Geese Howard (Deceased)

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:
Interrogate:
Indimidate:
Insight: 5
Streetwise: 4
Subterfuge: 5
Negotiation: 4
Skills
Blindfight: 4
Drive:
Leadership: 4
Stealth: 3
Survival: 2
Meditation: 5
Knowledge
Arena: 5
Computer: 4
Investigate: 3
Medicine: 2
Mysteries:
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
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

The cudgel-wielding maniac:

 

Billy Kane

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:
Drive: 2
Leadership: 1
Security: 5
Stealth: 4
Survival: -
Knowledge
Investigate:
Medicine:
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
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

Combat Chart for Ripper

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)

Combos:

Attributes; Str:4/Dex:4/Stm:4/Per:5/Int:4/Wit:5
Techniques; Pun:4/Kik:4/Blk:4/Grb:3/Ath:4/Foc:2
Firearms: 5

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(Check there for the latest version)
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Combat Chart for Hopper

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.

Kippup

See Description

See Description

See Description

Automatic, Fighter has only -1 speed when getting up instead of -2

Combos:

Attributes; Str:5/Dex:4/Stm:5/Per:4/Int:4/Wit:4
Techniques; Pun:4/Kik:4/Blk:4/Grb:4/Ath:4/Foc:2
Firearms: 4, Demolitions: 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