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Shapeshifter

Role-Playing Games > Street Fighter > New Backgrounds

Shapeshifter
Deep in the night, under the moon's glow, there are creatures of the wild that are not entirely natural, but possess strange powers that allow them to change between forms - they are both, but neither man nor animal. Their homes, the natural lands of the world, are slowly being destroyed by man, and it seems there is nothing they can do. So, in their man - forms, they have come into the city, trying to adapt. Most have been killed, but a few others have learned to adapt, to become part of the humans culture. What better way than to hone the skills of battle than entering the ring of a tournament?

By far, the best known Shapeshifter type are the Werewolves - powerful protectors of the earth against the evil of corruption and destruction they call "The Wyrm".

PLAYERS AS WEREWOLVES

Werewolves are varied by their Pack, the "team" they belong to which may not consist of werewolves, any group a Lupine is in league with is his Pack) and Tribe (the type of werewolf he is). They are called by many names; Werewolves, Lupines, etc., but they call themselves the Garou. They are quite ritualistic and rustic in attitude. They are also very private and secretive. It is very dangerous to become the enemy of the Garou.


A: Street Fighter Werewolves: Character design
Werewolves in Street Fighter have three different forms - Homid (or Human), man-beast (called the Crinos form) and the Wolf form. Each has it's own specific traits.

Homid - this is the basic human character - no changes.

Crinos - The character gains +3 to Strength and +2 to dexterity and. The Crinos form is considered to have the Animal Hybrid Background at 5, and the Basic Claw/Bite Maneuvers, and Stunning Shout. It costs 1 Rage and a full action to make the change into the Crinos form, and one point of Rage to keep this form per turn (see below).

Wolf - the character becomes a wolf (see the Dog description under the new Animals on the main page), but with the health of the fighter, and his own (human) Dex +2, and Athletics +2. Otherwise, the character cannot speak and cannot use most Abilities (Storyteller judgment). It costs 1 Willpower to change from Wolf to Human or back again. The character may not use any of his other Special Maneuvers learned from his Style) while in this form.


B Special Benefits:
All werewolves begin play with the Regeneration Focus Maneuver, without point cost.


C: Special Weaknesses:
The Delirium
Werewolf characters cause the Delirium in those who see their Crinos form - people lock up in fear, and later explain to themselves why what they have seen could not be possible. Those with special backgrounds, and Street Fighters, with their bravery, high Chi and Focusing of the mind (or something else that cannot be explained) are immune (this does not include run-of-the-mill non-player characters, but the real foes and friends of the characters with Street Fighter-type abilities).

Weakness to Silver
Werewolves are easily wounded by silver weapons - any attack that involves such a weapon is made with a difficulty of 5, and always causes aggravated damage. Any attack by silver that causes an amount of damage equal to the Lupine's Health -1 or greater automatically dizzies the werewolf.


D: Rage
Werewolves don't just get mad. They get really, really mad. Each time a character is caused to lose Health by an opponent's attack equal to 2 points, the character gains a Rage Point. They can use these Rage Points to enter a frenzy, taking the Crinos form. Of course, it takes 1 point to enter the form and a full turn, so it would be useless to go into a frenzy with only one point of Rage. The player must build up a few points (or at least 2) of Rage before he can enter the frenzy. He character may still build Rage in Crinos form if he is damaged.


E. As if that weren't enough
Werewolves may learn Animal Hybrid maneuvers, but they can only use them in Crinos or Wolf form.

Werewolves also gain special powers from their rituals. The player may choose from the following Maneuvers as well as those listed from his Style. He may purchase any Focus Maneuver as long as he has a Shapeshifter Background equal to the listed Maneuver's Focus and/or Background requirement.However, if a Lupine gains a special maneuver through the use of his Background, he must pay the highest Power point total for the listed Styles or ("any") under the Power Point description of that maneuver.

Air Blast (pg. 91) The fighter fires a blast of air at an opponent
Focus Maneuver
To Learn / Training Notes: : First, the practitioner must learn Air Blast punch 1, focus 2, elemental 2. He may then move on to learn Push focus 3, elemental 3, air blast
and / or...
First, the character must learn Air Blast punch 1, focus 2, elemental 2. He is then ready to move on to Vacuum focus 3, elemental 4, Air Blast
Power Points: Elemental (air) 3

Balance (pg. 91) The character maintains perfect balance by using Chi energies
Focus Maneuver
To learn: Focus 4
Power Points: Ninjitsu, wu shu, tai chi chaun 2, kabaddi, kung fu, baraquah, lua, silat 3, shotokan karate, Capoeira 4

Chi Push (con 115) The practitioner uses Chi energy to move or damage an object
Focus Maneuver
To learn: First, the practitioner must learn Chi Kung Healing focus 4. Then he may learn Chi Push focus 4, Chi Kung Healing
Power Points: Baraquah (called baraquah push), kabaddi, kung fu, lua, native American wrestling, silat, tai chi chaun 5
System: The basic damage done by the maneuver is the user's Wits + Focus + 3, +1 for each extra point of Chi the practitioner spends beyond the first. The practitioner must choose what to do with the dice pool: The maneuver's damage may be reduced by one point to throw the target back by one hex. The maneuver may also be done without touching the target: Each hex between the target and the practitioner subtracts two damage dice. Chi push has no effect on someone using the San He maneuver. Furthermore, the target may add dice to their soak roll by spending 2 Chi per one Die.
Modifiers: Cost: 1 chi (see above), speed -3, damage wits + focus + 3 (+ special), move: None

Cobra Charm *(sf 127) The fighter exerts a hypnotic trance on a victim
Focus Maneuver
To Learn: Focus 2
Power Points: Kabaddi 2, ler drit, animal hybrid 3, any 4

Death's Visage (pg. 92) The fighter causes fear within an opponent
Focus Maneuver
To Learn: Focus 3
Power Points: Ninjitsu 3

Elemental Stride (Earth only)(pg 93) The elemental disappears into his element and reappears elsewhere in the same element
Focus Maneuver
To Learn: Focus 2, elemental 5 Although it requires no other maneuvers, this maneuver is difficult to master.
Power Points: Elemental (all) 4

Entrancing Cobra (pg. 94) The fighter attempts to confuse the victim with strange mystical powers
Focus Maneuver
To Learn: Focus 2
Power Points: Ninjitsu 4

Fire Strike (pg. 94) The fighter shoots out a long stream of fire
Focus Maneuver
To Learn: First, the elemental must learn Flaming Fist punch 1, focus 1, elemental 2. He may then move on to Fire Strike focus 2, elemental 3, flaming fist
Power Points: Elemental (fire) 3

Flaming Fist (pg. 95) The fighter's fists blaze with flame for a brief moment, adding damage to an attack
Focus Maneuver
To Learn: First, the elemental must learn Flaming Fist punch 1, focus 1, elemental 2. He may then move on to Fire Strike focus 2, elemental 3, flaming fist
Power Points: Elemental (fire) 2

Ghost Form (sf 127) The practitioner can turn his body insubstantial !
Focus Maneuver
To Learn: Focus 5 Note that while this maneuver does not require others, it is difficult to learn
Power Points: Kabaddi, native American wrestling, aikido, baraquah, lua, tai chi chaun 5

Heal (pg. 95) The elemental has the mystical ability to create a healing aura
Focus Maneuver
To Learn: Focus 3, elemental (or other special) background 3
Power Points: Elemental (all) 4
System: The character must be able to touch the person or animal to be healed. One health point is restored per point of Chi the character spends.
One chi can also heal 5 hexes of natural damage such as pollution
Modifiers: Cost: Special, speed -1, damage; none, move -1

Ice Blast *(sf 128) The character can release a wave of cold, frost or ice at an opponent, freezing him in place
Focus Maneuver
To Learn: Focus 3
Power Points: Any 4

Musical Accompaniment *(sf 129) Attuning himself to nearby music, the fighter gains bonuses from it
Focus Maneuver
To Learn: Focus 2
Power Points: Capoeira, lua 1, any 2

Pit (pg. 97) The fighter suddenly creates a hole in the earth under an opponent's feet
Focus Maneuver
To learn: First, the character must learn Wall focus 1, elemental (or other special) background 2. He may then move on to learn Pit focus 3, elemental 3, wall. Some powerful characters may move even further in this direction of focus to master Weight* focus 3, elemental 4, wall, stone, pit. This will also require the fighter to learn Stone (First, the character must learn Wall focus 2, elemental 2. He may then learn Stone focus 2, punch 2, elemental 2, wall)
Power Points: Elemental (earth) 3

Psychic Rage (cause Rage(sos 29) The fighter uses mind manipulation to push the victim into fits of anger and rage
Focus Maneuver
To Learn: Focus 3
Power Points: Ler drit 3

Psychokenetic Channeling *(sos 30) The fighter summons great Chi energy to add to an attack's power
Focus Maneuver
To Learn: Focus 3
Power Points: Ler drit 3, aikido, baraquah, silat 4, any 5

Push (pg. 98) The attacker mystically pushes a victim away, usually with a gust of wind
Focus Maneuver
To Learn: First, the practitioner must learn Air Blast punch 1, focus 2, elemental 2. He may then move on to learn Push focus 3, elemental 3, air blast
Power Points: Elemental (air) 4

Regeneration* (sf 129) The character can instantly heal himself with a moment of concentration
Focus Maneuver
To learn: Focus 3(free to Werewolves)
Power Points: Kabaddi, baraquah 1, kung fu, native American wrestling, ler drit, animal hybrid, aikido, lua, silat 2, any 3

Sakki (Danger sense) (pg. 98) The character can sense danger specifically aimed at himself, but not others
Focus Maneuver
To Learn: Focus 5 This maneuver requires no others, but is difficult to master.
Power Points: Ninjitsu 3
System: During combat with only one visible opponent, this skill is of little value, unless the fighter is blinded somehow.
Outside the ring, Sakki has any applications. Since it is always in effect, the Storyteller must tell the player whenever there is danger that the character can sense it.
Modifiers: See above. The fighter may move (Focus+Athletics) in hexes to avoid surprise attacks.

Sense Element (pg. 98) The elemental can sense things about a specific substance
Focus Maneuver
To Learn: Focus 1, elemental (or other special) background 1
Power Points: Elemental (all) 1

Shock Treatment *(sf 130) The character can generate a powerful electrical field around his body
Focus Maneuver
To learn: Focus 3
Power points: Any 4

Shrouded Moon (pg. 98) The fighter can slip away into shadows, or become invisible
Focus Maneuver
To Learn: Focus 2, athletics 1
Power Points: Ninjitsu 2

Sonic Boom *(sf 130) The fighter can release a bolt of concussive sonic energy
Focus Maneuver
To Learn: Focus 3
Power Points: Silat 3, any 4

Speed of the Mongoose (pg. 99) The fighter can burst into unbelievable speeds for short periods of time
Focus Maneuver
To Learn: Focus 3
Power Points: Ninjitsu 3

Stunning Shout *(sf 130) The fighter can create a sound of high power, stunning opponents
Focus Maneuver
To Learn: Focus 2
Power Points: Shotokan karate, sumo, silat 2, ler drit, majestic crow kung fu, aikido, tai chi chaun 3, any 4
Note: If this Maneuver is purchased, the Lupine may use it outside the Crinos form.

Telepathy (sf 130) The character can communicate by thinking
Focus Maneuver
To Learn: Focus 3 Some practitioners continue to learn Mind Reading focus 4, telepathy
Power Points: Ler drit, kabaddi, aikido, baraquah, tai chi chaun 2, any 3

Thunderclap (sf 130) The warrior can slam his hands together and make a wave of thunder
Focus Maneuver
To Learn: Focus 3, punch 1
Power Points: Native American wrestling 4

Toughskin* (sf 130) The character can focus his Chi energy to become temporarily tougher
Focus Maneuver
To learn: Focus 2
Power Points: Sumo, animal hybrid, pankration 2, Thai kickboxing, boxing, ju jitsu, lua 3, Savate 4, any 4

Venom (pg. 100) The character has fangs or some other way of inflicting a poisonous wound
Focus Maneuver
To Learn: Focus 2, athletics 2, grab 2 The character must also possess the Bite Basic Maneuvers through some means (usually the Animal Hybrid Background).
Power Points: Animal hybrid 2

Yoga Teleport (Stepping Sideways)(sf 131) The fighter can disappear and reappear in another location without physically traveling
Focus Maneuver
To learn: Focus 5 Although this maneuver requires no others, it is difficult to learn
Power Points: Kabaddi 5
Note: With this power the Lupine actually enters the Umbra, another dimension, then reappears in the same general location.



 
 
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