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Issue III

Between Miami Vice and Kung Fu: The Legend Continues lies a place where kung fu and cop shows mix. That has always been a cool idea. Renegade cops fighting crime with their guns, fists and cool cars. I got the idea in my head to run one of these games and I hope to do it soon!

Savage Chinatown!

Its 1984, the Seattle underworld has a new gang boss named Akira Mendoza. Based in Chinatown, what the locals call the International District, Mendozas thugs push drugs and worse into the streets of the city. Brave cops battle this new crime kingpin with their fast cars, two fists and a loaded gun! Yeah! Theres a new sheriff in town and he dont like crime!

Two Cop Characters

Theodore Skip Taylor Agility d8, Spirit d6, Smarts d8, Strength d6, Vigor d8. Pace 6, Parry 5, Toughness 6, Charisma -0-. Hindrances: Enemy (Mendoza), Loyal, Quirk (dresses like a pimp). Edges: Two-fisted, Legal Enforcement Powers. Skills: Martial Arts 3, Fighting d8, Shooting d6, Investigation d6, Knowledge (Police Techniques) d6, Stealth d4, Streetwise d6, Driving d4, Linguistics d4, Notice d4, Lockpicking d4, Tracking d4. Techniques (Kung Fu): Spear Hand [3]; Knife Hand [3], Leg Sweep [3], Roundhouse Kick [3], Deflection [3]. Skip went to the grave of Bruce Lee as a student and realized that he could help other people, like Bruce Lee did. From that day on, he vowed to continue the Masters fight for justice. He trained to be the best Kung Fu practitioner on the West Coast and the best cop in Seattle. When he has become the best, then hell move on to other cities. But the appearance of Mendoza has changed all his plans. Now drugs and thugs fill the streets. Well, hes going to need a lot of practice to become the best. And with a cool car, a big gun and a fast punch, hell do itfor Bruce! Frank The Bull Sikowski Agility d6, Spirit d4, Smarts d6, Strength d12, Vigor d6. Pace 6, Parry 5, Toughness 5, Charisma -0-. Hindrances: Enemy (Mendoza), Loyal, Quirk (bullies bullies). Edges: Alertness, Legal Enforcement Powers, Combo Attack. Skills: Martial Arts 2, Fighting d6, Shooting d6, Investigation d6, Knowledge (Police Techniques) d6, Stealth d4, Streetwise d6, Driving d6, Linguistics d4, Notice d6, Guts d4, Intimidate d4. Techniques (Boxing): Spear Hand [3]; Roundhouse Punch [3], Jab [3]. The Bull grew up on the mean streets of Ballard. A scrawny kid in his youth, he was constantly picked on. As he grew, he spent more time helping his old man with the family businessmilk delivery. Between drinking the profits and lifting the gallon jugs of milk, he developed impressive muscles. When his dad got jacked for $5 and a halfgallon of 2%, he joined the police force. Now he patrols those mean streets of Ballard, helping out.

More Savage Fu
At the Savage Heroes Conversions site (savageheroes.com/conversions.htm), you can find a PDF for Savage Fu! Unfortunately, no one is listed as the author of this fine document. After reading this, I decided to create a few more Fu options using the same rules. They are still in the infancy stage, so be gentle. If you try them out, let me know!

Issue: iII

Boxing Form
Attack and Evasive Techniques cost 2 rather than 3, Weapons Techniques are not taught. Attack Techniques Jabattack suffers -1 attack penalty but only counts as a half action. Cross +1 damage knuckle punch Hooksuccessful attack strikes head and unbalances defender. Defenders next action is at -1 penalty. Uppercut +2 damage punch Bolo Punchthe odd angle the punch lands give the defender a -1 penalty to any defense. Defensive Techniques Bobbinga free defensive action against HTH attacks. Blocka free defensive action against HTH attacks. Guard +1 to Parry. Evasion Techniques Slippingattacker becomes unbalanced by defender's block. Next attack is at -2 penalty. Pulling Away +1 to Parry, use your full Pace to get away.

Kung Fu Form
Attack and Weapons Techniques cost 2 rather than 3, Evasion Techniques cost 4. Attack Techniques Spear hand +1 damage knuckle punch Knife handmay choose to Disarm an opponent rather than shake him. Roundhouse Kickmay attack up to three opponents. Defensive Techniques Blocka free defensive action against HTH attacks. Stone hand blocksuccessful defense deals half the attack damage to the attackers weapon or self. Deflectionattacker becomes unbalanced by defenders block. Next attack is at -2 penalty. Weapon Techniques Acrobatic Defense +1 to Parry if unencumbered Acrobatic Attack +1 to attack if unencumbered Flurry of blows +1 to attack vs. opponents with a single weapon.

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