STREETFIGHTER RULES Last Mod: 5/23/03 Changes: Split this file in half (this half is character creation, the other half moved to the rules section) CHARACTER GENERATION Each step must be completed before moving on to the next step. The only exception is you may spend your Freebie Points to purchase Backgrounds which require Freebie & Background points. Step One: Character Concept - Generate a character concept. Think of a name, trademarks, style of dress & manners. Maybe even a quote or two. Something to solidify the character in your mind before you start asigning points. Step Two: Select Attributes - All Attributes start at a base level of 1 dot. Every character is given 7,5,& 3 points to distribute between the 3 groups. Step Three: Select Abilities - The character is given 9,7, & 4 points to distribute between the 3 groups of Abilities, with no single ability above 3. Step Four: Select Advantages - Select a Style / Styles: 5 points - Record staring Chi & Willpower - Record Recovery (3 points) - Choose Backgrounds: 5 points - Choose Techniques: 8 points (Max starting Technique is 3) - Choose Special Maneuvers: 7 points Step Five: Finishing Touches - Choose Merits and Flaws: up to 7 points of each - Spend Freebie Points: 15 points - When you spend your Freebies, you can raise your Techniques and Abilities above 3, but you can not raise anything to superhuman levels (nothing above a 5). Spending Freebie Points Trait Cost Attributes 5 Abilities 2 Backgrounds 1 Styles 5 Techniques 5 Special Maneuvers 4 x Power Recovery 2 Chi 1 Willpower 1 Health 3 Added Abilities: For those of you who missed them, here's a list of the new skills in the Players Guide(p101), and some other suggested skills we feel every Street Fighter should at least know about. Don't forget, just because an ability you want isn't listed, doesn't mean you can't invent it. Talents Skills Knowledges Acting Bookie Cybernetics Athletics Firearms* Law Dodge Melee* Linguistics Instruction Music Politics Manage Publicist Science Meditation Repair All Street Fighter characters start with a Brawl of 8 *Pick one class of weapons from this group (Longswords, Pistols, etc.) SPECIALIZATIONS A character may choose to buy a Specialization in an Ability once that Ability has reached four dots or higher. He may buy a 2nd Specialization at 5 dots, another a 6, etc, etc... Specializations cost 4 XP. When performing a task in which the character has a Specialization, the character reduced the difficulty by one. Specializations are fairly broad-based. For instance, a character Specializing in Computers may buy a Hacking Specialization or a Programming Specialization. If a task overlaps on multiple Specializations, they are cumulative. A character may not have more Specialization in an Ability than he has dots in that Ability. Special note here: Specializations in the Brawl skill can be 1PP special Maneuvers, purchased from the any list, provided they have a single level 1 prereqisite (Punch 1, Kick 1...) TECHNIQUES When an Ability reaches the superhuman score of 8, it opens up one or more Techniques. Think of Techniques as highly advanced Specializations. All Street Fighters start with a Brawl skill of 8, which allows them to buy Punch, Kick, Block, Grab, Athletics, & Focus Techniques. Much like skills, Techniques range from 1-5, and with superhuman training, all the way up to 8. STYLES Characters must now purchase points in the style or styles they wish to practice. Each point spent in a style gives them access to one level of Power Point Maneuvers in that style. For example, a character with 3 points in Shotokan Karate could purchase one, two, or three Power Point Maneuvers on the Shotokan Karate list. Styles range from 0-5 normally, and like most other stats in the SF-RPG, they may be bought up to 8 for superhuman XP costs. Characters start with 5 points to spend on their styles in any manner they choose. Characters with multiple styles may select their starting Chi & Willpower from any of their styles. However, they must take both the Chi & Willpower from the same style. RECOVERING CHI & WILLPOWER We have created a new 'Recovery' stat to determine your character's Recovery roll. Like Chi & Willpower, it ranges from 1-10. Starting characters have 3 dots in this stat. Extra dots in recovery may be purchased for 2 Freebie point, or at 2x current level. Merits/Flaws such as Glory Hound or Path of Honor use different rolls to determine the character's Recovery roll. The Recovery stat is used to recover Chi, Willpower, and Wound Levels. (See Recovery below, for more details) RAGE GAGE Chi & Willpower do not recovery quickly anymore. To offset that, each character now has a Rage Gage, which ranges from 0-10. The Rage Gage represents the character's ability to channel their anger into destructive forces. The Rage Gage can be used to pay activation costs for Manuevers, at the rate of 2 points per Willpower, or 3 per Chi. Note that certain Maneuvers can't be powered by anger, such as Chi Kung Healing or Zen no Mind. Gaining Rage is fairly straightforward. Every time you are wounded, gain one dot of Rage. (not one per wound level). You gain one Rage Point per strike, so it is possible to gain more than one Rage Point per round, if the attacker has multiple damage tests. There are also a few Maneuvers that help gain Rage back even faster. Building up all this anger naturally has negative consequences as well. Each round you have any Rage in you at all, you must make a Rage check. Roll one die for each dot of rage you currently have, with the difficulty being your Willpower. If you score more successes that your CURRENT Willpower, you slip into a berserk rage. While Berserk, you will attack with your most deadly Maneuvers or combos. You may not Block, Abort, perform a Defensive Maneuver or any action that requires concentration. For every round that there is no one to attack, subtract one die from your Rage check. Being dizzied will automatically stop a Berserk Rage. BACKGROUNDS Backgrounds help define your character as more than just a fighter. They represent the people you know, as well as what resources you have available. Backgrounds range from 0-5, but unlike the rest of SF, backgrounds can not exceed 5. Also, since Background points can not be purchased with XP, the only way to gain them is to have the Storyteller asign them to you for something that occurred in the game. So if you want backgrounds, make sure you buy them at character creation! 1 Background point / 2 dots: Allies, Arena, Backing, Contacts, Fame, Manager, Staff 1 Background point / dot: Resources ANIMAL COMPANIONS (1 Background & 1 Merit point / dot) Animal Companions are trained or endowed animals that have a special link to their owner. The animal may be of any type, within logical limits set by the Storyteller. The base Attributes of some animals are listed on pages 175-177 of the VPG. Most animals have a base Chi of 4 and a starting Willpower of 1+ it's background rating The special abilities granted to the animal by this Background are outlined below: * - You have a pet ** - You have a pet who knows not to shit on the carpet *** - You have a smart pet, it responds to basic commands. **** - A rare & intelligent animal. It is considered to have a vague empathic link with you, as well 1 extra dot in all Attributes, 1 extra wound level, 9 dots dispersed in appropriate Abilities, & 5 dots in Techniques. ***** - An amazing creature, with whom you share a strong connection, bordering on telepathy. It will understand anything you say to it (within reason, don't go muttering Chinese to it from across a crowded room). All Difficulties of rolls involving you and your animal are reduced by 1. It has 2 extra dots in all Attributes, 3 extra wound levels, 15 dots dispersed in appropriate Abilities, & 9 dots in Techniques. It can also advance as a normal character through expenditure of your XP. It does not start with Special Maneuvers, but it can also purchase them with your XP. When purchasing additional HP, The animal's maximum wound level is double their starting HP. ANIMAL HYBRIDS (1 Background & 1 Merit point / dot) Animal Hybrids are treated similar to what is noted in the Player's Guide, save they determine Attributes and Abilities as per a normal Streetfighter character. However, Animal Hybrids can raise their Maximum allowable Attribute Values. For every 2 dots of Animal Hybrid Background, the character may choose raise the Maximum Attribute value of one Attribute by one. This allows them to purchase a higher Attribute without paying the Superhuman XP cost. However, in doing so, they must also select & lower the maximum from a different Attribute in the same class (Physical/Mental/Socical). Note that this allows characters to have superhuman stats above 8. (see superhuman stats, under Training & XP). Instead of changing their Attributes, An Animal Hybrid with a background of 3+ may replace one of his Animal Hybrid Basic Maneuvers with a pair of extra limbs. See page 30 of the SF:PG for handling multiple limbs. In all other ways, they correspond to the information in the SF:PG pages 21-25. Note that a 5 point Animal Hybrid could buy an extra pair of limbs with their first 3 points of the Background, and still have 2 points left over, which is enough to raise/lower an Attribute one level. Beast Rage: Animal Hybrids have even more difficutly controlling their Rage than their human equivalents. For each dot of this background, Animal Hybrids have one automatic success when making Rage checks. CYBERNETICS (1 Background & 1 Merit point / dot) Cyborgs are played exactly like normal SF characters, except that they may purchase cybernetic parts, which can give them special bonuses. Cybernetics are purchased from the chart below. The cost listed assumes the item is designed to function as an exact replacement for it's human counterpart. If it has an additional superhuman function (see chart), double the cost listed. Each cybernetic part may not have more than one superhuman ability. The list below is not complete, so ask the GM for anything special you think up. Cybernetic Merit Point Cost: 1/2 PART Possible Special Abilities Eye +1 Perception, Low Light, Magnification Ears +1 Perception Lungs Controlled Breathing, Poison Filter Most Internal Organs Minor Accessories-built in cell phones, data jacks, music players... Cybernetic Merit Point Cost: 1 PART Possible Special Abilities Hand/Writs/Forearm +1 punching damage, +1 to manual dexterity tasks Bicep/Shoulder +1 to contests of Str Foot/Ankle/Shin +1 kicking damage Knee/Thigh +1 Movement, +1 Athletics Head +1 to resist dizzy Not so Minor Accessories- 'secret' compartments, small concealed weaponry Cybernetic Merit Point Cost: 1.5 PART Possible Special Abilities Torso +1 Dex, +1 Str, +1 Sta, Extra Limbs Non-human body parts (Jaws, Tails, Claws,) Major Accessories-Shoulder Mounted Cannons, Jetpacks, Special Maneuvers A Cyborg may purchase Focus Maneuvers based off his Cyborg Background as noted on page 30, but must note which of his Focus Maneuvers are based off of Cybernetics and which are based off of Focus. Once chosen, this cannot be changed without buying the Maneuver again. Cybernetic- based Maneuvers with activation costs are assumed to have enough energy to work once per day. After that, they can still be used, but they are instead powered by the Cyborg's Wound Levels (exchange 1:1 with Chi or Willpower) The effects of additional limbs on combat are handled on page 30 of the SF:PG. The maximum Chi and Rage of a Cyborg is stunted by the Cybernetics in his body. The maximum Chi and Rage of a Cyborg character is equal to 10 minus his Cybernetic Background. Because Cyborgs are still human, they take damage & heal damage as per normal. However, Aggravated Wounds can render Cybernetics nonfunctional. A Cybernetic part is considered inoperative if the character takes more Aggravated damage than (10 - his cybernetic rating). For Example, Nova is a 4 point Cyborg. If he takes more than 6 points of Aggravated damage, his Cybernetics will start failing. Repairing Cybernetics is a difficult and expensive process. Simple 'field' repairs can be done with basic tools & the repair or the Cybernetic skills. However, these repairs will fail the 1st time the character takes any real damage, aggravated or otherwise. A full Cybernetic hospital is required to actually repair Cybernetics, with the cost ranging anywhere from $10,000 to $100,000 per dot. ELEMENTALS (1 Background & 1 Merit point / dot) Elementals are identical to the description on pages 33-34 of the SF:PG. Check the Main List of Maneuvers for alterations to some of the Elemental Maneuvers. SENSEI (1 Background & 1 Merit point / dot) See Street Fighter Base book for description MERITS AND FLAWS Merits and Flaws are intrinsic advantages and disadvantages that a character may have at the start of play. A character may purchase Merits by spending the amount of Freebie Points listed with the Merit. Taking a Flaw gives the character extra freebie points. There are no limits to the amount of Flaws one can buy though a character may only gain points for the first 7 points of Flaws he takes. A character is limited, however, to buying 7 points worth of Merits. Certain Flaws may be bought off after the start of play at the Storyteller's discretion for a cost of 10 Experience points per point of the Flaw. STYLES The following styles have the associated Freebie cost: American Freestyle (2 point Flaw): Starting WP: 6 Starting Chi: 1 American Freestylists have no style to speak of They have no style points, but start with 7 ranks in American Freestyle. They may purchase Maneuvers from the Any list as per normal. Due to their creativity, they have learned how to pick up virtually any Maneuver. They can purchase any Maneuver not on the any list at highest power point cost +1 (just like JKD). There are no American Freestyle teachers, so you may not have a sensei. Brawling (6pt Flaw) Starting WP: 6 Starting Chi: 1 You have never had formal martial arts training. You have no style points, but start with 5 ranks in 'Brawling' (Plays like a Style). Instead, you are good at brawling. As a result, you are frequently outclassed by trained martial artists. Since you have no fighting style, you are limited to Maneuvers on the "Any" list. You may not have a Sensei. A brawler only gets 4 Technique dots (instead of 8) during character creation. You may not have any dots in Focus, and you may not have more than 2 dots in any Technique. Also, they may not have an initial score of more than three in any of the following: Insight, Blind Fighting, Mysteries, or Style Lore. They do, however, automatically start with one dot in the Streetwise Talent. JKD (3 point Merit) - When purchasing this merit, you lose all style points, (LOL) and start with a style of 7 in JKD. NINJITSU/NINJA CLAN HERITAGE (1 Background & 1 Merit point / dot) Ninja are treated exactly as described on pages 17-18 of the SF:PG, except that their Ninja Clan Heritage also doubles as the Ninja's Style score. Ninjas also gains additional dots in certain Abilities. With the first dot of Ninjitsu, the ninja gains a free dot of Repair. With the third dot the ninja gains a free dot of Disguise, and with the fifth dot the Ninja gains a free dot of Chemistry. PSYCHOLOGICAL Berserker (2 or 3 point Merit): You can purposely pull yourself into a Berserk rage at any time (You can voluntarily fail a Rage check). By learning to embrace your animal instincts, you've become even more dangerous in the ring. While berserking, you gain a Rage point every round, and you can no longer be dizzied, Escaping from the Berserk Rage requires you to succeed (fail) a Rage check. With the 3 point version of Berserker, you have embraced the rage so completely that all your Maneuvers gain a +1 speed bonus. However, you are so enraged at this point that you lack the concentration necessary to follow combos. Higher Purpose (2 point Merit): You have a goal that drives your actions. You don't concern yourself with petty matters that do not concern this purpose as something greater is everything to you. Though sometimes driven to extreme lengths by your goal, it grants you inner strength at times. For any action that is directly towards this driving goal, the character gains an extra die to his Dice Pool. (see also: Driving Goal, Vengeance) Glory Hound (3 point Merit): You seek the Glory and adulation of the crowds. In any situation, you will most often take the most Glorious action over the more honorable or safe action. In addition, You use your permanent glory rating for your recovery rolls. However, all glory penalties are doubled for you, and for every full week you go without gaining a temp glory point, you lose a permanent glory point. Path of Honor (3 point Flaw): You use your permanent honor rating for your recovery rolls. (This was the standard for characters under the original books, but we've added a new recovery stat since then). Self-Confident (5pt Merit) When you spend a point of Willpower to gain an automatic success your self-confidence may allow you to gain the benefit of that expenditure without actually losing the Willpower. When you spend the point you do not lose it, unless you rolled zero successes, i.e. you do not gain any additional successes from the dice you roll. Addiction (3 point Flaw): You are addicted to some sort of drug or alcohol that has negative effects on you. You must always try to obtain a fix of said drug and will suffer from withdraw without it. The drug itself may have bad side-effects, depending on the drug involved. (See Also: Compulsion) Compulsion (1pt Flaw) You have a psychological compulsion of some sort, which can cause you a number of different problems. Your compulsion may be for cleanliness, perfection, bragging, stealing, gaming, exaggeration, or just talking. A compulsion can temporarily be avoided at the cost of a Willpower point, but is in effect at all other times. (See Also: Addiction, Intolerance) Dim/Dark Secret (1-2 pt Flaw): You have a deep (or not so deep) and terrible secret that, if revealed, will be of incredible embarrassment and grief among both the normal world and the Streetfighting community. This can be anything, from having murdered your mentor, to working for Shadoloo, or to wearing pink panties to all your fights. It constantly gnaws at you, whether it is in danger of coming out or not. Driving Goal (3 point Flaw): You have some deep personal goal. This goal is limitless and close impossible to succeed, yet you always continue your quest, no matter what trouble it will lead into. The character must pursue this goal at all times, even when it is clearly not in his best interests. (see also: Higher Purpose, Vengeance) Gloating (2pt Flaw) You have a tendency to gloat over fallen opponents. It makes you feel more powerful, and you find it fun as well. To avoid doing this, you must spend a Willpower point. This Flaw can be potentially dangerous, however, for two reasons. First of all, people don't usually appreciate being insulted, even while they're near unconscious, and second, not everyone will really be incapacitated as much as you think. Intolerance (1pt Flaw) You have an unreasoning dislike of a certain thing. This can be an animal, a class of person, a particular style, or just about anything at all. You have a +2 difficulty on all dice rolls where the object of dislike is involved. Note that some dislikes may be too trivial to be reflected here -- a dislike of White Wolf Magazine or tissue paper, for instance, will have little effect on play in most chronicles. The Storyteller is the final arbiter on what you can pick to dislike. Fighters shouldn't take a mere dislike of Shadoloo -- they're just too common a threat. (see also: Compulsion, Hatred) Hatred (3 point Flaw): You have a deep and unreasoning hatred of something. This can be almost anything. It is uncontrollable. Whenever you can, you must act against the object of your hatred. (see also: Intolerance, Vengeance) Low Self-Image (2 point Flaw): You have little confidence in yourself. In any situation where the odds are against you or you do not think you will succeed, you suffer a -2 penalty to your Dice Pools. Also, in sufficiently bad situations, the Storyteller may call for a Willpower roll for the character to keep his resolve. Nightmares (1 point Flaw): You experience chronic, horrific nightmares. Some nights, they are so horrible that at the Storyteller's discretion, you may be at a -1 penalty to your Dice Pool for that day. Sometimes, you even think your nightmares are reality. (see also: Mystic Ability, Cursed, Dark Fate, Haunted) Over-Confident (1 point Flaw): You have complete confidence in your abilities in any situation, despite the danger of the situation. If you fail, you are quick to find an explanation that involves anything but yourself. Phobia: Mild or Severe (1 or 3 point Flaw): You have an unreasoning fear of some object or condition. For a Mild Phobia, the character must make a Willpower roll at Difficulty 7 whenever confronted with the fear or break down. For a Severe Phobia, the character must make a Willpower roll at Difficulty 9 or breakdown with panic. Shy (1 point Flaw): You are very much ill at ease when dealing with a social situation. All social rolls made are at +1 Difficulty and any social roll with the character as the center of attention is made at +2 Difficulty. Speech Impediment (1 point Flaw): You have a stammering voice or other chronic speech impediment. Any situation involving the use of your voice is made at +2 Difficulty. Soft-Hearted (1 point Flaw): You cannot stand to see unnecessary suffering, perhaps not due to your feelings for the people involved, but at least due to the intensity of the emotion. If you directly cause suffering or are forced to watch it, you become ill and filled with grief. After being forced to witness suffering, all rolls are at +2 Difficulty for 1 hour. Vengeance (2 point Flaw): You have a very deep score settle with someone. This grudge is your primary goal in life and all of your actions are channeled towards settling the score. You can only overcome this vendetta by spending Willpower points, and this only lasts temporarily. (see also: Higher Purpose, Driving Goal, Enemy, Hatred) MENTAL Calm Heart (2 point Merit): Opposite of Short Fuse Common Sense (1 point Merit): You have a significant amount of practical, everyday wisdom. If at any time you are doing something that defies common sense, the Storyteller must remind you of the idiocy of your actions. Once per game, you can also ask the storyteller a basic question. "Does this plan make sense..." "Who was that guy..." Concentration (1 or 3 point Merit): You have the ability to completely focus your mind on something to the exclusion of all else. When concentrating, you are at +2 Difficulty to notice anything outside of your task, but are at -1 Difficulty for performing that task. The 3 point merit has everything the 1 point merit does. In addition, you can take one extra point of damage before being dizzied. (see also: Eternal Clarity) Eidetic Memory (2 point Merit): You have an amazing ability to remember things you have experienced. By making one success on an Intelligence + Alertness roll, you can recall any sight or sound accurately. The more successes, the more detail is remembered. At five successes, the recall is perfect. Eternal Clarity (6 pt. Merit) Whether it's because your skull is made of granite or you're just lucky, you don't get dizzied nearly as often as other fighters. Actually, come to think of it, you've never been dizzied. Ever... Hmm... Maybe that's because you can not be dizzied. Ever. End of statement. Period. Unless of course the storyteller says so. (see also: Concentration) Iron Will (5 point Merit): When your mind is set, nothing can sway you from your course and no force can control your mind. Any mind-altering or mind-affecting power can be instantly resisted, however 1 Willpower must be spent per effect to be stopped. You are immune to the effect of Intimidation, Taunting, or similar. You are also able to control your Rage, and only enter a Berzerk frenzy when you choose to do so. Lightning Calculator (1 point Merit): You have a natural affinity with numbers and mathematics. You can do any simple math instantly in your head and any rolls involving mathematics are at -2 Difficulty. Light Sleeper (1 point Merit): Opposite of Deep Sleeper Time Sense (1 point Merit): You have an innate sense of time. No matter where you are, you know exactly what time it is, within a minute, even if you've been unconscious or underground. Unfazeable (3 point Merit): Opposite of Weak-Willed Absent-Minded (3 point Flaw): You are very forgetful about things. You have a bad tendency to forget things like names, places, where you're going, etc. Anytime you must remember something other than very basic information, you must make a Wits roll. Amnesia (2 point Flaw): You are unable to remember anything about your past before just a short time ago. You know of your powers and abilities, but you do not know your past. You can, if you wish, take up to five points of other Flaws without specifying them, and leave it to the Storyteller to detail them. Over the course of the chronicle, you and your character will discover them. "I did what!!!" Confused (2 point Flaw): You are often confused about things. The world seems to be a very odd and distorted place. You are always slightly confused, but at times this confusion is very strong, especially when there are many stimuli around you. (see also: Anachronism) Deep Sleeper (1 point Flaw): You are a very deep sleeper and find it difficult to awaken. Any rolls made to notice things while sleeping or to wake up are at +2 Difficulty. Short Fuse (2 point Flaw): You are easily angered and are quick to snap. In addition, the character is at +2 Difficulty to all resistances to any rage-inducing abilities, especially being taunted during a fight. (See also: Calm Heart) Weak Willed (3 point Flaw): You are very weak willed and susceptible to mental powers. The character is at +2 Difficulty at resisting any sort of mental domination. This includes being intimidated before a match! (See also: Unfazeable) APTITUDES Skill/Talent/Knowledge Aptitude(1 point Merit): You are naturally gifted at a certain talent, skill, or knowledge. Any rolls involving this ability are at -1 Difficulty. Examples are Crack Driver(Drive), Computer Aptitude(Computers), and Aura of Power(Intimidation). Don't forget, the list of abilities in Street Fighter goes well beyond what's on the page. If your character is naturally good at skateboarding, then consider buying "Skateboarding Aptitude" or somesuch. (Give it a better name thou!) Ambidextrous (1 point Merit): You can use both hands with equal skill and ability. You do not suffer penalties when doing actions with your off hand. The normal penalty for using your off hand is +1 Difficulty to all rolls. Animal Affinity (1 point Merit): The character has a deep empathic understanding with animals. If a certain roll involves dealing with an animal, the character makes the roll at -3 Difficulty. Daredevil (3 point Merit): You have a flair for taking risks and living through them. In any incredibly dangerous situation that you voluntarily enter, you are at -1 Difficulty on all rolls and can ignore the first botch result on each roll. Note that Streetfighting is not usually considered particularly dangerous for purposes of this Merit. Jack-Of-All-Trades (5pt Merit) You have a large pool of skills and knowledge to draw upon, obtained through your extensive travels, the jobs you've held, or just all around know-how. You have an automatic level one in all Skill and Knowledge dice pools. This is an illusory level, used only to simulate a wide range of abilities. If the character trains or spends experience in the Skill or Knowledge, she must first buy level one, then two, etc. as if she had no level in it. Pitiable (1 point Merit): There is something about you that inspires pity and paternal instincts in others. This may not affect some people and greatly affect others. Illiterate (2 point Flaw): Either through lack of education or a natural learning disorder, you cannot read or write. Unskilled (3 point Flaw): You have 5 less Ability points to spend on skills than an average starting character due to less training and education. Note that if skills are chosen as your Tertiary ability you have 0 skill dots, not -1 skill dots (4-5=0 in this case...) This Merit may also be taken for Talents(Inept) or Knowledges (Uneducated). SUPERNATURAL Clairaudience (2 point Merit): You have a natural ability to sense and hear the spirit world. Though you cannot see them, you can communicate with them. (see also: Magic Sensitivity, Mystic Ability) Charmed Existence (5pt Merit) Your life is somehow protected, perhaps by unconscious exercise of your Chi potential or simple luck. Because of this, you may ignore a single one on every roll you make. This makes it far more unlikely that you will ever botch, and grants you more successes than others would have. Danger Sense (3 point Merit): You have an innate sixth sense that warns you about danger. This acts for all purposes like the Special Maneuver Sakki. Enchanting Voice (2 point Merit): You have an almost magical voice, beautiful beyond all comparison. In any roll where you can use your voice to effect, such as singing, leadership, intimidation, etc., you gain 2 additional dice to your Dice Pool. Exceptional Trait (3-5pt Merit) This Merit enables you to raise an Attribute(5pt), Ability(3pt), Style(3pt), or Technique(4pt) one extra level without paying superhuman costs. Note that this means that your final superhuman maximum would also be increased by one. (see also: Incredible Potential) Fighting Spirit (X point Merit): When near death, you become so focused on your winning that it beomes nearly impossible to stop you. When below 1/4 of your life (round down), if your Rage Gage is less than X (the cost of the merit) at the begining of a round, it will automatically fill up until it is equal to X. (So if you bought Fighting Spirit as a 5 point merit, if you have less than five Rage points in your Rage Gage, it will replenish itself back up to five at the begining of the round.) Fist of God (7 point Merit): Through some powerful spiritual or religious means, your hands and feet are filled with great supernatural power. When striking any supernatural creature, any wounds inflicted by your hands and feet (or any other body part) cause Aggravated damage. In addition, you gain +2 damage to ALL striking attacks (similar to Psychokinetic Channeling) for no cost. (Maneuvers with 3 or more hits only gain +1 damage per hit). You do not gain any additional damage when combined with Maneuvers like Psychokinetic Channeling. Guardian Angel (6 point Merit): Something or someone very powerful watches over you that you are unaware of. Though not totally reliable, it almost always aid you in some way in a desperate situation. How this manifests is up to the Storyteller. Incredible Potential (2-3 point Merit): Your potential in one area is unmatched. You may purchase an additional level Attribute(3pt), Technique(3pt), Style(2pt) or Ability(2pt) beyond normal Superhuman levels. This means you have the ability to raise it to 9, in most cases. This merit may be purchased more than once. (see also: Exceptional Trait) Luck (3 or 5 point Merit): You are innately lucky. Once per session, You can reroll any failed dice roll. Also, when making luck rolls, Multiply your Chi pool by three (Max is still 10). The 5pt. version gets three rerolls per session. Magic Resistance (3 point Merit): You are innately non-magical, so much so that any sort of magic has a hard time affecting you. All magic directed at you is at +2 Difficulty. This also conveys a +2 soak bonus vs. Focus attacks. Magic Sensitivity (1 point Merit): You are naturally sensitive to any sort of supernatural disturbance. By making a Perception + Mysteries roll, Difficulty 8, you can discern specific things about the supernatural disturbance. (see also: Clairaudience, Mystic Ability) Mystic Ability (2 point Merit): You are very susceptible to visions. While not always precognitive, these visions are deep and insightful, though they may not be clear due to deep symbolism. Meditation may bring about a vision, but they may come at any time. The specifics are up to Storyteller discretion. (see also: Nightmares, Clairaudience, Magic Sensitivity) Nine Lives (6 point Merit): For some amazing reason, you have a supernatural ability to survive the most impossible situations. When something happens to kill you, subtract one life from your 9 lives, & the roll that killed you must be rerolled. If that roll still kills you, subtract another life & reroll it again, and so on. Only 9 of these rerolls can be made EVER in the character's life. Offensive Rage (3pt Merit) Where the average fighter gains Rage from having the tar beaten out of them, you are "charged up" from doing the same to others. As a general rule, you gain 1 Rage point every time you successfully score damage. Characters with Offensive Rage no longer gain Rage from taking damage. Sanctity (2 point Merit): For some reason, all who know you consider you to be pure and naive, despite knowledge to the contrary. You just seem trustworthy and saintly to everyone. People have a tendency to treat you better, but it does not save you from someone's anger if you do manage to make them mad. Silence (1 point Merit): You are naturally silent and make almost no noise. When trying to move silently, the Difficulty is lowered by 2. Special Gift (1-7 pt. Merit) Your sensei gave you a valuable gift after your training. The Storyteller should create something suitable or choose one item from the Mystical Items list to give to you (though you can 'suggest' something). The Storyteller will decide how much a particular item is worth. A special gift of little or unknown use would be 1pt, a magical weapon would be 4-5pts, and an artifact would be 7pts. Make sure you consult your storyteller before you take this! Spirit Mentor (3 point Merit): You have a ghostly supernatural companion who guides and aids you. It cannot work anything in the physical world, but acts as a source of wisdom and advice. Also, any points of the Sensei Background can be put into this Spirit Mentor. Supernatural Companion (3 point Merit): You have a Supernatural friend who follows you around & helps you in times of need. It can be a Vampire/Werewolf/Fairy/whatever. Get your storyteller's approval before you try this one. When the Storyteller decides not to allow you to have this, don't sulk. It's against the Warriors' Code to Sulk. Cursed (1 to 5 point Flaw): You have been cursed by someone or something. This specific curse cannot be revoked or avoided and is very specific. The cost of the curse is dependent on it's intensity and danger. (see also: Nightmares, Dark Fate, Haunted, Negative Chi) Dark Fate (5 point Flaw): You are doomed to experience a horrific and inescapable fate. No matter how hard you fight and how hard you struggle, you cannot change or avoid this fate. Worse yet, you have partial visions of this fate, never enough knowledge to avoid disaster, but enough to terrify and haunt you. When your Dark Fate happens, there is NOTHING you can do about it. When and how this occurs is up to the Storyteller. (see also: Nightmares, Cursed, Haunted, Negative Chi) Eerie Presence (1 point Flaw): Your presence and attitude are very unsettling to others. In any social situation, you are at +2 Difficulty on all rolls. However, you gain an additional die for all Intimidation attempts. Haunted (3 point Flaw): You are haunted by some spirit that torments you. Only you can see or hear it, though it can affect the real world in minor ways: causing chill and drafts, move small objects, break very fragile ones, etc. It will use such powers to your detriment. It is almost impossible to get rid of: it's ties are so close to yours. (see also: Nightmares, Cursed, Dark Fate) Magic Susceptibility (3 point Flaw): For some reason, your body and mind are very easily affected by magic. All magical rolls made against you are at -2 Difficulty. This includes a -2 soak penalty vs. Focus Maneuvers. Negative Chi (2pt Flaw) Somehow, you have negative Chi, yet you live on and heal normally. This is not outwardly obvious to others most of the time, unless your Chi trait is 5 or higher, in which case your physical appearance is affected by it, becoming more sinister and demonic. Energy and flame attacks you perform are typically black or purple in color. Regardless, the Negative Chi's biggest effect is on your mind and soul. The more powerful you become, the more warped each becomes, and the more power you desire. Mundane concerns, especially those relating to others quickly become unimportant, and you start to lose touch with humanity. Reduce the dice pool for all social rolls by half (rounded down) of your Chi, except for intimidation, for which it is added. Keep in mind, as the character becomes more & more insane, the character becomes more & more the property of the Storyteller. (see also: Cursed, Dark Fate) SOCIETY Favor (1-3 pt. Merit) A higher ranked fighter owes you a favor because of something either you or your sensei once did for him. The extent of the boon owed to you depends on how many points you spend. One point would indicate a relatively minor boon, while three points would indicate that the Fighter probably owes you his life. (see also: Reputation) Military Rank (1-5pt Merit) You are currently a member of a military organization of some sort. This Merit costs 1-5pts, depending on how high of a rank you are, where 1pt is an enlisted man, and 5pts is an officer of considerable rank. Military rank has both advantages and responsibilities. Although you have some privileges as a result of your rank, you are also expected to report for duty as the government demands, which can make it difficult to be professional martial artist at the same time. Prestigious Sensei (1 point Merit): Your sensei is very well known among martial artists the world over. This brings both a certain respect from others and certain expectations. Reputation (2 point Merit): You are well known among martial artists for some good quality that you determine. If this quality will make a difference in a social dealing, you have 3 extra dice for rolls involving that interaction. (see also: Favor) Society Ties (3pt Merit): You have an inside connection with a certain group, and you know how to use it to your advantage. You can call in a few 'special' favors with this group every so often Be warned, constant use of these ties will likely draw unwanted attention to yourself. Also, like any connection, you must devote time with the group in question, or your bond will fade away, as will your ability to ask for favors. Example groups: Judicial, Church, Mafia, Media, Corporate, Underworld, Police, Political, White Supremacists Here's an example: Police Ties: You have both influence over and contacts in the local police department. You can, with a single phone call, cause an APB to be issued. However, the more often you use your ties with the police department, the weaker they become, and the more attention you draw to yourself. Your influence is not solid, and can let you down at times. Still this merit is nearly a necessity for fighters who own their own arena and wish to avoid police harassment. Remember, in the United States, Street Fighting is illegal. Style Friendship (2 pt. Merit) For any number of different reasons - appearance, bearing, background or demeanor - something about you appeals to students of a style other than your own (your choice). The difficulties of all rolls related to social dealings with members of this style are two less. This can be a two-edged sword; you are also marked by others as a sympathizer with that style, whether you like it (or deny it!) or not. True Love (1pt Merit) You have discovered, but may have lost (at least temporarily) a true love. This provides joy and strength in an increasingly darkening world - whatever happens, you know there is still something worth fighting for. Whenever you are suffering, in danger, or dejected, the thought of your true love is enough to give you the strength to persevere. In game terms, this love allows you to automatically succeed any Willpower roll, but only when you are actively striving to protect or come closer to your true love. Be forewarned, however, this is a most exacting Merit to play over the course of a chronicle. (see also: Ward) Anachronism (2pt Flaw) You have been out of circulation for a long time. Perhaps you were raised in a monastery since birth, sent into the world by your mentor, or maybe you just picked up outdated habits from an ancient mentor. Whatever the reason, you are unfamiliar and uncomfortable with modern times. When dealing with modern tasks you must make an Intelligence roll. If you fail you have a two dice penalty to that task. You also have a tendency to dress/talk/act strangely, which draws no end of unwanted attention. (See also: Confused) Dishonorable Reputation (3pt Flaw) For whatever reason, people always think of you as being dishonorable. It may be a result of something in your past, or the meddlings of someone else. Regardless, the end result is that your starting honor score is zero, and each time you earn temporary honor, the amount gained is reduced by one point. Also, all honor penalties are doubled. Enemy (1-5 point Flaw): You have crossed someone who now wants to even the score. The point cost of the enemy is determined by it's power level. (See also: Vengeance, Resentful Sensei, Hunted, Mistaken Identity, Notoriety) Infamous Sensei (1 point Flaw): Your sensei was known for being cruel and dishonorable both in his normal dealings and in the ring. Others see you in a muddied light for that reason. (See also: Diabolic Sensei) Diabolic Sensei (2 pt. Flaw) Your sensei is engaged in acts that could cause tremendous uproar in the fighting community. She could be a mass murderer, or frequently use firearms in the ring. World Warriors are likely to come to you in order to learn your sensei's whereabouts, and they may not believe you if you tell them you do not know. (Blanka is not known for his subtlety, or his restraint). (See also: Infamous Sensei, Notoriety) Resentful Sensei (2pt Flaw) Your sensei dislikes you and wishes you ill. Given the smallest opportunity, she will seek to do you harm, and may even attack you if provoked. Your mentors friends will also shun you and many fighters will wonder about the student who so offended his master. (See also: Enemy, Hunted, Notoriety) Hunted (4 point Flaw): You are being hunted down by a powerful person or organization who wants to see you dead. The best choice for a hunting organization is Shadaloo, of course. (See also: Enemy, Notoriety) Mistaken Identity (1 point Flaw): You resemble someone very closely, someone who makes your life inconvenient, such as a criminal of some sort. You may be able to sort things out usually, but not without a lot of trouble and effort. (See Also: Enemy, Hunted) Notoriety (2 point Flaw): You are well known among martial artists for some flaw or bad action you have done in the past. When this action or flaw comes up in social dealings, you have 2 less dice involving that interaction. (See Also: Enemy, Infamous/Diabolic Sensei, Hunted, Mistaken Identity) Style Resentment (1 pt. Flaw) For some reason, something about your inspires contempt or hatred in members of a style other than your own. There is a two-dice penalty to all rolls for social dealings with students of this style. Ward (3 point Flaw): You have someone who is for the most part incapable of caring for themselves under your protection. You feel strongly about them and will do anything to keep them from harm. Often they are either very old or very young, either way, they do not possess any true special abilities and you must watch after them. (see also: True Love) PHYSICAL Acute Senses (1 point Merit): Each sense (hearing, smell/taste, vision, touch) each have their own Merit. When using that sense, all Difficulties are lowered by 2. Air Dominance (1 pt. Merit) This is the same as Quick Reflexes, except both you and your opponent must be performing aerial Maneuvers for this merit to apply. If both characters have Air Dominance (or Quick Reflexes) ties are resolved normally. (See Also: Quick Reflexes) Catlike Balance (4-5 point Merit): You have an almost perfect innate sense of balance. You almost always land on your feet and can perform many athletic feats easily. All Athletics Difficulties are 1 less than normal. The 5 point Merit also gives you an additional 2 dice for rolling a Breakfall attempt. This Merit may be modified for any Technique. Examples are Iron Fist(Punch) or Sticky Fingers(Grab). The 5 point versions of these Merits will usually include a small added extra. For example, someone with Iron Fist might not take damage from Maka Wara while punching. Discuss this with your storyteller for more ideas. (See Also: Excellent Balance) Double Jointed (1 point Merit): You are unusually supple and can painlessly dislocate your limbs. You are at -2 Difficulty in any situation involving flexibility, including escaping Sustained Holds. The Dislocate Limb Maneuver still dislocates your arm, but causes only 1 die of damage. Early Riser (1 point Merit): You require less sleep than others and always wake up very early, at the crack of dawn or sooner. You only need 4 to 6 hours of sleep instead of 8. Excellent Balance (5 pt. Merit) Your training has given you exceptional balance. When you would suffer a knock down from a non-grab Maneuver, you roll your Dexterity + Athletics to retain your balance. If you get as many successes as your opponent got for damage, then you stay on your feet. Also, you may roll 2 extra dice on any Breakfall attempt. If you stay on your feet, you may continue with your Maneuver for the round. (See Also: Catlike Balance) Fast Healing (3 pt. Merit) You have a two extra dice every morning on your stamina roll when recovering your wound levels. In addition, you also get to make a Stamina roll to recover hit points whenever you are entitled to a recovery roll. (See Also: Slow Healing) Huge Size (2 pt. Merit) The Fighter is much larger than average, usually 7' and over 300 lb. This allows you to buy one more health level above the normal maximum (21). This Merit may be purchased more than once. Longevity (2 pt. Merit) You are extremely long lived. You do not suffer aging effects until you are 85+ years old (rather than 65+). You can expect to live to 120-130 years old, barring death by violence or other means. Quick Reflexes (3 pt. Merit): A fighter with Quick Reflexes wins all speed ties. For all effective purposes, you have an extra dot of Dexterity when it comes to breaking ties. This includes being faster than Defensive Maneuvers that tie your speed. When both fighters have Quick Reflexes (or Air Dominance if both opponents are aerial) ties are resolved normally. (See Also: Air Dominance, Slow Reflexes) Bad Sight (1 point Flaw): Your vision is flawed, either near or far sighted. Any visual rolls are made at +2 Difficulty. This can included targeting or dodging ranged attacks. Blind (5 point Flaw): You are totally blind. All rolls involving sight automatically fail. A Blind character is at -1 Difficulty on all Blind- Fighting rolls. Color Blindness (1 point Flaw): You only see the world in black and white. Color means nothing to you. While not crippling, this can be very inconveniencing. Deaf (3 point Flaw): You cannot hear noises and automatically fail any roll involving sound or hearing. Deformity (3 point Flaw): You suffer from a physical deformity that limits your physical prowess. All social rolls are at +1 Difficulty and some Dexterity rolls are also at +2 Difficulty, depending on the exact deformity involved. (See Also: Disfigured, Monstrous, Permanent Injury) Disfigured (2 point Flaw): You have been badly scarred and disfigured. Your Appearance score starts out at 0 and can be raised at most up to 1 dot. (See Also: Deformity, Monstrous, Permanent Injury) Glass Jaw (3pt Flaw) You just aren't good at taking hits and staying on your feet. Whenever you take damage, it requires one less wound level to dizzy you. Hard of Hearing (1 point Flaw): Your hearing is somewhat defective. You are at +2 Difficulty on any dice rolls involving hearing. One Eye (1 point Flaw): One of your eyes is either blind or has been taken out. All rolls involving depth perception is at +2 Difficulty, including projectile attacks. One Arm (3 point Flaw): You only have one good arm. Any situation that involves the use of two hands is at +2 Difficulty if possible at all. This makes some Maneuvers impossible to perform. (See Also: Ambidextrous) Lame (3 point Flaw): One of your legs has been permanently injured. Your Move is always 2 less (Still minimum of 1 thou) and all Athletics Maneuvers are increased by 1 in Difficulty. Monstrous (3 point Flaw): Through some hideous twist of genetic fate, you suffer from a truly monstrous appearance that defies normal human limits. Your Appearance score is 0 and can never be increased. (See Also: Deformity, Disfigured) Mute (4 point Flaw): Due to either vocal damage or a psychological problem, you cannot speak at all. You must communicate by some other means. This makes some Maneuvers impossible, like Stunning Shout. Permanent Injury (3 pt. Flaw) During your training you suffered severe injuries, and you never quite recovered from them. While your sensei managed to heal most of the damage (hospital stays, ancient Chinese potions, Chi Kung Healing, etc.), you have suffered permanent damage. You start the game with one less level of health, and your maximum health is 18. This wound can not be healed by any known means, although a storyteller may create an adventure where you search for a remedy. (See Also: Deformity, Disfigured) Short (1 pt. Flaw) You are well below average height, and have trouble seeing over high objects and moving quickly. You suffer a two dice penalty to all pursuit rolls, and you and the storyteller should make sure your height is taken into account in all situations. In some circumstances, this will give you a concealment bonus. In addition you can crouch under certain projectiles. Slow Healing (3 pt. Flaw) You seem to always heal damage slower than other street fighters. You have a two dice penalty to your morning Stamina rolls. (See Also: Fast Healing) Slow Reflexes (3 pt. Flaw) Regardless of your dexterity or athletics, your reaction time is very low. This gives you a slight speed problem when in combat. A fighter with slow reflexes loses any speed ties. If both fighters have this flaw, ties are resolved normally. (See Also: Quick Reflexes)