Streets, a Setting of Fast- Pay Close Attention for Those Changes
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OF THE KING STREET S Ver. 0.75 An Unofficial Supplement for the Genesys RPG System by Fantasy Flight Games CHAPTER 1: ING ACTERS CREAT CHAR elcome to King of the Streets, a setting of fast- pay close attention for those changes. Wpaced action, fantastical martial arts, furious feet and fists, and colorful, larger-than-life characters. This Creating your Fighter is a world where global tournaments decide the greatest fighters in the world, and where these fighters are This section introduces the character creation and massive celebrity figures. It’s a world of underground advancement options specific to the King of the Streets martial arts competitions, grudges, deathmatches, and setting for Genesys. Character creation follows the martial arts warlords seeking to rule the world by mas- standard process described in the Genesys Core tering the power of their pure fighting spirit. Rulebook, with the addition of choosing a fighting style during Step 3 (see page 40 of the Genesys Core To generate characters for this game, you’ll need the Rulebook), and buying special moves and choosing a Genesys core rule book as well as this document. There Super Move during Step 4 (see page 44 of the Genesys are several rules adjustments unique to the setting, so Core Rulebook). players familiar with the Genesys RPG system should SELECT A CHARACTER ARCHETYPE he following pages present the archetype options Tavailable when creating a player character for the King of the Streets setting (see page 35 of the Genesys Core Rulebook). Players should choose from these options instead of those in the Genesys Core Rulebook. The Natural This archetype is for those fighters who manage to do a little of everything and do it well. The all-rounders, the Swiss army knives; rather than build any one skill to the detriment of others, they strive to maintain a balance in their training and their fighting style. All characteristics start at a 2, which means it will be difficult to get any one characteristic to a 4 or 5, but likewise won’t have any lagging too far behind. Likewise, both wound and strain thresholds are at the average of 10. Your character starts with more ranks in skills than anyone else, owing to their determination to train for any eventuality. This is also reflected in their special ability, which basically gives your group an extra Story Point whenever they need one. In addition, you start with more experience points than any other arche- type, allowing you to build your character to fit any niche you desire. Just remember—character creation is the only time you’re able to spend XP on increasing characteristics! Archetype Abilities 2 2 2 2 2 2 BRAWN Agility Intellect Cunning Willpower Presence • Starting Wound Threshold: 10 + Brawn • Starting Strain Threshold: 10 + Willpower • Starting Experience: 110 • Starting Skills: The Natural starts with one rank in each of two different non-career skills at character creation. They obtain this rank before spending experience points, and these skills may not be increased above rank 2 during character creation. • Ready for Anything: Once per session as an out-of-turn incidental, you may move one Story Point from the GM’s pool to the players’ pool. The Powerhouse goes against them through pure physical resilience and a high tolerance for pain. Offense is the best defense—a maxim used by countless • Starting Skills: A Tanker starts with one rank warriors, athletes, and champions through the millen- in Resilience during character creation. They nia, and the Power Striker embraces the concept to its obtain this rank before spending experience fullest. You should choose this archetype if you want to points, and may not increase Resilience above build a powerhouse character who either dishes out or rank 2 during character creation. can safely absorb large amounts of damage. • Tough as Nails: Once per session, your charac- This archetype starts with the Brawn characteristic ter may spend a Story Point as an out-of-turn at 3 and the Agility characteristic at 1. You’re stronger incidental immediately after suffering a Critical than average, but a little slower as well. Likewise, your Injury and determining the result. If they do so, wound threshold is higher than average, but your strain they count the result rolled as “01.” threshold is lower than average. Finally, this archetype can choose between being a Striker or a Tanker. Strikers can choose to deal more damage by exposing themselves to greater risk, while Tankers can shrug off critical injuries more easily than any other character. Archetype Abilities 3 1 2 2 2 2 BRAWN Agility Intellect Cunning Willpower Presence • Starting Wound Threshold: 12 + Brawn • Starting Strain Threshold: 8 + Willpower • Starting Experience: 100 • Special Abilities: Each type of Powerhouse has its own special abilities, listed in the corre- sponding entry. Striker Strikers are all about building strength for raw power. They learn defense, but are more focused on dishing out damage than taking it. They believe that endurance isn’t as important if your enemy can’t stay standing long enough to take a swing at you. • Starting Skills: A Striker starts with one rank in Athletics during character creation. They obtain this rank before spending experience points, and may not increase Athletics above rank 2 during character creation. • Wild Swing: When making a close combat attack, a Striker can choose to add to the check to add +2 to the damage dealt by one hit of that attack. Tanker Tankers know they’re going to get hit, and prepare for the inevitable by training to absorb punishment with- out slowing down. They win by outlasting anyone who reaction times, and their raw speed allows them extra The Dynamo flexibility in a fight, as they can simply do more in less A Dynamo prizes speed and dexterity in com- time than others. bat. They believe the best opponent is one who • Starting Skills: A Racer starts with one rank can’t hit you, either because they’re too slow in Cool during character creation. They obtain to keep up or because you’ve already landed a this rank before spending experience points, dozen blows before they saw you coming. and may not increase Cool above rank 2 during This archetype starts with the Agility char- character creation. acteristic at 3 and the Brawn characteristic at 1. • Fleet of Foot: Racers can perform a second You’re fast and nimble, but won’t be as strong as maneuver to move without suffering strain. other fighters without extra training. Likewise, They still cannot exceed the limitation of two your wound threshold is lower than average, maneuvers per turn. due to your lithe frame but you have high strain to show your strong endurance. Finally, this archetype can choose between being an Acrobat or a Runner. Acrobats are extremely nimble and thus harder to hit in combat, while Runners are extremely mobile in a fight. Archetype Abilities 1 3 2 2 2 2 BRAWN Agility Intellect Cunning Willpower Presence • Starting Wound Threshold: 8 + Brawn • Starting Strain Threshold: 12 + Will- power • Starting Experience: 100 • Special Abilities: Each type of Dynamo has its own special abilities, listed in the corresponding entry. Acrobat The Acrobat trains for agility, emphasizing defense and fast movements. They are experts at dodging and deflecting blows, and make up for a lack of raw strength with precision attacks and rapid strikes. • Starting Skills: An Acrobat starts with one rank in Acrobatics during character creation. They obtain this rank before spending experience points, and may not increase Acrobatics above rank 2 during character creation. • Nimble: Acrobats have a melee and ranged defense of 1. Racer Racers are all about speed. They have sharp reflexes and sharper The SHOWOFF Showoffs live for the limelight. They’re flashy, fancy, and fun, and value panache over efficiency. They don’t just want to win, they want to look good doing it. They love fighting for a crowd, pulling off unbelievable feats, and garnering fame (or infamy) for their skills. Embarrass- ing their opponent is icing on the cake. This archetype starts with the Presence charac- teristic at 3 and the Intellect characteristic at 1. You have a strong way with people, but are prone to taking action without thinking things through. You begin with a slightly above-average strain threshold and lower wound threshold, representing the stamina to attempt truly stunning moves. The Showoff’s special ability allows them to use their Personality characteristic in place of any skill. It represents their gift for using charm and charisma to solve problems. It’s only usable once per session, but in the right moment could make all the difference. Archetype Abilities 2 2 1 2 2 3 BRAWN Agility Intellect Cunning Willpower Presence • Starting Wound Threshold: 9 + Brawn • Starting Strain Threshold: 11 + Willpower • Starting Experience: 100 • Starting Skills: The Showoff starts with one rank in either Charm or Deception during character creation. They obtain this rank before spending experience points, and may not increase the chosen skill above rank 2 during character creation. • Force of Personality: Once per session, your character may spend a Story Point as an inci- dental. If they do so, during the next check they make during that turn, you count their ranks in the skill being used as equal to their Personality. ence between success and failure on a critical check. The Strategist Archetype Abilities The Strategist fights with their head, using their cunning and intelligence to outwit opponents, luring them into traps, countering their attacks, 1 2 3 2 2 2 BRAWN Agility Intellect Cunning Willpower Presence or misdirecting their movements.