Sample Characters, Abusive and Otherwise
Posted by: Mu in Street Fighter the Storytelling Game| This is a collection of NPC’s for illustrative purposes. Note that most of these are NOT serious roleplaying characters, but sarcastic examples of rules exploitation to watch out for as a GM or player. Also includes 2 versions of my long-running hapless player character. |
Senor Mezcalito
Agave Worm Hybrid Cyborg Jiu-Jitsu Practicioner (Starting Character)
Attributes
Strength OOOOOO Charisma OO Perception O
Dexterity OOO Manipulation O Intelligence O
Stamina OOOOOO Appearance O Wits OOOOO
Abilities
Alertness OOO Blind Fighting OOO Arena OOO
Intimidation OO Stealth OOO Medicine O
Insight OOO Survival O
Subterfuge O
Backgrounds
Animal Companion OO
Animal Hybrid OOOOO
Cybernetics OOOOO
Techniques
Punch
Kick
Block OOO
Grab OOO
Athletics OOO
Focus
Basic Maneuvers
Bite (speed 4, damage 12, move 2)
Tail Slash (speed 2, damage 12, move 4)
Claw (speed 2, damage 13, move 3)
Block (speed 7, +3 soak, move zero)
Move (speed 6, move 6)
Special Maneuvers
Acid Breath (speed 3, damage 14/11/8, move 2, costs 1 chi or health)
Breakfall
Head Bite (speed 4, damage 12, move one)
Throw (speed 1, damage 11, move one)
Combos
Acid Breath to Acid Breath (dizzy)
Renown
Glory
Honor O
Rank One, Freestyle
Disposables
Chi OOO
Willpower OOOO
Health OOOOOOOOOOOO
Roleplaying Information
Legends say that the fearsome Senor Mezcalito, or "El Agave Diablo" (the Devil Worm), was born the child of an impoverished alcoholic mother who, having very little money left, made the mistake of purchasing some radioactive tequila while she was pregnant. The mutant agave worm, miraculously alive, somehow burrowed its way to her womb where it merged with the fetus.
Upon birth, the child was so horribly deformed that his mother was forced to sell him to a local mining company for some cybernetic experiments (umm…). Maturing rapidly, he was soon fitted with an experimental exoskeleton and sent to work in the unsafe fool’s gold mines.
One day, as fate would have it, he was buried by a cave-in. The exoskeleton saved him from being crushed to death, but he would have quickly starved to death were it not for the efforts of Gordita the chihuahua, who brought him food and licked his face to prevent dehydration. One day, after Gordita had consumed some peyote, the drug was transferred to the miner’s blood through the skin of his face and he had a mystic vision which, umm, allowed him to control the nature of the radioactive agave worm and also convinced him of his holy purpose: to fist fight.
After escaping the cave-in through undisclosed means, he found that he had merged with the exoskeleton and was well-outfitted for fist fighting. Before every fight he consumes a number of extremely spicy bean burritos, which mix with the radioactive tequila which has replaced his digestive acid, and he can regurgitate this mixture at will as part of an extremely numbercrunched dizzy combo. He performs a short mexican hat dance after every victory.
Notes
This is the greatest starting character ever. By unabashedly abusing the cyborg and hybrid rules, we wind up with a 6/3/6 with unbelievable attacks and the best combo of all. If against several opponents, he can acid breath one, then the other in his combo, and both of them will suffer dizzy results as the damage from the Acid Breath accumulates. He can also use both of them on the same person, doing horrific damage and setting them up for a Head Bite (while they are dizzy of course). He can quickly get his dex up, and can learn Jump as an emergency abort maneuver very quickly, rationalizing that he learned the maneuver by observing the behavior of jumping beans.
Since like most hybrids this character uses no moves indigenous to his style, he could just as easily be a Savate practicioner or a Kabbadi monk, but the two free maneuvers look good on your character sheet.
If a nitpicky GM says you can’t mix and match mental and physical attributes for the Acid Breath stats (Wits for speed, Strength for damage), just accept it; it’s amazing if you can get away with this much blatant numbercrunching.
Judo Wolf
Wolf Hybrid Jiu-Jitsu Practicioner (Starting Character)
Attributes
Strength OOOOOO Charisma OOO Perception O
Dexterity OOOOOO Manipulation O Intelligence O
Stamina OOO Appearance O Wits OOOOO
Abilities
Alertness OOO Blind Fighting OOO Arena OOO
Intimidation OOO Stealth OOO Medicine O
Insight OOO Survival O
Backgrounds
Animal Companion OO
Animal Hybrid OOOOO
Techniques
Punch
Kick
Block OOO
Grab OOO
Athletics OOO
Focus
Basic Maneuvers
Bite (speed 7, damage 12, move 2)
Claw (speed 5, damage 13, move 3)
Tail Slash (speed 5, damage 12, move 4)
Block (speed 10, +3 soak, move zero)
Move (speed 9, move 6)
Special Maneuvers
Flying Tackle (speed 5, damage 9, move 5)
Head Bite (speed 7, damage 12, move one)
Throw (speed 4, damage 11, move one)
Jump (speed 9, move 3)
Kippup
Combos
Block to Head Bite
Flying Tackle to Head Bite
Head Bite to Head Bite
Renown
Glory
Honor OOO
Rank One, Freestyle
Disposables
Chi OOO
Willpower OOOO
Health OOOOOOOOOO
Judo Wolf is the product of careful numbercrunching using the Animal Hybrid rules. By placing all of his background points into Animal Hybrid, he gets insanely high physical attributes, basic maneuvers with a technique of 5 for free, a two-dot animal companion, Head Bite for one point, and is able to conentrate all of his technique points into Grab, Block and Athletics (where he also gets a free point). He starts with Honor 3 like all Street Fighters, since Honor has tangible game benefits and Glory does not, practices Jiu Jitsu for the free Throw and Breakfall maneuvers, and has 3 ability points in Insight (which has tangible combat benefits). Note also that Wits is maximized, helping to decide speed tiebreakers in his favor.
The combos are very important. Everyone knows the benefit of Block to Head Bite (a Head Bite on speed 11). Flying Tackle to Head Bite also gives extra speed bonuses, and with the Kippup maneuver, Judo Wolf will be Head Biting on 10 following a successful Flying Tackle, and the enemy will be knocked down. Head Bite to Head Bite is there in case Judo Wolf is in a team combat… after performing the initial Head Bite, maybe after 2 turns of it, someone else walks up to attack him. He then turns over the Head Bite card (which was down anyway for the sustained hold) and says, "Uhh, well I’m playing my Head Bite to Head Bite combo" and attacks the new guy on 9.
Judo Wolf is a perfectly legal starting Street Fighter using rules from the basic rulebook, Shades of Grey (the supplement that comes with the GM screen), the Players’ Guide and Contenders. I actually played a slightly toned-down version of him in a campaign (Strength 5, Animal Hybrid 3) and needless to say he was very successful in the ring, and a chump outside of it. Thanks to the Street Fighter experience and renown system, however, I advanced faster than my "role-playing" companions.. or would have, had the GM followed the advancement tables to the letter. Judo Wolf is here as a warning to all Street Fighter players and GM’s: KEEP CONTROL OF YOUR CAMPAIGN.
Sonic Boom Guy
Silat Practicioner (Starting Character)
Attributes
Strength OOOO Charisma O Perception O
Dexterity O Manipulation OOOO Intelligence OOOOO
Stamina OOOOO Appearance O Wits OO
Abilities
(unimportant… fill in as you wish)
Backgrounds
Sensei OO
Staff OOO
Techniques
Punch
Kick OOO
Block
Grab
Athletics OO
Focus OOO
Basic Maneuvers
Short (speed 2, damage 7, move 2)
Forward (speed 1, damage 9, move 1)
Roundhouse (speed -1, damage 11, move 1)
Move (speed 4, move 5)
Special Maneuvers
Double-Hit Kick (speed -1, damage 8×2, move 1)
Sonic Boom (speed -2, damage 12, move zero, range 7, costs 1 chi)
Zen No-Mind (costs 1 willpower)
Renown
Glory
Honor OOO
Rank One, Freestyle
Disposables
Chi OOOOOOOOO
Willpower OOOOOOOOOO
Health OOOOOOOOOOO
Sonic Boom Guy is the natural product of the mindlessly-created Silat style from Contenders. The point of Sonic Boom guy is to be in team fights, where slow and heavy hitting rules. Sonic Boom Guy never goes first… he typically sits there and waits for the end of the round, when he uses Zen No-Mind and chooses Sonic Boom (usually), Roundhouse (vs. nearby Stamina 5 opponents) or Double-Hit Kick (vs. nearby opponents with stamina less than 5). Because of this, Sonic Boom Guy has to start with 5 Stamina so he can take some shots, and even that one extra hit point is helpful. The only problem for Sonic Boom Guy is Slide Kick Guy or Suplex Guy, which is why he needs cover from his teammates.
There have been several versions of Sonic Boom Guy in campaigns I have seen. The first was Jelly Roll (big fat slob who’s secondary attack was a weak Throw or a generic Grab, the "Belly Buster"). The next one was Abu, a version of Sonic Boom Guy with a Buffalo Punch he used to hit dizzied opponents with. The third was a Kabbaddi practicioner who was generally called "Yoga Flame Guy".
Cartwheel Kick Guy (original Cartwheel Kick rules)
Capoeira Practicioner (Starting Character)
Attributes
Strength OOO Charisma OO Perception OO
Dexterity OOOOO Manipulation OO Intelligence O
Stamina OOOOO Appearance OO Wits OOOOO
Abilities
Alertness OOO Blind Fighting OOO Arena OOO
Intimidation OOO Stealth OOO Medicine O
Insight OOO Survival O
Backgrounds
Manager OOO
Staff OO
Techniques
Punch
Kick OOO
Block OO
Grab
Athletics OOO
Focus
Basic Maneuvers
Short (speed 6, damage 6, move 3)
Forward (speed 5, damage 8, move 2)
Roundhouse (speed 3, damage 10, move 2)
Special Maneuvers
Cartwheel Kick (speed 5, damage 7 per hex, move 7, costs 1 willpower)
Jump
Combos
Block to Cartwheel Kick (Dizzy)
Cartwheel Kick to Cartwheel Kick (Dizzy)
Renown
Glory
Honor OOO
Rank One, Freestyle
Disposables
Chi OOO
Willpower OOOO
Health OOOOOOOOOO
Cartwheel Kick Guy has some room for modification… the ever-popular Strength 5/Dex 5/Stamina 3 is attractive, as is dropping one of the physical points (maybe make him a 3/5/4) for 5 more willpower. Stamina 5 is nice because in some rank one beginner’s tourney, some guy will come out of the box with a strong punch on 4 or something, and you may want to take it so that you can then begin your Cartweel Kick to Cartwheel Kick, possibly winning in round one.
The point is that it doesn’t matter… this first thing this guy is going to blow points on is willpower, then his weak physical stats, then health. Cartwheel Kick Guy as a 5/5/5 with some extra health and 8 willpower or so is just incredibly annoying, and then Kick and Athletics go up, and the damage increases geometrically.
You can also be Cartwheel Kick Ninja for the Speed of the Mongoose to Cartwheel Kick (Dizzy) combo (either +4 speed or 6 extra damage tests), but then you won’t be as crunchy in the beginning, and you want to be crunchy right off the bat. Why? Because you will get sick of playing this idiot after a couple of adventures and either you or the rest of your group will demand his retirement.
Improved Pin Guy
Jiu Jitsu Practitioner (Starting Character)
Attributes
Strength OOO Charisma OO Perception OO
Dexterity OOOOO Manipulation OO Intelligence O
Stamina OOO Appearance OO Wits OOOOO
Abilities/Backgrounds
Fill in as desired.
Techniques
Punch
Kick
Block OO
Grab OOO
Athletics OOO
Focus
Basic Maneuvers
Block (speed 9, +2 soak, move zero)
Move (speed 8, move 6)
Special Maneuvers
Flying Tackle (speed 4, damage 6, move 5)
Pin (stats unimportant as nobody actually uses Pin)
Improved Pin (speed 5, damage 8/7, move 4/two)
Throw (speed 3, damage 8, move one)
Breakfall
Combos
Block to Improved Pin
Renown
Glory
Honor OOO
Rank One, Freestyle
Disposables
Chi OOO
Willpower OOOO
Health OOOOOOOOOO
Improved Pin is probably the worst thing to come out of Contenders. It’s too fast, it’s too mobile, it’s too impossible to get out of, and it defeats Mister Jab. The character above is the prototypical Jiu Jitsu/Aikido/Wrestling/whatever concept… start with Block to Improved Pin. Then you just play a Move and get distance until you feel safe, then Block (or, alternately, Move up to the opponent and abort to Block), then catch the enemy in an inescapable hold they can’t jump away from unless they have Dex 7. You can just as easily take the combo Flying Tackle to Improved Pin, with much the same effect. Cheese ahoy.
A different idea is to take Grappling Defense instead of Flying Tackle, and combo that to Improved Pin, which has the benefit of seems superficially less abusive, while remaining cheap as all hell.
Flying Thrust Kick Guy
Special Forces Practitioner (Starting Character)
Attributes
Strength OOO Charisma OO Perception OO
Dexterity OOOOO Manipulation OO Intelligence O
Stamina OOO Appearance OO Wits OOOOO
Abilities/Backgrounds
Fill in as desired.
Techniques
Punch
Kick OOOO
Block OO
Grab
Athletics OOOO
Focus
Basic Maneuvers
Short (speed 6, damage 7, move 4)
Forward (speed 5, damage 9, move 3)
Roundhouse (speed 3, damage 11, move 3)
Block (speed 9, +2 soak, move zero)
Move (speed 8, move 7)
Special Maneuvers
Flying Thrust Kick (speed 5, damage 13, move 2)
Jump (speed 8, move 4)
Combos
Block to Flying Thrust Kick
Jumping Short to Jumping Forward to Flying Thrust Kick
Renown
Glory
Honor OOO
Rank One, Freestyle
Disposables
Chi O
Willpower OOOOOO
Health OOOOOOOOOO
Why bother with Dragon Punch Guy when Flying Thrust Kick is the same maneuver for less power points? The predictable combo Block to Flying Thrust Kick gives you a ridiculous attack which nobody without Dex 6 (or Dex 5 and Wits 5+) will ever interrupt, and the combo Jumping Short to Jumping Forward to Flying Thrust Kick is a good distance closer, and the first part of the combo gives you something to do when you want to be cheap with willpower. This character doesn’t bother with Flying Knee Thrust for closing a gap, since (1) he’s got Athletics 4, and (2) will soon have Athletics 5 and Cannon Drill, which is like a Flying Knee Thrust that is actually worth it. This character is completely out of the basic rulebook, which just goes to show you that you don’t need retarded unbalancing supplements written by trained chimps to numbercrunch.
Improved Fireball Guy
Shotokan Karate Practitioner (Starting Character)
Attributes
Strength O Charisma OO Perception O
Dexterity OO Manipulation OO Intelligence OOOO
Stamina OOOOO Appearance OO Wits OOOOO
Abilities/Backgrounds
Fill in as desired.
Techniques
Punch
Kick
Block OOO
Grab
Athletics OO
Focus OOOOO
Basic Maneuvers
Block (speed 6, +3 soak, move zero)
Move (speed 5, move 5)
Special Maneuvers
Fireball (speed 3, damage 11, move zero, costs 1 chi)
Improved Fireball (speed 4, damage 13, move one, costs 1 chi)
Combos
Block to Improved Fireball
Renown
Glory
Honor OOO
Rank One, Freestyle
Disposables
Chi OOOOOOOO
Willpower OOOO
Health OOOOOOOOOO
Improved Fireball: one of the defining master-level techniques of Shotokan Karate. And you can start with it! Off the Block, the Improved Fireball goes off on 8 with Wits 5 to handle tiebreakers. It knocks down the enemy. It’s ridiculously good.
Yoga Flame Guy
Kabbadi Practitioner (Starting Character)
Attributes
Strength O Charisma OO Perception O
Dexterity OO Manipulation OO Intelligence OOOOO
Stamina OOOOO Appearance OO Wits OOOOO
Abilities/Backgrounds
Fill in as desired.
Techniques
Punch
Kick
Block OOO
Grab
Athletics OO
Focus OOOO
Basic Maneuvers
Block (speed 6, +3 soak, move zero)
Move (speed 5, move 5)
Special Maneuvers
Fireball (speed 3, damage 11, move zero, costs 1 chi)
Yoga Flame (speed 3, damage 16, move one, costs 2 chi)
Combos
Block to Yoga Flame
Renown
Glory
Honor OOO
Rank One, Freestyle
Disposables
Chi OOOOOOOOOO
Willpower OO
Health OOOOOOOOOO
Block to Yoga Flame! Block to Yoga Flame! Block to Yoga Flame!
Generic Fighter
Shotokan Karate Practicioner (Starting Character)
Attributes
Strength OOOO Charisma OO Perception OOO
Dexterity OOOO Manipulation OO Intelligence OO
Stamina OOO Appearance OO Wits OOO
Abilities, Backgrounds
Fill in as desired
Techniques
Punch OO
Kick OO
Block OO
Grab OO
Athletics OO
Focus
Basic Maneuvers
Jab (speed 6, damage 5, move 2)
Strong (speed 4, damage 7, move 2)
Fierce (speed 3, damage 9, move 1)
Short (speed 5, damage 6, move 2)
Forward (speed 4, damage 8, move 1)
Roundhouse (speed 2, damage 10, move 1)
Block (speed 8, +2 soak, move zero)
Move (speed 7, move 4)
Special Maneuvers
Power Uppercut (speed 3, damage 9, move one)
Triple Strike (speed 2, damage 6/6/7, move zero)
Foot Sweep (speed 2, damage 9, move 0)
Back Roll Throw (speed 3, damage 10, move one)
Throw (speed 2, damage 8, move one)
Jump (speed 7, move 2)
Renown
Glory
Honor OOO
Rank One, Freestyle
Disposables
Chi OOO
Willpower OOOO
Health OOOOOOOOOO
Generic Fighter is terrible. This is the kind of fighter your group will probably be facing at rank 1, and there sure are a lot of them (especially considering the way records work in the circuit). He has chosen the most generic, uninteresting maneuevers open to Shotokan Karate, which is fine, because even at higher levels, all Shotokan fighters look alike anyway (Dragon Punch and Fireball). Eventually he will become one of those stupid mid-rank Shoton fighters with Dragon Punch and Fireball and 4/4/4 for physical attributes. It’s the law.
Other options for Generic Fighter: Generic Special Forces Fighter (Spinning Backfist, Triple Strike, Foot Sweep, Suplex, Throw, Jump), Generic Sumo Fighter (Head Butt, Triple Strike, Foot Sweep, Air Smash, Throw, Jump), etc. etc.
Dragon Punch and Fireball Guy
Shotokan Karate Practicioner (Starting Character)
Attributes
Strength OOOO Charisma OO Perception O
Dexterity OOO Manipulation OO Intelligence OOOOO
Stamina OOO Appearance OO Wits OO
Abilities, Backgrounds
Fill in as desired
Techniques
Punch OOOO
Kick
Block O
Grab
Athletics O
Focus OOO
Basic Maneuvers
Jab (speed 5, damage 5, move 2)
Strong (speed 3, damage 7, move 2)
Fierce (speed 2, damage 9, move 1)
Block (speed 7, +1 soak, move zero)
Move (speed 7, move 4)
Special Maneuvers
Power Uppercut (speed 2, damage 9, move one)
Dragon Punch (speed 3, damage 14, move 0)
Jump (speed 6, move 1)
Fireball (speed 0, damage 10, move zero)
Renown
Glory
Honor OOO
Rank One, Freestyle
Disposables
Chi OOO
Willpower OOOO
Health OOOOOOOOOO
This character is terrible. It’s just funny to me that you can start with Dragon Punch and Fireball. After that, what do you really have to look forward to in Shotokan? Just pump up your abilities, techniques, and disposables. You’re done.
Sang Shun (original)
Kung Fu Practicioner
Attributes
Strength OOO Charisma OO Perception OOO
Dexterity OOOO Manipulation OO Intelligence OOO
Stamina OOOO Appearance OO Wits OO
Abilities
Alertness OOO Blind Fighting O Computer O
Intimidation O Instruction O Investigation OO
Insight OOO Leadership O Medicine O
Stealth O Mysteries OO
Style Lore OOO
Backgrounds
Backing OO
Manager O
Sifu OOO
Staff OOOO
Techniques
Punch OOO
Kick
Block OOOO
Grab O
Athletics O
Focus
Basic Maneuvers
Jab (speed 6, damage 5, move 1)
Strong (speed 4, damage 7, move 1)
Fierce (speed 3, damage 9, move 0)
Block (speed 8, +4 soak, move zero)
Move (speed 7, move 4)
Special Maneuvers
Monkey Grab Punch (speed 2, damage 7, move 1)
Deflecting Punch (speed 6, +4 soak vs. punches, damage 6, move zero)
Maka Wara
Punch Defense (speed 8, +8 soak vs. punches, +2 vs. other, move zero)
Combos
Block to Fierce
Renown
Glory
Honor OOO
Rank One, Freestyle
Disposables
Chi OOOO
Willpower OOO
Health OOOOOOOOOO
This was my primary character when I started playing SFSTG. His design SUCKS from a combat standpoint, thanks mainly to the fact that our Gamemaster though it would be a good idea for none of the players to actually have access to the rules. He also liked to tell us things like, "Oh Dex 4 is super-fast!" and "Maka Wara is great… you can damage people while defending!" What a liar. Anyway, he somehow avoided leaving the campaign and played for a while, and discovered the true meaning of Street Fighting, which is to inflict as much damage as possible on your enemies.
Roleplaying-wise Sang Shun is an oddity for me, as he is not a paranoid, self-centered, calculating ruthless megalomaniacal fiend. Rather, he is a sort of insane goody two-shoes who gets obsessive/compulsive about various things (fixated on his manager Terri as a sex object, walking around an entire adventure wearing a terrible Humphrey Bogart costume, seeing his sifu doing a handstand and deciding that the handstand must be the key to fantastic new powers and maneuvers and practicing them endlessly for days). Fortunately, he is on a team which include a big dumb wrestler and a beer-swilling aussie, so somehow he manages to solve most of the pathetic mysteries put in front of him.
Sang Shun practiced the Nei Xian Chuan (Internal Immortal Fist) form of Kung Fu, which is envisioned as sort of the video game version of Xingyi kung fu. His sifu is Chu, who runs a small but prominent school in Chinatown, NY. Sang Shun works as an assistant instructor and in return gets lodging and a little bit of expense money. As Chu’s protege, he also has access to the services of Dr. Wong, an herbalist/acupressure healer. In a contrived plot device, he was hooked up with Gallant Productions under the management of Terri Streel, who provides Sang Shun with various trainers, an OK fight schedule, and numerous opportunities to rescue her as she takes off on harebrained missions without telling anyone.
Sang Shun (current)
Majestic Crow Kung Fu Practicioner
Attributes
Strength OOOOO Charisma OOO Perception OOO
Dexterity OOOOO Manipulation OOO Intelligence OOO
Stamina OOOOO Appearance OO Wits OOO
Abilities
Alertness OOO Blind Fighting O Computer O
Intimidation O Instruction O Investigation OO
Insight OOO Leadership OO Medicine O
Stealth O Mysteries OO
Style Lore OOO
Backgrounds
Backing OO
Fame O
Manager OOOO
Resources O
Sifu OOOO
Staff OOOO
Techniques
Punch OOOO
Kick
Block OOOO
Grab OOO
Athletics OOO
Focus OOOO
Basic Maneuvers
Jab (speed 7, damage 8, move 3)
Strong (speed 5, damage 10, move 3)
Fierce (speed 4, damage 12, move 2)
Block (speed 9, +4 soak, move zero)
Move (speed 8, move 6)
Special Maneuvers
Dim Mak (speed 5, damage 9 + special, move 3, costs 1 chi)
Dragon Punch (speed 5, damage 15, move 1, costs 1 willpower)
Monkey Grab Punch (speed 3, damage 10, move 3)
Power Uppercut (speed 4, damage 12, move one)
Deflecting Punch (speed 7, +4 soak vs. punches, damage 9, move zero)
Kick Defense (speed 9, +8 soak vs. kicks, +2 vs. other, move zero)
Maka Wara
Punch Defense (speed 9, +8 soak vs. punches, +2 vs. other, move zero)
Hair Throw (speed 3, damage 13, move two)
Rising Storm Crow (speed 2, damage 5/13, move 5, costs 1 willpower)
Throw (speed 3, damage 10, move one)
Drunken Monkey Roll (speed 8, move 5)
Jump (speed 8, move 3)
Chi Kung Healing (speed 2, move 2, costs variable chi)
Zen No-Mind (costs 1 willpower)
Combos
Block to Fierce
Renown
Glory OOOOOOOO
Honor OOOOOOOOO
Rank Six, Freestyle (record 22/7/0, 15 KO)
Disposables
Chi OOOO
Willpower OOOOOOO
Health OOOOOOOOOOOO
Well what can I say, he got better. Combat-wise his biggest problem is 12 Health, which is especially bad if he has to take a shot while Zen No-Minding. The Dragon Punch is new, and hasn’t been tested yet. His renown is completely absurd… I have been trying to keep Glory under control, since it doesn’t really fit in with his character as I see it, but he gets blessed by the system, i.e. gain a point of permanent Glory, next adventure get 11 somehow… I’ll have to argue that his constant leaving the circuit to go learn more maneuvers is keepiong his visibility, and therefore his Glory, down.
At this point Sang Shun has a small community center in New York’s Chinatown supported by grants, some of his early purses, and the efforts of some fundraisers. He has taken up the study of Majestic Crow under Master Zaudo with the blessings of his previous sifu Chu, and been learning as many maneuvers as possible in the hopes that he may eventually master the system and carry on Xaudo’s legacy.


Have you looked at the sheer cheese of a Native American who starts out as a ballet dancer (Athletics 5, Kick 3) and switches to Native American Wrestling (Jump, Thunderstrike, and various combos)? Thunderstrike can interrupt any other Dragon Punch-like effect. If you want a distance closer, trade a dot of Kick for Focus, and grab the Diving Hawk instead of combination attacks, assuming the Storyteller is fool enough to let that happen.
Another bad thought: The three-man Sanbo team, focused on team brawls. Two of them have Suplex -> Throw, the third has Strong -> Turbo Spinning Clothesline (Dizzy). The wing men have five dots in Strength, so they can toss their foes into Clothesline range…
If you’re a real rule freak (like me) the rules does say that a starting character can not begin with more than three dots in a technique. The rules do say: “You can supersede three dots by spending ‘freebie’ points”.
But! And this is a big but: It also states that freebie points are spent last in the character process.
While it doesn’t stop the really cheesy ones such as a “Mr. Elbow Smash”, “Improved Pin Guy” or even the ultra-cheesy willpower-heavy virtually unblockable “Mr. Block to Tiger Knee” it would invalidate some of your starting characters.
Enforcing this rule strictly and not allowing saving maneuver or technique points to use in conjunction with freebie points does prevent a starting character from picking up Improved Fireball, Yoga Flame and Dragon Punch. Saves some for the actual development of the character through experience point and role-playing.
Another nitpick is that none of these builds do elaborate on the cheese you get when sticking a +2 speed, +3 Damage Katar into a 5 Dex character. Which is totally legit with the rulebooks and is even worse than a Tiger knee . +4 speed and no willpower. And the same movement. Avoiding projectiles isn’t an issue. Comboing this of a block will negate the need of ever interrupting a projectile. Suffice to say that Duelists just weren’t any fun after we figured this one out in our campaign.