Thrash: Anime and Fighting Game Martial Arts RPG by Doresh
IntroductionOriginal SA post
"Violent fighting to begin again..."
-- King of Fighters '96
Capcom’s Street Fighter II changed the face of video games forever by introducing the world to a new style of game, where two characters faced off in a one-on-one fight to the finish. This has since spawned countless other similar games, to the point that it has created an entire genre of video games, collectively known as Fighting Games.
The Thrash system is heavily based on the now out-of-print Street Fighter Storytelling Game from White Wolf, as well as Mekton Z, and, to a lesser extent, Ninjas & Superspies.
Thrash is not intended to be a particularly complex or in-depth game. The object in roleplaying is to have fun, but in Thrash that may at times be the sole concern. furthermore, the rules are designed to play relatively quickly, since the game is intended to simulate extremely fast-paced martial arts combat. To play Thrash you will need only this book, some pencils and papers, and some dice (10-sided and 6-sided)
Design Theory of Thrash
One of the most important things to remember about Thrash they [sic] way the system is designed to work. It functions in much the opposite of how other RPGs do. Rather than picking items from a list in the book to define your character, you create your character and their abilities in story terms, and then create that using the rules.
Thrash is not a game for munchkins! Admittedly the rules are easy to abuse.
The Martial ArtsOriginal SA post
"Once there was a man who tried to make his skill ultimate. Because of that, it was no wonder he was involved in the troubles."
-- Samurai Shodown II
Character CreationOriginal SA post
There are skills for holding your breath and pretending to sleep
There's a skill called "Hojoujutsu", the art of tying people up in a way that makes it especially hard for them to get out. Totally nothing kinky about that.
Weapon skills are spliced in between the normal ones, despite not actually working like normal skills. They don't affect accuracy or anything, but rather just set a hard limit on the combined CPs of your weapon moveset. Because even the rules hate those people who refrain from honorable methods of fighting, like claws or eye lasers.
"Shield" is a skill. There are no shields in this game (apart from something a fan did).
: Less encumbrance for wearing armor (is that even tournament legal?)
Arts of Invisiblity
: Ninja tricks. Doesn't come with that weird log trick, though.
: Reduces penalties for fighting if you can't see anything, though I'm not too sure how often this comes up seeing how the normal penalties (-5 to all rolls, APs halved) make characters without this useless to the point the GM will probably never try to piss unprepared players off unless the enemy is a weak minion.
: Reduces the damage you take by adding a bonus to your Soak Roll (which we'll cover later). Can get rather ridiculous if you take enough levels.
: Doesn't really do anything unless you have a certain Weird Power (which are covered at the end of the book), not that this Discipline reminds you of this.
: Basically Quick Draw deluxe. Gives you nice speed and damage bonuses to your first weapon attack in a fight. Nice to have, but I don't see anyone putting too many levels into this unless you want to be a one round wonder.
: A damage bonus for punches, as well as an exclusive maneuver called "Power Punch" (which honestly doesn't look too amazing, but we'll get into that later). Note that punches are the only non-weapon attack to get such a Discipline.
: A defense bonus against mind control and stuff.
: Same Discpline with two different names, in case you make a Korean archer and would feel offended for having "Kyudo" on your character sheet. Anyways, this Discipline sounds pretty rad: it replaces the Missile Weapon skill (for archery only, of course), completely replaces the Discipline Medidation without drawbacks, and it not only replaces but also adds to Blind Fighting for using a bow. And you can boost your arrow damage with Chi.
: Sit around to regain Chi faster.
: Gives you a couple tricks depending on whether or you are a Chi Jedi or Sith (you can't be both). It's mostly the same or similar stuff, with negative chi users eventually learning to Force
ChokePunch people (essentially a gimped version of a maneuver you can just buy directly), while positive Chi users can heal and radiate light (in case nobody has Blind Fighting I guess). The overlapping tricks mostly deal with spending Chi to boost certain combat rolls.
: Troll people with your mad acupuncture skills. The last two tricks involve temporary amnesia by poking their head, and grabbing people by the neck to control their body like a puppet. Those make you a riot at parties.
Damage and speed buffs for a particular kind of weapon. Also reduces the cost of weapon maneuvers, which I think allows you to get more bang for you Weapon Skill.
: You are Jackie Chan. The GM is expected to come up with improvised weapons stats himself.
: All your Weapon Skills combined. A bit expensive at character generation, but after that, it's much cheaper in the long run if you ever plan to use more than one kind of weapon.
: Removes penalties for using your off hand. The only time this can even happen is if you're dual-wielding (there's like one maneuver for that) or if you want to be able to both hold a weapon and punch stuff.
: Gives you an animal companion like some Samurai Shodown characters. Looking ahead to Appendix 2, you can get a friggin
as a companion, though their Agility is too low to even bother using them as anything but a meat shield.
: Pick a maneuver category to be faster and more accurate in. I have a feeling anyone will want to pick this up at least once.
: You start out with a D&D-esque magical item. Because having an additional +4 to Strength or Agility sounds fair. Also, the Appendix in question has conversion rules for
The Palladium Book of Weapons, Armor and Castles
: You are so enlightened that it is really hard for you to gain Rage. On the plus side, you can pull off Super Moves anytime by just beating a skill test with this Advantage's level as the skill. Say hello to endgame super move spam.
: Your fighting gear is impervious to damage, and you can transform into it any time. Thankfully suggest to just give this to everyone for free.
: That thing in some fighting games were you have an infinite super bar and damage buffs when your health is absurdly low. Calm sounds way safer IMO.
: Raises one Attribute's maximum rank by 1, up to 15. You could've just made getting points beyond 10 more expensive, you know.
: You have trained yourself. This has apparently "both advantages and drawbacks", like how you're less skilled but more flexible. None of this actually affects anything.
: Spend EXP to get maneuvers anytime, halting combat to a grind!
: Get extra CP for gimping maneuver categories you never plan on using, anyways!
: Makes you Daredevil or Zatoichi if you also buy lots of Blind Fighting.
: Required to get the Negative Chi Discipline. Being evil gives you points back! Sure, it gives you a demonic aura or something, but that's an added bonus in my booko.
No Kick Training
: A more severe version of Area Difficulty, but this time for kicks only. All it really does is replace your basic kick maneuvers with a very shitty maneuver, though you can still buy the basic ones if you want. Thankfully informs us that this is not appropriate for styles that involve kicks.
: Comes in three levels of severity. The second one has you only fight for self-defense (so no tournaments for you), while the last makes you absolutely useless in a fighting game RPG because you essentially refuse to do anything but blocking and dodging.
StylesOriginal SA post
“The way of Koukugenryu Karate is invincible! Real tough!
– Takuma Sakazaki, King of Fighters '95“
: Jump at stuff.
: Block stuff.
: Dodge stuff.
: Hadoken stuff.
: Piledrive stuff.
: Kick stuff.
: Punch stuff. Also includes head butts because there's nowhere else to put them.
: Whack stuff.
: Spirit Bomb stuff.
: A self-defense style that makes most Kicks and Punches more expensive, but reduces the cost of Grappling and Focus maneuvers (because nothing says self-defense quite like blasting your foes to kingdom come).
: Three closely-related Philippine styles all about sticks and/or knives, making Weapon maneuvers cheaper but disallowing any Punch maneuver other than Head Butt. Strangely, the cost reduction doesn't actually say anything about being limited to sticks and knives. Whoops.
: Japanese staff-fighting, but the Style can also represent any other staff-fighting style that is not Arnis/Escrima/Kali. Considered a Discipline Style, because it's not like staffs are very flexible weapons or anything. The Style's not even that much worse compred to the above, it just reduces Weapon maneuver cost by 1 instead of 2. There's again no mention on limiting this to staff only, so I guess it can just be assumed to be that way. Oh well, I can live with that.
: The classic Discipline Style, because screw anyone who does not kick. Doesn't actually give you a cost reduction for punches, but rather Block maneuvers.
: Basically amounts to "You don't really have a style". Limits you to one specific Focus maneuver (Focus Rage) and prohibits any normal non-Grappling maneuvers that cost more than 2 CPs, locking you out of most maneuvers unless you're willing to nerf them. Sure, it's not too bad specializing in Grappling only, but it hurts not getting easy access to some of the very useful Block and Evasion maneuvers, and no beneficial customization at all. Also, no starting maneuvers. Gently caress this Style.
: The archetypical Brazilian fighting style. No punches apart from head butts, but you get cost reductions for Kick and Athletics.
Generic Style :
"What style do I practice? Well... er... uh..."
This is the boring and bland human race among the styles. It basically amounts to one free Attribute Point and 7 free CP to buy maneuvers with. This style will save you a lot of headache during conversions, because some characters (sometimes even entire video games, like anything made by Arc System Works) so don't lend themselves to any kind of general fighting style (aka "What the heck are Kula and Bridget supposed to use?")
: The Korean art of kicking the crap out of people. Cheaper Kicks, more expensive Punches.
Jeet Kune Do
: The style invented by Bruce Lee himself. Hilariously just a more restricted version of Generic Style (o_O)
:Heavy focus on Grappling at the cost of a very limited Punch and Kick selection. Essentially the
better cousin of Brawling.
: Indian boxing with a bit of weapon usage. The cost modifier is nothing too fancy (-1 CP for Focus maneuvers, because Dhalsim), but it has some hefty Attribute bonuses (+1 Will and Focus, as well as +5 Chi).
: One of those standard styles. Rather useful in that the cost modifier can be either for Kick or Punch maneuvers, depending on your taste.
: Japanese swordfighting. Very limited in terms of Punch and Kick maneuvers, but you get a cost reduction on Weapon and Focus maneuvers. Also another Style with hefty Attribute bonuses (+1 Agility, +2 Will)
: A distant Japanese relative of Kung Fu. Is literally the same as Karate, but you get an additional +1 to Agility.
: Another gold standard. Makes Focus maneuvers cheaper. Also mentions the huge amount of different sub-styles (hinting at the Thrash Sourcebook where you get to see a lot of them).
: Thai kickboxing. Only reduces the cost of Kick maneuers, though, at by 2 point no less. Doesn't have Attribute bonuses for some reason.
: The ancient art of fighting like a ninja. Reduces the cost of Athletics and Focus, so I guess this can also be used as the base for a fireball-slinging luchadore.
: Self-defense made in Indonesia, with a focus on the Kris knife. No Grappling here, but you get Weapon and Focus maneuvers for cheap. Also has a list of whacky powers a "true" Kris might have, whatever that means.
: French kickboxing, focusing on Athletics and Kicks. Thankfully not as hilariously broken as the SF:STG version.
: The style for real American heroes. More expensive Acrobatics, Focus and Super maneuvers, but you get cheaper Grappling maneuvers and any maneuver labeled "Disabling" or "Killing" (which amount to a little over half a dozen, and this is the only Style that requires such a labeling).
: You're a fat guy in diapers. Reduces the cost of Athletics and Grappling, the former probably solely because of E. Honda's shenanigans.
: An inferior version of Kenjutsu, used for any swordfighting style that is not Kenjutsu, because gently caress gaijins. Also mentions how you can have LARPing as your character's excuse for knowing how to swing a sword.
Tae Kwon Do
: Another Korean one. Cheaper Kicks, no Weapons allowed.
Tai Chi Chuan
: A philosophical taoist style. Very cheap Focus and Evasion, but very limited everywhere else.
: Your general wrestling style. Cheaper Grappling (duh), but no Kicks or Weapons. Is also considered a Discipline Style, because knowing how to dislodge limbs in at least five different ways is totally just as inferior as "I can hit things with my fist".
: The stereotypical Chinese lady style. Cheaper Ahtletics, Evasion and Kick maneuvers, more expensive Focus and Punch maneuvers.
Interlude: Here Comes A New Challenger!Original SA post
Man, dandypunk sounds rad.
And this whole situation gotta mess with German public opinion. We don't have much love for our military, though having to deal with daily attacks of demons and cyborgs would probably change that a little.
Eh, you would just pick a "Primary" style.
As for combinations, it could be a godsend to the weaker styles--putting 3 points in Kabaddi and 2 points in, say, Kung Fu gives you access to Kabaddi's great cost breaks on some Focus maneuvers, but enough good cheap maneuvers from Kung Fu to get you through until you have some XP under your belt. But it's probably a better idea to just make crap styles not crap, which is easy--just put some more good maneuvers on that list.
Oh well, White Wolf has already balance problems with stuff that is rules legal. It's a small wonder this can happen if you make house rules.
Thrash: Anime and Fighting Game Martial Arts RPG
Interlude: Here Comes A New Challenger!
So imagine you're in the design team of a long-running fighting game franchise, working on the newest entry. You've already borrowed from your rivals in the past, and people are starting to get tired of your archaic practice of re-releasing the same game every couple months with a more ridiculous name and tweaks/content that normal people would just sell as DLC.
You've decided to aim for nostalgia bait by designing a new character the "classic" way (aka "he's a very stereotypical bloke from some random country"), with him being a Scotsman being an obvious choice as they basically design themselves (just give him a kilt and a funny dialect). Sadly, the fighting game genre ain't as big as it used to be, so to make sure that sales are alright, you decide to make it a young lady to attract the otaku crowd. This is the result:
After some martial artists decided to have some fun by smashing up every last barrel of her father's whisky distillery - leaving the poor guy shocked through his core in a way he has yet to fully recover from -, then 16-year old Sherry abruptly ditched school and returned to her family's home, located near Loch Lomond in the Scottish Highlands. As her father's only child, it was up to her to continue her clan's age old tradition of cold-blooded revenge.
She spent the next 2 years learning the ancient arts of "Fist of the Highlands" from the village elder. It's essentially boxing, but much more potent since training involves lifting logs, throwing logs, catching logs and punching logs, combined with a strict diet of haggis and porridge.
With her training complete, she decided to leave her home, joining tournament after tournament in search for the barrel breakers. Little did she know that she will eventually face a nefarious organization that is somehow trying to conquer the world in a way that requires holding martial arts tournaments across the globe...
Looks : She has long, braided reddish-brown hair and essentially wears a fetishized mixture between a British school uniform and traditional bagpipe player getup. Her fists are rarely not raised during combat (except when she punches, of course). And of course, she wears very thick glasses for some meganekko bonus.
Personality : She is actually quite cheerful, but has no warmth to give to her opponents, who she tries to demoralize with colorful Scottish taunts. She likes cooking and playing musical instruments, but Scotish traditions for either one don't find much love outside of her homeland...
Quote : "Ye shoold've eaten mair haggis!"
To start out character creation, We have to first roll to see how many attribute points we get. The 6d10 come out as... 31, which is a tiny bit below average. Oh well, a total of 51 has to suffice.
I distribute those as follows: Intelligence 6, Focus 4, Charisma 4, Will 6, Strength 8, Agility 10, Stamina 8, Appearance 6
(The free +1 gained from the Generic Style went into Will, since I don't feel like min-maxing too hard yet)
She is below average in terms of intelligence, looks and willpower, a bit below average in terms of social aspects (she's a bit peculiar), maxed out Agility (because Mekton Z teaches us to do so) and generally very high physical stats because Scots are tough as nails.
We don't plan on doing anything fancy in terms of optional stuff, apart from maxing out her Upper Body Strength by lowering her kicking power (which we won't use, anyways).
With the above stats, we have 56 Character Points (CPs) to play with. Wanting to emphasize her punching power, getting 3 levels of Iron Fist for that +1 damage sounds like a good deal. We also get 4 levels of Body Hardening because Scots are tough.
We can't forget to put points in her Style. 4 ranks sound about good for a start, giving us a +4 on all maneuver rolls and a total of 14 Action Points.
Sherry's advantages & disadvantages are rather straightforward:
Area Specialisation (Punch)
(3 CP): Punching stuff is second nature to her
(-1 CP): She is convinced that "Scootland is th' best!", which can get annoying, but doesn't really prevent her from functioning normal
No Kick Training
(-3 CP): Kicking things is for Englishmen. I could've probably also gone for Area Difficulty (Kick), but I want to save the really silly stuff for the maneuvers chapter.
- Pacifism (No killing) (-1 CP): Why yes, I would like to have a free point for being a good guy.
We then spend a couple points on the skills First Aid, Intimidation, Lore (Scotland), Survival, Swimming and Taunt, and get the language skill for her native tongue for free at level 3. No Cooking or Musical instrument (bagpipes) here to reinforce the stereotypical joke.
With that out of the way, her character sheet looks like this:
Attributes : Intelligence 6, Focus 4, Charisma 4, Will 5, Strength 8 (10/6), Agility 10, Stamina 8, Appearance 6
Base APs : 12
Chi : 13 Health : 32
Dizzy Threshold : 16 Rage Threshold : 17
Base Damage : Strength : +4 (+6/+2) Focus : +0
Skills : First Aid 1, Intimidation 3, Language (Scottish) 3, Lore (Scotland) 3, Survival 3, Swimming 2, Taunt 4
Advantages & Disadvantages : Area Specialisation (Punch), Delusion (minor, "Scootlund is th' best!"), No Kick Training, Pacifism (no killing)
Disciplines : Body Hardening 4, Iron Fist 3
Styles : Fist of the Highlands (Generic Style) 4
(This is the official character sheet formatting, and it could really use some more abbreviations)
But our future munchkin is far from finished! We still have 28 CPs to spend on maneuvers, so join me next time when we tackle the maneuvers chapter and get our first glimpse at breaking the system!
(Hint: The secret is hidden in her name )
ManeuversOriginal SA post
"You'll have to defeat my Dragon Punch to stand a chance!"
-- Ryu, Street Fighter II
: For the low price of 3 AP, you jump up to your Agility in hexes. Attacks performed while jumping get a +2 to damage. Can also be used to dodge projectile attacks. I have no idea why this isn't a basic maneuver. You can count the number of fighting game characters who don't jump on one hand, if they exist in the first place.
: Also for the low price of 3 AP, you can immediately recover from a Knockdown. Nifty. Requires an Agility of 5+, which anyone in their right mind should have anyways.
Roll With Impact
: For another 3 AP, you can cut incoming damage in half, provided you move back at least 1 hex.
: This one allows you to move up to your Agility multiple times in one turn, provided you find walls to bounce off of. Very crazy stuff.
: For 5 AP, you can parry an unlimited number of attacks that turn. Why would you not want that?
: You deal your Damage Bonus in damage when parrying. Meh.
: Catch / throw back projectiles - but only thrown weapons, not the chi blasts most of your opponents will be using.
: Block melee weapons with your bare hands. Mentions a "normal block", proving that even the writer got "Parry" and "Block" confused.
: Like Dodge, but faster and more accurate. Also gives a +3 Accuracy bonus to any fast Punch performed immediately afterwards, which is
: This one is even better, with an absurdly high Move to top it off. Doesn't have that nice Punch synergy, though.
: You'd think this one would be like Circular Parry, but the execution is just weird. You declare it at the start of the turn, wait for everyone to attack you, and then make one roll against everything. This is so strange to imagine, since attacks don't really come all at once. Not to mention this basically allows you to delay a potential KO till the end of the turn.
: Turn enemy energy attacks into Rage. Can also be used to hurt people.
: Used for all your Hadokens and Sonic Booms. Comes with its own laundry list of modifiers, with everything from blast spam, homing blasts, ice blasts, exploding blasts, KoF-style ground blasts, continous blasts (hey, I thought that's what Extended Duration was for!)... or everything combined. The sky's the limit here.
: Boosts your Soak roll (more on that in chapter 6) as long as you're willing to spend 1 Chi per turn.
: Generate vertical energy columns, hitting anyone above you or in the same hex as you automatically. The Chi cost is rather hefty, so modify that down for much fun.
: Your main method of restoring Chi.
: Send energy attacks back to the attacks. Now that's way more useful than Projectile Reflection
: Concentrate a while to build up Rage. The only Focus maneuver you can have as a Brawler.
: For 3 AP and Chi per turn, you become immune against physical attacks. Sounds fair.
: That Force Punch thing. Essentially adds range to a Punch or Kick maneuver, like a on-the-fly modifier.
: This one's just weird. You get a buff for fighting while your favorite music is playing, but the thing's not even a maneuver. You can't actually use it. Just pay the cost and it's always on, like an Advantage. Why is this here (o_O) ?!
: Boosts a Punch or Kick maneuver. Sort of like a modifier you slap on on demand.
: Some crazy weight-related powers make this the only maneuver to do nothing during combat - except if you want to jump really high or something..
: Well, I guess this had to be
: If you give this any modifier with -3 to AP, you've got yourself a Light Punch +2. We'll be seeing this one again soon.
: E. Honda's signature. Very similar to Multi-Kick, and just as useless. Seriously, spamming Light Punches is superior in every way.
: Not-Shoryuken. You stay on the ground.
: Dual-wielding. You perform two basic attacks (most likely medium or heavy, as those normally have higher AP costs than this maneuver) against the enemy. Should he decide to parry you, he can only parr one attack. Now that's a nice maneuver.
: Guess what? It still sucks.
: These two are oddly specific in that they require staffs. Guess they work with polearms as well.
: A Column Blast on steroids. The description is different, but this is essentially Geese Howard's Raging Storm. Costs as hefty 20 Chi and all your AP for that turn, but everything in a 2 hex radius around you is in for a world of hurt. Very nice to finish of multiple opponents, especially if you get that Chi cost down via modifiers.
Fury Super Attack
: That classic KoF super move where the character dashes towards his opponent to perform an automatic 50+ hit combo. Okay, you have to add the dashing part via modifiers, but it's roughly the same. You basically design a maneuver more or less from the ground up, with the damage depending on how many APs you want to invest. Not to bad, but there's something better coming soon.
: A super version of a normal maneuver you can get cheaper if you already own the normal version. Chi cost is raised to 12 or doubled (whichever is higher), Damage is increased by +2d6, and Accuracy drops by 2. Oh, and it costs ALL your AP for that turn. Seeing how it hits multiple opponents automatically, I think Chi star is the better option here.
: A weaker, multi-turn version of Chi Star that expands as it goes along. Doesn't quite have the same oomph.
: Turns on surprise sex mode for 4 turns, during which you gain +2 Accuracy and Move on everything and
double your Base APs
, which is roughly equivalent to giving you a free turn. I think we have a winner here.
Super Attack Combo
: The super version of a combo maneuver. It doesn't have an AP limit, is cheaper to get, and your opponent can't avoid the hits at all if the first strike is successful.
Super Normal Maneuver
: A normal maneuver that has nothing special about it, but can only be used as a super. I don't think the cost reduction of -2 is worth this. The Enraged Use modifier gives you the same cost reduction, but doesn't actually take away your Rage with use.
RulesOriginal SA post Thrash: Anime and Fighting Game Martial Arts RPG
Chapter 6: Rules
"All things will die and everything will be broken; that is the law of the samurai."
-- Samurai Shodown II
After being more than halfway through the book, we're finally getting into how to actually play the game! Keep in mind how the introduction told us that the rules are supposedly designed to "play relatively quickly" and be "not particularly complex".
The rules start with a short paragraph on the "Rule Zero", or "If a rule annoy you, ignore it", as the writer quotes from the Project A-ko RPG (wow, that's a thing?). Common sense, basically.
The resolution system is Interlock. 1d10 + Attribute + Skill plus whatever. It even has the typical Interlock target numbers increasing in increments of 5, though a TN of 25 is strangely skipped.
Ties are generally considered a stalemate, unless you really need a winner, in which case both sides roll an unmodified 1d10, with the highest one winning.
There's also "Contested Difficulty", meaning that in some cases, one side of the contest might have an advantage, forcing the other side to win the roll by a certain margin to win. It's just a more complicated way of saying "Side A has an advantage, so side B suffers a -2 to their roll".
The example used for this is about a 500 pound wrestler pinning a 120 pound karate dude, with the weight difference making it harder for the karate dude to escape. This is the only time weight has any factor anywhere (unless you're using this weight reduction Focus maneuver).
Combat (cue Guile's Theme!)
Combat starts out as your typical affair, with everything being separated into turns that last "a few seconds". A bit weird how we have such a vague reference if anything in combat cost Action Points, but whatever. Moving on.
Initiative is based on your Base Action Points. At the beginning of every turn, you roll 1d10 and add the result to your Base APs. This tells you how many APs you can spend that turn, as well as your initiative order. Note that the order is always based on your current APs, so initiative can go back and forth several times per turn. You can perform a maneuver that requires more AP than you currently have, but the difference will carry over to the next turn.
This really reminds me of that FASA Star Trek RPG, or other clunky RPGs from the same era. An action-points-based combat system might work for the old Fallout and X-COM games, but those use a computer to deal with all the clunky parts.
The general nature of "initiative by current APs" also makes Combos very attractive, as they count as a single maneuver, allowing you to perform the whole combo even if the individual maneuvers would make you lose initiative around halfway through. Though should the opponent survive this onslaught, he might just have a big AP advantage.
There's also a certain problem arising from the "APs as initiative"-nature of the rules. Certain Disciplines/Advantages/whathaveyou modify "Initiative", almost as if it was its own thing. I would assume this affects your APs, but then you have the Intimidation skill that can give your opponent a -4 on initiative and cut their APs in half. I guess initiative modifiers only apply to that AP roll at the start of the turn, but it's still weird O_o
Battles are fought on a hexgrid (with 1 grid = around 3 feet or 1 meter), with the grand majority of attacks only being able to hit stuff on the same hex. So if you want to use miniatures, better make sure the grids are big.
As noted in the last chapter, you can't generally cover more hexes per turn than your Agility. Any character with Agility 1 might as well be an immobile statue.
Attacking and defending is handled similar to a skill roll, except the "skill" in question is "your maneuver's Style + Accuracy", and ties actually go to the attacker. Block maneuvers generally always "fail", as their roll is just there to find out by how much you reduce the incoming damage (dammit, I might've misrepresented this last chapter. Foiled again <_<). So unless your Style + Agility is noticably lower than your opponent's it's usually better to try to evade, as that prevents damage entirely.
As defensive actions are also maneuvers that eat up AP, being spammed by 1 AP attacks makes it very likely for you to never gain initiative unless you give up and let yourself get hit a couple times.
Speaking of getting hit, should the attacker succeeds, he rolls the damage for his maneuver, adds his damage bonuses (cue a repeat of that funny Basic Damage chart that amounts to "Attribute - 4"), and then the defender makes a Soak Roll to see how much damage he actually takes.
The Soak Roll amounts to 1d10 + Stamina (plus other factors like Body Hardening or armor). You then divide the total by 4, round down and reduce incoming damage by that amount.
I don't know how you feel, but "random damage reduction involving divisions and rounding" does not strike me particularly suitable for a "realtively quick" anime-ish fighting game combat system. You can probably speed up combat big time by just taking the average roll and write down the final result on your sheet.
There are rules for aborting a maneuver (saving half the APs in the process), but I'm not sure when this would ever come up, unless your opponent defends with something really scary or something.
You also have Berzerker Attacks and Desperate Defense, your typical All-Out Attack / Total Defense. Berzerker Attacks are a bit special in that you need to have reached your Rage Threshold, wish will be explained shortly.
Stunning (or "Dizzying", as it is called here) is a thing in just about every fighting game, so it of course is featured here (though Hit Stun is strangely absent). Whenever you take more damage in a single turn than your Dizzying Threshold, you have to make a Stamina Roll against a Target Number of 20, with a failure making you unable to do anything the following turn (where you may or may not get light punched to death).
Note how this only happens on the following turn. Apparently, if you take lots of damage early on in the turn, you don't notice it until the turn is over.
The Mekton Z influence can be felt when we reach rules for facing, complete with AP costs for turning and accuracy penalties for attacking stuff behind you. I think I will just ignore this one.
You can also try to fake a maneuver, baiting your opponent into wasting APs for defense. Failing this however gives you a heavy defense penalty for the counter attack, so I don't think this is really worth it, especially if ou can just have the opponent spend those APs by actually attacking.
Whenver you're hit, the total damage (before any reduction like soak) is added to your pool of Rage Points. Once you reach your Rage Threshold, you hulk out, with several effects: You can use super maneuvers, though pulling off even one has your Rage drop back to 0. While raging, your non-supers become stronger (+2 Damage), and you also speed up (+3 AP).
You can keep this state going for as long as you want, but after a number of turns equal to your Focus, you start losing 2 Rage Points per turn, until they reach 0. Not that this is much of a problem unless you avoid getting hit even once after that. You don't even have to get hurt all that much in the process. Just block like once to keep the rage flowing.
There are some roleplaying hints about how Rage can affect your character, also going into how story events can have you gain or lose Rage. Think about how Goku went nuts when Krillin was killed by Freeza, or how calming it is to see a bunch of kittens.
Seeing how performing a super maneuver immediately drops your Rage to 0, you can always calm down immediately by super-punching the air.
As an optional rule, you can continue to gain Rage beyond your threshold, but once you're over 150%, you start to go berserk, giving your offensive bonuses, defensive penalties, and an irresistible urge to make at least one attack per turn, even if this would mean attacking your friends.
We also get a short section on stunts, which basically amounts to "let the GM fudge everything".
We also get a reminder on stun damage, noting how any physical attack can be set to stun with a -2 Accuracy penalty. Not really sure why this is necessary. We get some guidelines later in the chapter on when someone generally dies (Health falls below negative Stamina x 2), but the GM can always have them survive if he wants.
After a random Lifting chart (Strength in Thrash is roughly twice as good as Mekton's Body stat, with our Sherry being able to bench press 525 pounds), we get to weapons!
Weapons come in three categories (melee, missile, firearms), with the former being the most common.
The basic weapon strikes are designated Light Strike and Heavy Strike, and use the same modifiers as Light and Heavy Punch (see the maneuvers section), but with the modifiers of the weapon added in.
Oh well, having it based on your basic punches at least makes somewhat sense. Those basic strike maneuvers we saw earlier didn't even have dice to roll, making that version of the Light Strike much weaker than a Light Punch, which is just weird.
Melee weapons come with 5 stats: The amount of hands needed to carry them, their reach and their Accuracy, AP and Damage modifiers added to any weapon maneuver they're used with.
Ranged weapons are a bit different as they don't use basic maneuvers. Their stat block already includes their maneuver. Most ranged weapons are also not muscle-powered, so they don't have a damage modifier, but rather the total damage already listed.
Weird weapon-related things include:
No melee weapon has a positive AP modifier, with almost everyone actually having a negative one. Yes, that mace is faster than your Light Punch.
The No-Dachi has a AP mod of "+1d6", which I'm pretty sure belongs into the Damage column, bringing it in line with the two-handed sword (those two are the only melee wepaons with random modifiers).
Katanas are underpowered in Thrash. Longswords have the exact same stat, but deal more damage.
One-handed weapons are generally better than their two-handed counterparts, which sometimes don't even deal that much more damage.
No missile weapon deals more damage than a Heavy Punch. Most don't even surpass the Light Punch
- Automatic firearms on the other hand hurt a lot, though this is countered by them not getting a Damage Bonus
The actual rules for armor a bit clunky. They add to your soak roll, but different amounts based on the type of atack (Impact, Thrust, firearms). There's also a "Coverage" stat which you have to roll under on a 1d10 to see whether the enemy actually hits an armored part, adding another unnecessary roll to the process.
The highest Soak Bonus for impact damage (aka what you're mostly going to face) comes from the High-Tech Armor with +16 (aka -4 damage). Not sure if this is actually useful, as this will just make it more attractive to just spam low AP attacks.
Suffice to say, Riddle of Steel / Blade of the Iron Throne, this is not.
Epic Battle Rules
This is a little optional modification for the big boss fights, where the fighters may or may not go Super-Saiyan beforehand. The changes are:
Health is multiplied by 5
You have unlimited Chi (just like in the video games)
Dizzying Threshold is doubled
Rage Threshold is multiplied by 4, and every attack while enraged deals tripple damage
APs are doubled
- The laws of the universe force everyone to stop fighting and listen to whenever one participant wants to make a dramatic speech
I don't think the Dizzy Threshold can quite keep up with the crazy triple-damage shenanigans going on once someone hulks out.
We then go into the typical stuff about recovery (recovering from a fight can take days unless you use cinematic healing rules and meditate a lot), non-combat damage source, social interactions (aka "fame has its drawbacks") and what to spend your experience on. There's a somewhat neat rule about Training, which nets you Training Points that you can spend like Experience Points, provided that 50% of the points spend are proper Experience Points. So no sitting at home waxing your car till you're able to curbstomp Omega Rugal or that incredibly cheap bloke from Samurai Shodown VI.
The chapter finishes with like the third version of learning stuff spontaneously so far, this one allowing to go into negative Experience Points or just getting a maneuver for free, provided there's an adventure revolving about learning the maneuver or something.
Phew, I think this is getting a bit too long for an example fight. Thankfully, Chapter 7 (the GM section) is rather short, so I can probably do both in one post.
After my last post, I also remembered how the character creation chapter had an example character. Let's see how Sherry fares against a normal starting character!
GM Section (and Combat Example)Original SA post
Now comes the fun part. ^_^ Okay, her name is Tomiko Yamada. She is an 18-year-old judo fighter, originally from Kyoto, where she learned judo from her grandfather, despite his total inability to keep different quantities straight. Tomiko began entering tournaments only this year, after she was attacked by and defeated the infamous Pigeon Eddie, a ruthless criminal mastermind and practitioner of the Saiiko style of Karate, whose evil she now wishes to put an end to. Tomiko is friendly and outgoing, but never puts up with any injustice, to the point of occasional megalomania… She is fairly short and rather cute, and has short green hair for no apparent reason. In combat she wears her judo gi, which is bright blue in color.
Maneuver Acc APs Chi Dmg Move Notes Great Talon Shredder +13 10 5 1d10+3 None Projectile (Range 1) Screaming Eagle Shot * 24 * * * Combo Maneuver (Body Flip, Screaming Eagle Shot, Soaring Hawk Crusher) Soaring Hawk Crusher +11 12 - 1d6+2 None Grappling maneuver Body Flip +13 7 - 1d6 1 Grappling maneuver Foot Sweep +12 8 - 1d6 1 Crouching, Knockdown Heavy Kick +10 9 - 1d6+2 None Heavy Punch +13 7 - 1d6 None Light Kick +14 3 - 1d4+1 1 Light Punch +15 2 - 1d4 1 Tackle +10 10 - 1d6 4 Knockdown for both Breakfall - - - - 2 Add Agility to Soak vs Knockdown Dash - 4 - - 6 Dodge +13 5 - - 3 Evasion Grab +13 3 - - 2 Grab stuff for combos I guess Jump +16 3 - - 9 Aerial, +2 Dmg while jumping, Evasion vs projectiles Movement - 1 - - 1 Maneuver Modifier Parry +14 2 - - 2 Block
Maneuver Acc APs Chi Dmg Move NotesGaelic Rage - 2 8 - - Super; For 4 turns 2x APs, +2 Move & Acc to all maneuvers Lightning Step +16 1 - - 3 Evasion, can use Punch with AP <= 6 immediately afterwards with +3 Acc Quickening Knuckle +17 1 - 1d6+7 6 Head Butt +15 6 - 1d6+7 1 Heavy Punch +15 6 - 1d6+7 None Iron Fist +14 8 - 1d6+10 None Knuckle fist +17 4 - 1d6+9 1 Light Punch +17 1 - 1d4+7 Uppercut +16 4 - 1d6+7 1 Knockdown, Counter vs Aerial Circular Parry +17 5 - - 3 Block, 1 use lasts entire turn Dash - 4 - - 6 Dodge +14 5 - - 3 Evasion Grab +14 3 - - 2 Grab stuff for combos I guess Jump +17 3 - - 10 Aerial, +2 Dmg while jumping, Evasion vs projectiles Kippup +16 3 - - 1 "Get out of Knockdown for free" card Movement - 1 - - 1 Maneuver Modifier Parry +15 2 - - 2 Block
"The Wheel of Fate is turning... Rebel 1... Action!"
-- BlazBlue: Calamity Trigger
-- M. Bison, Street Fighter: The Movie
Appendix 1: Weird PowersOriginal SA post
"What are 'ya?! Some kind of bottom-feeding scum-sucking algae eater?!"
-- Duke Nukum [sic]
: Basically up to 4 levels of Body Hardening for half the price. Now that's more like it.
Computer System (1-5)
: You have a built-in computer that can make calculations and stuff for you, with the level standing for its Intelligence. I think this needs some fudging.
Energy Source (4)
: You regenerate Chi faster, though not as fast as to matter in combat.
Integrated Weapon (Variable)
: You have a built-in weapon. The cost depends on its damage, with firearms paying a bit extra.
: A extra bonus for perception rolls.
: A variation of Rage Burn. Instead of doubling your AP, you are automatically affected by your Elemental Aura and can spam maneuvers without regard of their Chi or Willpower cost (the latter doesn't exist in Thrash and is most likely a copy-and-paste remnant of that time this was a SF:STG sourcebook). If you have lots of Chi maneuvers, I guess this is kinda nifty. I'd still go for Chi-less maneuvers to spam with normal Rage Burn.
: Teleport on the global scale. Takes a long while to reappear, and you can teleport to something within your LOS. The only use this has in combat is to just plain disappear without a trace, which can be handy if your a superhero or fight outside of tournaments.
: Create obstacles in combat.
Impervious to Element
: One of those maneuvers that's actually an advantage. this one makes you immune against your element of choice, though attacks based on those elements still do half damage.
non-maneuver. This one does exactly what it says, making this a bit pointless for air elementals.
Control Weather, Flight, Smoke
: I think these are just D&D spells converted into Thrash maneuvers o_O
: This super allows you to ram into people like Superman. A bit lackluster, seeing how your attack is delayed by 3 turns like an especially high-jumping Final Fantasy dragoon. It has the unique trait of guaranteeing a knockdown, but you can probably already do a lot more to your enemy in 3 turns.
: Wait 3 turns in which you can't do anything else in order to gain Electric Homing Chi blasts that cost less Chi than usual. Yay?
: Exactly the same as Force Punch, but air-themed.
: Cause a guy to fall through a crack in the ground, dealing a bit of damage and taking him out of the fight for around 1 turn.
: Create pillars for platforming action.
Wrath of the Earth
: This Super causes ground spikes to attack the opponent for your Focus / 2 in turns, dealing automatic 1d10 damage per turn, while you can still act normally. Pretty evil.
: You can recharge batteries and stuff. You can also regain Chi by absorbing electricity, but the conversion rate is a bit meh (2 car batteries equal 1 Chi point).
: The legendary LARPing spell. Dodging this only works if the opponent beats your roll by at least 6 (aka "an additional +6 Accuracy against evasion"). Sadly, the AP and Chi starts off too high to munchking down to something more abusive.
: Basically like Elemental Aura, but a bit worse.
: Weld stuff with your hands, granting skill bonuses to repairing and engineering. Not sure how often you'd need this.
: Exactly what it says on the tin.
: This super maneuver calls fire down for several turns in a large radius around you, attacking
, including yourself. The other players will probably hate your for pulling this off.
: A less accurate, but also less Chi intensive Flaming Chi Blast. I'd probably just take Chi Blast and dump down the Chi cost.
: See Air Elementals
: Create a blade made out of ice, which is slightly crappier than a normal longsword.
: Sub-Zero's hilarious prank move.
: This non-maneuver prevents you from falling prey to stuff like the above maneuver and in fact triples your Move on icy surfaces.
Ice Storm Blitz
: This super is like Firestormm, except with a smaller radius and far less damaging.
: This ranged maneuvers debuffs its target with a -1 penalty on all rolls for every 3 health points it takes away. This lasts for "a few hours", making this pretty darn broken when spammed.
Iron Spike Wave
: A Knockdown line super maneuver.
: This non-maneuver allows you to attract or repulse iron. In combat, this allows you to boost your thrown weapons or deflect incoming bullets or weapons.
:See Electricity Elemental
: Apart from lowering bodies of water like in Age of Wonders or something, you can also counter water based attacks and create air bubbles for you and your friends.
: This gnarly maneuer is essentially a weaker, non-super version of the Iron Spike Wave.
: Become super fast and good while in water.
: Now you don't need air bubbles anymore.
: Just like Whirlwind.
: You are Jeebus.
: Animate and control plants - which doesn't help much in combat as they're slow as gently caress.
: Become one with a park or other big chunk of vegetation, with some pretty boss effects: You can't be surprised in the area, gain +3 Accuracy on anything, and you can use Animate Plants to do fun stuff like punching/kicking people with vines and branches as if they were your limbs.
: The exact same as Flechette, but the Prerequisite is Focus 5 instead of 6 for some reason.
: You gain the bite maneuver, which deals +2 damage for 8 APs. No, thank you.
: You have a climbing skill of 8. You don't even get anything fancy like being able to walk on walls or something.
: +2 damage to punches and kicks, but
for closed-fisted punches, which I think are most of them.
Flight (4), Gills (2)
: Nothing fancy here, you get what you pay for. Flight sadly doesn't seem to allow to stay high in the air during combat, which I guess is sensible for balance reasons.
: Recover an extra 1d6 Health per day and regrow limbs. Very handy in a Mortal Kombat campaign.
Running (2), Swimming (2)
: Boosts your respective movement mode, with Running allowing you to go twice as far as normal. Nobody can escape your wrath (except for teleporting elementals).
: You get either a combat tail or a prehensile tail (for 4 CPs, your tail can do both). The latter is a rudimentary hand, whereas the former allows you to punch stuff with your tail and "select certain special maneuvers which require such a tail". There is no such maneuver in this book.
Temperature Resistence (2)
: Resist either heat or cold, though does nothing against fire or ice attacks.
:Poison people, inflicting your Stamina in damage over 6 turns. Usually requires you to Bite people, which is why that maneuver tends to be required. If the poison does stack, this could be pretty evil.
Claw Storm Charge
: This Super Move consists of a dash followed by 4 claw attacks. Hilarious much weaker to Sherry's Quickening Knuckle. Low AP ftw!
: Jump over your opponent and attack with weaksauce damage (just +3 Damage)
your opponent. Causes knockdown and boost accuracy for the next grapple maneuver.
: A LOS-ranged attack that can blind people for several turns, giving them a -5 penalty to sight-based stuff (aka everything of importance) and
their AP. Ouch!
: Make an opponent super pissed at you, giving them Rage points. I'm pretty sure this can backfire easily.
: A spontaneous modifier for extra damage and knockdown. The Chi and AP cost are a bit prohibitive, though.
: Makes an opponent give up fighting. Though the way it's written, this can only every happen if your opponent has very, very low Will.
: About as cheesy as Induce Blindness, but you have to keep it up each turn. On the plus side, it auto-hits, so sit back while the other PCs beat the debuffed opponent to bloody pieces.
: Take control of another character's body, which I'm sure is handy to derail campaigns.
: Your general package of abilities to keep the plot moving
: Allows you to buy elemental maneuvers without actually being an elemental. Your choice of elements in limited to your magic system's philosophy (western, Japanese, Chinese), ruling out ice and electricity.
: You can create artifacts, though it takes too long to be of use for PCs.
: A bunch of healing abilities with names that are at least partially stolen from D&D.
: Mess with people's head, including multiple images that give you a 33% percent chance to not get hit by an attack, invisibility, as well as a make-believe armor and chi blasts that only work on people who think it's real. Unless I'm missing something, illusions seem to always work unless the opponent has this magic path as well, as this gives you the ability to see through illusions.
: Allows you to tap into those Dragon/Ley Lines. You also need the Feng Shui skill for this.
: Most of this is general debuffing, including the lovely Pain maneuver, and Enfeeblement spell that reduces Agility for
, and an Energy Drain that will permanently reduce your victim's Agility by 1, which can't be reversed by anything. Well, at least the created undead are kinda weaksauce, though their opponents won't look much better after their master whips up some scrolls.
: Ward off, summon and control various things. Sadly most of this basically amounts to "let the GM make up stats". Though funnily, you can actually summon and bind normal humans.
: Shinto stuff, including a handy ward that puts people to sleep.
Appendix 2+3: Miscellaneous & System NotesOriginal SA post
: You can use Focus maneuvers through your animal companion. Surprise horse hadoken!
: You and your animal can trade Chi points around. Since an animal's Chi is based on its Stamina, elephants are actually kinda useful as Chi battieres. Does this have a range limit? Doesn't look like it
: For you Focus times 10 in minutes, you and your animal companion share a single pool of Health. Wait a sec, elephants are becoming more awesome by the second!
: You see through your animal's eyes.
: Your animal companion gets enraged. The buffs (+3 to Accuracy, with defenders suffering a further -5 due to the onslaught) acutally kinda make up for a lack of style bonuses
Belt of Strength
: +4 Strength. Now here's someting everyone would want to get.
Boots of Quickness
: +4 Agility. This one's even better!
Coat of Concealment
: Allows you to conceal any weapon up to 4 feet in length.
: Oh, now here's something for weapon users. Neat stuff includes Conduit (shoot your hadoken through your weapon), Magnifier Conduit (the same, but with +3 Damage and +1 Move), Electrical and Fire Strike (each adding +1d6 damage) and of course Speed (-2 AP)
Gloves of Power
: +3 Damage for punches. Sherry's favorite after those boots.
Hat of the Unseen
: A kinda neat sort of invisiblity that just makes you not stand out at all, even if your a hulking cyborg.
Robe of Blending
: +4 to Stealth rolls
: Moses had one of those. Doesn't really sound all that great.