STREETFIGHTING
By Flash Fire

NOTE: This is not, I repeat *not*, based on the Streetfighter series of arcade games.

"Give me your fu-- AAAARRRRGGGGHHHHH!!!"

Street Fighting is the not-so-gentle art of breaking another human being in several different places. Unlike most forms, this "art" has no philosophy, makes no attempt to improve the character of its practicers, and has no overall object other than to hurt people. Like Juijutsu, the point of Streetfighting is "Whatever works!" Its practicers train to attack and kill their opponents with the least amount of risk to themselves. As such, it sees a wide variety of moves and techniques, each chosen by whatever the individual finds to be most effective. Weapons training is common, as is adopting moves from whatever martial art the individual may have studied before or seen in other arenas.

Entrance Requirements: ME of 12 or higher. A high PE, PS, and PP are preferred, but not absolutely necessary.
Skill Cost: Four Years (2 if this is a Secondary Form)
Costume: Whatever the Martial Artist pulled out of the closet that day.
Stance: Stance is determined by the individual, but almost all will involve keeping the martial artist's "weapons" between him and his opponent.

CHARACTER BONUSES

Add 2 to M.E.
Add 2 to P.P.
Add 2 to P.E.
Add 10 to S.D.C.

COMBAT SKILLS
Attacks per Melee: 2
Escape Moves: Roll with Punch/Fall/Impact, Mantain Balance
Basic Defensive Moves: Dodge, Parry, Automatic Parry
Advanced Defenses: Disarm, Breakfall, Automatic Roll
Hand Attacks: Strike, Select three
Basic Foot Attacks: Kick, Tripping/Leg Hooks, Select Three
Special Attacks: Body Block/Tackle, Body Flip/Throw, Choke, Knee, Elbow, Select one Combination move and one Other attack (Jump Kick, Leap Attack, Crush/Squeeze, Pin, ect... No automatic moves)
Holds/Locks: Select Three (No Automatic moves)
Weapon Katas: Select Two. Choices include Knife, Blunt, Chain, and Small Thrown Weapons. Selections made from level advancement can be from any WP (including Pistol and Revolver).
Modifiers to Attacks: Knockout/Stun, Critical Strike, Critical Strike from Behind.

SKILLS INCLUDED IN TRAINING
Martial Art Powers: Select one from Body Hardening Exercises or Special Katas (except Kime and Windmill Kata). If desired, this can be traded one-for-one for any Basic Skill Program.
Physical Skills: Running, plus select two.

If this is your Primary Martial Art Form, then the following other forms can be learned in a shorter time: Jujuitsu (4 years), Isshin-Ryu Karate (5 years), Kyokushinkai Karate (5 years), and Moo Gi Gong (4 years).

LEVEL ADVANCEMENT BONUSES
Level 1: +2 to Roll with Punch/Fall, +2 to Parry/Dodge, Critical Strike from Behind
Level 2: +2 to Strike, +1 Attack per Melee
Level 3: Critical Strike on a Natural Roll of 19 or 20, +2 to disarm, +2 to Roll with Punch/Fall
Level 4: +1 to Body Block, +1 to Body Flip, Select one Kick and one Punch attack.
Level 5: +1 to Roll with Punch/Fall, Select one Weapon Kata.
Level 6: Knockout/stun on Natural 20, Death Blow on Natural 20, Automatic Roll.
Level 7: +1 Attack Per Melee, +3 to Parry/Dodge, +5 to SDC
Level 8: +1 to strike with all Holds and Locks, +2 to Maintain Balance
Level 9: Select one Hold and one Lock, +1 to Strike
Level 10: Select one power from Body Hardening Exercises or Special Katas
Level 11: +1 Attack Per Melee, +2 to Parry/Dodge, +1 to Body Flip
Level 12: Select One Combination Move, +1 to Body Block
Level 13: +1 to Disarm, +2D4 to Spd, +1 to Maintain Balance
Level 14: Death Blow on Natural 19 or 20, Knockout/Stun on Natural 18-20
Level 15: Select two attacks from any category, +1 Attack Per Melee

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