Rising Forces (In Transition)

IN TRANSITION

"Rising Forces" is my personal take on a "Street Fighter: The Storytelling Game 2nd Edition." I'm running a campaign called "Project: Vanguard" which is something like "Street Fighter meets G.I. Joe", and to support the G.I. Joe portion the game needed a little tweaking. I thought I would take this as an opportunity to work on the system. This document contains the rules we will be using. Where there are gaps in the rules here we will be using the rules located in the Street Fighter: The Storytelling Game 20th Anniverary Edition (referred to as "SF20" in the rest of this document). Below is an outline:

To-Dos and Open Questions

Character Creation

Character creation is reasonably simple in Rising Forces. Below we'll summarize the steps required, then we'll provide details for each step so you know just what you're doing.

Character Conception

The world of Rising Forces is open to a wide variety of character concepts. You can play anything from a Bruce Lee that is also into street racing to a Primatologist that got doused in irradiated chimpanzee DNA and is now a monkey man that can levitate. An elite military operative who is an expert at Arctic Survival to a street urchin child that is good with yo-yos and bounces off of people's heads to escape bad guys chasing him through the crowded city. You are free to make a character matching any concept, so long as it is not objectionable to the GM. You may find your character concept coming to mind right away, or it may come together as you move through character creation and browse the options available to you. Remember that you don't need rules in character creation in order to be something unusual, but you may find that certain Special Maneuvers help relay what your character can do across into the game. Also, remember that you can create Backgrounds to suit your concept as needed. Have fun, and try to make a character everyone would be entertained to see in play. Could you imagine buying an action figure of your character? What would the card say on the back about who they are? Would you want to read a comic book about them?

Attributes

All characters in Rising Forces have nine Attributes. These Attributes are defined along two axes containing three items each. Along one axis we have Attributes relating to Physical capabilities, Mental Capabilities, and Social/Spiritual capabilities. Along the other axis we have Attributes relating to Power, Accuracy and Resistance. Here is a table of them:

Power Accuracy Resistance
Physical Strength Reflexes Endurance
Mental Reason Intuition Willpower
Spiritual Aura Influence Stability

During the game, when you roll dice to attempt actions, usually you will be rolling a number of dice equal to the most relevant of your Attributes plus another of your traits (perhaps your rating in a Background or Technique).

[Character Creation: Distribute 24 points across your Attributes with the following limitations: Minimum rating of 1, maximum of 5. No category of Attributes (Physical, Mental, Social/Spiritual) may have more than 10 points assigned to it at this time.]

Backgrounds

In Rising Forces players play characters involved in the martial arts world, and they're pretty good at it. Backgrounds are about the rest of the character. Do they have a talent, hobby, or profession? If so, they should have a rating in a Background representing it. Does the character have an unusual nature, connections or privileges? Use a well named Background to represent it. Backgrounds are used to take a character's concept (outside of fighting) and give it mechanical weight. In addition to naming your background, you may wish to write up a couple sentences or a paragraph to flesh out what this means for your character. For activities in game that call for action resolution outside of combat (unless otherwise specified), Backgrounds are rolled combined with the most relevant Attribute to the task. Characters with no relevant Background may still normally roll their base Attribute in the roll. Some example Backgrounds are given below, but definitely use this as an opportunity to get creative and make your own.

[Character Creation: Distribute 8 points to represent your character’s talents, hobbies, profession, connections and privileges. No more than 5 points may be placed in a single Background at the time of character creation.]

This Background section basically excises Abilites (Skills, Talents and Knowledges) from the game, and removes the list of Backgrounds included in the Street Fighter RPG. Instead, this is made completely free-form. Whatever a player thinks is important to define for their character, they can just write it down and give it a rank. This, combined with the core mechanic, I believe is enough for a fully functional, flavorful RPG. The main mechanical heft in this game is in the tournament combat/martial arts bits, so I thought I would have the game focus on the one core thing and not feel the need to add a bunch of crunch outside of that. We'll see if my opinion on this changes as I continue to put things together... There is still more I can flesh out here though. A GM could rule in some cases that maybe a person without a Background could not reasonably roll their applicable Attribute to attempt a thing, or they may rule that they may do so, but at Disadvantage. Because of Rising Forces' crazy inclinations, I prefer GMs at least allow Attribute-only attempts at Disadvantage over just flatly denying attempts in most cases. To be semi-formal, standard Attribute-only rolls should be possible for things akin to the original game's Skills and maybe Talents. Attribute-only rolls at Disadvantage should be possible for almost anything else. Flatly denying a roll may be appropriate for calling up obscure knowledge in areas a character has no Background in. Ultimately up to a GM call. If a GM thinks a Background isn't quite right, but may have an outside chance of helping, they could allow a character to roll 1 additional die on to a normal Attribute-only roll (A character with "Olympic Swimmer" attempting to remember something about an Olympic ice-skater for example).

Styles

While this will eventually change in Rising Forces, for now select a Martial Arts style from Street Fighter as normal. (Styles summarized in SF20 p.26, full descriptions starting in SF20 p.71)

Techniques

Every maneuver in Rising Forces is associated with a primary Technique. Techniques perform two functions in Rising Forces: They are added to Damage when determining how many dice to roll when performing a maneuver, and they may also serve as prerequisites to learning more advanced maneuvers.

[Character Creation: Which aspects of fighting are you best at? Distribute 8 points (minimum 0, maximum 3) between the Techniques]

Standard Techniques

Melee Techniques

Ranged Techniques

I have some documented ideas for changing the role of Techniques eventually in Rising Forces, but for now we are basically sticking with the rules as explained in SF20 with slight modification.

Special Maneuvers

Depending on your chosen Martial Art and your Technique ratings you are eligible to purchase different Special Maneuvers. For now, the available Special Maneuvers can be found in Chapter 8 (Special Maneuvers) of SF20 (p.114). If your character will be using ranged or melee weapons, Street Fighter never properly made Special Maneuvers for use with weapons. You may find my work in progress on this front below.

[Character Creation: You have 7 points with which to purchase Special Maneuvers.]

Final Details

You are assigned a pool of 32 "Free Experience" to spend, you can spend this XP to exceed earlier limits in Character creation (taking Techniques above 3, Attributes or Backgrounds above 5, etc.). You also should record your Chi and Willpower, and fill out all of your Combat Cards or Maneuver Details.

The Core Mechanic

The core mechanic of Rising Forces is rather simple. Determine which Attribute would be most applicable to the action being attempted. Determine if the character possesses any relevent Background or Technique. Add the ratings of these two things together and roll that many d6. One of the d6 rolled is of a different color than the others. This is the Wild Die.

[For example: Imagine a player is playing Roy the Boy, a Kung Fu Yo-yo champion. He wants to impress some folks in a show of Yo-yo expertise and has the Background "Yo-yo Champion" at 3. He would take his 3 in Yo-Yo Champion and add it to his 4 in Reflexes to roll 7 dice.]

When rolling dice, normally each die that comes up as a 5 or higher scores and if one or more of your dice score, the action you are attempting succeeds. There is a bit of nuance to this however. Here it is, point by point

Combat

Here it is, the core of the game! It will all be very recognizably Street Fighter, but there are decisions, clarifications and re-wordings to be done. It might take me a while to get this just right, but let's jump into it! I'll start off bullet point style and see where it goes:

Expendables

This subject is both important and one I think will have the largest departure from the original Street Fighter RPG. I may change what name I refer to this part of the rules as, but by "Expendables" I mean values that can change during the course of a game session. In the original Street Fighter RPG these were: Health, Chi, Willpower, Glory, Honor and Rank. Rather than italicize this whole section, consider everything I write here to be tentative ideas and brainstorming. I will be mixing a lot of my thoughts in with the proposed tentative rules.

Health

Health in Rising Forces works very similarly to how it works in Street Fighter. Here are some details -

Rank

Divisions and ranks are really only relevent to RP, but it is kinda cool to think of the fight circuit having some official standings that seem to be based on sensible criteria. Really, there should be as many Divisions as make sense for the fight types (Pro Wrestling, Boxing, Duelists, whatever). Some fight types might have different rules and win conditions. That can be fleshed out later, but here is a general scheme for gaining and losing ranks in any given division...

A Fighter starts at Rank 1. To progress to the next rank, at least 5 fights must be fought at the existing rank. Once at least 5 fights have been fought, the character's fight record over the last 5 fights is evaluated as follows:

Evaluation:

The above describes the standard way of advancing and dropping ranks. If characters are somehow able to convince promoters or other fighters at a higher rank to fight them and they are able to win, they may get the opportunity to score more fights at that higher rank. If the fighter is able to get in 5 fights at ranks higher than their existing rank due to convincing fighters of higher rank or promoters to enter them into tournaments versus opponents of higher rank, and the evaluation of those 5 fights mean that "they remain at their existing rank", then they attain the rank of the lowest ranked opponent they fought in those last 5 fights that had a rank higher then their own. If evaluation of the last 5 fights mean "the fighter may choose to advance to the next rank", then the fighter advanced to a rank 1 higher than the lowest ranked opponent they fought in those 5 fights that had a rank higher than their own.

Tentative notes that are not official rules. These will be either deleted or modified and placed above.


Combat

Combat in Rising Forces comes in three different forms:

While these forms of combat vary slightly in how they operate, the core of how the combat system works is that characters possess a number of specific Basic and Special Maneuvers. The first step of any combat has each participant secretly selecting one of their Basic or Special Maneuvers for the turn. Before play begins, players should have their maneuvers prepared and ready for play. There are two ways this can be done, and how you wish to prepare is up to you:

The point of either method is to allow for secret selection of maneuvers, but either the holding of the card, or the recorded maneuver selected from the Combat Chart keeps the participants honest.

I kinda feel now like there are 3 classes of maneuvers: Default Maneuvers - These are maneuvers provided by devices or weapons. Basic Maneuvers - These are the basic maneuvers available to anyone with a rating in a particular Technique. Special Maneuvers - These are maneuvers that can not be performed unless a character has obtained them specifically (through Character Creation or Spending XP during a campaign, etc.) Why this idea of another class of maneuvers (Default Maneuvers)? Well, it seems like anyone holding an assault rifle, for example, should be able to fire single shots or a fully automatic burst, but not every firearm one might possess is capable of firing fully automatic. The ability is conveyed by the device itself, not training in a technique or locked behind some specially trained mojo. In other words, certain weapons or devices grant access to "Default Maneuvers" associated with the weapon or device.

Hand-to-Hand

Melee Weapons

Melee combat works very similarly to Hand-to-Hand combat with the exception that weapons add an additional layer of modifiers to the maneuvers. So, while a Hand-to-Hand maneuver's Priority is calculated as Reflexes + the Maneuver's Priority Modifier, a Melee weapon will also possess a Weapon Priority Modifier to be added as well. This is the same for the Power Modifier and Movement.

Notes: These are some in-progress new rules. Street Fighter contained some rules for using melee weapons in combat, but they were half-formed, incomplete.

Ranged Weapons

Things about ranged weapons

Firearms

Some rules about firearms.

>
Weapon Priority Power Move Range Ammo Notes
Semi-Auto Pistol +2 +0 None 10 8  
Heavy Semi-Auto Pistol +1 +0 None 10 8  
Revolver +1 +0 None 10 6  
Heavy Revolver +0 +0 None 10 6  
Submachine Gun +2 +0 None 10 30  
Bolt Action Rifle -1 +0 None 50 6  
Semi-Auto Rifle +0 +0 None 30 6  
Double Barrel Slug +1 +0 None15 2  
Double Barrel Shot +1 +0 None 15 2  
Assault Rifle +1 +0 None 30 30  
Machinegun -1 +0 None 30 *  

Ranged Maneuver Brainstorming

Just a place to dump ideas for ranged maneuvers. Running reload. Point Blank Shot. Leaping Shot. Tumbling shot. Shot from Cover. Gun Kata (from Warrior's Fist). Covering Fire. Aim (normal). Snipe (very far). Double tap. Snap shot. Default Maneuvers (dependent on weapon/device): Burst. Full Auto. Double-shot. Spread Shot.

Notes

Chi

Old: Characters start play with a number of Chi as set by their Style (Styles grant a Chi + Willpower of 7, divided differently by Style). Additional Chi can be purchased at character creation by spending "Freebie Points" (1 per dot), or by spending XP during play (costs current rating in XP to raise by 1), up to a maximum of 10 Chi. Chi is a pool of points used to power certain Special Maneuvers, especially Focus maneuvers. Chi is regained at the end of a story. Chi can also be regained after a fight by rolling Honor. The successes rolled on the Honor test can be used to restore Chi or Willpower on a 1 to 1 basis.

New: Here is what I'm thinking of doing instead of Chi -

One thing I like about the easier ability to recover Spirit, compared to Chi in SF, is that it allows powers based characters to more freely use their abilities, though they have to pick tactical moments to rest and get Spirit back. It's this trade-off, they'll tend to have less Spirit than a Focus-based Street Fighter would have Chi, but it comes back more reliably, and if they burn Spirit they can have a similar amount of Spirit as Street Fighters would have Chi, it's just more of a tactical choice now. Also, it circumvents that odd part in Street Fighter where villains had more difficulty recovering Chi due to it being based on a between-fights Honor roll. Another interesting feature I think, with the burning of Spirit, is the idea of Special Maneuvers that cost more than a character can pay with their straight Spirit. It leads to the possibility of powers that can essentially only be done so many times a day, as doing them ends up burning Spirit, which has to be recovered at 1/hour before perhaps the power could be used again. You can almost think of it in terms of wizards in a fantasy RPG that only have so many spell slots or spell points, but framed instead in terms of recovery. Also, there could be feats some characters can perform with their free Spirit that others would need to burn Spirit to perform, which is a kind of neat way of seeing a level of power expressed in game. A Special Maneuver that had a cost of 4 Spirit, assuming prerequisites are met, could possibly be performed by a character with only 3 Spirit, but they'd quickly tap out their Spirit due to burning it, wheras a character with 5 Spirit can perform the Special Maneuver, rest for just a couple turns, and do it again all day long that way.

Willpower

Old: Characters start play with a number of Willpower as set by their Style (Styles grant a Chi + Willpower of 7, divided differently by Style). Additional Willpower can be purchased at character creation by spending "Freebie Points" (1 per dot), or by spending XP during play (costs current rating in XP to raise by 1), up to a maximum of 10 Willpower. Willpower is a pool of points used to power certain Special Maneuvers, but it can also be spent to gain an Automatic Success outside of combat, or to add a die to your attacking die pool in combat. Additionally, it can be spent to activate an Abort Maneuver in combat. Willpower is regained at the end of a story. Willpower can also be regained after a fight by rolling Honor. The successes rolled on the Honor test can be used to restore Chi or Willpower on a 1 to 1 basis.

New: Here is what I'm thinking of doing instead of Willpower -

As with how I dealt with Chi/Spirit, I like how the ability to recover Stamina during a fight both eliminates that weird "Honor Roll between fights" method Street Fighter had, that made villains less scary, and it also provides a meaty choice when a character stuns their opponent. In SF, the choice was to attack the opponent when they are dizzied because it's a free shot, or just stand around or possibly show off for in game Honor or Glory reasons. These reasons still exist, but now you have the option of recovering some Stamina or Spirit while an opponent is stunned, and this can be an interesting tactical choice, in addition to the role-playing choices the game provided before. I'm still not totally settled on the idea of being able to burn Health for Stamina. It is more rules, and so maybe isn't needed. Still, I like the flavor of it, people possibly choosing to really hurt themselves to pull out wins.

Glory

Old: Beginning characters distribute 3 points between their permanent Glory and Honor (collectively known as "Renown"). Glory is rated from 0 to a maximum of 10. Temporary Glory can be purchased on a 1 Freebie Point to 1 Temporary Glory basis, but can not be purchased with Experience Points. During play, Glory is gained or lost based on the character's actions. If a character's Temporary Glory reaches 10 and the character maintains that 10 Temporary Glory for a full story, their Permanent Glory increases by one (up to a maximum of 10). Glory represents something like fame and respect on the fighting circuit. Gaining Glory tends to require an audience witnessing a character's glorious actions. The game has a chart indicating likely actions to gain or lose Glory both in tournament combat and outside it.

New:

Honor

Old: Beginning characters distribute 3 points between their permanent Glory and Honor (collectively known as "Renown"). Honor is rated from 0 to a maximum of 10. Temporary Honor can be purchased on a 1 Freebie Point to 1 Temporary Glory basis, but can not be purchased with Experience Points. During play, Honor is gained or lost based on the character's actions. If a character's Temporary Honor reaches 10 and the character maintains that 10 Temporary Honor for a full story, their Permanent Honor increases by one (up to a maximum of 10). Honor represents something like decent, self-sacrificing and fair behavior. Gaining and losing honor happens regardless of if the actions triggering it are witnessed by others. Characters may roll their Permanent Honor between fights and use any successes rolled to restore Chi or Willpower on a 1 to 1 basis. The game has a chart indicating likely actions to gain or lose Honor both in tournament combat and outside it.

New:

Notes: There is the possibility I axe the entire idea of Glory and Honor. Another option is that I somehow re-imagine the whole idea. In the original game, Glory only really had RP effects and Honor had mechanical benefits in regards to the recovery of Chi and Willpower. In my current thoughts, Spirit (Chi) and Stamina (Willpower) are recovered by different means entirely detached from Glory or Honor. The criteria in the original game by which Honor and Glory are gained and lost is somewhat reminiscient of Karma in Marvel Super Heroes. This means that I think I'm considering something along those lines now, inspired by Marvel Super Heroes. There would genre appropriate means by which "Karma" is gained or lost. Those "Karma" could be used as XP or kinda like Willpower in the original game (to grant Automatic Successes on out-of-combat tests). Maybe they could be used for even more than that? It might be possible to make something really genre-evoking and cool with this idea, but I really need to think it over. Would it be possible to have "Negative Karma", and what would that mean? Also, of course, I think about Golden Heroes and the Campaign Ratings, which work in somewhat similar territory. Without XP being acquired in some way along these lines, I was defaulting to something like 6 or 8 per session, which is just an OK but completely arbitrary rate of XP accrual.

Random Musings

Here are just unorganized thoughts that I will eventually either modify, discard, or sort into a section of rules. It's a combination holding pen/brainstorming dump.