Original Street Fighter Kit

Brought to you by: Lord Eadric

Look out for The Netbook of Martial Arts. Comming
ASAP. This guide will reflect my years of arcade and roleplaying
experience. Here's just a sample of the original work I did on the
subject. As you can see it's very primative & unbalanced, but if
you like it, have fun with it!

This is an idea for a new Fighter, Thief, or Fighter/Thief kit
(AD&D 2ND Ed.)

Your Comments are welcome.

Kit Name:
~~~~~~~~
Street Fighter

Description:
~~~~~~~~~~~
This kit is a martial arts kit, which drawn parts from the
following video games: Fatal Fury I & II, Mortal Kombat I & II,
Street Fighter (all), World Heroes I & II.

Street fighter: the ultimate warrior. Bread to fight, bread to
conquer. Perhaps the only character more feared than these awesome
warriors are sly ninjas. They are trained in the martial arts from
the time that they are old enough to walk. Their whole lives are
dedicated to the arts. They are the perfect weapon.

Role:
~~~~
While some characters may stay at home to defend their homeland,
the Street Fighter seeks any challenge that he can find. They help
insure their homeland a future by not only beating their enemies,
but utterly destroying them.

Secondary Skills:
~~~~~~~~~~~~~~~~
Any

Special Benefits:
~~~~~~~~~~~~~~~~
At first level a Street Fighter gets 2 extra weapon proficiencies
that he must dedicate to martial arts skills.

Starting at forth level all Street Fighters gain Aditional Martial
arts attacks & Damage according to the chart below.

MARTIAL ARTS BONUS
               ADDITIONAL          ADDITIONAL
               MARTIAL             MARTIAL
LEVEL          ATTACKS             DAMAGE
  4              1/4                 __
  5              1/4                 +1
  6              1/2                 +2
  7              1/2                 +2
  8              1/2                 +1D
  9              1/1                 +1D+1
 10              1/1                 +1D+2
 11              3/2                 +1D+2
 12              3/2                 +2D
 13              3/2                 +2D
 14              2/1                 +2D+1
 15              2/1                 +3D
 16              3/1                 +3D+1
 17              3/1                 +4D
At fifth level a Street Fighter gains a Ki power, which he can use
once per day per level of mastery, from the following list:
fireball (PHB Pg 149)@, limited flight attack: 1 yard per level@,
polymorph self (streching arms & legs) 1 foot per level & reduce AC
by 1 for every foot)$, shield (PHB Pg 137)^, shocking grasp (PHB Pg
137)$.

At eighth level a Street Fighter may either choose another Ki
power, which he can use once per day per level of mastery, from the
first list or from the following list: anti-magic shell lasts one
round (PHB Pg 173)*, blink (PHB Pg 147), chill touch (PHB Pg 132)$,
Flame Blade (PHB Pg 205)*, Pass Without Trace (PHB Pg 201)^.

At eleventh level a Street Fighter may either choose another Ki
power, which he can use once per day per level of mastery, from
the former lists or from the following list: Bigsby's Crusing Hand
(lasts 1 round per level) (PHB Pg. 194)*, Call Lightning (PHB Pg.
209)#, Flaming Body Part (Damage 1d8 per level of mastery)*$, Shape
Change (PHB Pg. 196)#.

At forteenth, seventhteenth, & twentyth level a Street Fighter can
choose another Ki power, which he can use once per day per level,
from any list.

* Fatal Fury
# Mortal Combat
$ Street Fighter
% World Heroes
@ All
^ My Own

Special Hindrances:
~~~~~~~~~~~~~~~~~~
Optional: If the DM allows the rule for extra proficiency slots
due to intelligence score (PHB page 16, table 4), then all these
extra proficiencies must be spent on martial arts skills.

Street Fighters can not wear armor of any type. To lower armor
class pick martial arts powers which lower the character's armor
class, or obtain rings of protection.

Street Fighters can not be encumbered over moderate while fighting.

Once a Street Fighter completely learns one martial arts school he
must find another teacher to learn from. Until he finds another
school he may not gain any more experience points.

A Street Fighter CANNOT decline a challenge from another Street
Fighter. The battles are until either opponent is knocked out or
either opponent gives up. If both opponents agree, they can wait
until until the next day at noon for the fight.

Equipment:
~~~~~~~~~
A Street Fighters may wear anything but mostprefer to wear a pair
of trousers and a vest with a sash or belt, others wear a
loincloth, or a tight fitting robe.

Street Fighters can not wear backpacks because they must always be
ready to fight, therefore, they must obtain some type of animal to
pack their gear, treasure, and food.

Races:
~~~~~
The Street Fighter kit is open to any race. Dwarves, Gnomes,
Halflings, Minotaurs & Orcs are not likely to pick this kit,
because of their build. If a Winged Elf picks this kit they can
not chose and Ki power which uses fire. Humans, Elves & Half-Elves
are the most likely races to pick this kit.

Fighter Kit:
~~~~~~~~~~~
Weapon Proficiencies:
~~~~~~~~~~~~~~~~~~~~
Bonus: Mental and Physical Training: 1. Meditation (hard/ soft)
Required: All Warrior Street Fighters must choose a sword of speed
factor 5 or below, buy it and specialize in it.(Requires 2 weapon
proficiency slots.) This is his "weapon of choice" this is also
the only weapon he can choose a proficiency in, an attack with any
other weapon lends a - 4 penalty to the attack. With this "weapon
of choice" he can use his number of attacks from his martial arts
to attack with.

All other weapon proficiencies must be used for martial arts
skills.

Non-Weapon Proficiencies:
~~~~~~~~~~~~~~~~~~~~~~~~
Bonus: Jumping & Tumbling
Recommended: Alertness, Blind-fighting, Endurance & Intimidation.

Special Hindrances:
~~~~~~~~~~~~~~~~~~
If the character looses his weapon of choice, he must acquire a
new one of the exact same type. With this new weapon, he is at a
-2 to all actions until he reaches the next level.

The non weapon proficiencies gained at levels 3, 9, 15 & 18 must be
used for martial arts skills.

Thief Kit:
~~~~~~~~~

Weapon Proficiencies:
~~~~~~~~~~~~~~~~~~~~
Bonus: Mental and Physical Training: 1. Meditation (hard/ soft)
Required: All Rogue Street Fighters must choose a sword of speed
factor 5 or below, buy it and become proficient in it.(Requires 1
weapon proficiency slot.) This is his "weapon of choice" this is
also the only weapon he can choose a proficiency in, an attack with
any other weapon lends a - 6 penalty to the attack.

At level 3 the thief can specialize in his "weapon of choice."
After that he gains the same number of attacks per melee as a
fighter, but still uses the Rogue THACo.

All other weapon proficiencies must be used for martial arts
skills.

Because of the intense training in martial arts the Rogue Street
Fighter can use the fighter THACo when using his martial arts
skills.

Non-Weapon Proficiencies:
~~~~~~~~~~~~~~~~~~~~~~~~
Bonus: Jumping & Tumbling
Recommended: Alertness, Blind Fighting, Dancing, Endurance &
Intimidation

Special Hindrances:
~~~~~~~~~~~~~~~~~~
If the character looses his weapon of choice, he must acquire a new
one of the exact same type. With this new weapon, he is at a -3 to
all actions until he reaches the next level.

Because of the time taken to specialize in martial arts, a Rogue
Street Fighter has only 40 points to divide between his thief
skills and 20 points per level.

The non weapon proficiencies gained at levels 4, 12 & 20 must be
used for martial arts skills.

Fighter/Thief Kit
~~~~~~~~~~~~~~~~~
Weapon Proficiencies:
~~~~~~~~~~~~~~~~~~~~
Bonus: Mental and Physical Training: 1. Meditation (hard/ soft)
Required: All Multi-class Street Fighters must choose a sword of
speed factor 5 or below, buy it and specialize in it.(Requires 2
weapon proficiency slots.) This is his "weapon of choice" this is
also the only weapon he can choose a proficiency in, an attack with
any other weapon lends a - 4 penalty to the attack. With this
"weapon of choice" he can use his number of attacks from his
martial arts to attack with.

All other weapon proficiencies must be used for martial arts
skills.

Non-Weapon Proficiencies:
~~~~~~~~~~~~~~~~~~~~~~~~
Bonus: Jumping & Tumbling
Recommended: Alertness, Blind Fighting, Dancing, Endurance &
Intimidation

Special Hindrances:
~~~~~~~~~~~~~~~~~~
If the character looses his weapon of choice, he must acquire a new
one of the exact same type. With this new weapon, he is at a -2 to
all actions until he reaches the next level.

Because of the time taken to specialize in martial arts, a
Multi-class Street Fighter has only 40 points to divide between his
thief skills and 20 points per level.

The non weapon proficiencies gained at levels 3, 9, 15 & 18 must be
used for martial arts skills.


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