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Page 1: dreamcloud.academy Fighter - Circuit Guide.pdf2 CREDITS Written by: Eric “Musashi” Souza and Gabriel Tabatcheik. Professions revised by: Odmir Fortes. Cover art: Daigo Ikeno (Capcom)

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Page 2: dreamcloud.academy Fighter - Circuit Guide.pdf2 CREDITS Written by: Eric “Musashi” Souza and Gabriel Tabatcheik. Professions revised by: Odmir Fortes. Cover art: Daigo Ikeno (Capcom)

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IN THIS BOOK, YOU WILL FIND FIGHTERS OF VARIOUS RANKS WITH CALCULATED MANEUVERS TO USE IN ANY STREET FIGHTER CAMPAIGN.

THIS BOOK IS ALL THAT

CONTENDERS SHOULD HAVE BEEN: A STORYTELLER'S COMPANION, LIKE THE MONSTER MANUALS OF OTHER RPGS.

WITH IT, THE STORYTELLER WILL HAVE

NO TROUBLE LETTING HIS PLAYERS MEET THE STRONGEST!

Page 3: dreamcloud.academy Fighter - Circuit Guide.pdf2 CREDITS Written by: Eric “Musashi” Souza and Gabriel Tabatcheik. Professions revised by: Odmir Fortes. Cover art: Daigo Ikeno (Capcom)

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CREDITS

Written by: Eric “Musashi” Souza and Gabriel

Tabatcheik.

Professions revised by: Odmir Fortes.

Cover art: Daigo Ikeno (Capcom)

Inside art: Capcom, Pixabay

Translated by: Eric “Musashi” Souza and Richard

“Bat” Brewster For more SFRPG translations and original works check out: https://batjutsu.wordpress.com/street-fighter-rpg/ The images used belong to Capcom, as well as everything that refers to Street Fighter and the characters presented, as well

as names of maneuvers, artifacts and background. The system used in the adaptation belongs to White Wolf, and for the game to be perfectly enjoyed, the basic book and supplements of Street Fighter: The RPG Game, or the 20-year Edition, which can be downloaded in: http://sfrpg.com/wp-content/uploads/Street-Fighter-TSG-20th-Anniversary.pdf

Page 4: dreamcloud.academy Fighter - Circuit Guide.pdf2 CREDITS Written by: Eric “Musashi” Souza and Gabriel Tabatcheik. Professions revised by: Odmir Fortes. Cover art: Daigo Ikeno (Capcom)

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TABLE OF CONTENTS

CHAPTER 1: PROLOGUE 3 - 4

CHAPTER 2: CIRCUIT FIGHTERS 5 - 112

CHAPTER 3: UNIQUE FIGHTERS 113 - 184

APPENDIX A: ANIMAL COMPANIONS! 185 - 188

APPENDIX B: BOARD GAME 189 - 190

.

Page 5: dreamcloud.academy Fighter - Circuit Guide.pdf2 CREDITS Written by: Eric “Musashi” Souza and Gabriel Tabatcheik. Professions revised by: Odmir Fortes. Cover art: Daigo Ikeno (Capcom)

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Chapter 1:

The Circuit Guide is a collection of characters from various ranks of all styles presented throughout the Street Fighter: The RPG Game supplements. Two versions of each style

are presented, with constructions at Rank 1, Rank 4 and Rank 7.

The sheets presented are simple, presenting Physical Attributes, Mental Attributes, Techniques, Chi, Strength of Will, Health, Combos and their calculated Basic and Special Maneuvers. Therefore, they are quick sheets for any Storyteller to use in their chronicles.

In addition to the records of the fight styles, Animal and Elemental Hybrids sheets are also presented, according to the styles that have affinity with these Unique Backgrounds, and again built in Rank 1, Rank 4 and Rank 7.

The sheets are purposely simple, so that each Storyteller can use them as and when they think best, saving them the trouble of having to build NPCs for tournaments, for random action scenes, or for improvisation - as, for example, when players decide to stroll around town and challenge fighters from some famous academy.

The sheets were produced according to official rules, including Andrew Lucas' errata for the Displacement prerequisites. The version used for Cartwheel Kick was Steve Wieck's errata, which is more popular in the community.

If you wish to adopt the errata that Andrew Lucas presented in 2020, just add +1 Speed, +2 Movement, and consider that the damage does not increase by the hexagons moved before the blow, but is rolled twice.

MODIFICATIONS TO THE SHEETS The sheets presented include Fighters of Rank 1, Rank 4 and Rank 7. However, it is possible that Storytellers will need to make changes to these characters, for intermediate ranks. In such cases, the possible solutions are simple:

Attributes: Reducing one Rank means reducing one point in Physical and Mental Attributes. In order not to need to recalculate the chart's Maneuvers, it is preferable that this reduction takes place in Stamina and Perception. Similarly, increasing one Rank means increasing one point in Physical and Mental Attributes, which is recommended to do in the same Attributes (Stamina and Perception).

Techniques: reducing one Rank means reducing 2 points in Techniques. The Storyteller can consider that the character has -1 Movement (-1 Athletics) and -1 Soak (-1 Block), to make the work easier. Similarly, increasing one Rank results in +1 in these two Combat Modifiers, representing +1 in Athletics and Blocking.

Maneuvers and Combos: reducing one Rank means losing a combo of three maneuvers, or two combos of two maneuvers. Similarly, increasing one Rank means gaining a three maneuver combo, or two combos of two maneuvers.

Chi and Willpower: reducing a Rank means losing 1 point in Chi or Willpower, at the discretion of the Storyteller. In the same way, raising a Rank means earning a Chi or Willpower point.

Chapter 1 – Prologue

3

Page 6: dreamcloud.academy Fighter - Circuit Guide.pdf2 CREDITS Written by: Eric “Musashi” Souza and Gabriel Tabatcheik. Professions revised by: Odmir Fortes. Cover art: Daigo Ikeno (Capcom)

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Health: to reduce a Rank is to lose one point in Health, and to raise a Rank is to gain one point in Health.

So, therefore:

Down one Rank: -1 in Stamina and Perception, -1 in Blocking and Athletics, -1 or -2 combos, -1 in Chi/Willpower, -1 in Health.

Raising a Rank: +1 in Stamina and Perception, +1 in Blocking and Athletics, +1 or +2 combos, +1 in Chi/Willpower, +1 in Health.

The best choice is always the closest fit. If the intention is to create a Rank 2 character, just go up one Rank 1; if it's to create a Rank 3, better go down one Rank 4, and so on.

CARRYING OUT TESTS The characters in this book are generic quick sheets for the Storyteller to use. The Storyteller can give them names, concepts, and interpretation touches. Therefore, they have no Social Attributes, Abilities, Background or Renown. In combat situations (or also in scenes outside it), however, these characters may be required to perform tests. There are Special Maneuvers that ask for testing Social Attributes and Abilities. In such cases, the Storyteller can proceed in two ways:

a) a) Test with twice the value of the Attribute. This is interesting for testing Physical or Mental Attributes + some Ability. For example: if a fighter suffers a Snake Entrancing, he rolls Wits x 2 to resist.

b) b) Use the Character Rank as a Dice Pool. For tests involving Social Attributes, this is a good choice. For example: if a Fighter of Rank 4 wants to intimidate a player character, he rolls 4 dice, as if it was his Charisma + Intimidation pool.

EXPANSION OF SHEETS

Nothing prevents Storytellers from using these simple sheets to expand them to create deeper supporting actors and antagonists. In such cases, they may want to add Abilities to these characters. Professional kits and concepts

can be used for this purpose, according to the following guidelines:

Artist: Subterfuge or Repairs •••, Insight •••, Disguise or Publicist ••, Style Lore or Mysteries ••

Programmer/developer: Computer •••, Administration, Science or Repair •••, Finances ••, Publicist ••

Executive: Finances •••, Intimidation or Subterfuge •••, Insight ••, Manage or Law ••

Investigator: Investigation •••, Insight •••, Search ••, Mysteries ••

Junkie: Streetwise •••, Stealth •••, Insight or Security ••, Subterfuge ••

Mafioso: Subterfuge •••, Streetwise •••, Intimidation or Security ••, Interrogation or Leadership ••

Academic (of humanities): Manage, Law, Finances, Instruction or Publicist ••• (choose two), (choose from the preceding list) ••, Subterfuge ••

Academic (of Science): Science, Computer, Instruction or Medicine ••• (choose two), (choose from the preceding list) ••, Subterfuge ••

Socialite: Manage or Subterfuge •••, Finances •••, Insight ••, Computer or Publicist ••

Veteran: Alertness or Insight •••, Survival •••, Stealth ••, Leadership or Security ••

RANDOM FIGHTER'S

It is also possible for the Storyteller to mount challenges in a random way, drawing opponents for his players. Just roll 1d100 and compare with the table on the last page of this book.

The Storyteller rolls 2d10 (preferably of different colors), one for the ten and another for the unit. A result of 00 means 100. He then chooses the version of the fighter (Rank 1, 4 or 7) that suits his players and makes the adjustment, if necessary, to intermediate ranks.

If the Narrator wants to draw an Animal Companion for a chosen fighter, just roll 1d10, according to the 10 companions presented. The Storyteller can still roll 1d10 to draw one of the above professions, if he wants to expand the sheets.

Chapter 1 – Prologue

4

Page 7: dreamcloud.academy Fighter - Circuit Guide.pdf2 CREDITS Written by: Eric “Musashi” Souza and Gabriel Tabatcheik. Professions revised by: Odmir Fortes. Cover art: Daigo Ikeno (Capcom)

6

Chapter 2:

AIKIDO

Schools: Aikido schools are found worldwide, but Japan and the U.S. have the most. The Aikido community is uncommonly open and supportive, with many clubs and its own magazines. New students are always welcome. Members: Just abort anyone who wants to learn the art is accepted. Aikido is a popular sport and courses can be found through community self-defense classes or college, as well as formal Aikido schools. Study at a formal school is usually required to become a black belt. When yor attain the black belt, yor are considered a beginner: the study of Aikido is viewed as a lifelong cultivations of the spirit. Concepts: Philosophers, mystics, working mothers, athletes, students Quote: “Water flows and takes any shape or course, yet it is always consistent with its own nature. Be sensitive to the flow and movement of your body and you will achieve insight into your own fundamental nature.”

Chapter 2 – Circuit Fighters

5

Page 8: dreamcloud.academy Fighter - Circuit Guide.pdf2 CREDITS Written by: Eric “Musashi” Souza and Gabriel Tabatcheik. Professions revised by: Odmir Fortes. Cover art: Daigo Ikeno (Capcom)

AIKIDO A AIKIDO B

Rank 1 Rank 1

Strength

Dexterity

Stamina

OO

O

OO

Perception

Intelligence

Wits

OO

OOO

OO

Strength

Dexterity

Stamina

OO

O

OO

Perception

Intelligence

Wits

OO

OOO

OO

Punch

Kick

Block

Grab

Athletics

Focus

OOOOO

OO

OOOOO

OO

OOO

OOOOO

Chi

O O O O O

Willpower

O O O O O O O

Punch

Kick

Block

Grab

Athletics

Focus

OOOO

OOOO

OOOO

OO

OOO

OOOOO

Chi

O O O O O

Willpower

O O O O O O O

Health

OO OO OO OO OO OO OO OO OO

Health

OO OO OO OO OO OO OO OO OO

Maneuver Spd Dam Mov Special

Jab

Strong

Fierce

Short 5 6 2

Forward 4 8 1

Roundhouse 2 10 1

Block

Grab 4 6 1

Movement 7 - 5

Jump 7 - 2 Aerial, Abort

Slide Kick 3 9 3 Knockdown

Pin 3 8/6 3/0 Sustained Hold, target must be knocked down or dizzy, +3 Strength to hold, minimum 2 dmg to hold, 1 WP

Combos: Slide Kick to Pin, Slide Kick to Slide Kick

Maneuver Spd Dam Mov Special

Jab 6 3 2

Strong 4 5 2

Fierce 3 7 1

Short 5 4 2

Forward 4 6 1

Roundhouse 2 8 1

Block 8 - - Abort, +2 Spd

Grab 4 6 1

Movement 7 - 5

Jump 7 - 2 Aerial, Abort

Arm/Wrist Lock 4 6 2 Sustained Hold, knockdown

Push (BR) 5 - 1 Grab, throw Strength + Grab hexes, Knockdown

Back Roll Throw 3 10 1 Grab, throw Strength + Kick hexes, Knockdown

Throw 2 8 1 Grab, throw Strength hexes, Knockdown

Combos: Block to Arm/Wrist Lock, Block to Back Roll Throw

Chapter 2 – Circuit Fighters

6

Page 9: dreamcloud.academy Fighter - Circuit Guide.pdf2 CREDITS Written by: Eric “Musashi” Souza and Gabriel Tabatcheik. Professions revised by: Odmir Fortes. Cover art: Daigo Ikeno (Capcom)

AIKIDO A AIKIDO B

Rank 4 Rank 4

Strength

Dexterity

Stamina

O

O

O

Perception

Intelligence

Wits

OO

OO

OO

Strength

Dexterity

Stamina

O

O

O

Perception

Intelligence

Wits

OO

OO

OO

Punch

Kick

Block

Grab

Athletics

Focus

OOOOO

OO

OOOO

OO

OO

O

Chi

O O O O O

Willpower

O O O O

Punch

Kick

Block

Grab

Athletics

Focus

OOO

OOO

OO

O

OO

OOOOO

Chi

O O O O O

Willpower

O O O O

Health

OO OO OO OO OO OO

Health

OO OO OO OO OO OO

Maneuver Spd Dam Mov Special

Jab

Strong

Fierce

Short 5 7 3

Forward 4 9 2

Roundhouse 2 11 2

Block 8 - - Abort, +2 Spd

Grab 4 7 1

Movement 7 - 6

Jump 7 - 3 Aerial, Abort

Slide Kick 3 10 4 Knockdown

Pin 3 9/7 4/0 Sustained Hold, target must be knocked down or dizzy, +3 Strength to hold, minimum 2 dmg to hold, 1 WP

Improved Pin 4 9/8 4/2 Sustained Hold, Catch in adj hexes, +3 Strength to hold, minimum 2 dmg to hold, 1 WP

Telepathy - - - 1 Chi, talk between turns with Focus people

Mind Reading - - - 1 Chi, resisted WP test to see two possible card for next turn

Combos: Slide Kick to Pin, Slide Kick to Slide Kick, Block to Improved Pin, Jump to Slide Kick

Maneuver Spd Dam Mov Special

Jab 6 5 3

Strong 4 7 3

Fierce 3 9 2

Short 5 6 3

Forward 4 8 2

Roundhouse 2 10 2

Block 8 - - Abort, +2 Spd

Grab 4 8 1

Movement 7 - 6

Jump 7 - 3 Aerial, Abort

Arm/Wrist Lock 4 8 2 Sustained Hold, knockdown

Push (BR) 5 - 1 Grab, throw Strength + Grab hexes, Knockdown

Back Roll Throw 3 12 1 Grab, throw Strength + Kick hexes, Knockdown

Throw 2 10 1 Grab, throw Strength hexes, Knockdown

Grappling Defense

8 - 2 Soak Grabs using Grab

Slide Kick 3 9 4 Knockdown

Drunken Monkey Roll

7 - 5 Crouching, Dodge projectiles

Combos: Block to Arm/Wrist Lock, Block to Back Roll Throw,

Grappling Defense to Arm/Wrist Lock, Push to Slide Kick

Chapter 2 – Circuit Fighters

7

Page 10: dreamcloud.academy Fighter - Circuit Guide.pdf2 CREDITS Written by: Eric “Musashi” Souza and Gabriel Tabatcheik. Professions revised by: Odmir Fortes. Cover art: Daigo Ikeno (Capcom)

AIKIDO A AIKIDO B

Rank 7 Rank 7

Strength

Dexterity

Stamina

O

O

Perception

Intelligence

Wits

O

OO

OO

Strength

Dexterity

Stamina

O

O

Perception

Intelligence

Wits

OO

OO

Punch

Kick

Block

Grab

Athletics

Focus

OOOOO

O

OO

O

OO

Chi

O O O O

Willpower

O O

Punch

Kick

Block

Grab

Athletics

Focus

O

OOO

OO

O

OO

O

Chi

O O O O

Willpower

O O

Health

OO OO OO

Health

OO OO OO

Maneuver Spd Dam Mov Special

Short 6 8 4

Forward 5 10 3

Roundhouse 3 12 3

Block 9 - - Abort, +2 Spd

Grab 5 9 1

Movement 8 - 7

Jump 8 - 4 Aerial, Abort

Slide Kick 4 11 5 Knockdown

Pin 4 11/9 5/0 Sustained Hold, target must be knocked down or dizzy, +3 Strength to hold, minimum 2 dmg to hold, 1 WP

Improved Pin 5 11/10 5/2 Sustained Hold, Catch in adj hexes, +3 Strength to hold, minimum 2 dmg to hold, 1 WP

Telepathy - - - 1 Chi, talk between turns with Focus people

Mind Reading - - - 1 Chi, resisted WP test to see two possible card for next turn

Grappling Defense

9 - 3 Soak Grabs using Grab

Throw 3 11 1 Grab, throw Strength hexes, Knockdown

Air Throw 7 14 4 1 WP, Aerial, Grab, Knockdown, Must interrupt in the air

Breakfall - - - Combos: Slide Kick to Pin, Slide Kick to Slide Kick, Block to Improved Pin, Jump to Slide Kick, Grappling Defense to Improved Pin, Jump to Improved Pin

Maneuver Spd Dam Mov Special

Jab 7 7 3

Strong 5 9 3

Fierce 4 11 2

Short 6 6 3

Forward 5 8 2

Roundhouse 3 10 2

Block 9 - - Abort, +2 Spd

Grab 5 8 1

Movement 8 - 6

Jump 8 - 3 Aerial, Abort

Arm/Wrist Lock 5 8 2 Sustained Hold, knockdown

Push (BR) 6 - 1 Grab, throw Strength + Grab hexes, Knockdown

Back Roll Throw 4 12 1 Grab, throw Strength + Kick hexes, Knockdown

Throw 3 10 1 Grab, throw Strength hexes, Knockdown

Grappling Defense

9 - 2 Soak Grabs using Grab

Slide Kick 4 9 4 Knockdown

Drunken Monkey Roll

8 - 5 Crouching, Dodge projectiles

Chi Kung Healing

4 - 2 1 Chi/Health

Dim Mak 5 8 3 1 Chi, can delay the damage, reduces one Physical Attribute

Combos: Block to Arm/Wrist Lock, Block to Back Roll Throw,

Grappling Defense to Arm/Wrist Lock, Push to Slide Kick, Dim Mak to

Dim Mak (dizzy)

Chapter 2 – Circuit Fighters

8

Page 11: dreamcloud.academy Fighter - Circuit Guide.pdf2 CREDITS Written by: Eric “Musashi” Souza and Gabriel Tabatcheik. Professions revised by: Odmir Fortes. Cover art: Daigo Ikeno (Capcom)

BARAQAH Schools: Most Baraqah Masters are Sufis – Muslim mystics who cultivate a deeper communion with the divine. Training in Baraqah traditionally includes the study of Islamic scriptures, calligraphy, and other sacred arts, as well as hours of prayer and meditation. Baraqah halls are segregated by gender, with men and women taught separately. Baraqah is rarely taught ortside the Islamic world. The best schools may be found in Persia and Asia Minor, although a few are rumored to remain in Spain. Members: Almost all Baraqah stylists are Muslims, whether from Africa, Malaysia, or the Middle East. Only the spiritually minded and most disciplined are allowed to advance to the style's highest levels. Concepts: Sufis, mystics, dervishes, pilgrims Quote: “You must learn humility. Baraqah does not come from us, but from Heaven. Only by mastering your own ego and sense of self can Baraqah flow through us.”

Chapter 2 – Circuit Fighters

9

Page 12: dreamcloud.academy Fighter - Circuit Guide.pdf2 CREDITS Written by: Eric “Musashi” Souza and Gabriel Tabatcheik. Professions revised by: Odmir Fortes. Cover art: Daigo Ikeno (Capcom)

BARAQAH A BARAQAH B

Rank 1 Rank 1

Strength

Dexterity

Stamina

OO

OO

O

Perception

Intelligence

Wits

OO

OOO

OO

Strength

Dexterity

Stamina

OO

OO

O

Perception

Intelligence

Wits

OO

OOO

OO

Punch

Kick

Block

Grab

Athletics

Focus

OO

OOOOO

OOO

OOOOO

OO

OOOOO

Chi

O O O O O O

Willpower

O O O O O O

Punch

Kick

Block

Grab

Athletics

Focus

OOOOO

OO

OOOO

OO

OOOO

OOOOO

Chi

O O O O O O

Willpower

O O O O O O

Health

OO OO OO OO OO OO OO OO OO

Health

OO OO OO OO OO OO OO OO OO

Maneuver Spd Dam Mov Special

Jab 5 5 3

Strong 3 7 3

Fierce 2 9 2

Short

Forward

Roundhouse

Block 7 - - Abort, +2 Spd

Grab

Movement 6 - 6

Jump 6 - 3 Aerial, Abort

Spinning Back Fist

2 8 4

Spinning Knuckle

2 7 6 Roll the damage twice, Dodge projectiles, 1 WP

Combos: Spinning Knuckle to Spinning Knuckle (dizzy)

Maneuver Spd Dam Mov Special

Jab

Strong

Fierce

Short 4 6 1

Forward 3 8 0

Roundhouse 1 10 0

Block 7 - - Abort, +2 Spd

Grab 3 6 1

Movement 6 - 4

Jump 6 - 1 Aerial, Abort

Wounded Knee 1 9 0 -2 Mov for all moves and -2 Spd for kick for next 2 turns

Dislocate Limb 2 7 2 Grab, target can only throw kicks or has -3 Spd until realocate his arm

Combos: Dislocate Limb to Wounded Knee (dizzy)

Chapter 2 – Circuit Fighters

10

Page 13: dreamcloud.academy Fighter - Circuit Guide.pdf2 CREDITS Written by: Eric “Musashi” Souza and Gabriel Tabatcheik. Professions revised by: Odmir Fortes. Cover art: Daigo Ikeno (Capcom)

BARAQAH A BARAQAH B

Rank 4 Rank 4

Strength

Dexterity

Stamina

O

OO

Perception

Intelligence

Wits

OO

OO

OO

Strength

Dexterity

Stamina

O

OO

Perception

Intelligence

Wits

OO

OO

OO

Punch

Kick

Block

Grab

Athletics

Focus

OO

OOO

OOO

OO

O

OOOOO

Chi

O O O O O O

Willpower

O O O

Punch

Kick

Block

Grab

Athletics

Focus

OOOOO

OOO

O

O

OO

OOOOO

Chi

O O O O O O

Willpower

O O O

Health

OO OO OO OO OO OO

Health

OO OO OO OO OO OO

Maneuver Spd Dam Mov Special

Jab 5 6 4

Strong 3 8 4

Fierce 2 10 3

Short 4 6 4

Forward 3 8 3

Roundhouse 1 10 3

Block 7 - - Abort, +2 Spd

Grab 3 7 1

Movement 6 - 7

Jump 6 - 4 Aerial, Abort

Spinning Back Fist

2 8 5

Spinning Knuckle

2 7 7 Roll the damage twice, Dodge projectiles, 1 WP

Dislocate Limb 2 8 5 Grab, target can only throw kicks or has -3 Spd until realocate his arm

Foot Sweep 1 9 2 Crouching, Knockdown

Monkey Grab Punch

1 8 5 Ignores Blocks

Sleeper 2 10 1 1 WP, Sustained Hold, Dizzy if hold for 3 turns

Combos: Spinning Knuckle to Spinning Knuckle (dizzy), Block to Spinning Knuckle, Dislocate Limb to Sleeper

Maneuver Spd Dam Mov Special

Jab

Strong

Fierce

Short 4 7 3

Forward 3 9 2

Roundhouse 1 11 2

Block 7 - - Abort, +2 Spd

Grab 3 8 1

Movement 6 - 6

Jump 6 - 3 Aerial, Abort

Wounded Knee 1 10 2 -2 Mov for all moves and -2 Spd for kick for next 2 turns

Dislocate Limb 2 9 4 Grab, target can only throw kicks or has -3 Spd until realocate his arm

Maka Wara - 6 - Dmg when blocking

Sleeper 2 11 1 1 WP, Sustained Hold, Dizzy if hold for 3 turns

Combos: Dislocate Limb to Wounded Knee (dizzy), Block to

Wounded Knee (dizzy), Block to Sleeper

Chapter 2 – Circuit Fighters

11

Page 14: dreamcloud.academy Fighter - Circuit Guide.pdf2 CREDITS Written by: Eric “Musashi” Souza and Gabriel Tabatcheik. Professions revised by: Odmir Fortes. Cover art: Daigo Ikeno (Capcom)

BARAQAH A BARAQAH B

Rank 7 Rank 7

Strength

Dexterity

Stamina

OO

Perception

Intelligence

Wits

O

O

OO

Strength

Dexterity

Stamina

O

O

Perception

Intelligence

Wits

OO

OO

Punch

Kick

Block

Grab

Athletics

Focus

OO

OOO

OO

OO

O

Chi

O O O

Willpower

OO O O

Punch

Kick

Block

Grab

Athletics

Focus

OO

O

O

O

OOOOO

Chi

O O O O

Willpower

O O

Health

OO OO OO

Health

OO OO OO

Maneuver Spd Dam Mov Special

Jab 5 7 4

Strong 3 9 4

Fierce 2 11 3

Short 4 7 4

Forward 3 9 3

Roundhouse 1 11 3

Block 7 - - Abort, +2 Spd

Grab 3 8 1

Movement 6 - 7

Jump 6 - 4 Aerial, Abort

Spinning Back Fist

2 9 5

Spinning Knuckle

2 8 7 Roll the damage twice, Dodge projectiles, 1 WP

Dislocate Limb 2 9 5 Grab, target can only throw kicks or has -3 Spd until realocate his arm

Foot Sweep 1 10 2 Crouching, Knockdown

Monkey Grab Punch

1 9 5 Ignores Blocks

Sleeper 2 11 1 1 WP, Sustained Hold, Dizzy if hold for 3 turns

Ghost Form 4 - 4 2 Chi in first turn, 1 Chi per turn

Kick Defense 7 - - +4 Soak agains Kicks, -2 against other Techniques

Punch Defense 7 - - +4 Soak against Punches, -2 against other Techniques

Deflecting Punch

5 8 - Soak against Punches

Combos: Spinning Knuckle to Spinning Knuckle (dizzy), Block to Spinning Knuckle, Dislocate Limb to Sleeper

Maneuver Spd Dam Mov Special

Jab 6 6 4

Strong 4 8 4

Fierce 3 10 3

Short 5 8 4

Forward 4 10 3

Roundhouse 2 12 3

Block 8 - - Abort, +2 Spd

Grab 4 8 1

Movement 7 - 7

Jump 7 - 4 Aerial, Abort

Wounded Knee 2 11 3 -2 Mov for all moves and -2 Spd for kick for next 2 turns

Dislocate Limb 3 10 5 Grab, target can only throw kicks or has -3 Spd until realocate his arm

Maka Wara - 6 - Dmg when blocking

Sleeper 3 12 1 1 WP, Sustained Hold, Dizzy if hold for 3 turns

Monkey Grab Punch

2 8 5 Ignores Blocks

Grappling Defense

8 - 3 Soak Grabs using Grab

Punch Defense 8 - - +4 Soak against Punches, -2 against other Techniques

Deflecting Punch

6 7 - Soak against Punches

Kippup - - - Combos: Dislocate Limb to Wounded Knee (dizzy), Block to

Wounded Knee (dizzy), Block to Sleeper, Deflecting Punch to Sleeper,

Deflecting Punch to Wounded Knee

Chapter 2 – Circuit Fighters

12

Page 15: dreamcloud.academy Fighter - Circuit Guide.pdf2 CREDITS Written by: Eric “Musashi” Souza and Gabriel Tabatcheik. Professions revised by: Odmir Fortes. Cover art: Daigo Ikeno (Capcom)

BOXING Schools: There are boxing gyms in every major city, but serious boxers need to find personal trainers and coaches. Members: Boxing is a predominantly male professional sport, but more women are joining the sport. Many women who cannot find opportunities in the professional ring turn to the Street Fighter circuit for competition. Many boxers come from poverty-stricken areas. Concepts: Street tough, Golden Gloves champ, body builder Quote: “You think yor're something special with all those chop suey moves? Let's see how yor do in the fullcontact ring.”

Chapter 2 – Circuit Fighters

13

Page 16: dreamcloud.academy Fighter - Circuit Guide.pdf2 CREDITS Written by: Eric “Musashi” Souza and Gabriel Tabatcheik. Professions revised by: Odmir Fortes. Cover art: Daigo Ikeno (Capcom)

BOXING A BOXING B

Rank 1 Rank 1

Strength

Dexterity

Stamina

OO

OO

O

Perception

Intelligence

Wits

OOOO

OOO

O

Strength

Dexterity

Stamina

OO

O

OO

Perception

Intelligence

Wits

OO

OOO

OO

Punch

Kick

Block

Grab

Athletics

Focus

OOO

OOOOO

OOOO

OO

OOO

OOOOO

Chi

O O O O O O O O O

Willpower

O O O

Punch

Kick

Block

Grab

Athletics

Focus

OO

OOOOO

OO

OOOOO

OOO

OOOOO

Chi

O O O O O O O O O

Willpower

O O O

Health

OO OO OO OO OO OO OO OO OO

Health

OO OO OO OO OO OO OO OO OO

Maneuver Spd Dam Mov Special

Jab 5 4 2

Strong 3 6 2

Fierce 2 8 1

Short

Forward

Roundhouse

Block 7 - - Abort, +2 Spd

Grab 3 6 1

Movement 6 - 5

Jump 6 - 2 Aerial, Abort

Lunging Punch 3 6 3 Crouching, only Kick Defense can block it

Head Bite 6 9 1 Sustained Hold

Combos: Block to Head Bite, Head Bite to Head Bite, Lunging Punch to Head Bite

Maneuver Spd Dam Mov Special

Jab 6 5 2

Strong 4 7 2

Fierce 3 9 1

Short

Forward

Roundhouse

Block 8 - - Abort, +2 Spd

Grab

Movement 7 - 5

Jump 7 - 2 Aerial, Abort

Head Butt 4 9 0

Punch Defense 8 - - +4 Soak against Punches, -2 against other Techniques

Deflecting Punch

6 6 - Soak against Punches

Combos: Deflecting Punch to Head Butt (dizzy), Block to Head Butt

Chapter 2 – Circuit Fighters

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Page 17: dreamcloud.academy Fighter - Circuit Guide.pdf2 CREDITS Written by: Eric “Musashi” Souza and Gabriel Tabatcheik. Professions revised by: Odmir Fortes. Cover art: Daigo Ikeno (Capcom)

BOXING A BOXING B

Rank 4 Rank 4

Strength

Dexterity

Stamina

OO

O

Perception

Intelligence

Wits

OO

OOO

O

Strength

Dexterity

Stamina

OO

O

Perception

Intelligence

Wits

OO

OOO

O

Punch

Kick

Block

Grab

Athletics

Focus

O

OOOOO

OO

OO

O

OOOOO

Chi

OO OO OO O O O O

Willpower

O O

Punch

Kick

Block

Grab

Athletics

Focus

O

OOOOO

O

OOOOO

O

OOO

Chi

OO OO OO O O O O

Willpower

O O

Health

OO OO OO OO OO OO

Health

OO OO OO OO OO OO

Maneuver Spd Dam Mov Special

Jab 7 6 4

Strong 5 8 4

Fierce 4 10 3

Short

Forward

Roundhouse

Block 9 - - Abort, +2 Spd

Grab 5 6 1

Movement 8 - 7

Jump 8 - 4 Aerial, Abort

Lunging Punch 5 8 5 Crouching, only Kick Defense can block it

Head Bite 6 9 1 Sustained Hold

Rekka Ken - - - 1 WP, +3 Spd for Basic Punch

Jumping Shoulder Butt

5 10 3 Aerial, Dodge projectiles

Kippup - - -

Combos: Block to Head Bite, Head Bite to Head Bite, Lunging Punch to Head Bite, Head Bite to Lunging Punch (dizzy)

Maneuver Spd Dam Mov Special

Jab 7 6 4

Strong 5 8 4

Fierce 4 10 3

Short

Forward

Roundhouse

Block 9 - - Abort, +2 Spd

Grab

Movement 8 - 7

Jump 8 - 4 Aerial, Abort

Head Butt 5 10 0

Punch Defense 9 - - +4 Soak against Punches, -2 against other Techniques

Deflecting Punch

7 7 - Soak against Punches

Power Uppercut 4 10 1 Knockdown in Aerials

Hyper Fist 6 7 1 1 WP, Roll 3 times

Combos: Deflecting Punch to Head Butt (dizzy), Block to Head Butt,

Deflecting Punch to Hyper Fist (dizzy), Block to Hyper Fist (dizzy)

Chapter 2 – Circuit Fighters

15

Page 18: dreamcloud.academy Fighter - Circuit Guide.pdf2 CREDITS Written by: Eric “Musashi” Souza and Gabriel Tabatcheik. Professions revised by: Odmir Fortes. Cover art: Daigo Ikeno (Capcom)

BOXING A BOXING B

Rank 7 Rank 7

Strength

Dexterity

Stamina

OO

O

Perception

Intelligence

Wits

OO

OO

Strength

Dexterity

Stamina

O

O

Perception

Intelligence

Wits

O

OOO

Punch

Kick

Block

Grab

Athletics

Focus

OOOOO

OO

OOO

Chi

O O O O

Willpower

O O

Punch

Kick

Block

Grab

Athletics

Focus

OOOOO

OO

OOO

Chi

O O O O

Willpower

O O

Health

OO OO OO

Health

OO OO OO

Maneuver Spd Dam Mov Special

Jab 8 7 5

Strong 6 9 5

Fierce 4 11 4

Short

Forward

Roundhouse

Block 10 - - Abort, +2 Spd

Grab 6 6 1

Movement 9 - 8

Jump 9 - 5 Aerial, Abort

Lunging Punch 6 9 6 Crouching, only Kick Defense can block it

Head Bite 7 9 1 Sustained Hold

Rekka Ken - - - 1 WP, +3 Spd for Basic Punch

Jumping Shoulder Butt

6 11 4 Aerial, Dodge projectiles

Toughskin - - - 1 Chi, +2 Soak

Turn Punch 5 12 2 1 WP, 2º turn +1 Dam, 3º turn +1 Spd & +2 Dam, 4º turn +2 Spd & +3 Dam

Punch Defense 10 - - +4 Soak against Punches, -2 against other Techniques

Kippup - - - Combos: Block to Head Bite, Head Bite to Head Bite, Lunging Punch to Head Bite, Head Bite to Lunging Punch (dizzy), Rekka Ken Fierce to Turn Punch

Maneuver Spd Dam Mov Special

Jab 7 8 5

Strong 5 10 5

Fierce 4 12 4

Short

Forward

Roundhouse

Block 9 - - Abort, +2 Spd

Grab

Movement 8 - 8

Jump 8 - 5 Aerial, Abort

Head Butt 5 12 0

Punch Defense 9 - - +4 Soak against Punches, -2 against other Techniques

Deflecting Punch

7 9 - Soak against Punches

Power Uppercut 4 12 1 Knockdown in Aerials

Hyper Fist 6 9 1 1 WP, Roll 3 times

Brain Cracker 5 11 1 Sustained Hold

Turn Punch 4 13 2 1 WP, 2º turn +1 Dam, 3º turn +1 Spd & +2 Dam, 4º turn +2 Spd & +3 Dam

Jumping Shoulder Butt

5 12 4 Aerial, Dodge projectiles

Kippup - - - Combos: Deflecting Punch to Head Butt (dizzy), Block to Head Butt,

Deflecting Punch to Hyper Fist (dizzy), Block to Hyper Fist (dizzy),

Deflecting Punch to Brain Cracker, Punch Defense to Turn Punch

Chapter 2 – Circuit Fighters

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Page 19: dreamcloud.academy Fighter - Circuit Guide.pdf2 CREDITS Written by: Eric “Musashi” Souza and Gabriel Tabatcheik. Professions revised by: Odmir Fortes. Cover art: Daigo Ikeno (Capcom)

CAPOEIRA Schools: Capoeira has very few organized schools. Some villages in Sorth America teach the fundamental dance moves to children as part of formal schooling, but these lessons often lack the fighting skills inherent to the dance. The style's popularity has recently begun to grow, but it is still very difficult to find a teacher ortside Sorth America. A student who wishes to become a true Capoeira warrior must seek out a master of Capoeira. Good Capoeira stylists learn through informal study directly under a master. Even so, it is difficult to find a single Capoeira master who knows all of the style's acrobatic movements and special attacks. Members: Most Capoeira stylists are from Sorth America or the Caribbean Islands, although some schools are rumored to by opening in Florida. While some new students hail from other cultures, the vast majority of Capoeira practitioners hail from Sorth America. Concepts: Tribal warriors, explorers, dancers Quote: “Other people try to master their styles. Not we. We seek to master the dance. Can't yor feel its rhythm and power? Your heart keeps the rhythm and lets the power flow through the dance to strike at your opponent.”

Chapter 2 – Circuit Fighters

17

Page 20: dreamcloud.academy Fighter - Circuit Guide.pdf2 CREDITS Written by: Eric “Musashi” Souza and Gabriel Tabatcheik. Professions revised by: Odmir Fortes. Cover art: Daigo Ikeno (Capcom)

CAPOEIRA A CAPOEIRA B

Rank 1 Rank 1

Strength

Dexterity

Stamina

O

OO

OO

Perception

Intelligence

Wits

OOOO

OOO

O

Strength

Dexterity

Stamina

OO

O

OO

Perception

Intelligence

Wits

OO

OOO

OO

Punch

Kick

Block

Grab

Athletics

Focus

OOOOO

OOO

OO

OOOOO

OO

OOOOO

Chi

O O O O O O O O

Willpower

O O O O

Punch

Kick

Block

Grab

Athletics

Focus

OOOOO

OO

OOO

OOOOO

OO

OOOOO

Chi

O O O O O O O O

Willpower

O O O O

Health

OO OO OO OO OO OO OO OO OO

Health

OO OO OO OO OO OO OO OO OO

Maneuver Spd Dam Mov Special

Jab

Strong

Fierce

Short 4 6 3

Forward 3 8 2

Roundhouse 1 10 2

Block 7 - - Abort, +2 Spd

Grab

Movement 6 - 6

Backflip 6 - 5 1 WP, can’t be hit during the move

Tumbling Attack 2 6 2 1 WP, straight line, same hex, hit and knock back until Move ends

Combos: Backflip to Tumbling Attack, Block to Tumbling Attack

Maneuver Spd Dam Mov Special

Jab

Strong

Fierce

Short 5 6 3

Forward 4 8 2

Roundhouse 2 10 2

Block 8 - - Abort, +2 Spd

Grab

Movement 7 - 6

Jump 7 - 3 Aerial, Abort

Backflip Kick 4 8 2 Hit & move back

Cartwheel Kick 3 6 5 1 WP, straight line, knock back, +1 Dam for hex moved

Combos: Cartwheel Kick to Backflip Kick (dizzy)

Chapter 2 – Circuit Fighters

18

Page 21: dreamcloud.academy Fighter - Circuit Guide.pdf2 CREDITS Written by: Eric “Musashi” Souza and Gabriel Tabatcheik. Professions revised by: Odmir Fortes. Cover art: Daigo Ikeno (Capcom)

CAPOEIRA A CAPOEIRA B

Rank 4 Rank 4

Strength

Dexterity

Stamina

O

OO

Perception

Intelligence

Wits

OOOO

OOO

Strength

Dexterity

Stamina

OO

O

Perception

Intelligence

Wits

OO

OOO

O

Punch

Kick

Block

Grab

Athletics

Focus

OOOOO

O

O

OOOOO

O

OOO

Chi

OO OO OO O O O O

Willpower

O O

Punch

Kick

Block

Grab

Athletics

Focus

OO

O

OO

OOOOO

O

OOOOO

Chi

OO OO OO O O O O

Willpower

O O

Health

OO OO OO OO OO OO

Health

OO OO OO OO OO OO

Maneuver Spd Dam Mov Special

Jab

Strong

Fierce

Short 6 8 4

Forward 5 10 4

Roundhouse 3 12 3

Block 9 - - Abort, +2 Spd

Grab

Movement 8 - 7

Jump 8 - 4 Aerial, Abort

Backflip 8 - 6 1 WP, can’t be hit during the move

Tumbling Attack 4 8 3 1 WP, straight line, same hex, hit and knock back until Move ends

Cartwheel Kick 4 8 6 1 WP, straight line, knock back, +1 Dam for hex moved

Drunken Monkey Roll

8 - 6 Crouching, Dodge projectiles

Musical Accompaniment

- - - +1 in combat mod. when hear prefered song style

Combos: Backflip to Tumbling Attack, Block to Tumbling Attack, Cartwheel Kick to Tumbling Attack, Drunken Monkey Roll to Cartwheel Kick, Drunken Monkey Roll to Tumbling Attack

Maneuver Spd Dam Mov Special

Jab 7 5 4

Strong 5 7 4

Fierce 4 9 3

Short 6 7 4

Forward 5 9 3

Roundhouse 3 11 3

Block 9 - - Abort, +2 Spd

Grab

Movement 8 - 7

Jump 8 - 4 Aerial, Abort

Backflip Kick 5 9 2 Hit and move back

Cartwheel Kick 4 7 6 1 WP, straight line, knock back, +1 Dam for hex moved

Double-Hit Kick 3 8 3 Roll twice in standing target

Lightning Leg 3 8 0 1 WP, Roll 3 times

Forward Backflip Kick

7 8 2 1 WP, Roll twice in Aerials

Combos: Cartwheel Kick to Backflip Kick (dizzy), Block to Lightning

Leg

Chapter 2 – Circuit Fighters

19

Page 22: dreamcloud.academy Fighter - Circuit Guide.pdf2 CREDITS Written by: Eric “Musashi” Souza and Gabriel Tabatcheik. Professions revised by: Odmir Fortes. Cover art: Daigo Ikeno (Capcom)

CAPOEIRA A CAPOEIRA B

Rank 7 Rank 7

Strength

Dexterity

Stamina

O

O

Perception

Intelligence

Wits

O

OOO

Strength

Dexterity

Stamina

OO

O

Perception

Intelligence

Wits

O

OOO

Punch

Kick

Block

Grab

Athletics

Focus

OOOOO

O

OOO

O

Chi

O O O O

Willpower

O O

Punch

Kick

Block

Grab

Athletics

Focus

OOOOO

OOOOO

Chi

O O O O

Willpower

O O

Health

OO OO OO

Health

OO OO OO

Maneuver Spd Dam Mov Special

Jab

Strong

Fierce

Short 6 9 5

Forward 5 11 4

Roundhouse 3 13 4

Block 9 - - Abort, +2 Spd

Grab

Movement 8 - 8

Jump 8 - 5 Aerial, Abort

Backflip 8 - 7 1 WP, can’t be hit during the move

Tumbling Attack 4 9 4 1 WP, straight line, same hex, hit and knock back until Move ends

Cartwheel Kick 4 9 7 1 WP, straight line, knock back, +1 Dam for hex moved

Drunken Monkey Roll

8 - 7 Crouching, Dodge projectiles

Musical Accompaniment

- - - +1 in combat mod. when hear prefered song style

Knee Basher 4 13 1 Sustained Hold, knockdown at the end

Regeneration 5 - - 1 Chi per Health

Combos: Backflip to Tumbling Attack, Block to Tumbling Attack (dizzy), Cartwheel Kick to Tumbling Attack (dizzy), Drunken Monkey Roll to Cartwheel Kick, Drunken Monkey Roll to Tumbling Attack (dizzy), Drunken Monkey Roll to Knee Basher

Maneuver Spd Dam Mov Special

Jab 8 7 5

Strong 6 9 5

Fierce 5 11 4

Short 7 8 5

Forward 6 10 4

Roundhouse 4 12 4

Block 10 - - Abort, +2 Spd

Grab

Movement 9 - 8

Jump 9 - 5 Aerial, Abort

Backflip Kick 6 10 2 Hit and move back

Cartwheel Kick 5 8 7 1 WP, straight line, knock back, +1 Dam for hex moved

Double-Hit Kick 5 9 4 Roll twice in standing target

Lightning Leg 4 9 0 1 WP, Roll 3 times

Forward Backflip Kick

8 9 2 1 WP, Roll twice in Aerials

Spinning Clothesline

6 8 3 1 WP, hit and knock back adj hexes, don’t hits Crouching

Turbo Spinning Clothesline

7 8 4 1 WP, hit and knock back adj hexes, don’t hits Crouching

Combos: Cartwheel Kick to Backflip Kick (dizzy), Block to Lightning

Leg (dizzy)

Chapter 2 – Circuit Fighters

20

Page 23: dreamcloud.academy Fighter - Circuit Guide.pdf2 CREDITS Written by: Eric “Musashi” Souza and Gabriel Tabatcheik. Professions revised by: Odmir Fortes. Cover art: Daigo Ikeno (Capcom)

SPECIAL FORCES Schools: There are four types of schools: the Army, Navy, Air Force, and Marines. Each country has an elite military force. To enroll, just visit a recruiter. This style usually takes away all of the fighters' freedom. Special Forces agents are up by dawn and in by dusk. There is little time for any kind of fun; even when out of the military, fighters usually maintain this grueling schedule. They are a trainer's dream and a manager's greatest asset. Members: The average member is someone who joined the military to learn discipline or better himself. Special Forces commandos usually become Street Fighters because, after they leave the military, they find it hard to find jobs as trained killers. Concepts: Special Ops military personnel, SWAT agent, retired military personnel, survivalist Quote: “Yeah, I fight brutal. But, hey, it's him or me. You know what I mean?”

Chapter 2 – Circuit Fighters

21

Page 24: dreamcloud.academy Fighter - Circuit Guide.pdf2 CREDITS Written by: Eric “Musashi” Souza and Gabriel Tabatcheik. Professions revised by: Odmir Fortes. Cover art: Daigo Ikeno (Capcom)

SPECIAL FORCES A SPECIAL FORCES B

Rank 1 Rank 1

Strength

Dexterity

Stamina

O

OO

OO

Perception

Intelligence

Wits

OO

OOO

OO

Strength

Dexterity

Stamina

O

OO

OO

Perception

Intelligence

Wits

OO

OOO

OO

Punch

Kick

Block

Grab

Athletics

Focus

OOOOO

OOO

OOO

OOO

OOO

OOOOO

Chi

O O O O O O O O O

Willpower

O O O

Punch

Kick

Block

Grab

Athletics

Focus

OO

OOOOO

OOOO

OOO

OOO

OOOOO

Chi

O O O O O O O O O

Willpower

O O O

Health

OO OO OO OO OO OO OO OO OO

Health

OO OO OO OO OO OO OO OO OO

Maneuver Spd Dam Mov Special

Jab

Strong

Fierce

Short 4 6 2

Forward 3 8 1

Roundhouse 1 10 1

Block 7 - - Abort, +2 Spd

Grab 3 6 1

Movement 6 - 5

Jump 6 - 2 Aerial, Abort

Flying Knee Thrust

4 8 3 1 WP

Foot Sweep 1 9 0 Crouching, Knockdown

Suplex 3 8 1 Grab, Knockdown

Combos: Block to Suplex, Foot Sweep to Flying Knee Thrust, Roundhouse to Short

Maneuver Spd Dam Mov Special

Jab 5 6 2

Strong 3 8 2

Fierce 2 10 1

Short

Forward

Roundhouse

Block 7 - - Abort, +2 Spd

Grab 3 6 1

Movement 6 - 5

Jump 6 - 2 Aerial, Abort

Spinning Back Fist

2 9 3

Spinning Knuckle

2 8 5 1 WP, Dodge projectiles, Roll twice

Suplex 3 8 1 Grab, Knockdown

Combos: Spinning Knuckle to Suplex (dizzy)

Chapter 2 – Circuit Fighters

22

Page 25: dreamcloud.academy Fighter - Circuit Guide.pdf2 CREDITS Written by: Eric “Musashi” Souza and Gabriel Tabatcheik. Professions revised by: Odmir Fortes. Cover art: Daigo Ikeno (Capcom)

SPECIAL FORCES A SPECIAL FORCES B

Rank 4 Rank 4

Strength

Dexterity

Stamina

O

O

O

Perception

Intelligence

Wits

OO

OO

OO

Strength

Dexterity

Stamina

O

OO

Perception

Intelligence

Wits

OO

OOO

O

Punch

Kick

Block

Grab

Athletics

Focus

OOOOO

O

OO

OO

O

OOOOO

Chi

OO OO OO O O O O

Willpower

O O

Punch

Kick

Block

Grab

Athletics

Focus

O

OOOOO

OO

O

OO

OOOOO

Chi

OO OO OO O O O O

Willpower

O O

Health

OO OO OO OO OO OO

Health

OO OO OO OO OO OO

Maneuver Spd Dam Mov Special

Jab

Strong

Fierce

Short 5 8 4

Forward 4 10 3

Roundhouse 2 12 3

Block 8 - - Abort, +2 Spd

Grab 4 7 1

Movement 7 - 7

Jump 7 - 4 Aerial, Abort

Flying Knee Thrust

5 10 5 1 WP

Foot Sweep 2 11 2 Crouching, Knockdown

Suplex 4 9 1 Grab, Knockdown

Throw 2 9 1 Grab, Knockdown, Throw Strength hexes

Air Throw 6 12 4 1 WP, Aerial, Grab, Knockdown, Must interrupt in the air

Knee Basher 3 12 1 Sustained Hold, Knockdown at the end

Flying Thrust Kick

4 14 2 1 WP, Aerial, knock back 1 hex, knockdown in Aerials

Combos: Block to Suplex, Foot Sweep to Flying Knee Thrust, Roundhouse to Short, Jump to Flying Thrust Kick

Maneuver Spd Dam Mov Special

Jab 5 7 3

Strong 3 9 3

Fierce 2 11 2

Short

Forward

Roundhouse

Block 7 - - Abort, +2 Spd

Grab 3 8 1

Movement 6 - 6

Jump 6 - 3 Aerial, Abort

Spinning Back Fist

2 10 4

Spinning Knuckle

2 9 6 1 WP, Dodge projectiles, Roll twice

Suplex 3 10 1 Grab, Knockdown

Ground Fighting - - - 1 WP, when fall, can fight at the ground

Hyper Fist 4 8 1 1 WP, Roll 3 times

Combos: Spinning Knuckle to Suplex (dizzy)

Chapter 2 – Circuit Fighters

23

Page 26: dreamcloud.academy Fighter - Circuit Guide.pdf2 CREDITS Written by: Eric “Musashi” Souza and Gabriel Tabatcheik. Professions revised by: Odmir Fortes. Cover art: Daigo Ikeno (Capcom)

SPECIAL FORCES A SPECIAL FORCES B

Rank 7 Rank 7

Strength

Dexterity

Stamina

O

O

Perception

Intelligence

Wits

OO

OO

Strength

Dexterity

Stamina

O

O

Perception

Intelligence

Wits

OO

O

O

Punch

Kick

Block

Grab

Athletics

Focus

OOOOO

OOOOO

Chi

O O O O

Willpower

O O

Punch

Kick

Block

Grab

Athletics

Focus

OOOOO

OO

O

O

O

Chi

O O O O

Willpower

O O

Health

OO OO OO

Health

OO OO OO

Maneuver Spd Dam Mov Special

Jab

Strong

Fierce

Short 5 9 5

Forward 4 11 4

Roundhouse 2 13 4

Block 8 - - Abort, +2 Spd

Grab 4 9 1

Movement 7 - 8

Jump 7 - 5 Aerial, Abort

Flying Knee Thrust

5 11 6 1 WP

Foot Sweep 2 12 3 Crouching, Knockdown

Suplex 4 11 1 Grab, Knockdown

Throw 2 11 1 Grab, Knockdown, Throw Strength hexes

Air Throw 6 14 5 1 WP, Aerial, Grab, Knockdown, Must interrupt in the air

Knee Basher 3 13 1 Sustained Hold, Knockdown at the end

Flying Thrust Kick

4 15 3 1 WP, Aerial, knock back 1 hex, knockdown in Aerials

Cannon Drill 6 11 7 1 WP

Kippup - - - Combos: Block to Suplex, Foot Sweep to Flying Knee Thrust (dizzy), Roundhouse to Short (dizzy), Jump to Flying Thrust Kick, Flying Thrust Kick to Cannon Drill (dizzy)

Maneuver Spd Dam Mov Special

Jab 6 8 4

Strong 4 10 4

Fierce 3 12 3

Short

Forward

Roundhouse

Block 8 - - Abort, +2 Spd

Grab 4 8 1

Movement 7 - 7

Jump 7 - 4 Aerial, Abort

Spinning Back Fist

3 11 5

Spinning Knuckle

3 10 7 1 WP, Dodge projectiles, Roll twice

Suplex 4 10 1 Grab, Knockdown

Ground Fighting - - - 1 WP, when fall, can fight at the ground

Hyper Fist 5 9 1 1 WP, Roll 3 times

Sonic Boom 1 12 - 1 Chi, Range 8

Combos: Spinning Knuckle to Suplex (dizzy), Block to Hyper Fist

(dizzy), Spinning Knuckle to Hyper Fist (dizzy), Block to Suplex

Chapter 2 – Circuit Fighters

24

Page 27: dreamcloud.academy Fighter - Circuit Guide.pdf2 CREDITS Written by: Eric “Musashi” Souza and Gabriel Tabatcheik. Professions revised by: Odmir Fortes. Cover art: Daigo Ikeno (Capcom)

JEET KUNE DO Schools: While there are innumerable books and teachers claiming to teach “the secrets of Jeet Kune Do”, there are only a few which are legitimate. This doesn't really matter, however: sparring practice and Bruce Lee's book, The Tao of Jeet Kune Do, are the primary schools for this style, and both are available all over the world. To learn maneuvers that aren't in the regular JKD repertoire, the character must have a willing teacher or at least have seen the maneuver performed and train herself incredibly hard. Members: Anyone who fights can study JKD. Generally, martial arts enthusiasts or kickboxers are the most likely to have actively studied the concepts of Jeet Kune Do and put it into practice. Concepts: Martial artists of all kinds, Bruce Lee fans, soldiers, street torghs, bodyguards. Quote: “To create a method of fighting is pretty much like putting a gallon of water into wrapping paper and shaping it.”

Chapter 2 – Circuit Fighters

25

Page 28: dreamcloud.academy Fighter - Circuit Guide.pdf2 CREDITS Written by: Eric “Musashi” Souza and Gabriel Tabatcheik. Professions revised by: Odmir Fortes. Cover art: Daigo Ikeno (Capcom)

JEET KUNE DO A JEET KUNE DO B

Rank 1 Rank 1

Strength

Dexterity

Stamina

OO

O

OOO

Perception

Intelligence

Wits

OO

OOO

OO

Strength

Dexterity

Stamina

OO

O

OO

Perception

Intelligence

Wits

OO

OOO

OO

Punch

Kick

Block

Grab

Athletics

Focus

OOOOO

OO

OOO

OOOOO

OO

OOOOO

Chi

O O O O O O O O O

Willpower

O O O

Punch

Kick

Block

Grab

Athletics

Focus

OOO

OOO

OOOO

OOOO

OOO

OOOOO

Chi

O O O O O O O O O

Willpower

O O O

Health

OO OO OO OO OO OO OO OO OO

Health

OO OO OO OO OO OO OO OO OO

Maneuver Spd Dam Mov Special

Jab

Strong

Fierce

Short 5 6 3

Forward 4 8 2

Roundhouse 2 10 2

Block 8 - - Abort, +2 Spd

Grab

Movement 7 - 6

Jump 7 - 3 Aerial, Abort

Foot Sweep 2 9 1 Crouching, Knockdown

Scissor Kick 4 9 6 1 WP, Roll twice

Combos: Block to Scissor Kick, Foot Sweep to Scissor Kick

Maneuver Spd Dam Mov Special

Jab 6 4 2

Strong 4 6 2

Fierce 3 8 1

Short 5 5 2

Forward 4 7 1

Roundhouse 2 9 1

Block 8 - - Abort, +2 Spd

Grab 4 4 1

Movement 7 - 5

Jump 7 - 2 Aerial, Abort

Flying Knee Thrust

5 7 3 1 WP

Monkey Grab Punch

2 6 3 Ignores Blocks

Backflip Kick 4 7 2 Hit and move back

Combos: Flying Knee Thrust to Backflip Kick, Monkey Grab Punch to

Backflip Kick

Chapter 2 – Circuit Fighters

26

Page 29: dreamcloud.academy Fighter - Circuit Guide.pdf2 CREDITS Written by: Eric “Musashi” Souza and Gabriel Tabatcheik. Professions revised by: Odmir Fortes. Cover art: Daigo Ikeno (Capcom)

JEET KUNE DO A JEET KUNE DO B

Rank 4 Rank 4

Strength

Dexterity

Stamina

O

OOO

Perception

Intelligence

Wits

OOOO

OOO

Strength

Dexterity

Stamina

O

O

O

Perception

Intelligence

Wits

OO

OOO

O

Punch

Kick

Block

Grab

Athletics

Focus

OOOOO

O

O

OOOOO

OO

OO

Chi

OO OO OO O O O O

Willpower

O O

Punch

Kick

Block

Grab

Athletics

Focus

O

OO

OOOO

OOO

OO

OOOOO

Chi

OO OO OO O O O O

Willpower

O O

Health

OO OO OO OO OO OO

Health

OO OO OO OO OO OO

Maneuver Spd Dam Mov Special

Jab

Strong

Fierce

Short 6 8 3

Forward 5 10 2

Roundhouse 3 12 2

Block 9 - - Abort, +2 Spd

Grab

Movement 8 - 6

Jump 8 - 3 Aerial, Abort

Foot Sweep 3 11 1 Crouching, Knockdown

Scissor Kick 5 11 6 1 WP, Roll twice

Backflip Kick 5 10 2 Hit and move back

Shock Treatment

5 12 0 2 Chi, Knockdown, hit all adjacents

Combos: Block to Scissor Kick, Block to Shock Treatment, Foot Sweep to Scissor Kick, Jump to Scissor Kick, Jump to Shock Treatment

Maneuver Spd Dam Mov Special

Jab 6 7 3

Strong 4 9 3

Fierce 3 11 2

Short 5 7 3

Forward 4 9 2

Roundhouse 2 11 2

Block 8 - - Abort, +2 Spd

Grab 4 6 1

Movement 7 - 6

Jump 7 - 3 Aerial, Abort

Flying Knee Thrust

5 9 4 1 WP

Monkey Grab Punch

2 9 4 Ignores Blocks

Backflip Kick 4 9 2 Hit and move back

Power Uppercut 3 11 1 Knockdown in Aerials

Dragon Punch 4 14 1 1 WP, Aerial, knock back 1 hex, knockdown in Aerials

Combos: Flying Knee Thrust to Backflip Kick, Monkey Grab Punch to

Backflip Kick, Monkey Grab Punch to Dragon Punch (dizzy), Flying

Knee Thrust to Dragon Punch

Chapter 2 – Circuit Fighters

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Page 30: dreamcloud.academy Fighter - Circuit Guide.pdf2 CREDITS Written by: Eric “Musashi” Souza and Gabriel Tabatcheik. Professions revised by: Odmir Fortes. Cover art: Daigo Ikeno (Capcom)

JEET KUNE DO A JEET KUNE DO B

Rank 7 Rank 7

Strength

Dexterity

Stamina

O

O

Perception

Intelligence

Wits

OOOO

O

Strength

Dexterity

Stamina

O

O

Perception

Intelligence

Wits

O

OOO

Punch

Kick

Block

Grab

Athletics

Focus

OOOOO

OOOOO

Chi

O O O O

Willpower

O O

Punch

Kick

Block

Grab

Athletics

Focus

O

O

OO

OO

OOOOO

Chi

O O O O

Willpower

O O

Health

OO OO OO

Health

OO OO OO

Maneuver Spd Dam Mov Special

Jab

Strong

Fierce

Short 6 9 5

Forward 5 11 4

Roundhouse 3 13 4

Block 9 - - Abort, +2 Spd

Grab

Movement 8 - 8

Jump 8 - 4 Aerial, Abort

Foot Sweep 3 12 3 Crouching, Knockdown

Scissor Kick 5 12 8 1 WP, Roll twice

Backflip Kick 5 11 2 Hit and move back

Shock Treatment

5 16 0 2 Chi, Knockdown, hit all adjacents

Maka Wara - 6 - Dmg when blocking

Combos: Block to Scissor Kick (dizzy), Block to Shock Treatment, Foot Sweep to Scissor Kick (dizzy), Jump to Scissor Kick to Shock Treatment (dizzy), Jump to Shock Treatment to Scissor Kick (dizzy)

Maneuver Spd Dam Mov Special

Jab 7 8 4

Strong 5 10 4

Fierce 4 12 3

Short 6 8 4

Forward 5 10 3

Roundhouse 3 12 3

Block 9 - - Abort, +2 Spd

Grab 5 7 1

Movement 8 - 7

Jump 8 - 4 Aerial, Abort

Flying Knee Thrust

6 10 5 1 WP

Monkey Grab Punch

3 10 5 Ignores Blocks

Backflip Kick 5 10 2 Hit and move back

Power Uppercut 4 12 1 Knockdown in Aerials

Dragon Punch 5 15 2 1 WP, Aerial, knock back 1 hex, knockdown in Aerials

Brain Cracker 5 11 1 Sustained Hold

Scissor Kick 5 11 7 1 WP, Roll twice

Combos: Flying Knee Thrust to Backflip Kick, Monkey Grab Punch to

Backflip Kick, Monkey Grab Punch to Dragon Punch (dizzy), Flying

Knee Thrust to Dragon Punch (dizzy), Block to Brain Cracker, Block to

Scissor Kick (dizzy)

Chapter 2 – Circuit Fighters

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Page 31: dreamcloud.academy Fighter - Circuit Guide.pdf2 CREDITS Written by: Eric “Musashi” Souza and Gabriel Tabatcheik. Professions revised by: Odmir Fortes. Cover art: Daigo Ikeno (Capcom)

JIU JITSU Schools: Jiu Jitsu is taught all over the world, usually in the sporting form of Judo. Many American soldiers stationed in Japan after World War II learned the art and helped popularize it in the United States, and traveling Japanese senseis are still spreading knowledge of this art around the world. Members: Anyone can take classes. Judo is a popular sport in Japan and the U.S., and it is often taught as a selfdefense technique. Concepts: Femme fatales, sports enthusiasts, police Quote: “The bigger they are, the harder they fall.”

Chapter 2 – Circuit Fighters

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Page 32: dreamcloud.academy Fighter - Circuit Guide.pdf2 CREDITS Written by: Eric “Musashi” Souza and Gabriel Tabatcheik. Professions revised by: Odmir Fortes. Cover art: Daigo Ikeno (Capcom)

JIU JITSU A JIU JITSU B

Rank 1 Rank 1

Strength

Dexterity

Stamina

OO

O

OO

Perception

Intelligence

Wits

OO

OOO

OO

Strength

Dexterity

Stamina

OO

OO

O

Perception

Intelligence

Wits

OO

OOO

OO

Punch

Kick

Block

Grab

Athletics

Focus

OOOOO

OOOOO

OO

OO

OOO

OOOOO

Chi

O O O O O O O O O

Willpower

O O O

Punch

Kick

Block

Grab

Athletics

Focus

OOOOO

OOO

OOOO

OO

OOO

OOOOO

Chi

O O O O O O O O O

Willpower

O O O

Health

OO OO OO OO OO OO OO OO OO

Health

OO OO OO OO OO OO OO OO OO

Maneuver Spd Dam Mov Special

Jab

Strong

Fierce

Short

Forward

Roundhouse

Block 8 - - Abort, +2 Spd

Grab 4 6 1

Movement 7 - 5

Jump 7 - 2 Aerial, Abort

Throw 2 8 1 Grab, Knockdown, Throw Strength hexes

Breakfall - - -

Pin 3 8/6 3/0 Sustained Hold, target must be knocked down or dizzy, +3 Strength to hold, minimum 2 dmg to hold, 1 WP

Improved Pin 4 8/7 3/2 Sustained Hold, Catch in adj hexes, +3 Strength to hold, minimum 2 dmg to hold, 1 WP

Combos: Block to Improved Pin, Jump to Improved Pin

Maneuver Spd Dam Mov Special

Jab

Strong

Fierce

Short 4 5 2

Forward 3 7 1

Roundhouse 1 9 1

Block 7 - - Abort, +2 Spd

Grab 3 6 1

Movement 6 - 5

Jump 6 - 2 Aerial, Abort

Throw 1 8 1 Grab, Knockdown, Throw Strength hexes

Breakfall - - -

Dislocate Limb 2 7 3 Grab, target can only throw kicks or has -3 Spd until realocate his arm

Suplex 3 8 1 Grab, Knockdown

Combos: Dislocate Limb to Suplex (dizzy)

Chapter 2 – Circuit Fighters

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Page 33: dreamcloud.academy Fighter - Circuit Guide.pdf2 CREDITS Written by: Eric “Musashi” Souza and Gabriel Tabatcheik. Professions revised by: Odmir Fortes. Cover art: Daigo Ikeno (Capcom)

JIU JITSU A JIU JITSU B

Rank 4 Rank 4

Strength

Dexterity

Stamina

O

O

O

Perception

Intelligence

Wits

OO

OOO

O

Strength

Dexterity

Stamina

O

O

O

Perception

Intelligence

Wits

OO

OOO

O

Punch

Kick

Block

Grab

Athletics

Focus

OOOOO

OOO

O

O

O

OOOOO

Chi

OO OO OO O O O O

Willpower

O O

Punch

Kick

Block

Grab

Athletics

Focus

OOOOO

OOO

O

O

O

OOOOO

Chi

OO OO OO O O O O

Willpower

O O

Health

OO OO OO OO OO OO

Health

OO OO OO OO OO OO

Maneuver Spd Dam Mov Special

Jab

Strong

Fierce

Short 5 5 4

Forward 4 7 3

Roundhouse 2 9 3

Block 8 - - Abort, +2 Spd

Grab 4 8 1

Movement 7 - 7

Jump 7 - 4 Aerial, Abort

Throw 2 10 1 Grab, Knockdown, Throw Strength hexes

Breakfall - - -

Pin 3 10/8 5/0 Sustained Hold, target must be knocked down or dizzy, +3 Strength to hold, minimum 2 dmg to hold, 1 WP

Improved Pin 4 10/9 5/2 Sustained Hold, Catch in adj hexes, +3 Strength to hold, minimum 2 dmg to hold, 1 WP

Grappling Defense

8 - 3 Soak Grabs using Grab

Air Throw 6 13 4 1 WP, Aerial, Grab, Knockdown, Must interrupt in the air

Maka Wara - 5 - Dmg when blocking

Flying Tackle 3 8 6 Grab, Knockdown in both, +2 Spd to next grab

Combos: Block to Improved Pin, Jump to Improved Pin, Flying Tackle to Improved Pin

Maneuver Spd Dam Mov Special

Jab

Strong

Fierce

Short 5 6 4

Forward 4 8 3

Roundhouse 2 10 3

Block 8 - - Abort, +2 Spd

Grab 4 8 1

Movement 7 - 7

Jump 7 - 4 Aerial, Abort

Throw 2 10 1 Grab, Knockdown, Throw Strength hexes

Breakfall - - -

Dislocate Limb 3 9 5 Grab, target can only throw kicks or has -3 Spd until realocate his arm

Suplex 4 10 1 Grab, Knockdown

Grappling Defense

8 - 3 Soak Grabs using Grab

Back Roll Throw 3 12 1 Grab, throw Strength + Kick hexes, Knockdown

Maka Wara - 5 - Dmg when blocking

Combos: Dislocate Limb to Suplex (dizzy), Block to Back Roll Throw

(dizzy)

Chapter 2 – Circuit Fighters

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Page 34: dreamcloud.academy Fighter - Circuit Guide.pdf2 CREDITS Written by: Eric “Musashi” Souza and Gabriel Tabatcheik. Professions revised by: Odmir Fortes. Cover art: Daigo Ikeno (Capcom)

JIU JITSU A JIU JITSU B

Rank 7 Rank 7

Strength

Dexterity

Stamina

O

O

Perception

Intelligence

Wits

OOO

O

Strength

Dexterity

Stamina

O

O

Perception

Intelligence

Wits

O

OOO

Punch

Kick

Block

Grab

Athletics

Focus

OOOOOO

OOO

OOO

Chi

O O O O

Willpower

O O

Punch

Kick

Block

Grab

Athletics

Focus

OOOOO

O

O

O

OO

Chi

O O O O

Willpower

O O

Health

OO OO OO

Health

OO OO OO

Maneuver Spd Dam Mov Special

Short 6 6 5

Forward 5 8 4

Roundhouse 3 10 4

Block 9 - - Abort, +2 Spd

Grab 5 10 1

Movement 8 - 8

Jump 8 - 5 Aerial, Abort

Throw 3 12 1 Grab, Knockdown, Throw Strength hexes

Breakfall - - -

Pin 4 12/10 6/0 Sustained Hold, target must be knocked down or dizzy, +3 Strength to hold, minimum 2 dmg to hold, 1 WP

Improved Pin 5 12/11 6/2 Sustained Hold, Catch in adj hexes, +3 Strength to hold, minimum 2 dmg to hold, 1 WP

Grappling Defense

9 - 4 Soak Grabs using Grab

Air Throw 7 15 5 1 WP, Aerial, Grab, Knockdown, Must interrupt in the air

Maka Wara - 6 - Dmg when blocking

Flying Tackle 4 10 7 Grab, Knockdown in both, +2 Spd to next grab

Foot Sweep 3 9 3 Crouching, knockdown

Kippup - - -

Toughskin - - - 1 Chi, +2 Soak Combos: Block to Improved Pin, Flying Tackle to Improved Pin, Foot Sweep to Improved Pin, Grappling Defense to Improved Pin, Jump to Improved Pin, Movement to Flying Tackle to Improved Pin

Maneuver Spd Dam Mov Special

Jab

Strong

Fierce

Short 5 9 4

Forward 4 11 3

Roundhouse 2 13 3

Block 8 - - Abort, +2 Spd

Grab 4 10 1

Movement 7 - 7

Jump 7 - 4 Aerial, Abort

Throw 2 12 1 Grab, Knockdown, Throw Strength hexes

Breakfall - - -

Dislocate Limb 3 11 5 Grab, target can only throw kicks or has -3 Spd until realocate his arm

Suplex 4 12 1 Grab, Knockdown

Grappling Defense

8 - 3 Soak Grabs using Grab

Back Roll Throw 3 14 1 Grab, throw Strength + Kick hexes, Knockdown

Maka Wara - 5 - Dmg when blocking

Toughskin - - - 1 Chi, +2 Soak

Zen no Mind - - - 1 WP, choice 3 cards and use one of them at the end of the turn

Foot Sweep 2 12 2 Crouching, knockdown Combos: Dislocate Limb to Suplex (dizzy), Block to Back Roll Throw

(dizzy), Block to Foot Sweep (dizzy)

Chapter 2 – Circuit Fighters

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Page 35: dreamcloud.academy Fighter - Circuit Guide.pdf2 CREDITS Written by: Eric “Musashi” Souza and Gabriel Tabatcheik. Professions revised by: Odmir Fortes. Cover art: Daigo Ikeno (Capcom)

KABADDI Schools: Schools can be found scattered all over the world, but they usually admit only a select few. Kabaddi is one of the more strict and rigid styles. Classes begin with a full hour of meditation. Kabaddi exercises test the limits of even the most dexterors fighters. Members: Traditionally, only those who have already displayed a great deal of restraint and discipline can take classes. This restriction has begun to disappear from most modern schools, but the best students are still the ones who display the most restraint and concentration. Concepts: Zen monks, Yoga instructors, New Agers Quote: “You must learn to control your feelings and think of nothing but your opponent. Only after the fight can you think of winning.”

Chapter 2 – Circuit Fighters

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Page 36: dreamcloud.academy Fighter - Circuit Guide.pdf2 CREDITS Written by: Eric “Musashi” Souza and Gabriel Tabatcheik. Professions revised by: Odmir Fortes. Cover art: Daigo Ikeno (Capcom)

KABADDI A KABADDI B

Rank 1 Rank 1

Strength

Dexterity

Stamina

OO

OO

O

Perception

Intelligence

Wits

OO

OOO

OO

Strength

Dexterity

Stamina

OOO

OO

OO

Perception

Intelligence

Wits

OOO

O

O

Punch

Kick

Block

Grab

Athletics

Focus

OO

OOOOO

OOOO

OO

OOOOO

OOOOO

Chi

OO O O O O

Willpower

O O O O O O O

Punch

Kick

Block

Grab

Athletics

Focus

OOOOO

OOOOOOO

OOO

OOOOOOOO

OO

OO

Chi

O O O O

Willpower

O O O O O O O O

Health

OO OO OO OO OO OO OO OO OO

Health

OO OO OO OO OO OO OO OO OO

Maneuver Spd Dam Mov Special

Jab 5 5 1

Strong 3 7 1

Fierce 2 9 0

Short

Forward

Roundhouse

Block 7 - - Abort, +2 Spd

Grab 3 6 1

Movement 6 - 4

Jump 6 - 1 Aerial, Abort

Head Butt 3 9 0

Suplex 3 8 1 Grab, Knockdown

Brain Cracker 3 8 1 Sustained Hold

Combos: Block to Brain Cracker, Brain Cracker to Head Butt

Maneuver Spd Dam Mov Special

Jab

Strong

Fierce

Short

Forward

Roundhouse

Block 7 - - Abort, +2 Spd

Grab

Movement 6 - 6

Jump 6 - 3 Aerial, Abort

Fireball 2 9 - 1 Chi, Range 7

Regeneration 4 - - 1 Chi per Health

Combos: Movement to Fireball, Jump to Fireball

Chapter 2 – Circuit Fighters

34

Page 37: dreamcloud.academy Fighter - Circuit Guide.pdf2 CREDITS Written by: Eric “Musashi” Souza and Gabriel Tabatcheik. Professions revised by: Odmir Fortes. Cover art: Daigo Ikeno (Capcom)

KABADDI A KABADDI B

Rank 4 Rank 4

Strength

Dexterity

Stamina

O

O

O

Perception

Intelligence

Wits

OO

OOO

O

Strength

Dexterity

Stamina

OOO

OO

O

Perception

Intelligence

Wits

OOO

Punch

Kick

Block

Grab

Athletics

Focus

O

OOOOO

OOO

OO

OOOOO

O

Chi

OO O O O O

Willpower

O O O O

Punch

Kick

Block

Grab

Athletics

Focus

OOOOO

OOO

O

OOOOOOOO

O

O

Chi

O O

Willpower

O O O O O O O

Health

OO OO OO OO OO OO

Health

OO OO OO OO OO OO

Maneuver Spd Dam Mov Special

Jab 6 7 1

Strong 4 9 1

Fierce 3 11 0

Short

Forward

Roundhouse

Block 8 - - Abort, +2 Spd

Grab 4 7 1

Movement 7 - 4

Jump 7 - 1 Aerial, Abort

Head Butt 4 10 0

Suplex 4 9 1 Grab, Knockdown

Brain Cracker 4 10 1 Sustained Hold

Extendible Limbs

- - - Range 4 for Basic Punches and Kicks

Head Butt Hold 3 10 1 Sustained Hold

Combos: Block to Brain Cracker, Brain Cracker to Head Butt (dizzy), Block to Head Butt Hold, Jab to Fierce

Maneuver Spd Dam Mov Special

Jab

Strong

Fierce

Short 4 4 4

Forward 3 6 3

Roundhouse 1 8 3

Block 7 - - Abort, +2 Spd

Grab

Movement 6 - 7

Jump 6 - 4 Aerial, Abort

Fireball 3 11 - 1 Chi, Range 9

Regeneration 5 - - 1 Chi per Health

Slide Kick 2 7 5 Knockdown

Psychic Vise 5 9 - 1 Chi, 1 WP, soaked with Int, dmg reduces Spd and WP

Combos: Movement to Fireball, Jump to Fireball, Jump to Psychic

Vise to Fireball

Chapter 2 – Circuit Fighters

35

Page 38: dreamcloud.academy Fighter - Circuit Guide.pdf2 CREDITS Written by: Eric “Musashi” Souza and Gabriel Tabatcheik. Professions revised by: Odmir Fortes. Cover art: Daigo Ikeno (Capcom)

KABADDI A KABADDI B

Rank 7 Rank 7

Strength

Dexterity

Stamina

O

O

Perception

Intelligence

Wits

O

OOO

Strength

Dexterity

Stamina

OO

O

O

Perception

Intelligence

Wits

OOO

Punch

Kick

Block

Grab

Athletics

Focus

OOOOO

O

OO

O

O

Chi

O O O O

Willpower

O O

Punch

Kick

Block

Grab

Athletics

Focus

OOOOO

OOOOOOOO

Chi

O

Willpower

O O O O O

Health

OO OO OO

Health

OO OO OO

Maneuver Spd Dam Mov Special

Jab 7 8 4

Strong 5 10 4

Fierce 4 12 3

Short

Forward

Roundhouse

Block 9 - - Abort, +2 Spd

Grab 5 7 1

Movement 8 - 7

Jump 8 - 4 Aerial, Abort

Head Butt 5 12 2

Suplex 5 9 1 Grab, Knockdown

Brain Cracker 5 11 1 Sustained Hold

Extendible Limbs

- - - Range 4 for Basic Punches and Kicks

Head Butt Hold 4 11 1 Sustained Hold

Missile Reflection

8 - 3 1 success for blades, 2 for arrows, 3 for bullets

Energy Reflection

6 - - 1 Chi, 2 successes in Wits

Regeneration 5 - - 1 Chi per Health Combos: Block to Brain Cracker, Brain Cracker to Head Butt (dizzy), Block to Head Butt Hold, Jab to Fierce (dizzy), Jab to Strong (dizzy)

Maneuver Spd Dam Mov Special

Jab

Strong

Fierce

Short 5 8 5

Forward 4 10 4

Roundhouse 2 12 4

Block 8 - - Abort, +2 Spd

Grab

Movement 7 - 8

Jump 7 - 5 Aerial, Abort

Fireball 3 13 - 1 Chi, Range 9

Regeneration 5 - - 1 Chi per Health

Slide Kick 3 11 6 Knockdown

Psychic Vise 5 11 - 1 Chi, 1 WP, soaked with Int, dmg reduces Spd and WP

Yoga Flame 3 18 - 2 Chi, afects adj hex and a line of 3 hex beyond it, lasts all the turn

Yoga Teleport 8 - - 2 Chi, disappears and comes up to 10 hexes when wishes

Combos: Movement to Fireball, Jump to Fireball, Jump to Psychic

Vise to Fireball, Block to Yoga Flame

Chapter 2 – Circuit Fighters

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Page 39: dreamcloud.academy Fighter - Circuit Guide.pdf2 CREDITS Written by: Eric “Musashi” Souza and Gabriel Tabatcheik. Professions revised by: Odmir Fortes. Cover art: Daigo Ikeno (Capcom)

SHOTOKAN KARATE Schools: There are many schools for this style, but few masters. Most Shotokan schools are located in Japan, but one is in the western United States. The structure of this style is somewhat simplistic in design. The students start by learning the basics and then advance by learning the complex powers and maneuvers of this style. Students are considered to have completed their training when they have truly mastered the Dragon Punch. Many students spend years just trying to learn this. Members: Before you can even hope of getting in a class, you must have some training in Karate. Then the Sensei gathers all the students and holds a small class to weed out the undesirables. The lucky few who remain are accepted for training. Concepts: Karate masters, fighters, health instructors, rich children Quote: “We fight not for wealth or power, but for the fight itself. What care I for trophies? The thrill of victory and the thorght of my next opponent are enorgh.”

Chapter 2 – Circuit Fighters

37

Page 40: dreamcloud.academy Fighter - Circuit Guide.pdf2 CREDITS Written by: Eric “Musashi” Souza and Gabriel Tabatcheik. Professions revised by: Odmir Fortes. Cover art: Daigo Ikeno (Capcom)

SHOTOKAN KARATE A SHOTOKAN KARATE B

Rank 1 Rank 1

Strength

Dexterity

Stamina

OO

OO

O

Perception

Intelligence

Wits

OOO

OOO

O

Strength

Dexterity

Stamina

OO

OO

O

Perception

Intelligence

Wits

OOOO

OO

OO

Punch

Kick

Block

Grab

Athletics

Focus

OOOOO

OO

OOOOOOOO

OOOOO

OOO

OOO

Chi

O O O O O O O

Willpower

O O O O O

Punch

Kick

Block

Grab

Athletics

Focus

OO

OOOOO

OO

OOOOOOOO

OOO

OOOOO

Chi

O O O O O O O

Willpower

O O O O O

Health

OO OO OO OO OO OO OO OO OO

Health

OO OO OO OO OO OO OO OO OO

Maneuver Spd Dam Mov Special

Jab

Strong

Fierce

Short 4 6 2

Forward 3 8 1

Roundhouse 1 10 1

Block 7 - - Abort, +2 Spd

Grab

Movement 6 - 5

Jump 6 - 2 Aerial, Abort

Foot Sweep 1 9 0 Crouching, Knockdown

Stunning Shout 6 - 0 1 Chi, Resisted WP roll, if wins, cancells the opponent move or reduces his next maneuver Spd

Combos: Stunning Shout to Jumping Roundhouse, Foot Sweep to Short, Short to Short

Maneuver Spd Dam Mov Special

Jab 5 5 2

Strong 3 7 2

Fierce 2 9 1

Short

Forward

Roundhouse

Block 7 - - Abort, +2 Spd

Grab

Movement 6 - 5

Jump 6 - 2 Aerial, Abort

Lunging Punch 3 7 3 Crouching, Only Kick Defense blocks

Knife Hand Strike

4 5 1 Half Soak for the target if he don’t blocks

Combos: Block to Knife Hand Strike

Chapter 2 – Circuit Fighters

38

Page 41: dreamcloud.academy Fighter - Circuit Guide.pdf2 CREDITS Written by: Eric “Musashi” Souza and Gabriel Tabatcheik. Professions revised by: Odmir Fortes. Cover art: Daigo Ikeno (Capcom)

SHOTOKAN KARATE A SHOTOKAN KARATE B

Rank 4 Rank 4

Strength

Dexterity

Stamina

O

O

O

Perception

Intelligence

Wits

OOO

OOO

Strength

Dexterity

Stamina

O

O

O

Perception

Intelligence

Wits

OOOO

OO

O

Punch

Kick

Block

Grab

Athletics

Focus

OOOOO

O

OO

OOOOO

O

OOO

Chi

O O O O O O

Willpower

O O O

Punch

Kick

Block

Grab

Athletics

Focus

O

OO

O

OOOOOOOO

OO

OOOOO

Chi

O O O O O O O

Willpower

O O

Health

OO OO OO OO OO OO

Health

OO OO OO OO OO OO

Maneuver Spd Dam Mov Special

Jab

Strong

Fierce

Short 5 8 4

Forward 4 10 3

Roundhouse 2 12 3

Block 8 - - Abort, +2 Spd

Grab

Movement 7 - 7

Jump 7 - 4 Aerial, Abort

Foot Sweep 2 11 2 Crouching, Knockdown

Stunning Shout 7 - 0 1 Chi, Resisted WP roll, if wins, cancells the opponent move or reduces his next maneuver Spd

Hurricane Kick 4 7 3 1 Chi, 1 WP, Aerial, hit and knock back adj hexes

Air Hurricane Kick

3 7 5 1 Chi, 1 WP, Aerial, hit and knock back adj hexes, Dodge projectiles

Combos: Stunning Shout to Jumping Roundhouse, Foot Sweep to Short, Short to Short, Jump to Air Hurricane Kick (dizzy), Block to Air Hurricane Kick, Stunning Shout to Air Hurricane Kick

Maneuver Spd Dam Mov Special

Jab 6 7 3

Strong 4 9 3

Fierce 3 11 2

Short 5 7 3

Forward 4 9 2

Roundhouse 2 11 2

Block 8 - - Abort, +2 Spd

Grab

Movement 7 - 6

Jump 7 - 3 Aerial, Abort

Lunging Punch 4 9 4 Crouching, Only Kick Defense blocks

Knife Hand Strike

5 7 2 Half Soak for the target if he don’t blocks

Power Uppercut 3 11 1 Knockdown in Aerials

Dragon Punch 4 14 1 1 WP, Aerial, knock back 1 hex, knockdown in Aerials

Foot Sweep 2 10 1 Crouching, Knockdown

Combos: Block to Knife Hand Strike, Lunging Punch to Dragon

Punch (dizzy), Block to Foot Sweep

Chapter 2 – Circuit Fighters

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Page 42: dreamcloud.academy Fighter - Circuit Guide.pdf2 CREDITS Written by: Eric “Musashi” Souza and Gabriel Tabatcheik. Professions revised by: Odmir Fortes. Cover art: Daigo Ikeno (Capcom)

SHOTOKAN KARATE A SHOTOKAN KARATE B

Rank 7 Rank 7

Strength

Dexterity

Stamina

O

O

Perception

Intelligence

Wits

OO

OO

Strength

Dexterity

Stamina

O

O

Perception

Intelligence

Wits

OOOO

O

Punch

Kick

Block

Grab

Athletics

Focus

OOOO

OO

OOO

OOO

Chi

O O O O

Willpower

O O

Punch

Kick

Block

Grab

Athletics

Focus

OOO

O

OOOOOOOO

O

O

Chi

O O O O

Willpower

O O

Health

OO OO OO

Health

OO OO OO

Maneuver Spd Dam Mov Special

Jab 7 4 6

Strong 5 6 6

Fierce 4 8 5

Short 5 9 6

Forward 4 11 5

Roundhouse 2 13 5

Block 8 - - Abort, +2 Spd

Grab 4 6 1

Movement 7 - 9

Jump 7 - 6 Aerial, Abort

Foot Sweep 2 12 4 Crouching, Knockdown

Stunning Shout 7 - 4 1 Chi, Resisted WP roll, if wins, cancells the opponent move or reduces his next maneuver Spd

Hurricane Kick 4 8 5 1 Chi, 1 WP, Aerial, hit and knock back adj hexes

Air Hurricane Kick

3 8 7 1 Chi, 1 WP, Aerial, hit and knock back adj hexes, Dodge projectiles

Throw 2 8 1

Back Roll Throw 3 10 1

Maka Wara - 6 - Dmg when blocking

Combos: Block to Air Hurricane Kick (dizzy), Foot Sweep to Short (dizzy), Jump to Air Hurricane Kick (dizzy), Stunning Shout to Air Hurricane Kick, Stunning Shout to Jumping Roundhouse, Short to Short to Short (dizzy)

Maneuver Spd Dam Mov Special

Jab 7 8 4

Strong 5 10 4

Fierce 4 12 3

Short 6 7 4

Forward 5 9 3

Roundhouse 3 11 3

Block 9 - - Abort, +2 Spd

Grab

Movement 8 - 7

Jump 8 - 4 Aerial, Abort

Lunging Punch 5 10 5 Crouching, Only Kick Defense blocks

Knife Hand Strike

6 8 3 Half Soak for the target if he don’t blocks

Power Uppercut 4 12 1 Knockdown in Aerials

Dragon Punch 5 15 2 1 WP, Aerial, knock back 1 hex, knockdown in Aerials

Foot Sweep 3 10 2 Crouching, Knockdown

Fireball 3 10 - 1 Chi, Range 9

Flying Fireball 3 10 4 1 Chi, 1 WP, Range 9, target don’t dodge with Aerial

Maka Wara - 5 - Dmg when blocking Combos: Block to Knife Hand Strike (dizzy), Lunging Punch to

Dragon Punch (dizzy), Block to Foot Sweep

Chapter 2 – Circuit Fighters

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Page 43: dreamcloud.academy Fighter - Circuit Guide.pdf2 CREDITS Written by: Eric “Musashi” Souza and Gabriel Tabatcheik. Professions revised by: Odmir Fortes. Cover art: Daigo Ikeno (Capcom)

WESTERN KICKBOXING Schools: Schools for Kickboxing can be found in every major city. The schools found in Philadelphia, New York and Washington, D.C. are usually the best, because of the cities' deep boxing background. This doesn't mean that schools in other cities are bad, but the good schools are harder to find. Kickboxing is one of the most organized styles. It follows the normal training and publicity format that made boxing a success. The training itself is just as hard as boxing, sometimes more so. Managers and trainers normally keep fighters on a strict schedule that takes away much of the boxers' free time and liberties. This may seem bothersome, but most trainers will gladly show the door to rebellious or disobedient students. Members: Anyone can train to be a Kickboxer, but few actually become fighters. Most give up; others just don't have what it takes. Most of the best fighters are kids off the street who have something to prove. Concepts: Street tough, gang member, boxer, athlete Quote: “I've been fighting all my life to get off the streets, and Kickboxing showed me how. I owe it my life.”

Chapter 2 – Circuit Fighters

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Page 44: dreamcloud.academy Fighter - Circuit Guide.pdf2 CREDITS Written by: Eric “Musashi” Souza and Gabriel Tabatcheik. Professions revised by: Odmir Fortes. Cover art: Daigo Ikeno (Capcom)

WESTERN KICKBOXING A WESTERN KICKBOXING B

Rank 1 Rank 1

Strength

Dexterity

Stamina

OO

OO

O

Perception

Intelligence

Wits

OO

OOO

OO

Strength

Dexterity

Stamina

OO

O

OOO

Perception

Intelligence

Wits

OO

OOO

OO

Punch

Kick

Block

Grab

Athletics

Focus

OOOOO

OO

OOOOOO

OOOOO

OO

OOOOOOO

Chi

OO O O O O O O O

Willpower

O O O O

Punch

Kick

Block

Grab

Athletics

Focus

OO

OOOOO

OOOO

OOOOOOOO

OO

OOOOO

Chi

OO O O O O O O O

Willpower

O O O O

Health

OO OO OO OO OO OO OO OO OO

Health

OO OO OO OO OO OO OO OO OO

Maneuver Spd Dam Mov Special

Jab

Strong

Fierce

Short 4 6 3

Forward 3 8 2

Roundhouse 1 10 2

Block 7 - - Abort, +2 Spd

Grab

Movement 6 - 6

Jump 6 - 3 Aerial, Abort

Double-Hit Kick 1 7 2 Roll twice in standing target

Double Dread Kick

1 7/10 4 1 WP, hit, knock back and hit again

Combos: Double-Hit Kick to Double Dread Kick (dizzy)

Maneuver Spd Dam Mov Special

Jab 6 5 3

Strong 4 7 3

Fierce 3 9 2

Short

Forward

Roundhouse

Block 8 - - Abort, +2 Spd

Grab

Movement 7 - 6

Jump 7 - 3 Aerial, Abort

Lunging Punch 3 7 4 Crouching, Only Kick Defense blocks

Fist Sweep 2 9 1 Crouching, Knockdown

Combos: Lunging Punch to Fist Sweep (dizzy)

Chapter 2 – Circuit Fighters

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Page 45: dreamcloud.academy Fighter - Circuit Guide.pdf2 CREDITS Written by: Eric “Musashi” Souza and Gabriel Tabatcheik. Professions revised by: Odmir Fortes. Cover art: Daigo Ikeno (Capcom)

WESTERN KICKBOXING A WESTERN KICKBOXING B

Rank 4 Rank 4

Strength

Dexterity

Stamina

O

OO

Perception

Intelligence

Wits

OO

OO

OO

Strength

Dexterity

Stamina

O

O

O

Perception

Intelligence

Wits

OO

OOO

O

Punch

Kick

Block

Grab

Athletics

Focus

OOOOO

O

OO

OOO

O

OOOOOOO

Chi

OO OO OO O O O O

Willpower

O O

Punch

Kick

Block

Grab

Athletics

Focus

O

OO

OO

OOOOOOOO

O

OOOOO

Chi

OO OO OO O O O O

Willpower

O O

Health

OO OO OO OO OO OO

Health

OO OO OO OO OO OO

Maneuver Spd Dam Mov Special

Jab

Strong

Fierce

Short 4 8 4

Forward 3 10 3

Roundhouse 1 12 3

Block 7 - - Abort, +2 Spd

Grab

Movement 6 - 7

Jump 6 - 4 Aerial, Abort

Double-Hit Kick 1 9 3 Roll twice on standing target

Double Dread Kick

1 9/12 5 1 WP, hit, knock back and hit again

Kick Defense 7 - - +4 Soak against Kicks, -2 against other Techniques

Kippup - - -

Punch Defense 7 - - +4 Soak against Punches, -2 against other Techniques

Reverse Frontal Kick

2 11 3 Ignores Blocks

Knee Basher 2 12 1 Sustained Hold, Knockdown at the end

Combos: Double-Hit Kick to Double Dread Kick (dizzy), Block to Knee Basher, Double Dread Kick to Double Dread Kick (dizzy)

Maneuver Spd Dam Mov Special

Jab 6 7 4

Strong 4 9 4

Fierce 3 11 3

Short 5 7 4

Forward 4 9 3

Roundhouse 2 11 3

Block 8 - - Abort, +2 Spd

Grab

Movement 7 - 7

Jump 7 - 4 Aerial, Abort

Lunging Punch 3 9 5 Crouching, Only Kick Defense blocks

Fist Sweep 2 11 2 Crouching, Knockdown

Dashing Punch 4 12 6 1 WP

Dashing Uppercut

4 12 6 1 WP, Knockdown in Aerials

Combos: Lunging Punch to Fist Sweep (dizzy), Dashing Uppercut to

Lunging Punch (dizzy)

Chapter 2 – Circuit Fighters

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Page 46: dreamcloud.academy Fighter - Circuit Guide.pdf2 CREDITS Written by: Eric “Musashi” Souza and Gabriel Tabatcheik. Professions revised by: Odmir Fortes. Cover art: Daigo Ikeno (Capcom)

WESTERN KICKBOXING A WESTERN KICKBOXING B

Rank 7 Rank 7

Strength

Dexterity

Stamina

OO

Perception

Intelligence

Wits

OO

OO

Strength

Dexterity

Stamina

O

O

Perception

Intelligence

Wits

O

OOO

Punch

Kick

Block

Grab

Athletics

Focus

OOOOO

O

OOOOOOO

Chi

O O O O

Willpower

O O

Punch

Kick

Block

Grab

Athletics

Focus

O

O

OO

O

OOOOO

Chi

O O O O

Willpower

O O

Health

OO OO OO

Health

OO OO OO

Maneuver Spd Dam Mov Special

Jab

Strong

Fierce

Short 4 11 5

Forward 3 13 4

Roundhouse 1 15 4

Block 7 - - Abort, +2 Spd

Grab

Movement 6 - 8

Jump 6 - 5 Aerial, Abort

Double-Hit Kick 1 12 4 Roll twice on standing target

Double Dread Kick

1 12/15 6 1 WP, hit, knock back and hit again

Kick Defense 7 - - +4 Soak against Kicks, -2 against other Techniques

Kippup - - -

Punch Defense 7 - - +4 Soak against Punches, -2 against other Techniques

Reverse Frontal Kick

2 14 3 Ignores Blocks

Knee Basher 2 15 1 Sustained Hold, Knockdown at the end

Foot Sweep 1 14 3 Crouching, knockdown

Tiger Knee 6 13 5 2 WP, Aerial, knockdown Combos: Double-Hit Kick to Double Dread Kick (dizzy), Block to Knee Basher, Double Dread Kick to Double Dread Kick (dizzy), Block to Tiger Knee, Jump to Tiger Knee

Maneuver Spd Dam Mov Special

Jab 6 9 4

Strong 4 11 4

Fierce 3 13 3

Short 5 9 4

Forward 4 11 3

Roundhouse 2 13 3

Block 8 - - Abort, +2 Spd

Grab 4 8 1

Movement 7 - 7

Jump 7 - 4 Aerial, Abort

Lunging Punch 3 11 5 Crouching, Only Kick Defense blocks

Fist Sweep 2 13 2 Crouching, Knockdown

Dashing Punch 4 14 6 1 WP

Dashing Uppercut

4 14 6 1 WP, Knockdown in Aerials

Knee Basher 3 13 1 Sustained Hold, Knockdown at the end

Hyper Fist 5 10 1 1 WP, Roll 3 times

Combos: Lunging Punch to Fist Sweep (dizzy), Dashing Uppercut to

Lunging Punch (dizzy), Knee Basher to Hyper Fist (dizzy), Block to

Knee Basher

Chapter 2 – Circuit Fighters

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Page 47: dreamcloud.academy Fighter - Circuit Guide.pdf2 CREDITS Written by: Eric “Musashi” Souza and Gabriel Tabatcheik. Professions revised by: Odmir Fortes. Cover art: Daigo Ikeno (Capcom)

KUNG FU Schools: There are Kung Fu schools around the world in almost any big city, but the student should beware. There are very few true masters of Kung Fu; many schools are run by imitators trying to make a quick dollar off of the popularity of the style. Certainly, anyone who hopes to survive in the ring of the Street Fighters must have taken lessons from a true Kung Fu master. Many of the best schools and masters still live in the Far East, and while discrimination has decreased in the last decade, many Chinese teachers will still only teach Chinese students. Most Kung Fu teachers are called Sifu, not Sensei, which is a Japanese word. Concepts: Aspiring action-movie star, health nut, philosopher Quote: “Just because one has found peace with oneself doesn't mean one is at peace with others.”

Chapter 2 – Circuit Fighters

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Page 48: dreamcloud.academy Fighter - Circuit Guide.pdf2 CREDITS Written by: Eric “Musashi” Souza and Gabriel Tabatcheik. Professions revised by: Odmir Fortes. Cover art: Daigo Ikeno (Capcom)

KUNG FU A KUNG FU B

Rank 1 Rank 1

Strength

Dexterity

Stamina

OO

O

OOO

Perception

Intelligence

Wits

OO

OOO

OO

Strength

Dexterity

Stamina

OO

O

OOO

Perception

Intelligence

Wits

OO

OOO

OO

Punch

Kick

Block

Grab

Athletics

Focus

OO

OOOOO

OO

OOOOOOOO

OOOO

OOOOO

Chi

OO O O O O O

Willpower

OO OO OO OO OO O

Punch

Kick

Block

Grab

Athletics

Focus

OOOOO

OOOO

OOOOOOOO

OO

OOOO

OOOOOOO

Chi

OO O O O O O

Willpower

OO OO OO OO OO O

Health

OO OO OO OO OO OO OO OO OO

Health

OO OO OO OO OO OO OO OO OO

Maneuver Spd Dam Mov Special

Jab 6 5 2

Strong 4 7 2

Fierce 3 9 1

Short

Forward

Roundhouse

Block 8 - - Abort, +2 Spd

Grab

Movement 7 - 5

Jump 7 - 2 Aerial, Abort

Punch Defense 8 - - +4 Soak against Punches, -2 against other Techniques

Deflecting Punch

6 6 - Soak against Punches

Drunken Monkey Roll

7 - 4 Crouching, Dodge projectiles

Combos: Fierce to Fierce to Fierce (dizzy)

Maneuver Spd Dam Mov Special

Jab

Strong

Fierce

Short 5 5 2

Forward 4 7 1

Roundhouse 2 9 1

Block 8 - - Abort, +2 Spd

Grab 4 6 1

Movement 7 - 5

Jump 7 - 2 Aerial, Abort

Throw 2 8 1 Grab, Knockdown, Throw Strength hexes

Hair Throw 2 11 2 Grab, Cross the target’s hex, Knockdown, Throw Strength hexes

Double-Hit Kick 2 6 1 Roll twice in standing target

Combos: Block to Hair Throw, Forward to Double-Hit Kick

Chapter 2 – Circuit Fighters

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Page 49: dreamcloud.academy Fighter - Circuit Guide.pdf2 CREDITS Written by: Eric “Musashi” Souza and Gabriel Tabatcheik. Professions revised by: Odmir Fortes. Cover art: Daigo Ikeno (Capcom)

KUNG FU A KUNG FU B

Rank 4 Rank 4

Strength

Dexterity

Stamina

O

O

O

Perception

Intelligence

Wits

OO

OOO

O

Strength

Dexterity

Stamina

O

O

O

Perception

Intelligence

Wits

OO

OOO

O

Punch

Kick

Block

Grab

Athletics

Focus

O

OOOOO

OO

OOOOOOOO

OO

O

Chi

OO O O O O O

Willpower

OO OO O

Punch

Kick

Block

Grab

Athletics

Focus

OOOOO

O

OOOO

O

OO

OOOOOOO

Chi

OO O O O O O

Willpower

OO OO O

Health

OO OO OO OO OO OO

Health

O O O OO OO OO

Maneuver Spd Dam Mov Special

Jab 6 7 3

Strong 4 9 3

Fierce 3 11 2

Short

Forward

Roundhouse

Block 8 - - Abort, +2 Spd

Grab

Movement 7 - 6

Jump 7 - 3 Aerial, Abort

Punch Defense 8 - - +4 Soak against Punches, -2 against other Techniques

Deflecting Punch

6 7 - Soak against Punches

Drunken Monkey Roll

7 - 5 Crouching, Dodge projectiles

Chi Kung Healing

3 - 2 1 Chi/Health

Dim Mak 4 8 3 1 Chi, can delay the damage, reduces one Physical Attribute

Combos: Fierce to Fierce to Fierce (dizzy), Block to Dim Mak, Drunken Monkey Roll to Dim Mak

Maneuver Spd Dam Mov Special

Jab

Strong

Fierce

Short 5 8 3

Forward 4 10 2

Roundhouse 2 12 2

Block 8 - - Abort, +2 Spd

Grab 4 8 1

Movement 7 - 6

Jump 7 - 3 Aerial, Abort

Throw 2 10 1 Grab, Knockdown, Throw Strength hexes

Hair Throw 2 13 2 Grab, Cross the target’s hex, Knockdown, Throw Strength hexes

Double-Hit Kick 2 9 2 Roll twice in standing target

Stepping Front Kick

4 9 4 1 WP, enter in the target’s hex, hit, knock back and roll the 2nd dmg

Grappling Defense

8 - 2 Soak Grabs using Grab

Combos: Block to Hair Throw, Forward to Double-Hit Kick, Block to

Stepping Front Kick (dizzy)

Chapter 2 – Circuit Fighters

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Page 50: dreamcloud.academy Fighter - Circuit Guide.pdf2 CREDITS Written by: Eric “Musashi” Souza and Gabriel Tabatcheik. Professions revised by: Odmir Fortes. Cover art: Daigo Ikeno (Capcom)

KUNG FU A KUNG FU B

Rank 7 Rank 7

Strength

Dexterity

Stamina

O

O

Perception

Intelligence

Wits

OO

O

O

Strength

Dexterity

Stamina

O

O

Perception

Intelligence

Wits

O

OOO

Punch

Kick

Block

Grab

Athletics

Focus

O

OO

OOOOOOOO

O

O

Chi

O O O O

Willpower

O O

Punch

Kick

Block

Grab

Athletics

Focus

OOOOO

OOOO

OO

OOO

O

Chi

O O O O

Willpower

O O

Health

OO OO OO

Health

OO OO OO

Maneuver Spd Dam Mov Special

Jab 7 7 4

Strong 5 9 4

Fierce 4 11 3

Short 6 9 4

Forward 5 11 3

Roundhouse 3 13 3

Block 9 - - Abort, +2 Spd

Grab

Movement 8 - 7

Jump 8 - 4 Aerial, Abort

Punch Defense 9 - - +4 Soak against Punches, -2 against other Techniques

Deflecting Punch

7 8 - Soak against Punches

Drunken Monkey Roll

8 - 6 Crouching, Dodge projectiles

Chi Kung Healing

3 - 3 1 Chi/Health

Dim Mak 5 8 4 1 Chi, can delay the damage, reduces one Physical Attribute

Dragon Kick 4 15 2 1 Chi, 1 WP, Aerial, knock back 1 hex, knockdown, Roll twice se não se mover

Kick Defense 9 - - +4 Soak against Kicks, -2 against other Techniques

Combos: Fierce to Fierce to Fierce (dizzy), Block to Dim Mak, Drunken Monkey Roll to Dim Mak, Dim Mak to Dim Mak to Dim Mak, Drunken Monkey Roll to Dragon Kick

Maneuver Spd Dam Mov Special

Jab 7 4 3

Strong 5 6 3

Fierce 4 8 2

Short 6 9 3

Forward 5 11 2

Roundhouse 3 13 2

Block 9 - - Abort, +2 Spd

Grab 5 8 1

Movement 8 - 6

Jump 8 - 3 Aerial, Abort

Throw 3 10 1 Grab, Knockdown, Throw Strength hexes

Hair Throw 3 13 2 Grab, Cross the target’s hex, Knockdown, Throw Strength hexes

Double-Hit Kick 3 10 2 Roll twice in standing target

Stepping Front Kick

5 10 4 1 WP, enter in the target’s hex, hit, knock back and roll the 2nd dmg

Grappling Defense

9 - 2 Soak Grabs using Grab

Dragon Kick 4 15 1 1 Chi, 1 WP, Aerial, knock back 1 hex, knockdown, Roll twice se não se mover

Balance - - - +1 Mov to Aerials

Combos: Block to Hair Throw, Forward to Double-Hit Kick, Block to

Stepping Front Kick (dizzy), Block to Dragon Kick

Chapter 2 – Circuit Fighters

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Page 51: dreamcloud.academy Fighter - Circuit Guide.pdf2 CREDITS Written by: Eric “Musashi” Souza and Gabriel Tabatcheik. Professions revised by: Odmir Fortes. Cover art: Daigo Ikeno (Capcom)

LER DRIT Schools: The only known place to study Ler Drit is Mriganka, M. Bison's island country. Members: Comprised entirely of Shadoloo operatives, Ler Drit is taxing and costly. Members of both genders have learned the style; however, no one but M. Bison has truly mastered it. Concepts: Shadoloo Street Fighters, criminal dictators, megalomaniacal Overlords Quote: “Show your opponent no weaknesses and he will always fail to find yours”

Chapter 2 – Circuit Fighters

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Page 52: dreamcloud.academy Fighter - Circuit Guide.pdf2 CREDITS Written by: Eric “Musashi” Souza and Gabriel Tabatcheik. Professions revised by: Odmir Fortes. Cover art: Daigo Ikeno (Capcom)

LER DRIT A LER DRIT B

Rank 1 Rank 1

Strength

Dexterity

Stamina

OO

O

OOO

Perception

Intelligence

Wits

OO

OOO

OO

Strength

Dexterity

Stamina

OO

O

OOO

Perception

Intelligence

Wits

OO

OOO

OO

Punch

Kick

Block

Grab

Athletics

Focus

OOOOO

OO

OOOO

OOOOOOOO

OO

OOOOO

Chi

O O O O O

Willpower

OO OO OO OO OO OO O

Punch

Kick

Block

Grab

Athletics

Focus

OOO

OOOOOO

OOOOOOOO

OOOOOOOOOO

OOOO

OO

Chi

O O O O O

Willpower

OO OO OO OO OO OO O

Health

OO OO OO OO OO OO OO OO OO

Health

OO OO OO OO OO OO OO OO OO

Maneuver Spd Dam Mov Special

Jab

Strong

Fierce

Short 5 6 3

Forward 4 8 2

Roundhouse 2 10 2

Block 8 - - Abort, +2 Spd

Grab

Movement 7 - 6

Jump 7 - 3 Aerial, Abort

Flying Heel Stomp

4 7 5 1 WP, Aerial, straight line, hit and move

Forward Slide Kick

4 8 3 Knockdown

Combos: Forward Slide Kick to Forward Slide Kick

Maneuver Spd Dam Mov Special

Jab 6 4 2

Strong 4 6 2

Fierce 3 8 1

Short

Forward

Roundhouse

Block 8 - - Abort, +2 Spd

Grab

Movement 7 - 5

Jump 7 - 2 Aerial, Abort

Ducking Fierce 3 9 0 Crouching

Psychokinetic Channeling

- - - 1 Chi, +2 dmg in Basic Punches and Kicks

Combos: Ducking Fierce to Psychokinetic Channeling Jab (dizzy)

Chapter 2 – Circuit Fighters

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Page 53: dreamcloud.academy Fighter - Circuit Guide.pdf2 CREDITS Written by: Eric “Musashi” Souza and Gabriel Tabatcheik. Professions revised by: Odmir Fortes. Cover art: Daigo Ikeno (Capcom)

LER DRIT A LER DRIT B

Rank 4 Rank 4

Strength

Dexterity

Stamina

O

O

O

Perception

Intelligence

Wits

OO

OO

OO

Strength

Dexterity

Stamina

O

O

O

Perception

Intelligence

Wits

OO

OOO

O

Punch

Kick

Block

Grab

Athletics

Focus

OOOOO

O

OO

OOOOOOOO

O

OO

Chi

O O O O O

Willpower

OO OO OO O

Punch

Kick

Block

Grab

Athletics

Focus

O

OOOOOO

OOOO

OOOOOOOOOO

O

OO

Chi

O O O O

Willpower

OO OO OO OO O

Health

OO OO OO OO OO OO

Health

OO OO OO OO OO OO

Maneuver Spd Dam Mov Special

Jab

Strong

Fierce

Short 5 8 4

Forward 4 10 3

Roundhouse 2 12 3

Block 8 - - Abort, +2 Spd

Grab

Movement 7 - 7

Jump 7 - 4 Aerial, Abort

Flying Heel Stomp

4 9 6 1 WP, Aerial, straight line, hit and move

Forward Slide Kick

4 10 4 Knockdown

Psychokinetic Channeling

- - - 1 Chi, +2 dmg in Basic Punches and Kicks

Blind 3 - - 1 Chi, Range 6, Int + Focus x Stamina + Mysteries of the target; Int x Int turn by turn to escape

Combos: Forward Slide Kick to Forward Slide Kick, Block to Blind, Jump to Blind, Psychokinetic Channeling Roundhouse to Psychokinetic Channeling Short

Maneuver Spd Dam Mov Special

Jab 6 7 4

Strong 4 9 4

Fierce 3 11 3

Short

Forward

Roundhouse

Block 8 - - Abort, +2 Spd

Grab

Movement 7 - 7

Jump 7 - 4 Aerial, Abort

Ducking Fierce 3 12 0 Crouching

Psychokinetic Channeling

- - - 1 Chi, +2 dmg in Basic Punches and Kicks

Spinning Back Fist

3 10 5

Spinning Knuckle

3 9 7 1 WP, Dodge projectiles, Roll twice

Flying Punch 2 10 9 1 WP, Aerial, half of Stamina if hits from behind

Combos: Ducking Fierce to Psychokinetic Channeling Jab (dizzy),

Flying Punch to Ducking Fierce

Chapter 2 – Circuit Fighters

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Page 54: dreamcloud.academy Fighter - Circuit Guide.pdf2 CREDITS Written by: Eric “Musashi” Souza and Gabriel Tabatcheik. Professions revised by: Odmir Fortes. Cover art: Daigo Ikeno (Capcom)

LER DRIT A LER DRIT B

Rank 7 Rank 7

Strength

Dexterity

Stamina

O

O

Perception

Intelligence

Wits

O

OO

O

Strength

Dexterity

Stamina

O

O

Perception

Intelligence

Wits

OO

OO

Punch

Kick

Block

Grab

Athletics

Focus

OOOOO

O

OOOOOOOO

Chi

O O O O

Willpower

O O

Punch

Kick

Block

Grab

Athletics

Focus

OOOO

OO

OOOOOOOOOO

Chi

O O O

Willpower

OO OO O

Health

OO OO OO

Health

OO OO OO

Maneuver Spd Dam Mov Special

Jab

Strong

Fierce

Short 5 9 5

Forward 4 11 4

Roundhouse 2 13 4

Block 8 - - Abort, +2 Spd

Grab

Movement 7 - 8

Jump 7 - 5 Aerial, Abort

Flying Heel Stomp

4 10 7 1 WP, Aerial, straight line, hit and move

Forward Slide Kick

4 11 5 Knockdown

Psychokinetic Channeling

- - - 1 Chi, +2 dmg in Basic Punches and Kicks

Blind 4 - - 1 Chi, Range 6, Int + Focus x Stamina + Mysteries of the target; Int x Int turn by turn to escape

Foot Sweep 2 12 3 Crouching, knockdown

Psycho Crusher 3 14 11 2 Chi, knockdown, can hit several targets, dmg 1 if blocked

Combos: Forward Slide Kick to Forward Slide Kick, Block to Blind, Jump to Blind, Psychokinetic Channeling Roundhouse to Psychokinetic Channeling Short (dizzy), Block to Psycho Crusher

Maneuver Spd Dam Mov Special

Jab 7 8 5

Strong 5 10 5

Fierce 4 12 4

Short 6 5 5

Forward 5 7 4

Roundhouse 3 9 4

Block 9 - - Abort, +2 Spd

Grab

Movement 8 - 8

Jump 8 - 5 Aerial, Abort

Ducking Fierce 4 13 0 Crouching

Psychokinetic Channeling

- - - 1 Chi, +2 dmg in Basic Punches and Kicks

Spinning Back Fist

4 11 6

Spinning Knuckle

4 10 8 1 WP, Dodge projectiles, Roll twice

Flying Punch 3 11 10 1 WP, Aerial, half of Stamina if hits from behind

Psychic Vise 5 8 - 1 Chi, 1 WP, soaked with Int, dmg reduces Spd and WP

Psychic Rage 3 - - 1 Chi, Range 10, resisted WP roll, target enters in frenzy

Combos: Ducking Fierce to Psychokinetic Channeling Jab (dizzy),

Flying Punch to Ducking Fierce (dizzy), Movement to Psychic Vise

Chapter 2 – Circuit Fighters

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Page 55: dreamcloud.academy Fighter - Circuit Guide.pdf2 CREDITS Written by: Eric “Musashi” Souza and Gabriel Tabatcheik. Professions revised by: Odmir Fortes. Cover art: Daigo Ikeno (Capcom)

LUA Schools: Schools can be found only in Hawaii. A teacher of Lua is called a kahuna, which – much like a standard sensei – is a combination warrior, priest, and medicine man. Lua has a strong philosophical and spiritual aspect, which unfortunately is not often studied by its practitioners. Variants of Lua are believed to be found throughout Polynesia, but they have not been confirmed. Members: In spite of its dark past, Lua is studied by many honorable warriors. Almost every Lua practitioner is Polynesian. It is rare for a non-Polynesian to be taught the form, and such cases are truly exceptions. Students of Lua are physically conditioned at the same time they learn the intricacies of the human body – to hurt and to heal. Concepts: Priest, medicine-man, healer, assassin Quote: “Come closer, come... certainly I am not a threat to you...”

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Page 56: dreamcloud.academy Fighter - Circuit Guide.pdf2 CREDITS Written by: Eric “Musashi” Souza and Gabriel Tabatcheik. Professions revised by: Odmir Fortes. Cover art: Daigo Ikeno (Capcom)

LUA A LUA B

Rank 1 Rank 1

Strength

Dexterity

Stamina

OO

O

OOO

Perception

Intelligence

Wits

OOOO

OOO

Strength

Dexterity

Stamina

OO

OOO

O

Perception

Intelligence

Wits

OO

OOO

OO

Punch

Kick

Block

Grab

Athletics

Focus

OOOO

OOOOO

OOOO

OO

OOOO

OOOOO

Chi

OO OO O O O O O

Willpower

OO OO OO OO O

Punch

Kick

Block

Grab

Athletics

Focus

OOOOOOO

OO

OOOOOO

OOOOOOOOOO

OO

OOOOOOOO

Chi

OO OO O O O O O

Willpower

OO OO OO OO O

Health

OO OO OO OO OO OO OO OO OO

Health

OO OO OO OO OO OO OO OO OO

Maneuver Spd Dam Mov Special

Jab 6 3 2

Strong 4 5 2

Fierce 3 7 1

Short

Forward

Roundhouse

Block 8 - - Abort, +2 Spd

Grab 4 6 1

Movement 7 - 5

Jump 7 - 2 Aerial, Abort

Flying Tackle 3 6 4 Grab, Knockdown in both, +2 Spd to next grab

Sleeper 3 9 1 1 WP, Sustained Hold, Dizzy if hold for 3 turns

Combos: Block to Flying Tackle to Sleeper

Maneuver Spd Dam Mov Special

Jab

Strong

Fierce

Short 4 6 3

Forward 3 8 2

Roundhouse 1 10 2

Block 7 - - Abort, +2 Spd

Grab

Movement 6 - 6

Jump 6 - 3 Aerial, Abort

Wounded Knee 1 9 1 -2 Mov for all moves and -2 Spd for kick for next 2 turns

Double-Hit Knee 3 6 1 Roll twice

Combos: Double-Hit Knee to Wounded Knee (dizzy), Block to

Wounded Knee

Chapter 2 – Circuit Fighters

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Page 57: dreamcloud.academy Fighter - Circuit Guide.pdf2 CREDITS Written by: Eric “Musashi” Souza and Gabriel Tabatcheik. Professions revised by: Odmir Fortes. Cover art: Daigo Ikeno (Capcom)

LUA A LUA B

Rank 4 Rank 4

Strength

Dexterity

Stamina

OO

O

Perception

Intelligence

Wits

OOOO

OOO

Strength

Dexterity

Stamina

O

O

O

Perception

Intelligence

Wits

OO

OOO

O

Punch

Kick

Block

Grab

Athletics

Focus

OOOO

OOOOO

OO

OO

O

OO

Chi

OO OO O O O O O

Willpower

OO O

Punch

Kick

Block

Grab

Athletics

Focus

OOOOOOO

O

OOOO

OOOO

O

OOOOOOOO

Chi

OO OO O O O O O

Willpower

OO O

Health

OO OO OO OO OO OO

Health

OO OO OO OO OO OO

Maneuver Spd Dam Mov Special

Jab 7 3 4

Strong 5 5 4

Fierce 4 7 3

Short

Forward

Roundhouse

Block 9 - - Abort, +2 Spd

Grab 5 6 1

Movement 8 - 7

Jump 8 - 4 Aerial, Abort

Flying Tackle 4 6 6 Grab, Knockdown in both, +2 Spd to next grab

Sleeper 4 9 1 1 WP, Sustained Hold, Dizzy if hold for 3 turns

Kippup - - -

Choke Throw 4 8 4 Grab, Aerial, knockdown

Disengage 6 - 2 Dexterity x Strength to break a Sustained Hold

Leech 5 - - 1 Chi per Health stolen from the target in a Sustained Hold

Combos: Block to Flying Tackle to Sleeper, Jump to Choke Throw

Maneuver Spd Dam Mov Special

Jab

Strong

Fierce

Short 5 8 4

Forward 4 10 3

Roundhouse 2 12 3

Block 8 - - Abort, +2 Spd

Grab 4 7 1

Movement 7 - 7

Jump 7 - 4 Aerial, Abort

Wounded Knee 2 11 2 -2 Mov for all moves and -2 Spd for kick for next 2 turns

Double-Hit Knee 4 8 2 Roll twice

Dislocate Limb 3 8 5 Grab, target can only throw kicks or has -3 Spd until realocate his arm

Kippup - - -

Light Feet - - - +1 Mov (or +3 per 1 WP)

Head Bite 5 10 1 Sustained Hold

Combos: Double-Hit Knee to Wounded Knee (dizzy), Block to

Wounded Knee, Dislocate Limb to Head Bite

Chapter 2 – Circuit Fighters

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Page 58: dreamcloud.academy Fighter - Circuit Guide.pdf2 CREDITS Written by: Eric “Musashi” Souza and Gabriel Tabatcheik. Professions revised by: Odmir Fortes. Cover art: Daigo Ikeno (Capcom)

LUA A LUA B

Rank 7 Rank 7

Strength

Dexterity

Stamina

OO

Perception

Intelligence

Wits

OOOO

OO

Strength

Dexterity

Stamina

O

O

Perception

Intelligence

Wits

O

OOO

Punch

Kick

Block

Grab

Athletics

Focus

OOOO

OO

OO

OO

Chi

O O O O

Willpower

O O

Punch

Kick

Block

Grab

Athletics

Focus

OOOOOOO

OO

OOOOOOOO

Chi

O O O O

Willpower

O O

Health

OO OO OO

Health

OO OO OO

Maneuver Spd Dam Mov Special

Jab 7 3 5

Strong 5 5 5

Fierce 4 7 4

Short 6 6 5

Forward 5 8 4

Roundhouse 3 10 4

Block 9 - - Abort, +2 Spd

Grab 5 8 1

Movement 8 - 8

Jump 8 - 5 Aerial, Abort

Flying Tackle 4 6 7 Grab, Knockdown in both, +2 Spd to next grab

Sleeper 4 11 1 1 WP, Sustained Hold, Dizzy if hold for 3 turns

Kippup - - -

Choke Throw 4 10 5 Grab, Aerial, knockdown

Disengage 6 - 3 Dexterity x Strength to break a Sustained Hold

Leech 6 - - 1 Chi per Health stolen from the target in a Sustained Hold

Light Feet - - - +1 Mov (or +3 per 1 WP)

Wounded Knee 3 9 3 -2 Mov for all moves and -2 Spd for kick for next 2 turns

Dislocate Limb 4 9 6 Grab, target can only throw kicks or has -3 Spd until realocate his arm

Eye Rake 7 5 5 Grab, Blind the target for next turn, -1 Honor

Combos: Block to Flying Tackle to Sleeper, Jump to Choke Throw, Dislocate Limb to Wounded Knee

Maneuver Spd Dam Mov Special

Jab

Strong

Fierce

Short 6 9 5

Forward 5 11 4

Roundhouse 3 13 4

Block 9 - - Abort, +2 Spd

Grab 5 10 1

Movement 8 - 8

Jump 8 - 5 Aerial, Abort

Wounded Knee 3 12 3 -2 Mov for all moves and -2 Spd for kick for next 2 turns

Double-Hit Knee 5 9 3 Roll twice

Dislocate Limb 4 11 6 Grab, target can only throw kicks or has -3 Spd until realocate his arm

Kippup - - -

Light Feet - - - +1 Mov (or +3 per 1 WP)

Head Bite 6 13 1 Sustained Hold

Choke Throw 4 12 5 Grab, Aerial, knockdown

Grappling Defense

9 - 4 Soak Grabs using Grab

Combos: Double-Hit Knee to Wounded Knee (dizzy), Block to

Wounded Knee, Dislocate Limb to Head Bite, Block to Head Bite,

Grappling Defense to Head Bite, Choke Throw to Double-Hit Knee

(dizzy)

Chapter 2 – Circuit Fighters

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Page 59: dreamcloud.academy Fighter - Circuit Guide.pdf2 CREDITS Written by: Eric “Musashi” Souza and Gabriel Tabatcheik. Professions revised by: Odmir Fortes. Cover art: Daigo Ikeno (Capcom)

WRESTLING Schools: Basic Wrestling instruction is easily found, from schools to amateur clubs to the YMCA. Many Wrestlers begin their instruction in elementary and high schools. Various clubs or organizations will teach a particular Wrestling variant; it is unusual to find it taught in all its forms by any one school. Members: Anyone who wants to learn the sport and enjoys having his body contorted and tossed to the ground is welcome. Like all other styles, it requires much stamina and discipline, and many students discontinue early in the program. Concepts: Athletes, college students, professional wrestlers Quote: “I don't like your attitude. Perhaps it is time for your face to meet the floor.”

Chapter 2 – Circuit Fighters

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Page 60: dreamcloud.academy Fighter - Circuit Guide.pdf2 CREDITS Written by: Eric “Musashi” Souza and Gabriel Tabatcheik. Professions revised by: Odmir Fortes. Cover art: Daigo Ikeno (Capcom)

WRESTLING A WRESTLING B

Rank 1 Rank 1

Strength

Dexterity

Stamina

O

OOO

OOO

Perception

Intelligence

Wits

OO

OOO

OO

Strength

Dexterity

Stamina

OO

O

OOO

Perception

Intelligence

Wits

OO

OOO

OO

Punch

Kick

Block

Grab

Athletics

Focus

OOO

OOOOO

OOOO

OOOO

OOOO

OOOOO

Chi

OO OO OO OO O O O O O

Willpower

OO OO O

Punch

Kick

Block

Grab

Athletics

Focus

OOOOOOO

OOOOOOO

OOOOOO

OOOO

OO

OOOOOOOO

Chi

OO OO OO OO O O O O O

Willpower

OO OO O

Health

OO OO OO OO OO OO OO OO OO

Health

OO OO OO OO OO OO OO OO OO

Maneuver Spd Dam Mov Special

Jab 5 5 2

Strong 3 7 2

Fierce 2 9 1

Short

Forward

Roundhouse

Block 7 - - Abort, +2 Spd

Grab 3 6 1

Movement 6 - 5

Jump 6 - 2 Aerial, Abort

Flying Tackle 2 6 4 Grab, Knockdown in both, +2 Spd to next grab

Brain Cracker 3 8 1 Sustained Hold

Combos: Block to Brain Cracker, Brain Cracker to Flying Tackle to Brain Cracker

Maneuver Spd Dam Mov Special

Jab

Strong

Fierce

Short

Forward

Roundhouse

Block 8 - - Abort, +2 Spd

Grab 4 6 1

Movement 7 - 6

Jump 7 - 3 Aerial, Abort

Flying Tackle 3 6 5 Grab, Knockdown in both, +2 Spd to next grab

Suplex 4 8 1 Grab, Knockdown

Bear Hug 3 9 1 Sustained Hold

Kippup - - -

Combos: Flying Tackle to Bear Hug, Block to Suplex

Chapter 2 – Circuit Fighters

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Page 61: dreamcloud.academy Fighter - Circuit Guide.pdf2 CREDITS Written by: Eric “Musashi” Souza and Gabriel Tabatcheik. Professions revised by: Odmir Fortes. Cover art: Daigo Ikeno (Capcom)

WRESTLING A WRESTLING B

Rank 4 Rank 4

Strength

Dexterity

Stamina

OOO

O

Perception

Intelligence

Wits

OO

OO

OO

Strength

Dexterity

Stamina

O

O

O

Perception

Intelligence

Wits

OO

OOO

O

Punch

Kick

Block

Grab

Athletics

Focus

O

OOOOO

OOOO

O

O

OOOOO

Chi

OO OO OO O O O O

Willpower

O O

Punch

Kick

Block

Grab

Athletics

Focus

OOOOO

OOOOOOO

OO

O

OOOOOOOO

Chi

OO OO OO O O O O

Willpower

O O

Health

OO OO OO OO OO OO

Health

OO OO OO OO OO OO

Maneuver Spd Dam Mov Special

Jab 5 8 4

Strong 3 10 4

Fierce 2 12 3

Short

Forward

Roundhouse

Block 7 - - Abort, +2 Spd

Grab 3 9 1

Movement 6 - 7

Jump 6 - 4 Aerial, Abort

Flying Tackle 2 9 6 Grab, Knockdown in both, +2 Spd to next grab

Brain Cracker 3 11 1 Sustained Hold

Ground Fighting - - - 1 WP, when fall, can fight at the ground

Grappling Defense

7 - 3 Soak Grabs using Grab

Combos: Block to Brain Cracker, Brain Cracker to Flying Tackle to Brain Cracker, Grappling Defense to Brain Cracker, Grappling Defense to Flying Tackle to Brain Cracker

Maneuver Spd Dam Mov Special

Jab 6 4 4

Strong 4 6 4

Fierce 3 8 3

Short

Forward

Roundhouse

Block 8 - - Abort, +2 Spd

Grab 4 8 1

Movement 7 - 7

Jump 7 - 4 Aerial, Abort

Flying Tackle 3 8 6 Grab, Knockdown in both, +2 Spd to next grab

Suplex 4 10 1 Grab, Knockdown

Bear Hug 3 11 1 Sustained Hold

Kippup - - -

Grappling Defense

8 - 3 Soak Grabs using Grab

Air Smash 3 12 3 Aerial, straight line, Dodge projectiles, same hex

Pile Driver 2 12 1 Grab, Knockdown

Combos: Flying Tackle to Bear Hug, Block to Suplex, Air Smash to

Pile Driver (dizzy)

Chapter 2 – Circuit Fighters

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Page 62: dreamcloud.academy Fighter - Circuit Guide.pdf2 CREDITS Written by: Eric “Musashi” Souza and Gabriel Tabatcheik. Professions revised by: Odmir Fortes. Cover art: Daigo Ikeno (Capcom)

WRESTLING A WRESTLING B

Rank 7 Rank 7

Strength

Dexterity

Stamina

O

O

Perception

Intelligence

Wits

O

O

OO

Strength

Dexterity

Stamina

O

O

Perception

Intelligence

Wits

OO

OO

Punch

Kick

Block

Grab

Athletics

Focus

OOOOO

OOOOO

Chi

O O O O

Willpower

O O

Punch

Kick

Block

Grab

Athletics

Focus

O

OOOOOOO

OOOOOOOO

Chi

O O O O

Willpower

O O

Health

OO OO OO

Health

OO OO OO

Maneuver Spd Dam Mov Special

Jab 6 9 5

Strong 4 11 5

Fierce 3 13 4

Short

Forward

Roundhouse

Block 8 - - Abort, +2 Spd

Grab 4 10 1

Movement 7 - 8

Jump 7 - 5 Aerial, Abort

Flying Tackle 3 10 7 Grab, Knockdown in both, +2 Spd to next grab

Brain Cracker 4 12 1 Sustained Hold

Ground Fighting - - - 1 WP, when fall, can fight at the ground

Grappling Defense

8 - 4 Soak Grabs using Grab

Buffalo Punch 2 15 1

Ear Pop 3 6 4 Ignores Stamina, -1 Honor

Kippup - - -

Combos: Block to Brain Cracker, Brain Cracker to Flying Tackle to Brain Cracker, Grappling Defense to Brain Cracker, Grappling Defense to Flying Tackle to Brain Cracker, Fierce to Fierce to Fierce (dizzy), Flying Tackle to Brain Cracker

Maneuver Spd Dam Mov Special

Jab 6 8 5

Strong 4 10 5

Fierce 3 12 4

Short

Forward

Roundhouse

Block 8 - - Abort, +2 Spd

Grab 4 11 1

Movement 7 - 8

Jump 7 - 5 Aerial, Abort

Flying Tackle 3 11 7 Grab, Knockdown in both, +2 Spd to next grab

Suplex 4 13 1 Grab, Knockdown

Bear Hug 3 14 1 Sustained Hold

Kippup - - -

Grappling Defense

8 - 4 Soak Grabs using Grab

Air Smash 3 14 4 Aerial, straight line, Dodge projectiles, same hex

Pile Driver 2 15 1 Grab, Knockdown

Spinning Pile Driver

2 18 2 2 WP, Grab, knockdown, target bornces 3 hexes, Arial at the jump

Ear Pop 3 5 4 Ignores Stamina, -1 Honor

Disengage 5 - 3 Dexterity x Strength to break a Sustained Hold

Combos: Flying Tackle to Bear Hug, Block to Suplex, Air Smash to

Pile Driver (dizzy), Flying Tackle to Spinning Pile Driver (dizzy)

Chapter 2 – Circuit Fighters

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Page 63: dreamcloud.academy Fighter - Circuit Guide.pdf2 CREDITS Written by: Eric “Musashi” Souza and Gabriel Tabatcheik. Professions revised by: Odmir Fortes. Cover art: Daigo Ikeno (Capcom)

NATIVE AMERICAN WRESTLING Schools: It is rather easy to find a school, but these schools only teach the basics. The best schools are on the Native American reservations, but it is very difficult to attend these classes. Teachers are very suspicious of anyone of non-native descent. This style first teaches the main techniques and then shows their counters. A student is expected to be able to learn to react to any given situation. Trainers keep their students constantly on their toes with new holds and escapes. Members: This style has a very diverse membership. Native American wrestlers come in all shapes, sizes and races. Native American Wrestling trainers can find ability in almost anyone. Concepts: Wrestling fan, Olympic athlete, student, shaman Quote: “I am not a fighter but a warrior. I harness my strength from myself and the spirits of the ancient totems This is why I shall never lose.”

Chapter 2 – Circuit Fighters

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Page 64: dreamcloud.academy Fighter - Circuit Guide.pdf2 CREDITS Written by: Eric “Musashi” Souza and Gabriel Tabatcheik. Professions revised by: Odmir Fortes. Cover art: Daigo Ikeno (Capcom)

NATIVE AMERICAN WRESTLING A NATIVE AMERICAN WRESTLING B

Rank 1 Rank 1

Strength

Dexterity

Stamina

OOO

OOO

O

Perception

Intelligence

Wits

OO

OOO

OO

Strength

Dexterity

Stamina

OO

O

OO

Perception

Intelligence

Wits

OOOO

OO

OO

Punch

Kick

Block

Grab

Athletics

Focus

OOO

OOOOO

OOOO

OOOOOO

OO

OOOO

Chi

OO OO OO O O O O

Willpower

OO OO OO O O

Punch

Kick

Block

Grab

Athletics

Focus

OOOOOOO

OOOOOOO

OOOOOO

OOOO

OO

OOOOOOOO

Chi

OO OO OO O O O O

Willpower

OO OO OO O O

Health

OO OO OO OO OO OO OO OO OO

Health

OO OO OO OO OO OO OO OO OO

Maneuver Spd Dam Mov Special

Jab 5 4 3

Strong 3 6 3

Fierce 2 8 2

Short

Forward

Roundhouse

Block 7 - - Abort, +2 Spd

Grab

Movement 6 - 6

Jump 6 - 3 Aerial, Abort

Buffalo Punch 1 10 1

Diving Hawk 3 11 5 1 WP, Aerial, straight line, Dodge projectiles, same hex

Combos: Block to Diving Hawk

Maneuver Spd Dam Mov Special

Jab

Strong

Fierce

Short

Forward

Roundhouse

Block 8 - - Abort, +2 Spd

Grab 4 6 1

Movement 7 - 6

Jump 7 - 3 Aerial, Abort

Thunderstrike 4 11 2 Aerial, same hex, hit and move the rest

Air Smash 3 10 2 Aerial, straight line, Dodge projectiles, same hex

Neck Choke 3 9 1 Sustained Hold

Combos: Air Smash to Thunderstrike (dizzy), Block to Neck Choke

Chapter 2 – Circuit Fighters

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Page 65: dreamcloud.academy Fighter - Circuit Guide.pdf2 CREDITS Written by: Eric “Musashi” Souza and Gabriel Tabatcheik. Professions revised by: Odmir Fortes. Cover art: Daigo Ikeno (Capcom)

NATIVE AMERICAN WRESTLING A NATIVE AMERICAN WRESTLING B

Rank 4 Rank 4

Strength

Dexterity

Stamina

OOO

O

Perception

Intelligence

Wits

OO

OO

OO

Strength

Dexterity

Stamina

O

O

O

Perception

Intelligence

Wits

OOOO

OO

O

Punch

Kick

Block

Grab

Athletics

Focus

O

OOOOO

OO

OOOOOO

O

OO

Chi

OO OO OO O O O O

Willpower

O O

Punch

Kick

Block

Grab

Athletics

Focus

OOOOOOO

OO

OOOO

OO

O

OOOOOOOO

Chi

OO OO OO O O O O

Willpower

O O

Health

OO OO OO OO OO OO

Health

OO OO OO OO OO OO

Maneuver Spd Dam Mov Special

Jab 5 8 4

Strong 3 10 4

Fierce 2 12 3

Short

Forward

Roundhouse

Block 7 - - Abort, +2 Spd

Grab

Movement 6 - 7

Jump 6 - 4 Aerial, Abort

Buffalo Punch 1 14 1

Diving Hawk 3 14 6 1 WP, Aerial, straight line, Dodge projectiles, same hex

Regeneration 3 - - 1 Chi per Health

Shockwave 3 9 - 1 Chi, Knockdown in straight line, Range 5

Thunderstrike 3 14 3 Aerial, same hex, hit and move the rest

Combos: Block to Diving Hawk, Block to Shockwave, Diving Hawk to Thunderstrike, Jump to Diving Hawk

Maneuver Spd Dam Mov Special

Jab

Strong

Fierce

Short 5 7 4

Forward 4 9 3

Roundhouse 2 11 3

Block 8 - - Abort, +2 Spd

Grab 4 8 1

Movement 7 - 7

Jump 7 - 4 Aerial, Abort

Thunderstrike 4 13 3 Aerial, same hex, hit and move the rest

Air Smash 3 12 3 Aerial, straight line, Dodge projectiles, same hex

Neck Choke 3 11 1 Sustained Hold

Wounded Knee 2 10 2 -2 Mov for all moves and -2 Spd for kick for next 2 turns

Ground Fighting - - - 1 WP, when fall, can fight at the ground

Grappling Defense

8 - 3 Soak Grabs using Grab

Combos: Air Smash to Thunderstrike (dizzy), Block to Neck Choke,

Air Smash to Neck Choke

Chapter 2 – Circuit Fighters

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Page 66: dreamcloud.academy Fighter - Circuit Guide.pdf2 CREDITS Written by: Eric “Musashi” Souza and Gabriel Tabatcheik. Professions revised by: Odmir Fortes. Cover art: Daigo Ikeno (Capcom)

NATIVE AMERICAN WRESTLING A NATIVE AMERICAN WRESTLING B

Rank 7 Rank 7

Strength

Dexterity

Stamina

OOO

Perception

Intelligence

Wits

OO

OO

Strength

Dexterity

Stamina

O

O

Perception

Intelligence

Wits

OOOO

O

Punch

Kick

Block

Grab

Athletics

Focus

O

OOOOO

OO

O

OO

Chi

O O O O

Willpower

O O

Punch

Kick

Block

Grab

Athletics

Focus

OOOOOOO

OO

OOOO

OO

Chi

O O O O

Willpower

O O

Health

OO OO OO

Health

OO OO OO

Maneuver Spd Dam Mov Special

Jab 5 8 6

Strong 3 10 6

Fierce 2 12 5

Short

Forward

Roundhouse

Block 7 - - Abort, +2 Spd

Grab 3 9 1

Movement 6 - 9

Jump 6 - 6 Aerial, Abort

Buffalo Punch 1 14 1

Diving Hawk 3 16 8 1 WP, Aerial, straight line, Dodge projectiles, same hex

Regeneration 3 - - 1 Chi per Health

Shockwave 3 9 - 1 Chi, Knockdown in straight line, Range 5

Thunderstrike 3 16 5 Aerial, same hex, hit and move the rest

Pile Driver 1 13 1 Grab, Knockdown

Spinning Pile Driver

1 16 2 2 WP, Grab, knockdown, target bornces 3 hexes, Arial at the jump

Combos: Block to Diving Hawk, Block to Shockwave, Diving Hawk to Thunderstrike, Jump to Diving Hawk, Diving Hawk to Spinning Pile Driver

Maneuver Spd Dam Mov Special

Jab

Strong

Fierce

Short 5 8 5

Forward 4 10 4

Roundhouse 2 12 4

Block 8 - - Abort, +2 Spd

Grab 4 9 1

Movement 7 - 8

Jump 7 - 5 Aerial, Abort

Thunderstrike 4 15 4 Aerial, same hex, hit and move the rest

Air Smash 3 14 4 Aerial, straight line, Dodge projectiles, same hex

Neck Choke 3 12 1 Sustained Hold

Wounded Knee 2 11 3 -2 Mov for all moves and -2 Spd for kick for next 2 turns

Ground Fighting - - - 1 WP, when fall, can fight at the ground

Grappling Defense

8 - 4 Soak Grabs using Grab

Ghost Form 6 - 5 2 Chi in first turn, 1 Chi per turn

Regeneration 5 - - 1 Chi per Health Combos: Air Smash to Thunderstrike (dizzy), Block to Neck Choke,

Air Smash to Neck Choke, Ghost Form to Neck Choke, Grappling

Defense to Neck Choke

Chapter 2 – Circuit Fighters

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Page 67: dreamcloud.academy Fighter - Circuit Guide.pdf2 CREDITS Written by: Eric “Musashi” Souza and Gabriel Tabatcheik. Professions revised by: Odmir Fortes. Cover art: Daigo Ikeno (Capcom)

MAJESTIC CROW KUNG FU Schools: In older times there were a fair number of Majestic Crow schools in mainland China, but over the generations they gradually disappeared. Now only one Sifu is known to remain: Master Xaudo, who is too old to teach full-time. He also has many enemies (most notably Shadoloo, which he's crossed many times), so he tries to keep his location a secret. He takes but a handful of students at a time, and then only instructs the best of those with the style's advanced techniques. Members: Anyone can join who is dedicated enough to find Master Xaudo and impress him. However, he is very particular about whom he will teach, and will dismiss anyone he feels is not up to the challenge. Concepts: Die-hard Kung Fu student, student of the esoteric, wandering do-gooder Quote: “The crow is impassive and aloof, but can attack with incredible ferocity if provoked.”

Chapter 2 – Circuit Fighters

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Page 68: dreamcloud.academy Fighter - Circuit Guide.pdf2 CREDITS Written by: Eric “Musashi” Souza and Gabriel Tabatcheik. Professions revised by: Odmir Fortes. Cover art: Daigo Ikeno (Capcom)

MAJESTIC CROW KUNG FU A MAJESTIC CROW KUNG FU B

Rank 1 Rank 1

Strength

Dexterity

Stamina

OOO

OOO

O

Perception

Intelligence

Wits

OOOO

OOO

O

Strength

Dexterity

Stamina

O

OOO

OO

Perception

Intelligence

Wits

OO

OOO

OO

Punch

Kick

Block

Grab

Athletics

Focus

OOOOO

OOOOO

OOOOOO

OO

OO

OOOOOO

Chi

OO OO O O O O O

Willpower

OO OO OO OO O

Punch

Kick

Block

Grab

Athletics

Focus

OOOOOOO

OO

OOOOOOOO

OOOOOOOOOO

OOOO

OOOO

Chi

OO OO O O O O O

Willpower

OO OO OO OO O

Health

OO OO OO OO OO OO OO OO OO

Health

OO OO OO OO OO OO OO OO OO

Maneuver Spd Dam Mov Special

Jab 5 3 3

Strong 3 5 3

Fierce 2 7 2

Short

Forward

Roundhouse

Block 7 - - Abort, +2 Spd

Grab 3 6 1

Movement 6 - 6

Jump 6 - 3 Aerial, Abort

Monkey Grab Punch

1 5 4 Ignores Blocks

Rising Storm Crow

0 3/9 2 1 WP, Grab, need to move 2 hex, dmg adds to dizzy, Knockdown, Throw Strength hexes

Throw 1 8 1 Grab, Knockdown, Throw Strength hexes

Combos: None

Maneuver Spd Dam Mov Special

Jab

Strong

Fierce

Short 4 7 2

Forward 3 9 1

Roundhouse 1 11 1

Block 7 - - Abort, +2 Spd

Grab

Movement 6 - 5

Jump 6 - 2 Aerial, Abort

Flash Kick 2 14 0 1 Chi, 1 WP, knockdown in Aerials

Wall Spring 5 - 2/4 Need to bounce

Combos: Block to Flash Kick

Chapter 2 – Circuit Fighters

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Page 69: dreamcloud.academy Fighter - Circuit Guide.pdf2 CREDITS Written by: Eric “Musashi” Souza and Gabriel Tabatcheik. Professions revised by: Odmir Fortes. Cover art: Daigo Ikeno (Capcom)

MAJESTIC CROW KUNG FU A MAJESTIC CROW KUNG FU B

Rank 4 Rank 4

Strength

Dexterity

Stamina

O

O

O

Perception

Intelligence

Wits

OOOO

OOO

Strength

Dexterity

Stamina

O

O

O

Perception

Intelligence

Wits

OO

OOO

O

Punch

Kick

Block

Grab

Athletics

Focus

OOO

OOO

OO

OO

O

OOOOOO

Chi

OO OO O O O O O

Willpower

OO O

Punch

Kick

Block

Grab

Athletics

Focus

OOOOOOO

O

OO

OOOOOOOOOO

O

OOOO

Chi

O O O O O

Willpower

OO OO OO O

Health

OO OO OO OO OO OO

Health

OO OO OO OO OO OO

Maneuver Spd Dam Mov Special

Jab 6 5 4

Strong 4 7 4

Fierce 3 9 3

Short 5 6 4

Forward 4 8 3

Roundhouse 2 10 3

Block 8 - - Abort, +2 Spd

Grab 4 7 1

Movement 7 - 7

Jump 7 - 4 Aerial, Abort

Monkey Grab Punch

2 7 5 Ignores Blocks

Rising Storm Crow

0 4/12 3 1 WP, Grab, need to move 2 hex, dmg adds to dizzy, Knockdown, Throw Strength hexes

Throw 2 9 1 Grab, Knockdown, Throw Strength hexes

Air Throw 6 12 4 1 WP, Aerial, Grab, Knockdown, Must interrupt in the air

Drunken Monkey Roll

7 - 6 Crouching, Dodge projectiles

Flying Heel Stomp

4 9 6 1 WP, Aerial, straight line, hit and move

Triple Strike 2 6/6/7 - Ignore the worst dmg

Combos: Rising Storm Crow to Flying Heel Stomp

Maneuver Spd Dam Mov Special

Jab

Strong

Fierce

Short 5 8 4

Forward 4 10 3

Roundhouse 2 12 3

Block 8 - - Abort, +2 Spd

Grab

Movement 7 - 7

Jump 7 - 4 Aerial, Abort

Flash Kick 3 15 0 1 Chi, 1 WP, knockdown in Aerials

Wall Spring 6 - 4/6 Need to bounce

Double-Hit Kick 2 9 3 Roll twice in standing target

Double Dread Kick

2 9/12 5 1 WP, hit, knock back and hit again

Stepping Front Kick

4 9 5 1 WP, enter in the target’s hex, hit, knock back and roll the 2nd dmg

Combos: Block to Flash Kick, Block to Stepping Front Kick (dizzy)

Chapter 2 – Circuit Fighters

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Page 70: dreamcloud.academy Fighter - Circuit Guide.pdf2 CREDITS Written by: Eric “Musashi” Souza and Gabriel Tabatcheik. Professions revised by: Odmir Fortes. Cover art: Daigo Ikeno (Capcom)

MAJESTIC CROW KUNG FU A MAJESTIC CROW KUNG FU B

Rank 7 Rank 7

Strength

Dexterity

Stamina

O

O

Perception

Intelligence

Wits

OOOO

O

Strength

Dexterity

Stamina

O

O

Perception

Intelligence

Wits

OO

O

O

Punch

Kick

Block

Grab

Athletics

Focus

OOO

OO

O

OOOOOO

Chi

O O O O

Willpower

OO O

Punch

Kick

Block

Grab

Athletics

Focus

OOOOO

OOOOOOOOOO

O

Chi

O O O

Willpower

OO OO O

Health

OO OO OO

Health

OO OO OO

Maneuver Spd Dam Mov Special

Jab 6 9 4

Strong 4 11 4

Fierce 3 13 3

Short 5 6 4

Forward 4 8 3

Roundhouse 2 10 3

Block 8 - - Abort, +2 Spd

Grab 4 9 1

Movement 7 - 7

Jump 7 - 4 Aerial, Abort

Monkey Grab Punch

2 11 5 Ignores Blocks

Rising Storm Crow

0 6/14 3 1 WP, Grab, need to move 2 hex, dmg adds to dizzy, Knockdown, Throw Strength hexes

Throw 2 11 1 Grab, Knockdown, Throw Strength hexes

Air Throw 6 14 4 1 WP, Aerial, Grab, Knockdown, Must interrupt in the air

Drunken Monkey Roll

7 - 6 Crouching, Dodge projectiles

Flying Heel Stomp

4 9 6 1 WP, Aerial, straight line, hit and move

Triple Strike 2 10/10/7 - Ignore the worst dmg

Hundred Hand Slap

2 10 1 1 WP, Roll 3 times

Iron Claw 5 13 1 1 WP, Sustained Hold Combos: Rising Storm Crow to Flying Heel Stomp, Drunken Monkey Roll to Iron Claw

Maneuver Spd Dam Mov Special

Jab 6 5 5

Strong 4 7 5

Fierce 3 9 4

Short 5 10 5

Forward 4 12 4

Roundhouse 2 14 4

Block 8 - - Abort, +2 Spd

Grab

Movement 7 - 8

Jump 7 - 5 Aerial, Abort

Flash Kick 3 17 0 1 Chi, 1 WP, knockdown in Aerials

Wall Spring 6 - 5/7 Need to bounce

Double-Hit Kick 2 11 4 Roll twice in standing target

Double Dread Kick

2 11/14 6 1 WP, hit, knock back and hit again

Stepping Front Kick

4 11 6 1 WP, enter in the target’s hex, hit, knock back and roll the 2nd dmg

Fireball 2 10 - 1 Chi, Range 8

Flying Fireball 2 10 5 1 Chi, 1 WP, Range 8, target don’t dodge with Aerial

Combos: Block to Flash Kick, Block to Stepping Front Kick (dizzy),

Fireball to Flying Fireball (dizzy)

Chapter 2 – Circuit Fighters

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Page 71: dreamcloud.academy Fighter - Circuit Guide.pdf2 CREDITS Written by: Eric “Musashi” Souza and Gabriel Tabatcheik. Professions revised by: Odmir Fortes. Cover art: Daigo Ikeno (Capcom)

THAI KICKBOXING Schools: Schools can be found all over the world, but few offer the quality of training of those in Thailand. The schools in Thailand are where some of the best kickboxers and teachers can be found. Thai Kickboxers build lifelong associations with their chosen school, representing the school in the ring. Members: Thai Kickboxers are chosen from the most promising young students and train night and day from childhood to be fighters. Many professional Thai Kickboxers know of no other occupation. Concepts: Kickboxers, gym trainers, ex-champions Quote: “Train hard, fight hard and honor your school with victory.”

Chapter 2 – Circuit Fighters

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Page 72: dreamcloud.academy Fighter - Circuit Guide.pdf2 CREDITS Written by: Eric “Musashi” Souza and Gabriel Tabatcheik. Professions revised by: Odmir Fortes. Cover art: Daigo Ikeno (Capcom)

THAI KICKBOXING A THAI KICKBOXING B

Rank 1 Rank 1

Strength

Dexterity

Stamina

OOO

O

OOO

Perception

Intelligence

Wits

OOOO

OOO

OO

Strength

Dexterity

Stamina

OOO

O

OO

Perception

Intelligence

Wits

OO

OOO

OO

Punch

Kick

Block

Grab

Athletics

Focus

OOOOOOO

OO

OOOO

OOOOOOOO

OO

OOOOOO

Chi

O OO OO O O O O O

Willpower

OO OO OO O

Punch

Kick

Block

Grab

Athletics

Focus

OO

OOOOOOOO

OOOOOOOO

OOOOOO

OOOO

OOOOOOOO

Chi

O OO OO O O O O O

Willpower

OO OO OO O

Health

OO OO OO OO OO OO OO OO OO

Health

OO OO OO OO OO OO OO OO OO

Maneuver Spd Dam Mov Special

Jab

Strong

Fierce

Short 5 6 3

Forward 4 8 2

Roundhouse 2 10 2

Block 8 - - Abort, +2 Spd

Grab

Movement 7 - 6

Jump 7 - 3 Aerial, Abort

Tiger Knee 7 8 3 2 WP, Aerial, Knockdown

Combos: Block to Tiger Knee, Jump to Tiger Knee

Maneuver Spd Dam Mov Special

Jab 6 5 2

Strong 4 7 2

Fierce 3 9 1

Short

Forward

Roundhouse

Block 8 - - Abort, +2 Spd

Grab 4 5 1

Movement 7 - 5

Jump 7 - 2 Aerial, Abort

Elbow Smash 6 8 1

Spinning Back Fist

3 8 3

Brain Cracker 4 8 1 Sustained Hold

Combos: Spinning Back Fist to Elbow Smash (dizzy), Block to Brain

Cracker

Chapter 2 – Circuit Fighters

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Page 73: dreamcloud.academy Fighter - Circuit Guide.pdf2 CREDITS Written by: Eric “Musashi” Souza and Gabriel Tabatcheik. Professions revised by: Odmir Fortes. Cover art: Daigo Ikeno (Capcom)

THAI KICKBOXING A THAI KICKBOXING B

Rank 4 Rank 4

Strength

Dexterity

Stamina

OOO

O

Perception

Intelligence

Wits

OOOO

OOO

Strength

Dexterity

Stamina

O

O

O

Perception

Intelligence

Wits

OO

OOO

O

Punch

Kick

Block

Grab

Athletics

Focus

OOOOOOO

O

O

OOOO

O

OOOOOO

Chi

OO OO OO O O O O

Willpower

O O

Punch

Kick

Block

Grab

Athletics

Focus

OOO

OOO

OOOOOO

OOOO

OO

OOOOOOOO

Chi

OO OO OO O O O O

Willpower

O O

Health

OO OO OO OO OO OO

Health

OO OO OO OO OO OO

Maneuver Spd Dam Mov Special

Jab

Strong

Fierce

Short 6 7 4

Forward 5 9 3

Roundhouse 3 11 3

Block 9 - - Abort, +2 Spd

Grab 5 5 1

Movement 8 - 7

Jump 8 - 4 Aerial, Abort

Tiger Knee 8 9 4 2 WP, Aerial, Knockdown

Foot Sweep 3 10 2 Crouching, Knockdown

Knee Basher 4 11 1 Sustained Hold, knockdown at the end

Maka Wara - 5 - Dmg when blocking

Combos: Block to Tiger Knee, Jump to Tiger Knee, Block to Knee Basher, Jump to Knee Basher, Knee Basher to Knee Basher

Maneuver Spd Dam Mov Special

Jab 6 6 3

Strong 4 8 3

Fierce 3 10 2

Short 5 7 3

Forward 4 9 2

Roundhouse 2 11 2

Block 8 - - Abort, +2 Spd

Grab 4 7 1

Movement 7 - 6

Jump 7 - 3 Aerial, Abort

Elbow Smash 6 9 1

Spinning Back Fist

3 9 4

Brain Cracker 4 9 1 Sustained Hold

Knee Basher 3 11 1 Sustained Hold, knockdown at the end

Flying Knee Thrust

5 9 4 1 WP

Double-Hit Knee 4 7 1 Roll twice

Wounded Knee 2 10 1 -2 Mov for all moves and -2 Spd for kick for next 2 turns

Combos: Spinning Back Fist to Elbow Smash (dizzy), Block to Brain

Cracker, Flying Knee Thrust to Wounded Knee (dizzy), Block to Knee

Basher

Chapter 2 – Circuit Fighters

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Page 74: dreamcloud.academy Fighter - Circuit Guide.pdf2 CREDITS Written by: Eric “Musashi” Souza and Gabriel Tabatcheik. Professions revised by: Odmir Fortes. Cover art: Daigo Ikeno (Capcom)

THAI KICKBOXING A THAI KICKBOXING B

Rank 7 Rank 7

Strength

Dexterity

Stamina

OOO

Perception

Intelligence

Wits

OO

OO

Strength

Dexterity

Stamina

O

O

Perception

Intelligence

Wits

O

OOO

Punch

Kick

Block

Grab

Athletics

Focus

OOO

OOOO

OOOOOO

Chi

O O O O

Willpower

O O

Punch

Kick

Block

Grab

Athletics

Focus

OOOOOO

OO

O

OOOOOOOO

Chi

O O O O

Willpower

O O

Health

OO OO OO

Health

OO OO OO

Maneuver Spd Dam Mov Special

Jab 7 4 5

Strong 5 6 5

Fierce 4 8 4

Short 6 9 5

Forward 5 11 4

Roundhouse 3 13 4

Block 9 - - Abort, +2 Spd

Grab 5 5 1

Movement 8 - 8

Jump 8 - 5 Aerial, Abort

Tiger Knee 8 11 5 2 WP, Aerial, Knockdown

Foot Sweep 3 12 3 Crouching, Knockdown

Knee Basher 4 13 1 Sustained Hold, knockdown at the end

Maka Wara - 7 - Dmg when blocking

Disengage 6 - 3 Dexterity x Strength to break a Sustained Hold

Elbow Smash 7 7 1

Wounded Knee 3 12 3 -2 Mov for all moves and -2 Spd for kick for next 2 turns

Combos: Block to Tiger Knee, Jump to Tiger Knee, Block to Knee Basher, Jump to Knee Basher, Knee Basher to Knee Basher, Knee Basher to Tiger Knee (dizzy)

Maneuver Spd Dam Mov Special

Jab 7 8 4

Strong 5 10 4

Fierce 4 12 3

Short 6 9 4

Forward 5 11 3

Roundhouse 3 13 3

Block 9 - - Abort, +2 Spd

Grab 5 8 1

Movement 8 - 7

Jump 8 - 4 Aerial, Abort

Elbow Smash 7 11 1

Spinning Back Fist

4 11 5

Brain Cracker 5 11 1 Sustained Hold

Knee Basher 4 13 1 Sustained Hold, knockdown at the end

Flying Knee Thrust

6 11 5 1 WP

Double-Hit Knee 5 9 2 Roll twice

Wounded Knee 3 12 2 -2 Mov for all moves and -2 Spd for kick for next 2 turns

Turn Punch 4 13 2 1 WP, 2º turn +1 Dam, 3º turn +1 Spd & +2 Dam, 4º turn +2 Spd & +3 Dam

Kippup - - - Combos: Spinning Back Fist to Elbow Smash (dizzy), Block to Brain

Cracker, Flying Knee Thrust to Wounded Knee (dizzy), Block to Knee

Basher, Brain Cracker to Turn Punch (dizzy), Knee Basher to Turn

Punch (dizzy)

Chapter 2 – Circuit Fighters

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Page 75: dreamcloud.academy Fighter - Circuit Guide.pdf2 CREDITS Written by: Eric “Musashi” Souza and Gabriel Tabatcheik. Professions revised by: Odmir Fortes. Cover art: Daigo Ikeno (Capcom)

NINJITSU Schools: Schools of Ninjitsu are rare, but fairly easy to find, and the basics of Ninjitsu are taught to anyone. To learn the mystical powers of Saiminjutsu, one must be accepted by a Ninja clan's dojo and adopted by that family. Few gaijin (foreigners) can actually locate the reclusive clans and fewer still are accepted. Members: Anyone may take lessons at a commercial Ninja dojo, but the truly great Ninja are all descended from the clans in Japan. Concepts: Ninja are masters of illusion and espionage. Ninja can masquerade as any other profession. Quote: “Karate and Kendo fighters compete to score points. A true Ninja fights for life – his own or his opponent's.”

Chapter 2 – Circuit Fighters

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Page 76: dreamcloud.academy Fighter - Circuit Guide.pdf2 CREDITS Written by: Eric “Musashi” Souza and Gabriel Tabatcheik. Professions revised by: Odmir Fortes. Cover art: Daigo Ikeno (Capcom)

NINJITSU A NINJITSU B

Rank 1 Rank 1

Strength

Dexterity

Stamina

OOO

O

OOO

Perception

Intelligence

Wits

OOOO

OOO

O

Strength

Dexterity

Stamina

OOO

O

OO

Perception

Intelligence

Wits

OO

OOO

OO

Punch

Kick

Block

Grab

Athletics

Focus

OOOOOOO

OO

OOOO

OOOOOOOO

OO

OOOOOO

Chi

O O O O O

Willpower

OO OO OO OO OO OO O

Punch

Kick

Block

Grab

Athletics

Focus

OOOO

OOOOOOOO

OOOOOO

OOOOOO

OOOO

OOOOOOOO

Chi

O O O O O

Willpower

OO OO OO OO OO OO O

Health

OO OO OO OO OO OO OO OO OO

Health

OO OO OO OO OO OO OO OO OO

Maneuver Spd Dam Mov Special

Jab

Strong

Fierce

Short 5 6 3

Forward 4 8 2

Roundhouse 2 10 2

Block 8 - - Abort, +2 Spd

Grab

Movement 7 - 6

Jump 7 - 3 Aerial, Abort

Cartwheel Kick 3 6 5 1 WP, straight line, knock back, +1 Dam for hex moved

Double-Hit Knee 4 6 1 Roll twice

Heel Stamp 6 2 4 Knock back Strength + Kick minus Strength of the target, move back 1

Combos: Heel Stamp to Cartwheel Kick to Double-Hit Knee

Maneuver Spd Dam Mov Special

Jab 6 4 2

Strong 4 6 2

Fierce 3 8 1

Short

Forward

Roundhouse

Block 8 - - Abort, +2 Spd

Grab 4 5 1

Movement 7 - 5

Jump 7 - 2 Aerial, Abort

Shikan-Ken 5 6 2 Resisted Strength roll to knock back, Knockdown in Aerials

Throw 2 7 1 Grab, throw Strength hexes, Knockdown

Back Roll Throw 3 9 1 Grab, throw Strength + Kick hexes, Knockdown

Wall Spring 6 - 2/4 Need to bounce

Combos: Block to Back Roll Throw

Chapter 2 – Circuit Fighters

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Page 77: dreamcloud.academy Fighter - Circuit Guide.pdf2 CREDITS Written by: Eric “Musashi” Souza and Gabriel Tabatcheik. Professions revised by: Odmir Fortes. Cover art: Daigo Ikeno (Capcom)

NINJITSU A NINJITSU B

Rank 4 Rank 4

Strength

Dexterity

Stamina

OOO

O

Perception

Intelligence

Wits

OOOO

OOO

Strength

Dexterity

Stamina

OOO

O

Perception

Intelligence

Wits

OO

OOO

O

Punch

Kick

Block

Grab

Athletics

Focus

OOOOOOO

O

OOOO

OOOO

O

OOO

Chi

O O O O O

Willpower

OO OO OO O

Punch

Kick

Block

Grab

Athletics

Focus

Thrown

O

OOOOOOOO

OOOOOO

OOOOOO

O

OOOOOOOO

OOOOOO

Chi

O O O O O

Willpower

OO OO OO O

Health

OO OO OO OO OO OO

Health

OO OO OO OO OO OO

Maneuver Spd Dam Mov Special

Jab

Strong

Fierce

Short 6 7 4

Forward 5 9 3

Roundhouse 3 11 3

Block 9 - - Abort, +2 Spd

Grab 5 5 1

Movement 8 - 7

Jump 8 - 4 Aerial, Abort

Cartwheel Kick 4 7 6 1 WP, straight line, knock back, +1 Dam for hex moved

Double-Hit Knee

5 7 2 Roll twice

Heel Stamp 7 3 5 Knock back Strength + Kick minus Strength of the target, move back 1

Throw 3 7 1 Grab, throw Strength hexes, Knockdown

Back Roll Throw 4 9 1 Grab, throw Strength + Kick hexes, Knockdown

Air Throw 7 10 4 1 WP, Aerial, Grab, Knockdown, Must interrupt in the air

Shrorded Moon 5 - 3 1 Chi, Focus+Stealth x Perception+Alertness, if don’t lose, avoid and gain +1 Spd in next turn

Disengage 6 - 2 Dexterity x Strength to break a Sustained Hold

Combos: Heel Stamp to Cartwheel Kick to Double-Hit Knee (dizzy), Jump to Cartwheel Kick, Shrorded Moon to Back Roll Throw

Maneuver Spd Dam Mov Special

Jab 7 6 4

Strong 5 8 4

Fierce 4 10 3

Short

Forward

Roundhouse

Block 9 - - Abort, +2 Spd

Grab 5 5 1

Movement 8 - 7

Jump 8 - 4 Aerial, Abort

Shikan-Ken 6 8 4 Resisted Strength roll to knock back, Knockdown in Aerials

Throw 3 7 1 Grab, throw Strength hexes, Knockdown

Back Roll Throw 4 9 1 Grab, throw Strength + Kick hexes, Knockdown

Wall Spring 7 - 4/6 Need to bounce

Boshi-ken 4 9 4 -1 Move to the target in next turn

Shuto 4 10 2 +1 dmg against the target with no protection

Shuriken 7 3 4 Range 5, Roll twice

Drunken Monkey Roll

8 - 6 Crouching, Dodge projectiles

Combos: Block to Back Roll Throw, Drunken Monkey Roll to Shuriken

(dizzy), Wall Spring Strong to Shuto

Chapter 2 – Circuit Fighters

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Page 78: dreamcloud.academy Fighter - Circuit Guide.pdf2 CREDITS Written by: Eric “Musashi” Souza and Gabriel Tabatcheik. Professions revised by: Odmir Fortes. Cover art: Daigo Ikeno (Capcom)

NINJITSU A NINJITSU B

Rank 7 Rank 7

Strength

Dexterity

Stamina

OOO

O

Perception

Intelligence

Wits

O

OOO

Strength

Dexterity

Stamina

O

O

Perception

Intelligence

Wits

O

OOO

Punch

Kick

Block

Grab

Athletics

Focus

OOOOO

O

OO

OOO

Chi

O O O O

Willpower

O O

Punch

Kick

Block

Grab

Athletics

Focus

Thrown

O

OOOOOOOO

OOOO

OOOO

O

OO

OOOO

Chi

O O O O

Willpower

O O

Health

OO OO OO

Health

OO OO OO

Maneuver Spd Dam Mov Special

Jab 8 3 5

Strong 6 5 5

Fierce 5 7 4

Short 7 8 5

Forward 6 10 4

Roundhouse 4 12 4

Block 10 - - Abort, +2 Spd

Grab 6 6 1

Movement 9 - 8

Jump 9 - 5 Aerial, Abort

Cartwheel Kick 5 8 7 1 WP, straight line, knock back, +1 Dam for hex moved

Double-Hit Knee

6 8 3 Roll twice

Heel Stamp 8 4 6 Knock back Strength + Kick minus Strength of the target, move back 1

Throw 4 8 1 Grab, throw Strength hexes, Knockdown

Back Roll Throw 5 10 1 Grab, throw Strength + Kick hexes, Knockdown

Air Throw 8 11 5 1 WP, Aerial, Grab, Knockdown, Must interrupt in the air

Shrorded Moon 5 - 4 1 Chi, Focus+Stealth x Perception+Alertness, if don’t lose, avoid and gain +1 Spd in next turn

Disengage 7 - 3 Dexterity x Strength to break a Sustained Hold

Eye Rake 8 3 5 Grab, Blind the target for next turn, -1 Honor

Flying Thrust Kick

6 14 3 1 WP, Aerial, knock back 1 hex, knockdown in Aerials

Combos: Heel Stamp to Cartwheel Kick to Double-Hit Knee (dizzy), Jump to Cartwheel Kick, Shrorded Moon to Back Roll Throw to Cartwheel Kick, Shrorded Moon to Flying Thrust Kick to Flying Thrust Kick, Jump to Flying Thrust Kick

Maneuver Spd Dam Mov Special

Jab 7 7 4

Strong 5 9 4

Fierce 4 11 3

Short

Forward

Roundhouse

Block 9 - - Abort, +2 Spd

Grab 5 7 1

Movement 8 - 7

Jump 8 - 4 Aerial, Abort

Shikan-Ken 6 9 4 Resisted Strength roll to knock back, Knockdown in Aerials

Throw 3 9 1 Grab, throw Strength hexes, Knockdown

Back Roll Throw 4 11 1 Grab, throw Strength + Kick hexes, Knockdown

Wall Spring 7 - 4/6 Need to bounce

Boshi-ken 4 10 4 -1 Move to the target in next turn

Shuto 4 11 2 +1 dmg against the target with no protection

Shuriken 7 5 4 Range 7, Roll 3 times

Drunken Monkey Roll

8 - 6 Crouching, Dodge projectiles

Death’s Visage 6 - - 1 Chi, Manipulation +Focus x WP, if don’t lose, target get away until escape of 3 turns

Shrorded Moon 5 - 3 1 Chi, Focus+Stealth x Perception+Alertness, if don’t lose, avoid and gain +1 Spd in next turn

Zen No Mind - - - 1 WP, choice 3 cards and use one of them at the end of the turn

Combos: Block to Back Roll Throw, Drunken Monkey Roll to Shuriken

(dizzy), Wall Spring Strong to Shuto, Death’s Visage to Shuriken

(dizzy)

Chapter 2 – Circuit Fighters

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SPANISH NINJITSU Schools: Students must be recruited to one of Vega's training camps in Spain. Members: Most members come from prior criminal backgrounds or the bullfighting circuit. Concepts: Matador, assassin, thief Quote: “Fighting isn't always fair – why should the fighter be?”

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SPANISH NINJITSU A SPANISH NINJITSU B

Rank 1 Rank 1

Strength

Dexterity

Stamina

OOO

O

OOO

Perception

Intelligence

Wits

OOOO

OOO

O

Strength

Dexterity

Stamina

OOO

O

OO

Perception

Intelligence

Wits

OO

OOO

OO

Punch

Kick

Block

Grab

Athletics

Focus

OOOOOOO

OOOO

OOOOOO

OOOO

OO

OOOOOO

Chi

OO OO OO O O O O O

Willpower

OO OO OO O

Punch

Kick

Block

Grab

Athletics

Focus

OO

OOOOOOOO

OOOOOO

OOOOOOOO

OOOO

OOOOOOOO

Chi

OO OO OO O O O O O

Willpower

OO OO OO O

Health

OO OO OO OO OO OO OO OO OO

Health

OO OO OO OO OO OO OO OO OO

Maneuver Spd Dam Mov Special

Jab

Strong

Fierce

Short 5 5 3

Forward 4 7 2

Roundhouse 2 9 2

Block 8 - - Abort, +2 Spd

Grab 4 5 1

Movement 7 - 6

Jump 7 - 3 Aerial, Abort

Throw 2 7 1 Grab, Knockdown, Throw Strength hexes

Air Throw 6 10 3 1 WP, Aerial, Grab, Knockdown, Must interrupt in the air

Slide Kick 3 8 4 Knockdown

Combos: Slide Kick to Slide Kick

Maneuver Spd Dam Mov Special

Jab 6 5 2

Strong 4 7 2

Fierce 3 9 1

Short

Forward

Roundhouse

Block 8 - - Abort, +2 Spd

Grab 4 4 1

Movement 7 - 5

Jump 7 - 2 Aerial, Abort

Monkey Grab Punch

2 7 3 Ignores Blocks

Displacement 6 5 3 1 WP, interrupt, get away and come back to hit; Dodge projectiles

Combos: Displacement to Monkey Grab Punch (dizzy)

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Page 81: dreamcloud.academy Fighter - Circuit Guide.pdf2 CREDITS Written by: Eric “Musashi” Souza and Gabriel Tabatcheik. Professions revised by: Odmir Fortes. Cover art: Daigo Ikeno (Capcom)

SPANISH NINJITSU A SPANISH NINJITSU B

Rank 4 Rank 4

Strength

Dexterity

Stamina

O

OOO

Perception

Intelligence

Wits

OOOO

OOO

Strength

Dexterity

Stamina

OOO

O

Perception

Intelligence

Wits

OO

OOO

O

Punch

Kick

Block

Grab

Athletics

Focus

OOOOOOO

O

O

OOOO

O

OOOOOO

Chi

OO OO OO O O O O

Willpower

O O

Punch

Kick

Block

Grab

Athletics

Focus

O

OOOOOOOO

OOOOOO

OO

O

OOOOOOOO

Chi

OO OO OO O O O O

Willpower

O O

Health

OO OO OO OO OO OO

Health

OO OO OO OO OO OO

Maneuver Spd Dam Mov Special

Jab

Strong

Fierce

Short 6 8 4

Forward 5 10 3

Roundhouse 3 12 3

Block 9 - - Abort, +2 Spd

Grab 5 6 1

Movement 8 - 7

Jump 8 - 4 Aerial, Abort

Throw 3 8 1 Grab, Knockdown, Throw Strength hexes

Air Throw 7 11 4 1 WP, Aerial, Grab, Knockdown, Must interrupt in the air

Slide Kick 4 11 5 Knockdown

Tumbling Attack 4 7 3 1 WP, straight line, same hex, hit and knock back until Move ends

Backflip 8 - 6 1 WP, can’t be hit during the move

Combos: Slide Kick to Slide Kick, Jump to Slide Kick, Slide Kick to Tumbling Attack (dizzy), Tumbling Attack to Tumbling Attack (dizzy)

Maneuver Spd Dam Mov Special

Jab 7 6 4

Strong 5 8 4

Fierce 4 10 3

Short

Forward

Roundhouse

Block 9 - - Abort, +2 Spd

Grab 5 7 1

Movement 8 - 7

Jump 8 - 4 Aerial, Abort

Monkey Grab Punch

3 8 5 Ignores Blocks

Displacement 7 6 5 1 WP, interrupt, get away and come back to hit; Dodge projectiles

Light Feet - - - +1 Mov (or +3 per 1 WP)

Tumbling Attack 4 6 3 1 WP, straight line, same hex, hit and knock back until Move ends

Throw 3 9 1 Grab, throw Strength hexes, Knockdown

Backflip 8 - 6 1 WP, can’t be hit during the move

Combos: Displacement to Monkey Grab Punch (dizzy), Block to

Tumbling Attack

Chapter 2 – Circuit Fighters

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Page 82: dreamcloud.academy Fighter - Circuit Guide.pdf2 CREDITS Written by: Eric “Musashi” Souza and Gabriel Tabatcheik. Professions revised by: Odmir Fortes. Cover art: Daigo Ikeno (Capcom)

SPANISH NINJITSU A SPANISH NINJITSU B

Rank 7 Rank 7

Strength

Dexterity

Stamina

OOO

Perception

Intelligence

Wits

O

OOO

Strength

Dexterity

Stamina

OOO

O

Perception

Intelligence

Wits

OO

OO

Punch

Kick

Block

Grab

Athletics

Focus

OOOOOOO

O

OOOOOO

Chi

O O O O

Willpower

O O

Punch

Kick

Block

Grab

Athletics

Focus

OOOOOOOO

OO

OOOOOOOO

Chi

O O O O

Willpower

O O

Health

OO OO OO

Health

OO OO OO

Maneuver Spd Dam Mov Special

Jab

Strong

Fierce

Short 6 10 6

Forward 5 12 5

Roundhouse 3 14 5

Block 9 - - Abort, +2 Spd

Grab 5 9 1

Movement 8 - 9

Jump 8 - 6 Aerial, Abort

Throw 3 11 1 Grab, Knockdown, Throw Strength hexes

Air Throw 7 14 6 1 WP, Aerial, Grab, Knockdown, Must interrupt in the air

Slide Kick 4 13 7 Knockdown

Tumbling Attack 4 10 5 1 WP, straight line, same hex, hit and knock back until Move ends

Backflip 8 - 8 1 WP, can’t be hit during the move

Light Feet - - - +1 Mov (or +3 per 1 WP)

Suplex 5 11 1 Grab, Knockdown

Kippup - - - Combos: Slide Kick to Slide Kick, Jump to Slide Kick, Slide Kick to Tumbling Attack (dizzy), Tumbling Attack to Tumbling Attack (dizzy), Block to Tumbling Attack (dizzy), Block to Suplex

Maneuver Spd Dam Mov Special

Jab 8 7 6

Strong 6 9 5

Fierce 5 11 5

Short

Forward

Roundhouse

Block 10 - - Abort, +2 Spd

Grab 6 8 1

Movement 9 - 9

Jump 9 - 6 Aerial, Abort

Monkey Grab Punch

4 9 7 Ignores Blocks

Displacement 8 7 7 1 WP, interrupt, get away and come back to hit; Dodge projectiles

Light Feet - - - +1 Mov (or +3 per 1 WP)

Tumbling Attack 5 8 5 1 WP, straight line, same hex, hit and knock back until Move ends

Throw 4 10 1 Grab, throw Strength hexes, Knockdown

Back Roll Throw 5 12 1 Grab, throw Strength + Kick hexes, Knockdown

Choke Throw 5 10 6 Grab, Aerial, knockdown

Backflip 9 - 8 1 WP, can’t be hit during the move

Disengage 7 - 4 Dexterity x Strength to break a Sustained Hold

Diving Hawk 6 14 8 1 WP, Aerial, straight line, Dodge projectiles, same hex

Combos: Displacement to Monkey Grab Punch (dizzy), Block to

Tumbling Attack (dizzy)

Chapter 2 – Circuit Fighters

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Page 83: dreamcloud.academy Fighter - Circuit Guide.pdf2 CREDITS Written by: Eric “Musashi” Souza and Gabriel Tabatcheik. Professions revised by: Odmir Fortes. Cover art: Daigo Ikeno (Capcom)

PANKRATION Schools: Traditionally, a Pankration school was called a korykeion, strongly resembling modern Boxing schools. Present day Pankratiasts, however, study in the homes of their masters. With the rise in the style's popularity, there has been some talk of reestablishing the korykeion as a preferred method of formal instruction. Teachers of the Pankration may be found almost anywhere, but the majority of them are in small villages in Greece. Training in this style is brutal and efficient, and instructors are not known for their mercy. Members: Only seriors-minded individuals capable of enduring much punishment learn the Pankration. While many youngsters may begin studying under a master, the rigors of the style tend to discourage all but the most dedicated. Concepts: Wrestling fan, Amazon, village champion Quote: “I am the embodiment of over 3,000 years of tradition. My style may seem simple, but it is pure in its simplicity.”

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Page 84: dreamcloud.academy Fighter - Circuit Guide.pdf2 CREDITS Written by: Eric “Musashi” Souza and Gabriel Tabatcheik. Professions revised by: Odmir Fortes. Cover art: Daigo Ikeno (Capcom)

PANKRATION A PANKRATION B

Rank 1 Rank 1

Strength

Dexterity

Stamina

OOO

OOO

O

Perception

Intelligence

Wits

OO

OOO

OO

Strength

Dexterity

Stamina

OOO

O

OO

Perception

Intelligence

Wits

OO

OOO

OO

Punch

Kick

Block

Grab

Athletics

Focus

OOO

OOOOOOOO

OOOO

OOOO

OOO

OOOOOO

Chi

OO OO OO O O O O O

Willpower

OO OO OO O

Punch

Kick

Block

Grab

Athletics

Focus

OOOOOOOO

OOOOOOOO

OOOOOO

OOOO

OO

OOOOOOOO

Chi

OO OO OO O O O O O

Willpower

OO OO OO O

Health

OO OO OO OO OO OO OO OO OO

Health

OO OO OO OO OO OO OO OO OO

Maneuver Spd Dam Mov Special

Jab 5 4 2

Strong 3 6 2

Fierce 2 8 1

Short

Forward

Roundhouse

Block 7 - - Abort, +2 Spd

Grab 3 5 1

Movement 6 - 5

Jump 6 - 2 Aerial, Abort

Thunderstrike 3 10 1 Aerial, enter in the hex, hit and move the rest

Brain Cracker 3 7 1 Sustained Hold

Buffalo Punch 1 10 1

Combos: Block to Brain Cracker, Buffalo Punch to Thunderstrike to Brain Cracker

Maneuver Spd Dam Mov Special

Jab

Strong

Fierce

Short

Forward

Roundhouse

Block 8 - - Abort, +2 Spd

Grab 4 6 1

Movement 7 - 6

Jump 7 - 3 Aerial, Abort

Flying Tackle 3 6 5 Grab, Knockdown in both, +2 Spd to next grab

Pin 3 8/6 4/0 Sustained Hold, target must be knocked down or dizzy, +3 Strength to hold, minimum 2 dmg to hold, 1 WP

Air Smash 3 10 2 Aerial, straight line, same hex

Combos: Flying Tackle to Pin

Chapter 2 – Circuit Fighters

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Page 85: dreamcloud.academy Fighter - Circuit Guide.pdf2 CREDITS Written by: Eric “Musashi” Souza and Gabriel Tabatcheik. Professions revised by: Odmir Fortes. Cover art: Daigo Ikeno (Capcom)

PANKRATION A PANKRATION B

Rank 4 Rank 4

Strength

Dexterity

Stamina

O

O

O

Perception

Intelligence

Wits

OO

OO

OO

Strength

Dexterity

Stamina

O

O

O

Perception

Intelligence

Wits

OO

OOO

O

Punch

Kick

Block

Grab

Athletics

Focus

O

OOOOOOOO

O

OOOO

O

OOOOOO

Chi

OO OO O O O O

Willpower

OO O O

Punch

Kick

Block

Grab

Athletics

Focus

OOOOOOOO

OOOOOOOO

OO

OO

O

OOOO

Chi

OO OO OO O O O O

Willpower

O O

Health

OO OO OO OO OO OO

Health

OO OO OO OO OO OO

Maneuver Spd Dam Mov Special

Jab 6 7 4

Strong 4 9 4

Fierce 3 11 3

Short

Forward

Roundhouse

Block 8 - - Abort, +2 Spd

Grab 4 6 1

Movement 7 - 7

Jump 7 - 4 Aerial, Abort

Thunderstrike 4 13 3 Aerial, enter in the hex, hit and move the rest

Brain Cracker 4 10 1 Sustained Hold

Buffalo Punch 2 13 1

Breakfall - - -

Fist Sweep 3 11 2 Crouching, Knockdown

Maka Wara - 5 - Dmg when blocking

Spinning Back Fist

3 10 5

Combos: Block to Brain Cracker, Buffalo Punch to Thunderstrike to Brain Cracker, Spinning Back Fist to Fist Sweep

Maneuver Spd Dam Mov Special

Jab

Strong

Fierce

Short

Forward

Roundhouse

Block 8 - - Abort, +2 Spd

Grab 4 8 1

Movement 7 - 7

Jump 7 - 4 Aerial, Abort

Flying Tackle 3 8 6 Grab, Knockdown in both, +2 Spd to next grab

Pin 3 10/8 5/0 Sustained Hold, target must be knocked down or dizzy, +3 Strength to hold, minimum 2 dmg to hold, 1 WP

Air Smash 3 12 3 Aerial, straight line, same hex

Toughskin - - - 1 Chi, +2 Soak

Maka Wara - 5 - Dmg when blocking

Improved Pin 4 10/9 5/2 Sustained Hold, Catch in adj hexes, +3 Strength to hold, minimum 2 dmg to hold, 1 WP

Combos: Flying Tackle to Pin, Block to Improved Pin

Chapter 2 – Circuit Fighters

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Page 86: dreamcloud.academy Fighter - Circuit Guide.pdf2 CREDITS Written by: Eric “Musashi” Souza and Gabriel Tabatcheik. Professions revised by: Odmir Fortes. Cover art: Daigo Ikeno (Capcom)

PANKRATION A PANKRATION B

Rank 7 Rank 7

Strength

Dexterity

Stamina

O

O

Perception

Intelligence

Wits

OO

OO

Strength

Dexterity

Stamina

O

O

Perception

Intelligence

Wits

OO

OO

Punch

Kick

Block

Grab

Athletics

Focus

O

OOOO

O

O

O

OOO

Chi

O O O

Willpower

OO O O

Punch

Kick

Block

Grab

Athletics

Focus

OOOO

OOOOOOOO

OOOO

Chi

O O O O

Willpower

O O

Health

OO OO OO

Health

OO OO OO

Maneuver Spd Dam Mov Special

Jab 6 8 4

Strong 4 10 4

Fierce 3 12 3

Short 5 7 4

Forward 4 9 3

Roundhouse 2 11 3

Block 8 - - Abort, +2 Spd

Grab 4 9 1

Movement 7 - 7

Jump 7 - 4 Aerial, Abort

Thunderstrike 4 14 3 Aerial, enter in the hex, hit and move the rest

Brain Cracker 4 11 1 Sustained Hold

Buffalo Punch 2 14 1

Breakfall - - -

Fist Sweep 3 12 2 Crouching, Knockdown

Maka Wara - 5 - Dmg when blocking

Spinning Back Fist

3 11 5

Dislocate Limb 3 10 5 Grab, target can only throw kicks or has -3 Spd until realocate his arm

Grappling Defense

8 - 3 Defend Grabs using Grab

Toughskin - - - 1 Chi, +2 Soak Combos: Block to Brain Cracker, Buffalo Punch to Thunderstrike to Brain Cracker, Spinning Back Fist to Fist Sweep, Block to Dislocate Limb, Dislocate Limb to Thunderstrike

Maneuver Spd Dam Mov Special

Jab 7 5 5

Strong 5 7 5

Fierce 4 9 4

Short

Forward

Roundhouse

Block 9 - - Abort, +2 Spd

Grab 5 10 1

Movement 8 - 8

Jump 8 - 5 Aerial, Abort

Flying Tackle 4 10 7 Grab, Knockdown in both, +2 Spd to next grab

Pin 4 12/10 6/0 Sustained Hold, target must be knocked down or dizzy, +3 Strength to hold, minimum 2 dmg to hold, 1 WP

Air Smash 4 13 4 Aerial, straight line, same hex

Toughskin - - - 1 Chi, +2 Soak

Maka Wara - 6 - Dmg when blocking

Improved Pin 5 12/11 6/2 Sustained Hold, Catch in adj hexes, +3 Strength to hold, minimum 2 dmg to hold, 1 WP

Buffalo Punch 3 11 1

Thunderstrike 5 14 4 Aerial, enter in the hex, hit and move the rest

Breakfall - - -

Stomach Pump 5 14 1 Sustained Hold Combos: Flying Tackle to Pin, Block to Improved Pin, Flying Tackle to

Stomach Pump, Stomach Pump to Thunderstrike (dizzy)

Chapter 2 – Circuit Fighters

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Page 87: dreamcloud.academy Fighter - Circuit Guide.pdf2 CREDITS Written by: Eric “Musashi” Souza and Gabriel Tabatcheik. Professions revised by: Odmir Fortes. Cover art: Daigo Ikeno (Capcom)

SANBO Schools: Unfortunately, few schools teach Sanbo, and those schools are almost always in Russia. Because of the recent reform, schools are beginning to appear around the world, and the Russian schools are now open to all. It is still difficult to track down these schools, but students say the gain is worth the effort. Sanbo has little organization. Students are taught the basics and then are expected to learn through experience. This is supposed to strengthen the student; it seems to have worked so far. Members: Anyone can take classes, but Sanbo students are primarily big, strong men. Don't be fooled, though; there are women Sanbo wrestlers, but they are as big and intimidating as the men. Most students train for abort six months and then begin to learn the rest by experience. Sanbo students are trained in the harshest environments in Russia, in order to strengthen the fighters. Concepts: Circus strongmen, blue-collar workers, giants Quote: “Only the strong win battles.”

Chapter 2 – Circuit Fighters

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Page 88: dreamcloud.academy Fighter - Circuit Guide.pdf2 CREDITS Written by: Eric “Musashi” Souza and Gabriel Tabatcheik. Professions revised by: Odmir Fortes. Cover art: Daigo Ikeno (Capcom)

SANBO A SANBO B

Rank 1 Rank 1

Strength

Dexterity

Stamina

O

OOOOO

O

Perception

Intelligence

Wits

OO

OOO

OO

Strength

Dexterity

Stamina

OOO

O

OO

Perception

Intelligence

Wits

OO

OOO

OO

Punch

Kick

Block

Grab

Athletics

Focus

OOOOOOOO

OOO

OOOO

OOOO

OOO

OOOOOO

Chi

OO OO OO O O O O O

Willpower

OO OO OO O

Punch

Kick

Block

Grab

Athletics

Focus

OOO

OOOOOOOO

OOOO

OOOO

OOO

OOOOOO

Chi

OO OO OO O O O O O

Willpower

OO OO OO O

Health

OO OO OO OO OO OO OO OO OO

Health

OO OO OO OO OO OO OO OO OO

Maneuver Spd Dam Mov Special

Jab

Strong

Fierce

Short 3 6 2

Forward 2 8 1

Roundhouse 0 10 1

Block 6 - - Abort, +2 Spd

Grab 2 6 1

Movement 3 - 5

Jump 3 - 2 Aerial, Abort

Bear Hug 1 9 1 Sustained Hold

Double-Hit Kick 0 7 1 Roll twice in standing target

Suplex 2 8 1 Grab, Knockdown

Combos: Double-Hit Kick to Suplex to Bear Hug (dizzy)

Maneuver Spd Dam Mov Special

Jab 6 4 2

Strong 4 6 2

Fierce 3 8 1

Short

Forward

Roundhouse

Block 8 - - Abort, +2 Spd

Grab 4 5 1

Movement 7 - 5

Jump 7 - 2 Aerial, Abort

Brain Cracker 4 7 1 Sustained Hold

Head Bite 5 8 1 Sustained Hold

Air Smash 3 10 1 Aerial, straight line, same hex

Combos: Block to Brain Cracker, Air Smash to Head Bite

Chapter 2 – Circuit Fighters

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Page 89: dreamcloud.academy Fighter - Circuit Guide.pdf2 CREDITS Written by: Eric “Musashi” Souza and Gabriel Tabatcheik. Professions revised by: Odmir Fortes. Cover art: Daigo Ikeno (Capcom)

SANBO A SANBO B

Rank 4 Rank 4

Strength

Dexterity

Stamina

OOOOO

Perception

Intelligence

Wits

OO

OO

OO

Strength

Dexterity

Stamina

O

O

O

Perception

Intelligence

Wits

OO

OOO

O

Punch

Kick

Block

Grab

Athletics

Focus

OOOOOOOO

OOO

OOOO

O

O

OOO

Chi

OO OO OO O O O O

Willpower

O O

Punch

Kick

Block

Grab

Athletics

Focus

O

OOOOOOOO

OOOOO

O

O

OOOOOO

Chi

OO OO OO O O O O

Willpower

O O

Health

OO OO OO OO OO OO

Health

OO OO OO OO OO OO

Maneuver Spd Dam Mov Special

Jab

Strong

Fierce

Short 3 7 4

Forward 2 9 3

Roundhouse 0 11 3

Block 6 - - Abort, +2 Spd

Grab 2 9 1

Movement 3 - 7

Jump 3 - 4 Aerial, Abort

Bear Hug 1 12 1 Sustained Hold

Double-Hit Kick 0 8 3 Roll twice in standing target

Suplex 2 11 1 Grab, Knockdown

Siberian Bear Crusher

2 12 5 1 WP, Grab, saltam até 3 hexes, knockdown

Back Breaker 1 14 1 Grab, knockdown

Foot Sweep 0 10 2 Crouching, knockdown

Combos: Double-Hit Kick to Suplex to Bear Hug (dizzy)

Maneuver Spd Dam Mov Special

Jab 6 7 4

Strong 4 9 4

Fierce 3 11 3

Short

Forward

Roundhouse

Block 8 - - Abort, +2 Spd

Grab 4 8 1

Movement 7 - 7

Jump 7 - 4 Aerial, Abort

Brain Cracker 4 10 1 Sustained Hold

Head Bite 5 11 1 Sustained Hold

Air Smash 3 12 3 Aerial, straight line, same hex

Spinning Clothesline

4 8 2 1 WP, hit and knock back adj hexes, don’t hits Crouching

Back Breaker 3 11 1 Grab, knockdown

Siberian Bear Crusher

4 11 5 1 WP, Grab, move up to 3 hexes, knockdown

Combos: Block to Brain Cracker, Air Smash to Head Bite

Chapter 2 – Circuit Fighters

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Page 90: dreamcloud.academy Fighter - Circuit Guide.pdf2 CREDITS Written by: Eric “Musashi” Souza and Gabriel Tabatcheik. Professions revised by: Odmir Fortes. Cover art: Daigo Ikeno (Capcom)

SANBO A SANBO B

Rank 7 Rank 7

Strength

Dexterity

Stamina

OOOOO

Perception

Intelligence

Wits

O

O

OO

Strength

Dexterity

Stamina

O

O

Perception

Intelligence

Wits

OO

OO

Punch

Kick

Block

Grab

Athletics

Focus

OOOOOOOO

O

O

O

OOO

Chi

O O O O

Willpower

O O

Punch

Kick

Block

Grab

Athletics

Focus

OOOOOOOO

O

OOOOOO

Chi

O O O O

Willpower

O O

Health

OO OO OO

Health

OO OO OO

Maneuver Spd Dam Mov Special

Jab

Strong

Fierce

Short 3 9 4

Forward 2 11 3

Roundhouse 0 13 3

Block 6 - - Abort, +2 Spd

Grab 2 11 1

Movement 3 - 7

Jump 3 - 4 Aerial, Abort

Bear Hug 1 14 1 Sustained Hold

Double-Hit Kick 0 10 3 Roll twice in standing target

Suplex 2 13 1 Grab, Knockdown

Toughskin - - - 1 Chi, +2 Soak

Siberian Bear Crusher

2 14 5 1 WP, Grab, move up to 3 hexes, knockdown

Reverse Frontal Kick

1 12 3 Ignores Blocks

Toughskin - - - 1 Chi, +2 Soak

Back Breaker 1 14 1 Grab, knockdown

Foot Sweep 0 12 2 Crouching, knockdown Combos: Double-Hit Kick to Suplex to Bear Hug (dizzy), Block to Siberian Bear Crusher, Foot Sweep to Suplex, Reverse Frontal Kick to Siberian Bear Crusher, Siberian Bear Crusher to Suplex

Maneuver Spd Dam Mov Special

Jab 7 9 5

Strong 5 11 5

Fierce 4 13 4

Short

Forward

Roundhouse

Block 9 - - Abort, +2 Spd

Grab 5 9 1

Movement 8 - 8

Jump 8 - 5 Aerial, Abort

Brain Cracker 5 12 1 Sustained Hold

Head Bite 6 12 1 Sustained Hold

Air Smash 4 13 4 Aerial, straight line, same hex

Spinning Clothesline

5 10 3 1 WP, hit and knock back adj hexes, don’t hits Crouching

Turbo Spinning Clothesline

6 10 4 1 WP, hit and knock back adj hexes, don’t hits Crouching

Siberian Bear Crusher

5 12 6 1 WP, Grab, move up to 3 hexes, knockdown

Back Breaker 4 12 1 Grab, knockdown

Grappling Defense

9 - 4 Defend Grabs using Grab

Disengage 6 - 3 Dexterity x Strength to break a Sustained Hold

Combos: Block to Brain Cracker, Air Smash to Head Bite

Chapter 2 – Circuit Fighters

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Page 91: dreamcloud.academy Fighter - Circuit Guide.pdf2 CREDITS Written by: Eric “Musashi” Souza and Gabriel Tabatcheik. Professions revised by: Odmir Fortes. Cover art: Daigo Ikeno (Capcom)

SAVATE Schools: Most fighters who study this style are of French descent, though anyone may learn. A Savate school is called a salle, and the best are located in Marseilles or Paris. This style is not so well known as others, and a salle may be difficult to find. Any fighter of even limited renown may open his own salle with little chance of competing with an established school. Of course, the rarity of salle also makes locating a Savate master extremely difficult. Members: Savate salle are open to anyone who wishes to learn the style. The training is less grueling than more complex styles, but the physical punishment involved in simple sparring deters those unsuited to the style. Many Street Fighters begin in this styles and then add other maneuvers to diversify their repertoire. Concepts: French aristocrat, street tough, boxer, seaman Quote: “Boxing? Non, mon ami. Savate is nothing like Boxing. Come, let me show yor how.”

Chapter 2 – Circuit Fighters

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Page 92: dreamcloud.academy Fighter - Circuit Guide.pdf2 CREDITS Written by: Eric “Musashi” Souza and Gabriel Tabatcheik. Professions revised by: Odmir Fortes. Cover art: Daigo Ikeno (Capcom)

SAVATE A SAVATE B

Rank 1 Rank 1

Strength

Dexterity

Stamina

O

OOO

OOO

Perception

Intelligence

Wits

OO

OOO

OO

Strength

Dexterity

Stamina

OOO

O

OO

Perception

Intelligence

Wits

OO

OOO

OO

Punch

Kick

Block

Grab

Athletics

Focus

OO

OOOOO

OOOOOO

OOOOOOOO

OO

OOOOOO

Chi

OO OO OO O O O O O

Willpower

OO OO OO O

Punch

Kick

Block

Grab

Athletics

Focus

OOO

OOOO

OOOO

OOOOOOOO

OOO

OOOOOO

Chi

OO OO OO O O O O O

Willpower

OO OO OO O

Health

OO OO OO OO OO OO OO OO OO

Health

OO OO OO OO OO OO OO OO OO

Maneuver Spd Dam Mov Special

Jab 5 6 3

Strong 3 8 3

Fierce 2 10 2

Short 4 5 3

Forward 3 7 2

Roundhouse 1 9 2

Block 7 - - Abort, +2 Spd

Grab

Movement 6 - 6

Jump 3 - 3 Aerial, Abort

Displacement 5 6 4 1 WP, interrupt, get away and come back to hit; Dodge projectiles

Spinning Back Fist

2 9 4

Combos: Spinning Back Fist to Displacement to Jab (dizzy) Special: +1 dmg to standing Kicks, +1 Soak if interrupted kicking, -1 Soak if interrupted kicking by crorching maneuver

Maneuver Spd Dam Mov Special

Jab 6 4 2

Strong 4 6 2

Fierce 3 8 1

Short 5 5 2

Forward 4 7 1

Roundhouse 2 9 1

Block 8 - - Abort, +2 Spd

Grab

Movement 7 - 5

Jump 7 - 2 Aerial, Abort

Displacement 6 4 3 1 WP, interrupt, get away and come back to hit; Dodge projectiles

Ax Kick 3 9 0 Aerial, same hex, knockdown in Aerial

Combos: Displacement to Ax Kick (dizzy)

Special: +1 dmg to standing Kicks, +1 Soak if interrupted kicking, -1

Soak if interrupted kicking by crorching maneuver

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SAVATE A SAVATE B

Rank 4 Rank 4

Strength

Dexterity

Stamina

O

O

O

Perception

Intelligence

Wits

OO

OO

OO

Strength

Dexterity

Stamina

O

O

O

Perception

Intelligence

Wits

OO

OOO

O

Punch

Kick

Block

Grab

Athletics

Focus

O

OOOOO

OOOO

OOOOOOOO

O

OO

Chi

OO OO OO O O O O

Willpower

O O

Punch

Kick

Block

Grab

Athletics

Focus

O

O

OOOO

OOOOOOOO

O

OOOOOO

Chi

OO OO OO O O O O

Willpower

O O

Health

OO OO OO OO OO OO

Health

OO OO OO OO OO OO

Maneuver Spd Dam Mov Special

Jab 6 7 4

Strong 4 9 4

Fierce 3 11 3

Short 5 5 4

Forward 4 7 3

Roundhouse 2 9 3

Block 8 - - Abort, +2 Spd

Grab

Movement 7 - 7

Jump 4 - 4 Aerial, Abort

Displacement 6 7 5 1 WP, interrupt, get away and come back to hit; Dodge projectiles

Spinning Back Fist

3 10 5

Light Feet - - - +1 Mov (or +3 per 1 WP)

Sonic Boom 0 10 - 1 Chi, Range 6

Combos: Spinning Back Fist to Displacement to Jab (dizzy) Special: +1 dmg to standing Kicks, +1 Soak if interrupted kicking, -1 Soak if interrupted kicking by crorching maneuver

Maneuver Spd Dam Mov Special

Jab 6 7 4

Strong 4 9 4

Fierce 3 11 3

Short 5 8 4

Forward 4 10 3

Roundhouse 2 12 3

Block 8 - - Abort, +2 Spd

Grab

Movement 7 - 7

Jump 7 - 4 Aerial, Abort

Displacement 6 7 5 1 WP, interrupt, get away and come back to hit; Dodge projectiles

Ax Kick 3 12 2 Aerial, same hex, knockdown in Aerial

Kippup - - -

Flying Thrust Kick

4 14 2 1 WP, Aerial, knock back 1 hex, knockdown in Aerials

Reverse Frontal Kick

3 11 3 Ignores Blocks

Double-Hit Kick 2 9 3 Roll twice against standing target

Combos: Displacement to Ax Kick (dizzy), Reverse Frontal Kick to

Flying Thrust Kick (dizzy)

Special: +1 dmg to standing Kicks, +1 Soak if interrupted kicking, -1

Soak if interrupted kicking by crorching maneuver

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SAVATE A SAVATE B

Rank 7 Rank 7

Strength

Dexterity

Stamina

O

O

Perception

Intelligence

Wits

OO

OO

Strength

Dexterity

Stamina

O

O

Perception

Intelligence

Wits

O

OOO

Punch

Kick

Block

Grab

Athletics

Focus

O

O

O

OOOOOOOO

O

O

Chi

O O O O

Willpower

O O

Punch

Kick

Block

Grab

Athletics

Focus

OOOO

OO

OOOOOO

Chi

O O O O

Willpower

O O

Health

OO OO OO

Health

OO OO OO

Maneuver Spd Dam Mov Special

Jab 6 8 4

Strong 4 10 4

Fierce 3 12 3

Short 5 9 4

Forward 4 11 3

Roundhouse 2 13 3

Block 8 - - Abort, +2 Spd

Grab

Movement 7 - 7

Jump 4 - 4 Aerial, Abort

Displacement 6 8 5 1 WP, interrupt, get away and come back to hit; Dodge projectiles

Spinning Back Fist

3 11 5

Light Feet - - - +1 Mov (or +3 per 1 WP)

Sonic Boom 0 13 - 1 Chi, Range 7

Punch Defense 8 - - +4 Soak against Punches, -2 against other Techniques

Kick Defense 8 - - +4 Soak against Kicks, -2 against other Techniques

Deflecting Punch

6 9 - Soak against Punches

Reverse Frontal Kick

3 12 3 Ignores Blocks

Double-Hit Kick 2 10 3 Roll twice against standing target

Combos: Spinning Back Fist to Displacement to Jab (dizzy), Double-Hit Kick to Displacement to Short (dizzy), Jump to Displacement Special: +1 dmg to standing Kicks, +1 Soak if interrupted kicking, -1 Soak if interrupted kicking by crorching maneuver

Maneuver Spd Dam Mov Special

Jab 7 8 5

Strong 5 10 5

Fierce 4 12 4

Short 6 9 5

Forward 5 11 4

Roundhouse 3 13 4

Block 9 - - Abort, +2 Spd

Grab 5 7 1

Movement 8 - 8

Jump 8 - 5 Aerial, Abort

Displacement 7 8 6 1 WP, interrupt, get away and come back to hit; Dodge projectiles

Ax Kick 4 13 3 Aerial, same hex, knockdown in Aerial

Kippup - - -

Flying Thrust Kick

5 15 3 1 WP, Aerial, knock back 1 hex, knockdown in Aerials

Reverse Frontal Kick

4 12 4 Ignores Blocks

Double-Hit Kick 3 10 4 Roll twice against standing target

Knee Basher 4 13 1 Sustained Hold, knockdown at the end

Dashing Punch 5 13 7 1 WP Combos: Displacement to Ax Kick (dizzy), Reverse Frontal Kick to

Flying Thrust Kick (dizzy), Knee Basher to Flying Thrust Kick (dizzy)

Special: +1 dmg to standing Kicks, +1 Soak if interrupted kicking, -1

Soak if interrupted kicking by crorching maneuver

Chapter 2 – Circuit Fighters

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Page 95: dreamcloud.academy Fighter - Circuit Guide.pdf2 CREDITS Written by: Eric “Musashi” Souza and Gabriel Tabatcheik. Professions revised by: Odmir Fortes. Cover art: Daigo Ikeno (Capcom)

SILAT Schools: Schools are now found all over the world, but the best and most traditional ones are still believed to be found in Malaysia and Indonesia. Silat masters, called pandekars, are demanding: they require their students to study six days a week, three hours a day. Training can go on for years. Members: Anyone who is dedicated enorgh to persist in the study of Silat is accepted. Although Silat stylists tend to be Indonesian, pandekars are not as restrictive in choosing students, and many Westerners have been accepted as well. Concepts: Philosophers, itinerant mystics, sorcerer's apprentices Quote: “Come my friend, let us dance a little...”

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Page 96: dreamcloud.academy Fighter - Circuit Guide.pdf2 CREDITS Written by: Eric “Musashi” Souza and Gabriel Tabatcheik. Professions revised by: Odmir Fortes. Cover art: Daigo Ikeno (Capcom)

SILAT A SILAT B

Rank 1 Rank 1

Strength

Dexterity

Stamina

O

OOO

OOO

Perception

Intelligence

Wits

OOOO

O

OOOO

Strength

Dexterity

Stamina

OOO

O

OO

Perception

Intelligence

Wits

OO

OOO

OO

Punch

Kick

Block

Grab

Athletics

Focus

OOOOOO

OOOOO

OOOOOO

OOOOOOOO

OOOO

OO

Chi

OO O O O O O

Willpower

OO OO OO OO OO O

Punch

Kick

Block

Grab

Athletics

Focus

OOOOO

OO

OOOOOOOO

OO

OOO

OOOOOO

Chi

OO O O O O O

Willpower

OO OO OO OO OO O

Health

OO OO OO OO OO OO OO OO OO

Health

OO OO OO OO OO OO OO OO OO

Maneuver Spd Dam Mov Special

Jab 5 4 2

Strong 3 6 2

Fierce 2 8 1

Short 4 5 2

Forward 3 7 1

Roundhouse 1 9 1

Block 7 - - Abort, +2 Spd

Grab

Movement 6 - 5

Jump 3 - 2 Aerial, Abort

Sonic Boom 0 11 - 1 Chi, Range 5

Zen No Mind - - - 1 WP, choice 3 cards and use one of them at the end of the turn

Combos: None

Maneuver Spd Dam Mov Special

Jab

Strong

Fierce

Short 5 6 2

Forward 4 8 1

Roundhouse 2 10 1

Block

Grab 4 6 1

Movement 7 - 6

Jump 7 - 3 Aerial, Abort

Double-Hit Kick 2 7 1 Roll twice against standing target

Dislocate Limb 3 7 3 Grab, target can only throw kicks or has -3 Spd until realocate his arm

Combos: Dislocate Limb to Double-Hit Kick (dizzy)

Chapter 2 – Circuit Fighters

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Page 97: dreamcloud.academy Fighter - Circuit Guide.pdf2 CREDITS Written by: Eric “Musashi” Souza and Gabriel Tabatcheik. Professions revised by: Odmir Fortes. Cover art: Daigo Ikeno (Capcom)

SILAT A SILAT B

Rank 4 Rank 4

Strength

Dexterity

Stamina

O

O

O

Perception

Intelligence

Wits

OOOO

OOOO

Strength

Dexterity

Stamina

O

O

O

Perception

Intelligence

Wits

OO

OOO

O

Punch

Kick

Block

Grab

Athletics

Focus

OOOOOO

OOOOO

O

OO

OOOO

OO

Chi

OO OO OO O

Willpower

OO OO OO OO O

Punch

Kick

Block

Grab

Athletics

Focus

OOOOO

O

OOOO

O

O

OOOOOO

Chi

O O O O O O

Willpower

O O O

Health

O O O OO OO OO

Health

OO OO OO OO OO OO

Maneuver Spd Dam Mov Special

Jab 6 4 2

Strong 4 6 2

Fierce 3 8 1

Short 5 5 2

Forward 4 7 1

Roundhouse 2 9 1

Block 8 - - Abort, +2 Spd

Grab 4 7 1

Movement 7 - 5

Jump 7 - 2 Aerial, Abort

Sonic Boom 0 12 - 1 Chi, Range 5

Zen No Mind - - - 1 WP, choice 3 cards and use one of them at the end of the turn

Dislocate Limb 3 8 3 Grab, target can only throw kicks or has -3 Spd until realocate his arm

Maka Wara - 5 - Dmg when blocking

Combos: Block to Dislocate Limb, Dislocate Limb to Dislocate Limb, Jump to Dislocate Limb

Maneuver Spd Dam Mov Special

Jab

Strong

Fierce

Short 5 8 4

Forward 4 10 3

Roundhouse 2 12 3

Block 8 - - Abort, +2 Spd

Grab 4 8 1

Movement 7 - 7

Jump 7 - 4 Aerial, Abort

Double-Hit Kick 2 9 3 Roll twice against standing target

Dislocate Limb 3 9 5 Grab, target can only throw kicks or has -3 Spd until realocate his arm

Grappling Defense

8 - 3 Soak Grabs using Grab

Stepping Front Kick

4 9 5 1 WP, enter in the target’s hex, hit, knock back and roll the 2nd dmg

Combos: Dislocate Limb to Double-Hit Kick (dizzy), Dislocate Limb to

Stepping Front Kick (dizzy)

Chapter 2 – Circuit Fighters

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Page 98: dreamcloud.academy Fighter - Circuit Guide.pdf2 CREDITS Written by: Eric “Musashi” Souza and Gabriel Tabatcheik. Professions revised by: Odmir Fortes. Cover art: Daigo Ikeno (Capcom)

SILAT A SILAT B

Rank 7 Rank 7

Strength

Dexterity

Stamina

O

O

Perception

Intelligence

Wits

OOOO

O

Strength

Dexterity

Stamina

O

O

Perception

Intelligence

Wits

O

OOO

Punch

Kick

Block

Grab

Athletics

Focus

OOOOOO

O

OO

OO

O

Chi

OO OO O

Willpower

OO OO O

Punch

Kick

Block

Grab

Athletics

Focus

OO

OO

O

OOOOOO

Chi

O O O O

Willpower

O O

Health

OO OO OO

Health

OO OO OO

Maneuver Spd Dam Mov Special

Jab 7 4 3

Strong 5 6 3

Fierce 4 8 2

Short 6 9 3

Forward 5 11 2

Roundhouse 3 13 2

Block 9 - - Abort, +2 Spd

Grab 5 7 1

Movement 8 - 6

Jump 8 - 3 Aerial, Abort

Sonic Boom 1 13 - 1 Chi, Range 8

Zen No Mind - - - 1 WP, choice 3 cards and use one of them at the end of the turn

Dislocate Limb 4 8 4 Grab, target can only throw kicks or has -3 Spd until realocate his arm

Maka Wara - 5 - Dmg when blocking

Dragon Kick 4 15 1 1 Chi, 1 WP, Aerial, knock back 1 hex, knockdown, Roll twice if don’t move

Kippup - - -

Combos: Block to Dislocate Limb, Dislocate Limb to Dislocate Limb, Jump to Dislocate Limb, Block to Dragon Kick, Dislocate Limb to Dragon Kick, Sonic Boom to Dragon Kick

Maneuver Spd Dam Mov Special

Jab 7 6 4

Strong 5 8 4

Fierce 4 10 3

Short 6 9 4

Forward 5 11 3

Roundhouse 3 13 3

Block 9 - - Abort, +2 Spd

Grab 5 9 1

Movement 8 - 7

Jump 8 - 4 Aerial, Abort

Double-Hit Kick 3 10 3 Roll twice against standing target

Dislocate Limb 4 10 5 Grab, target can only throw kicks or has -3 Spd until realocate his arm

Grappling Defense

9 - 3 Soak Grabs using Grab

Stepping Front Kick

5 10 5 1 WP, enter in the target’s hex, hit, knock back and roll the 2nd dmg

Iron Claw 6 13 1 1 WP, Sustained Hold

Lightning Leg 3 10 - 1 WP, Roll 3 times

Combos: Dislocate Limb to Double-Hit Kick (dizzy), Dislocate Limb to

Stepping Front Kick (dizzy), Block to Iron Claw

Chapter 2 – Circuit Fighters

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Page 99: dreamcloud.academy Fighter - Circuit Guide.pdf2 CREDITS Written by: Eric “Musashi” Souza and Gabriel Tabatcheik. Professions revised by: Odmir Fortes. Cover art: Daigo Ikeno (Capcom)

SOUL POWER Schools: for being a style created only recently, there are no schools or academies. All of its practitioners are a few disciples hand-picked by Rose, the world's greatest master in Soul Power - or a few Kabaddi masters, who also know maneuvers of this Style. Members: lately Rose has been struggling to travel the world and find other psychics like her to train them in person. Attention: to be a student of Soul Power, it is necessary to have Sensei 5 (Rose or a great master of Kabaddi) as Background Concepts: monk, mystic, scholar of the occult, paranormal, witch. Quote: “If yor seek maximum power at any cost, seek out Shadaloo and learn Ler Drit, but if yor want to preserve your soul, then come with me ...”

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Page 100: dreamcloud.academy Fighter - Circuit Guide.pdf2 CREDITS Written by: Eric “Musashi” Souza and Gabriel Tabatcheik. Professions revised by: Odmir Fortes. Cover art: Daigo Ikeno (Capcom)

SOUL POWER A SOUL POWER B

Rank 1 Rank 1

Strength

Dexterity

Stamina

OOOOO

OOOOO

O

Perception

Intelligence

Wits

OOOO

O

O

Strength

Dexterity

Stamina

OOO

O

OO

Perception

Intelligence

Wits

OO

OOO

OO

Punch

Kick

Block

Grab

Athletics

Focus

OOOOOOOO

OOOOO

OOOOOO

OOOOOOOO

OO

OO

Chi

OO OO OO OO O

Willpower

OO OO OO OO OO OO O

Punch

Kick

Block

Grab

Athletics

Focus

OOOOO

OO

OOOO

OOOOOOOO

OO

OOOOOO

Chi

OO OO OO OO O

Willpower

OO OO OO OO OO OO O

Health

OO OO OO OO OO OO OO OO OO

Health

OO OO OO OO OO OO OO OO OO

Maneuver Spd Dam Mov Special

Jab

Strong

Fierce

Short 3 3 3

Forward 2 5 2

Roundhouse 0 7 2

Block 6 - - Abort, +2 Spd

Grab

Movement 5 - 6

Jump 5 - 3 Aerial, Abort

Fireball 2 9 - 1 Chi, Range 7

Regeneration 4 - - 1 Chi per Health

Combos: Jump to Fireball, Movement to Fireball

Maneuver Spd Dam Mov Special

Jab

Strong

Fierce

Short 5 6 3

Forward 4 8 2

Roundhouse 2 10 2

Block 8 - - Abort, +2 Spd

Grab

Movement 7 - 6

Jump 7 - 3 Aerial, Abort

Slide Kick 3 9 4 Knockdown

Flying Body Spear

4 9 4 1 WP, Aerial, Dodge projectiles

Combos: Flying Body Spear to Forward (dizzy)

Chapter 2 – Circuit Fighters

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Page 101: dreamcloud.academy Fighter - Circuit Guide.pdf2 CREDITS Written by: Eric “Musashi” Souza and Gabriel Tabatcheik. Professions revised by: Odmir Fortes. Cover art: Daigo Ikeno (Capcom)

SOUL POWER A SOUL POWER B

Rank 4 Rank 4

Strength

Dexterity

Stamina

OOOOO

OOOOO

Perception

Intelligence

Wits

OOOO

Strength

Dexterity

Stamina

O

O

O

Perception

Intelligence

Wits

OO

OOO

O

Punch

Kick

Block

Grab

Athletics

Focus

OOOOOO

OOOOO

O

OOOOOOOO

O

O

Chi

OO OO OO O

Willpower

OO OO OO OO O

Punch

Kick

Block

Grab

Athletics

Focus

OOOOO

OOO

OOOO

OOOOOOOO

OOO

O

Chi

O O O O O

Willpower

OO OO OO O

Health

OO OO OO OO OO OO

Health

OO OO OO OO OO OO

Maneuver Spd Dam Mov Special

Jab 4 2 4

Strong 2 4 4

Fierce 1 6 3

Short 3 3 4

Forward 2 5 3

Roundhouse 0 7 3

Block 6 - - Abort, +2 Spd

Grab

Movement 5 - 7

Jump 5 - 4 Aerial, Abort

Fireball 3 11 - 1 Chi, Range 9

Regeneration 5 - - 1 Chi per Health

Backflip 5 - 6 1 WP, can’t be hit during the move

Flying Fireball 3 11 4 1 Chi, 1 WP, Range 9, target don’t dodge with Aerial

Combos: Jump to Fireball, Movement to Fireball, Backflip to Fireball, Block to Fireball

Maneuver Spd Dam Mov Special

Jab 6 5 3

Strong 4 7 3

Fierce 3 9 2

Short 5 7 3

Forward 4 9 2

Roundhouse 2 11 2

Block 8 - - Abort, +2 Spd

Grab

Movement 7 - 6

Jump 7 - 3 Aerial, Abort

Slide Kick 3 10 4 Knockdown

Flying Body Spear

4 10 4 1 WP, Aerial, Dodge projectiles

Backflip 7 - 5 1 WP, can’t be hit during the move

Handstand Kick 3 11 1 Knockdown in Aerials

Chi Kung Healing

3 - 3 1 Chi/Health

Combos: Flying Body Spear to Forward (dizzy), Slide Kick to

Handstand Kick

Chapter 2 – Circuit Fighters

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Page 102: dreamcloud.academy Fighter - Circuit Guide.pdf2 CREDITS Written by: Eric “Musashi” Souza and Gabriel Tabatcheik. Professions revised by: Odmir Fortes. Cover art: Daigo Ikeno (Capcom)

SOUL POWER A SOUL POWER B

Rank 7 Rank 7

Strength

Dexterity

Stamina

OOOOO

O

Perception

Intelligence

Wits

OOOO

Strength

Dexterity

Stamina

O

O

Perception

Intelligence

Wits

OO

O

O

Punch

Kick

Block

Grab

Athletics

Focus

O

OOOOO

OOOOOOOO

Chi

OO OO O

Willpower

OO OO O

Punch

Kick

Block

Grab

Athletics

Focus

O

O

O

OOOOOOOO

O

O

Chi

O O O

Willpower

OO O O

Health

OO OO OO

Health

OO OO OO

Maneuver Spd Dam Mov Special

Jab 6 5 5

Strong 4 7 5

Fierce 3 9 4

Short 5 3 5

Forward 4 5 4

Roundhouse 2 7 4

Block 8 - - Abort, +2 Spd

Grab

Movement 7 - 8

Jump 7 - 5 Aerial, Abort

Fireball 4 12 - 1 Chi, Range 11

Regeneration 6 - - 1 Chi per Health

Backflip 7 - 7 1 WP, can’t be hit during the move

Flying Fireball 4 12 5 1 Chi, 1 WP, Range 11, target don’t dodge with Aerial

Ducking Fierce 3 10 - Crouching

Repeating Fireball

4 10 - 2 Chi, Roll 5 times, Range 11

Combos: Jump to Fireball to Flying Fireball, Movement to Fireball to Flying Fireball, Repeating Fireball to Repeating Fireball (dizzy, Backflip to Fireball, Block to Fireball

Maneuver Spd Dam Mov Special

Jab 6 8 4

Strong 4 10 4

Fierce 3 12 3

Short 5 9 4

Forward 4 11 3

Roundhouse 2 13 3

Block 8 - - Abort, +2 Spd

Grab

Movement 7 - 7

Jump 7 - 4 Aerial, Abort

Slide Kick 3 12 5 Knockdown

Flying Body Spear

4 12 5 1 WP, Aerial, Dodge projectiles

Backflip 7 - 6 1 WP, can’t be hit during the move

Handstand Kick 3 13 2 Knockdown in Aerials

Chi Kung Healing

3 - 4 1 Chi/Health

Dim Mak 4 9 4

Psychic Vise 4 8 - 1 Chi, 1 WP, soaked with Int, dmg reduces Spd and WP

Combos: Flying Body Spear to Forward (dizzy), Slide Kick to

Handstand Kick, Backflip to Psychic Vise

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Page 103: dreamcloud.academy Fighter - Circuit Guide.pdf2 CREDITS Written by: Eric “Musashi” Souza and Gabriel Tabatcheik. Professions revised by: Odmir Fortes. Cover art: Daigo Ikeno (Capcom)

SUMO Schools: Most schools are located in Japan. These are the best, but not the only, schools. There are three schools located in Hawaii. One of these schools did produce a champion. Sumo is organized by a complex ranking system. Fighters are ranked in two ways: by weight and by number of tests completed. The weight portion is to ensure that smaller fighters aren't outclassed. The tests combine strict mental discipline and rigorous physical challenges. These challenges range from carrying large amounts of weight over long distances to fighting several Sumo at once. This tests the fighter's strength as well as his will. Members: Sumo Wrestling is purely dominated by large men. The larger the wrestler, the greater respect he will generally get, but this is not always the case. Concepts: Japanese traditionalists, large men Quote: “My size is my greatest weapon. You may be small and agile, but that won't stop me from crushing you.”

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Page 104: dreamcloud.academy Fighter - Circuit Guide.pdf2 CREDITS Written by: Eric “Musashi” Souza and Gabriel Tabatcheik. Professions revised by: Odmir Fortes. Cover art: Daigo Ikeno (Capcom)

SUMO A SUMO B

Rank 1 Rank 1

Strength

Dexterity

Stamina

OOO

OOO

O

Perception

Intelligence

Wits

OO

OOO

OO

Strength

Dexterity

Stamina

O

OOO

OO

Perception

Intelligence

Wits

OO

OOO

OO

Punch

Kick

Block

Grab

Athletics

Focus

OOOO

OOOOOOO

OOOOOO

OOOO

OO

OOOOOOOO

Chi

OO OO OO OO OO OO OO O

Willpower

OO OO OO O

Punch

Kick

Block

Grab

Athletics

Focus

OOOOO

OO

OOOO

OOOOOOOO

OO

OOOOOO

Chi

OO OO OO OO OO OO OO O

Willpower

OO OO OO O

Health

OO OO OO OO OO OO OO OO OO

Health

OO OO OO OO OO OO OO OO OO

Maneuver Spd Dam Mov Special

Jab 5 4 3

Strong 3 6 3

Fierce 2 8 2

Short

Forward

Roundhouse

Block 7 - - Abort, +2 Spd

Grab 3 5 1

Movement 6 - 6

Jump 3 - 3 Aerial, Abort

Bear Hug 2 8 1 Sustained Hold

Head Butt 3 8 1

Flying Head Butt

3 9 6 1 WP, Aerial, straight line

Combos: Block to Bear Hug, Flying Head Butt to Head Butt

Maneuver Spd Dam Mov Special

Jab

Strong

Fierce

Short 5 7 3

Forward 4 9 2

Roundhouse 2 11 2

Block 7 - - Abort, +2 Spd

Grab

Movement 6 - 6

Jump 6 - 3 Aerial, Abort

Foot Sweep 1 10 1 Crouching, Knockdown

Double-Hit Kick 1 8 2 Roll twice against standing target

Air Smash 2 11 2 Aerial, straight line, same hex

Combos: Air Smash to Double-Hit Kick (dizzy), Block to Foot Sweep

Chapter 2 – Circuit Fighters

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Page 105: dreamcloud.academy Fighter - Circuit Guide.pdf2 CREDITS Written by: Eric “Musashi” Souza and Gabriel Tabatcheik. Professions revised by: Odmir Fortes. Cover art: Daigo Ikeno (Capcom)

SUMO A SUMO B

Rank 4 Rank 4

Strength

Dexterity

Stamina

O

OOO

Perception

Intelligence

Wits

OO

OO

OO

Strength

Dexterity

Stamina

O

O

O

Perception

Intelligence

Wits

OO

OOO

O

Punch

Kick

Block

Grab

Athletics

Focus

OOOO

OOOOOOO

O

OOOO

O

OOOO

Chi

OO OO OO O O O O

Willpower

O O

Punch

Kick

Block

Grab

Athletics

Focus

OOOOO

O

OOOOO

O

O

OOOOOO

Chi

OO OO OO O O O O

Willpower

O O

Health

OO OO OO OO OO OO

Health

OO OO OO OO OO OO

Maneuver Spd Dam Mov Special

Jab 5 5 4

Strong 3 7 4

Fierce 2 9 3

Short

Forward

Roundhouse

Block 7 - - Abort, +2 Spd

Grab 3 6 1

Movement 6 - 7

Jump 3 - 4 Aerial, Abort

Bear Hug 2 9 1 Sustained Hold

Head Butt 3 9 1

Flying Head Butt

3 12 7 1 WP, Aerial, straight line

Maka Wara - 6 - Dmg when blocking

San He 5 - - Double soak, 1 Chi

Toughskin - - - 1 Chi, +2 Soak

Combos: Block to Bear Hug, Flying Head Butt to Head Butt, Block to Flying Head Butt

Maneuver Spd Dam Mov Special

Jab

Strong

Fierce

Short 5 8 4

Forward 4 10 3

Roundhouse 2 12 3

Block 8 - - Abort, +2 Spd

Grab 4 8 1

Movement 7 - 7

Jump 7 - 4 Aerial, Abort

Foot Sweep 2 11 2 Crouching, Knockdown

Double-Hit Kick 2 9 3 Roll twice against standing target

Air Smash 3 12 3 Aerial, straight line, same hex

Spinning Foot Sweep

2 11 - 1 WP, Crouching, knockdown, hit adj hexes

Jumping Shoulder Butt

4 11 3 Dodge projectiles, don’t hits Crouching

Knee Basher 3 12 1 Sustained Hold, knockdown at the end

Sleeper 3 11 1 1 WP, Sustained Hold, Dizzy if hold for 3 turns

Combos: Air Smash to Double-Hit Kick (dizzy), Block to Foot Sweep,

Block to Knee Basher

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SUMO A SUMO B

Rank 7 Rank 7

Strength

Dexterity

Stamina

O

OOO

Perception

Intelligence

Wits

O

OO

O

Strength

Dexterity

Stamina

O

O

Perception

Intelligence

Wits

O

OO

O

Punch

Kick

Block

Grab

Athletics

Focus

OOOOOOO

OO

OOOO

Chi

O O O O

Willpower

O O

Punch

Kick

Block

Grab

Athletics

Focus

OOOOO

O

O

OOO

Chi

O O O O

Willpower

O O

Health

OO OO OO

Health

OO OO OO

Maneuver Spd Dam Mov Special

Jab 5 8 5

Strong 3 10 5

Fierce 2 12 4

Short

Forward

Roundhouse

Block 7 - - Abort, +2 Spd

Grab 3 7 1

Movement 6 - 8

Jump 3 - 5 Aerial, Abort

Bear Hug 2 10 1 Sustained Hold

Head Butt 3 12 1

Flying Head Butt

3 13 8 1 WP, Aerial, straight line

Maka Wara - 8 - Dmg when blocking

San He 5 - - Double soak, 1 Chi

Toughskin - - - 1 Chi, +2 Soak

Hundred Hand Slap

1 9 1 1 WP, Roll 3 times

Stunning Shout 6 - 3 1 Chi, Resisted WP roll, if wins, cancells the opponent move or reduces his next maneuver Spd

Combos: Block to Bear Hug, Flying Head Butt to Head Butt, Block to Flying Head Butt, Hundread Hand Slap to Head Butt (dizzy), Stunning Shout to Flying Head Butt

Maneuver Spd Dam Mov Special

Jab

Strong

Fierce

Short 6 9 4

Forward 5 11 3

Roundhouse 3 13 3

Block 9 - - Abort, +2 Spd

Grab 5 9 1

Movement 8 - 7

Jump 8 - 4 Aerial, Abort

Foot Sweep 3 12 2 Crouching, Knockdown

Double-Hit Kick 3 10 3 Roll twice against standing target

Air Smash 4 12 3 Aerial, straight line, same hex

Spinning Foot Sweep

3 12 - 1 WP, Crouching, knockdown, hit adj hexes

Jumping Shoulder Butt

5 11 3 Dodge projectiles, don’t hits Crouching

Knee Basher 4 13 1 Sustained Hold, knockdown at the end

Sleeper 4 12 1 1 WP, Sustained Hold, Dizzy if hold for 3 turns

Toughskin - - - 1 Chi, +2 Soak

San He 7 - - Double soak, 1 Chi

Face Slam 4 12 1 Grab, Knockdown Combos: Air Smash to Double-Hit Kick (dizzy), Block to Foot Sweep,

Block to Knee Basher, San He to Sleeper, Block to Sleeper

Chapter 2 – Circuit Fighters

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TAI CHI CHUAN Schools: There are schools worldwide, but they are most common in China and the United States. The basic forms are widely available on videotape, but these generally teach it as a form of exercise rather than any martial application. Members: Tai Chi Chuan may be studied by anyone of any age – training in its earliest stages is more relaxing than rigorous, and many students can benefit at this level. It is more commonly studied as just a “moving meditation”, for stress relief and limbering exercises. Concepts: Chinese immigrants, world travelers, philosophy students Quote: “If one wishes to be contracted, one must first be stretched. In order to become weak, one must first be strong. Before one can dispense, one must prosper. The sage conquers what is hard, and the weak overcomes the strong.”

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TAI CHI CHUAN A TAI CHI CHUAN B

Rank 1 Rank 1

Strength

Dexterity

Stamina

OOO

OOO

O

Perception

Intelligence

Wits

OO

OOO

OO

Strength

Dexterity

Stamina

OOO

O

OO

Perception

Intelligence

Wits

OO

OOO

OO

Punch

Kick

Block

Grab

Athletics

Focus

OOOOOOOO

OOOOOOO

OOOO

OO

OO

OOOOOOOO

Chi

OO OO OO O

Willpower

OO OO OO OO OO OO OO O

Punch

Kick

Block

Grab

Athletics

Focus

OOOOO

OOOOOOOO

OO

OOOO

OOOOOO

OOO

Chi

OO OO OO O

Willpower

OO OO OO OO OO OO OO O

Health

OO OO OO OO OO OO OO OO OO

Health

OO OO OO OO OO OO OO OO OO

Maneuver Spd Dam Mov Special

Jab

Strong

Fierce

Short

Forward

Roundhouse

Block 7 - - Abort, +2 Spd

Grab 3 6 1

Movement 6 - 6

Jump 6 - 3 Aerial, Abort

Pin 2 8/6 4/0 Sustained Hold, target must be knocked down or dizzy, +3 Strength to hold, minimum 2 dmg to hold, 1 WP

Improved Pin 3 8/7 4/2 Sustained Hold, Catch in adj hexes, +3 Strength to hold, minimum 2 dmg to hold, 1 WP

Combos: Jump to Improved Pin

Maneuver Spd Dam Mov Special

Jab

Strong

Fierce

Short

Forward

Roundhouse

Block 8 - - Abort, +2 Spd

Grab 4 5 1

Movement 7 - 4

Jump 7 - 1 Aerial, Abort

San He 6 - - Double soak, 1 Chi

Throw 2 7 1 Grab, throw Strength hexes, Knockdown

Back Roll Throw 3 9 1 Grab, throw Strength + Kick hexes, Knockdown

Combos: Block to Back Roll Throw, San He to Back Roll Throw

Chapter 2 – Circuit Fighters

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Page 109: dreamcloud.academy Fighter - Circuit Guide.pdf2 CREDITS Written by: Eric “Musashi” Souza and Gabriel Tabatcheik. Professions revised by: Odmir Fortes. Cover art: Daigo Ikeno (Capcom)

TAI CHI CHUAN A TAI CHI CHUAN B

Rank 4 Rank 4

Strength

Dexterity

Stamina

O

O

O

Perception

Intelligence

Wits

OO

OO

OO

Strength

Dexterity

Stamina

OOO

O

Perception

Intelligence

Wits

OO

OOO

O

Punch

Kick

Block

Grab

Athletics

Focus

OOOOOOOO

OOOOOOO

OO

O

O

OO

Chi

OO OO OO O

Willpower

OO OO OO OO O

Punch

Kick

Block

Grab

Athletics

Focus

OOOOO

OOOOOOOO

O

O

OOOO

O

Chi

OO OO OO O

Willpower

OO OO OO OO O

Health

OO OO OO OO OO OO

Health

OO OO OO OO OO OO

Maneuver Spd Dam Mov Special

Jab

Strong

Fierce

Short

Forward

Roundhouse

Block 8 - - Abort, +2 Spd

Grab 4 8 1

Movement 7 - 7

Jump 7 - 4 Aerial, Abort

Pin 3 10/8 5/0 Sustained Hold, target must be knocked down or dizzy, +3 Strength to hold, minimum 2 dmg to hold, 1 WP

Improved Pin 4 10/9 5/2 Sustained Hold, Catch in adj hexes, +3 Strength to hold, minimum 2 dmg to hold, 1 WP

Breakfall - - -

Punch Defense 8 - - +4 Soak against Punches, -2 against other Techniques

Kick Defense 8 - - +4 Soak against Kicks, -2 against other Techniques

Zen No Mind - - - 1 WP, choice 3 cards and use one of them at the end of the turn

Grappling Defense

8 - 3 Soak Grabs using Grab

Combos: Jump to Improved Pin, Improved Pin to Improved Pin

Maneuver Spd Dam Mov Special

Jab

Strong

Fierce

Short

Forward

Roundhouse

Block 9 - - Abort, +2 Spd

Grab 5 7 1

Movement 8 - 5

Jump 8 - 2 Aerial, Abort

San He 7 - - Double soak, 1 Chi

Throw 3 9 1 Grab, throw Strength hexes, Knockdown

Back Roll Throw 4 11 1 Grab, throw Strength + Kick hexes, Knockdown

Air Throw 7 12 2 1 WP, Aerial, Grab, Knockdown, Must interrupt in the air

Breakfall - - -

Disengage 6 - 0 Dexterity x Strength to break a Sustained Hold

Kippup - - -

Zen no Mind - - - 1 WP, choice 3 cards and use one of them at the end of the turn

Combos: Block to Back Roll Throw, San He to Back Roll Throw

Chapter 2 – Circuit Fighters

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Page 110: dreamcloud.academy Fighter - Circuit Guide.pdf2 CREDITS Written by: Eric “Musashi” Souza and Gabriel Tabatcheik. Professions revised by: Odmir Fortes. Cover art: Daigo Ikeno (Capcom)

TAI CHI CHUAN A TAI CHI CHUAN B

Rank 7 Rank 7

Strength

Dexterity

Stamina

O

O

Perception

Intelligence

Wits

O

OO

O

Strength

Dexterity

Stamina

OOO

Perception

Intelligence

Wits

OO

OOOO

Punch

Kick

Block

Grab

Athletics

Focus

O

OOOOOOO

O

O

O

O

Chi

OO OO O

Willpower

OO OO O

Punch

Kick

Block

Grab

Athletics

Focus

OOOOO

OOOOOOOO

O

Chi

OO O

Willpower

OO OO OO O

Health

OO OO OO

Health

OO OO OO

Maneuver Spd Dam Mov Special

Jab 7 7 4

Strong 5 9 4

Fierce 4 11 3

Short

Forward

Roundhouse

Block 9 - - Abort, +2 Spd

Grab 5 8 1

Movement 7 - 7

Jump 7 - 4 Aerial, Abort

Pin 3 10/8 5/0 Sustained Hold, target must be knocked down or dizzy, +3 Strength to hold, minimum 2 dmg to hold, 1 WP

Improved Pin 4 10/9 5/2 Sustained Hold, Catch in adj hexes, +3 Strength to hold, minimum 2 dmg to hold, 1 WP

Breakfall - - -

Punch Defense 8 - - +4 Soak against Punches, -2 against other Techniques

Kick Defense 8 - - +4 Soak against Kicks, -2 against other Techniques

Zen No Mind - - - 1 WP, choice 3 cards and use one of them at the end of the turn

Grappling Defense

8 - 3 Soak Grabs using Grab

Chi Kung Healing

3 - 3 1 Chi/Health

Dim Mak 5 8 4 1 Chi, can delay the damage, reduces one Physical Attribute

Combos: Jump to Improved Pin, Improved Pin to Improved Pin, Grappling Defense to Improved Pin, Kick Defense to Dim Mak, Punch Defense to Dim Mak

Maneuver Spd Dam Mov Special

Jab

Strong

Fierce

Short

Forward

Roundhouse

Block 9 - - Abort, +2 Spd

Grab 5 7 1

Movement 8 - 7

Jump 8 - 4 Aerial, Abort

San He 7 - - Double soak, 1 Chi

Throw 3 9 1 Grab, throw Strength hexes, Knockdown

Back Roll Throw 4 11 1 Grab, throw Strength + Kick hexes, Knockdown

Air Throw 7 12 4 1 WP, Aerial, Grab, Knockdown, Must interrupt in the air

Breakfall - - -

Disengage 6 - 2 Dexterity x Strength to break a Sustained Hold

Kippup - - -

Zen no Mind - - - 1 WP, choice 3 cards and use one of them at the end of the turn

Chi Kung Healing

5 - 3 1 Chi/Health

Chi Push 3 15 - 2 Chi, +1 Chi for +1dmg, -2 dmg for +1 Range, -1 dmg to knock back, +1 Soak for 2 Chi spend (target)

Combos: Block to Back Roll Throw, San He to Back Roll Throw,

Block to Chi Push, Disengage to Chi Push

Chapter 2 – Circuit Fighters

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Page 111: dreamcloud.academy Fighter - Circuit Guide.pdf2 CREDITS Written by: Eric “Musashi” Souza and Gabriel Tabatcheik. Professions revised by: Odmir Fortes. Cover art: Daigo Ikeno (Capcom)

WU SHU Schools: There are Wu Shu schools in nearly every country, although the best are in China. They are usually found in areas with many gymnastics or acrobatics schools. Teachers of Wu Shu are nearly as strict as drill instructors. They expect students to perform well beyond their potential. Students who fail to pull their own weight are usually asked to stop attending classes. Members: Wu Shu has more female practitioners than males, but this is usually because of the larger number of women in acrobatics. Men can also learn Wu Shu. Concepts: Circus acrobat, gymnast, dancer, performer in the Peking Circus Quote: “I am not just a fighter; I am also an artist. It is important that my attacks be perfect; one error, and my opponent has won.”

Chapter 2 – Circuit Fighters

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Page 112: dreamcloud.academy Fighter - Circuit Guide.pdf2 CREDITS Written by: Eric “Musashi” Souza and Gabriel Tabatcheik. Professions revised by: Odmir Fortes. Cover art: Daigo Ikeno (Capcom)

WU SHU A WU SHU B

Rank 1 Rank 1

Strength

Dexterity

Stamina

OOO

O

OO

Perception

Intelligence

Wits

OOOO

OOO

O

Strength

Dexterity

Stamina

OOO

O

OO

Perception

Intelligence

Wits

OO

OOO

OO

Punch

Kick

Block

Grab

Athletics

Focus

OOOOOOOO

OO

OOOO

OOOOOOOO

OO

OOOOOOOO

Chi

O O O OO OO OO O

Willpower

OO OO OO OO O

Punch

Kick

Block

Grab

Athletics

Focus

OOOO

OOOOOO

OO

OOOOOOOO

OO

OOOOOOOO

Chi

O O O OO OO OO O

Willpower

OO OO OO OO O

Health

OO OO OO OO OO OO OO OO OO

Health

OO OO OO OO OO OO OO OO OO

Maneuver Spd Dam Mov Special

Jab

Strong

Fierce

Short 5 6 3

Forward 4 8 2

Roundhouse 2 10 2

Block 8 - - Abort, +2 Spd

Grab

Movement 7 - 6

Jump 7 - 3 Aerial, Abort

Backflip Kick 4 8 2 Hit and move back

Forward Flip Knee

2 10 2 Aerial, target at the same or adj hex, jump over him, he can lost his move if interrupted

Combos: Jump to Forward Flip Knee to Forward Flip Knee

Maneuver Spd Dam Mov Special

Jab 6 3 3

Strong 4 5 3

Fierce 3 7 2

Short 5 4 3

Forward 4 6 2

Roundhouse 2 8 2

Block 8 - - Abort, +2 Spd

Grab

Movement 7 - 6

Jump 7 - 3 Aerial, Abort

Rolling Attack 4 9 7 1 WP, Aerial, straight line, stop at the 1st hex occupied, hit and move back 2 hexes

Vertical Rolling Attack

4 9 3 1 WP, Aerial, Dodge projectiles, Knockdown in Aerials

Combos: Jump to Vertical Rolling Attack

Chapter 2 – Circuit Fighters

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Page 113: dreamcloud.academy Fighter - Circuit Guide.pdf2 CREDITS Written by: Eric “Musashi” Souza and Gabriel Tabatcheik. Professions revised by: Odmir Fortes. Cover art: Daigo Ikeno (Capcom)

WU SHU A WU SHU B

Rank 4 Rank 4

Strength

Dexterity

Stamina

OOO

O

Perception

Intelligence

Wits

OOOO

OOO

Strength

Dexterity

Stamina

OOO

O

Perception

Intelligence

Wits

OO

OOO

O

Punch

Kick

Block

Grab

Athletics

Focus

OOOOOOOO

O

O

OOOO

O

OOOOOOOO

Chi

O O O OO OO OO O

Willpower

OO O

Punch

Kick

Block

Grab

Athletics

Focus

OO

OO

O

OOOOOOOO

O

OOOOOOOO

Chi

O O O OO OO OO O

Willpower

OO O

Health

OO OO OO OO OO OO

Health

OO OO OO OO OO OO

Maneuver Spd Dam Mov Special

Jab

Strong

Fierce

Short 6 7 4

Forward 5 9 3

Roundhouse 3 11 3

Block 9 - - Abort, +2 Spd

Grab 5 5 1

Movement 8 - 7

Jump 8 - 4 Aerial, Abort

Backflip Kick 5 9 2 Hit and move back

Forward Flip Knee

3 11 2 Aerial, target at the same or adj hex, jump over him, he can lost his move if interrupted

Flying Thrust Kick

5 13 2 1 WP, Aerial, knock back 1 hex, knockdown in Aerials

Forward Backflip Kick

7 8 2 1 WP, Roll twice in Aerials

Combos: Jump to Forward Flip Knee to Forward Flip Knee, Forward Backflip Kick to Forward Backflip Kick (dizzy), Forward Backflip Kick to Flying Thrust Kick (dizzy)

Maneuver Spd Dam Mov Special

Jab 7 5 4

Strong 5 7 4

Fierce 4 9 3

Short 6 6 4

Forward 5 8 3

Roundhouse 3 10 3

Block 9 - - Abort, +2 Spd

Grab

Movement 8 - 7

Jump 8 - 4 Aerial, Abort

Rolling Attack 5 11 8 1 WP, Aerial, straight line, stop at the 1st hex occupied, hit and move back 2 hexes

Vertical Rolling Attack

5 11 4 1 WP, Aerial, Dodge projectiles, Knockdown in Aerials

Spinning Back Fist

4 8 5

Spinning Knuckle

4 7 7 1 WP, Dodge projectiles, Roll twice

Kippup - - -

Combos: Jump to Vertical Rolling Attack, Block to Rolling Attack to

Spinning Knuckle (dizzy)

Chapter 2 – Circuit Fighters

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Page 114: dreamcloud.academy Fighter - Circuit Guide.pdf2 CREDITS Written by: Eric “Musashi” Souza and Gabriel Tabatcheik. Professions revised by: Odmir Fortes. Cover art: Daigo Ikeno (Capcom)

WU SHU A WU SHU B

Rank 7 Rank 7

Strength

Dexterity

Stamina

OOO

O

Perception

Intelligence

Wits

O

OOO

Strength

Dexterity

Stamina

O

O

Perception

Intelligence

Wits

O

OO

O

Punch

Kick

Block

Grab

Athletics

Focus

OOOOOOOO

OOOOOOOO

Chi

O O O O

Willpower

O O

Punch

Kick

Block

Grab

Athletics

Focus

OO

OOOOOOOO

OOOOOOOO

Chi

O O O O

Willpower

O O

Health

OO OO OO

Health

OO OO OO

Maneuver Spd Dam Mov Special

Jab

Strong

Fierce

Short 7 8 5

Forward 6 10 4

Roundhouse 4 12 4

Block 10 - - Abort, +2 Spd

Grab 6 8 1

Movement 9 - 8

Jump 9 - 5 Aerial, Abort

Backflip Kick 6 10 2 Hit and move back

Forward Flip Knee

4 12 2 Aerial, target at the same or adj hex, jump over him, he can lost his move if interrupted

Flying Thrust Kick

6 14 3 1 WP, Aerial, knock back 1 hex, knockdown in Aerials

Forward Backflip Kick

8 9 2 1 WP, Roll twice in Aerials

Flying Tackle 5 8 7 Grab, Knockdown in both, +2 Spd to next grab

Kippup - - -

Pin 5 10/8 6/0 Sustained Hold, target must be knocked down or dizzy, +3 Strength to hold, minimum 2 dmg to hold, 1 WP

Combos: Jump to Forward Flip Knee to Forward Flip Knee, Forward Backflip Kick to Forward Backflip Kick (dizzy), Forward Backflip Kick to Flying Thrust Kick (dizzy), Jump to Flying Tackle to Pin, Jump to Flying Thrust Kick

Maneuver Spd Dam Mov Special

Jab 7 8 6

Strong 5 10 6

Fierce 4 12 5

Short 6 9 6

Forward 5 11 5

Roundhouse 3 13 5

Block 9 - - Abort, +2 Spd

Grab

Movement 8 - 9

Jump 8 - 6 Aerial, Abort

Rolling Attack 5 13 10 1 WP, Aerial, straight line, stop at the 1st hex occupied, hit and move back 2 hexes

Vertical Rolling Attack

5 13 6 1 WP, Aerial, Dodge projectiles, Knockdown in Aerials

Spinning Back Fist

4 11 7

Spinning Knuckle

4 10 9 1 WP, Dodge projectiles, Roll twice

Kippup - - -

Whirlwind Kick 3 9 5 2 WP, Aerial, hit and knock back adj hexes

Flying Heel Stomp

5 11 8 1 WP, Aerial, straight line, hit and move

Combos: Jump to Vertical Rolling Attack, Block to Rolling Attack to

Spinning Knuckle (dizzy), Block to Whirlwind Kick (dizzy)

Chapter 2 – Circuit Fighters

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Page 115: dreamcloud.academy Fighter - Circuit Guide.pdf2 CREDITS Written by: Eric “Musashi” Souza and Gabriel Tabatcheik. Professions revised by: Odmir Fortes. Cover art: Daigo Ikeno (Capcom)

Chapter 3:

ANIMAL HYBRIDS No one really knows what lives in the wild areas of orr planet. Strange stories occasionally filter back to civilization – tales of weird creatures stalking through the untamed wilderness. For millennia, these stories have been myths and little more. Recently, however, a few of these half-man/half-animals have emerged from their lairs to enter the civilized world. Rarely is such an immigration successful, for most of these hybrids have difficulty controlling their animal sides and just can't adapt to human society. Accordingly, they shun large cities, living on the outskirts of the wilds that spawned them. Many hybrids are attracted to the inherent violence of the Street Fighter circuit. Here they find a place where they can vent their anger and frustration. Here they find something they understand: the strong triumphing while the weak are cast down in defeat. Only in the arena can a hybrid let loose without breaking the weak humans around him.

Chapter 3 – Unique Fighters

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HYBRID A – SANBO (BEAR) HYBRID B – WU SHU (QUICK MAMMAL)

Rank 1 Rank 1

Strength

Dexterity

Stamina

OOOOO

O

Perception

Intelligence

Wits

OOOO

OOO

OO

Strength

Dexterity

Stamina

OOO

OO

Perception

Intelligence

Wits

OOOO

OOO

OO

Punch

Kick

Block

Grab

Athletics

Focus

A. Hybrid

OOOOOOOO

OOOOOOOO

OO

OO

OO

OOOOOOOO

OO

Chi

OO O O O OO OO OO O

Willpower

OO OO OO O

Punch

Kick

Block

Grab

Athletics

Focus

A. Hybrid

OOOOOO

OO

OO

OOOOOOOO

OO

OOOOOOOO

OOOO

Chi

O O O OO OO OO O

Willpower

OO OO OO OO O

Health

OO OO OO OO OO OO OO OO OO

Health

OO OO OO OO OO OO OO OO OO

Maneuver Spd Dam Mov Special

Jab

Strong

Fierce

Short

Forward

Roundhouse

Block 6 - - Abort, +2 Spd

Grab 2 9 1

Movement 5 - 6

Jump 5 - 3 Aerial, Abort

Bite 3 11 2

Claw 1 12 3

Bear Hug 1 12 1 Sustained Hold

Suplex 2 11 1 Grab, Knockdown

Head Bite 3 12 1 Sustained Hold

Combos: Bite to Suplex to Head Bite

Maneuver Spd Dam Mov Special

Jab

Strong

Fierce

Short 7 6 3

Forward 6 8 2

Roundhouse 4 10 2

Block 10 - - Abort, +2 Spd

Grab

Movement 9 - 6

Jump 9 - 3 Aerial, Abort

Claw 5 8 3

Tail Slash 5 7 4

Upper Tail Strike

7 9 4 Knockdown in Aerials

Pounce 5 8 7 1 WP, Aerial, Dodge projectiles

Combos: Pounce to Upper Tail Strike

Chapter 3 – Unique Fighters

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Page 117: dreamcloud.academy Fighter - Circuit Guide.pdf2 CREDITS Written by: Eric “Musashi” Souza and Gabriel Tabatcheik. Professions revised by: Odmir Fortes. Cover art: Daigo Ikeno (Capcom)

HYBRID A – SANBO (BEAR) HYBRID B – WU SHU (QUICK MAMMAL)

Rank 4 Rank 4

Strength

Dexterity

Stamina

OOO

Perception

Intelligence

Wits

OO

OOO

OO

Strength

Dexterity

Stamina

O

O

Perception

Intelligence

Wits

OOOO

OOO

O

Punch

Kick

Block

Grab

Athletics

Focus

A. Hybrid

OOOOOOOO

OOOOOOOO

O

O

O

OO

OO

Chi

OO OO OO O O O O

Willpower

O O

Punch

Kick

Block

Grab

Athletics

Focus

A. Hybrid

OO

O

O

OOOOOOOO

O

OOOOOOOO

OOOO

Chi

O O O OO OO OO O

Willpower

OO O

Health

OO OO OO OO OO OO

Health

OO OO OO OO OO OO

Maneuver Spd Dam Mov Special

Jab

Strong

Fierce

Short

Forward

Roundhouse

Block 7 - - Abort, +2 Spd

Grab 3 10 1

Movement 6 - 7

Jump 6 - 4 Aerial, Abort

Bite 4 11 3

Claw 2 12 4

Bear Hug 2 13 1 Sustained Hold

Suplex 3 12 1 Grab, Knockdown

Back Breaker 2 13 1 Grab, knockdown

Siberian Bear Crusher

3 13 5 1 WP, Grab, move up to 3 hexes, knockdown

Toughskin - - - 1 Chi, +2 Soak

Head Bite 4 13 1 Sustained Hold

Combos: Bite to Suplex to Head Bite

Maneuver Spd Dam Mov Special

Jab 8 6 4

Strong 6 8 4

Fierce 3 10 3

Short 7 8 4

Forward 6 10 3

Roundhouse 4 12 3

Block 10 - - Abort, +2 Spd

Grab

Movement 9 - 7

Jump 9 - 4 Aerial, Abort

Claw 5 9 4

Tail Slash 5 8 5

Tail Sweep 5 9 - Crouching, Knockdown, hit all adj hexes, 1 WP

Typhoon Tail 4 13/10 5 1 Chi, 1 WP, 1st dmg in target hex, knocking him back; 2nd dmg in adj hexes, Aerial

Pounce 5 9 8 1 WP, Aerial, Dodge projectiles

Upper Tail Strike

7 10 5 Knockdown in Aerials

Dragon’s Tail 5 12 2 Knockdown in Aerials, knock back standing target

Combos: Pounce to Upper Tail Strike, Block to Dragon’s Tail

Chapter 3 – Unique Fighters

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Page 118: dreamcloud.academy Fighter - Circuit Guide.pdf2 CREDITS Written by: Eric “Musashi” Souza and Gabriel Tabatcheik. Professions revised by: Odmir Fortes. Cover art: Daigo Ikeno (Capcom)

HYBRID A – SANBO (BEAR) HYBRID B – WU SHU (QUICK MAMMAL)

Rank 7 Rank 7

Strength

Dexterity

Stamina

OOO

Perception

Intelligence

Wits

OOO

OO

Strength

Dexterity

Stamina

O

Perception

Intelligence

Wits

OOOO

OO

Punch

Kick

Block

Grab

Athletics

Focus

Animal Hybrid

OOOOOO

OOOO

OO

OO

Chi

OO OO OO O

Willpower

OO O

Punch

Kick

Block

Grab

Athletics

Focus

Animal Hybrid

OO

O

OOOOOOOO

O

O

OOOO

Chi

OO OO OO O

Willpower

OO O

Health

OO OO OO

Health

OO OO OO

Maneuver Spd Dam Mov Special

Jab 5 6 5

Strong 3 8 5

Fierce 2 10 4

Short 4 8 5

Forward 3 10 4

Roundhouse 1 12 4

Block 7 - - Abort, +2 Spd

Grab 3 11 1

Movement 6 - 8

Jump 6 - 5 Aerial, Abort

Bite 4 11 4

Claw 2 12 5

Bear Hug 2 13 1 Sustained Hold

Suplex 3 13 1 Grab, Knockdown

Back Breaker 2 14 1 Grab, knockdown

Siberian Bear Crusher

3 14 6 1 WP, Grab, move up to 3 hexes, knockdown

Toughskin - - - 1 Chi, +2 Soak

Head Bite 4 14 1 Sustained Hold

Drunken Monkey Roll

6 - 7 Crouching, Dodge projectiles

Siberian Suplex 3 13 1 1 WP, Roll twice, both move 1 hex

Combos: Bite to Suplex to Head Bite, Drunken Monkey Roll to Head Bite, Siberian Bear Crusher to Siberian Suplex to Head Bite, Siberian Bear Crusher to Head Bite

Maneuver Spd Dam Mov Special

Jab 8 8 4

Strong 6 10 4

Fierce 3 12 3

Short 7 10 4

Forward 6 12 3

Roundhouse 4 14 3

Block 10 - - Abort, +2 Spd

Grab

Movement 9 - 7

Jump 9 - 4 Aerial, Abort

Claw 5 10 4

Tail Slash 5 9 5

Tail Sweep 5 10 - Crouching, Knockdown, hit all adj hexes, 1 WP

Typhoon Tail 4 14/11 5 1 Chi, 1 WP, 1st dmg in target hex, knocking him back; 2nd dmg in adj hexes, Aerial

Pounce 5 10 8 1 WP, Aerial, Dodge projectiles

Upper Tail Strike

7 11 5 Knockdown in Aerials

Dragon’s Tail 5 13 2 Knockdown in Aerials, knock back standing target

Fireball 3 9 - 1 Chi, Range 9

Flying Fireball 3 9 4 1 Chi, 1 WP, Range 9, target don’t dodge with Aerial

Combos: Pounce to Upper Tail Strike, Block to Dragon’s Tail, Flying

Fireball to Pounce (dizzy), Block to Tail Sweep

Chapter 3 – Unique Fighters

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Page 119: dreamcloud.academy Fighter - Circuit Guide.pdf2 CREDITS Written by: Eric “Musashi” Souza and Gabriel Tabatcheik. Professions revised by: Odmir Fortes. Cover art: Daigo Ikeno (Capcom)

HYBRID C – SHOTOKAN KARATE (LIZARD) HYBRID D – KUNG FU (FELINE)

Rank 1 Rank 1

Strength

Dexterity

Stamina

OO

OO

O

Perception

Intelligence

Wits

OOOO

OOO

OO

Strength

Dexterity

Stamina

OOO

OO

Perception

Intelligence

Wits

OOOO

OOO

OO

Punch

Kick

Block

Grab

Athletics

Focus

Animal Hybrid

OOOOO

OOOOOOOO

OO

OO

OO

OOOOOOOO

Chi

O O O OO OO OO O

Willpower

OO OO OO OO O

Punch

Kick

Block

Grab

Athletics

Focus

Animal Hybrid

OO

OOOOOO

OO

OOOOOOOO

OO

OOOOOOOO

OO

Chi

O O OO OO OO O

Willpower

OO OO OO OO OO O

Health

OO OO OO OO OO OO OO OO OO

Health

OO OO OO OO OO OO OO OO OO

Maneuver Spd Dam Mov Special

Jab

Strong

Fierce

Short

Forward

Roundhouse

Block 8 - - Abort, +2 Spd

Grab

Movement 7 - 6

Jump 7 - 3 Aerial, Abort

Bite 5 10 2

Tail Slash 3 10 4

Claw 3 11 3

Head Bite 5 10 1 Sustained Hold

Upper Tail Strike

5 10 5 Knockdown in Aerials

Combos: Block to Upper Tail Strike, Upper Tail Strike to Head Bite

Maneuver Spd Dam Mov Special

Jab 8 5 3

Strong 6 7 3

Fierce 5 9 2

Short

Forward

Roundhouse

Block 10 - - Abort, +2 Spd

Grab

Movement 7 - 6

Jump 7 - 3 Aerial, Abort

Claw 5 8 3

Bite 7 7 2

Punch Defense 10 - - +4 Soak against Punches, -2 against other Techniques

Deflecting Punch

8 6 - Soak against Punches

Drunken Monkey Roll

9 - 5 Crouching, Dodge projectiles

Combos: Deflecting Punch to Bite (dizzy), Drunken Monkey Roll to

Claw

Chapter 3 – Unique Fighters

117

Page 120: dreamcloud.academy Fighter - Circuit Guide.pdf2 CREDITS Written by: Eric “Musashi” Souza and Gabriel Tabatcheik. Professions revised by: Odmir Fortes. Cover art: Daigo Ikeno (Capcom)

HYBRID C – SHOTOKAN KARATE (LIZARD) HYBRID D – KUNG FU (FELINE)

Rank 4 Rank 4

Strength

Dexterity

Stamina

OO

Perception

Intelligence

Wits

OOOO

OOO

O

Strength

Dexterity

Stamina

O

O

Perception

Intelligence

Wits

OOOO

OOO

O

Punch

Kick

Block

Grab

Athletics

Focus

Animal Hybrid

OOOOO

OOOOOOOO

O

OO

O

O

Chi

O O OO OO OO O

Willpower

OO OO O

Punch

Kick

Block

Grab

Athletics

Focus

Animal Hybrid

O

OOOOOO

OO

O

O

OOOOOOOO

OO

Chi

O O OO OO OO O

Willpower

OO OO O

Health

OO OO OO OO OO OO

Health

OO OO OO OO OO OO

Maneuver Spd Dam Mov Special

Jab

Strong

Fierce

Short

Forward

Roundhouse

Block 8 - - Abort, +2 Spd

Grab 4 7 1

Movement 7 - 7

Jump 7 - 4 Aerial, Abort

Bite 5 11 3

Tail Slash 3 11 5

Claw 3 12 4

Head Bite 5 10 1 Sustained Hold

Upper Tail Strike

5 11 6 Knockdown in Aerials

Venom 5 8 3 1 Chi, -1 Spd & 1 dmg for next two turns

Acid Breath 2 9 3 1 Chi, Range 5, Dmg -3 and -6 for next two turns

Tail Sweep 3 12 - Crouching, Knockdown, hit all adj hexes, 1 WP

Combos: Block to Upper Tail Strike, Upper Tail Strike to Head Bite, Venom to Head Bite

Maneuver Spd Dam Mov Special

Jab 8 7 4

Strong 6 9 4

Fierce 5 11 3

Short

Forward

Roundhouse

Block 10 - - Abort, +2 Spd

Grab 6 8 1

Movement 7 - 7

Jump 7 - 4 Aerial, Abort

Claw 5 9 4

Bite 7 8 3

Punch Defense 10 - - +4 Soak against Punches, -2 against other Techniques

Deflecting Punch

8 8 - Soak against Punches

Drunken Monkey Roll

9 - 6 Crouching, Dodge projectiles

Ripping Bite 5 9 1 1 WP, Grab, -1 Strength and Dexterity to the target

Tearing Bite 6 12 1 1 Chi, Grab, Throw Strength -1

Jaw Spin 6 13 - 1 Chi, must receive a lower speed attack

Combos: Deflecting Punch to Bite (dizzy), Drunken Monkey Roll to

Claw, Ripping Bite to Tearing Bite

Chapter 3 – Unique Fighters

118

Page 121: dreamcloud.academy Fighter - Circuit Guide.pdf2 CREDITS Written by: Eric “Musashi” Souza and Gabriel Tabatcheik. Professions revised by: Odmir Fortes. Cover art: Daigo Ikeno (Capcom)

HYBRID C – SHOTOKAN KARATE (LIZARD) HYBRID D – KUNG FU (FELINE)

Rank 7 Rank 7

Strength

Dexterity

Stamina

Perception

Intelligence

Wits

OOOO

OO

Strength

Dexterity

Stamina

O

Perception

Intelligence

Wits

OO

OOO

Punch

Kick

Block

Grab

Athletics

Focus

Animal Hybrid

O

OOOOOOOO

O

OO

Chi

OO OO O

Willpower

OO OO O

Punch

Kick

Block

Grab

Athletics

Focus

Animal Hybrid

O

OOOOOO

O

O

O

OO

Chi

OO OO OO O

Willpower

OO O

Health

OO OO OO

Health

OO OO OO

Maneuver Spd Dam Mov Special

Jab 7 8 5

Strong 5 10 5

Fierce 4 12 4

Short

Forward

Roundhouse

Block 9 - - Abort, +2 Spd

Grab 5 8 1

Movement 8 - 7

Jump 8 - 4 Aerial, Abort

Bite 6 11 3

Tail Slash 4 11 5

Claw 4 12 4

Head Bite 6 11 1 Sustained Hold

Upper Tail Strike

6 11 6 Knockdown in Aerials

Venom 6 10 3 1 Chi, -1 Spd & 1 dmg for next two turns

Acid Breath 3 11 3 1 Chi, Range 5, Dmg -3 and -6 for next two turns

Tail Sweep 4 12 - Crouching, Knockdown, hit all adj hexes, 1 WP

Power Upppercut

4 12 1 Knockdown in Aerials

Dragon Punch 5 15 3 1 WP, Aerial, knock back 1 hex, knockdown in Aerials

Combos: Block to Upper Tail Strike, Upper Tail Strike to Head Bite, Venom to Head Bite, Acid Breath to Dragon Punch (dizzy), Venom to Upper Tail Strike (dizzy)

Maneuver Spd Dam Mov Special

Jab 8 8 5

Strong 6 10 5

Fierce 5 12 4

Short

Forward

Roundhouse

Block 10 - - Abort, +2 Spd

Grab 6 9 1

Movement 7 - 8

Jump 7 - 5 Aerial, Abort

Claw 5 10 5

Bite 7 9 4

Punch Defense 10 - - +4 Soak against Punches, -2 against other Techniques

Deflecting Punch

8 9 - Soak against Punches

Drunken Monkey Roll

9 - 7 Crouching, Dodge projectiles

Ripping Bite 5 10 1 1 WP, Grab, -1 Strength and Dexterity to the target

Tearing Bite 6 13 1 1 Chi, Grab, Throw Strength -1

Jaw Spin 6 14 - 1 Chi, must receive a lower speed attack

Balance - - - +1 Mov to Aerials

Kippup - - -

Breakfall - - -

Monkey Grab Punch

4 10 6 Ignores Blocks

Combos: Deflecting Punch to Bite (dizzy), Drunken Monkey Roll to

Claw, Ripping Bite to Tearing Bite (dizzy), Monkey Grab Punch to

Tearing Bite (dizzy)

Chapter 3 – Unique Fighters

119

Page 122: dreamcloud.academy Fighter - Circuit Guide.pdf2 CREDITS Written by: Eric “Musashi” Souza and Gabriel Tabatcheik. Professions revised by: Odmir Fortes. Cover art: Daigo Ikeno (Capcom)

HYBRID E – N. A. WRESTLING (HAWK) HYBRID F – CAPOEIRA (APE)

Rank 1 Rank 1

Strength

Dexterity

Stamina

OOOO

OOO

Perception

Intelligence

Wits

OOOO

OOO

OO

Strength

Dexterity

Stamina

OOOOOO

O

Perception

Intelligence

Wits

OOOO

OOO

OO

Punch

Kick

Block

Grab

Athletics

Focus

Animal Hybrid

OOOOOOOO

OOOOOOOO

OO

OO

OO

OOOOOOOO

OO

Chi

O O O OO OO OO O

Willpower

OO OO OO OO O

Punch

Kick

Block

Grab

Athletics

Focus

Animal Hybrid

OOOOOO

OO

OO

OOOOOOOO

OO

OOOOOOOO

OOOOOO

Chi

O O O OO OO OO O

Willpower

OO OO OO OO O

Health

OO OO OO OO OO OO OO OO OO

Health

OO OO OO OO OO OO OO OO OO

Maneuver Spd Dam Mov Special

Jab

Strong

Fierce

Short

Forward

Roundhouse

Block 10 - - Abort, +2 Spd

Grab 6 6 1

Movement 9 - 6

Jump 9 - 3 Aerial, Abort

Claw 5 9 3

Bite 7 8 2

Ripping Bite 5 8 1 1 WP, Grab, -1 Strength and Dexterity to the target

Head Bite 7 9 1 Sustained Hold

Thunderstrike 6 11 2 Enter in the target hex, hit and move

Combos: Bite to Ripping Bite, Block to Head Bite

Maneuver Spd Dam Mov Special

Jab

Strong

Fierce

Short 3 9 3

Forward 2 11 2

Roundhouse 0 13 2

Block 6 - - Abort, +2 Spd

Grab

Movement 5 - 6

Bite 3 9 2

Backflip 5 - 5 1 WP, can’t be hit during the move

Tumbling Attack 1 8 2 1 WP, straight line, same hex, hit and knock back until Move ends

Combos: Backflip to Tumbling Attack, Block to Tumbling Attack

Chapter 3 – Unique Fighters

120

Page 123: dreamcloud.academy Fighter - Circuit Guide.pdf2 CREDITS Written by: Eric “Musashi” Souza and Gabriel Tabatcheik. Professions revised by: Odmir Fortes. Cover art: Daigo Ikeno (Capcom)

HYBRID E – N. A. WRESTLING (HAWK) HYBRID F – CAPOEIRA (APE)

Rank 4 Rank 4

Strength

Dexterity

Stamina

OO

O

Perception

Intelligence

Wits

OOOO

OOO

O

Strength

Dexterity

Stamina

OOOO

Perception

Intelligence

Wits

OOOO

OOO

O

Punch

Kick

Block

Grab

Athletics

Focus

Animal Hybrid

OOOO

OOOOOOOO

OOO

OOO

O

OO

OO

Chi

O O O OO OO OO O

Willpower

OO O

Punch

Kick

Block

Grab

Athletics

Focus

Animal Hybrid

OOOOOO

O

O

OO

O

OOOOOOOO

OOOOOO

Chi

O O O OO OO OO O

Willpower

OO O

Health

OO OO OO OO OO OO

Health

OO OO OO OO OO OO

Maneuver Spd Dam Mov Special

Jab 8 5 4

Strong 6 7 4

Fierce 5 9 3

Short

Forward

Roundhouse

Block 10 - - Abort, +2 Spd

Grab 6 7 1

Movement 9 - 7

Jump 9 - 4 Aerial, Abort

Claw 5 10 4

Bite 7 9 3

Ripping Bite 5 9 1 1 WP, Grab, -1 Strength and Dexterity to the target

Head Bite 7 10 1 Sustained Hold

Thunderstrike 6 13 3 Enter in the target hex, hit and move

Throw 4 9 1 Grab, throw Strength hexes, Knockdown

Air Throw 8 12 4 1 WP, Aerial, Grab, Knockdown, Must interrupt in the air

Diving Hawk 6 13 6 1 WP, Aerial, straight line, Dodge projectiles, same hex

Combos: Bite to Ripping Bite, Block to Head Bite, Diving Hawk to Thunderstrike, Thunderstrike to Diving Hawk

Maneuver Spd Dam Mov Special

Jab

Strong

Fierce

Short 4 10 4

Forward 3 12 3

Roundhouse 1 14 3

Block 7 - - Abort, +2 Spd

Grab 3 9 1

Movement 6 - 7

Bite 4 9 3

Backflip 6 - 6 1 WP, can’t be hit during the move

Tumbling Attack 2 9 3 1 WP, straight line, same hex, hit and knock back until Move ends

Ripping Bite 2 9 1 1 WP, Grab, -1 Strength and Dexterity to the target

Tearing Bite 4 12 1 1 Chi, Grab, Throw Strength -1

Combos: Backflip to Tumbling Attack, Block to Tumbling Attack

(dizzy), Block to Ripping Bite to Tumbling Attack (dizzy)

Chapter 3 – Unique Fighters

121

Page 124: dreamcloud.academy Fighter - Circuit Guide.pdf2 CREDITS Written by: Eric “Musashi” Souza and Gabriel Tabatcheik. Professions revised by: Odmir Fortes. Cover art: Daigo Ikeno (Capcom)

HYBRID E – N. A. WRESTLING (HAWK) HYBRID F – CAPOEIRA (APE)

Rank 7 Rank 7

Strength

Dexterity

Stamina

OO

O

Perception

Intelligence

Wits

O

OOO

O

Strength

Dexterity

Stamina

OO

Perception

Intelligence

Wits

OO

OO

O

Punch

Kick

Block

Grab

Athletics

Focus

Animal Hybrid

OOOOOOOO

OOO

OO

OO

Chi

OO OO OO O

Willpower

OO O

Punch

Kick

Block

Grab

Athletics

Focus

Animal Hybrid

O

O

O

O

OOOOOOOO

OOOOOO

Chi

OO OO OO O

Willpower

OO O

Health

OO OO OO

Health

OO OO OO

Maneuver Spd Dam Mov Special

Jab 9 8 5

Strong 7 10 5

Fierce 6 12 4

Short

Forward

Roundhouse

Block 11 - - Abort, +2 Spd

Grab 7 7 1

Movement 10 - 8

Jump 10 - 5 Aerial, Abort

Claw 6 10 5

Bite 8 9 4

Ripping Bite 6 9 1 1 WP, Grab, -1 Strength and Dexterity to the target

Head Bite 8 10 1 Sustained Hold

Thunderstrike 7 14 4 Enter in the target hex, hit and move

Throw 5 9 1 Grab, throw Strength hexes, Knockdown

Air Throw 9 12 5 1 WP, Aerial, Grab, Knockdown, Must interrupt in the air

Diving Hawk 7 14 7 1 WP, Aerial, straight line, Dodge projectiles, same hex

Buffalo Punch 5 14 1

Shockwave 7 9 - 1 Chi, Knockdown in straight line, Range 4

Thunderclap 4 2 - 1 Chi, affects all in 3 hexes range

Combos: Bite to Ripping Bite, Block to Head Bite, Diving Hawk to Thunderstrike, Thunderstrike to Diving Hawk, Buffalo Punch to Shockwave

Maneuver Spd Dam Mov Special

Jab 6 9 5

Strong 4 11 5

Fierce 3 13 4

Short 5 10 5

Forward 4 12 4

Roundhouse 2 14 4

Block 8 - - Abort, +2 Spd

Grab 4 10 1

Movement 7 - 8

Bite 5 9 4

Backflip 7 - 7 1 WP, can’t be hit during the move

Tumbling Attack 3 10 4 1 WP, straight line, same hex, hit and knock back until Move ends

Ripping Bite 3 9 1 1 WP, Grab, -1 Strength and Dexterity to the target

Tearing Bite 5 12 1 1 Chi, Grab, Throw Strength -1

Jump 7 - 5 Aerial, Abort

Head Butt 4 13 3

Head Bite 5 13 1 Sustained Hold

Dislocate Limb 3 11 6 Grab, target can only throw kicks or has -3 Spd until realocate his arm

Combos: Backflip to Tumbling Attack, Block to Tumbling Attack

(dizzy), Block to Ripping Bite to Tumbling Attack (dizzy), Dislocate

Limb to Tearing Bite (dizzy), Dislocate Limb to Head Bite

Chapter 3 – Unique Fighters

122

Page 125: dreamcloud.academy Fighter - Circuit Guide.pdf2 CREDITS Written by: Eric “Musashi” Souza and Gabriel Tabatcheik. Professions revised by: Odmir Fortes. Cover art: Daigo Ikeno (Capcom)

HYBRID G – SPECIAL FORCES (KANGAROO) HYBRID H – WESTERN KICKBOXING (WOLF)

Rank 1 Rank 1

Strength

Dexterity

Stamina

OOOO

O

Perception

Intelligence

Wits

OOOO

OOO

OO

Strength

Dexterity

Stamina

OOOO

OOO

Perception

Intelligence

Wits

OOOO

OOO

OO

Punch

Kick

Block

Grab

Athletics

Focus

Animal Hybrid

OOOOOOOO

OOOO

OOO

OOOO

OO

OOOOOOOO

OO

Chi

OO O O O OO OO OO O

Willpower

OO OO OO O

Punch

Kick

Block

Grab

Athletics

Focus

Animal Hybrid

OOOOOO

OO

OO

OOOOOOOO

OO

OOOOOOOO

OO

Chi

OO O O O OO OO OO O

Willpower

OO OO OO O

Health

OO OO OO OO OO OO OO OO OO

Health

OO OO OO OO OO OO OO OO OO

Maneuver Spd Dam Mov Special

Jab

Strong

Fierce

Short 4 7 3

Forward 3 9 2

Roundhouse 1 11 2

Block 7 - - Abort, +2 Spd

Grab 3 7 1

Movement 6 - 6

Tail Slash 2 10 4

Bite 4 10 2

Upper Tail Strike

4 10 4 Knockdown in Aerials

Foot Sweep 1 10 1 Crouching, Knockdown

Suplex 3 9 1 Grab, Knockdown

Combos: Block to Suplex, Foot Sweep to Upper Tail Strike

Maneuver Spd Dam Mov Special

Jab

Strong

Fierce

Short 7 6 3

Forward 6 8 2

Roundhouse 4 10 2

Block 10 - - Abort, +2 Spd

Grab

Movement 9 - 6

Jump 9 - 3 Aerial, Abort

Bite 7 8 2

Claw 5 9 3

Double-Hit Kick 4 7 2 Roll twice in standing target

Double Dread Kick

4 7/10 4 1 WP, hit, knock back and hit again

Combos: Double-Hit Kick to Double Dread Kick (dizzy)

Chapter 3 – Unique Fighters

123

Page 126: dreamcloud.academy Fighter - Circuit Guide.pdf2 CREDITS Written by: Eric “Musashi” Souza and Gabriel Tabatcheik. Professions revised by: Odmir Fortes. Cover art: Daigo Ikeno (Capcom)

HYBRID G – SPECIAL FORCES (KANGAROO) HYBRID H – WESTERN KICKBOXING (WOLF)

Rank 4 Rank 4

Strength

Dexterity

Stamina

O

Perception

Intelligence

Wits

OO

OOO

OO

Strength

Dexterity

Stamina

OO

O

Perception

Intelligence

Wits

OOOO

OOO

O

Punch

Kick

Block

Grab

Athletics

Focus

Animal Hybrid

OOOOOOOO

O

O

OO

O

OOOOOOOO

OO

Chi

OO OO OO OO OO OO O

Willpower

OO O

Punch

Kick

Block

Grab

Athletics

Focus

Animal Hybrid

OOOOOO

O

O

OO

O

OOOOOOOO

OO

Chi

OO OO OO OO OO OO O

Willpower

OO O

Health

OO OO OO OO OO OO

Health

OO OO OO OO OO OO

Maneuver Spd Dam Mov Special

Jab

Strong

Fierce

Short 6 9 4

Forward 5 11 3

Roundhouse 3 13 3

Block 9 - - Abort, +2 Spd

Grab 5 8 1

Movement 8 - 7

Tail Slash 4 10 5

Bite 6 10 3

Upper Tail Strike

6 10 5 Knockdown in Aerials

Foot Sweep 3 12 2 Crouching, Knockdown

Suplex 5 10 1 Grab, Knockdown

Head Bite 6 11 1

Tiger Knee 8 11 4 2 WP, Aerial, knockdown

Jump 8 - 4 Aerial, Abort

Combos: Block to Suplex, Foot Sweep to Upper Tail Strike, Jump to Tiger Knee, Jump to Upper Tail Strike

Maneuver Spd Dam Mov Special

Jab

Strong

Fierce

Short 7 8 4

Forward 6 10 4

Roundhouse 4 12 3

Block 10 - - Abort, +2 Spd

Grab

Movement 9 - 7

Jump 9 - 4 Aerial, Abort

Bite 7 9 3

Claw 5 10 4

Double-Hit Kick 4 9 3 Roll twice in standing target

Double Dread Kick

4 9/12 5 1 WP, hit, knock back and hit again

Ripping Bite 5 9 1 1 WP, Grab, -1 Strength and Dexterity to the target

Tearing Bite 7 12 1 1 Chi, Grab, Throw Strength -1

Flying Knee Thrust

7 10 5 1 WP

Reverse Frontal Kick

5 11 3 Ignores Blocks

Combos: Double-Hit Kick to Double Dread Kick (dizzy), Ripping Bite

to Double Dread Kick (dizzy)

Chapter 3 – Unique Fighters

124

24

Page 127: dreamcloud.academy Fighter - Circuit Guide.pdf2 CREDITS Written by: Eric “Musashi” Souza and Gabriel Tabatcheik. Professions revised by: Odmir Fortes. Cover art: Daigo Ikeno (Capcom)

HYBRID G – SPECIAL FORCES (KANGAROO) HYBRID H – WESTERN KICKBOXING (WOLF)

Rank 7 Rank 7

Strength

Dexterity

Stamina

O

Perception

Intelligence

Wits

OO

OO

O

Strength

Dexterity

Stamina

O

Perception

Intelligence

Wits

O

OOO

O

Punch

Kick

Block

Grab

Athletics

Focus

Animal Hybrid

OO

OO

OOOOOOOO

OO

Chi

OO OO OO O

Willpower

OO O

Punch

Kick

Block

Grab

Athletics

Focus

Animal Hybrid

O

O

O

O

OOOOOOOO

OO

Chi

OO OO OO O

Willpower

OO O

Health

OO OO OO

Health

OO OO OO

Maneuver Spd Dam Mov Special

Jab 8 7 5

Strong 6 9 5

Fierce 5 11 4

Short 7 10 5

Forward 6 12 4

Roundhouse 4 14 4

Block 10 - - Abort, +2 Spd

Grab 6 8 1

Movement 9 - 8

Tail Slash 5 10 6

Bite 7 10 4

Upper Tail Strike

7 10 6 Knockdown in Aerials

Foot Sweep 4 13 3 Crouching, Knockdown

Suplex 6 10 1 Grab, Knockdown

Head Bite 7 11 1

Tiger Knee 9 12 5 2 WP, Aerial, knockdown

Jump 9 - 5 Aerial, Abort

Tail Sweep 6 11 - Crouching, Knockdown, hit all adj hexes, 1 WP

Typhoon Tail 5 15/12 7 1 Chi, 1 WP, 1st dmg in target hex, knocking him back; 2nd dmg in adj hexes, Aerial

Dragon’s Tail 6 14 4 Knockdown in Aerials, knock back standing target

Combos: Block to Suplex, Foot Sweep to Upper Tail Strike, Jump to Tiger Knee, Jump to Upper Tail Strike, Block to Typhoon Tail

Maneuver Spd Dam Mov Special

Jab 8 8 5

Strong 6 10 5

Fierce 5 12 4

Short 7 9 4

Forward 6 11 4

Roundhouse 4 13 3

Block 10 - - Abort, +2 Spd

Grab

Movement 9 - 7

Jump 9 - 4 Aerial, Abort

Bite 7 10 3

Claw 5 11 4

Double-Hit Kick 4 10 3 Roll twice in standing target

Double Dread Kick

4 10/13 5 1 WP, hit, knock back and hit again

Ripping Bite 5 10 1 1 WP, Grab, -1 Strength and Dexterity to the target

Tearing Bite 7 13 1 1 Chi, Grab, Throw Strength -1

Flying Knee Thrust

7 11 5 1 WP

Reverse Frontal Kick

5 12 3 Ignores Blocks

Knee Basher 5 13 1 Sustained Hold, knockdown at the end

Brain Cracker 6 11 1 Sustained Hold

Punch Defense 10 - - +4 Soak against Punches, -2 against other Techniques

Deflecting Punch

8 9 - Soak against Punches

Lunging Punch 6 10 6 Crouching, Only Kick Defense blocks

Combos: Double-Hit Kick to Double Dread Kick (dizzy), Ripping Bite

to Double Dread Kick (dizzy), Block to Knee Basher, Deflecting Punch

to Brain Cracker

Chapter 3 – Unique Fighters

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Page 128: dreamcloud.academy Fighter - Circuit Guide.pdf2 CREDITS Written by: Eric “Musashi” Souza and Gabriel Tabatcheik. Professions revised by: Odmir Fortes. Cover art: Daigo Ikeno (Capcom)

ELEMENTALISTS AND CYBERNETICS Recently, Street Fighter arenas have been invaded by a new breed of warriors – half-human, half-machine beings known as cyborgs. Some managers and traditionalists feel that this violates the spirit of competition. Nonetheless, cyborgs have been allowed to compete in Street Fighter torrnaments, albeit with reluctance. No one knows what causes certain people to exhibit elemental powers. Perhaps a quirk in their genes gives Elementals a firm connection with the planet? They also tend to specialize in only one element. Their temperaments often mirror their chosen elements. A fire elemental is hot-headed and volatile, while an earth elemental is slow to anger and steadfast in its convictions. Water elementals are free thinkers and persistent, and air elementals are wanderers. Apparently an elemental's mindset is a major factor in determining which element she can manipulate.

Chapter 3 – Unique Fighters

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Page 129: dreamcloud.academy Fighter - Circuit Guide.pdf2 CREDITS Written by: Eric “Musashi” Souza and Gabriel Tabatcheik. Professions revised by: Odmir Fortes. Cover art: Daigo Ikeno (Capcom)

WATER A – CAPOEIRA WATER B – KUNG FU

Rank 1 Rank 1

Strength

Dexterity

Stamina

OO

O

OOO

Perception

Intelligence

Wits

OOOO

OOO

O

Strength

Dexterity

Stamina

OOO

OOOOO

O

Perception

Intelligence

Wits

OOOO

O

O

Punch

Kick

Block

Grab

Athletics

Focus

Elemental

OOOOO

OO

OOOO

OOOOOOOO

OOOOOO

OOO

OO

Chi

OO OO O O O O O

Willpower

OO OO OO OO O

Punch

Kick

Block

Grab

Athletics

Focus

Elemental

OO

OOOOO

OOOOO

OOOOOOOO

OO

OOOO

OOOO

Chi

OO O O O O O

Willpower

OO OO OO OO OO O

Health

OO OO OO OO OO OO OO OO OO

Health

OO OO OO OO OO OO OO OO OO

Maneuver Spd Dam Mov Special

Jab

Strong

Fierce

Short 5 6 1

Forward 4 8 0

Roundhouse 2 10 0

Block 8 - - Abort, +2 Spd

Grab

Movement 7 - 4

Jump 7 - 1 Aerial, Abort

Double-Hit Knee 4 6 0 Roll twice

Pool 5 - 0 Only be hit by energy

Combos: Pool to Double-Hit Knee to Double-Hit Knee (dizzy)

Maneuver Spd Dam Mov Special

Jab 4 4 3

Strong 2 6 3

Fierce 1 8 2

Short

Forward

Roundhouse

Block

Grab

Movement 5 - 6

Jump 5 - 3 Aerial, Abort

Drunken Monkey Roll

5 - 5 Crouching, Dodge projectiles

Drench 5 7 1 1 Chi, Range 6

Combos: Drench to Drench to Drench (dizzy)

Chapter 3 – Unique Fighters

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Page 130: dreamcloud.academy Fighter - Circuit Guide.pdf2 CREDITS Written by: Eric “Musashi” Souza and Gabriel Tabatcheik. Professions revised by: Odmir Fortes. Cover art: Daigo Ikeno (Capcom)

WATER A – CAPOEIRA WATER B – KUNG FU

Rank 4 Rank 4

Strength

Dexterity

Stamina

O

OOO

Perception

Intelligence

Wits

OOOO

OOO

Strength

Dexterity

Stamina

OOO

OOO

O

Perception

Intelligence

Wits

OOOO

Punch

Kick

Block

Grab

Athletics

Focus

Elemental

OOOOO

O

OOOO

OOOO

O

OOO

OO

Chi

OO OO O O O O O

Willpower

OO O

Punch

Kick

Block

Grab

Athletics

Focus

Elemental

O

OOOOO

OOO

OOOOOOOO

O

O

OO

Chi

O O O

Willpower

OO OO OO OO OO O

Health

OO OO OO OO OO OO

Health

OO OO OO OO OO OO

Maneuver Spd Dam Mov Special

Jab

Strong

Fierce

Short 6 8 4

Forward 5 10 3

Roundhouse 3 12 3

Block 9 - - Abort, +2 Spd

Grab

Movement 8 - 7

Jump 8 - 4 Aerial, Abort

Double-Hit Knee 5 8 2 Roll twice

Pool 6 - 2 Only be hit by energy

Backflip Kick 5 10 2 Hit and move back

Cartwheel Kick 4 8 6 1 WP, straight line, knock back, +1 Dam for hex moved

Knee Basher 4 12 1 Sustained Hold, knockdown at the end

Combos: Pool to Double-Hit Knee to Double-Hit Knee (dizzy), Pool to Cartwheel Kick, Knee Basher to Knee Basher, Pool to Knee Basher

Maneuver Spd Dam Mov Special

Jab 5 5 4

Strong 3 7 4

Fierce 2 9 3

Short

Forward

Roundhouse

Block 7 - - Abort, +2 Spd

Grab

Movement 6 - 7

Jump 6 - 4 Aerial, Abort

Drunken Monkey Roll

6 - 6 Crouching, Dodge projectiles

Drench 6 9 2 1 Chi, Range 6

Drain 4 1 3 1 Chi, automatic damage, Perception + Mysteries to see and dodge

Elemental Skin 3 - - 1 Chi, 1 WP, lasts Focus turns, -1 success in dmg suffered

Combos: Drench to Drench to Drench (dizzy), Drench to Drain

Chapter 3 – Unique Fighters

128

28

Page 131: dreamcloud.academy Fighter - Circuit Guide.pdf2 CREDITS Written by: Eric “Musashi” Souza and Gabriel Tabatcheik. Professions revised by: Odmir Fortes. Cover art: Daigo Ikeno (Capcom)

WATER A – CAPOEIRA WATER B – KUNG FU

Rank 7 Rank 7

Strength

Dexterity

Stamina

O

O

Perception

Intelligence

Wits

O

OOO

Strength

Dexterity

Stamina

OO

O

O

Perception

Intelligence

Wits

OOOO

Punch

Kick

Block

Grab

Athletics

Focus

Elemental

OOOO

O

OOOO

OOO

Chi

OO OO OO O

Willpower

OO O

Punch

Kick

Block

Grab

Athletics

Focus

Elemental

OOOO

OO

OOOOOOOO

OO

Chi

O

Willpower

OO OO OO OO O

Health

OO OO OO

Health

OO OO OO

Maneuver Spd Dam Mov Special

Jab 7 4 5

Strong 5 6 5

Fierce 4 8 4

Short 6 10 5

Forward 5 12 4

Roundhouse 3 14 4

Block 9 - - Abort, +2 Spd

Grab

Movement 8 - 8

Jump 8 - 5 Aerial, Abort

Double-Hit Knee 5 10 3 Roll twice

Pool 6 - 3 Only be hit by energy

Backflip Kick 5 12 2 Hit and move back

Cartwheel Kick 4 10 7 1 WP, straight line, knock back, +1 Dam for hex moved

Knee Basher 4 14 1 Sustained Hold, knockdown at the end

Elemental Skin 3 - - 1 Chi, 1 WP, lasts Focus turns, -1 success in dmg suffered

Elemental Stride 6 - - 1 Chi, disappear and come back when and where want

Combos: Pool to Double-Hit Knee to Double-Hit Knee (dizzy), Pool to Cartwheel Kick, Knee Basher to Knee Basher, Pool to Knee Basher

Maneuver Spd Dam Mov Special

Jab 6 7 5

Strong 4 9 5

Fierce 3 11 4

Short 5 4 5

Forward 4 6 4

Roundhouse 2 8 4

Block 8 - - Abort, +2 Spd

Grab

Movement 7 - 8

Jump 7 - 5 Aerial, Abort

Drunken Monkey Roll

7 - 7 Crouching, Dodge projectiles

Drench 6 11 3 1 Chi, Range 6

Drain 4 1 4 1 Chi, automatic damage, Perception + Mysteries to see and dodge

Elemental Skin 3 - - 1 Chi, 1 WP, lasts Focus turns, -1 success in dmg suffered

Pool 6 - 3 Only be hit by energy

Rekka Ken - - - 1 WP, +3 Spd for Basic Punch

Kippup - - -

Combos: Drench to Drench to Drench (dizzy), Drench to Drain

(dizzy), Drunken Monkey Roll to Elemental Skin

Chapter 3 – Unique Fighters

129

Page 132: dreamcloud.academy Fighter - Circuit Guide.pdf2 CREDITS Written by: Eric “Musashi” Souza and Gabriel Tabatcheik. Professions revised by: Odmir Fortes. Cover art: Daigo Ikeno (Capcom)

WATER C – NINJITSU WATER D – SAVATE

Rank 1 Rank 1

Strength

Dexterity

Stamina

OO

O

OOO

Perception

Intelligence

Wits

OOOO

OOO

O

Strength

Dexterity

Stamina

OO

O

OOO

Perception

Intelligence

Wits

OO

OOO

OO

Punch

Kick

Block

Grab

Athletics

Focus

Elemental

OO

OOOOO

OOOOO

OOOOOOOO

OO

OOOO

OOOO

Chi

O O O O O

Willpower

OO OO OO OO OO OO O

Punch

Kick

Block

Grab

Athletics

Focus

Elemental

OO

OOOOO

OOOO

OOOOOOOO

OOOO

OOOO

OOOOOO

Chi

OO OO O O O O O

Willpower

OO OO OO OO O

Health

OO OO OO OO OO OO OO OO OO

Health

OO OO OO OO OO OO OO OO OO

Maneuver Spd Dam Mov Special

Jab 6 5 3

Strong 4 7 3

Fierce 3 9 2

Short

Forward

Roundhouse

Block

Grab

Movement 7 - 6

Jump 7 - 3 Aerial, Abort

Shikan-Ken 5 7 3 Resisted Strength roll to knock back, Knockdown in Aerials

Drain 3 1 2 1 Chi, automatic damage, Perception + Mysteries to see and dodge

Combos: Drain to Shikan-ken (dizzy)

Maneuver Spd Dam Mov Special

Jab 6 5 2

Strong 4 7 2

Fierce 3 9 1

Short

Forward

Roundhouse

Block 8 - - Abort, +2 Spd

Grab

Movement 7 - 5

Jump 7 - 2 Aerial, Abort

Displacement 6 5 3 1 WP, interrupt, get away and come back to hit; Dodge projectiles

Drench 4 7 0 1 Chi, Range 4

Combos: Drench to Displacement (dizzy)

Special: +1 dmg to standing Kicks, +1 Soak if interrupted kicking, -1

Soak if interrupted kicking by crorching maneuver

Chapter 3 – Unique Fighters

130

Page 133: dreamcloud.academy Fighter - Circuit Guide.pdf2 CREDITS Written by: Eric “Musashi” Souza and Gabriel Tabatcheik. Professions revised by: Odmir Fortes. Cover art: Daigo Ikeno (Capcom)

WATER C – NINJITSU WATER D – SAVATE

Rank 4 Rank 4

Strength

Dexterity

Stamina

OO

O

Perception

Intelligence

Wits

OOOO

OOO

Strength

Dexterity

Stamina

O

OOO

Perception

Intelligence

Wits

OO

OOO

O

Punch

Kick

Block

Grab

Athletics

Focus

Elemental

O

OOOOO

OOO

OOOO

O

OOOO

OOOO

Chi

O O O

Willpower

OO OO OO OO OO O

Punch

Kick

Block

Grab

Athletics

Focus

Elemental

O

OOOOO

OOO

OOOOOOOO

O

O

OO

Chi

O O O O O

Willpower

OO OO OO O

Health

OO OO OO OO OO OO

Health

OO OO OO OO OO OO

Maneuver Spd Dam Mov Special

Jab 7 6 4

Strong 5 8 4

Fierce 4 10 3

Short

Forward

Roundhouse

Block 9 - - Abort, +2 Spd

Grab 5 5 1

Movement 8 - 7

Jump 8 - 4 Aerial, Abort

Shikan-Ken 6 8 4 Resisted Strength roll to knock back, Knockdown in Aerials

Drain 4 1 3 1 Chi, automatic damage, Perception + Mysteries to see and dodge

Drench 6 8 2 1 Chi, Range 4

Disengage 6 - 2 Dexterity x Strength to break a Sustained Hold

Rekka Ken - - - 1 WP, +3 Spd for Basic Punch

Combos: Drain to Shikan-ken (dizzy), Jump to Drench

Maneuver Spd Dam Mov Special

Jab 7 7 4

Strong 5 9 4

Fierce 4 11 3

Short

Forward

Roundhouse

Block 9 - - Abort, +2 Spd

Grab

Movement 8 - 7

Jump 8 - 4 Aerial, Abort

Displacement 7 7 5 1 WP, interrupt, get away and come back to hit; Dodge projectiles

Drench 5 8 2 1 Chi, Range 6

Drain 3 1 3 1 Chi, automatic damage, Perception + Mysteries to see and dodge

Elemental Skin 2 - - 1 Chi, 1 WP, lasts Focus turns, -1 success in dmg suffered

Kippup - - -

Combos: Drench to Displacement (dizzy)

Special: +1 dmg to standing Kicks, +1 Soak if interrupted kicking, -1

Soak if interrupted kicking by crorching maneuver

Chapter 3 – Unique Fighters

131

Page 134: dreamcloud.academy Fighter - Circuit Guide.pdf2 CREDITS Written by: Eric “Musashi” Souza and Gabriel Tabatcheik. Professions revised by: Odmir Fortes. Cover art: Daigo Ikeno (Capcom)

WATER C – NINJITSU WATER D – SAVATE

Rank 7 Rank 7

Strength

Dexterity

Stamina

OO

Perception

Intelligence

Wits

OOOO

O

Strength

Dexterity

Stamina

OOO

Perception

Intelligence

Wits

OO

OO

Punch

Kick

Block

Grab

Athletics

Focus

Elemental

OOOOO

OO

OOOO

OOOO

Chi

O O

Willpower

OO OO OO O

Punch

Kick

Block

Grab

Athletics

Focus

Elemental

O

O

O

OOOOOOOO

O

O

OO

Chi

O O O

Willpower

OO OO O

Health

OO OO OO OO OO OO

Health

OO OO OO OO OO OO

Maneuver Spd Dam Mov Special

Jab 7 7 5

Strong 5 9 5

Fierce 4 11 4

Short

Forward

Roundhouse

Block 9 - - Abort, +2 Spd

Grab 5 5 1

Movement 8 - 8

Jump 8 - 5 Aerial, Abort

Shikan-Ken 6 9 5 Resisted Strength roll to knock back, Knockdown in Aerials

Drain 4 1 4 1 Chi, automatic damage, Perception + Mysteries to see and dodge

Drench 6 11 3 1 Chi, Range 9

Disengage 6 - 3 Dexterity x Strength to break a Sustained Hold

Rekka Ken - - - 1 WP, +3 Spd for Basic Punch

Envelop 3 10/8 3 1 Chi, Target rolls Stamina each turn to avoid dizzy; lasts Focus turns; target can fight and walk wiht -2 Spd

Entrancing Cobra

7 - 4 1 Chi, Dexterity + Focus x Wits + Mysteries of the target; se vencer, dizzy

Combos: Drain to Shikan-ken (dizzy), Jump to Drench, Rekka Ken Fierce to Drench (dizzy)

Maneuver Spd Dam Mov Special

Jab 7 8 4

Strong 5 10 4

Fierce 4 12 3

Short 6 9 4

Forward 5 11 3

Roundhouse 3 13 3

Block 9 - - Abort, +2 Spd

Grab

Movement 8 - 7

Jump 8 - 4 Aerial, Abort

Displacement 7 8 5 1 WP, interrupt, get away and come back to hit; Dodge projectiles

Drench 6 9 2 1 Chi, Range 6

Drain 4 1 3 1 Chi, automatic damage, Perception + Mysteries to see and dodge

Elemental Skin 3 - - 1 Chi, 1 WP, lasts Focus turns, -1 success in dmg suffered

Kippup - - -

Ax Kick 4 13 2 Aerial, same hex, knockdown in Aerial

Slide Kick 4 12 5 Knockdown

Reverse Frontal Kick

4 12 3 Ignores Blocks

Combos: Drench to Displacement (dizzy), Reverse Frontal Kick to Ax

Kick (dizzy), Drench to Slide Kick (dizzy)

Special: +1 dmg to standing Kicks, +1 Soak if interrupted kicking, -1

Soak if interrupted kicking by crorching maneuver

Chapter 3 – Unique Fighters

132

Page 135: dreamcloud.academy Fighter - Circuit Guide.pdf2 CREDITS Written by: Eric “Musashi” Souza and Gabriel Tabatcheik. Professions revised by: Odmir Fortes. Cover art: Daigo Ikeno (Capcom)

WATER E – SPECIAL FORCES WATER F – WESTERN KICKBOXING

Rank 1 Rank 1

Strength

Dexterity

Stamina

O

OOO

OOO

Perception

Intelligence

Wits

OOOO

OOO

O

Strength

Dexterity

Stamina

OO

O

OOO

Perception

Intelligence

Wits

OOOO

OOO

O

Punch

Kick

Block

Grab

Athletics

Focus

Elemental

OOOOOOOO

OO

OOOOO

OOOOOOOO

OO

OOOO

OO

Chi

OO OO OO O O O O O

Willpower

OO OO OO O

Punch

Kick

Block

Grab

Athletics

Focus

Elemental

OO

OOOOO

OOOO

OOOOOOOO

OOOO

OOOO

OOOOOO

Chi

OO OO O O O O O

Willpower

OO OO OO OO O

Health

OO OO OO OO OO OO OO OO OO

Health

OO OO OO OO OO OO OO OO OO

Maneuver Spd Dam Mov Special

Jab

Strong

Fierce

Short 4 7 3

Forward 3 9 2

Roundhouse 1 11 2

Block

Grab

Movement 6 - 6

Flash Kick 2 14 0 1 Chi, 1 WP, Knockdown in Aerials

Pool 5 - 0 Only be hit by energy

Combos: Pool to Flash Kick

Maneuver Spd Dam Mov Special

Jab 6 5 2

Strong 4 7 2

Fierce 3 9 1

Short

Forward

Roundhouse

Block 8 - - Abort, +2 Spd

Grab

Movement 7 - 5

Jump 7 - 2 Aerial, Abort

Lunging Punch 4 7 3 Crouching, Only Kick Defense blocks

Drench 5 6 1 1 Chi, Range 4

Combos: Drench to Lunging Punch (dizzy)

Chapter 3 – Unique Fighters

133

Page 136: dreamcloud.academy Fighter - Circuit Guide.pdf2 CREDITS Written by: Eric “Musashi” Souza and Gabriel Tabatcheik. Professions revised by: Odmir Fortes. Cover art: Daigo Ikeno (Capcom)

WATER E – SPECIAL FORCES WATER F – WESTERN KICKBOXING

Rank 4 Rank 4

Strength

Dexterity

Stamina

O

OOO

Perception

Intelligence

Wits

OOOO

OOO

Strength

Dexterity

Stamina

O

OOO

Perception

Intelligence

Wits

OOOO

OOO

Punch

Kick

Block

Grab

Athletics

Focus

Elemental

OOOOOOOO

O

OOO

OOOO

O

OOOO

OO

Chi

OO O O O O O

Willpower

OO OO O

Punch

Kick

Block

Grab

Athletics

Focus

Elemental

O

OOOOO

OOO

OOOOOOOO

O

O

OOOOOO

Chi

O O O O O

Willpower

OO OO OO O

Health

OO OO OO OO OO OO

Health

OO OO OO OO OO OO

Maneuver Spd Dam Mov Special

Jab

Strong

Fierce

Short 4 8 4

Forward 3 10 3

Roundhouse 1 12 3

Block 7 - - Abort, +2 Spd

Grab 3 6 1

Movement 6 - 7

Jump 6 - 4 Aerial, Abort

Flash Kick 2 15 0 1 Chi, 1 WP, Knockdown in Aerials

Pool 6 - 2 Only be hit by energy

Knee Basher 2 12 1 Sustained Hold, knockdown at the end

Tiger Knee 6 10 4 2 WP, Aerial, knockdown

Combos: Pool to Flash Kick, Pool to Knee Basher

Maneuver Spd Dam Mov Special

Jab 7 7 4

Strong 5 9 4

Fierce 4 11 3

Short

Forward

Roundhouse

Block 9 - - Abort, +2 Spd

Grab

Movement 8 - 7

Jump 8 - 4 Aerial, Abort

Lunging Punch 5 9 5 Crouching, Only Kick Defense blocks

Drench 6 8 2 1 Chi, Range 4

Drain 4 1 3 1 Chi, automatic damage, Perception + Mysteries to see and dodge

Power Uppercut 4 11 1 Knockdown in Aerials

Hyper Fist 6 8 1 1 WP, Roll 3 times

Combos: Drench to Lunging Punch (dizzy), Drain to Lunging Punch

Chapter 3 – Unique Fighters

134

Page 137: dreamcloud.academy Fighter - Circuit Guide.pdf2 CREDITS Written by: Eric “Musashi” Souza and Gabriel Tabatcheik. Professions revised by: Odmir Fortes. Cover art: Daigo Ikeno (Capcom)

WATER E – SPECIAL FORCES WATER F – WESTERN KICKBOXING

Rank 7 Rank 7

Strength

Dexterity

Stamina

OOO

Perception

Intelligence

Wits

OO

OO

Strength

Dexterity

Stamina

O

OOO

Perception

Intelligence

Wits

OO

OO

Punch

Kick

Block

Grab

Athletics

Focus

Elemental

OOOOOOOO

OO

OOOO

O

OO

Chi

O O O O

Willpower

OO O

Punch

Kick

Block

Grab

Athletics

Focus

Elemental

OO

O

OOOOOOOO

O

O

OO

Chi

O O O

Willpower

OO OO O

Health

OO OO OO

Health

OO OO OO

Maneuver Spd Dam Mov Special

Jab

Strong

Fierce

Short 4 10 5

Forward 3 12 4

Roundhouse 1 14 4

Block 7 - - Abort, +2 Spd

Grab 3 7 1

Movement 6 - 8

Jump 6 - 5 Aerial, Abort

Flash Kick 2 17 0 1 Chi, 1 WP, Knockdown in Aerials

Pool 6 - 3 Only be hit by energy

Knee Basher 2 14 1 Sustained Hold, knockdown at the end

Tiger Knee 6 12 5 2 WP, Aerial, knockdown

Sense Element - - - Perception + Elemental

Heal 4 - 4 1 Chi/Health or 5m³

Sonic Boom 2 11 - 1 Chi, Range 9

Combos: Pool to Flash Kick, Pool to Knee Basher

Maneuver Spd Dam Mov Special

Jab 8 8 4

Strong 6 10 4

Fierce 5 12 3

Short 7 7 4

Forward 6 9 3

Roundhouse 4 11 3

Block 10 - - Abort, +2 Spd

Grab

Movement 9 - 7

Jump 9 - 4 Aerial, Abort

Lunging Punch 6 10 5 Crouching, Only Kick Defense blocks

Drench 6 10 2 1 Chi, Range 7

Drain 4 1 3 1 Chi, automatic damage, Perception + Mysteries to see and dodge

Power Uppercut 5 12 1 Knockdown in Aerials

Hyper Fist 7 9 1 1 WP, Roll 3 times

Elemental Skin 3 - - 1 Chi, 1 WP, lasts Focus turns, -1 success in dmg suffered

Flying Knee Thrust

7 10 5 1 WP

Reverse Frontal Kick

5 10 3 Ignores Blocks

Combos: Drench to Lunging Punch (dizzy), Drain to Lunging Punch,

Flying Knee Thrust to Reverse Frontal Kick (dizzy)

Chapter 3 – Unique Fighters

135

Page 138: dreamcloud.academy Fighter - Circuit Guide.pdf2 CREDITS Written by: Eric “Musashi” Souza and Gabriel Tabatcheik. Professions revised by: Odmir Fortes. Cover art: Daigo Ikeno (Capcom)

WATER G – WU SHU AIR A – CAPOEIRA

Rank 1 Rank 1

Strength

Dexterity

Stamina

OO

O

OOO

Perception

Intelligence

Wits

OOOO

OOO

O

Strength

Dexterity

Stamina

OO

O

OOO

Perception

Intelligence

Wits

OOOOOO

OOO

O

Punch

Kick

Block

Grab

Athletics

Focus

Elemental

OOOOO

OOOO

OOOOOO

OOOOOOOO

OO

OOO

OOOOOO

Chi

OO OO O O O O O

Willpower

OO OO OO OO O

Punch

Kick

Block

Grab

Athletics

Focus

Elemental

OOOOOO

OO

OOOOO

OOOOOOOO

OOOO

OOOO

OOOO

Chi

OO O O O O O

Willpower

OO OO OO OO OO O

Health

OO OO OO OO OO OO OO OO OO

Health

OO OO OO OO OO OO OO OO OO

Maneuver Spd Dam Mov Special

Jab

Strong

Fierce

Short 5 5 3

Forward 4 7 2

Roundhouse 2 9 2

Block 8 - - Abort, +2 Spd

Grab

Movement 7 - 6

Jump 7 - 3 Aerial, Abort

Drain 3 1 2 1 Chi, automatic damage, Perception + Mysteries to see and dodge

Flying Heel Stomp

4 6 5 1 WP, Aerial, straight line, hit and move

Combos: None

Maneuver Spd Dam Mov Special

Jab 6 3 2

Strong 4 5 2

Fierce 3 7 1

Short 5 6 2

Forward 4 8 1

Roundhouse 2 10 1

Block

Grab

Movement 7 - 5

Jump 7 - 2 Aerial, Abort

Backflip Kick 4 8 2 Hit and move back

Air Blast 3 8 - 1 Chi, Range 6, Perception + Blindfight to interrupt

Combos: Backflip Kick to Air Blast

Chapter 3 – Unique Fighters

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WATER G – WU SHU AIR A – CAPOEIRA

Rank 4 Rank 4

Strength

Dexterity

Stamina

O

OOO

Perception

Intelligence

Wits

OOOO

OOO

Strength

Dexterity

Stamina

OO

O

Perception

Intelligence

Wits

OOOOOO

O

O

Punch

Kick

Block

Grab

Athletics

Focus

Elemental

OOOOO

O

OOOO

OOOOOOOO

O

O

OOOOOO

Chi

O O O O O

Willpower

OO OO OO O

Punch

Kick

Block

Grab

Athletics

Focus

Elemental

OOOOOO

OO

OOO

OOOO

OO

OO

OOOO

Chi

O O O O O

Willpower

OO OO OO O

Health

OO OO OO OO OO OO

Health

OO OO OO OO OO OO

Maneuver Spd Dam Mov Special

Jab

Strong

Fierce

Short 6 8 4

Forward 5 10 3

Roundhouse 3 12 3

Block 9 - - Abort, +2 Spd

Grab

Movement 8 - 7

Jump 8 - 4 Aerial, Abort

Drain 3 1 3 1 Chi, automatic damage, Perception + Mysteries to see and dodge

Flying Heel Stomp

5 9 6 1 WP, Aerial, straight line, hit and move

Balance - - - +1 Mov to Aerials

Hurricane Kick 5 7 3 1 Chi, 1 WP, Aerial, hit and knock back adj hexes

Combos: Block to Hurricane Kick, Jump to Hurricane Kick

Maneuver Spd Dam Mov Special

Jab 7 3 3

Strong 5 5 3

Fierce 4 7 2

Short 6 6 3

Forward 5 8 2

Roundhouse 3 10 2

Block 9 - -

Grab 5 5 1

Movement 8 - 6

Jump 8 - 3 Aerial, Abort

Backflip Kick 5 8 2 Hit and move back

Air Blast 3 10 - 1 Chi, Range 6, Perception + Blindfight to interrupt

Back Roll Throw 4 9 1 Grab, throw Strength + Kick hexes, Knockdown

Throw 3 7 1 Grab, throw Strength hexes, Knockdown

Drunken Monkey Roll

8 - 5 Crouching, Dodge projectiles

Musical Accompaniment

- - - +1 in combat mod. when hear prefered song style

Combos: Backflip Kick to Air Blast, Drunken Monkey Roll to Backroll

Throw to Air Blast, Drunken Monkey Roll to Air Blast, Jump to Air

Blast

Chapter 3 – Unique Fighters

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Page 140: dreamcloud.academy Fighter - Circuit Guide.pdf2 CREDITS Written by: Eric “Musashi” Souza and Gabriel Tabatcheik. Professions revised by: Odmir Fortes. Cover art: Daigo Ikeno (Capcom)

WATER G – WU SHU AIR A – CAPOEIRA

Rank 7 Rank 7

Strength

Dexterity

Stamina

O

O

Perception

Intelligence

Wits

OO

OO

Strength

Dexterity

Stamina

O

O

Perception

Intelligence

Wits

OOOOOO

O

Punch

Kick

Block

Grab

Athletics

Focus

Elemental

OOOOO

OOOOOOOO

O

OOOOOO

Chi

O O O O

Willpower

OO O

Punch

Kick

Block

Grab

Athletics

Focus

Elemental

OOOOOO

O

O

OOOO

O

OO

Chi

O O O

Willpower

OO OO O

Health

OO OO OO

Health

OO OO OO

Maneuver Spd Dam Mov Special

Jab

Strong

Fierce

Short 6 9 6

Forward 5 11 5

Roundhouse 3 13 5

Block 9 - - Abort, +2 Spd

Grab

Movement 8 - 9

Jump 8 - 6 Aerial, Abort

Drain 3 1 5 1 Chi, automatic damage, Perception + Mysteries to see and dodge

Flying Heel Stomp

5 10 8 1 WP, Aerial, straight line, hit and move

Balance - - - +1 Mov to Aerials

Hurricane Kick 5 8 5 1 Chi, 1 WP, Aerial, hit and knock back adj hexes

Backflip Kick 5 11 2 Hit and move back

Light Feet - - - +1 Mov (or +3 per 1 WP)

Combos: Block to Hurricane Kick (dizzy), Jump to Hurricane Kick (dizzy)

Maneuver Spd Dam Mov Special

Jab 7 4 4

Strong 5 6 4

Fierce 4 8 3

Short 6 8 4

Forward 5 10 3

Roundhouse 3 12 3

Block 9 - -

Grab 5 6 1

Movement 8 - 7

Jump 8 - 4 Aerial, Abort

Backflip Kick 5 10 2 Hit and move back

Air Blast 3 13 - 1 Chi, Range 10, Perception + Blindfight to interrupt

Back Roll Throw 4 10 1 Grab, throw Strength + Kick hexes, Knockdown

Throw 3 8 1 Grab, throw Strength hexes, Knockdown

Drunken Monkey Roll

8 - 6 Crouching, Dodge projectiles

Musical Accompaniment

- - - +1 in combat mod. when hear prefered song style

Forward Backflip Kick

7 9 2 1 WP, Roll twice in Aerials

Push 2 11 - 1 Chi, affects a square of 5 x 3 ahead the character, knockdown in Aerials, knock back 1 hex per damage

Vacuum 2 12 2 1 Chi, target at the hex rolls Stamina to avoid dizzy

Combos: Backflip Kick to Air Blast (dizzy), Drunken Monkey Roll to

Backroll Throw to Air Blast, Drunken Monkey Roll to Air Blast, Jump to

Air Blast

Chapter 3 – Unique Fighters

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AIR B – KUNG FU AIR C – NINJITSU

Rank 1 Rank 1

Strength

Dexterity

Stamina

OO

O

OOO

Perception

Intelligence

Wits

OOOO

OOO

O

Strength

Dexterity

Stamina

OO

O

OOO

Perception

Intelligence

Wits

OO

OOO

OO

Punch

Kick

Block

Grab

Athletics

Focus

Elemental

OOOOO

OOOOOOOO

OOOOOO

OO

OOOO

OOO

OOOO

Chi

OO O O O O O

Willpower

OO OO OO OO OO O

Punch

Kick

Block

Grab

Athletics

Focus

Elemental

OOOOOOOO

OOOOOO

OOO

OOOO

OOOOOO

OOOO

OOOO

Chi

O O O O O

Willpower

OO OO OO OO OO OO O

Health

OO OO OO OO OO OO OO OO OO

Health

OO OO OO OO OO OO OO OO OO

Maneuver Spd Dam Mov Special

Jab

Strong

Fierce

Short

Forward

Roundhouse

Block 8 - - Abort, +2 Spd

Grab 4 6 1

Movement 7 - 5

Jump 7 - 2 Aerial, Abort

Throw 2 8 1 Grab, Knockdown, Throw Strength hexes

Hair Throw 2 11 2 Grab, Cross the target’s hex, Knockdown, Throw Strength hexes

Flight 5 - 3 Can be activated blocking, 1 Chi per turn, +1 Spd, Mov = Stamina

Combos: Block (Flight) to Hair Throw

Maneuver Spd Dam Mov Special

Jab

Strong

Fierce

Short 5 4 1

Forward 4 6 0

Roundhouse 2 8 0

Block 8 - - Abort, +2 Spd

Grab 4 5 1

Movement 7 - 4

Jump 7 - 1 Aerial, Abort

Flight 4 - 3 Can be activated blocking, 1 Chi per turn, +1 Spd, Mov = Stamina

Back Roll Throw 3 9 1 Grab, throw Strength + Kick hexes, Knockdown

Throw 2 7 1 Grab, throw Strength hexes, Knockdown

Wall Spring 6 - 1/3 Need to bounce

Combos: Block (Flight) to Back Roll Throw

Chapter 3 – Unique Fighters

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Page 142: dreamcloud.academy Fighter - Circuit Guide.pdf2 CREDITS Written by: Eric “Musashi” Souza and Gabriel Tabatcheik. Professions revised by: Odmir Fortes. Cover art: Daigo Ikeno (Capcom)

AIR B – KUNG FU AIR C – NINJITSU

Rank 4 Rank 4

Strength

Dexterity

Stamina

OO

O

Perception

Intelligence

Wits

OOOO

OOO

Strength

Dexterity

Stamina

O

O

O

Perception

Intelligence

Wits

OO

OOO

O

Punch

Kick

Block

Grab

Athletics

Focus

Elemental

OOO

OOOOOOOO

OOOOOO

O

OOO

O

Chi

O O O O

Willpower

OO OO OO OO O

Punch

Kick

Block

Grab

Athletics

Focus

Elemental

OOOOOOOO

OO

OO

OO

OO

OOOO

OOOO

Chi

O O O O

Willpower

OO OO OO OO O

Health

OO OO OO OO OO OO

Health

OO OO OO OO OO OO

Maneuver Spd Dam Mov Special

Jab 7 4 3

Strong 5 6 3

Fierce 4 8 2

Short

Forward

Roundhouse

Block 9 - - Abort, +2 Spd

Grab 5 7 1

Movement 8 - 6

Jump 8 - 3 Aerial, Abort

Throw 3 9 1 Grab, Knockdown, Throw Strength hexes

Hair Throw 3 12 2 Grab, Cross the target’s hex, Knockdown, Throw Strength hexes

Flight 6 - 4 Can be activated blocking, 1 Chi per turn, +1 Spd, Mov = Stamina

Air Blast 4 9 - 1 Chi, Range 7, Perception + Blindfight to interrupt

Elemental Stride 6 - - 1 Chi, disappear and come back when and where want

Combos: Block (Flight) to Hair Throw, Air Blast to Elemental Stride to Hair Throw

Maneuver Spd Dam Mov Special

Jab

Strong

Fierce

Short 5 7 3

Forward 4 9 2

Roundhouse 2 11 2

Block 8 - - Abort, +2 Spd

Grab 4 7 1

Movement 7 - 6

Jump 7 - 3 Aerial, Abort

Flight 5 - 4 Can be activated blocking, 1 Chi per turn, +1 Spd, Mov = Stamina

Back Roll Throw 3 11 1 Grab, throw Strength + Kick hexes, Knockdown

Throw 2 9 1 Grab, throw Strength hexes, Knockdown

Wall Spring 6 - 3/5 Need to bounce

Cartwheel Kick 3 7 5 1 WP, straight line, knock back, +1 Dam for hex moved

Dislocate Limb 3 8 4 Grab, target can only throw kicks or has -3 Spd until realocate his arm

Drunken Monkey Roll

7 - 5 Crouching, Dodge projectiles

Shrorded Moon 4 - 3 1 Chi, Focus+Stealth x Perception+Alertness, if don’t lose, avoid and gain +1 Spd in next turn

Combos: Block (Flight) to Back Roll Throw, Dislocate Limb to Back

Roll Throw to Cartwheel Kick

Chapter 3 – Unique Fighters

140

4

Page 143: dreamcloud.academy Fighter - Circuit Guide.pdf2 CREDITS Written by: Eric “Musashi” Souza and Gabriel Tabatcheik. Professions revised by: Odmir Fortes. Cover art: Daigo Ikeno (Capcom)

AIR B – KUNG FU AIR C – NINJITSU

Rank 7 Rank 7

Strength

Dexterity

Stamina

OO

O

Perception

Intelligence

Wits

OOOO

O

Strength

Dexterity

Stamina

O

O

Perception

Intelligence

Wits

OOO

O

Punch

Kick

Block

Grab

Athletics

Focus

Elemental

O

OOOOOOOO

OO

O

O

Chi

O O O

Willpower

OO OO O

Punch

Kick

Block

Grab

Athletics

Focus

Elemental

OO

OO

OO

OO

OO

OOOO

Chi

O O O

Willpower

OO OO O

Health

OO OO OO

Health

OO OO OO

Maneuver Spd Dam Mov Special

Jab 8 6 4

Strong 6 8 4

Fierce 5 10 3

Short

Forward

Roundhouse

Block 10 - - Abort, +2 Spd

Grab 6 7 1

Movement 9 - 7

Jump 9 - 4 Aerial, Abort

Throw 4 9 1 Grab, Knockdown, Throw Strength hexes

Hair Throw 4 12 2 Grab, Cross the target’s hex, Knockdown, Throw Strength hexes

Flight 6 - 4 Can be activated blocking, 1 Chi per turn, +1 Spd, Mov = Stamina

Air Blast 4 12 - 1 Chi, Range 7, Perception + Blindfight to interrupt

Elemental Stride 6 - - 1 Chi, disappear and come back when and where want

Lightness 6 - 5 1 Chi, +1 Spd/+1 Mov in turn 1, +2 Spd/+3 Mov (Focus turns) to Maneuvers with Jump

Sense Element - - - Perception + Elemental

Combos: Block (Flight) to Hair Throw, Air Blast to Elemental Stride to Hair Throw, Jumping Fierce to Jumping Fierce to Jumping Fierce (dizzy), Air Blast to Air Blast (dizzy)

Maneuver Spd Dam Mov Special

Jab 7 6 3

Strong 5 8 3

Fierce 4 10 2

Short 6 7 3

Forward 5 9 2

Roundhouse 3 11 2

Block 9 - - Abort, +2 Spd

Grab 5 7 1

Movement 8 - 6

Jump 8 - 3 Aerial, Abort

Flight 5 - 4 Can be activated blocking, 1 Chi per turn, +1 Spd, Mov = Stamina

Back Roll Throw 4 11 1 Grab, throw Strength + Kick hexes, Knockdown

Throw 3 9 1 Grab, throw Strength hexes, Knockdown

Wall Spring 7 - 3/5 Need to bounce

Cartwheel Kick 4 7 5 1 WP, straight line, knock back, +1 Dam for hex moved

Dislocate Limb 4 8 4 Grab, target can only throw kicks or has -3 Spd until realocate his arm

Drunken Monkey Roll

8 - 5 Crouching, Dodge projectiles

Shrorded Moon 4 - 3 1 Chi, Focus+Stealth x Perception+Alertness, if don’t lose, avoid and gain +1 Spd in next turn

Disengage 6 - 1 Dexterity x Strength to break a Sustained Hold

Sakki - - - Focus + Athletics

Shikan-Ken 6 8 3 Resisted Strength roll to knock back, Knockdown in Aerials

Combos: Block (Flight) to Back Roll Throw, Dislocate Limb to Back

Roll Throw to Cartwheel Kick, Shrorded Moon to Shikan-Ken to

Shikan-ken (dizzy)

Chapter 3 – Unique Fighters

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Page 144: dreamcloud.academy Fighter - Circuit Guide.pdf2 CREDITS Written by: Eric “Musashi” Souza and Gabriel Tabatcheik. Professions revised by: Odmir Fortes. Cover art: Daigo Ikeno (Capcom)

AIR D – KABADDI AIR E – SPECIAL FORCES

Rank 1 Rank 1

Strength

Dexterity

Stamina

OOOO

OOO

OOO

Perception

Intelligence

Wits

OOOO

O

O

Strength

Dexterity

Stamina

OO

O

OOO

Perception

Intelligence

Wits

OO

OOO

OO

Punch

Kick

Block

Grab

Athletics

Focus

Elemental

OOOO

OOOOOOOO

OOOOOO

OOOOOOOO

OO

OOOO

OO

Chi

O O O O O

Willpower

OO OO OO OO OO OO O

Punch

Kick

Block

Grab

Athletics

Focus

Elemental

OOOOOOOO

OO

OOOOO

OOOOOOOO

OOOO

OOOO

OOOO

Chi

OO OO OO O O O O O

Willpower

OO OO OO O

Health

OO OO OO OO OO OO OO OO OO

Health

OO OO OO OO OO OO OO OO OO

Maneuver Spd Dam Mov Special

Jab 5 2 3

Strong 3 4 3

Fierce 2 6 2

Short

Forward

Roundhouse

Block 7 - - Abort, +2 Spd

Grab

Movement 6 - 6

Jump 6 - 3 Aerial, Abort

Regeneration 4 - - 1 Chi per Health

Air Blast 3 10 - 1 Chi, Range 7, Perception + Blindfight to interrupt

Combos: Movement to Air Blast, Jump to Air Blast

Maneuver Spd Dam Mov Special

Jab

Strong

Fierce

Short 5 6 2

Forward 4 8 1

Roundhouse 2 10 1

Block 8 - - Abort, +2 Spd

Grab

Movement 7 - 5

Flash Kick 3 13 0 1 Chi, 1 WP, knockdown in Aerials

Flight 4 - 3 Can be activated blocking, 1 Chi per turn, +1 Spd, Mov = Stamina

Combos: Block (Flight) to Flash Kick

Chapter 3 – Unique Fighters

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Page 145: dreamcloud.academy Fighter - Circuit Guide.pdf2 CREDITS Written by: Eric “Musashi” Souza and Gabriel Tabatcheik. Professions revised by: Odmir Fortes. Cover art: Daigo Ikeno (Capcom)

AIR D – KABADDI AIR E – SPECIAL FORCES

Rank 4 Rank 4

Strength

Dexterity

Stamina

OOOO

O

OOO

Perception

Intelligence

Wits

OOOO

Strength

Dexterity

Stamina

OO

O

Perception

Intelligence

Wits

OO

OOO

O

Punch

Kick

Block

Grab

Athletics

Focus

Elemental

OO

OOOOOOOO

OO

OOOOOOOO

O

OO

Chi

O O O O

Willpower

OO OO OO OO O

Punch

Kick

Block

Grab

Athletics

Focus

Elemental

OOOOOOOO

O

O

OOOO

OOOO

OOOO

OOOO

Chi

O O O O O

Willpower

OO OO OO O

Health

OO OO OO OO OO OO

Health

OO OO OO OO OO OO

Maneuver Spd Dam Mov Special

Jab 6 4 4

Strong 4 6 4

Fierce 3 8 3

Short

Forward

Roundhouse

Block 8 - - Abort, +2 Spd

Grab

Movement 7 - 7

Jump 7 - 4 Aerial, Abort

Regeneration 5 - - 1 Chi per Health

Air Blast 4 12 - 1 Chi, Range 9, Perception + Blindfight to interrupt

Elemental Stride 6 - - 1 Chi, disappear and come back when and where want

Push 3 10 - 1 Chi, affects a square of 4 x 3 ahead the character, knockdown in Aerials, knock back 1 hex per damage

Combos: Movement to Air Blast, Jump to Air Blast, Elemental Stride to Push

Maneuver Spd Dam Mov Special

Jab

Strong

Fierce

Short 6 7 2

Forward 5 9 1

Roundhouse 3 11 1

Block 9 - - Abort, +2 Spd

Grab 5

Movement 8 - 5

Jump 8 - 2 Aerial, Abort

Flash Kick 4 14 0 1 Chi, 1 WP, knockdown in Aerials

Flight 5 - 4 Can be activated blocking, 1 Chi per turn, +1 Spd, Mov = Stamina

Backflip Kick 5 9 2 Hit and move back

Foot Sweep 3 10 0 Crouching, knockdown

Knee Basher 4 11 1 Sustained Hold, knockdown at the end

Combos: Block (Flight) to Flash Kick, Block (Flight) to Backflip Kick,

Block (Flight) to Knee Basher

Chapter 3 – Unique Fighters

143

Page 146: dreamcloud.academy Fighter - Circuit Guide.pdf2 CREDITS Written by: Eric “Musashi” Souza and Gabriel Tabatcheik. Professions revised by: Odmir Fortes. Cover art: Daigo Ikeno (Capcom)

AIR D – KABADDI AIR E – SPECIAL FORCES

Rank 7 Rank 7

Strength

Dexterity

Stamina

OO

OOO

Perception

Intelligence

Wits

OOOO

Strength

Dexterity

Stamina

OO

Perception

Intelligence

Wits

OO

O

O

Punch

Kick

Block

Grab

Athletics

Focus

Elemental

O

OOOOOOOO

OO

O

OO

Chi

O O

Willpower

OO OO OO O

Punch

Kick

Block

Grab

Athletics

Focus

Elemental

O

O

O

OOOO

O

OOOO

OOOO

Chi

O O O

Willpower

OO OO O

Health

OO OO OO

Health

OO OO OO

Maneuver Spd Dam Mov Special

Jab 7 6 4

Strong 5 8 4

Fierce 4 10 3

Short

Forward

Roundhouse

Block 9 - - Abort, +2 Spd

Grab 5

Movement 8 - 7

Jump 8 - 4 Aerial, Abort

Regeneration 5 - - 1 Chi per Health

Air Blast 4 13 - 1 Chi, Range 9, Perception + Blindfight to interrupt

Elemental Stride 6 - - 1 Chi, disappear and come back when and where want

Push 3 11 - 1 Chi, affects a square of 4 x 3 ahead the character, knockdown in Aerials, knock back 1 hex per damage

Head Butt 5 10 2

Brain Cracker 5 9 1 Sustained Hold

Flying Body Spear

5 10 5 1 WP, Aerial, straight line, Dodge projectiles

Kippup - - - Combos: Movement to Air Blast, Jump to Air Blast, Elemental Stride to Push to Air Blast (dizzy), Elemental Stride to Brain Cracker, Block to Brain Cracker

Maneuver Spd Dam Mov Special

Jab 7 6 4

Strong 5 8 4

Fierce 4 10 3

Short 6 7 4

Forward 5 9 3

Roundhouse 3 11 3

Block 9 - - Abort, +2 Spd

Grab 5

Movement 8 - 7

Jump 8 - 4 Aerial, Abort

Flash Kick 4 14 0 1 Chi, 1 WP, knockdown in Aerials

Flight 5 - 5 Can be activated blocking, 1 Chi per turn, +1 Spd, Mov = Stamina

Backflip Kick 5 9 2 Hit and move back

Foot Sweep 3 10 2 Crouching, knockdown

Knee Basher 4 11 1 Sustained Hold, knockdown at the end

Elemental Skin 2 - - 1 Chi, 1 WP, -1 success against projectiles, -2 damage against Aerials, lasts Focus turns

Spinning Clothesline

5 7 2 1 WP, hit and knock back adj hexes, don’t hits Crouching

Combos: Block (Flight) to Flash Kick, Block (Flight) to Backflip Kick,

Block (Flight) to Knee Basher

Chapter 3 – Unique Fighters

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Page 147: dreamcloud.academy Fighter - Circuit Guide.pdf2 CREDITS Written by: Eric “Musashi” Souza and Gabriel Tabatcheik. Professions revised by: Odmir Fortes. Cover art: Daigo Ikeno (Capcom)

AIR F – WESTERN KICKBOXING AIR G – WU SHU

Rank 1 Rank 1

Strength

Dexterity

Stamina

OO

OOO

O

Perception

Intelligence

Wits

OO

OOO

OO

Strength

Dexterity

Stamina

OO

OOO

O

Perception

Intelligence

Wits

OO

OOO

OO

Punch

Kick

Block

Grab

Athletics

Focus

Elemental

OOOOO

OOOO

OOOOOO

OOOO

OOOOOO

OOO

OOOO

Chi

OO OO O O O O O

Willpower

OO OO OO OO O

Punch

Kick

Block

Grab

Athletics

Focus

Elemental

OOOOOOOO

OO

OOOOO

OOOOOOOO

OOOO

OO

OO

Chi

OO O O O O O

Willpower

OO OO OO OO OO O

Health

OO OO OO OO OO OO OO OO OO

Health

OO OO OO OO OO OO OO OO OO

Maneuver Spd Dam Mov Special

Jab

Strong

Fierce

Short 4 5 1

Forward 3 7 0

Roundhouse 1 9 0

Block 7 - - Abort, +2 Spd

Grab 3 5 1

Movement 6 - 4

Jump 6 - 1 Aerial, Abort

Flight 4 - 4 Can be activated blocking, 1 Chi per turn, +1 Spd, Mov = Stamina

Flying Knee Thrust

4 7 2 1 WP

Knee Basher 2 9 1 Sustained Hold, Knockdown at the end

Combos: Block (Flight) to Flying Knee Thrust, Block (Flight) to Knee Basher

Maneuver Spd Dam Mov Special

Jab

Strong

Fierce

Short 4 6 2

Forward 3 8 2

Roundhouse 1 10 1

Block

Grab

Movement 6 - 5

Jump 6 - 2 Aerial, Abort

Flight 4 - 4 Can be activated blocking, 1 Chi per turn, +1 Spd, Mov = Stamina

Lightness 4 - 3 1 Chi, +1 Spd/+1 Mov in turn 1, +2 Spd/+3 Mov (Focus turns) to Maneuvers with Jump

Combos: Jumping Roundhouse to Jumping Roundhouse

Chapter 3 – Unique Fighters

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Page 148: dreamcloud.academy Fighter - Circuit Guide.pdf2 CREDITS Written by: Eric “Musashi” Souza and Gabriel Tabatcheik. Professions revised by: Odmir Fortes. Cover art: Daigo Ikeno (Capcom)

AIR F – WESTERN KICKBOXING AIR G – WU SHU

Rank 4 Rank 4

Strength

Dexterity

Stamina

OO

O

Perception

Intelligence

Wits

OO

OOO

O

Strength

Dexterity

Stamina

OO

O

Perception

Intelligence

Wits

OO

OOO

O

Punch

Kick

Block

Grab

Athletics

Focus

Elemental

OOOOO

O

OOOOOO

OOOO

OO

O

OOOO

Chi

OO O O O O O

Willpower

OO OO O

Punch

Kick

Block

Grab

Athletics

Focus

Elemental

OOOOOOOO

O

OO

OOOOOOOO

O

OOO

OO

Chi

O O O O

Willpower

OO OO OO OO O

Health

OO OO OO OO OO OO

Health

OO OO OO OO OO OO

Maneuver Spd Dam Mov Special

Jab

Strong

Fierce

Short 6 7 3

Forward 5 9 2

Roundhouse 4 11 2

Block 9 - - Abort, +2 Spd

Grab 5 5 1

Movement 8 - 6

Jump 8 - 3 Aerial, Abort

Flight 5 - 4 Can be activated blocking, 1 Chi per turn, +1 Spd, Mov = Stamina

Flying Knee Thrust

6 9 4 1 WP

Knee Basher 4 11 1 Sustained Hold, Knockdown at the end

Lightness 5 - 4 1 Chi, +1 Spd/+1 Mov in turn 1, +2 Spd/+3 Mov (Focus turns) to Maneuvers with Jump

Combos: Block (Flight) to Flying Knee Thrust, Block (Flight) to Knee Basher, Lightness Flying Knee Thrust to Jumping Forward (dizzy), Lightness Flying Knee Thrust to Jumping Roundhouse (dizzy), Knee Basher to Lightness Forward (dizzy)

Maneuver Spd Dam Mov Special

Jab

Strong

Fierce

Short 6 6 4

Forward 5 8 3

Roundhouse 3 10 3

Block 9 - - Abort, +2 Spd

Grab

Movement 8 - 7

Jump 8 - 4 Aerial, Abort

Flight 5 - 4 Can be activated blocking, 1 Chi per turn, +1 Spd, Mov = Stamina

Lightness 5 - 5 1 Chi, +1 Spd/+1 Mov in turn 1, +2 Spd/+3 Mov (Focus turns) to Maneuvers with Jump

Double-Hit Kick 3 7 3 Roll twice against standing target

Lightning Leg 3 7 0 1 WP, Roll 3 times

Combos: Block (Flight) to Lightning Leg to Lightning Leg (dizzy),

Jumping Roundhouse to Jumping Roundhouse to Jumping

Roundhouse (dizzy)

Chapter 3 – Unique Fighters

146

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AIR F – WESTERN KICKBOXING AIR G – WU SHU

Rank 7 Rank 7

Strength

Dexterity

Stamina

O

O

Perception

Intelligence

Wits

OO

OO

Strength

Dexterity

Stamina

OO

Perception

Intelligence

Wits

O

OO

O

Punch

Kick

Block

Grab

Athletics

Focus

Elemental

OOOO

OO

O

O

OO

O

OOOO

Chi

O O O O

Willpower

OO O

Punch

Kick

Block

Grab

Athletics

Focus

Elemental

OOOOOOOO

OOOO

OOO

OO

Chi

O O

Willpower

OO OO OO O

Health

OO OO OO

Health

OO OO OO

Maneuver Spd Dam Mov Special

Jab 7 4 3

Strong 5 6 3

Fierce 4 8 2

Short 6 8 3

Forward 5 10 2

Roundhouse 4 12 2

Block 9 - - Abort, +2 Spd

Grab 5 8 1

Movement 8 - 6

Jump 8 - 3 Aerial, Abort

Flight 5 - 4 Can be activated blocking, 1 Chi per turn, +1 Spd, Mov = Stamina

Flying Knee Thrust

6 10 4 1 WP

Knee Basher 4 12 1 Sustained Hold, Knockdown at the end

Lightness 5 - 4 1 Chi, +1 Spd/+1 Mov in turn 1, +2 Spd/+3 Mov (Focus turns) to Maneuvers with Jump

Air Blast 4 10 - 1 Chi, Range 6, Perception + Blindfight to interrupt

Slide Kick 4 11 4 Knockdown

Throw 3 10 1 Grab, throw Strength hexes, Knockdown

Back Roll Throw 4 12 1 Grab, throw Strength + Kick hexes, Knockdown

Combos: Block (Flight) to Flying Knee Thrust, Block (Flight) to Knee Basher, Lightness Flying Knee Thrust to Jumping Forward (dizzy), Lightness Flying Knee Thrust to Jumping Roundhouse (dizzy), Knee Basher to Lightness Forward (dizzy), Block to Back Roll Throw to Air Blast

Maneuver Spd Dam Mov Special

Jab

Strong

Fierce

Short 6 8 5

Forward 5 10 4

Roundhouse 3 12 4

Block 9 - - Abort, +2 Spd

Grab

Movement 8 - 7

Jump 8 - 4 Aerial, Abort

Flight 5 - 5 Can be activated blocking, 1 Chi per turn, +1 Spd, Mov = Stamina

Lightness 5 - 6 1 Chi, +1 Spd/+1 Mov in turn 1, +2 Spd/+3 Mov (Focus turns) to Maneuvers with Jump

Double-Hit Kick 3 9 4 Roll twice in standing target

Lightning Leg 3 9 0 1 WP, Roll 3 times

Whirlwind Kick 3 8 4 2 WP, Aerial, hit and knock back adj hexes

Great Wall of China

3 9 0 2 WP, Roll 3 times in three targets in connected hexes

Combos: Block (Flight) to Lightning Leg to Lightning Leg (dizzy),

Jumping Roundhouse to Jumping Roundhouse to Jumping

Roundhouse (dizzy)

Chapter 3 – Unique Fighters

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FIRE A – KABADDI FIRE B – KUNG FU

Rank 1 Rank 1

Strength

Dexterity

Stamina

O

OOO

OOO

Perception

Intelligence

Wits

OO

OOO

OO

Strength

Dexterity

Stamina

OO

O

OOO

Perception

Intelligence

Wits

OOOO

OO

OO

Punch

Kick

Block

Grab

Athletics

Focus

Elemental

OO

OOOOOOOO

OOOOOO

OOOO

OOOOOO

OOOOO

OO

Chi

O O O O O

Willpower

OO OO OO OO OO OO O

Punch

Kick

Block

Grab

Athletics

Focus

Elemental

OO

OOOOOOOO

OOOO

OOOOOOOO

OOOO

OOOOO

OOOOOO

Chi

OO O O O O O

Willpower

OO OO OO OO OO O

Health

OO OO OO OO OO OO OO OO OO

Health

OO OO OO OO OO OO OO OO OO

Maneuver Spd Dam Mov Special

Jab 5 6 1

Strong 3 8 1

Fierce 2 10 0

Short

Forward

Roundhouse

Block 7 - - Abort, +2 Spd

Grab 3 6 1

Movement 6 - 4

Jump 6 - 1 Aerial, Abort

Head Butt 3 10 0

Flaming Fist - - - 1 Chi, +3 damage to Basic Punches

Brain Cracker 3 9 1 Sustained Hold

Combos: Head Butt to Jab (Flaming Fist) (dizzy)

Maneuver Spd Dam Mov Special

Jab 6 5 2

Strong 4 7 2

Fierce 3 9 1

Short

Forward

Roundhouse

Block 8 - - Abort, +2 Spd

Grab

Movement 7 - 5

Jump 7 - 2 Aerial, Abort

Drunken Monkey Roll

7 - 4 Crouching, Dodge projectiles

Flaming Fist - - - 1 Chi, +3 damage to Basic Punches

Combos: Drunken Monkey Roll to Jab (Flaming Fist), Drunken

Monkey Roll to Strong (Flaming Fist), Drunken Monkey Roll to Fierce

(Flaming Fist)

Chapter 3 – Unique Fighters

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FIRE A – KABADDI FIRE B – KUNG FU

Rank 4 Rank 4

Strength

Dexterity

Stamina

O

O

O

Perception

Intelligence

Wits

OO

OO

OO

Strength

Dexterity

Stamina

O

O

O

Perception

Intelligence

Wits

OOOO

OO

O

Punch

Kick

Block

Grab

Athletics

Focus

Elemental

OO

OOOOOOOO

OO

OOOO

OO

OO

OO

Chi

O O O O

Willpower

OO OO OO OO O

Punch

Kick

Block

Grab

Athletics

Focus

Elemental

O

OOOOOOOO

OOO

OOOOOOOO

OO

O

Chi

O O O O

Willpower

OO OO OO OO O

Health

OO OO OO OO OO OO

Health

OO OO OO OO OO OO

Maneuver Spd Dam Mov Special

Jab 6 6 3

Strong 4 8 3

Fierce 3 10 2

Short

Forward

Roundhouse

Block 8 - - Abort, +2 Spd

Grab 4 6 1

Movement 7 - 6

Jump 7 - 3 Aerial, Abort

Head Butt 4 10 1

Flaming Fist - - - 1 Chi, +3 damage to Basic Punches

Brain Cracker 4 9 1 Sustained Hold

Fireball 1 8 - 1 Chi, Range 6

Flying Body Spear

4 10 4 1 WP, Aerial, straight line, Dodge projectiles

Combos: Block to Brain Cracker, Head Butt to Jab (Flaming Fist) (dizzy), Fireball to Flying Body Spear to Brain Cracker, Fireball to Jab (Flaming Fist)

Maneuver Spd Dam Mov Special

Jab 6 7 3

Strong 4 9 3

Fierce 3 11 2

Short

Forward

Roundhouse

Block 8 - - Abort, +2 Spd

Grab

Movement 7 - 6

Jump 7 - 3 Aerial, Abort

Drunken Monkey Roll

7 - 5 Crouching, Dodge projectiles

Flaming Fist - - - 1 Chi, +3 damage to Basic Punches

Fire Strike 3 10 - 1 Chi, line of 4 hexes

Elemental Skin 2 5 - 1 Chi, 1 WP, cause damage when attacked, +1 Dam to Punches, Kicks and Grabs, lasts Focus turns

Combos: Drunken Monkey Roll to Jab (Flaming Fist), Drunken

Monkey Roll to Strong (Flaming Fist), Drunken Monkey Roll to Fierce

(Flaming Fist), Drunken Monkey Roll to Fire Strike

Chapter 3 – Unique Fighters

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Page 152: dreamcloud.academy Fighter - Circuit Guide.pdf2 CREDITS Written by: Eric “Musashi” Souza and Gabriel Tabatcheik. Professions revised by: Odmir Fortes. Cover art: Daigo Ikeno (Capcom)

FIRE A – KABADDI FIRE B – KUNG FU

Rank 7 Rank 7

Strength

Dexterity

Stamina

O

O

Perception

Intelligence

Wits

O

O

OO

Strength

Dexterity

Stamina

O

O

Perception

Intelligence

Wits

OOOO

O

Punch

Kick

Block

Grab

Athletics

Focus

Elemental

O

OOOOOOOO

O

OOOO

O

OO

Chi

O O

Willpower

OO OO OO O

Punch

Kick

Block

Grab

Athletics

Focus

Elemental

OOOO

O

OOOOOOOO

O

Chi

O O O O

Willpower

OO O

Health

OO OO OO

Health

OO OO OO

Maneuver Spd Dam Mov Special

Jab 6 7 4

Strong 4 9 4

Fierce 3 11 3

Short

Forward

Roundhouse

Block 8 - - Abort, +2 Spd

Grab 4 6 1

Movement 7 - 7

Jump 7 - 4 Aerial, Abort

Head Butt 4 11 2

Flaming Fist - - - 1 Chi, +3 damage to Basic Punches

Brain Cracker 4 10 1 Sustained Hold

Fireball 1 12 - 1 Chi, Range 9

Flying Body Spear

4 11 5 1 WP, Aerial, straight line, Dodge projectiles

Cobra Charm 2 - 3 1 Chi, Wits + Mysteries resisted roll, Intelligence to hold

Kippup - - -

Repeating Fireball

1 10 - 2 Chi, Roll 6 times, Range 9

Combos: Block to Brain Cracker, Head Butt to Jab (Flaming Fist) (dizzy), Fireball to Flying Body Spear to Brain Cracker, Fireball to Jab (Flaming Fist), Repeating Fireball to Repeating Fireball (dizzy)

Maneuver Spd Dam Mov Special

Jab 6 8 4

Strong 4 10 4

Fierce 3 12 3

Short 5 6 4

Forward 4 8 3

Roundhouse 2 10 3

Block 8 - - Abort, +2 Spd

Grab

Movement 7 - 7

Jump 7 - 4 Aerial, Abort

Drunken Monkey Roll

7 - 6 Crouching, Dodge projectiles

Flaming Fist - - - 1 Chi, +3 damage to Basic Punches

Fire Strike 4 12 - 1 Chi, line of 4 hexes

Elemental Skin 3 7 - 1 Chi, 1 WP, cause damage when attacked, +1 Dam to Punches, Kicks and Grabs, lasts Focus turns

Rekka Ken - - -

Maka Wara - 6 - Dmg when blocking

Combos: Drunken Monkey Roll to Jab (Flaming Fist), Drunken

Monkey Roll to Strong (Flaming Fist), Drunken Monkey Roll to Fierce

(Flaming Fist), Drunken Monkey Roll to Fire Strike, Block to Rekka

Ken Jab (dizzy)

Chapter 3 – Unique Fighters

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FIRE C – SHOTOKAN KARATE FIRE D – SPECIAL FORCES

Rank 1 Rank 1

Strength

Dexterity

Stamina

OOO

O

OOO

Perception

Intelligence

Wits

OO

OOO

OO

Strength

Dexterity

Stamina

O

OOO

OOO

Perception

Intelligence

Wits

OO

OOO

OO

Punch

Kick

Block

Grab

Athletics

Focus

Elemental

OO

OOOOOOOO

OOOO

OOOOOOOO

OOOO

OOOOO

OOOOOO

Chi

OO OO O O O O

Willpower

OO OO OO OO OO O

Punch

Kick

Block

Grab

Athletics

Focus

Elemental

OO

OOOOOOOO

OOOO

OOOOOOOO

OOOO

OOOOO

OOOOOO

Chi

OO OO OO OO O O O O

Willpower

OO OO OO O

Health

OO OO OO OO OO OO OO OO OO

Health

OO OO OO OO OO OO OO OO OO

Maneuver Spd Dam Mov Special

Jab 6 5 2

Strong 4 7 2

Fierce 3 9 1

Short

Forward

Roundhouse

Block 8 - - Abort, +2 Spd

Grab

Movement 7 - 5

Jump 7 - 2 Aerial, Abort

Lunging Punch 4 7 3 Crouching, Only Kick Defense blocks

Flaming Fist - - - 1 Chi, +3 damage to Basic Punches

Combos: Lunging Punch to Fierce (Flaming Fist) (dizzy)

Maneuver Spd Dam Mov Special

Jab 5 6 1

Strong 3 8 1

Fierce 2 10 0

Short

Forward

Roundhouse

Block 7 - - Abort, +2 Spd

Grab

Movement 6 - 4

Jump 6 - 1 Aerial, Abort

Flaming Fist - - - 1 Chi, +3 damage to Basic Punches

Spinning Back Fist

2 9 3

Spinning Knuckle

2 8 5 1 WP, Dodge projectiles, Roll twice

Combos: Spinning Knuckle to Fierce (Flaming Fist)

Chapter 3 – Unique Fighters

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Page 154: dreamcloud.academy Fighter - Circuit Guide.pdf2 CREDITS Written by: Eric “Musashi” Souza and Gabriel Tabatcheik. Professions revised by: Odmir Fortes. Cover art: Daigo Ikeno (Capcom)

FIRE C – SHOTOKAN KARATE FIRE D – SPECIAL FORCES

Rank 4 Rank 4

Strength

Dexterity

Stamina

O

O

O

Perception

Intelligence

Wits

OO

OO

OO

Strength

Dexterity

Stamina

OO

O

O

Perception

Intelligence

Wits

OO

OOO

O

Punch

Kick

Block

Grab

Athletics

Focus

Elemental

O

OOOOOOOO

O

OOOOOOOO

O

OOO

OOOOOO

Chi

OO O O O O

Willpower

OO OO OO O

Punch

Kick

Block

Grab

Athletics

Focus

Elemental

OOO

OOOOOOOO

OOOO

OO

OOOO

O

Chi

O O O O O

Willpower

OO OO OO O

Health

OO OO OO OO OO OO

Health

OO OO OO OO OO OO

Maneuver Spd Dam Mov Special

Jab 6 7 4

Strong 4 9 4

Fierce 3 11 3

Short

Forward

Roundhouse

Block 8 - - Abort, +2 Spd

Grab

Movement 7 - 7

Jump 7 - 4 Aerial, Abort

Lunging Punch 4 9 5 Crouching, Only Kick Defense blocks

Flaming Fist - - - 1 Chi, +3 damage to Basic Punches

Maka Wara - 5 - Dmg when blocking

Combos: Lunging Punch to Fierce (Flaming Fist) (dizzy), Block to Jab (Flaming Fist) (dizzy), Jab (Flaming Fist) to Jab (Flaming Fist) to Jab (Flaming Fist) (dizzy), Jump to Lunging Punch

Maneuver Spd Dam Mov Special

Jab 6 6 2

Strong 4 8 2

Fierce 3 10 1

Short

Forward

Roundhouse

Block 8 - - Abort, +2 Spd

Grab 4 7 1

Movement 7 - 5

Jump 7 - 2 Aerial, Abort

Flaming Fist - - - 1 Chi, +3 damage to Basic Punches

Spinning Back Fist

3 9 3

Spinning Knuckle

3 8 5 1 WP, Dodge projectiles, Roll twice

Elemental Skin 2 5 - 1 Chi, 1 WP, cause damage when attacked, +1 Dam to Punches, Kicks and Grabs, lasts Focus turns

Suplex 4 9 1 Grab, knockdown

Neck Choke 3 10 1 Sustained Hold

Combos: Spinning Knuckle to Fierce (Flaming Fist), Block to Suplex,

Block to Neck Choke

Chapter 3 – Unique Fighters

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Page 155: dreamcloud.academy Fighter - Circuit Guide.pdf2 CREDITS Written by: Eric “Musashi” Souza and Gabriel Tabatcheik. Professions revised by: Odmir Fortes. Cover art: Daigo Ikeno (Capcom)

FIRE C – SHOTOKAN KARATE FIRE D – SPECIAL FORCES

Rank 7 Rank 7

Strength

Dexterity

Stamina

O

O

Perception

Intelligence

Wits

O

O

OO

Strength

Dexterity

Stamina

OO

O

Perception

Intelligence

Wits

OOO

OO

Punch

Kick

Block

Grab

Athletics

Focus

Elemental

OOOOOOOO

OOOOOOOO

O

OO

Chi

O O O O

Willpower

OO O

Punch

Kick

Block

Grab

Athletics

Focus

Elemental

O

OOOOOOOO

OO

O

O

Chi

O O O O

Willpower

OO O

Health

OO OO OO

Health

OO OO OO

Maneuver Spd Dam Mov Special

Jab 6 8 4

Strong 4 10 4

Fierce 3 12 3

Short

Forward

Roundhouse

Block 8 - - Abort, +2 Spd

Grab

Movement 7 - 7

Jump 7 - 4 Aerial, Abort

Lunging Punch 4 10 5 Crouching, Only Kick Defense blocks

Flaming Fist - - - 1 Chi, +3 damage to Basic Punches

Maka Wara - 7 - Dmg when blocking

Elemental Skin 1 7 - 1 Chi, 1 WP, cause damage when attacked, +1 Dam to Punches, Kicks and Grabs, lasts Focus turns

Elemental Stride 4 - - 1 Chi, disappear and come back when and where want

Combos: Lunging Punch to Fierce (Flaming Fist) (dizzy), Block to Jab (Flaming Fist) (dizzy), Jab (Flaming Fist) to Jab (Flaming Fist) to Jab (Flaming Fist) (dizzy), Jump to Lunging Punch

Maneuver Spd Dam Mov Special

Jab 7 7 4

Strong 5 9 4

Fierce 4 11 3

Short

Forward

Roundhouse

Block 9 - - Abort, +2 Spd

Grab 5 9 1

Movement 8 - 7

Jump 8 - 4 Aerial, Abort

Flaming Fist - - - 1 Chi, +3 damage to Basic Punches

Spinning Back Fist

4 10 5

Spinning Knuckle

4 9 7 1 WP, Dodge projectiles, Roll twice

Elemental Skin 3 5 - 1 Chi, 1 WP, cause damage when attacked, +1 Dam to Punches, Kicks and Grabs, lasts Focus turns

Suplex 5 11 1 Grab, knockdown

Neck Choke 4 12 1 Sustained Hold

Heat Wave 5 9 4 1 Chi, Ignores Blocks, damage only to dizzy

Spontaneous Combustion

7 12 2 2 Chi, Focus resisted roll, 1 Chi to hold with damage 9

Combos: Spinning Knuckle to Fierce (Flaming Fist), Block to Suplex,

Block to Neck Choke, Spontaneous Combustion to Spinning Knuckle

(dizzy)

Chapter 3 – Unique Fighters

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Page 156: dreamcloud.academy Fighter - Circuit Guide.pdf2 CREDITS Written by: Eric “Musashi” Souza and Gabriel Tabatcheik. Professions revised by: Odmir Fortes. Cover art: Daigo Ikeno (Capcom)

FIRE E – WESTERN KICKBOXING EARTH A – BOXING

Rank 1 Rank 1

Strength

Dexterity

Stamina

OOO

O

OOO

Perception

Intelligence

Wits

OO

OOO

OO

Strength

Dexterity

Stamina

O

OOO

OOO

Perception

Intelligence

Wits

OOOOOO

OO

O

Punch

Kick

Block

Grab

Athletics

Focus

Elemental

OO

OOOOOOOO

OOOO

OOOOOOOO

OOOO

OOOOO

OOOOOO

Chi

OO OO OO O O O O

Willpower

OO OO OO OO O

Punch

Kick

Block

Grab

Athletics

Focus

Elemental

OO

OOOOOOOO

OOOOOO

OOOOOOOO

OOOO

OOO

OOOOOO

Chi

OO OO OO OO O O O O

Willpower

OO OO OO O

Health

OO OO OO OO OO OO OO OO OO

Health

OO OO OO OO OO OO OO OO OO

Maneuver Spd Dam Mov Special

Jab 6 5 2

Strong 4 7 2

Fierce 3 9 1

Short

Forward

Roundhouse

Block 8 - - Abort, +2 Spd

Grab

Movement 7 - 5

Jump 7 - 2 Aerial, Abort

Fist Sweep 3 9 0 Crouching, Knockdown

Flaming Fist - - - 1 Chi, +3 damage to Basic Punches

Combos: Strong (Flaming Fist) to Fist Sweep (dizzy)

Maneuver Spd Dam Mov Special

Jab 5 6 2

Strong 3 8 2

Fierce 2 10 1

Short

Forward

Roundhouse

Block

Grab

Movement 6 - 5

Jump 6 - 2 Aerial, Abort

Lunging Punch 3 8 3 Crouching, Only Kick Defense blocks

Wall 2 7 - Range 3, Wall has Health Focus and Stamina Elemental

Combos: Wall to Lunging Punch (dizzy)

Chapter 3 – Unique Fighters

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Page 157: dreamcloud.academy Fighter - Circuit Guide.pdf2 CREDITS Written by: Eric “Musashi” Souza and Gabriel Tabatcheik. Professions revised by: Odmir Fortes. Cover art: Daigo Ikeno (Capcom)

FIRE E – WESTERN KICKBOXING EARTH A – BOXING

Rank 4 Rank 4

Strength

Dexterity

Stamina

O

O

O

Perception

Intelligence

Wits

OO

OO

OO

Strength

Dexterity

Stamina

O

OOO

Perception

Intelligence

Wits

OOOO

OO

O

Punch

Kick

Block

Grab

Athletics

Focus

Elemental

O

OOOOOOOO

OO

OOOO

O

OOOOO

OOOOOO

Chi

OO OO O O O O

Willpower

OO OO O

Punch

Kick

Block

Grab

Athletics

Focus

Elemental

O

OOOOOOOO

OOOO

OOOOOOOO

O

O

Chi

OO OO O O O O

Willpower

OO OO O

Health

OO OO OO OO OO OO

Health

OO OO OO OO OO OO

Maneuver Spd Dam Mov Special

Jab 6 7 4

Strong 4 9 4

Fierce 3 11 3

Short

Forward

Roundhouse

Block 8 - - Abort, +2 Spd

Grab

Movement 7 - 7

Jump 7 - 4 Aerial, Abort

Fist Sweep 3 11 0 Crouching, Knockdown

Flaming Fist - - - 1 Chi, +3 damage to Basic Punches

Brain Cracker 4 10 1 Sustained Hold

Rekka Ken - - - 1 WP, +3 Spd for Basic Punch

Combos: Strong (Flaming Fist) to Fist Sweep (dizzy), Fierce (Flaming Fist) to Jab (Rekka Ken) to Jab (Flaming Fist) (dizzy)

Maneuver Spd Dam Mov Special

Jab 5 7 4

Strong 3 9 4

Fierce 2 11 3

Short

Forward

Roundhouse

Block

Grab

Movement 6 - 7

Jump 6 - 4 Aerial, Abort

Lunging Punch 3 9 5 Crouching, Only Kick Defense blocks

Wall 2 9 - Range 6, Wall has Health Focus and Stamina Elemental

Elemental Skin 2 - - 1 Chi, 1 WP, -2 damage to suffered Punches/Kicks, can’t knocked down or thrown, lasts Focus turns

Stone 2 8 - 1 Chi, Range 8

Combos: Wall to Lunging Punch (dizzy), Block to Stone, Elemental

Skin to Lunging Punch

Chapter 3 – Unique Fighters

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Page 158: dreamcloud.academy Fighter - Circuit Guide.pdf2 CREDITS Written by: Eric “Musashi” Souza and Gabriel Tabatcheik. Professions revised by: Odmir Fortes. Cover art: Daigo Ikeno (Capcom)

FIRE E – WESTERN KICKBOXING EARTH A – BOXING

Rank 7 Rank 7

Strength

Dexterity

Stamina

O

O

Perception

Intelligence

Wits

OO

O

O

Strength

Dexterity

Stamina

OOO

Perception

Intelligence

Wits

O

OO

O

Punch

Kick

Block

Grab

Athletics

Focus

Elemental

OOOOOOOO

OOOO

O

OO

OOOO

Chi

O O O O

Willpower

OO O

Punch

Kick

Block

Grab

Athletics

Focus

Elemental

OOOOOOOO

OOOOOOOO

Chi

O O O O

Willpower

OO O

Health

OO OO OO

Health

OO OO OO

Maneuver Spd Dam Mov Special

Jab 6 9 4

Strong 4 11 4

Fierce 3 13 3

Short

Forward

Roundhouse

Block 8 - - Abort, +2 Spd

Grab

Movement 7 - 7

Jump 7 - 4 Aerial, Abort

Fist Sweep 3 13 0 Crouching, Knockdown

Flaming Fist - - - 1 Chi, +3 damage to Basic Punches

Brain Cracker 4 12 1 Sustained Hold

Rekka Ken - - - 1 WP, +3 Spd for Basic Punch

Haymaker 2 14 2

Heat Wave 4 9 4 1 Chi, Ignores Blocks, damage only to dizzy

Widowmaker 1 15 2 Must travel 2 hex, Aerial, knockdown, not hit Aerials, Dodge projectiles

Combos: Strong (Flaming Fist) to Fist Sweep (dizzy), Fierce (Flaming Fist) to Jab (Rekka Ken) to Jab (Flaming Fist) (dizzy), Block to Heatwave to Heatwave (dizzy)

Maneuver Spd Dam Mov Special

Jab 5 9 5

Strong 3 11 5

Fierce 2 13 4

Short

Forward

Roundhouse

Block

Grab

Movement 6 - 8

Jump 6 - 5 Aerial, Abort

Lunging Punch 3 11 6 Crouching, Only Kick Defense blocks

Wall 2 10 - Range 8, Wall has Health (Focus) and Stamina (Elemental)

Elemental Skin 2 - - 1 Chi, 1 WP, -2 damage to suffered Punches/Kicks, can’t knocked down or thrown, lasts Focus turns

Stone 2 10 - 1 Chi, Range 8

Fist Sweep 2 13 3 Crouching, knockdown

Heal 3 - 4 1 Chi/Health or 5m³

Sense Element - - - Perception + Elemental

Combos: Wall to Lunging Punch (dizzy), Block to Stone, Elemental

Skin to Lunging Punch, Fist Sweep to Jab (dizzy)

Chapter 3 – Unique Fighters

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EARTH B – KUNG FU EARTH C – NATIVE AMERICAN WRESTLING

Rank 1 Rank 1

Strength

Dexterity

Stamina

OOO

OOO

O

Perception

Intelligence

Wits

OOOOOO

OO

O

Strength

Dexterity

Stamina

O

OOOOO

O

Perception

Intelligence

Wits

OOOO

OO

OOO

Punch

Kick

Block

Grab

Athletics

Focus

Elemental

OO

OOOOOOOO

OO

OOOOOOOO

OOOOOO

OOOOO

OO

Chi

OO OO O O O O

Willpower

OO OO OO OO OO O

Punch

Kick

Block

Grab

Athletics

Focus

Elemental

OOOO

OOOOOOOO

OOOO

OOOOOOOO

OOOO

OOOO

OO

Chi

OO OO O O O O

Willpower

OO OO OO OO OO O

Health

OO OO OO OO OO OO OO OO OO

Health

OO OO OO OO OO OO OO OO OO

Maneuver Spd Dam Mov Special

Jab 5 5 1

Strong 3 7 1

Fierce 2 9 0

Short

Forward

Roundhouse

Block 7 - - Abort, +2 Spd

Grab

Movement 6 - 4

Jump 6 - 1 Aerial, Abort

San He 5 - - Double soak, 1 Chi

Wall 2 6 - Range 2, Wall has Health (Focus) and Stamina (Elemental)

Combos: San He to Wall, San He to Fierce

Maneuver Spd Dam Mov Special

Jab 4 5 2

Strong 2 7 2

Fierce 1 9 1

Short

Forward

Roundhouse

Block 6 - - Abort, +2 Spd

Grab

Movement 5 - 5

Jump 5 - 2 Aerial, Abort

Thunderstrike 2 11 1 Aerial, same hex, hit and move the rest

Stone 1 6 - 1 Chi, Range 5

Wall 1 7 - Range 4, Wall has Health (Focus) and Stamina (Elemental)

Combos: Block to Thunderstrike

Chapter 3 – Unique Fighters

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EARTH B – KUNG FU EARTH C – NATIVE AMERICAN WRESTLING

Rank 4 Rank 4

Strength

Dexterity

Stamina

OOO

O

Perception

Intelligence

Wits

OOOOOO

OO

Strength

Dexterity

Stamina

OOOOO

Perception

Intelligence

Wits

OO

OO

O

Punch

Kick

Block

Grab

Athletics

Focus

Elemental

O

OOOOOOOO

O

OOOOOOOO

OOOO

O

Chi

O O O O

Willpower

OO OO OO OO O

Punch

Kick

Block

Grab

Athletics

Focus

Elemental

OOOO

OOOOOOOO

O

OOOOOOOO

O

O

OO

Chi

OO O O O O

Willpower

OO OO OO O

Health

OO OO OO

Health

OO OO OO

Maneuver Spd Dam Mov Special

Jab 6 6 2

Strong 4 8 2

Fierce 3 10 1

Short

Forward

Roundhouse

Block 8 - - Abort, +2 Spd

Grab

Movement 7 - 5

Jump 7 - 2 Aerial, Abort

San He 6 - - Double soak, 1 Chi

Wall 3 9 - Range 5, Wall has Health (Focus) and Stamina (Elemental)

Maka Wara - 6 - Dmg when blocking

Elemental Skin 3 - - 1 Chi, 1 WP, -2 damage to suffered Punches/Kicks, can’t knocked down or thrown, lasts Focus turns

Combos: San He to Wall, San He to Fierce (dizzy)

Maneuver Spd Dam Mov Special

Jab 4 6 4

Strong 2 8 4

Fierce 1 10 3

Short

Forward

Roundhouse

Block 6 - - Abort, +2 Spd

Grab

Movement 5 - 7

Jump 5 - 4 Aerial, Abort

Thunderstrike 2 13 3 Aerial, same hex, hit and move the rest

Stone 2 9 - 1 Chi, Range 8

Wall 2 9 - Range 7, Wall has Health (Focus) and Stamina (Elemental)

Diving Hawk 2 13 6 1 WP, Aerial, straight line, Dodge projectiles, same hex

Ice Blast 2 10 - 2 Chi, 4 successes in Strength to get out, Range 8

Buffalo Punch 0 12 1

Combos: Block to Thunderstrike

Chapter 3 – Unique Fighters

158

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EARTH B – KUNG FU EARTH C – NATIVE AMERICAN WRESTLING

Rank 7 Rank 7

Strength

Dexterity

Stamina

OOO

O

Perception

Intelligence

Wits

OOOOOO

Strength

Dexterity

Stamina

OOO

Perception

Intelligence

Wits

OO

O

Punch

Kick

Block

Grab

Athletics

Focus

Elemental

OOOOOOOO

OOOO

OO

Chi

O O O

Willpower

OO OO O

Punch

Kick

Block

Grab

Athletics

Focus

Elemental

OOOO

OOOOOOOO

OOOO

OO

Chi

O O O O

Willpower

OO O

Health

OO OO OO

Health

OO OO OO

Maneuver Spd Dam Mov Special

Jab 6 7 3

Strong 4 9 3

Fierce 3 11 2

Short

Forward

Roundhouse

Block 8 - - Abort, +2 Spd

Grab 4 5 1

Movement 7 - 6

Jump 7 - 3 Aerial, Abort

San He 6 - - Double soak, 1 Chi

Wall 3 12 - Range 6, Wall has Health (Focus) and Stamina (Elemental)

Maka Wara - 8 - Dmg when blocking

Elemental Skin 3 - - 1 Chi, 1 WP, -2 damage to suffered Punches/Kicks, can’t knocked down or thrown, lasts Focus turns

Monkey Grab Punch

2 9 4 Ignores Blocks

Punch Defense 8 - - +4 Soak against Punches, -2 against other Techniques

Deflecting Punch

6 8 - Soak against Punches

Pit 4 11 2 1 Chi, must torch the ground, target can climb the pit withMovement (Spd -4)

Combos: San He to Wall, San He to Fierce (dizzy), Block to Pit, Deflecting Punch to Monkey Grab Punch (dizzy)

Maneuver Spd Dam Mov Special

Jab 5 6 5

Strong 3 8 5

Fierce 2 10 4

Short

Forward

Roundhouse

Block 7 - - Abort, +2 Spd

Grab 3 7 1

Movement 6 - 8

Jump 6 - 5 Aerial, Abort

Thunderstrike 3 15 4 Aerial, same hex, hit and move the rest

Stone 3 11 - 1 Chi, Range 11

Wall 3 11 - Range 9, Wall has Health (Focus) and Stamina (Elemental)

Diving Hawk 3 15 7 1 WP, Aerial, straight line, Dodge projectiles, same hex

Ice Blast 3 13 - 2 Chi, 4 successes in Strength to get out, Range 11

Buffalo Punch 1 12 1

Suplex 3 9 1 Grab, knockdown

Pit 4 11 4 1 Chi, must torch the ground, target can climb the pit withMovement (Spd -4)

Weight 3 4 1 Chi, Range 11, alvo -2 Spd, -2 Mov & não pode saltar

Combos: Block to Thunderstrike, Jump to Weight to Ice Blast

Chapter 3 – Unique Fighters

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Page 162: dreamcloud.academy Fighter - Circuit Guide.pdf2 CREDITS Written by: Eric “Musashi” Souza and Gabriel Tabatcheik. Professions revised by: Odmir Fortes. Cover art: Daigo Ikeno (Capcom)

EARTH D – SANBO EARTH E – SPECIAL FORCES

Rank 1 Rank 1

Strength

Dexterity

Stamina

OOO

OOO

O

Perception

Intelligence

Wits

OOOOOO

OO

O

Strength

Dexterity

Stamina

OOO

OOO

O

Perception

Intelligence

Wits

OOOO

OO

OOO

Punch

Kick

Block

Grab

Athletics

Focus

Elemental

OOOOOOOO

OOOO

OOOOOO

OOOO

OOOOOO

OOO

OO

Chi

OO OO OO OO OO O O O

Willpower

OO OO OO O

Punch

Kick

Block

Grab

Athletics

Focus

Elemental

OOOOOOOO

OOOO

OOOOOO

OOOOOO

OOOO

OOOO

Chi

OO OO OO OO O O O O

Willpower

OO OO OO O

Health

OO OO OO OO OO OO OO OO OO

Health

OO OO OO OO OO OO OO OO OO

Maneuver Spd Dam Mov Special

Jab

Strong

Fierce

Short 4 5 1

Forward 3 7 0

Roundhouse 1 9 0

Block 7 - - Abort, +2 Spd

Grab 3 5 1

Movement 6 - 4

Reverse Frontal Kick

2 8 0 Ignores Blocks

Bear Hug 2 8 1 Sustained Hold

Elemental Skin 2 - - 1 Chi, 1 WP, -2 damage to suffered Punches/Kicks, can’t knocked down or thrown, lasts Focus turns

Combos: None

Maneuver Spd Dam Mov Special

Jab

Strong

Fierce

Short 4 5 2

Forward 3 7 1

Roundhouse 1 9 1

Block 7 - - Abort, +2 Spd

Grab 3 4 1

Movement 6 - 5

Elemental Stride 4 - - 1 Chi, disappear and come back when and where want

Flying Knee Thrust

4 7 3 1 WP

Suplex 3 6 1 Grab, knockdown

Combos: Flying Knee Thrust to Suplex

Chapter 3 – Unique Fighters

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Page 163: dreamcloud.academy Fighter - Circuit Guide.pdf2 CREDITS Written by: Eric “Musashi” Souza and Gabriel Tabatcheik. Professions revised by: Odmir Fortes. Cover art: Daigo Ikeno (Capcom)

EARTH D – SANBO EARTH E – SPECIAL FORCES

Rank 4 Rank 4

Strength

Dexterity

Stamina

O

O

O

Perception

Intelligence

Wits

OOOOOO

OO

Strength

Dexterity

Stamina

O

O

O

Perception

Intelligence

Wits

OO

OOO

OOO

Punch

Kick

Block

Grab

Athletics

Focus

Elemental

OOOOOOOO

O

OOOOOO

O

OOOO

OO

OO

Chi

OO OO OO O O O

Willpower

OO OO O

Punch

Kick

Block

Grab

Athletics

Focus

Elemental

OO

OO

OOOO

OOOOOO

OO

OOOO

Chi

OO OO OO O O O O

Willpower

OO O

Health

OO OO OO OO OO OO

Health

OO OO OO OO OO OO

Maneuver Spd Dam Mov Special

Jab

Strong

Fierce

Short 5 8 2

Forward 4 10 1

Roundhouse 2 12 1

Block 8 - - Abort, +2 Spd

Grab 4 8 1

Movement 7 - 5

Reverse Frontal Kick

3 11 0 Ignores Blocks

Bear Hug 3 11 1 Sustained Hold

Elemental Skin 3 - - 1 Chi, 1 WP, -2 damage to suffered Punches/Kicks, can’t knocked down or thrown, lasts Focus turns

Jump 6 - 2 Aerial, Abort

Wall 3 8 - Range 4, Wall has Health (Focus) and Stamina (Elemental)

Double-Hit Kick 2 9 1 Roll twice in standing target

Suplex 4 10 1 Grab, knockdown

Combos: Block to Suplex to Reverse Frontal Kick (dizzy), Block to Bear Hug

Maneuver Spd Dam Mov Special

Jab 6 6 3

Strong 4 8 3

Fierce 3 10 2

Short 5 7 3

Forward 4 9 2

Roundhouse 2 11 2

Block 8 - - Abort, +2 Spd

Grab 4 5 1

Movement 7 - 6

Elemental Stride 4 - - 1 Chi, disappear and come back when and where want

Flying Knee Thrust

5 9 4 1 WP

Suplex 4 7 1 Grab, knockdown

Spinning Back Fist

4 9 4

Spinning Knuckle

4 8 6 1 WP, Dodge projectiles, Roll twice

Flash Kick 3 14 - 1 Chi, 1 WP, knockdown in Aerials

Combos: Flying Knee Thrust to Suplex, Spinning Knuckle to Spinning

Knuckle (dizzy)

Chapter 3 – Unique Fighters

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Page 164: dreamcloud.academy Fighter - Circuit Guide.pdf2 CREDITS Written by: Eric “Musashi” Souza and Gabriel Tabatcheik. Professions revised by: Odmir Fortes. Cover art: Daigo Ikeno (Capcom)

EARTH D – SANBO EARTH E – SPECIAL FORCES

Rank 7 Rank 7

Strength

Dexterity

Stamina

O

O

Perception

Intelligence

Wits

OOOOOO

Strength

Dexterity

Stamina

O

O

Perception

Intelligence

Wits

O

OOO

O

Punch

Kick

Block

Grab

Athletics

Focus

Elemental

OOOOOOOO

O

OO

O

O

OO

Chi

O O O

Willpower

OO OO O

Punch

Kick

Block

Grab

Athletics

Focus

Elemental

O

OO

OO

OO

OOOO

Chi

O O O O

Willpower

OO O

Health

OO OO OO

Health

OO OO OO

Maneuver Spd Dam Mov Special

Jab

Strong

Fierce

Short 5 9 4

Forward 4 11 3

Roundhouse 2 13 3

Block 8 - - Abort, +2 Spd

Grab 4 10 1

Movement 7 - 7

Reverse Frontal Kick

3 12 2 Ignores Blocks

Bear Hug 3 13 1 Sustained Hold

Elemental Skin 3 - - 1 Chi, 1 WP, -2 damage to suffered Punches/Kicks, can’t knocked down or thrown, lasts Focus turns

Jump 6 - 4 Aerial, Abort

Wall 3 11 - Range 5, Wall has Health (Focus) and Stamina (Elemental)

Double-Hit Kick 2 10 3 Roll twice in standing target

Suplex 4 12 1 Grab, knockdown

Flying Tackle 3 10 6 Grab, Knockdown in both, +2 Spd to next grab

Kippup - - - Combos: Block to Suplex to Reverse Frontal Kick (dizzy), Block to Bear Hug, Flying Tackle to Bear Hug, Flying Tackle to Suplex (dizzy), Wall to Flying Tackle to Suplex (dizzy)

Maneuver Spd Dam Mov Special

Jab 6 7 5

Strong 4 9 5

Fierce 3 11 4

Short 5 7 5

Forward 4 9 4

Roundhouse 2 11 4

Block 8 - - Abort, +2 Spd

Grab 4 7 1

Movement 7 - 7

Elemental Stride 5 - - 1 Chi, disappear and come back when and where want

Flying Knee Thrust

5 9 6 1 WP

Suplex 4 9 1 Grab, knockdown

Spinning Back Fist

4 10 6

Spinning Knuckle

4 9 8 1 WP, Dodge projectiles, Roll twice

Flash Kick 3 14 - 1 Chi, 1 WP, knockdown in Aerials

Dislocate Limb 3 8 6 Grab, target can only throw kicks or has -3 Spd until realocate his arm

Foot Sweep 2 10 3 Crouching, knockdown

Knee Basher 3 11 1 Sustained Hold, knockdown at the end

Combos: Flying Knee Thrust to Suplex, Spinning Knuckle to Spinning

Knuckle (dizzy), Block to Dislocate Limb, Elemental Stride to Flash

Kick, Elemental Stride to Knee Basher

Chapter 3 – Unique Fighters

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Page 165: dreamcloud.academy Fighter - Circuit Guide.pdf2 CREDITS Written by: Eric “Musashi” Souza and Gabriel Tabatcheik. Professions revised by: Odmir Fortes. Cover art: Daigo Ikeno (Capcom)

CYBERNETIC A – SPECIAL FORCES CYBERNETIC B – THAI KICKBOXING

Rank 1 Rank 1

Strength

Dexterity

Stamina

OOOOO

O

Perception

Intelligence

Wits

OO

OOO

OO

Strength

Dexterity

Stamina

OOOOO

O

Perception

Intelligence

Wits

OO

OOO

OO

Punch

Kick

Block

Grab

Athletics

Focus

Cybernetics

OOOOO

OOOO

OOOOOO

OOOO

OO

OOOOOOO

OO

Chi

OO OO OO OO O O O O

Willpower

OO OO OO O

Punch

Kick

Block

Grab

Athletics

Focus

Cybernetics

OOOO

OOOO

OOOO

OOOOOOOO

OO

OOOOOOOO

OO

Chi

OO OO OO OO OO O O

Willpower

OO OO OO OO O

Health

O O O O OO OO OO

Health

OO OO OO OO OO OO OO

Maneuver Spd Dam Mov Special

Jab

Strong

Fierce

Short 3 7 3

Forward 2 9 2

Roundhouse 0 11 2

Block 6 - - Abort, +2 Spd

Grab 2 7 1

Movement 5 - 6

Jump 5 - 3 Aerial, Abort

Bite 3 10 2

Neck Choke 1 10 1 Sustained Hold

Flying Knee Thrust

3 9 4 1 WP

Sonic Boom 0 13 - 1 Chi or Health, Range 6

Combos: None

Maneuver Spd Dam Mov Special

Jab 4 6 3

Strong 2 8 3

Fierce 1 10 2

Short 3 7 3

Forward 2 9 2

Roundhouse 0 11 2

Block 6 - - Abort, +2 Spd

Grab

Movement 5 - 6

Jump 5 - 3 Aerial, Abort

Double-Hit Kick 0 8 2 Roll twice against standing target

Double-Hit Knee 2 7 1 Roll twice

Elbow Smash 4 9 1

Combos: Double-Hit Kick to Double-Hit Knee to Elbow Smash (dizzy)

Chapter 3 – Unique Fighters

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Page 166: dreamcloud.academy Fighter - Circuit Guide.pdf2 CREDITS Written by: Eric “Musashi” Souza and Gabriel Tabatcheik. Professions revised by: Odmir Fortes. Cover art: Daigo Ikeno (Capcom)

CYBERNETIC A – SPECIAL FORCES CYBERNETIC B – THAI KICKBOXING

Rank 4 Rank 4

Strength

Dexterity

Stamina

OOO

Perception

Intelligence

Wits

OO

OO

OO

Strength

Dexterity

Stamina

OOO

Perception

Intelligence

Wits

OO

OO

OO

Punch

Kick

Block

Grab

Athletics

Focus

Cybernetics

OOOOO

O

O

OOOO

O

OOOOOOO

OO

Chi

OO OO OO OO OO OO O

Willpower

OO O

Punch

Kick

Block

Grab

Athletics

Focus

Cybernetics

OO

OO

O

OOOOOOOO

O

OOOOOOOO

OO

Chi

OO OO OO OO OO O O

Willpower

OO O

Health

O OO OO OO

Health

OO OO OO OO

Maneuver Spd Dam Mov Special

Jab

Strong

Fierce

Short 4 9 4

Forward 3 11 3

Roundhouse 1 13 3

Block 7 - - Abort, +2 Spd

Grab 3 7 1

Movement 6 - 6

Jump 6 - 3 Aerial, Abort

Bite 4 10 3

Neck Choke 2 10 1 Sustained Hold

Flying Knee Thrust

4 9 5 1 WP

Sonic Boom 0 13 - 1 Chi or Health, Range 7

Flying Thrust Kick

3 15 2 1 WP, Aerial, knock back 1 hex, knockdown in Aerials

Venom 4 11 3 1 Chi or Health, -1 Spd & 1 dmg for next two turns

Combos: Sonic Boom to Flying Thrust Kick, Venom to Venom to Venom (dizzy)

Maneuver Spd Dam Mov Special

Jab 5 7 4

Strong 3 9 4

Fierce 2 11 3

Short 4 8 4

Forward 3 10 3

Roundhouse 1 12 3

Block 7 - - Abort, +2 Spd

Grab

Movement 6 - 7

Jump 6 - 4 Aerial, Abort

Double-Hit Kick 1 9 3 Roll twice against standing target

Double-Hit Knee 3 8 2 Roll twice

Elbow Smash 5 10 1

Ice Blast 1 12 - 2 Chi or Health, 4 successes in Strength to get out, Range 7

Tiger Knee 6 10 4 2 WP, Aerial, knockdown

Combos: Double-Hit Kick to Double-Hit Knee to Elbow Smash

(dizzy), Ice Blast to Tiger Knee

Chapter 3 – Unique Fighters

164

Page 167: dreamcloud.academy Fighter - Circuit Guide.pdf2 CREDITS Written by: Eric “Musashi” Souza and Gabriel Tabatcheik. Professions revised by: Odmir Fortes. Cover art: Daigo Ikeno (Capcom)

CYBERNETIC A – SPECIAL FORCES CYBERNETIC B – THAI KICKBOXING

Rank 7 Rank 7

Strength

Dexterity

Stamina

O

Perception

Intelligence

Wits

OO

O

O

Strength

Dexterity

Stamina

OOO

Perception

Intelligence

Wits

OO

O

O

Punch

Kick

Block

Grab

Athletics

Focus

Cybernetics

O

O

O

O

O

OOOOOOO

Chi

OO OO OO O

Willpower

OO O

Punch

Kick

Block

Grab

Athletics

Focus

Cybernetics

OOOOOOOO

OOOOOOOO

Chi

OO OO O O

Willpower

OO O

Health

OO

Health

OO

Maneuver Spd Dam Mov Special

Jab 6 8 4

Strong 4 10 4

Fierce 3 12 3

Short 5 9 4

Forward 4 11 3

Roundhouse 2 13 3

Block 8 - - Abort, +2 Spd

Grab 4 9 1

Movement 7 - 6

Jump 7 - 3 Aerial, Abort

Bite 5 10 3

Neck Choke 3 12 1 Sustained Hold

Flying Knee Thrust

5 9 5 1 WP

Sonic Boom 1 14 - 1 Chi or Health, Range 9

Flying Thrust Kick

4 15 2 1 WP, Aerial, knock back 1 hex, knockdown in Aerials

Venom 5 11 3 1 Chi or Health, -1 Spd & 1 dmg for next two turns

Heart Punch 3 14 2 Damage only to dizzy

Levitation 4 - 5 1 Chi or Health per turn

Suplex 4 11 1 Grab, knockdown Combos: Sonic Boom to Flying Thrust Kick, Venom to Venom to Venom (dizzy), Block to Heart Punch

Maneuver Spd Dam Mov Special

Jab 5 9 5

Strong 3 11 5

Fierce 2 13 4

Short 4 10 5

Forward 3 12 4

Roundhouse 1 14 4

Block 7 - - Abort, +2 Spd

Grab

Movement 6 - 7

Jump 6 - 4 Aerial, Abort

Double-Hit Kick 1 11 3 Roll twice against standing target

Double-Hit Knee 3 10 2 Roll twice

Elbow Smash 5 12 1

Ice Blast 1 13 - 2 Chi or Health, 4 successes in Strength to get out, Range 8

Tiger Knee 6 12 4 2 WP, Aerial, knockdown

Maka Wara - 8 - Dmg when blocking

Yoga Teleport 7 - - 2 Chi or Health, disappears and comes up to 9 hexes when wishes

Combos: Double-Hit Kick to Double-Hit Knee to Elbow Smash

(dizzy), Ice Blast to Tiger Knee, Block to Elbow Smash

Chapter 3 – Unique Fighters

165

Page 168: dreamcloud.academy Fighter - Circuit Guide.pdf2 CREDITS Written by: Eric “Musashi” Souza and Gabriel Tabatcheik. Professions revised by: Odmir Fortes. Cover art: Daigo Ikeno (Capcom)

CYBERNETIC C – CAPOEIRA CYBERNETIC D – ANY STYLE

Rank 1 Rank 1

Strength

Dexterity

Stamina

OOOO

OOO

Perception

Intelligence

Wits

OO

OOO

OO

Strength

Dexterity

Stamina

OOOO

OOO

Perception

Intelligence

Wits

OO

OOO

OO

Punch

Kick

Block

Grab

Athletics

Focus

Cybernetics

OOOOO

OO

OOOO

OOOOOOOO

OO

OOOOOOO

OO

Chi

OO OO OO OO O O O O

Willpower

OO OO OO O

Punch

Kick

Block

Grab

Athletics

Focus

Cybernetics

OO

OO

OOOOOO

OOOOOOOO

OOOO

OOOOOOOO

Chi

OO OO OO OO O O

Willpower

OO OO OO OO OO O

Health

O O O O OO OO OO

Health

OO OO OO OO OO OO OO

Maneuver Spd Dam Mov Special

Jab

Strong

Fierce

Short 6 6 3

Forward 5 8 2

Roundhouse 3 10 2

Block 9 - - Abort, +2 Spd

Grab

Movement 8 - 6

Jump 8 - 3 Aerial, Abort

Speed of the Mongoose

7 - 1 1 Chi or Health, +4 Spd or +6 Mov no próximo turn in straight line

Cartwheel Kick 4 6 5 1 WP, straight line, knock back, +1 Dam for hex moved

Combos: Speed of the Mongoose to Cartwheel Kick

Maneuver Spd Dam Mov Special

Jab 7 5 2

Strong 5 7 2

Fierce 4 9 1

Short 6 6 2

Forward 5 8 1

Roundhouse 3 10 1

Block

Grab

Movement 8 - 5

Jump 8 - 2 Aerial, Abort

Extendible Limbs

- - - Range 5 for Basic Punches and Kicks

Combos: Movement to Fierce

Chapter 3 – Unique Fighters

166

Page 169: dreamcloud.academy Fighter - Circuit Guide.pdf2 CREDITS Written by: Eric “Musashi” Souza and Gabriel Tabatcheik. Professions revised by: Odmir Fortes. Cover art: Daigo Ikeno (Capcom)

CYBERNETIC C – CAPOEIRA CYBERNETIC D – ANY STYLE

Rank 4 Rank 4

Strength

Dexterity

Stamina

OO

O

Perception

Intelligence

Wits

OO

OOO

O

Strength

Dexterity

Stamina

OO

O

Perception

Intelligence

Wits

OO

OOOO

O

Punch

Kick

Block

Grab

Athletics

Focus

Cybernetics

OOO

O

O

OOOOOOOO

O

OOOOOOO

OO

Chi

OO OO O O O O

Willpower

OO OO O

Punch

Kick

Block

Grab

Athletics

Focus

Cybernetics

O

O

OO

OOOOOOOO

OO

OOOOOOOO

Chi

OO OO OO O O

Willpower

OO OO OO O

Health

O OO OO OO

Health

OO OO OO OO

Maneuver Spd Dam Mov Special

Jab 7 5 4

Strong 5 7 4

Fierce 4 9 3

Short 6 8 4

Forward 5 10 3

Roundhouse 3 12 3

Block 9 - - Abort, +2 Spd

Grab

Movement 8 - 7

Jump 8 - 4 Aerial, Abort

Speed of the Mongoose

7 - 2 1 Chi or Health, +4 Spd or +6 Mov no próximo turn in straight line

Cartwheel Kick 4 8 6 1 WP, straight line, knock back, +1 Dam for hex moved

Rolling Attack 5 11 8 1 WP, Aerial, straight line, stop at the 1st hex occupied, hit and move back 2 hexes

Vertical Rolling Attack

5 11 4 1 WP, Aerial, Dodge projectiles, Knockdown in Aerials

Drunken Monkey Roll

8 - 6 Crouching, Dodge projectiles

Musical Accompaniment

- - - +1 in combat mod. when hear prefered song style

Combos: Speed of the Mongoose to Cartwheel Kick

Maneuver Spd Dam Mov Special

Jab 7 7 3

Strong 5 9 3

Fierce 4 11 2

Short 6 8 3

Forward 5 10 2

Roundhouse 3 12 2

Block 9 - - Abort, +2 Spd

Grab

Movement 8 - 6

Jump 8 - 3 Aerial, Abort

Extendible Limbs

- - - Range 5 for Basic Punches and Kicks

Fireball 3 11 - 1 Chi/Health, Range 10

Repeating Fireball

3 9 - 2 Chi/Health, Range 10, roll 5 times

Combos: Movement to Fierce

Chapter 3 – Unique Fighters

167

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CYBERNETIC C – CAPOEIRA CYBERNETIC D – ANY STYLE

Rank 7 Rank 7

Strength

Dexterity

Stamina

OO

O

Perception

Intelligence

Wits

O

OOO

Strength

Dexterity

Stamina

OO

O

Perception

Intelligence

Wits

O

OOOO

Punch

Kick

Block

Grab

Athletics

Focus

Cybernetics

OO

O

OO

OOOOOOO

OO

Chi

OO OO OO O

Willpower

OO O

Punch

Kick

Block

Grab

Athletics

Focus

Cybernetics

OOOOOOOO

OOOOOOOO

Chi

OO O O

Willpower

OO OO O

Health

OO

Health

OO

Maneuver Spd Dam Mov Special

Jab 8 6 5

Strong 6 8 5

Fierce 5 10 4

Short 7 9 5

Forward 6 11 4

Roundhouse 4 13 4

Block 10 - - Abort, +2 Spd

Grab 6 7 1

Movement 9 - 8

Jump 9 - 5 Aerial, Abort

Speed of the Mongoose

8 - 3 1 Chi or Health, +4 Spd or +6 Mov no próximo turn in straight line

Cartwheel Kick 5 9 7 1 WP, straight line, knock back, +1 Dam for hex moved

Rolling Attack 6 12 9 1 WP, Aerial, straight line, stop at the 1st hex occupied, hit and move back 2 hexes

Vertical Rolling Attack

6 12 5 1 WP, Aerial, Dodge projectiles, Knockdown in Aerials

Drunken Monkey Roll

9 - 7 Crouching, Dodge projectiles

Musical Accompaniment

- - - +1 in combat mod. when hear prefered song style

Knee Basher 5 13 1 Sustained Hold, knockdown at the end

Tumbling Attack 5 8 4 1 WP, straight line, same hex, hit and knock back until Move ends

Kippup - - -

Breakfall - - - Combos: Speed of the Mongoose to Cartwheel Kick, Block to Knee Basher, Speed of the Mongoose to Rolling Attack

Maneuver Spd Dam Mov Special

Jab 8 8 5

Strong 6 10 5

Fierce 5 12 4

Short 7 9 5

Forward 6 11 4

Roundhouse 4 13 4

Block 10 - - Abort, +2 Spd

Grab

Movement 9 - 8

Jump 9 - 5 Aerial, Abort

Extendible Limbs

- - - Range 5 for Basic Punches and Kicks

Fireball 4 11 - 1 Chi/Health, Range 10

Repeating Fireball

4 9 - 2 Chi/Health, Range 10, roll 5 times

Shock Treatment

6 16 - 2 Chi or Health, Knockdown, hit all adjacents

Combos: Movement to Fierce to Repeating Fireball (dizzy), Block to

Shock Treatment, Roundhouse to Jab (dizzy)

Chapter 3 – Unique Fighters

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ARMED OPPONENTS Occasionally (especially during Duelist torrnaments), weapons are used in combat. No honorable Street Fighter world resort to using a weapon. Street Fighters have honed their fists, feet, and minds to be better than any weapons. Who needs a gun when yor've got a fireball?

Chapter 3 – Unique Fighters

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DUELIST A – AIKIDO DUELIST B – CAPOEIRA

Rank 1 Rank 1

Strength

Dexterity

Stamina

OO

O

OO

Perception

Intelligence

Wits

OO

OOO

OO

Strength

Dexterity

Stamina

OOO

OO

O

Perception

Intelligence

Wits

O

OOO

OOOOO

Punch

Kick

Block

Grab

Athletics

Focus

Sword

OOOOO

OOOO

OOOOO

OOOO

OOO

OOOOO

OOO

Chi

O O O O O

Willpower

O O O O O O O

Punch

Kick

Block

Grab

Athletics

Focus

Knife

OOOOO

OOOO

OOOOOOOO

OOOOO

OO

OOOOO

OO

Chi

O O O O O O O O

Willpower

O O O O

Health

OO OO OO OO OO OO OO OO OO

Health

OO OO OO OO OO OO OO OO OO

Maneuver Spd Dam Mov Special

Jab

Strong

Fierce

Short 5 5 2

Forward 4 7 1

Roundhouse 2 9 1

Block

Grab 4 5 1

Movement 7 - 5

Jump 7 - 2 Aerial, Abort

Slide Kick 3 8 3 Knockdown

Pin 3 7/5 3/0 Sustained Hold, target must be knocked down or dizzy, +3 Strength to hold, minimum 2 dmg to hold, 1 WP

Bokken Parry 9 - - Abort, +2 Spd to use same weapon

Bokken Jab 7 7 2

Bokken Strong 5 9 2

Bokken Fierce 4 11 1

Bokken Berserk 3 12 0 1 WP, Special Effect Combos: Slide Kick to Pin, Bokken Parry to Bokken Fierce

Maneuver Spd Dam Mov Special

Jab

Strong

Fierce

Short 4 5 3

Forward 3 7 2

Roundhouse 1 9 2

Block

Grab

Movement 6 - 6

Jump 6 - 3 Aerial, Abort

Rolling Attack 3 9 7 1 WP, Aerial, straight line, stop at the 1st hex occupied, hit and move back 2 hexes

Vertical Rolling Attack

3 9 3 1 WP, Aerial, Dodge projectiles, Knockdown in Aerials

Razor Parry 9 - - Abort, +2 Spd to use same weapon

Razor Jab 7 7 3

Razor Strong 5 9 3

Razor Fierce 4 11 2

Razor Berserk 3 12 0 1 WP, Special Effect Combos: Razor Jab to Razor Fierce

Chapter 3 – Unique Fighters

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DUELIST A – AIKIDO DUELIST B – CAPOEIRA

Rank 4 Rank 4

Strength

Dexterity

Stamina

OO

O

Perception

Intelligence

Wits

OO

OOO

O

Strength

Dexterity

Stamina

O

O

O

Perception

Intelligence

Wits

OOO

OOOOO

Punch

Kick

Block

Grab

Athletics

Focus

Sword

OOOOO

OOOO

OOOOO

O

O

OOOOO

O

Chi

O O O O O

Willpower

O O O O

Punch

Kick

Block

Grab

Athletics

Focus

Knife

OOO

OOOO

OOOOOOOO

OOO

O

OOOOO

O

Chi

O O O O O O O

Willpower

O O

Health

OO OO OO OO OO OO

Health

OO OO OO OO OO OO

Maneuver Spd Dam Mov Special

Jab

Strong

Fierce

Short 6 5 4

Forward 5 7 4

Roundhouse 3 9 3

Block

Grab 5 7 1

Movement 8 - 7

Jump 8 - 4 Aerial, Abort

Slide Kick 4 8 5 Knockdown

Pin 4 9/7 5/0 Sustained Hold, target must be knocked down or dizzy, +3 Strength to hold, minimum 2 dmg to hold, 1 WP

Breakfall - - -

Throw 3 9 1 Grab, Knockdown, Throw Strength hexes

Kippup - - -

Drunken Monkey Roll

8 - 6 Crouching, Dodge projectiles

Bokken Parry 10 - - Abort, +2 Spd to use same weapon

Bokken Jab 8 9 4

Bokken Strong 6 11 4

Bokken Fierce 5 13 3

Bokken Berserk 4 14 1 1 WP, Special Effect Combos: Slide Kick to Pin, Bokken Parry to Bokken Fierce to Bokken Jab (dizzy), Drunken Monkey Roll to Bokken Berserk to Pin

Maneuver Spd Dam Mov Special

Jab 6 5 4

Strong 4 7 4

Fierce 3 9 3

Short 5 6 4

Forward 4 8 3

Roundhouse 2 10 3

Block

Grab 4 6 1

Movement 7 - 7

Jump 7 - 4 Aerial, Abort

Rolling Attack 4 11 8 1 WP, Aerial, straight line, stop at the 1st hex occupied, hit and move back 2 hexes

Vertical Rolling Attack

4 11 4 1 WP, Aerial, Dodge projectiles, Knockdown in Aerials

Forward Flip Knee

2 10 2 Aerial, target at the same or adj hex, jump over him, he can lost his move if interrupted

Thigh Press 3 10 1 Grab, knockdown

Razor Parry 10 - - Abort, +2 Spd to use same weapon

Razor Jab 8 9 4

Razor Strong 6 11 4

Razor Fierce 5 13 3

Razor Berserk 4 14 1 1 WP, Special Effect Combos: Razor Jab to Razor Fierce to Razor Fierce (dizzy), Vertical

Rolling Attack to Forward Flip Knee, Razor Parry to Razor Jab

Chapter 3 – Unique Fighters

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Page 174: dreamcloud.academy Fighter - Circuit Guide.pdf2 CREDITS Written by: Eric “Musashi” Souza and Gabriel Tabatcheik. Professions revised by: Odmir Fortes. Cover art: Daigo Ikeno (Capcom)

DUELIST A – AIKIDO DUELIST B – CAPOEIRA

Rank 7 Rank 7

Strength

Dexterity

Stamina

OO

O

Perception

Intelligence

Wits

OO

OOO

Strength

Dexterity

Stamina

O

O

Perception

Intelligence

Wits

OO

OOO

Punch

Kick

Block

Grab

Athletics

Focus

Sword

OOOOO

OOOO

OOO

O

O

OOOO

Chi

O O O

Willpower

O O O

Punch

Kick

Block

Grab

Athletics

Focus

Knife

OO

OO

OOOO

OOO

OOOOO

Chi

O O O O

Willpower

O O

Health

OO OO OO

Health

OO OO OO

Maneuver Spd Dam Mov Special

Jab

Strong

Fierce

Short 7 5 4

Forward 6 7 4

Roundhouse 4 9 3

Block 10 - - Abort, +2 Spd

Grab 6 7 1

Movement 9 - 7

Jump 9 - 4 Aerial, Abort

Slide Kick 5 8 5 Knockdown

Pin 5 9/7 5/0 Sustained Hold, target must be knocked down or dizzy, +3 Strength to hold, minimum 2 dmg to hold, 1 WP

Breakfall - - -

Throw 4 9 1 Grab, Knockdown, Throw Strength hexes

Kippup - - -

Zen no Mind - - - 1 WP, choice 3 cards and use one of them at the end of the turn

Regeneration 5 - - 1 Chi/Health

Arm/Wrist Lock 6 9 2 Sustained Hold, knockdown

Drunken Monkey Roll

9 - 6 Crouching, Dodge projectiles

Bokken Parry 11 - - Abort, +2 Spd to use same weapon

Bokken Jab 9 10 4

Bokken Strong 7 12 4

Bokken Fierce 6 14 3

Bokken Berserk 5 15 1 1 WP, Special Effect Combos: Slide Kick to Pin, Bokken Parry to Bokken Fierce to Bokken Jab (dizzy), Drunken Monkey Roll to Bokken Berserk to Pin, Block to Arm/Wrist Lock, Arm/Wrist Lock to Bokken Fierce (dizzy)

Maneuver Spd Dam Mov Special

Jab 6 7 5

Strong 4 9 5

Fierce 3 11 4

Short 5 8 5

Forward 4 10 4

Roundhouse 2 12 4

Block

Grab 4 7 1

Movement 7 - 8

Jump 7 - 5 Aerial, Abort

Rolling Attack 4 13 9 1 WP, Aerial, straight line, stop at the 1st hex occupied, hit and move back 2 hexes

Vertical Rolling Attack

4 13 5 1 WP, Aerial, Dodge projectiles, Knockdown in Aerials

Forward Flip Knee

2 12 2 Aerial, target at the same or adj hex, jump over him, he can lost his move if interrupted

Thigh Press 3 11 1 Grab, knockdown

Beast Roll 4 13 3/7 1 WP, same hex, move back & depois avança na linha, Dodge projectiles

Drunken Monkey Roll

7 - 7 Crouching, Dodge projectiles

Haymaker 2 12 3

Widowmaker 1 13 2 Must travel 2 hex, Aerial, knockdown, not hit Aerials, Dodge projectiles

Razor Parry 10 - - Abort, +2 Spd to use same weapon

Razor Jab 8 11 5

Razor Strong 6 13 5

Razor Fierce 5 15 4

Razor Berserk 4 16 2 1 WP, Special Effect Combos: Razor Jab to Razor Fierce to Razor Fierce (dizzy), Vertical

Rolling Attack to Forward Flip Knee, Razor Parry to Razor Jab, V

Rolling Attack to Vertical Rolling Attack

Chapter 3 – Unique Fighters

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DUELIST C – SPECIAL FORCES DUELIST D – KABADDI

Rank 1 Rank 1

Strength

Dexterity

Stamina

O

OO

OO

Perception

Intelligence

Wits

OO

OOO

OO

Strength

Dexterity

Stamina

OO

O

OOO

Perception

Intelligence

Wits

OO

OO

OOOO

Punch

Kick

Block

Grab

Athletics

Focus

Knife

OOOOO

OOO

OOOOOOO

OOO

OOO

OOOOO

OOO

Chi

O O O O O O O O O

Willpower

O O O

Punch

Kick

Block

Grab

Athletics

Focus

Knife

OOOOOO

OOOOO

OOOOOO

OOOO

OOO

OOOOO

OO

Chi

OO O O O O

Willpower

O O O O O O O

Health

OO OO OO OO OO OO OO OO OO

Health

OO OO OO OO OO OO OO OO OO

Maneuver Spd Dam Mov Special

Jab

Strong

Fierce

Short 4 6 2

Forward 3 8 1

Roundhouse 1 10 1

Block

Grab 3 6 1

Movement 6 - 5

Jump 6 - 2 Aerial, Abort

Flying Knee Thrust

4 8 3 1 WP

Foot Sweep 1 9 0 Crouching, Knockdown

Suplex 3 8 1 Grab, Knockdown

Combat Knife Parry

7 - - Abort, +2 Spd to use same weapon

Knife Jab 5 8 2

Knife Strong 3 10 2

Knife Fierce 2 12 1

Knife Berserk 1 13 0 1 WP, Special Effect Combos: Foot Sweep to Flying Knee Thrust, Roundhouse to Knife Strong, Knife Parry to Knife Fierce

Maneuver Spd Dam Mov Special

Jab 6 3 2 Spd +2, Dam +3 with katar

Strong 5 5 2 Spd +2, Dam +3 with katar

Fierce 4 7 1 Spd +2, Dam +3 with katar

Short

Forward

Roundhouse

Block

Grab 4 5 1

Movement 7 - 5

Jump 7 - 2 Aerial, Abort

Head Butt 4 7 0

Push (BR) 5 - 1 Grab, throw Strength + Grab hexes, Knockdown

Katar Parry 10 - - Abort, +2 Spd to use same weapon

Katar Jab 8 8 2

Katar Strong 6 10 2

Katar Fierce 5 12 1

Katar Berserk 4 13 0 1 WP, Special Effect Combos: Katar Parry to Katar Jab, Katar Fierce to Katar Jab to Katar

Jab (dizzy)

Chapter 3 – Unique Fighters

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Page 176: dreamcloud.academy Fighter - Circuit Guide.pdf2 CREDITS Written by: Eric “Musashi” Souza and Gabriel Tabatcheik. Professions revised by: Odmir Fortes. Cover art: Daigo Ikeno (Capcom)

DUELIST C – SPECIAL FORCES DUELIST D – KABADDI

Rank 4 Rank 4

Strength

Dexterity

Stamina

O

O

O

Perception

Intelligence

Wits

O

OOO

OO

Strength

Dexterity

Stamina

OO

O

Perception

Intelligence

Wits

OO

OO

OO

Punch

Kick

Block

Grab

Athletics

Focus

Knife

OOOOO

OO

OOOOOOO

OO

O

OOOOO

O

Chi

O O O O O O O

Willpower

O O

Punch

Kick

Block

Grab

Athletics

Focus

Knife

OOOOOO

OOOOO

OOOO

OOOO

OO

O

OO

Chi

OO O O O O

Willpower

O O O O

Health

OO OO OO OO OO OO

Health

OO OO OO OO OO OO

Maneuver Spd Dam Mov Special

Jab

Strong

Fierce

Short 5 7 4

Forward 4 9 3

Roundhouse 2 11 3

Block

Grab 4 7 1

Movement 7 - 7

Jump 7 - 4 Aerial, Abort

Flying Knee Thrust

5 9 5 1 WP

Foot Sweep 2 10 2 Crouching, Knockdown

Suplex 4 9 1 Grab, Knockdown

Neck Choke 3 10 1 Sustained Hold

Handstand Kick 3 11 2 Knockdown in Aerials

Air Suplex 3 11 4 Aerial, Grab, Knockdown, Must interrupt in the air

Combat Knife Parry

8 - - Abort, +2 Spd to use same weapon

Knife Jab 6 10 4

Knife Strong 4 12 4

Knife Fierce 3 14 3

Knife Berserk 2 15 1 1 WP, Special Effect Combos: Foot Sweep to Flying Knee Thrust (dizzy), Roundhouse to Knife Strong (dizzy), Knife Parry to Knife Fierce (dizzy), Movement to Air Suplex

Maneuver Spd Dam Mov Special

Jab 6 3 3 Spd +2, Dam +3 with katar

Strong 5 5 3 Spd +2, Dam +3 with katar

Fierce 4 7 2 Spd +2, Dam +3 with katar

Short

Forward

Roundhouse

Block 8 - - Abort, +2 Spd

Grab 4 5 1

Movement 7 - 6

Jump 7 - 3 Aerial, Abort

Head Butt 4 7 1

Push (BR) 5 - 1 Grab, throw Strength + Grab hexes, Knockdown

Flight (BR) 5 - 6 1 Chi per turn, aerial, can’t use Chi maneuver

Head Butt Hold 3 8 1 Sustained Hold

Suplex 4 7 1 Grab, knockdown

Katar Parry 10 - - Abort, +2 Spd to use same weapon

Katar Jab 8 8 3

Katar Strong 6 10 3

Katar Fierce 5 12 2

Katar Berserk 4 13 0 1 WP, Special Effect Combos: Katar Parry to Katar Jab, Katar Fierce to Katar Jab to Katar

Jab (dizzy)

Chapter 3 – Unique Fighters

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Page 177: dreamcloud.academy Fighter - Circuit Guide.pdf2 CREDITS Written by: Eric “Musashi” Souza and Gabriel Tabatcheik. Professions revised by: Odmir Fortes. Cover art: Daigo Ikeno (Capcom)

DUELIST C – SPECIAL FORCES DUELIST D – KABADDI

Rank 7 Rank 7

Strength

Dexterity

Stamina

O

O

Perception

Intelligence

Wits

O

OO

O

Strength

Dexterity

Stamina

O

O

Perception

Intelligence

Wits

OO

O

O

Punch

Kick

Block

Grab

Athletics

Focus

Knife

OOOOO

O

OO

OO

OOOOO

Chi

O O O O

Willpower

O O

Punch

Kick

Block

Grab

Athletics

Focus

Knife

OOOOOO

OOOO

OOO

OO

OO

O

Chi

O O O

Willpower

O O O

Health

OO OO OO

Health

OO OO OO

Maneuver Spd Dam Mov Special

Jab

Strong

Fierce

Short 6 8 5

Forward 5 10 4

Roundhouse 3 12 4

Block 9 - - Abort, +2 Spd

Grab 5 7 1

Movement 8 - 8

Jump 8 - 5 Aerial, Abort

Flying Knee Thrust

6 10 6 1 WP

Foot Sweep 3 11 3 Crouching, Knockdown

Suplex 5 9 1 Grab, Knockdown

Neck Choke 4 10 1 Sustained Hold

Handstand Kick 4 12 3 Knockdown in Aerials

Air Suplex 4 11 5 Aerial, Grab, Knockdown, Must interrupt in the air

Knee Basher 4 12 1 Sustained Hold, knockdown at the end

Backflip Kick 5 10 2 Bata & mova to trás

Kippup - - -

Combat Knife Parry

9 - - Abort, +2 Spd to use same weapon

Knife Jab 7 11 5

Knife Strong 5 13 5

Knife Fierce 4 15 4

Knife Berserk 3 16 2 1 WP, Special Effect Combos: Foot Sweep to Flying Knee Thrust (dizzy), Roundhouse to Knife Strong (dizzy), Knife Parry to Knife Fierce (dizzy), Movement to Air Suplex, Block to Knee Basher, Knee Basher to Knife Berserk (dizzy)

Maneuver Spd Dam Mov Special

Jab 6 4 3 Spd +2, Dam +3 with katar

Strong 5 6 3 Spd +2, Dam +3 with katar

Fierce 4 8 2 Spd +2, Dam +3 with katar

Short 5 5 3

Forward 4 7 2

Roundhouse 2 9 2

Block 8 - - Abort, +2 Spd

Grab 4 7 1

Movement 7 - 6

Jump 7 - 3 Aerial, Abort

Head Butt 4 8 1

Push (BR) 5 - 1 Grab, throw Strength + Grab hexes, Knockdown

Flight (BR) 5 - 6 1 Chi per turn, aerial, can’t use Chi maneuver

Head Butt Hold 3 10 1 Sustained Hold

Suplex 4 9 1 Grab, knockdown

Air Suplex 3 11 3 Aerial, Grab, Knockdown, Must interrupt in the air

Arm/Wrist Lock 4 9 2 Sustained Hold, knockdown

Blind 4 - - 1 Chi, Range 6, Int + Focus x Stamina + Mysteries of the target; Int x Int turn by turn to escape

Katar Parry 10 - - Abort, +2 Spd to use same weapon

Katar Jab 8 12 3

Katar Strong 6 14 3

Katar Fierce 5 16 2

Katar Berserk 4 17 0 1 WP, Special Effect Combos: Katar Parry to Katar Jab, Katar Fierce to Katar Jab to Katar

Jab (dizzy)

Chapter 3 – Unique Fighters

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DUELIST E – SHOTOKAN KARATE DUELIST F – KUNG FU

Rank 1 Rank 1

Strength

Dexterity

Stamina

OO

OO

O

Perception

Intelligence

Wits

OOO

OOO

O

Strength

Dexterity

Stamina

OO

OOO

O

Perception

Intelligence

Wits

OOOO

OO

OO

Punch

Kick

Block

Grab

Athletics

Focus

Blunt

OOOO

OOOOO

OOOOOOOOOO

OOOOO

OOO

OOO

OOO

Chi

O O O O O O O

Willpower

O O O O O

Punch

Kick

Block

Grab

Athletics

Focus

Nunchaku

OOOOOOOO

OOOOO

OOOOOOOO

OOOO

OO

OOOOO

OO

Chi

OO O O O O O

Willpower

OO OO OO OO OO O

Health

OO OO OO OO OO OO OO OO OO

Health

OO OO OO OO OO OO OO OO OO

Maneuver Spd Dam Mov Special

Jab 5 4 2 Damage +1 with tonfa

Strong 3 6 2 Damage +1 with tonfa

Fierce 2 8 1 Damage +1 with tonfa

Short

Forward

Roundhouse

Block

Grab

Movement 6 - 5

Jump 6 - 2 Aerial, Abort

Stunning Shout 6 - 0 1 Chi, Resisted WP roll, if wins, cancells the opponent move or reduces his next maneuver Spd

Kippup - - -

Tonfa Parry 7 - - Abort, +2 Spd to use same weapon, Soak +1

Tonfa Jab 5 5 2

Tonfa Strong 3 7 2

Tonfa Fierce 2 9 1

Tonfa Berserk 1 10 0 1 WP, Special Effect Combos: Stunning Shout to Tonfa Fierce, Tonfa Jab to Tonfa Strong (dizzy)

Maneuver Spd Dam Mov Special

Jab

Strong

Fierce

Short

Forward

Roundhouse

Block

Grab 3 5 1

Movement 6 - 6

Jump 6 - 3 Aerial, Abort

Disarming 6 - 5 Strength + Athletics x Strength + Technique; 1 WP

Throw 1 7 1 Grab, Knockdown, Throw Strength hexes

Nunchaku Parry 8 - - Abort, +2 Spd to use same weapon

Nunchaku Jab 6 7 3

Nunch. Strong 4 9 3

Nunch. Fierce 3 11 2

Nunch. Berserk 2 12 0 1 WP, Special Effect Combos: Nunchaku Fierce to Nunchaku Fierce to Nunchaku Fierce

(dizzy)

Chapter 3 – Unique Fighters

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Page 179: dreamcloud.academy Fighter - Circuit Guide.pdf2 CREDITS Written by: Eric “Musashi” Souza and Gabriel Tabatcheik. Professions revised by: Odmir Fortes. Cover art: Daigo Ikeno (Capcom)

DUELIST E – SHOTOKAN KARATE DUELIST F – KUNG FU

Rank 4 Rank 4

Strength

Dexterity

Stamina

O

O

O

Perception

Intelligence

Wits

OOO

OOO

Strength

Dexterity

Stamina

OO

O

Perception

Intelligence

Wits

O

OO

OO

Punch

Kick

Block

Grab

Athletics

Focus

Blunt

O

OOOOO

OOOOOOOO

OOOOO

OOO

OOO

O

Chi

OO O O O O O

Willpower

O O O

Punch

Kick

Block

Grab

Athletics

Focus

Nunchaku

OOOOOOOO

OOOOO

OOOO

O

OO

OOOOO

Chi

OO O O O O O

Willpower

OO OO O

Health

OO OO OO OO OO OO

Health

OO OO OO OO OO OO

Maneuver Spd Dam Mov Special

Jab 6 7 3 Damage +1 with tonfa

Strong 4 9 3 Damage +1 with tonfa

Fierce 3 11 2 Damage +1 with tonfa

Short

Forward

Roundhouse

Block 8 - - Abort, +2 Spd, Soak +1 with tonfa

Grab

Movement 7 - 6

Jump 7 - 3 Aerial, Abort

Stunning Shout 7 - 1 1 Chi, Resisted WP roll, if wins, cancells the opponent move or reduces his next maneuver Spd

Kippup - - -

Power Uppercut 3 11 1 Knockdown in Aerials

Lunging Punch 4 9 4 Crouching, Only Kick Defense blocks

Knife Hand Strike

5 7 2 Half Soak for the target if he don’t blocks

Tonfa Parry 8 - - Abort, +2 Spd to use same weapon, Soak +1

Tonfa Jab 6 8 3

Tonfa Strong 4 10 3

Tonfa Fierce 3 12 2

Tonfa Berserk 2 13 0 1 WP, Special Effect Combos: Stunning Shout to Tonfa Fierce, Tonfa Jab to Tonfa Strong (dizzy), Block to Knife Hand Strike to Tonfa Strong (dizzy)

Maneuver Spd Dam Mov Special

Jab

Strong

Fierce

Short

Forward

Roundhouse

Block 8 - - Abort, +2 Spd

Grab 4 7 1

Movement 7 - 6

Jump 7 - 3 Aerial, Abort

Disarming 7 - 5 Strength + Athletics x Strength + Technique; 1 WP

Throw 2 9 1 Grab, Knockdown, Throw Strength hexes

Kippup - - -

Pin 3 9/7 4/0 Sustained Hold, target must be knocked down or dizzy, +3 Strength to hold, minimum 2 dmg to hold, 1 WP

Flying Tackle 3 7 5 Grab, Knockdown in both, +2 Spd to next grab

Nunchaku Parry 9 - - Abort, +2 Spd to use same weapon

Nunchaku Jab 7 9 3

Nunch. Strong 5 11 3

Nunch. Fierce 4 13 2

Nunch. Berserk 3 14 0 1 WP, Special Effect Combos: Nunchaku Fierce to Nunchaku Fierce to Nunchaku Fierce

(dizzy), Block to Flying Tackle to Pin, Nunchaku Parry to Nunchaku

Jab

Chapter 3 – Unique Fighters

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DUELIST E – SHOTOKAN KARATE DUELIST F – KUNG FU

Rank 7 Rank 7

Strength

Dexterity

Stamina

O

O

Perception

Intelligence

Wits

OOO

OOO

Strength

Dexterity

Stamina

OO

O

Perception

Intelligence

Wits

O

O

O

Punch

Kick

Block

Grab

Athletics

Focus

Blunt

OOOOO

OO

OOOOO

O

OOO

Chi

O O O O

Willpower

O O

Punch

Kick

Block

Grab

Athletics

Focus

Nunchaku

OOOOOO

OOOO

OOOO

O

O

OO

Chi

O O O O

Willpower

OO O

Health

OO OO OO

Health

OO OO OO

Maneuver Spd Dam Mov Special

Jab 6 8 4 Damage +1 with tonfa

Strong 4 10 4 Damage +1 with tonfa

Fierce 3 12 3 Damage +1 with tonfa

Short

Forward

Roundhouse

Block 8 - - Abort, +2 Spd, Soak +1 with tonfa

Grab

Movement 7 - 7

Jump 7 - 4 Aerial, Abort

Stunning Shout 7 - 2 1 Chi, Resisted WP roll, if wins, cancells the opponent move or reduces his next maneuver Spd

Kippup - - -

Power Uppercut 3 12 1 Knockdown in Aerials

Lunging Punch 4 10 5 Crouching, Only Kick Defense blocks

Knife Hand Strike

5 8 3 Half Soak for the target if he don’t blocks

Dragon Punch 4 15 2

Maka Wara - 6 - Dmg when blocking

Tonfa Parry 8 - - Abort, +2 Spd to use same weapon, Soak +1

Tonfa Jab 6 9 4

Tonfa Strong 4 11 4

Tonfa Fierce 3 13 3

Tonfa Berserk 2 14 1 1 WP, Special Effect Combos: Stunning Shout to Tonfa Fierce, Tonfa Jab to Tonfa Strong (dizzy), Block to Knife Hand Strike to Tonfa Strong (dizzy), Block to Dragon Punch (dizzy)

Maneuver Spd Dam Mov Special

Jab 6 3 4

Strong 4 5 4

Fierce 3 7 3

Short 5 4 4

Forward 4 6 3

Roundhouse 2 8 3

Block 8 - - Abort, +2 Spd

Grab 4 7 1

Movement 7 - 7

Jump 7 - 4 Aerial, Abort

Disarming 7 - 6 Strength + Athletics x Strength + Technique; 1 WP

Throw 2 9 1 Grab, Knockdown, Throw Strength hexes

Kippup - - -

Pin 3 9/7 5/0 Sustained Hold, target must be knocked down or dizzy, +3 Strength to hold, minimum 2 dmg to hold, 1 WP

Flying Tackle 3 7 6 Grab, Knockdown in both, +2 Spd to next grab

Leech 4 - - 1 Chi per Health stolen from the target in a Sustained Hold

Rising Storm Crow

1 4/10 2 1 WP, Grab, need to move 2 hex, dmg adds to dizzy, Knockdown, Throw Strength hexes

Nunchaku Parry 9 - - Abort, +2 Spd to use same weapon

Nunchaku Jab 7 9 4

Nunch. Strong 5 11 4

Nunch. Fierce 4 13 3

Nunch. Berserk 3 14 1 1 WP, Special Effect Combos: Nunch. Fierce to Nunch. Fierce to Nunch. Fierce (dizzy), Block to Flying Tackle to Pin, Nunch. Parry to Nunch. Jab

Chapter 3 – Unique Fighters

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DUELIST G – NINJITSU DUELIST H – SPANISH NINJITSU

Rank 1 Rank 1

Strength

Dexterity

Stamina

OOO

O

OOO

Perception

Intelligence

Wits

OOOO

OOO

O

Strength

Dexterity

Stamina

OOO

OOO

O

Perception

Intelligence

Wits

OO

OO

OOOOO

Punch

Kick

Block

Grab

Athletics

Focus

Chain

OOOOOOO

OO

OOOOOOOO

OOOOOOOO

OO

OOOOOO

OOO

Chi

O O O O O

Willpower

OO OO OO OO OO OO O

Punch

Kick

Block

Grab

Athletics

Focus

Claw

OOOOOOO

OOOO

OOOOOOOO

OOOOOOOO

OO

OOOOOO

OO

Chi

OO OO OO O O O O O

Willpower

OO OO OO O

Health

OO OO OO OO OO OO OO OO OO

Health

OO OO OO OO OO OO OO OO OO

Maneuver Spd Dam Mov Special

Jab

Strong

Fierce

Short 5 6 3

Forward 4 8 2

Roundhouse 2 10 2

Block

Grab

Movement 7 - 6

Jump 7 - 3 Aerial, Abort

Cartwheel Kick 3 6 5 1 WP, straight line, knock back, +1 Dam for hex moved

Heel Stamp 6 2 4 Knock back Strength + Kick minus Strength of the target, move back 1

Kusarigama Parry

8 - - Abort, +2 Spd to use same weapon

Kusarigama Jab 6 7 1 Range 2

Kusarig. Strong 4 9 1 Range 2

Kusarig. Fierce 3 11 0 Range 2

Kusarig. Berserk

2 12 0 Range 2, 1 WP, Special Effect

Combos: Heel Stamp to Cartwheel Kick (dizzy), Kusarigama Jab to Kusarigama Fierce

Maneuver Spd Dam Mov Special

Jab

Strong

Fierce

Short 4 5 3

Forward 3 7 2

Roundhouse 1 9 2

Block

Grab

Movement 6 - 6

Jump 6 - 3 Aerial, Abort

Forward Slide Kick

3 7 3 Knockdown

Claw Parry 8 - - Abort, +2 Spd to use same weapon

Claw Jab 6 6 3

Claw Strong 4 8 3

Claw Fierce 3 10 2

Claw Berserk 2 11 0 1 WP, Special Effect Combos: Forward Slide Kick to Claw Jab to Claw Fierce (dizzy)

Chapter 3 – Unique Fighters

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DUELIST G – NINJITSU DUELIST H – SPANISH NINJITSU

Rank 4 Rank 4

Strength

Dexterity

Stamina

OOO

O

Perception

Intelligence

Wits

OOOO

OO

O

Strength

Dexterity

Stamina

O

O

O

Perception

Intelligence

Wits

OO

OO

OOO

Punch

Kick

Block

Grab

Athletics

Focus

Chain

Bow

OOOOOOO

OOO

OOOOOOOO

OOOO

OOO

OOOOOO

O

OOOOOO

Chi

O O O O O

Willpower

OO OO OO O

Punch

Kick

Block

Grab

Athletics

Focus

Claw

OOO

OOOO

OOOOOO

OO

OO

OOOOOO

OO

Chi

OO OO O O O O O

Willpower

OO O

Health

OO OO OO OO OO OO

Health

OO OO OO OO OO OO

Maneuver Spd Dam Mov Special

Jab

Strong

Fierce

Short 6 6 3

Forward 5 8 3

Roundhouse 3 10 2

Block

Grab 5 5 1 Empty hand = Standard. With Kusarigama, Range 2 with damage 0

Movement 8 - 6

Jump 8 - 3 Aerial, Abort

Cartwheel Kick 4 6 5 1 WP, straight line, knock back, +1 Dam for hex moved

Heel Stamp 7 2 4 Knock back Strength + Kick minus Strength of the target, move back 1

Throw 3 7 1 Grab, throw Strength hexes, Knockdown

Back Roll Throw 4 9 1 Grab, throw Strength + Kick hexes, Knockdown

Kippup - - -

Disengage 6 - 1 Dexterity x Strength to break a Sustained Hold

Wall Spring 7 - 3/5 Need to bounce

Kusarigama Parry

9 - - Abort, +2 Spd to use same weapon

Kusarigama Jab 7 9 1 Range 2

Kusarig. Strong 5 11 1 Range 2

Kusarig. Fierce 4 13 0 Range 2

Kusarig. Berserk

3 14 0 Range 2, 1 WP, Special Effect

Short Bow 7 6 4 Range 80m

Yumi 4 9 - Range 135m Combos: Heel Stamp to Cartwheel Kick (dizzy), Kusarigama Jab to Kusarigama Fierce (dizzy), Grab to Back Roll Throw, Wall Spring Kusarigama Jab to Wall Spring Kusarigama Fierce (dizzy)

Maneuver Spd Dam Mov Special

Jab 6 5 3

Strong 4 7 3

Fierce 3 9 2

Short 5 6 3

Forward 4 8 2

Roundhouse 2 10 2

Block 8 - - Abort, +2 Spd

Grab 4 7 1

Movement 7 - 6

Jump 7 - 3 Aerial, Abort

Forward Slide Kick

4 8 3 Knockdown

Suplex 4 9 1 Grab, knockdown

Air Suplex 3 11 3 Aerial, Grab, Knockdown, Must interrupt in the air

Thigh Press 3 11 1 Grab, knockdown

Triple Strike 2 6/6/7 - Ignore the worst dmg

Handstand Kick 3 10 1 Knockdown in Aerials

Claw Parry 9 - - Abort, +2 Spd to use same weapon

Claw Jab 7 7 3

Claw Strong 5 9 3

Claw Fierce 4 11 2

Claw Berserk 3 12 0 1 WP, Special Effect Combos: Forward Slide Kick to Claw Jab to Claw Fierce (dizzy),

Block to Suplex Chapter 3 – Unique Fighters

180

Page 183: dreamcloud.academy Fighter - Circuit Guide.pdf2 CREDITS Written by: Eric “Musashi” Souza and Gabriel Tabatcheik. Professions revised by: Odmir Fortes. Cover art: Daigo Ikeno (Capcom)

DUELIST G – NINJITSU DUELIST H – SPANISH NINJITSU

Rank 7 Rank 7

Strength

Dexterity

Stamina

OOO

O

Perception

Intelligence

Wits

OO

O

O

Strength

Dexterity

Stamina

O

O

Perception

Intelligence

Wits

OO

OOO

Punch

Kick

Block

Grab

Athletics

Focus

Chain

Bow

OOOOOOO

OOO

OOOO

OOOO

O

OOOOOO

OO

Chi

O O O

Willpower

OO OO O

Punch

Kick

Block

Grab

Athletics

Focus

Claw

OOO

OOOO

OOOO

OO

O

OOO

Chi

O O O O

Willpower

OO O

Health

OO OO OO

Health

OO OO OO

Maneuver Spd Dam Mov Special

Jab

Strong

Fierce

Short 7 6 4

Forward 6 8 4

Roundhouse 4 10 3

Block 10 - - Abort, +2 Spd

Grab 6 5 1 Kusari. R 2 with Dam 0

Movement 9 - 7

Jump 9 - 4 Aerial, Abort

Cartwheel Kick 5 6 6 1 WP, straight line, knock back, +1 Dam for hex moved

Heel Stamp 8 2 5 Knock back Strength + Kick minus Strength of the target, move back 1

Throw 4 7 1 Grab, throw Strength hexes, Knockdown

Back Roll Throw 5 9 1 Grab, throw Strength + Kick hexes, Knockdown

Kippup - - -

Disengage 7 - 2 Dexterity x Strength to break a Sustained Hold

Wall Spring 8 - 4/6 Need to bounce

Flying Heel Stomp

6 8 6 1 WP, Aerial, straight line, hit and move

Kusarigama Parry

10 - - Abort, +2 Spd to use same weapon

Kusarigama Jab 8 10 2 Range 2

Kusarig. Strong 6 12 2 Range 2

Kusarig. Fierce 5 14 1 Range 2

Kusarg. Berserk 4 15 0 Range 2, 1 WP, Special Effect

Short Bow 8 8 5 Range 80m

Yumi 5 11 - Range 135m Combos: Heel Stamp to Cartwheel Kick (dizzy), Kusarigama Jab to Kusarigama Fierce to Flying Heel Stomp (dizzy), Grab to Back Roll Throw to Cartwheel Kick (dizzy), Wall Spring Kusarigama Jab to Wall Spring Kusarigama Fierce (dizzy), Flying Heel Stomp to Cartwheel Kick to Kusarigama Strong (dizzy)

Maneuver Spd Dam Mov Special

Jab 6 5 4

Strong 4 7 4

Fierce 3 9 3

Short 5 6 4

Forward 4 8 3

Roundhouse 2 10 3

Block 8 - - Abort, +2 Spd

Grab 4 7 1

Movement 7 - 7

Jump 7 - 4 Aerial, Abort

Forward Slide Kick

4 8 4 Knockdown

Suplex 4 9 1 Grab, knockdown

Air Suplex 3 11 4 Aerial, Grab, Knockdown, Must interrupt in the air

Thigh Press 3 11 1 Grab, knockdown

Triple Strike 2 6/6/7 - Ignore the worst dmg

Handstand Kick 3 10 2 Knockdown in Aerials

Cobra Charm 2 - 3 1 Chi, Wits + Mysteries resisted roll, Intelligence to hold

Diving Hawk 4 13 6 1 WP, Aerial, straight line, Dodge projectiles, same hex

Claw Parry 9 - - Abort, +2 Spd to use same weapon

Claw Jab 7 9 4

Claw Strong 5 11 4

Claw Fierce 4 13 3

Claw Berserk 3 14 1 1 WP, Special Effect Combos: Forward Slide Kick to Claw Jab to Claw Fierce (dizzy),

Block to Suplex, Block to Cobra Charm

Chapter 3 – Unique Fighters

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DUELIST I – SAVATE DUELIST J – SILAT

Rank 1 Rank 1

Strength

Dexterity

Stamina

O

OOO

OOO

Perception

Intelligence

Wits

OO

OOO

OO

Strength

Dexterity

Stamina

OOOOO

OOOOO

O

Perception

Intelligence

Wits

OO

O

OO

Punch

Kick

Block

Grab

Athletics

Focus

Fencing

OOOO

OOOOOOO

OOOO

OOOOOOOO

OOOO

OOOOOO

OOO

Chi

OO OO OO O O O O O

Willpower

OO OO OO O

Punch

Kick

Block

Grab

Athletics

Focus

Knife

OOOOOOOO

OOOOOOO

OOOOOOOO

OOOOOOOO

OOOO

OO

OO

Chi

OO O O O O O

Willpower

OO OO OO OO OO O

Health

OO OO OO OO OO OO OO OO OO

Health

OO OO OO OO OO OO OO OO OO

Maneuver Spd Dam Mov Special

Jab 5 5 2

Strong 3 7 2

Fierce 2 9 1

Short

Forward

Roundhouse

Block 7 - - Abort, +2 Spd

Grab

Movement 6 - 5

Jump 3 - 2 Aerial, Abort

Displacement 5 5 3 1 WP, interrupt, get away and come back to hit; Dodge projectiles

Spinning Back Fist

2 9 3

Rapier Parry 9 - - Abort, +2 Spd to use same weapon

Rapier Jab 7 6 3

Rapier Strong 5 8 3

Rapier Fierce 4 10 2

Rap. Berserk 3 11 0 1 WP, Special Effect Combos: Spinning Back Fist to Displacement to Rapier Jab (dizzy) Special: +1 dmg to standing Kicks, +1 Soak if interrupted kicking, -1 Soak if interrupted kicking by crorching maneuver

Maneuver Spd Dam Mov Special

Jab

Strong

Fierce

Short

Forward

Roundhouse

Block

Grab

Movement 5 - 5

Jump 5 - 2 Aerial, Abort

Fireball 1 9 - 1 Chi, Range 6

Kris Parry 8 - - Abort, +2 Spd to use same weapon

Kris Jab 6 6 2

Kris Strong 4 8 2

Kris Fierce 3 10 1

Kris Berserk 2 11 0 1 WP, Special Effect Combos: Kris Jab to Kris Strong to Kris Fierce

Chapter 3 – Unique Fighters

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Page 185: dreamcloud.academy Fighter - Circuit Guide.pdf2 CREDITS Written by: Eric “Musashi” Souza and Gabriel Tabatcheik. Professions revised by: Odmir Fortes. Cover art: Daigo Ikeno (Capcom)

DUELIST I – SAVATE DUELIST J – SILAT

Rank 4 Rank 4

Strength

Dexterity

Stamina

O

OOO

Perception

Intelligence

Wits

OO

OOO

O

Strength

Dexterity

Stamina

OOOOO

OOOOO

Perception

Intelligence

Wits

OO

O

Punch

Kick

Block

Grab

Athletics

Focus

Fencing

O

OOOOOOO

OOOO

OOOOOOOO

OO

OOOOOO

O

Chi

OO OO O O O O O

Willpower

OO O

Punch

Kick

Block

Grab

Athletics

Focus

Knife

OOOOOOOO

OOOOOOO

O

OOOOOOOO

OO

O

OO

Chi

O O O O O

Willpower

OO OO OO O

Health

OO OO OO OO OO OO

Health

OO OO OO OO OO OO

Maneuver Spd Dam Mov Special

Jab 7 7 4

Strong 5 9 4

Fierce 4 11 3

Short

Forward

Roundhouse

Block 9 - - Abort, +2 Spd

Grab

Movement 8 - 7

Jump 8 - 4 Aerial, Abort

Displacement 7 7 5 1 WP, interrupt, get away and come back to hit; Dodge projectiles

Spinning Back Fist

4 10 5

Esquives 7 - 2 Dodge projectiles

Dashing Punch 5 12 6 1 WP

Punch Defense 9 - - +4 Soak against Punches, -2 against other Techniques

Deflecting Punch

7 8 - Soak against Punches

Rapier Parry 11 - - Abort, +2 Spd to use same weapon

Rapier Jab 9 8 5

Rapier Strong 7 10 5

Rapier Fierce 6 12 4

Rap. Berserk 5 13 2 1 WP, Special Effect Combos: Spinning Back Fist to Displacement to Rapier Jab (dizzy), Esquives to Rapier Berserk Special: +1 dmg to standing Kicks, +1 Soak if interrupted kicking, -1 Soak if interrupted kicking by crorching maneuver

Maneuver Spd Dam Mov Special

Jab

Strong

Fierce

Short

Forward

Roundhouse

Block 6 - - Abort, +2 Spd

Grab

Movement 5 - 6

Jump 5 - 3 Aerial, Abort

Fireball 3 10 - 1 Chi, Range 9

Missile Reflection

5 - 2 1 success for blades, 2 for arrows, 3 for bullets

Energy Reflection

3 - - 1 Chi, 2 successes in Wits

Stunning Shout 7 - 1 1 Chi, Resisted WP roll, if wins, cancells the opponent move or reduces his next maneuver Spd

Kris Parry 8 - - Abort, +2 Spd to use same weapon

Kris Jab 6 6 3

Kris Strong 4 8 3

Kris Fierce 3 10 2

Kris Berserk 2 11 0 1 WP, Special Effect Combos: Kris Jab to Kris Strong to Kris Fierce (dizzy), Kris Parry to

Kris Jab

Chapter 3 – Unique Fighters

183

Page 186: dreamcloud.academy Fighter - Circuit Guide.pdf2 CREDITS Written by: Eric “Musashi” Souza and Gabriel Tabatcheik. Professions revised by: Odmir Fortes. Cover art: Daigo Ikeno (Capcom)

DUELIST I – SAVATE DUELIST J – SILAT

Rank 7 Rank 7

Strength

Dexterity

Stamina

O

O

Perception

Intelligence

Wits

O

OO

O

Strength

Dexterity

Stamina

OOO

OOO

Perception

Intelligence

Wits

OO

Punch

Kick

Block

Grab

Athletics

Focus

Fencing

O

O

OO

OOOOOOOO

OO

OOOOOO

Chi

O O O O

Willpower

OO O

Punch

Kick

Block

Grab

Athletics

Focus

Knife

OOOOOOOO

OOOOOOO

OOOOOOOO

Chi

O O O

Willpower

OO OO O

Health

OO OO OO

Health

OO OO OO

Maneuver Spd Dam Mov Special

Jab 7 7 4

Strong 5 9 4

Fierce 4 11 3

Short 6 8 4

Forward 5 10 3

Roundhouse 3 12 3

Block 9 - - Abort, +2 Spd

Grab

Movement 8 - 7

Jump 8 - 4 Aerial, Abort

Displacement 7 7 5 1 WP, interrupt, get away and come back to hit; Dodge projectiles

Spinning Back Fist

4 10 5

Esquives 7 - 2 Dodge projectiles

Dashing Punch 5 12 6 1 WP

Punch Defense 9 - - +4 Soak against Punches, -2 against other Techniques

Deflecting Punch

7 8 - Soak against Punches

Double-Hit Kick 3 9 3 Roll twice in standing target

Lightning Leg 3 9 - 1 WP, Roll 3 times

Rapier Parry 11 - - Abort, +2 Spd to use same weapon

Rapier Jab 9 9 5

Rapier Strong 7 11 5

Rapier Fierce 6 13 4

Rap. Berserk 5 14 2 1 WP, Special Effect Combos: Spinning Back Fist to Displacement to Rapier Jab (dizzy), Esquives to Rapier Berserk to Rapier Fierce, Displacement to Lightning Leg (dizzy) Special: +1 dmg to standing Kicks, +1 Soak if interrupted kicking, -1 Soak if interrupted kicking by crorching maneuver

Maneuver Spd Dam Mov Special

Jab

Strong

Fierce

Short

Forward

Roundhouse

Block 7 - - Abort, +2 Spd

Grab

Movement 6 - 8

Jump 6 - 5 Aerial, Abort

Fireball 3 12 - 1 Chi, Range 10

Improved Fireball

4 14 - 1 Chi, Range 10, knockdown

Missile Reflection

6 - 4 1 success for blades, 2 for arrows, 3 for bullets

Energy Reflection

4 - - 1 Chi, 2 successes in Wits

Stunning Shout 7 - 3 1 Chi, Resisted WP roll, if wins, cancells the opponent move or reduces his next maneuver Spd

Kippup - - -

Kris Parry 9 - - Abort, +2 Spd to use same weapon

Kris Jab 7 6 5

Kris Strong 5 8 5

Kris Fierce 4 10 4

Kris Berserk 3 11 2 1 WP, Special Effect Combos: Kris Jab to Kris Strong to Kris Fierce (dizzy), Kris Parry to

Kris Jab, Block to Improved Fireball, Kris Jab to Improved Fireball,

Stunning Shout to Improved Fireball

Chapter 3 – Unique Fighters

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Page 187: dreamcloud.academy Fighter - Circuit Guide.pdf2 CREDITS Written by: Eric “Musashi” Souza and Gabriel Tabatcheik. Professions revised by: Odmir Fortes. Cover art: Daigo Ikeno (Capcom)

Appendix A:

If you pick up a starving dog and make him prosperous, he will not bite you. This is the principal difference between a dog and a man.

Mark Twain

The basic book of Street Fighter says that the Narrator and the player must, together, assemble the Animal Companion sheet for their character. This is interesting because the points in Companion, and not the type of animal, in itself, will define their abilities. A 5 point Companion, regardless of whether it is a cat or an elephant, will have phenomenal abilities.

The Player Guide has rules for Animal Hybrids that can be used to assemble Companion sheets. Based on the Basic and Special Animal Hybrid Maneuvers, and also on his Natural Abilities, the Companion can be assembled.

As a guideline, you can use the Companion points to define the levels of the fellow animal: each Companion point represents 2 points to distribute in Physical Attributes, Social/Mental Attributes, Skills and Companion's Chi/Willpower (2 points in each category per level). They also represent 2 points in Health. Superhuman characteristics always cost 2 points.

Each point in Companion also allows the acquisition of a Basic or Special Hybrid Maneuver, or a combo (with a good explanation, it is possible to acquire a non-Hybrid Maneuver). The Companion level is used as a Technique for the calculation of damage and movement. All Companions have a Natural Ability, independent of the level.

Thus, a Companion 3 (cat) could have Strength 1, Dexterity 5, Vigor 3; Charisma 1, Manipulation 3, Appearance 1, Perception 4, Intelligence 1, Wits 2; Alertness 3, Blind Fighting 1, Survival 2; Chi 2, Willpower 4; Health 6; Bite, Claw, Jump; Natural Ability: Climbing Walls.

ANIMAL COMPANION SHEETS!

The following pages will present several examples of Companion tokens to use in action scenes, for when characters face each other. They can also serve as a guideline for assembling the group's Companion sheets, and there may be changes within the points limit.

Appendix A – Animal Com

panions!

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LEVEL 1 – ANIMAL COMPANION A LEVEL 1 – ANIMAL COMPANION B

Bird Cat

Strength

Dexterity

Stamina

Companion

OOOOOOO

OOO

OOOOOOOO

OOOOOOO

Perception

Intelligence

Wits

OO

OOOOOO

OOOOOOOO

Strength

Dexterity

Stamina

Companion

OOOOOOO

OOO

OOOOOOOO

OOOOOOO

Perception

Intelligence

Wits

OOOO

OOOOOO

OOOOOO

Chi

OO OO OO OO OO OO O O O

Willpower

OO OO OO OO OO OO OO OO O

Chi

OO OO OO OO OO OO O O O

Willpower

OO OO OO OO OO OO OO OO O

Health

OO OO OO OO OO OO OO OO OO OO OO OO OO OO OO OO OO OO

Health

OO OO OO OO OO OO OO OO OO OO OO OO OO OO OO OO OO OO

Maneuver Spd Dam Mov Special

Movement 6 - 4

Beak (Bite) 4 3 0

Natural Ability: Flight

Maneuver Spd Dam Mov Special

Movement 6 - 4

Claw 2 4 1

Natural Ability: Wall Climbing

LEVEL 2 – A. COMPANION A LEVEL 2 – A. COMPANION B

Dog Venomors Snake

Strength

Dexterity

Stamina

Companion

OOOOO

OOO

OOOOOO

OOOOO

Perception

Intelligence

Wits

O

OOOOOO

OOOOOO

Strength

Dexterity

Stamina

Companion

OOOOOOO

OOOOOOOO

OOOOO

Perception

Intelligence

Wits

OO

OOOOOO

OOOO

Chi

OO OO OO OO OO OO O O O

Willpower

OO OO OO OO OO OO O

Chi

OO OO OO OO O O O

Willpower

OO OO OO OO OO OO OO OO O

Health

OO OO OO OO OO OO OO OO OO OO OO OO OO OO OO OO

Health

OO OO OO OO OO OO OO OO OO OO OO OO OO OO OO OO

Maneuver Spd Dam Mov Special

Movement 6 - 5

Bite 4 5 1

Head Bite 4 7 1 Sustained Hold

Natural Ability: Running

Maneuver Spd Dam Mov Special

Movement 8 - 5

Bite 6 4 1

Venom 4 5 1 1 Chi, -1 Spd and 1 dmg for next two turns

Natural Ability: Wall Climbing

Appendix A – Animal Com

panions!

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LEVEL 3 – A. COMPANION A LEVEL 3 – A. COMPANION B

Wolf/Panther Constrictor Snake

Strength

Dexterity

Stamina

Companion

OOO

OOO

OOOO

OOO

Perception

Intelligence

Wits

OOOOOO

OOOO

Strength

Dexterity

Stamina

Companion

O

OOOO

OOOOOO

OOO

Perception

Intelligence

Wits

OOOOOO

OOOO

Chi

OO OO OO OO OO OO O O O

Willpower

OO OO OO OO O

Chi

OO OO OO OO OO OO O O O

Willpower

OO OO OO OO O

Health

OO OO OO OO OO OO OO OO OO OO OO OO OO OO

Health

OO OO OO OO OO OO OO OO OO OO OO OO OO OO

Maneuver Spd Dam Mov Special

Movement 6 - 6

Claw 2 8 3

Head Bite 4 9 1 Sustained Hold

Jump 6 - 3 Aerial, Abort

Natural Ability: Running

Maneuver Spd Dam Mov Special

Movement 6 - 6

Head Bite 4 10 1 Sustained Hold

Bear Hug 2 10 1 Sustained Hold

Drunken Monkey Roll

6 - 5 Crouching, Dodge projectiles

Natural Ability: Swimming

LEVEL 4 – A. COMPANION A LEVEL 4 – A. COMPANION B

Tiger/Lion Horse

Strength

Dexterity

Stamina

Companion

O

O

OOOO

O

Perception

Intelligence

Wits

OOOOOO

Strength

Dexterity

Stamina

Companion

OOOO

OOOO

O

Perception

Intelligence

Wits

OOOOOO

Chi

OO OO OO OO OO OO O O O

Willpower

OO OO O

Chi

OO OO OO OO OO OO O O O

Willpower

OO OO O

Health

OO OO OO OO OO OO OO OO OO OO OO OO

Health

OO OO OO OO OO OO OO OO OO OO OO OO

Maneuver Spd Dam Mov Special

Movement 7 - 7

Claw 3 10 4

Head Bite 5 11 1 Sustained Hold

Jump 7 - 4 Aerial, Abort

Bite 5 9 3 Natural Ability: Running

Maneuver Spd Dam Mov Special

Movement 6 - 7

Jump 6 - 4 Aerial, Abort

Bite 4 10 3

Light Feet - - - +1 Mov (or +3 per 1 WP)

Handstand Kick 2 13 2 Knockown in Aerials

Natural Ability: Running

Appendix A – Animal Com

panions!

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LEVEL 4 – A. COMPANION C LEVEL 5 – A. COMPANION A

Crocodile Elephant

Strength

Dexterity

Stamina

Companion

OOO

OOOOOOO

OO

Perception

Intelligence

Wits

OOOOOO

Strength

Dexterity

Stamina

Companion

OOOOOOOO

Perception

Intelligence

Wits

OOOO

Chi

OO OO OO OO O O O

Willpower

OO OO OO OO O

Chi

OO OO OO OO OO O O O

Willpower

OO O

Health

OO OO OO OO OO OO OO OO OO OO OO OO

Health

OO OO OO OO OO OO OO OO OO OO

Maneuver Spd Dam Mov Special

Movement 4 - 7

Tail Slash 0 8 5

Head Bite 2 10 1 Sustained Hold

Toughskin - - - 1 Chi, +2 Soak

Bite 2 8 3 Natural Ability: Swimming

Maneuver Spd Dam Mov Special

Movement 4 - 8

Forward 1 13 4

Trunk Slash (Tail Slash)

0 12 6

Head Butt 1 14 3

Tail Sweep 0 13 - Crouching, Knockdown, hit all adj hexes, 1 WP

Upper Tail Strike

2 14 6 Knockdown in Aerials

Natural Ability: Additional Limb

Appendix A – Animal Com

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Appendix B:

The Circuit Guide is a great tool for Storytellers, as well as for players to explore ideas of early characters or the evolution within each style. But it also allows for other uses within Street Fighter RPG: as a board game following the character's career until they become a World Warrior.

It's no secret that many Street Fighter RPG fans use it as a board game, as it has a highly tactical combat system with countless strategic variations. With the NPCs in this book, a huge range of random opponents for these experiences is possible. Below you will find a general outline of this.

BOARD GAME The Street Fighter as a board game uses the rules of the basic book and the desired supplements, or the 20

th year

edition. The goal is to build a fighter and qualify them for the World Warriors Tournament, to win it. The game can be played solo or with an undefined number of participants.

The rules are simple: every round, players draw their opponents with two 10-sided dice, as explained on page 4 and demonstrated in the Character Draw Table below. Once the opponent is selected, the player will face a version close to their rank, with a maximum difference of 1 rank. This way:

Rank 1: Faces Rank 1

Rank 2: Faces Rank 1

Rank 3: Faces Rank 4

Rank 4: Faces Rank 4

Rank 5: Faces Rank 4

Rank 6: Faces Rank 7

Rank 7: Faces Rank 7

Rank 8: Faces Rank 7 Each point in the Manager Background allows you

to re-roll the draw (once) if the player is dissatisfied with the result. The fight will be held as demonstrated in the next topic.

After each round, all players climb up a Rank, receiving 1 point in Attributes, 2 points in Abilities, 2 points in Techniques, 3 points in Special Maneuvers, 1 point in Background, 1 point in Chi/Willpower and 1 point in Health. Two points can be exchanged for one superhuman point; a player can save points to use in a later round, enabling a character to acquire a point of superhuman Attribute.

In the ninth round, the player reaches Rank 9, and must face a World Warrior. Make a list with the names of the 15 World Warriors (except M. Bison) ordered, placing the names of the 3 Kings of Shadaloo and Ryu twice, and draw with 2d10. The number drawn among the possible 19 (from 2 to 20) will be the opponent of this ninth fight.

The game will therefore have 9 rounds. To qualify for the World Warriors Tournament, the player must have won at least 6 of the nine fights, or have won the World Warrior in his 9th fight. If any of these conditions is not met, the player does not participate in the Tournament and is out of the game.

The Final Tournament will be held between the players. The winner among them will face M. Bison according to the parameters of the next topic. If M. Bison is defeated, the player has won the game.

If there is only one player, they must face one more of the other 15 World Warriors first, using the same rules for the draw. If they win, then the final fight against M. Bison can be made.

This game approach can also be used for a Duelist Division, one with weapons, cybernetics and/or animals. In this case, animals will always be drawn for the opponents. It is even possible that the player decides to acquire the Animal Companion and/or Cybernetic Background in the middle of the game, with the points gained between rounds, meaning that he changed Division and will face opponents with animals.

The animals have their own actions and their maneuvers must also be drawn. The fighter does not need to knock them out, just beat their owners. If the fight ends by the 10 turn limit, only the damage caused to the fighter will be counted to define the victory by points.

FASTER VERSION

If you’d prefer a faster version of the game: each player performs three fights: against an opponent of Rank 1, another of Rank 4 and another of Rank 7. After each fight, the character receives 3 points in Attributes, 6 in Abilities, 3 in Background, 6 in Techniques, 9 in Special Maneuvers, 3 in Chi/ Willpower and 3 in Health. After the third fight, the player faces a World Warrior. You must win two of the three fights, or the World Warrior, to advance to the tournament, which takes place normally.

Appendix B – Board Game

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CONDUCTING COMBATS

Confronting opponents not controlled by another person is something that must be solved via dice throws. First, it is important to list the opponent's maneuvers. If the opponent has 10 or fewer maneuvers, start with 1 to 10; if they have 11 to 19, start with 2 to 20. If they have between 20 and 27 maneuvers, start with 3, and go to 30. It is important to use all the numbers, even if you need to start the list over.

For example: the opponent faced has 9 maneuvers. Therefore, they should be listed from 1 to 10. His 9 maneuvers receive the numbers from 1 to 9, and his Jab, which had already received the number 1, is also listed as number 10. In another case, the opponent has 15 maneuvers. They start to be enumerated by 2, and the last maneuver receives the number 16. It is still necessary to reach 20. So Jab, which was put as 2, is also 17; Strong, which was 3, is also 18; Fierce, which was 4, is also 19; and Short, which was 5, is also 20.

This process is necessary because dice will be thrown to define the maneuver used by the opponent. If they have up to 10 maneuvers, 1d10 will be thrown; if they have from 11 to 19 maneuvers, 2d10 will be thrown and the results added; if they have from 20 to 27 maneuvers, 3d10 will be thrown, and so on.

The combat follows the normal rules of Street Fighter, with the fighters starting 3 hexagons from each other. The player selects their card first, and then randomly determines the opponent's maneuver. The opponent will use their maneuver in a functional way: if slower, they will make the move and try to attack. If faster, they will wait for the player to move and threaten to interrupt the player.

If the opponent, being faster, can interrupt the player's already declared attack, to push them or retreat from their grab and still hit, the opponent will do that.

If the opponent is in danger of losing their maneuver or taking an attack that results in more dice than twice their Stamina (or more) in a single hit, throw a dice: if the roll is from 1 to 7, they accept the attack; if the roll is from 8 to 10, they Abort to Block or Jump (whichever is more convenient).

If the opponent starts a combo, after selecting their maneuver in the next turn, throw a dice: if the roll is from 1 to 7, they continue the combo. If the roll is from 8 to 10, draw their attack normally. If the opponent has more than one combo that starts with the same maneuver, if they continue, you must randomly determine what the sequence will be: if they have two combos, if a roll is from 1 to 5 then they follow with the first combo; from 6 to 10 they follow with the second. If they have 3 combos, from 1 to 4, with the first one; from 5 to 7, with the second one, from 8 to 10, with the third one. And so on. The proportions are not perfect and are limited to what is possible within 1d10. Set the parameters before starting the game.

Also, if a basic punch or kick is drawn, it must be randomly determined if it will be in its standard version, or if it will be a modifying Maneuver like: Jump, Wall Spring, Rekka Ken, Psychokinetic Channeling, or any other variation that the opponent has. This test can follow the same parameters of the previous paragraph, according to the maneuvers the opponent has.

If your opponent stuns your character, throw a die: if the result is equal to or less than the opponent's Rank, they will not hit your dizzied character. If the roll is higher, they will hit.

If a player suffers aggravated damage, then after the fight they will keep half in the next fight, rounded up. Each point in Staff allows the player to recover one point of aggravated damage that remains.

It is possible, before the fights, to intimidate the opponent with Charisma + Intimidation. However, the opponent will respond, having a number of dice equal to their Rank.

If the character has an Arena, the fights when they are at an even Rank will be in their arena; when at an odd Rank, then they will be in the opponent's Arena. The opponent's Arena level will be equal to their Rank/2, rounded up. The opponent rolls a number of dice equal to their Rank to try to avoid the effects of the player's arena. In the World Warriors Tournament, M. Bison's arena is used.

Appendix B – Board Game

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RANDOM FIGHTER TABLE

Result Character Pages

Result Character Pages

1 Aikido A 6 a 8

51 Tai Chi Chuan A 106 a 108

2 Aikido B 6 a 8

52 Tai Chi Chuan B 106 a 108

3 Baraqah A 10 a 12

53 Wu Shu A 110 a 112

4 Baraqah B 10 a 12

54 Wu Shu B 110 a 112

5 Boxing A 14 a 16

55 Hybrid A 114 a 116

6 Boxing B 14 a 16

56 Hybrid B 114 a 116

7 Capoeira A 18 a 20

57 Hybrid C 117 a 119

8 Capoeira B 18 a 20

58 Hybrid D 117 a 119

9 Special Forces A 22 a 24

59 Hybrid E 120 a 122

10 Special Forces B 22 a 24

60 Hybrid F 120 a 122

11 Jeet Kune Do A 26 a 28

61 Hybrid G 123 a 125

12 Jeet Kune Do B 26 a 28

62 Hybrid H 123 a 125

13 Jiu Jitsu A 30 a 32

63 Water A 127 a 129

14 Jiu Jitsu B 30 a 32

64 Water B 127 a 129

15 Kabaddi A 34 a 36

65 Water C 130 a 132

16 Kabaddi B 34 a 36

66 Water D 130 a 132

17 Shotokan Karate A 38 a 40

67 Water E 133 a 135

18 Shotokan Karate B 38 a 40

68 Water F 133 a 135

19 Kickboxing A 42 a 44

69 Water G 136 a 138

20 Kickboxing B 42 a 44

70 Air A 136 a 138

21 Kung Fu A 46 a 48

71 Air B 139 a 141

22 Kung Fu B 46 a 48

72 Air C 139 a 141

23 Ler Drit A 50 a 52

73 Air D 142 a 144

24 Ler Drit B 50 a 52

74 Air E 142 a 144

25 Lua A 54 a 56

75 Air F 145 a 147

26 Lua B 54 a 56

76 Air G 145 a 147

27 Wrestling A 58 a 60

77 Fire A 148 a 150

28 Wrestling B 58 a 60

78 Fire B 148 a 150

29 Wrestling N. A. A 62 a 64

79 Fire C 151 a 153

30 Wrestling N. A. B 62 a 64

80 Fire D 151 a 153

31 Majestic Crow A 66 a 68

81 Fire E 154 a 156

32 Majestic Crow B 66 a 68

82 Earth A 154 a 156

33 Thai Kickboxing A 70 a 72

83 Earth B 157 a 159

34 Thai Kickboxing B 70 a 72

84 Earth C 157 a 159

35 Ninjitsu A 74 a 76

85 Earth D 160 a 162

36 Ninjitsu B 74 a 76

86 Earth E 160 a 162

37 Spanish Ninjitsu A 78 a 80

87 Cybernetic A 164 a 166

38 Spanish Ninjitsu B 78 a 80

88 Cybernetic B 164 a 166

39 Pankration A 82 a 84

89 Cybernetic C 167 a 169

40 Pankration B 82 a 84

90 Cybernetic D 167 a 169

41 Sanbo A 86 a 88

91 Duelist A (Aikido) 170 a 172

42 Sanbo B 86 a 88

92 Duelist B (Capoeira) 170 a 172

43 Savate A 90 a 92

93 Duelist C (Fe) 173 a 175

44 Savate B 90 a 92

94 Duelist D (Kabaddi) 173 a 175

45 Silat A 94 a 96

95 Duelist E (Karatê) 176 a 178

46 Silat B 94 a 96

96 Dueslit F (Kung Fu) 176 a 178

47 Soul Power A 98 a 100

97 Duelist G (Ninjitsu) 179 a 181

48 Soul Power B 98 a 100

98 Duelist H (N. Esp.) 179 a 181

49 Sumo A 102 a 104

99 Duelist I (Savate) 182 a 184

50 Sumo B 102 a 104

100 Duelist J (Silat) 182 a 184

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Page 195: dreamcloud.academy Fighter - Circuit Guide.pdf2 CREDITS Written by: Eric “Musashi” Souza and Gabriel Tabatcheik. Professions revised by: Odmir Fortes. Cover art: Daigo Ikeno (Capcom)

FIGHTERS OF ALL STYLES! Circuit Guide is a supplement that covers characters of all styles at various levels of development, becoming an essential resource for Storytellers!

Circuit Guide contains:

Statistics for fighters of all styles in low, medium and high ranks to be used in campaigns!

Rules for creating Animal Companions!

Animal Companions sheets and miniatures

for action scenes!

This supplement should be used alongside

Street Fighter: The RPG Game.