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Credits
Additional Writing:Christopher Peter
Layout: Paul Dinsdale, Wayne Deitrick
Cover Art:Danrey Borja
Cover Design: Bob Noberini, Jennefer Noberini, Danrey Borja
Interior Art:Danrey Borja
Art Direction:Jennefer Noberini, Wayne Deitrick
Editing:Christopher Peter
As always, special thanks to the members of the Fight! Group. I remain thankful for your willingnessto invest your time and energy into this game.
Once again, this book was made possible because of the love of my wife, who supports me in all I do.
Thanks also to my two sons. All the Japanese they know they learned from ghting games.
Copyright 2012 Christopher Peter. This book was published by Divine Madness Press in Worcester,
Massachusetts.
For more information about Fight!, please visit http://divinemadnesspress.wordpress.com. Join in
the discussion at http://groups.google.com/group/ghtrpg.
All artwork copyright 2011 original artists.
No part of this book may be reproduced, in part or in whole, without permission from the publisher
(except for brief quotes used in reviews). All content is ctional, and any similarity, real or imagined,
to persons living or dead, is coincidental.
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TABLE OF CONTENTS
Introduction ............................................................................................................................... Pg 3
Amarao Azure, designed by Duan Bailey ....................................................................................Pg 6
Damien Darkraven, designed by Eric Gaster ............................................................................. Pg 12
Ganton Blade, designed by Christopher McDonough ............................................................... Pg 18
Innocence, designed by Duan Bailey.........................................................................................Pg 24Kaozan the Red Tiger, designed by Duan Bailey ........................................................................ Pg 30
Leonides, designed by Christopher Peter .................................................................................. Pg 36
Marie Legendre, designed by Christopher Peter .......................................................................Pg 42
Mira Whitewitch, designed by Tseng Chi-Chieh ........................................................................Pg 48
Rafaella Roderick, designed by Christopher Peter ..................................................................... Pg 54
Akiko Sakai, designed by Chris Lee ...........................................................................................Pg 60
Cannon McCabe, designed by Christopher Peter ......................................................................Pg 68
Hoss, designed by David Yellopeg ............................................................................................. Pg 74
Kaida Carson, designed by Christopher Peter ...........................................................................Pg 80Killer Queen, designed by Alejo G. Marello ...............................................................................Pg 86
Mateo de Cordoba, designed by Alejo G. Marello......................................................................Pg 94
Skyrina Wourlde, designed by Matt Miller .............................................................................. Pg 102
Therese Rush, designed by Christopher Peter ......................................................................... Pg 108
Chastity, designed by Christopher Peter ................................................................................. Pg 114
Gabriella Alvarez, designed by Christopher Peter ................................................................... Pg 120
Hugo Herrera, designed by Christopher Peter ......................................................................... Pg 126
Modesty, designed by Christopher Peter .................................................................................Pg 132
Red Magnum, designed by Matt Miller ....................................................................................Pg 138
Vesta Angelborn, designed by Christopher Peter .................................................................... Pg 144
Colt Freeborn, designed by John Kings IV ............................................................................... Pg 150
Dr. Silver Maxwell, designed by Peter Larson .......................................................................... Pg 158
Hannah St. Germaine, designed by Christopher Peter ............................................................ Pg 166
Jinsokuna Kitsune, designed by Alejo G. Marello .....................................................................Pg 172
Ten, designed by Ben Sattler .................................................................................................. Pg 180
Desdemona, designed by Christopher Peter ........................................................................... Pg 186
Jack Sage, designed by Kyle Yaworski ..................................................................................... Pg 192
Shirokura Akemi, designed by Christine Dinsdale ................................................................... Pg 198
Shirokura Genji, designed by Wayne Deitrick ......................................................................... Pg 204Deacon, designed by Christopher Peter .................................................................................. Pg 210
Helene Matisse, designed by Peter Larson.............................................................................. Pg 216
Hiroto, designed by Christopher Peter .................................................................................... Pg 224
Jason Stone, designed by Stephen Rubio ............................................................................... Pg 230
Siersi, designed by Stacie Winters .......................................................................................... Pg 236
Daiichi Takeda, designed by Seven Tan ...................................................................................Pg 244
Rei Oshiro, designed by Christopher Peter .............................................................................. Pg 252
Appendix: Example Thugs ...................................................................................................... Pg 258
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Here comes a new Challenger! In fact, herecome several dozen Challengers! This bookcontains 39 fully detailed Fighters, as wellas 30 dierent Thugs, providing loads ofresources for players and Directors alike.
The Fighters contained herein representa wide variety of character types. Thereare traditional ghting game characters,
historical characters, characters from fu-turistic settings, and characters from darksupernatural settings. Furthermore, everyPower Level is represented here, with anemphasis on lower Power Levels to makethe book useful for the widest range ofcampaigns as possible.
In order to demonstrate how characterscan develop over time, two of the includedFighters contain the specic details of their
whole development, from Power Level 1 toPower Level 8. With these examples, play-ers can see how a basic character conceptcan be established at the beginning of aFighters career and then become fullyrealized as the campaign progresses.
This book can be used for a number ofpurposes. The Fighters in this book canbe used as opponents in a game, eitherbecause one of them sparks an idea for the
Director or because the Director needs aquick NPC to use for a tournament bracketor an unprepared ght scene. Players canuse these characters as models, providingloads of example Special Moves and Su-per Moves and ideas about how to build a
Introduction
character. Or players might just like someof these Fighters enough to choose themas their own characters. Finally, this bookcan be used outside of a campaign settingaltogether. Given Fight!s strong emphasison detailed tactical combat, your groupmight just choose some Fighters of simi-lar Power Level and have an impromptutournament instead of a traditional role-
playing session. Your group can spend anevening playing a ghting game withoutever turning on the TV!
However you choose to use it, Challengersprovides lots of useful tools for all Fight!campaigns and dozens of opponents wait-ing to test their mettle in the crucible ofcombat!
Format for the FighterCharacter Sheets
All of the Fighters character sheets con-tain the following entries. Some charac-ters have additional entries as well.
Name:The full name of the character. Asin many ghting games, a shortened ver-sion of the name would appear at the topof the screen to describe the character.
Genre:Fighters in this book are classiedby ve dierent sub-genres found in ght-ing video games. Some characters havetwo genres listed, as their concepts exist
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on the border between the two, or becausethey could be used equally well in eithergenre. But really, this category is simplya guideline; any character can be made tot into any genre of ghting game setting,usually by just tweaking a few details.
Standard:This default category encom-passes Fighters that could reasonablybe found in most ghting game settingsoccurring in the late 20th/early 21st cen-tury or its equivalent, in a world that fun-damentally resembles our own (with theexception of the addition of high-poweredmartial artists, of course).
Extreme:These character concepts gobeyond the normal presumptions for typi-cal ghting game characters. Sometimesthis kind of Fighter exists as an exceptionalcharacter in an otherwise normal cam-
paign setting, but just as often the cam-paign setting itself is suciently unusual,as all Fighters in the setting feature unusu-al appearances, unusual Special Moves, orunusual backgrounds (or some combina-tion of all three). At the time of this publi-cation, many new ghting video games tinto this sub-genre.
Future: Future Fighters are found in cam-paigns in which the technology of the
setting in general is signicantly advancedbeyond the early 21st century. Further-more, such campaigns often feature spacetravel, alien races, and other tropes of thescience ction genre.
Introduction
Historical:Historical Fighters have back-grounds that place them earlier than thelate 20th century. They are usually situ-ated in periods of history in which greatconict occurred or in which martial exper-tise was prized by the dominant culture.Such settings often feature more weaponuse than other ghting game settings.Medieval Japan is certainly one of the most
common historical settings in this regard.
Horror:There have been enough ghtingvideo games with an emphasis on mon-sters and dark supernatural character con-cepts to justify the existence of this partic-ular sub-genre. These character conceptsusually involve magic, monstrous appear-ances, mystical backgrounds, and often alack of traditional heroic motivations.
Height, Weight, Blood Type, FightingStyle:These are just descriptive elements,present in almost all ghting video gamecharacter descriptions.
Reason for Fighting:Because of the sig-nicance of ghting as a way of lookingat the world in the genre, the charactersreason for ghting is an important descrip-tor for his or her driving motivation andprimary psychological traits.
Background: This section provides enoughof background to understand the characterand incorporate him or her into a cam-paign setting. In some cases, backgroundsare brief and allow a lot of room for cus-tomization. In other cases, backgrounds
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Introduction
are quite detailed. Even with these char-acters, however, there is nothing thatrequires you to use the background aswritten.
Appearance:A physical description of thecharacter.
Opening Pose, Taunt, Win Quotes, Victory
Poses:All of these details provide visualsof how the Fighter acts before, during, andafter a ght. They are all standard tropesof ghting video games, and they oftengive additional insights into the charac-ters personality and drive. They are alsofun role-playing details to include in andaround ght scenes.
Strategy Guide:This paragraph includesimportant notes about how the characters
Special Moves can be used most eec-tively, as well as highlighting the charac-ters weaknesses, ideal Ranges at which toght, ways to use Fighting Spirit, and/orCombo ideas.
Development Guidelines:This sectionhighlights ideas for advancing the Fighterto a higher Power Level. It includes weak-nesses that need to be addressed, themat-ic elements to highlight, and ideas for new
Special Moves.
Campaign Notes:This section mentionsrelationships with other characters in thisbook or important mechanical presump-tions about the characters original cam-
paign setting, such as the rules for tagteams, for example. Some of the Fightersin this book come from full-length cam-paigns and thus include campaign detailsto better explain the place of the characterin the campaign world. Of course, all ofthese details can be changed or ignored inorder to make a character work better foryour own campaign.
Character Notes:This section providesdetails of a characters Qualities, Weak-nesses, and Quirks. This also includes im-portant NPCs aliated with the character.
The Fighters formal character sheet fol-lows using a format that is similar to theone found in the core rules. Some graphi-cal eects are included for Life Bar andFighting Spirit, though these have no in-
game eect.
Special Moves are presented at the endof the character sheet. Here, all gamedata for each move is provided, along withthe moves description and the control-ler input, which again has no game eect(though controller inputs are appropriatelycorrelated to the Special Moves level).Damage and Accuracy are included herebased on the Fighters Basic Qualities and
the Elements of the Special Move, butthese attributes do not include the CombatBonuses of a higher PL character.
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The following pages contain 30 fully devel-oped Thug types corresponding to a numberof common archetypes found in the ght-ing game genre and associated media suchas manga and anime. Many of the Thug 4and Thug 5 examples are intended for smallThug Groups or even as single opponents tooppose low Power Level teams of Fighters.In order to keep them as generic as possible,
they were given only the Weaknesses thatseemed essential to dene them. To takeany of these Thugs and make them moreinteresting combatants, add a single MoveElement as a Quality. If you give them moreWeaknesses, remember that it is only fairthat the Fighters get a chance to exploitthese Weaknesses inside or outside of com-bat.
The Criminal Element
HooliganStreet ThugUnruly Mob of Untrained Angry PeopleHulking Brute
Law Enforcementand Military
Security Guard
Police OcerSoldierSpecial Forces SoldierPowered Armor Guard
Alien Soldiers
Warrior AlienAssault RobotMecha
Combat Vehicles
Armored Personnel CarrierAttack HelicopterTank
Fantasy Opponents
Fantasy SoldierMedieval SoldierMounted SoldierGiant OgreDragon
Horrible Monster
Animals
Swarm of Small AnimalsPredator AnimalDinosaur
Other
Cat Girl
CultistPirateCovert OperativeNinjaAngel
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Thug 1
Cat GirlInitiative: 1d6Accuracy: +0Damage: 1d4Defense: 3Life Save: 1Qualities: CuteWeaknesses: Noteworthy AppearanceWhat anime setting cant benet from thepresence of cat girls? Some are warriors,some are anything but. This cat girl repre-sents an agile girl with claws, but withoutmuch ghting experience.
CultistInitiative: 1d4Accuracy: +0Damage: 1d4Defense: 2Life Save: 3Qualities: NoneWeaknesses: NoneAncient religions, weird cults, eldritchplots to destroy the universe they allneed fanatical people who can match vio-lence with irrationality and a lack of realghting style.
HooliganInitiative: 1d4Accuracy: +1Damage: 1d4Defense: 2Life Save: 2Qualities: None
Weaknesses: NoneThe hooligan is not exactly a thug,which tends to imply a criminal. Rather,the hooligan is just a big guy with a badtemper whos not afraid to get in a ght,and who can actually hold his own oncehes there.
Security GuardInitiative: 1d4Accuracy: +0Damage: 1d6Defense: 2Life Save: 2Qualities: NoneWeaknesses: NoneOften well-intentioned but equally oftenill-trained, the security guard tries to keeppeople away from condential or propri-etary material. More competent security
guards for more secure facilities could usethe Police Ocer or Soldier instead.
Street ThugInitiative: 1d4Accuracy: +0Damage: 1d4Defense: 3Life Save: 2Qualities: NoneWeaknesses: None
This is a typical gang member or violentbiker, but it can also be used for yankis,bosozoku, or thugs that shout funnythings as they are defeated.
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Thug 2
Fantasy SoldierInitiative: 1d6Accuracy: +1Damage: 1d10Defense: 3Life Save: 3Qualities: None
Weaknesses: NoneThis soldier is a member of some non-hu-man fantasy race such as goblins or orcs.It could also be used for a fearsome tribeof primitive humans. By modifying Quali-ties and Weaknesses, this could instead beused as a noble warrior such as an elf.
Medieval SoldierInitiative: 1d6Accuracy: +1Damage: 1d6Defense: 5Life Save: 2Qualities: Increased StunWeaknesses: NoneThis represents an historical warrior witharmor and melee weapons. Adding theRanged Quality makes archers instead.This could be used equally well for Eu-ropean knights or Japanese samurai orashigaru.
Mounted SoldierInitiative: 1d6Accuracy: +2
Damage: 1d4Defense: 4Life Save: 3Qualities: MobileWeaknesses: NoneThis is the medieval soldier above mount-ed on a horse. You dont need to countthe mount and rider as two separatecombatants. The horse provides superior
positioning and speed, accounted for inthe attributes above.
PirateInitiative: 1d6Accuracy: +2Damage: 1d8Defense: 4Life Save: 2Qualities: NoneWeaknesses: None
In many ways, pirates are really historicalstreet thugs on boats, but genre ctionoften makes pirates more competentcombatants.
Police OfcerInitiative: 1d6Accuracy: +0Damage: 1d8Defense: 4Life Save: 3
Qualities: Ranged, GunWeaknesses: CodePolice ocers carry rearms and have thepower of the law on their side. This couldalso be used as a more competent secu-rity guard.
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Swarm of Small AnimalsInitiative: 1d6Accuracy: +1Damage: 1d6Defense: 3Life Save: 4Qualities: Hard to Evade, HarryWeaknesses: UnintelligentThis Thug represents a small swarm of
animals ghting as a single combatant.It could represent a horde of monkeys,a swarm of rabid rats, or a ock of an-gry birds. Each Thug may represent adozen or more animals.
Unruly Mob of UntrainedAngry PeopleInitiative: 1d4Accuracy: +0Damage: 1d6Defense: 4Life Save: 4Qualities: Knocks DownWeaknesses: NoneSimilar to the swarm of animals, this Thugrepresents 4-6 untrained people ghtingas a single combatant. With this Thug,Fighters could face o against hundredsof opponents at once if needed.
Warrior AlienInitiative: 1d6Accuracy: +1Damage: 1d6Defense: 4Life Save: 2
Qualities: Ranged, GunWeaknesses: NoneThis Thug can be used for any alien sol-dier, probably equipped with high-techarmor, powerful energy weapons, and adesire to subjugate other species.
Thug 3
Assault RobotInitiative: 1d6Accuracy: +1Damage: 1d8Defense: 6Life Save: 4Qualities: RangedWeaknesses: NoneThis represents a mass produced combatrobot of approximate human size andshape. This Thug could also be used for
an army of animated terra cotta soldiers(though without the Ranged Quality).
Covert OperativeInitiative: 1d8Accuracy: +2Damage: 1d6Defense: 5Life Save: 4Qualities: Skilled x 2Weaknesses: None
This Thug can be used for a combat-trained spy, whether modern or historical,such as the Shinsengumi.
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Hulking BruteInitiative: 1d6Accuracy: +2Damage: 1d8Defense: 4Life Save: 5Qualities: Hit StunWeaknesses: NoneThis Thug can be a stand-in for any lower-
level Thug who happens to be bigger andtougher than his or her companions. Thiscan be the street gangs huge bruiser, themartial art schools enormous champion,or the guy the cops bring in to scare crimi-nals into talking.
NinjaInitiative: 1d6Accuracy: +2Damage: 1d8
Defense: 5Life Save: 4Qualities: Skilled, Fast RecoveryWeaknesses: NoneThese attributes assume the genre tropethat ninja are at least the equivalent ofwell-trained soldiers. If more genericmook ninja are desired, the kind thatattack in ridiculous numbers, the Thug 1Street Thug can be used instead.
Predator AnimalInitiative: 1d6Accuracy: +2Damage: 1d12
Defense: 5Life Save: 3Qualities: Hit Stun, Robust, PowerfulWeaponWeaknesses: Unintelligent, Style Weak-nessThis Thug can be used for panthers, bears,wolves, or any fantasy equivalent of apredatory animal with sharp claws and
teeth.
SoldierInitiative: 1d6Accuracy: +2Damage: 1d8Defense: 5Life Save: 3Qualities: Ranged, GunWeaknesses: NoneSoldiers are distinguished from Police Of-
cers by their superior weaponry and bet-ter combat training. This Thug can also beused for competent terrorists or historicalsoldiers that also use guns.
Special Forces SoldierInitiative: 1d6Accuracy: +3Damage: 1d8Defense: 4Life Save: 4
Qualities: Ranged, SkilledWeaknesses: NoneThough better trained than average sol-diers, Special Forces can be representedsimply by improving non-combat Skills.
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Even better trained soldiers could be Thug4, though such units would be truly excep-tional.
Thug 4
AngelInitiative: 1d8Accuracy: +4
Damage: 1d10Defense: 6Life Save: 4Qualities: Hit Stun, RobustWeaknesses: Noteworthy AppearanceGenerally humanoid supernatural beingsof great power, usually in service to aneven greater power. These attributes canjust as easily be used for demons or oni.
Armored Personnel CarrierInitiative: 1d6Accuracy: +3Damage: 1d10Defense: 7Life Save: 5Qualities: Competent Villain, RangedWeaknesses: NoneThis represents a single armored vehiclewithout excessive weaponry, often usedto transport soldiers. It would usually beused as a Thug Group of one.
DinosaurInitiative: 1d10Accuracy: +3Damage: 1d10Defense: 5
APPENDIX EXAMPLE THUGSLife Save: 5Qualities: Hit Stun, Mobile, HarryWeaknesses: UnintelligentThis Thug represents an aggressive butnot huge dinosaur such as a velociraptor.
Giant OgreInitiative: 1d8Accuracy: +2
Damage: 1d12+1Defense: 6Life Save: 5Qualities: Hit Stun, RobustWeaknesses: Unattractive, UnintelligentThis Thug could be used for huge ogres,troll, giants, or any other really tall andstrong humanoid opponent. Special pow-ers could be given by changing aroundQualities.
Powered Armored GuardInitiative: 1d8Accuracy: +3Damage: 1d8Defense: 6Life Save: 6Qualities: Ranged, GunWeaknesses: NoneThis Thug represents an elite trooperequipped with a full suit of poweredarmor that increases his strength, durabil-
ity, and weapon options.
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Thug 5
Attack HelicopterInitiative: 1d10Accuracy: +5Damage: 1d12Defense: 7Life Save: 5Qualities: Ranged, Gun, Competent VillainWeaknesses: NoneThis represents a helicopter gunship,armed with chain guns and rockets.
DragonInitiative: 1d10Accuracy: +4Damage: 1d12Defense: 7Life Save: 7Qualities: Ranged, Competent VillainWeaknesses: NoneThis can be used for a dragon or any othertraditional huge fantasy monster. Bychanging the Qualities, it could also beused for a large dinosaur like a tyranno-saurus.
Horrible MonsterInitiative: 1d10Accuracy: +4
Damage: 1d12+1Defense: 6Life Save: 6Qualities: Robust, Competent Villain, HitStun
Weaknesses: Noteworthy AppearanceThis Thug represents any other horricbeast, usually a non-traditional, tentacledmonstrosity from beyond the stars.
MechaInitiative: 1d10Accuracy: +4Damage: 1d12+1
Defense: 7Life Save: 6Qualities: Ranged, GunWeaknesses: NoneThis is a large humanoid robot designedfor combat. Mecha are often mannedvehicles, but this could also be used for ageneric giant robot with an articial intel-ligence.
TankInitiative: 1d8Accuracy: +2Damage: 1d12Defense: 8Life Save: 6Qualities: Ranged, Gun, Robust, Compe-tent VillainWeaknesses: NoneA main battle tank, fully armored andwith heavy weaponry. These attributescould be used for modern tanks or futuris-
tic designs.
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