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Geese Howard (Deceased) |
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| Homeland: Southtown Born: January 21, 1953 Style: Various (Aikido); Hakyokuseiken |
Concept: Conqueror of the Underworld Signature: Crosses arms |
Job: Badguy Team: Own |
| Str: 6 Dex: 6 Sta: 6 |
Cha: 4 Man: 6 App: 4 |
Per: 4 Int: 5 Wit: 6 |
| Techniques Punch: 6 Kick: 6 Block: 6 Grab: 5 Athletics: 5 Focus: 6 |
Glory 4 Honor 1 Rank 10 Chi 10 Willpower 10 Health 20 Experience N.A. |
Backing 5 Resources 5 Sensei - Flaws: - Merits: - |
| Talents Alertness: 4 Interrogate: 4 Indimidate: 5 Insight: 5 Streetwise: 4 Subterfuge: 5 Negotiation: 4 |
Skills Blindfight: 4 Drive: 2 Leadership: 4 Stealth: 3 Survival: 2 Meditation: 5 |
Knowledge Arena: 5 Computer: 4 Investigate: 3 Medicine: 2 Mysteries: 4 Style Lore: 5 Business: 4 |
| Maneuvers (Speed, Damage, Move) | ||
| Jump, Kipup, Breakfall Throw (4, 13, 1) KD Vacuum Throw a.k.a. Wind Toss (Spin Throw) (5, 15, 1) Throw=11 hexes, KD Face Slam (5, 14, 1) KD High/Low Reversal (9, 11, -) Counter (10, 11, None) High (Aerial), Mid, Low (Crouching) Alpha Counter (1 Will 10, -, None(spc)) Play with other card. If counter, play the other card. Palm Smash (4, 15, -) KB 2 Back Hand (6, 14, 3) Wave Slice (1 will, 6, 13x2, 6) must step into hex and KB 1 with first hit Double-Hit Punch (5, 12x2, 4) Grappling Defense Handstand Kick "pivot on heel kick" (5, 16, 3) KD Aerial Reppu Ken "Violent Wind Fist" (1 Chi, 6, 11, -) R=12 Double Reppu Ken (1 Chi, 6, 11x2, -) Range 12 hexes Power Wave (1 Chi, 5, 14, -) R=3, KB 1 Fireball (1 Chi, 4, 13, -) R=12 Flying Fireball "Shippuken" (1 Will 1 Chi, 4, 13, 5) Aerial, R=12 Raging Storm (2 Chi, 4, 18, -) KB 2, KD, Crouching, Hits 7 hexes centered on user Ja Ei Ken "Wicked Shadow Fist" (Zan Ei Ken) (1 Chi, 6, 15, 8) StraightL |
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| Combos Reversal (9) to One-Step Palm Smash (10) to Dbl Reppu Ken (10) Reversal (9) to Face Slam (9) to Raging Storm (8) Counter (10) to Vacuum Throw (9) to Dbl Reppu Ken (10) Counter (10) to Face Slam (9) to Raging Storm (8) Block (10) to Vacuum Throw (9) to Dbl Reppu Ken (10) Block (10) Counter (14) Alpha Counter (16) Block (10) to Raging Storm (8) Ja Ei Ken (6) to Back Hand (8) to One-Step Palm Smash (10) Ja Ei Ken (6) to Back Hand (8) to Face Slam (9) Back Hand (6) to One-Step Palm Smash (8) to Vacuum Throw (9) Dbl Reppu Ken (6) to Fly Fireball (6) to Pivot Kick (9) dizzy Dbl Reppu Ken (6) to Dbl Hit Punch (7) Face Slam (9) dizzy Dbl Reppu Ken (6) to Block (12) to Raging Storm (10) Dbl Reppu Ken (6) Wave Slice (8) Ja Ei Ken (10) Wave Slice (6) to Pivot Kick (7) Vacuum Throw (9) dizzy |
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The cudgel-wielding maniac:
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Billy Kane |
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| Homeland: England Style: The Staff |
Concept: Henchman, Bodyguard Signature: Bandana, Staff |
Job: Geese Howard Team: ... |
| Str: 5 Dex: 5 Sta: 5 |
Cha: 3 Man: 3 App: 2 |
Per: 4 Int: 3 Wit: 4 |
| Techniques Punch: 2 Kick: 3 Block: 4 Grab: 3 Athletics: 5 Focus: 4 Staff: 6 |
Glory 5 Honor 1 Rank 8 Chi 6 Willpower 8 Health 16 Experience NA |
Backing 4 Resources 4 Sensei 1 Flaws: - Ward: Lily Kane Merits: - |
| Talents Alertness: 5 Interrogate: 3 Indimidate: 4 Insight: 3 Streetwise: 3 Subterfuge: 3 |
Skills Blindfight: 3 Drive: 2 Leadership: 1 Security: 5 Stealth: 4 Survival: - |
Knowledge Investigate: 1 Medicine: 1 Mysteries: - Style Lore: 1 |
| Maneuvers (Speed, Damage, Move); Staff is +1 Speed (when round starts at range), +1 Damage | ||
| Reaching Strikes (Basic Staff attacks have a Reach of
One hex, -1 Move) Balance (with Staff only) Adds 1 to all Aerial movment Jump Kipup Polevault Crash (Fly Knee Thrust mod) (1 will, 6/7, 14, 7) Aerial, Overhead, May dodge FBs Wooden Rain (1 will, 5/6, 11x3, One) Reach of 1 hex (Modifiers: +0, -1, One) Staff Wheel Strike (5/6, 13x2, 4) Not hit crouching, Hit Aerial once Staff Rising Uppercut (5/6, 16, 1) KD Aerial, KB 1 not Aerial Staff Sweep (4, 15, 3) KD Staff Shake Grab (Piledriver stats, Add Staff Modifier) (4, 13, 1) KD Fire Wheel (2 Chi, 4, 15/13, 0) Hits once in hand to hand, fires 2nd flame wheel as fireball Staff Basic: Jab 7/8, 11, 5; Strong 5/6, 13, 5; Fierce 4/5, 15, 4 |
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| Combos Reaching Jab (8) to Wheel Strike (7/8) to Staff Sweep (8) Dizzy Reaching Strong (6) to Wooden Rain (7/8) to Rising Uppercut (9/10) Dizzy Polevault Crash (6/7) to Reaching Strong (8) to Wooden Rain (9/10) Dizzy Jumping Staff Jab (7/8) to Jumping Staff Strong (7/8) to Staff Shake Grab (8) Dizzy Block (9) to Fire Wheel (8) Reaching Fierce (4/5) - Reaching Jab (9/10) - Wooden Rain (9/10) Dizzy Wheel Strike (5/6) - Reaching Jab (9/10) - Polevault Crash (10/11) Dizzy Reaching Strong (5/6) - Reaching Jab (9/10) - Fire Wheel (8) Dizzy |
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Maneuver |
Speed |
Damage |
Move |
Special |
|
Punch: Jab |
6 |
7 |
4 |
- |
|
Strong |
4 |
9 |
4 |
- |
|
Fierce |
3 |
11 |
3 |
- |
|
Kick: Short |
5 |
8 |
4 |
- |
|
Forward |
4 |
10 |
3 |
- |
|
Roundhouse |
2 |
12 |
3 |
- |
|
Grab |
4 |
7 |
One |
Ignores blocks. |
|
Block |
8 |
(8 soak) |
None |
Abort Maneuver. Add your block rating to soak. Prevents knockdown. |
|
Movement |
7 |
None |
7 |
- |
|
Throw |
2 |
9 |
One |
Causes knockdown. Choose a hex to throw them into a distance of hexes equal to your strength score. If someone is hit by a thrown fighter they might take damage, roll the thrown fighters stamina minus the hit fighters soak total. |
|
Jump |
7 |
None |
4 |
Athletics times three equals how high one can jump. Can be used with any basic attack or by itself. If played alone can be used as an abort action. To dodge projectiles: If speed is higher than projectiles the character may interrupt by a resisted roll. Opponents Focus against the Characters Dex+Athletics. If used with a punch or kick the fighter may be able to dodge and still strike. |
|
Kippup |
See Description |
See Description |
See Description |
Automatic, Fighter has only -1 speed when getting up instead of -2 |
|
Breakfall |
See Description |
See Description |
See Description |
You don't need to play a card to use this move. Whenever your character takes damage from hitting the ground you may reduce the damage by one point for each success made on a dexterity + Athletics roll. (Doesn't work for moves that damage you THEN knock you down) |
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Combos: |
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Attributes; Str:4/Dex:4/Stm:4/Per:5/Int:4/Wit:5 |
JavaScript courtesy of http://www.tlcnet.com/~slappy/sf/(Check there for the latest version) Mail me at ringthief@comcast.net to report any bugs |
|
Maneuver |
Spd |
Dmg |
Mov |
Special |
|
Punch: Jab |
6 |
8 |
4 |
- |
|
Strong |
4 |
10 |
4 |
- |
|
Fierce |
3 |
12 |
3 |
- |
|
Kick: Short |
5 |
9 |
4 |
- |
|
Forward |
4 |
11 |
3 |
- |
|
Roundhouse |
2 |
13 |
3 |
- |
|
Grab |
4 |
9 |
One |
Ignores blocks. |
|
Block |
8 |
(9 soak) |
None |
Abort Maneuver. Add your block rating to soak. Prevents knockdown. |
|
Movement |
7 |
None |
7 |
- |
|
Dashing Punch |
4 |
13 |
6 |
Cost 1 Willpower |
|
Spinning Backfist |
3 |
11 |
5 |
- |
|
Hop Kick |
4 |
12 |
One |
Causes Juggle. |
|
Back Breaker |
3 |
12 |
One |
Victim suffers knockdown |
|
Bear Hug |
3 |
12 |
One |
Sustained hold. |
|
Throw |
2 |
11 |
One |
Causes knockdown. Choose a hex to throw them into a distance of hexes equal to your strength score. If someone is hit by a thrown fighter they might take damage, roll the thrown fighters stamina minus the hit fighters soak total. |
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Kippup |
See Description |
See Description |
See Description |
Automatic, Fighter has only -1 speed when getting up instead of -2 |
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Combos: |
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Attributes; Str:5/Dex:4/Stm:5/Per:4/Int:4/Wit:4 |
JavaScript courtesy of http://www.tlcnet.com/~slappy/sf/(Check there for the latest version) Mail me at ringthief@comcast.net to report any bugs |