Template
From Thrashfs
Contents |
[edit] Basics
Name: This is the character's name, as well as any alias or ring name they might have.
Concept: Two or three word summary of the character's basic nature.
Fighting Style: There are thousands of real fighting styles in the world, as well as whatever one your character may have developed on their own or learned as part of the setting. Anything as simple as "Karate" to as complex and fanciful as "A mixture of multiple fighting styles and the Fist of the Sacred Dragon" goes here.
Motivation: Please select a motivation from page 20 of the core book. If you write up a custom one, please post it to the House Rules page.
[edit] Attributes
Attributes are discussed on page 15.
Agility: 0
Intelligence: 0
Presence: 0
Stamina: 0
Strength: 0
Will: 0
[edit] Secondary Values
Finesse: (Agility + Presence)/2
Force: (Strength + Will)/2
Precision: (Agility + Intelligence)/2
Health: (Stamina x 6) + (Will x 3)
Ki: (Stamina x 2) + (Will x 4)
Super: 10/10 for most characters.
- Super Foci: Select two, for most characters.
Destiny: 5/30
[edit] Techniques
Acrobatics: 0
Block: 0
Evade: 0
Focus: 0
Grapple: 0
Kick: 0
Melee: 0
Punch: 0
[edit] Maneuvers
Listed below are all the automatic Basic Maneuvers and Support Maneuvers given by Groove. In addition to these, the characters get to pick two from the following four:
- Disruptive Taunt: AP Cost of 2. AV of (Presence + Taunt Skill) versus (Will x 2). If successful, half the successes are removed from their Super.
- Fist Sweep: AP Cost of 3. AV of (Force + Punch). Move of 0. Damage of 4 + (Strength/2). User must be crouching, causes knockdown.
- Respect: AP Cost of 2. AV of (Presence + Taunt Skill). If successful, half the successes are added to your Super.
- Sweep: AP Cost of 3. AV of (Force + Kick). Move of 0. Damage of 4 + (Strength/2). User must be crouching, causes knockdown.
[edit] Defensive
- Block: AV of (Force + Block + 1). Move of 1.
- Defense Reset: AP Cost of 1.
- Disengage: AV of (Finesse + Grapple + 1). Cancels any Grapple Maneuver.
- Dodge: AV of (Finesse + Dodge). Move of 2.
[edit] Ki-Using
- Super Burn: Super Cost of 10. For this turn and the next three turns, characters add +2 damage, and Supers get a Super Enhancement.
- Super Charge: Each AP spent adds 2 points of Super.
[edit] Movement
- Dash: AP Cost of 2. Move of 3 + (Agility/2).
- Jump: AP Cost of 1. Move of 3 + (Agility/2). Adds Aerial; attacks gain +2 to damage.
- Pursuit Jump: Costs 1 AP. Move of 3 + (Agility/2). Adds Aerial; attcks gain +2 to AV and +2 to damage.
[edit] Grapple
- Takedown: AP Cost of 3. AV of ([Finesse or Force] + Grapple + 1). Move of 1. Damage of 9 + (Strength/2). Target and user left prone.
- Throw: AP Cost of 3. AV of ([Finesse or Force] + Grapple + 1). Move of 1. Damage of 7 + (Strength/2). Target left prone.
[edit] Strike
- Kick: AP Cost of 2. AV of ([Finesse or Force] + Kick). Move of 1. Damage of 5 + (Strength/2).
- Punch: AP Cost of 2. AV of ([Finesse or Force] + Punch + 1). Move of 1. Damage of 4 + (Strength/2).
[edit] Template
- Heavy Strike: +1 AP, -1 Accuracy, +3 Damage, -1 Move.
- Move Boost: +1 AP, +3 Move.
[edit] Support Traits
[edit] Edges
Edge Name: Some details on it.
[edit] Drawbacks
Drawback Name: Some details on it.
[edit] Skills
Skill Name: Number of Times Purchased (Total +Bonus from it).
[edit] Story Hooks
Story Hook Name: Some details about it go here.
[edit] Appearance
A brief description of the character, and their "signature outfit" if the Costume Edge was taken.
[edit] History
A brief description of their life up until the start of the game.
- Please use bullets to detail current events in the storyline.
- However, to keep from cluttering the page, please break bullets down into paragraphs once the storyline has ended.
[edit] Tournament Record
Wins: 0
Losses: 0
Draws: 0
List Of Titles And Awards
- Titles are listed in bullet format.
