <strong>CirclMastr</strong> on <strong>24-05-2007, 06:55:56</strong>
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			<dd class="postbody">
				Name: House<br>Concept: Entertainer<br>Style: Wu Shu<br><br>Strength 4<br>Dexterity 5<br>Stamina 3<br>Charisma 3<br>Manipulation 3<br>Appearance 3<br>Perception 2<br>Intelligence 2<br>Wits 2<br><br>Alertness 3<br>Insight 3<br>Subterfuge 3<br>Blind Fighting 3<br>Perform 5<br>Drive 1<br>Arena 2<br>Computer 1<br>Style Lore 2<br><br>Backgrounds<br>Resources 2<br>Manager 3<br><br>Techniques<br>Punch 2<br>Kick 3<br>Block 3<br>Athletics 3<br><br>Basic Maneuvers<br>Jab Punch (7S 5D 3M)<br>Strong Punch (5S 7D 3M)<br>Fierce Punch (4S 9D 2M)<br>Short Kick (6S 7D 3M)<br>Forward Kick (5S 9D 2M)<br>Roundhouse Kick (3S 11D 2M)<br>Block (9S 0D 0M)<br>Move (8S 0D 6M)<br><br>Special Maneuvers<br>Backflip Kick (5S 9D 2M back)<br>Handstand Kick (4S 11D 1M)<br>Deflecting Punch (5S 6D 0M)<br>Kick Defense (9S 0D 0M)<br>Punch Defense (9S 0D 0M)<br>Drunken Monkey Roll (8S 0D 5M)<br><br>Glory 1<br>Honor 2<br>Chi 3<br>Willpower 8<br>Health 11<br><br>XP Expenditures:<br>3/17 XP to raise Punch to 2.<br>8/17 XP to raise Stamina to 3.<br>6/17 XP to raise Athletics to 3.<br>12/25 XP to raise Strength to 4.<br>6/25 XP to raise Kick to 3.<br>4/25 XP to buy Handstand Kick.<br><br>8/15 XP to raise Appearance to 3.<br><br>XP remaining: 3 primary, 7 secondary
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			<dt class="postheader">
				Title: <strong>Re: [Street Fighter: The Imperfect Warrior] Basic Rules and Characters</strong><br>
				Post by: <strong>Ajoxer</strong> on <strong>24-05-2007, 19:25:44</strong>
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			<dd class="postbody">
				Name: Wilson<br>Player: Homer Turgeon<br>Chronicle: Dullone's<br>Style: Capoeira<br>School: XXX<br>Stable: XXX<br>Team: XXX<br>Concept: Classical music fighter.<br>Signature:<br><br>Strength: *** &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Wits: ***&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Charisma: **<br>Dexterity: *****&nbsp;&nbsp;&nbsp;Perception:****&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Manipulation: **<br>Stamina: ***&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Intelligence:***&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Appearance: **<br><br>Alertness: **&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Blind Fighting&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Arena: *<br>Interrogation:**&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Drive&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Computer: **<br>Intimidation&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Leadership: ***&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Investigation: **<br>Insight: ****&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Security: **&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Medicine: **<br>Streetwise&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Stealth: **&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Mysteries<br>Subterfuge&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Survival&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Style Lore: **<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Perform: **<br>Techniques<br>Kick: ****&nbsp;&nbsp;&nbsp;Block: **&nbsp;&nbsp;&nbsp;Athletics: ***&nbsp;&nbsp;&nbsp;Focus: **<br><br>Chi: 2/2<br>Willpower: 6/8<br>Honor: 3<br>Glory: 0<br>Health: 11/11<br><br>Special Moves, 0/9<br>Double Hit Knee, +0/+0/-2 Times Two. <br>Forward Flip Knee, -2/+4/2 hits enemy adjacent to or at your hex, moves to land behind opponent. Aerial.<br>Musical Accompaniment, floating +1 to either Damage, Move, or Speed each turn, if classical music is being played.<br>Rolling Attack, Cost 1 WP, +0/+3/+4, lands two hexes in front of the target.&nbsp;&nbsp;&nbsp;<br>Combo, Forward Flip Knee, Round House.<br><br>Combat<br>Jab: 7/2/3<br>Strong: 5/4/3<br>Fierce: 4/6/2<br>Short: 6/7/3<br>Forward: 5/9/2<br>Roundhouse: 3/11/2<br>Block: 9/X/X<br>Movement: 8/X/6<br>Grab: 5/2/1<br>Double Hit Knee: 5/7/1 Times Two<br>Forward Flip Knee: 3/11/2 Hits enemy adjacent or at your hex, ends movement behind them. If interrupt, enemy can no longer attack. Aerial.<br>Rolling Attack: 5/9/7, ends two hexes in front of enemy.<br><br>Sensei: 2<br>Resources: 1<br>Staff: 2<br><br>Bonus Points: <br>5 BPs spent on 1 point of Dexterity.<br>5 BPs spent on 1 point of Athletics.<br>3 BPs spent on 3 points of Willpower<br>2 BPs spent on 1 point of Insight.<br><br>Experience: 2/42<br>Secondary Experience: 2/16<br>After Manhattan<br>Focus increased from 1 to 2, 3 points.<br>Stamina increased from 2 to 3, 8 points.<br>Health increased from 10 to 11, 4 points.<br>Security and Stealth increased from 1 to 2, 4 points.<br>After Long Island<br>Strength increased from 2 to 3, 8 points.<br>Kicking increased from 3 to 4, 9 points. <br>Two Power Points bought, 8 points.<br>Buy Leadership 1, 3 points. <br>Leadership increased from 1 to 3, 6 points.
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			<dt class="postheader">
				Title: <strong>Re: [Street Fighter: The Imperfect Warrior] Basic Rules and Characters</strong><br>
				Post by: <strong>Jefepato</strong> on <strong>26-05-2007, 21:02:09</strong>
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			<dd class="postbody">
				Name: Megan Rockwell<br>Concept: Manager<br>Style: None<br><br>Strength 2<br>Dexterity 3<br>Stamina 2<br>Charisma 3<br>Manipulation 3<br>Appearance 3<br>Perception 3<br>Intelligence 4<br>Wits 3<br><br>Abilities:<br>Alertness 3<br>Insight 3<br>Streetwise 2<br>Subterfuge 2<br><br>Bookie 3<br>Drive 2<br>Leadership 2<br>Manage 4<br>Publicist 3<br>Security 2<br><br>Arena 4<br>Computer 3<br>Finance 3<br>Investigation 2<br>Law 2<br>Medicine 2<br>Mysteries 1<br>Style Lore 3<br><br>Backgrounds:<br>Contacts 3<br>Resources 3<br><br>Techniques:<br>Punch 1<br>Kick 1<br>Block 1<br>Athletics 1<br>Firearms 2<br><br>Basic Maneuvers:<br>The usuals.&nbsp; I'll do the math if it becomes important.<br><br>Special Maneuvers:<br>Double-Hit Kick<br><br>Combos:<br>Move to Pistol Shot<br><br>Chi 1<br>Willpower 7<br>Health 10<br><br>The team's manager, Megan probably has a more interesting job than any of her ex-classmates from the MBA program.&nbsp; She's as new at this as the strange pair of Street Fighters she's fallen in with, but she's been following the circuits for a long time and has a pretty firm grasp of what's going on.<br><br>Blond and pretty, Megan looks a lot like the girl next door.&nbsp; Although she's a friendly sort, she tries to make a point of taking her job seriously.&nbsp; She dresses in the business style, with a gray skirt and jacket over a blouse, and sensible shoes.&nbsp; Like many managers, she carries a Glock under her jacket in case things totally go south.
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