Numen Krieger

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Revision as of 12:03, 8 June 2014 by 24.126.6.135 (talk) (Wolfgang)
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A campaign of the Fight! RPG, refereed by drkrash.


PC Fighters

You can find a blank character sheet Here.



Kurohebi

Anima Kage by Wen M.jpg
  • Current Glory: xx/xx

Combat Statistics

  • Life Bar: xx/xx
  • Fighting Spirit: xx/xx
  • Power Level:

Basic Qualities

  • Strength
  • Speed
    • Control
    • Initiative
  • Stamina

Combat Skills

  • Defense
  • Evasion
  • Tactics
  • Combo
  • Ki

Moves

Basic Moves

  • Basic Strike:
  • Basic Taunt:
  • Basic Throw:
  • Basic Sweep:

Special Moves

  • Move Name: Description
    • Move Stats
  • Move Name: Description
    • Move Stats
  • Move Name: Description
    • Move Stats

Super Moves

  • Move Name: Description
    • Move Stats
  • Move Name: Description
    • Move Stats
  • Move Name: Description
    • Move Stats


Details

Qualities

Weaknesses

Quirks

Mechanical Skills

Narrative Skills


Description

  • Blood Type:
  • Age:
  • Height:
  • Weight:
  • Appearance:
  • Martial Arts Style:
  • Training Background:
  • Reason for Fighting:
  • Opening Pose
  • Victory Pose
  • Victory Quote
  • Loss Pose

"Liber"

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  • Current Glory: 0/25
  • Story Points: 1

Combat Statistics

  • Life Bar: 30/30
  • Fighting Spirit: 10/10
  • Power Level: 1

Basic Qualities

  • Strength 1
  • Speed 0
    • Control 0
    • Initiative 0
  • Stamina 1

Combat Skills

  • Defense 3
  • Evasion
  • Tactics
  • Combo
  • Ki 3

Moves

Basic Moves

  • Basic Strike: 1d6
  • Basic Taunt: Control 1, can't be part of a combo, must act first, gain 1d4 glory, only works once per combat.
  • Basic Throw: +Hurl Element, 1d8.
  • Basic Sweep: 3 control, hits low, knockdown, 1d6.

Special Moves

  • Telekinetic Hurl: Liber holds his hand palm-outward toward his opponent, and a wall of force bursts forth.
    • L2, Extra Knockback, Ki & Strength, Reach.
  • Teleport: Liber disappears in a burst of crackling static electricity.
    • L2, Teleportation (2 ranges after attack), Counter (Defensive Response Only), Increased Stun.
  • Incinerate: Liber presses his fingers against his temples and things start bursting into flame.
    • L4, Ranged, No Ranged Response, Very Fast, Priority, Ki and Strength, Limited Movement (No move before attacking).

Super Moves

  • Move Name: Description
    • Move Stats
  • Move Name: Description
    • Move Stats
  • Move Name: Description
    • Move Stats


Details

Qualities

  • ESPER (Magic)
  • Lucky
  • Intelligent

Weaknesses

  • Dangerous Job (ESPER Guild Champion)
  • Vow (Transform the Guild into a force for good)

Quirks

  • Unworldly (Has actually spent the last twenty years in a secluded ESPER Guild mansion, mostly full of elderly, retired Guild members of a scholarly disposition.)
  • In Love (In Liber's first visits to an actual city, one with lots of magitech, he happened to see an idol singer on a holoscreen and hear her music. He'd never seen or heard anything like it. Being unworldly, he doesn't actually understand that pursuing a romantic relationship with someone with a million fans and a dozen handlers is not a practical pursuit; the distinction between her and some kind of old-fashioned bard is totally lost on him.)
  • Distinctive Appearance (Glowing Stuff)

Mechanical Skills

  • Power Skill: ESPER 3 (treat as Magic)
  • Climactic Super Move 3

Narrative Skills

  • Grim Determination 3
  • Property Damage 3
  • Sense Ki 2
  • Draw Ki 2
  • Spirituality 3
  • Meditation 2
  • Danger Sense 3


Description

  • Blood Type:AB
  • Age: 25
  • Height: 180cm
  • Weight: 73kg
  • Appearance: Liber wears sturdy, resilient clothing because of the amount of trouble he expects. His movement and stances are usually very direct rather than esoteric. He usually appears calm, but he's constantly doing things with psychic powers that result in light shows and weird sigils floating in the air.
  • Martial Arts Style: Liber uses attacks that are empowered by psi energy; it isn't particularly related to any real-world martial arts form. Visually, it most resembles Karate and some of the more direct styles of Kendo. He refers to his style as Hexenkunst.
  • Training Background: ESPER guild training, focusing on self-defense, emergency response, philosophy, and metaphysics. The Guild was never a fighting organization, however; they were more likely to cooperate with the local powers that be in return for being left alone. Without the infusion of psi power he would probably be a very weak fighter in comparative terms. Imagine growing up in the X-Mansion, but without any computers, and it's staffed by even more elderly and crotchety versions of Giles.
  • Reason for Fighting: The Guild's reasons are philosophical and have to do with their understanding of the nature of the Crisis. They believe in some kind of transhumanist psychic awakening; that the power fluctuating out from defeated champions could be absorbed by everyone in the world. Liber's reasons are deeply personal; he is angry at the things the guild has done in the name of "neutrality." He intends to sabotage the future ability of the guild to ever work with the powers of evil, and retaliate against those forces at every opportunity. He is giving his moral sensibilities priority over the Guild's more instrumental goals for him.
  • Opening Pose: Liber appears in a flash of light, arms spread wide and eyes glowing.
  • Victory Pose: Liber levitates off the ground, hanging in the middle of a complex series of sigils while dimensional energy infuses the area.
  • Victory Quote: "How tragic that you managed to become strong without learning virtue."
  • Loss Pose: Liber flies into a hundred pieces of shadow and disappears with a howl.
  • Taunt: Liber makes a sweeping gesture, and the shadows around the arena twist into silhouettes that point and laugh.

Lileath

1168946002304rh4 zps3d22fc3c.jpg
  • Current Glory: xx/xx

Combat Statistics

  • Life Bar: xx/xx
  • Fighting Spirit: xx/xx
  • Power Level:

Basic Qualities

  • Strength
  • Speed
    • Control
    • Initiative
  • Stamina

Combat Skills

  • Defense
  • Evasion
  • Tactics
  • Combo
  • Ki

Moves

Basic Moves

  • Basic Strike:
  • Basic Taunt:
  • Basic Throw:
  • Basic Sweep:

Special Moves

  • Move Name: Description
    • Move Stats
  • Move Name: Description
    • Move Stats
  • Move Name: Description
    • Move Stats

Super Moves

  • Move Name: Description
    • Move Stats
  • Move Name: Description
    • Move Stats
  • Move Name: Description
    • Move Stats


Details

Qualities

Weaknesses

Quirks

Mechanical Skills

Narrative Skills


Description

  • Blood Type:
  • Age:
  • Height:
  • Weight:
  • Appearance:
  • Martial Arts Style:
  • Training Background:
  • Reason for Fighting:
  • Opening Pose
  • Victory Pose
  • Victory Quote
  • Loss Pose

Simon Chen

SimonChenVampire zpse6b8bc7b.png
  • Current Glory: xx/xx

Combat Statistics

  • Life Bar: xx/xx
  • Fighting Spirit: xx/xx
  • Power Level:

Basic Qualities

  • Strength
  • Speed
    • Control
    • Initiative
  • Stamina

Combat Skills

  • Defense
  • Evasion
  • Tactics
  • Combo
  • Ki

Moves

Basic Moves

  • Basic Strike:
  • Basic Taunt:
  • Basic Throw:
  • Basic Sweep:

Special Moves

  • Move Name: Description
    • Move Stats
  • Move Name: Description
    • Move Stats
  • Move Name: Description
    • Move Stats

Super Moves

  • Move Name: Description
    • Move Stats
  • Move Name: Description
    • Move Stats
  • Move Name: Description
    • Move Stats


Details

Qualities

Weaknesses

Quirks

Mechanical Skills

Narrative Skills


Description

  • Blood Type:
  • Age:
  • Height:
  • Weight:
  • Appearance:
  • Martial Arts Style:
  • Training Background:
  • Reason for Fighting:
  • Opening Pose
  • Victory Pose
  • Victory Quote
  • Loss Pose

Tiana

Sample ba37e8f6201a2001cd296a3ffa9f77cbd5c3ed05 zps5a6930e4.jpg
  • Current Glory: xx/xx

Combat Statistics

  • Life Bar: xx/xx
  • Fighting Spirit: xx/xx
  • Power Level:

Basic Qualities

  • Strength
  • Speed
    • Control
    • Initiative
  • Stamina

Combat Skills

  • Defense
  • Evasion
  • Tactics
  • Combo
  • Ki

Moves

Basic Moves

  • Basic Strike:
  • Basic Taunt:
  • Basic Throw:
  • Basic Sweep:

Special Moves

  • Move Name: Description
    • Move Stats
  • Move Name: Description
    • Move Stats
  • Move Name: Description
    • Move Stats

Super Moves

  • Move Name: Description
    • Move Stats
  • Move Name: Description
    • Move Stats
  • Move Name: Description
    • Move Stats


Details

Qualities

Weaknesses

Quirks

Mechanical Skills

Narrative Skills


Description

  • Blood Type:
  • Age:
  • Height:
  • Weight:
  • Appearance:
  • Martial Arts Style:
  • Training Background:
  • Reason for Fighting:
  • Opening Pose
  • Victory Pose
  • Victory Quote
  • Loss Pose

Wolfgang

500807-nhs 35 zpsb079c547.jpg
  • Current Glory: xx/xx

Combat Statistics

  • Life Bar: 30/30
  • Fighting Spirit: 10/10
  • Power Level: 1

Basic Qualities

  • Strength 1
  • Speed 0
    • Control 0
    • Initiative 0
  • Stamina 1

Combat Skills

  • Defense 3
  • Evasion 0
  • Tactics 2
  • Combo 3
  • Ki 0

Moves

Basic Moves

  • Basic Strike: 1d6
  • Basic Taunt: Control 1, can't be part of a combo, must act first, gain 1d4 glory, only works once per combat.
  • Basic Throw: +Hurl Element, 1d8.
  • Basic Sweep: 3 control, hits low, knockdown, 1d6.

Special Moves

  • Fork Flip: Uses swords to grab opponent by armpits and throws them behind him
    • L2, Throw 2(0), Position Shift
  • Fanning the Blade: Katana is swung swiftly leaving behind scores of images
    • L2, Counter, Increased Glory, Critical Hit, Evade Ranged, Limited Movement: must move forward 1
  • Face Smash: Taiha jabbed into opponent's vitals
    • L3, Fast recovery, Interrupt, Increased Damage x2, Increased Stun, Non-finisher
  • Fountain of Death [Estoc used in an upward drilling motion, drifts down]
    • L3, Aerial, Anti-air, Increased Damage x4, Slow Recovery, Negative Positioning


Super Moves

  • Move Name: Description
    • Move Stats
  • Move Name: Description
    • Move Stats
  • Move Name: Description
    • Move Stats


Details

Qualities

  • Intimidating
  • Powerful Item (Kongilateuk: Dragon head sword--can speak with dragons, use it to alter the Stage by slamming it into the floor/ground, and having things start to crack or fall, as if a small earthquake suddenly hit.
  • Tall

Weaknesses

  • Bad reputation (destroys stuff, carries dangerous weapon)
  • Duty bound (to put monsters to rest, to accept any request to slay a monster)

Quirks

  • Bumbling Friend (Fudge, a chubby guy that was given to his service as payment for a monster slaying)
  • Distinctive appearance (Monster hunter outfit and tattooed)
  • Impulsive (thought is action, action is thought)

Mechanical Skills

  • Climatic super move 2
  • Thug thrashing 2

Narrative Skills

  • Athletics 2
  • Danger sense 1
  • Intimidation 3
  • Knowledge Monsters 2
  • Occupation Monster Hunter 1
  • Property damage 3


Description

  • Blood Type: AB
  • Age:33
  • Height: 236 cm
  • Weight: 140 kg
  • Appearance: He wears trophies from past kills and minimal armor. He is tattooed across his body with the insignias of the Brotherhood and sigils of his slain foes. His hair is long on top and shaved clean on both sides--it flares into a huge mohawk when he exerts his killing force. He almost always dresses in the monster hunter's outfit, advertising who he is and what he may be hired for.
  • Martial Arts Style: The Brutal Ogre Slaughtering System. His martial art style is brutal, meant for fighting monsters. It uses heavy strikes that are curiously capable of countering.
  • Training Background: Part of the loose brotherhood of monster hunters, Wolfgang slew what soldiers and weapon platforms could not--a dragon. The dragon Kongilateuk to be exact. Such a pinnacle monster cannot be disposed of by usual manners--it must be decapitated and the head made into a weapon, a channel for its spirit's destructive impulses. The weapon must then be taken to a special graveyard for the monster's type, and driven into stone before the spirit is put to rest.
  • Reason for Fighting: However, it had been so long since a dragon had been slain that no one knows where their graveyard is. So now Wolfgang wanders from tournament to tournament, striving to control the weapon's urges through worthy combat. Kongilateuk's spirit must be satiated each day with an act of destruction--something that does not endear Wolfgang to any area he travels through.
  • Opening Pose Slams Kongilateuk into the ground, steps forward and points at opponent.
  • Victory Pose Takes a quaff from a large jug, throws back head and laughs, drink spilling from the corners of the mouth
  • Victory Quote "Your fighting spirit has quenched the fire of Kongilateuk's wrath. My thanks."
  • Loss Pose On ground, back slumped up against Kongilateuk. A single scale falls from the sword's head.
  • Taunt Juggles his three swords.

Wren

2d808987-d74d-430b-9ed1-e09390a572b2 zpsff964efb.png
  • Current Glory: xx/xx

Combat Statistics

  • Life Bar: xx/xx
  • Fighting Spirit: xx/xx
  • Power Level:

Basic Qualities

  • Strength
  • Speed
    • Control
    • Initiative
  • Stamina

Combat Skills

  • Defense
  • Evasion
  • Tactics
  • Combo
  • Ki

Moves

Basic Moves

  • Basic Strike:
  • Basic Taunt:
  • Basic Throw:
  • Basic Sweep:

Special Moves

  • Move Name: Description
    • Move Stats
  • Move Name: Description
    • Move Stats
  • Move Name: Description
    • Move Stats

Super Moves

  • Move Name: Description
    • Move Stats
  • Move Name: Description
    • Move Stats
  • Move Name: Description
    • Move Stats


Details

Qualities

Weaknesses

Quirks

Mechanical Skills

Narrative Skills


Description

  • Blood Type:
  • Age:
  • Height:
  • Weight:
  • Appearance:
  • Martial Arts Style:
  • Training Background:
  • Reason for Fighting:
  • Opening Pose
  • Victory Pose
  • Victory Quote
  • Loss Pose

NPC Fighters

Other NPCs

Campaign World

  • Super Energy will be called Numen Energy in the setting.
  • Finishers are called kamikira.
  • Each Fighter will be a representative of a faction of some sort. That part is open to creativity. Some of the factions (i.e., the PC factions) are going to have reason to be allied with one another - hence the groups of three.
  • The world is a fantasy world with some of the techno-fantasy elements common to JRPGs like FF 7 and 8 (Thor: The Dark World also comes to mind here.) I think the art threads I posted, even though varied, still give some sense of "tone" (I hope).
  • The champions of the factions (i.e., the PCs) are not "just" Fighters - you have been empowered by your faction to a sort of godlike being. Destroying the champions of the other factions releases numinous energy across dimensions that is leading towards an awakening. This is the setup of the "tournament," but as I said, this is not organized like a tournament - it is just the faction champions seeking out other champions to further their side of the awakening. This is not a "tradition" or something that has been done once a decade or anything like that. This is a world-changing event.
  • The most powerful nation in the world believes the awakening will bring a utopian change. However, another faction has made it clear that they plan to awaken a great force of destruction to end the world instead.

House Rules

Basic House Rules

  • Easy to Combo: A Fighter may only use this Element a number of times in all of their moves equal to one more than the lowest number of uses of all players.
  • Story Points: As this is an optional economy in the rules, they will have only limited uses. If your character has no effects that are fueled by Story Points, your character will not have them. If you do have effects fueled by Story Points, you begin the game with one and will gain another every other Sunday (real time) during the campaign. If you face an NPC opponent who uses Story Points in combat, you will gain one if you use Story Points; otherwise, you’re just a victim. 
  • Glory: Glory will be earned in three ways. The first is combat as usual, though I will be awarding a 10% bonus to the total for each fight just to keep things moving. All Fighters will also earn 1 point each Sunday (real time) and 1 point every time you make a post that I really like.
  • Team Combat: No. Even if there are adventuring teams of three, all combat will be simultaneous one-on-one combat. The “Tournament McGuffin,” if you will, will not be actual brackets and placement in a tournament, but rather a story-based effect built upon the defeat of characters (a teeny bit like the original Highlander).
  • Environment: I will be using environmental effects in combat. Of course, the way the rules work, these can almost always be considered optional if you don’t feel like dealing with them.

Campaign Options

  • Sweeps, Basic Throws, Basic Taunts
  • Super Moves (max Super Energy 10)
  • Dashes and Back Dashes
  • Breakfalls and Tech Rolls
  • Aerial Blocks
  • Thug Events

Round 2

  • All Special Move Elements and Liabilities are basically available. I may ask you to remove something if I think it’s going to be too much hassle for me.
  • Finishers and Arena Finishers will be used. However, not all of them will always be permanent. I may want some NPC rematches, and I want the freedom to potentially be able to “kill” PCs, even if they don’t stay dead.
  • Weapon Clashes – pretty simple rule that won’t come up that often anyway. A little SamSho for you.
  • Probably the “Building Thugs” rule.