Fighters with Multiple Styles can add further options with the Director’s permission. The character could increase the level of the Style Change Command Move to higher than L2 in order to take other benefits, or the character’s other styles might instead change the way the character moves and/or defends himself.
These rules introduce a special kind of Weakness called a Style Flaw. Style Flaws count as “half” a Weakness. Thus, if a character has two Style Flaws, combined they count as a single Weakness (which can be used for another Quality or in exchange for additional Skill Points or Fighting Spirit, as usual). A single Style Flaw by itself can be exchanged for a single point of Fighting Spirit.
Here are the various options available for modifying styles.
Harder Command Move
Cost: One Style Flaw for each style affected and for each Level increase on the Command Move.
Affects: Any one style possessed by the Fighter. The increased difficulty applies when the Fighter tries to enter the specific style affected by this Flaw.
Effect: This increases the difficulty of the Style Change Command Move from L2 to L3 or more.
The following options change how the Fighter plays in combat, modifying the way he avoids attacks and/or moves. None of these options are available on a character’s Base Style.
Forced Style Change
Cost: One Style Flaw for each style affected.
Affects: Any one style possessed by the Fighter.
Limitations: This limitation cannot be applied to a character’s Base Style.
Effect: If the fighter suffers Hit Stun or is Knocked Down when using the affected style, he automatically switches back to the Base Style. The effect is automatic and all effects of being in the affected style are ended immediately. The only Special Moves available to the Fighter on the turn this occurs are those from the Base Style and Cross-Style Moves.
Limited Movement
Cost: One Style Flaw for each style affected.
Affects: One single style possessed by the Fighter. The limitation applies to all moves when the Fighter is in the specified style, with the exception of a move using the Non-Limited Movement Element (see below).
Limitations: This limitation cannot be applied to a character’s Base Style nor to a style with the No Defense Liability (below). None of the Special Moves of the corresponding style can benefit from Elements or Liabilities that affect movement in any way other than the Non-Limited Movement Element. No movement-related Techniques can be used when the Fighter is in this style.
Effect: When moving before an attack, the Fighter can only move 1 Range by spending 1 FS (the same as the Throw Movement Keyword). If the Fighter chooses to move without attacking, he can move 1 Range for free or he can move 2 Ranges by spending 1 FS. In both cases, this is considered non-Aerial movement and thus not subject to the Anti-Air/Juggle Defensive Response.
Any other movement that does not derive from Elements and which also does not require any FS expenditure can also be used. This includes movement from Refocus, Await Opening, the Jinking Defensive Response, and the movement allowed when the opponent is Knocked Down. All other forms of movement that normally require FS to use (e.g., moving 2 Ranges after a successful use of Evasion) are not allowed.
Modified Defense
Cost: One Quality (essentially, a Technique called “Modified Defense”). The character must also choose one of the special Liabilities from this section (i.e., Forced Style Change, Harder Command Move, or Limited Movement) for the same style. This Liability is part of the cost of this Element and offers no other benefit.
Affects: One single style possessed by the Fighter.
Limitations: This Element cannot be applied to a character’s Base Style.
Effect: This is the same as the Modified Defense Element. An additional Quality (and corresponding Liability) can be spent to count as two Elements, but no additional Qualities can be used to modify defenses.
No Defense
Cost: One Weakness.
Affects: One single style possessed by the Fighter. The limitation applies when the Fighter is in the specified style.
Limitations: This limitation cannot be applied to a character’s Base Style nor to a style with the Modified Defense option. None of the Special Moves of the corresponding style can benefit from Liabilities that affect Defense in any way.
Effect: This is the same as the No Defense Liability.
*
End Style (1+)
Required: Style Change Quality. Cannot be applied to Special Moves in a character’s Base Style or Cross-Style Moves.
Keywords: Mixed, Instantaneous
Combo: Special Moves from the Base Style and Cross-Style moves may follow this one in a Combo, but moves exclusive to the style to which this move belongs cannot follow in a Combo.
Description: When this move is used, the Fighter reverts back to his Base Style without having to use the Style Change Command Move. This Element’s cost is increased by one for each Style Flaw taken in Harder Command Move. All benefits (e.g. Modified Defense) and Liabilities associated with the current style are immediately ended after this move is used. There is one modifier Element for this Element.
Movement Exception (1)
Required: End Style.
Combo: If this move is used as the first move in a Combo, then movement not allowed by the style can be used before attacking.
Description: This Element allows a particular Special Move contained in a style with the Limited Movement Liability to use movement-related Elements. The Fighter may move after attacking (e.g., using Knockback Advance or the After Mobile Keyword). However, immediately after the move is completed, the character reverts to his Base Style.
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I really like this approach. Using Technique is a really good idea and feels more intuitive and appears to be more flexible since multiple styles really change the way the character functions on a basic level.It makes me want to revisit some of my ideas about handling other odd effects with Technique like extendible limbs and weapons.
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