Here is latest the translation for the Street Fighter RPG (SFRPG) Brazilian fanzine: Punho do Guerreiro (Warrior’s Fist). Thank you to list of contributors and editor, plus, as always, an extra thank you to Eric for helping with the translation.
This issue expands upon Issue 3’s idea of Experienced Characters; this version includes another way to handle Standing. An article about using the world of Strider with SFRPG, ideas of how to present this, Hiryu’s stats, as well as some Items of Power.
This issue’s “By Fight!” is a look at the epic city of São Paulo. Lots of locations and some character names are included; plus an Arena using a Basketball Court. The Maneuver of the Month is Fake Death, an interesting idea. This issue’s Circuit Legend is Miguel Garza, from the TV show El Dragón: Return of a Warrior. Lastly, an article about Creating New Styles From Scratch.
Issue 27. Here is a link to the folder of Street Fighter translations, which includes all the issues of Warrior’s Fist (PdG), the epic Circuit Guide, Glory Times, Solo Rules, Spartacus, and the Mortal Kombat core and Shinnok. The whole folder can be downloaded as a Zip file 🙂
For the last few years I would set aside my August to participate in #RPGaDay, so I could read/watch/listen to as many responses as I could, as well as write my own. I would also make sure to share and comment on the posts I particularly appreciated. Sadly this year due to health, family, projects, plus current RPGs, I don’t have the vast amount of time that it would take to do what I have done previously. Thankfully I have managed to read and watch lots of peoples’ posts, as always some great results, as well as treasures. For myself, I had pondered pithy answers, but I wanted to do something bigger.
Since I’ve managed to complete some projects, I allocated some time to have fun with Dave Chapman’s new RPG: WILD: Dream Dive Training Simulation; I am planning a game diary and review for this RPG for September. Before running a WILD game for players, I decided to first play a solo game, to help provide me with more system familiarity. I reread the rulebook and made a summary of the rules. For the solo session I used some of the #RPGaDay prompts, such as Solo and System, also WILD could be said to match Wilderness and Explore, etc. In addition to this being my post for #RPGaDay2021, that the result could later be turned into something that can be used as a game handout for one of my ongoing games.
I’ve blogged about WILD during the Kickstarter. WILD is designed around using Tarot cards, something I already have familiarity with. Knowledge of the Tarot is not needed to play WILD, since the book present useful and clear information. The game has many inspirations; important ones are Inception, Paprika, Falling Water, Reverie, The Cell. To an extent What Dreams May Come can also be useful.
The players in my World of Darkness chronicle Sliders have been exploring the importance of dreams for nearly three years. Primarily a Mage: the Ascension game, but there are also separate Werewolf, Changeling, and Wraith characters, all feeding information to a central file; Mummy and Vampire parts have not happened yet. The PCs have discussed and practiced different methods of dream exploration. Now they are getting close to revealing the web of mysteries, so introducing the WILD’s dreamshare device will hopefully help the PCs illuminate what lies at the centre of the web.
Since this solo session relates to an ongoing game, I had confidence that I could connect any outcome to it. Whilst using a Tarot is random, there is also a lot of room for interpretation and guidance.
A quick note about the WILD rules, the game includes multiple suggestions of how to handle things. I find the rules inspiring, particularly the emphasis on options and the value of multiple interpretations. To help make sense of the following, here are a few basics:
One way to generate a scene is to draw 4 tarot cards to generate the: Situation, Obstacle, Aid, and Resolution. The book provides multiple suggestions for each category on each card.
For a standard test, draw 3 cards, but this can be modified by character aspects (min 1, max 5 cards).
A successes comes from a card’s value being equal or lower to target number (a combination of Attribute and Ability), another success for each card Suit that matches the Attribute being tested. Additionally a special modifier for a Major Arcana.
The game rules are great, lots of scope, but this post is not about that.
NWO operative Duncan Sanderson scrambled over yet another car awaiting salvaging to reach this high stack. The tracking of the strange electrical signals had led him to the sleeping body of Tony Fletcher, who was still dressed in the suit he had worn to the opera a few hours ago. The Reality Deviant had a strange device upon his head, it was surprisingly elegant and clean. Tony and his device’s appearance contrasted with the scrapped car he was sat in, barely sheltering him from the rain. Intel had stated Tony was a low level concern, but data predictions had extrapolated an important meeting was taking place today. There had been no forecast of unusual danger, so why had he run, and from whom? Duncan thought, ‘It must be bad for him to have crawled into place like this. His desperation will prove useful during his interview.’
Duncan followed standard protocols. Backup was on the way. The site seemed secure. Now he was required to take preliminary readings to ascertain threat levels. After numerous thorough scans no warnings chimed up. There was a faint anomalous signal present. Duncan ran an enhanced app to decrypt this localised broadcast. It was data rich, but not going beyond this physical location, maybe having a dimensional destination. It seemed like Tony’s thoughts were being transmitted. Maybe Tony was meeting someone in the Digital Web? The containment team wouldn’t arrive in time. Duncan had orders prioritising Tony’s data connections, so he made an executive decision to act. He ran his enhanced firewall, activated various energy and bio monitors, and then connected his scanner’s trodes to Tony’s head. A moment later a vast amount of data streamed in. Curiously the different brain waves were all outside of the norm, as were blood biomarkers. Suddenly Tony’s heart rate spiked, his system was being flooded with cortisol. As Duncan tried to hit the disconnect button he felt a wave of vertigo hit, his awareness stretched then faded…
Current Situation: Unsure.
The Situation Enter dream. Passionate Visionary p85, Beach playing, childlike
The ObstacleThe Star reversed p68, Tidal Wave, Turbulent Sea, River
The AidPatience p67, Protection, shield
The Resolution: Controlled Rogue p76, Find direction
Action/Intent = The peaceful beach play is interrupted by thunder and lightning, a storm has raced in from the sea. The water line suddenly retreats, young Duncan realised he had minutes to run to the cliff wall and start climbing to safety.
Control 3 + Rogue 2 = 5. DRAW = Focused Guardian p84, Hanged Man p66 (Readjustment), Three of Control p72 = 1 Suit Success + 1 Number Success + Major.
As Duncan ascends the cliff he readjustments to this dream realm, his internal conditioning routine kicking in. As an NWO operative, he has studied Psychology and Psychoanalysis. His dream self is no longer a child, allowing him to climb faster, his training kicking in. He successfully climbs the cliff.
Current Situation: Atop the cliffs Duncan finds Wilderness (#RPGaDay)
The Situation Passionate Rogue p90 Desert, pyramids
The Obstacle Nine of Strength p96, no money (no resources to cross desert)
The Aid Nine of Passion p89, robot
The Resolution Controlled Guardian p77, repair the cracks
Action/Intent = Nothing else is to hand, so Duncan decides that to survive the desert / traverse it, he needs to fix the robot, access its databanks, and see if it has helpful information.
Focus 3 + Scholar 3 = 6, DRAW = Aspect: Optimistic +1card, +1 card Hoarder (he always carries spare power cells) = 5 cards = Passionate Scholar, Death, Focused Diplomat, Seven of Focus, Passionate Diplomat = 0 Number + 1 Suit Success = 1, Major = Death p66.
Duncan takes a long time to access the robot’s databanks. There is limited information, severe system degradation. Information is found about a nearby cave system connecting to pyramids in distance, the system quickly shorts out. Duncan feels a strange time compression effect, starts to experience dehydration, as well as an electric shock from the robot shorting, causing 1 harm (-1Strength (Usually Attribute damage is to the active Attribute, but this felt more appropriate)).
Current Situation: The dream shifts to being in caves, but they are odd:
The Situation Architect p60, Exploring caves, a laboratory is found
The Obstacle Teacher p62, confusing information
The Aid Six of Control p73, call for help, alarm
The Resolution Hermit p64, light the darkness
Action/Intent = Attempt to reactivate the laboratory system in the caves, figure out the many strange apparatus and the research goal of the place.
Focus 3 + Scholar 3 = 6 DRAW = Aspect explorer, but I decided the Aspects Optimistic + Hoarder had been used up. So 4 cards. = Five of Focus, Seven of Control, Lucidity, Strong Diplomat = 1 Suit Success + 1 Number Success = 2 Successes + Major p69.
Duncan manages to reactivate the system and studies the data. He determines that this location has been used to study brain activity in general and dreams in particular, he is familiar enough with the array of specialist fields of enlightened science. There is little in the databanks, maybe a particular room in this place holds the key?
I decide to use RPGaDay prompts to guide this scene. Current Situation: The dream shifts to zooming through the corridors being of the dream research section:
The Situation One room contains a person, whose head is covered in wires, they are sat upon a silver throne.
The Obstacle The data about the person shows a lot of brain activity, they appear to be sleeping. Duncan figures out that the room is trapped, automated defences are active and nonresponsive to control room overrides.
The Aid Needs a weapon, but so far most rooms are empty, maybe one has something?
The Resolution Access Dreamer
Special Tweaks Dream as Action/Intent, surely an EMP grenade in one of the storage rooms. Focus + Visionary = 6. No aspects 3 cards: Six of Passion, Controlled Scholar, Five of Passion = 2 successes (fits lab and technocrat facility 🙂 does not destabilise the dream). EMP found and used on defences.
Duncan gets access to the Dreamer, it is Tony Fletcher. The computer systems have the blueprints for the device he is sat on a device called ALIS (Accelerated Lucidity Induction System), version 0.7. There is also reference to a Portable version Duncan saw in the waking world, PALIS. Besides the computer terminal is an open note book, many large words are sprawled across the page: Silver City, Silver Paths, Dreamers of the Silver Portal, Oneira, Moonbridge?, Syrannon?
Current Situation: Should Duncan attempt to directly interact/connect with sleeper.
The Situation The Technocrat p62, monitors, able to access view of dreamers dreams.
The Obstacle Strong Guardian, Undead approaching.
The Aid Wheel of Fortune – ALIS blueprints!
The Resolution Awakening (this card causes the character to awaken).
Grabs blueprints as he starts to awaken…
Duncan awakes to find the containment team stood over him…
That was fun and stimulating. I look forward to converting it to a short story. I will reflect on things and make notes for my WILD game diary. This solo session will be tweaked and given as a handout. Tonight I also ran my first WILD session for other players, it went well, they liked WILD, but this post is not about that.
I have some ideas for a Street Fighter + WILD fusion, likely utilising the Cave of the Ancients idea from the old Street Fighter II V series. Maybe I can squeeze another solo session in before #RPGaDay2021 ends.
Building upon the success of the Circuit Guide, Eric “Musashi” Souza and Gabriel Tabatcheik were joined by Ingo Muller to create a new supplement: Circuit Guide – Basic. This book focuses on only using character designs (Maneuvers, Styles, Backgrounds, and Abilities) from the core rulebook and the Secrets of Shadoloo supplement. The profession system by Odmir Fortes also returns to assist with character design. Extra thank to Eric and Ingo for their help in translating.
The supplement has many NPC templates that can be used straight out of the book, covering the different Divisions: Tradition, Freestyle, and Duellists. Another section has random tables to assist with character creation, be they PC or NPC, covering names, nicknames, characters quirks, and sayings.
In addition the book has a section tackling a question that might be common in many games: how many Street Fighters are there? A classic question in the other Storyteller World of Darkness games, regarding the number of different supernatural entities in an area, never mind the whole world. I’m sure this information will be helpful to most groups, plus it includes ideas about varying the answers. Last but not least, new Antagonist templates are included such as biker gang members, guerrillas, robots, mentalist, arcanist, tribal chief, shaman, plus small and large beasts.
With the growing popularity of Virtual Tabletop software, Eric M. Souza has made some SFRPG Combat Cards. When you remember how many Special Maneuvers there are, you realise how much work Eric has done! This also meant I had a lot to translate and reformat. 😉
I’ve not used Roll20, so I don’t have a guide or tips yet. I run my games via Discord, plus Google Drive for sharing files (game handouts, pictures, links, and diary). I hope to experiment in the next few weeks. I’ll also check with the Brazilian community to see if they have a guide.
With the growing popularity of Virtual Tabletop software, Eric M. Souza has made some SFRPG Combat Cards. When you remember how many Special Maneuvers there are, you realise how much work Eric has done. Thus, translating this many things has the increased risk of errors slipping through, so please let me know if I’ve missed anything. To see the original Brazilian version: http://sfrpg.com.br/shotokan/materiais.htm
I’ve not yet separated the cards in the PDFs in to their own images. In a few weeks I’ll recheck everything again and then finalize things. In the meantime if you take a look and find a problem, please let me know; here or via https://www.facebook.com/groups/sfstg Updated: the cards have been completed.
Following on from the Arm/Wrist Lock in the last blog. In the Brazilian SFRPG 20th Anniversary book there are some maneuvers highlighted orange with the Blanka icon, these were originally published in Brazil in the adventure Sangue de Lutador. Unfortunately because some supplements were not published in Brazil, Maneuvers named Push & Flight already exist, but since these Maneuvers do different things they have a place in the game; maybe if characters have both versions, refer to these versions as Push 2 and Flight 2?
PDF with these Brazilian supplement Maneuvers + Arm/Wrist Lock.
Same stats but slightly different wording for the system in the Brazilian version: for the next few turns, the opponent whose arm is dislocated in this way suffers a -3 Speed reduction. All punches and strikes using this arm will have an additional -2 damage reduction. They must spend a turn to put the dislocated arm back in place, or only use kicks (but still with the -3 Speed reduction) until they have time to put the arm back in place.
Brazilian book page 85
Prerequisite: Grab ••
Power Points: Aikido, Kabaddi 1; Any 2.
With this maneuver the character “gently” pushes their opponent with the aim of pushing them away or knocking them down, usually on an unpleasant surface, or on another opponent.
System: The opponent is thrown a number of hexes equal to the attacker’s Strength + Grab and suffers a knockdown.
Brazilian book page 88
Prerequisite: Athletics ••
Power Points: Aikido 1; Special Forces, Kung Fu 2; Any 3
This maneuver is intended to allow an unarmed person to take an opponent’s weapon, or throw away the opponent’s weapon, be it a melee weapon (knife, sword, stick…) or a firearm (pistol, machine gun…).
System: When performing this maneuver, you must make a quick contest of the player’s Strength + Athletics, against Strength + Technique with the opponent’s weapon. If the opponent has more successes, the maneuver fails.
Cost: 1 Willpower
Brazilian book page 91
Prerequisite: Athletics •••, Focus ••••
Power Points: Ler Drit, Soul Power 4; Kabaddi 5
This move allows the fighter to use his spiritual levitate and fly, thus gaining a tactical advantage over their opponent. Unfortunately, it is very tiring.
System: the fighter can fly for as long as they want. But, since their spiritual energy is turned to flight, while flying they will not be able to use any other Special Maneuvers that consume Chi. In flight, all maneuvers or attacks made by the fighter are considered to be Aerial.
Glory Times has been amended. Laura (BJJ) no longer has Improved Pin, or relating combos. This maneuver is in the Brazilian 20th book, it has now been added to both Glory Times and Circuit Guide.
Prerequisites: Grab •••, Punch •, Kick •
Power Points: Aikido, BJJ 1; Kabaddi, Special Forces 2; Any 3
A character who knows this maneuver can, immediately after a successful block, twist an opponent’s arm or leg and pin them to the ground, in order to immobilize the opponent without causing great damage (theoretically).
System: This is a Sustained Hold and causes, besides normal damage, a knockdown.
Here are two translations of Tekken for Street Fighter RPG (SFRPG) supplements, specifically Tekken 4; the original work was by Fagner Vieira Stutzel and Eric Henrique “Musashi” de Souza, who is also an editor of Punho do Guerreiro (Warrior’s Fist). The work was originally made in 2001, so a few things have been changed since then, such as the then new maneuvers: Dankuukyaku and Double Jump Kick that had been created, have since been replaced with the classic Hurricane Kick. One of the good things about SFRPG these days is how many games have been played, things tested; how many players try to limit system bloat, stripping things back to the original core rules when appropriate and possible.
To me, the Tekken universe has always felt like a cross between Street Fighter and the World of Darkness. The plot about evil corporations and devil gene could easily be something from the research of the Special Project Division of the Technocracy and their work with Pentex; maybe the reason the SPD disappeared is because they had a breakthrough? Or maybe because the Fallen, Earthbound, maybe even Lucifer himself took notice.
There are plenty of benefits of adding the King of Iron Fist Tournament, and the famous fighters, plus the plots around the Mishima Corporation in to Street Fighter. In particular it provides another megalomaniacal organisation that would be in competition with the machinations of Shadoloo(Shadaloo), as well as having a specific interest in why special martial artists matter so much. Throw in Mortal Kombat to explore the dilemma of whether the devil gene could be used to ward off Shao Kahn’s forces in Outworld; would Raiden be against using the godly power of Ancient Ogre? Etc.
Here is a link to the folder of Street Fighter translations, which includes all the issues of Warrior’s Fist (PdG), the epic Circuit Guide, Glory Times, Solo Rules, Spartacus, and the Mortal Kombat core and Shinnok. The whole folder can be downloaded as a Zip file 🙂
Here is latest the translation for the Street Fighter RPG (SFRPG) Brazilian fanzine: Punho do Guerreiro (Warrior’s Fist). Thank you to list of contributors and editors. As always an extra thank you to Eric for helping with the translation.
This issue looks at the idea of applying Juggling mechanics that became popular in the Fighting game genre after this RPG was originally created. The Emergent Dungeons article provides a list of tables to create/inspire plots.
The third installment looking at the origins of different Elementals. This issue’s “By Fight!” is an introduction to my own home, Blackpool; I am writing more on this with the aim of producing a standalone supplement, but first I plan a follow-up article for a future WF issue.
This issue’s Circuit Legend is the Boogeyman, Baba Yaga, aka John Wick. An assassin pulled back into the world of extreme violence. The Maneuver of the Month is Counterpressure, adding an extra threat to a user of Sustained Holds.
Issue 26. Here is a link to the folder of Street Fighter translations, which includes all the issues of Warrior’s Fist (PdG), the epic Circuit Guide, Glory Times, Solo Rules, Spartacus, and the Mortal Kombat core and Shinnok. The whole folder can be downloaded as a Zip file 🙂
Here is latest the translation for the Street Fighter RPG (SFRPG) Brazilian fanzine: Punho do Guerreiro (Warrior’s Fist). Thank you to Eric for the issue, plus the big list of contributors: Aloísio Soares Senra, Eric M. Souza, Felipe M. Vasconcelos, Giovane do Monte, Jeferson Vicentini, Jhan Aragão, and Marcos Amaral. As always an extra thank you to Eric for helping with the translation.
This issue looks at introducing more Beat ‘Em Up aspects to SFRPG, plus a look at a more MMA focused chronicle. The classic SFRPG debate about Jujitsu and free maneuvers, so this issue has an article exploring the topic and provides suggestions for giving every style free maneuvers, as well as the prerequisites.
Normally each issue of Warrior’s Fist presents details about Kabuki Town, a fictional city for SFRPG, but this issue introduces By Fight! A look at a real life location and how it can be used in a SFRPG game. By Fight! is a play on the old White Wolf’s city books (Chicago by Night, New Orleans by Night, etc.), for Vampire: the Masquerade for the World of Darkness. This issue Eric presents Campo Grande (“Great Field”), which is a city in the interior of Brazil in South America. It is the capital of Mato Grosso do Sul. Eric says this feature will be a regular one in the pages of PdG and has asked for people to submit ideas; in time the setting will have many regions covered, providing the setting with more of the travel seen in the arcade game. 😉
This issue’s Circuit Legend is Jeiza Rocha, a MMA fighter and a member of the police. Additionally the issue includes two historical characters, Madam Satan & Thin Waist; although they could be tweaked to fit in to any SFRPG era. The Maneuver of the Month is Record. In closing, a recommendation to look at Jhan Aragon’s Solo rules for SFRPG.
Issue 25. Eric tweaked the explanation in Issue 13 about ways to handle the Backgrounds of the super-rich. A few minor errors have been fixed in older issues. Here is a link to the folder of Street Fighter translations, which includes all the issues of Warrior’s Fist (PdG), the epic Circuit Guide, Glory Times, Solo Rules, Spartacus, and the Mortal Kombat core and Shinnok. The whole folder can be downloaded as a Zip file 🙂