Character Concept |
Almost as important as the character concept, is the style of the character. This defines your starting Chi and Willpower, this defines the maneuvers you are more likely to choose. Often, the style and the concept goes hand in hand (or should that be hand to hand?). For instance, if your character is some illegal immigrant into the country, he might come from China, practicing his family kung fu. On the other hand, if your character is a hulking brute with ties to the Russian mob, she might be Sanbo. And so on.
Your Storyteller might disallow certain styles from the starting lineup, and may allow some of the web styles available. For instance, various versions of TaeKwon-Do is available online, and your Storyteller may have decided to allow one of these - but not another.
Good styles to choose may be Native American Wrestling (very powerful grabs and Athletics-based maneuvers), Jeet Kune Do (can learn any special maneuver), Muay Thai (very powerful and direct style), and Tai Chi Chuan (deceptively weak special maneuvers). My personal favourites are Penjak Silat (from Contenders), Native American Wrestling, Savate (from Player's Guide), and Ninjutsu (also from Player's Guide).
Select Attributes |
Remember that you always have one l in
all attributes in the categories. Your Primary category receives 7 dots, Secondary receives 5 dots, and Tertiary receives 3 dots. The
various dots are divided among the attributes of the various categories, divided as follows:
In our campaign, Dexterity, Stamina, Charisma and Wits have been key Attributes. If you intend
to choose Focus-based Special Maneuvers, remember that Wits will be their Dexterity, and Intelligence will be Strength for that type of maneuvers. The Cyborg background
allows you to substitute Physical attributes for Mental attributes when it comes to Focus-based Special Maneuvers, and you may therefore decide to skimp a bit on those if you're
into points shaving and is building a cyborg.
Personally, I like for my characters to have a decent Dexterity (I can't stand slow characters), have a good Stamina, and I usually go for high Manipulation (because I tend to have my characters talk a lot) and Intelligence (because I tend to have my characters talk a lot). We usually use a house rule that states that you may not have a one-dot and a five-dot attribute in the same category to begin with (i.e., no one-dot Strength, five-dot Dexterity, four-dot Stamina munchkins in my campaign).
Select Abilities |
For your primary ability category, you receive nine dots to allocate as you wish. Your secondary ability category
is worth seven dots, while your least prioritized ability only receives four dots.
Our house rule in this step states that you may not allocate more than three dots to any one ability at this point. Later
dots may be allocated through spending Freebie points, but not starting dots. Other skills may be available at the Storyteller's discretion and the style of campaign
the Storyteller intends.
Select Advantages |
Choose Backgrounds (five points), Techniques (eight points), and Special Maneuvers (seven points).
The house rule here (to prevent too much powergaming) is: max three starting dots in a Background without using Freebie points. Special backgrounds are restricted,
and should only be chosen with the explicit permission of the Storyteller. No Technique may have more than three dots allocated without spending Freebie points. Usually, as long as you can meet the prerequisites for a maneuver
through spending Freebie points or whatever, we allow it to be chosen. A good rule of thumb when it comes to Special Maneuvers, is to choose at least two maneuvers where one can cost Willpower and/or Chi and the other should not,
and one which is usable without Chi and/or Willpower. A starting combo is also a good idea.
Record Disposables and Renown |
Freebie points are often spent to increase Chi and/or Willpower. Our current house rule there, is that the sum total of Chi and Willpower may not be more than seventeen (17), with a maximum of eight (8) allocated to either Chi or Willpower. Of course, your fighter will often find himself in harm's way. Therefore, your fighter starts with ten Health levels. He'll need every last one of them. Renown is Glory and Honor. Divide three dots between either Glory or Honor. In our campaign, it is fairly common to start with three dots in Honor and zero in Glory, as Honor is more useful than Glory in campaign play.
Freebie Points |
In our campaign, common points to use Freebie points on, are Backgrounds, Chi, Willpower, Attributes and Health. Temporary Renown just isn't
worth the points, Techniques are cheaper to buy than Attributes through Experience Points, Chi and Willpower is expensive to buy with Experience Points, and you just can't buy Backgrounds after campaign start - not usually, at least.
That's the quickie version of the character creation rules. If you have experience with the Streetfighter RPG earlier, this should be enough to get you through the character creation process. If you don't have the main book - well, this quickie version just isn't the same as reading the chapter dedicated to character creation. And I'm not typing in the entire, freaking book either! So there.