Punho Do Guerreiro

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Punho Do Guerreiro SUMÁRIO! Doze edições + 3 especiais. Dois anos de Punho do Guerreiro. Quando começamos, certamente esperávamos durar isso e muito mais, mas não poderíamos saber até onde esta fanzine iria. Uma revista de um nicho dentro de um nicho – um jogo específico de RPG, que, por si só, já é um hobby não tão popular. MATERIAL DE JOGO 4 O grupo gringo de Street Fighter RPG possui menos atividade e menos membros que o grupo brasileiro. Alguns membros de lá comentam que gostariam de entender português para terem acesso KABUKI TOWN 20 aos conteúdos tupiniquins. Tudo isso considerando que o jogo é mais antigo por lá e que todos os lançamentos ocorreram na Terra do Tio Sam – o Brasil teve que se contentar com o livro básico e MANOBRA DO MÊS 24 algumas matérias na Dragão Brasil, por problemas judiciais. Esta caminhada, até agora, foi incrível, e espero que ela continue LENDAS DO CIRCUITO 26 por muito mais tempo. Sempre há membros novos no STREET FIGHTER RPG a cada semana. Pessoas nos adicionam e perguntam ALINHAMENTOS! 30 sobre o jogo, procuram por mesas online, querem conhecer essa experiência. De fato, Street Fighter é um RPG incrível. Que nos próximos anos o Punho do Guerreiro siga tornando-o mais denso e completo, com a contribuição de fãs do Brasil e do mundo. Editores: Eric M. Souza e Odmir Fortes Os editores luchadores Textos: Davi Campino, Eric M. Souza, Marcos Amaral e Odmir Fortes Mapas: Eric M. Souza Diagramação: Eric M. Souza Capa: Odmir Fortes GRAMADO NA NOITE! Essa propriedade rural australiana costuma sediar torneios de Street Fighters e desafios. A arena é simples: grama alta próxima a uma rodovia. O trânsito é raro, mas alguns carros e As arenas podem assumir muitas formas. Um beco escuro, o topo de um caminhões podem passar enquanto dojô, docas, uma escadaria de um templo, etc. Em geral, os mapas lutadores se digladiam no matagal. Na hexagonais representam limites e obstáculos, interferindo suavemente nas estação das chuvas, o céu é nublado e lutas. Contudo, é interessante que as arenas possam influenciar mais as raios podem cair no campo, ferindo os lutas, interagindo diretamente com os lutadores. lutadores. Alguns exemplos de elementos que podem tornar arenas mais Se estiver chovendo ou prestes a interessantes: chover, o Narrador deve rolar um dado Queda: a arena não é delimitada e o personagem, ao ser para cada lutador a cada dois turnos. Se empurrado ou arremessado, pode cair. Isso é visível em algumas sair um resultado 1, o lutador é atingido arenas de Guerreiros Mundiais, como de Ryu, Ken e Blanka. O por um raio, sofrendo dano 15 personagem pode sofrer uma queda de elevada altura, sofrendo (absorvível). Caso haja outro dano extra conforme determina o Livro Básico, ou ainda caindo na água e precisando voltar para o local da luta. personagem em seu hexágono, ele Barreiras nocivas: algumas barreiras podem ferir os personagens sofrerá o mesmo dano. Personagens em atirados nelas, como cercas de arame farpado (+1 dano) ou hexágonos adjacentes sofrem dano 10 eletrificadas (+3 dano), dentre outros exemplos. É possível ainda (absorvível). Esses eventos ocorrem feixes de laser em arenas ultratecnológicas, causando dano em sempre no fim de cada turno. quem tocá-los como no Lightknife. O Narrador determinará quando um Veículos e transeuntes: Street Fighting é literalmente lutar nas ruas, veículo se aproxima, significando que no e veículos podem ferir os lutadores, ou ainda eles podem, distraídos em sua movimentação, esbarrar em pedestres ou turno seguinte ele estará passando na bicicletas, como na arena de Chun Li. Um veículo em movimento rodovia. Se desejar, um lutador poderá pode causar grande dano em um lutador; se ele for atropelado, o utilizar a Carta de Efeito para fazer Wall Narrador pode tomar por base um dano 12 (absorvível) e o efeito Spring no veículo, ou ainda poderá de knockdown; conforme o Vigor do lutador, o veículo pode sofrer agarrar o oponente e arremessá-lo danos severos (imagine atropelar Zangief!). Um veículo maior contra ele. causa mais dano, e um menor causa menos (8 para uma motocicleta, por exemplo). Outro caso é arremessar um lutador contra um carro. Haverá um acréscimo de +4 se o veículo estiver parado, e +6 se estiver em movimento, nas regras de obstáculos na arena do Perfect Warrior. ERIC “MUSASHI” SOUZA A seguir, um exemplo de arena. 4 5 SIMULAÇÕES COM CIBERNÉTICOS! Lâminas: podem ser simuladas tanto com Knife Hand Strike quanto com a manobra Claw dos Híbridos Animais. Nanometal: o nanometal produz uma série de efeitos e apenas um personagem avançado conseguiria simular todos. Inicialmente, é preciso escolher um ou dois poderes. Ghost Form, Extendible Limbs, Levitation, Balance e Tail Slash são ótimos exemplos. Até mesmo Bite e O Cibernético de Street Fighter é um sistema altamente derivados podem ser representações avançado e trans-humanista que permite simular poderes, desse poder. A Perícia Disfarce a nível prover cura e facilitar o crescimento sobre-humano físico ou sobre-humano é uma simulação pouco mental. imaginada para um robô nanometal que se passa por outras pessoas, mas Ele permite simular muitas situações distintas, como funciona muito bem. tecnologias de congelamento (Ice Blast), lança-chamas Armas acopladas: elas podem ser (Fireball), metal líquido (Ghost Form), teleporte, rajadas simuladas de várias formas. Um canhão sônicas (Sonic Boom) e uma série de outros poderes. de pulso ou rajadas energéticas é Ainda assim, pode haver dúvidas a respeito de como simulado com Sonic Boom. Um lança- representar certas coisas com Cibernéticos. Ok, sou nanometal chamas, com Fireball e derivados. Um como o Twelve e quero uma faca surgindo de meus punhos. taser com Shock Treatment. Uma arma Como faço isso? atordoante com Stunning Shout ou Thunderclap. As opções são enormes. O quadro a seguir traz algumas dessas ideias e suas Processamento de dados e informações a principais representações. nível sobre-humanos: além do óbvio investimento em Percepção sobre- humana, Zen No Mind é uma boa adição. Leitura corporal ou escaneamento ERIC “MUSASHI” SOUZA mental: Telepathy, Mind Reading, Psychic Vise, Psychic Rage e Mind Control são escolhas óbvias. 8 9 Contudo, se o dano for de 5 ou mais sucessos, o golpe foi agressivo demais e o lutador é desclassificado. Quando ambos lutadores se atingem no mesmo turno, aquele que atingiu primeiro conseguiu o ponto. Exemplo: Ken e Sean competem no torneio de karatê de São Francisco. Sean avança com um Strong, de dano 11. Com o redutor, ele tem dano 9. Joga 4 dados e obtém 2 sucessos. Seu golpe foi bom, mas não o suficiente Algumas artes marciais promovem para pontuar. Chega a vez de Ken. campeonatos sem contato, nos Seu Roundhouse tem dano 15. Com o quais é preciso realizar o golpe de redutor, 13. Ele rola 8 dados e obtém modo a deixar claro que o 4 sucessos. Foi um golpe certeiro, e oponente seria acertado, porém ele pontuou, vencendo a luta. sem feri-lo. É o caso do karatê No caso do karatê olímpico, o olímpico. redutor do golpe deve ser -3 ou -4, e o A JKA, por sua vez, promove um lutador deve conseguir 2 sucessos karatê mais tradicional, no qual o para marcar um ponto. Se conseguir 4 golpe pode acertar, mas é preciso ou mais sucessos, ele leva uma demonstrar que houve controle. penalidade porque houve contato Mais ou menos como nos filmes da deliberado. série Karate Kid. Obviamente, o lutador pode decidir Realizar isso numa mesa de jogo bater com toda sua força, mas ele não é difícil. Nos torneios corre o risco de ser desclassificado, tradicionais, estilo JKA, basta caso os dados lhe sorriam muito. E o considerar que quando os oponente, mesmo que não atingido, personagens lutam com golpes perceberá sua intenção. O Narrador controlados, os seus ataques pode punir em Honra para lutadores possuem dano -2. Se eles atingirem que usem isso em torneios tradicionais o oponente causando pelo menos 3 ou olímpicos. sucessos, o golpe pontuou. ERIC “MUSASHI” SOUZA 10 11 Regras gerais Os combates de Luta Livre, assim como o Street Fighting, costumam durar 10 turnos em um contra um, e de 15 a 20 turnos em combates de time (ou ainda de duração ilimitada, até um time ser completamente derrotado). A diferença é que geralmente os combates se dão entre times, que podem ser A luta livre profissional é um evento de duplas, trios ou duas equipes de quatro grande sucesso no mundo moderno, um lutadores. A despeito da configuração verdadeiro show que agita as plateias, e um escolhida, o normal é que haja dois lutadores evento de onde surgiram grandes street no ringue, enquanto seus colegas esperam no fighters, como Mike Haggar, Zangief, Hugo, corner. Alex, Rainbow Mika e El Fuerte. Esses colegas podem entrar por meio de Como lutas tradicionais ou o UFC uma troca entre turnos. Um jogador ou o (abordado na Punho do Guerreiro #2), a Luta Narrador avisa que haverá a troca, e o Livre Profissional / Pro Wrestling possui regras personagem que sai utiliza Movimento, próprias, e abordá-las em uma campanha de deixando o ringue, enquanto o outro pode Street Fighter certamente renderá combates entrar aplicando uma manobra. Por vezes, diferentes e com um sabor especial. combos de time turno a turno podem ser A despeito das acusações de promover usados para que o lutador que entre já venha lutas combinadas – o que é possível em com um bônus de +2 velocidade, pegando outros eventos, como já ocorreu no Boxe oponente de surpresa. Profissional, por exemplo –, a Luta Livre é um Outra situação é a entrada do lutador evento esportivo de lutas, e este artigo quando o oponente está atordoado ou abordará unicamente os aspectos sofrendo um Apresamento Sustentado.
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