
In the pulsing heart of the neon-lit city, the crowd roars as two fighters meet in the center of a makeshift ring, encircled by a wall of spectators. One, a towering brute with arms like tree trunks, squares off against a nimble acrobat, her movements as fluid and unpredictable as water. Welcome to the world of STREET FIGHTING, a tabletop RPG where you'll step into the shoes of fighters like these, each with their unique stories, fighting styles, and burning ambitions. Here battles are won as much by force of will as by strength of arms. The streets become your arena, every challenge a test of your mettle. The fight is on!
Table of Contents
CREATING YOUR FIGHTERCORE STATSEFFORT TYPESPASSIONS — LIKES & DISLIKESCALLING UPON YOUR PASSIONSCHALLENGING YOUR PASSIONSLOOTKEEPSAKESd20 - Sample KeepsakesOTHER LOOT & PROPSSTREET FOODd12 - Street FoodWEAPONSd12 - Improvised Weaponsd12 - Thug WeaponsFIGHTER TRAITSd8 - Fighter TraitsSPECIAL MOVES🚧 MASTERY AND GROWTH 🚧COMBATINITIATIVE ORDERDISTANCE HIT POINTSATTACKSSIMPLE ATTACKSCOMBOSSPECIAL ATTACKSGAMBITSDEFENSESBLOCKING AND PARRYINGCRITICAL SUCCESS AND FAILURE WHEN DEFENDINGPOWER GAUGEOTHER ACTIONSHERE COMES A NEW CHALLENGER!WHO YOU AREd4 - BODY TYPEd6 - PERSONALITY COMPLICATIONd8 - PERSONALITY STRENGTHd12 - PERSONAL ARCd20 - MARTIAL ARTCHARACTER SHEETGAME MASTER TOOLSOLDER VERSIONS
CREATING YOUR FIGHTER
It's time to own the streets, make a name for yourself, and decide your own fate.

CORE STATS
Distribute 5 points among your Core Stats.
BRAWN: Brawn embodies a fighter's raw physical power and resilience. Fighters with high Brawn land heavy blows, resist fatigue and injury, and easily overcome physical obstacles or opponents.
AGILITY: Agility is a character's speed, reflexes, and nimbleness. High Agility allows for reacting quickly, gracefully dodge attacks, and excel in situations demanding deftness and acrobatics.
CUNNING: Cunning reflects street-smarts, quick thinking, and tactical prowess. Cunning fighters can read opponents' moves, exploit weaknesses, or mislead enemies with clever feints.
WILL: Will symbolizes inner strength, charisma, and spiritual mastery. Fighters with high Will strive under pressure, inspire allies, and effectively control their chi, and manifest unique abilities.
For conversions these 4 STATs can be mapped to the traditional 6 STATs as
- BRAWN = STR & CON
- AGILITY = DEX
- CUNNING = INT, WIS’s perception and instinct
- WILL = CHA & WIS’s force of will and spiritual magic
EFFORT TYPES
Distribute 5 points among your Effort types.

Fighters may choose the EFFORT to commit into their actions. LIGHT effort goes faster in the round, while HEAVY an GRAPPLE go last. See INITIATIVE ORDER for more details.
LIGHT (d4): Quick jabs and kicks that probe defenses, disrupt attacks, and can create openings.
MID (d6): Attacks with a mix of speed and power, staggering or pushing back opponents.
HEAVY (d8): Telegraphed, but powerful strikes that breach defenses and deal high damage.
GRAPPLE (d10): Grab-and-throw that can bypass defenses, reposition or immobilize opponents.
ULTIMATE (d12): The pinnacle of skill and power, devastating attacks have dramatic effects.
Chi? Fighters may have abilities that harness Chi (life force) to throw Fireballs, Electricity, or any number of other effects. The EFFORT used for Chi, is also chosen by players.
PASSIONS — LIKES & DISLIKES
Fighters are defined by their burning passions, by the things they Like or Dislike. These can be as broad as "loves justice, hates tyranny," or as specific as "loves spicy food, hates loud noises."
All fighters start with one Like & Dislike each. As they grow they may acquire new ones and replace old ones.
CALLING UPON YOUR PASSIONS
Once per session fighters can invoke each of their passions to up a successful roll into a CRITICAL success!
CHALLENGING YOUR PASSIONS
The Game Master may challenge your passions up to once per scene. This typically involves a WILL check against the TARGET.
On a failure you waste a turn troubled or doing something brash. If you succeed you gain a MASTERY point and 1d6+1 POWER.
The GM should challenge fighter passions for both narrative and character development. It is recommended to challenge everyone about twice per session.
Another option collaborative option is to let players suggest challenges for their fighters.

d20 - Sample Likes
- Training: Nothing feels as right as the burn of a good workout.
- Spicy Food: The hotter, the better, it fuels your inner fire.
- Music: Something to get your blood pumping and mind focused.
- Pets: Their loyalty and spirit inspire you.
- Nature: Peace and tranquility of the outdoors help you focus.
- Cooking: There's a certain rhythm and discipline to it that appeals to you.
- Reading: Books offer a wealth of knowledge and a good story.
- Fashion: Clothing isn't just functional, it's a statement.
- The Underdog: There's something special about supporting the little guy and proving others wrong.
- Travel: New places and experiencing new cultures broadens your perspective.
- Art: Whether it's painting, sculpture, or graffiti, creative expression inspires you.
- Competition: The thrill of a challenge is what gets you up in the morning.
- Teamwork: Nothing beats the camaraderie of a well-oiled team.
- Meditation: It helps you clear your mind and focus your energy.
- Mechanical work: Fixing and building things with your own hands is satisfying.
- Dancing: It's all about expressing yourself and feeling the rhythm.
- Board Games: Anything from chess to TCGs. They provide challenge and social interaction.
- Teaching: You enjoy passing on your knowledge and seeing others grow.
- Collecting: Be it stamps, coins, action figures, or something else, you enjoy the thrill of a new addition to your collection.
- Movies: They ignite your fighting spirit and provide a wealth of inspiration.
d20 - Sample Dislikes
- Cheaters: There's no honor in victory without fair play.
- Injustice: You can't stand seeing the strong oppress the weak.
- Unnecessary Violence: Fighting has a purpose, senseless brutality does not.
- Laziness: There's always something you can be doing to improve.
- Being Interrupted: Whether it's during a training session, or a meal, interruptions are annoying.
- Waiting: Patience might be a virtue, but you prefer being in the thick of things.
- Messiness: Order and discipline should extend to all aspects of life.
- Bad Manners: Rude behavior is one of your major pet peeves.
- Overconfidence: Underestimating an opponent is a surefire way to end up on the mat.
- Being Idle: Life is for living, not sitting around doing nothing.
- Bullies: You despise those who use their strength to intimidate the weak.
- Liars: Honesty and straightforwardness are virtues you uphold.
- Noise: It's distracting and breaks your concentration.
- Fast food: It's unhealthy and you prefer nutritious meals.
- Being indoors: It feels restricting and stifling.
- Crowds: They're too noisy and chaotic for your liking.
- Early mornings: You're not a morning person, prefer late-night training.
- Losing: Not in a sore loser way, but it's a sign you've got more to learn.
- Waste: Whether it's time, food, or resources, waste irks you.
- Technology: You can’t keep up with technology, besides weakens resilience.
For a quirky or “evil heel” type character it can be interesting to swap Likes and Dislikes. Example, a fighter that likes Fast food and dislikes Training could be fun to portray.
LOOT
KEEPSAKES
Fighters embody the spirit of true warriors, able to face any challenge with nothing but their fists and their will. They rarely rely on weapons, tools, or magical artifacts. Instead, they rely on skills honed through years of training, and minds sharpened by countless battles.
This isn't to say that they shun all possessions - far from it. A keepsake from a mentor, a gift from a loved one, or an artifact imbued with personal significance can carry enormous weight. Such items serve not as crutches or tools of power, but as symbols of their journey, their struggles, and their personal growth. These cherished items remind them of who they are, where they've come from, and what they're fighting for.
Keepsakes can have various effects as needed at different times, some examples are:
- Re-roll any dice roll,
- or add extra ULTIMATE to EFFORT.
All fighters start with one Keepsake.
d20 - Sample Keepsakes
- A weathered training manual from your first mentor, filled with handwritten notes and diagrams.
- An old, worn-out punching bag that has been patched up many times, a symbol of your early training days.
- A photograph of your family or loved ones, a reminder of who you're fighting for.
- A small medallion or amulet given by a childhood friend, worn smooth by years of fiddling.
- A faded ticket stub from your first professional fight.
- A piece of fabric from the bandana or gi of your most respected opponent.
- A broken chain or necklace, representing a significant personal loss.
- A lucky charm or talisman, believed to bring you good fortune in battle.
- A signature move or sequence, drawn on a piece of paper and signed by a legendary fighter.
- A pressed flower or leaf from your hometown, a symbol of where you came from.
- A hand-me-down pair of gloves or wraps, which were once used by a person you admire.
- An old, reliable training tool - perhaps a skipping rope, or handgrips - that you've kept from your early days.
- A memento from your first victory, such as a small piece of the ring or arena.
- A letter of challenge from a rival, kept to remind you of the rivalry that fueled your determination to improve.
- A shard from a shattered trophy, a bitter reminder of a significant defeat and a symbol of your resolve to never let it happen again.
- A scarf or piece of clothing gifted to you by a significant person in your life.
- An autograph or signature from a fighter you idolize.
- A piece of a banner or poster from a significant fight, maybe your biggest underdog victory.
- A commemorative coin or medal, given to you after a memorable event or achievement.
- An old map or brochure of a far-off place, symbolizing your dream of fighting there one day.
OTHER LOOT & PROPS
STREET FOOD
Street food, is sold around the city, and might be encountered when moving between scenes.
d12 - Street Food
- Grilled Skewers: Heal a massive amount of HP (d12).
- Steamed Dumplings: Automatically CRIT your next AGILITY roll.
- Spicy Tacos: BRAWN rolls are EASY for next d4 ROUNDS.
- Bubble Tea: Gain 2d4 POWER points.
- Street Pizza Slice: Provides an automatic success on next DEFENSE roll.
- Ice Cream Sundae: CUNNING rolls are EASY for d4 ROUNDS
- Fresh Fruit Smoothie: Heals a minor amount of HP (d6).
- Churros: AGILITY rolls are EASY for d4 ROUNDS.
- Fried Rice: Heals a minor amount of HP and POWER points (d4).
- Hot Dogs: Heal HP (d8), and next BRAWN roll is EASY.
- Gourmet Burger: Heals all HP. AGILITY are HARD for d4 ROUNDS.
- Fresh Sushi: WILL rolls are EASY for d4 ROUNDS.

WEAPONS
Weapons in general are nothing compared to the sheer skill and power of a true martial artists fists, however gang members and mooks might make use of them on occasion. As a general rule weapons don’t last long, and tend to be discarded between scenes, however in the middle of a scene they might provide an edge in combat.
Attacks, an improvised weapon can be used and destroyed to deal an ULTIMATE attack. The use must be declared ahead of time, and the item will be destroyed on both a success or a failure. The draw back is as ULTIMATE attacks they are slow, and go last in initiative order.
Additionally a weapon can be used in defense, a fighter can sacrifice a weapon to stop an attack against them.
d12 - Improvised Weapons
- Broken bottle: Good for a quick, sharp weapon in a bar fight.
- Frying pan: An amusing, yet effective blunt weapon.
- Fire extinguisher: Can be used to blind opponents or as a heavy object to hit with.
- Steel chain: Found in an alley or construction site, it can be used like a whip.
- Crowbar: Ideal for prying things open and bashing opponents.
- Pool cue: Handy in a bar fight, can be used like a staff or broken to create a sharp weapon.
- Trash can lid: Makeshift shield that can also be thrown like a frisbee.
- Pipe wrench: A heavy tool found in maintenance areas.
- Broom or mop: Can be used like a staff, or broken to create a sharp weapon.
- Car antenna: Can be ripped off a vehicle and used like a whip.
- Brick or rock: Can be thrown, or used to bash opponents.
- Hot coffee or tea: Can be thrown into an opponent's face to distract or burn them.
d12 - Thug Weapons
- Brass Knuckles: The thug's punches pack an extra punch with these metallic additions.
- Switchblade: A small, concealable knife perfect for quick and dirty work.
- Lead Pipe: A heavy, blunt instrument used for bludgeoning.
- Baseball Bat: This sports equipment makes for a formidable club.
- Chain: Wrapped around a fist or used like a whip, a chain can be a dangerous tool.
- Crowbar: Originally for prying things open, in the right hands it's a deadly weapon.
- Broken Bottle: Improvised but effective, especially if the thug aims for the face.
- Hockey stick: This sports equipment makes for a formidable club.
- Nunchaku: More exotic and requires skill to use, but can be devastatingly effective.
- Handgun: Not all thugs fight fair or close, and a gun can change the stakes quickly.
- Machete: A large blade typically used for cutting through undergrowth, but just as good for intimidating adversaries.
- Taser: Non-lethal, but a shocking surprise for anyone on the receiving end.
FIGHTER TRAITS
Choose 1 trait or roll a d8 for a random trait. You gain additional traits as your fighter grows.
d8 - Fighter Traits
- BLITZ: Master of combos. You can attempt a COMBO if you land you first LIGHT attack.
- BURNING SOUL: Your SECOND WIND attempts are EASY, and GET BACK UP attempts are not HARD.
- EVASION: When attacked outside of CLOSE range, you are HARD (+3 PARRY) to hit.
- GRAPPLER: Add GRAPPLE effort to grapple attempt rolls. You can start a GRAPPLE from NEAR, or mid air.
- RUSHER: You can move FAR as if it were NEAR, and when you JUMP go first, not last.
- TOUGH AS NAILS: Add twice your BRAWN to HP, and get a +2 to BLOCK.
- WILD FURY: Any time you roll a max EFFORT die, roll it again. If an attack drops its target, make another attack instantly.
- TRICKSTER: Add CUNNING to your ULTIMATE effort. Master of misdirection, CUNNING checks for deception are EASY for you.
SPECIAL MOVES
All fighters start with 1 SPECIAL MOVE, and gain more as they grow, and have opportunities to train under a Master that can teach them that move.
Finding a Master that can teach a particular move is a reward of its own. Players should encounter such Masters, as well as proving themselves to Masters for more moves.
The GM section has more advanced moves, and players can also come up with new ideas for their fighters to search out.

d6 - PHYSICAL MOVES
- FLURRY: A HARD roll to hit 3 times, choose any target(s) within CLOSE range add EFFORT once.
- HIT & RUN: After a successful attack you can move NEAR again.
- ROUND HOUSE: A HARD roll to deal EFFORT to all targets within CLOSE.
- SHOCKWAVE: A powerful shockwave knocking CLOSE enemies to the ground.
- TRAMPLE: MOVE in a straight line up to NEAR, and attack all enemies in your path.
- UPPERCUT: When hitting a target in HIGH GROUND go first, and knock the opponent to the ground.
d6 - SPIRITUAL MOVES
- BLINK: As your MOVE teleport anywhere in NEAR.
- CHI BURST: Roll WILL unleash energy that hits all CLOSE targets.
- ENERGY BOLT: Roll WILL to fire a bolt of energy at a target within FAR range. It is EASY to defend when at FAR range.
- EXTRA REACH: You can take melee actions in NEAR range using a ranged weapon or chi.
- RIFTS: Roll CUNNING to create a rift within FAR distance. You can attack targets CLOSE to the rifts, or teleport through any of your open rifts for free.
- SWAP PLACES: As part of a successful PARRY, or opposed CUNNING roll, swap places with your target, also usable on loose objects of equal mass.

🚧 MASTERY AND GROWTH 🚧
<WIP> You accumulate MASTERY Points, which you use to learn new abilities from Masters you encounter </WIP>
COMBAT

Think of combat as the catalyst for all interactions. A typical example of the genre to consider, is convincing a friend you need their assistance? Sure, but first they will want to spar with you to determine if you have grown and are ready for the challenge.
For fighters, almost everything can be solved through sparring. Need to get something, make a new friend, cook a meal, play volleyball at the beach… all these things can, and most certainly will be resolved with high stakes combat!
In general combat follows certain rituals are layered on to up the stakes and drama to it. Here are the basic rules for players, in the there are more guidelines and ideas about how to spice up combat and keep things over the top!
FIGHT DECLARATIONS
Before a big fight, each character must declare why they're fighting. This could be a brief monologue or a fiery exchange with their opponent, and it should tie into their personal story arc. This is an excellent way to keep the story and characters front and center, even in the midst of combat. As an added twist, the GM might make the target EASY if your declaration was particularly compelling or dramatic.
- If more than half the Party succeed you reduce scene’s TARGET by 1, otherwise the TARGET is increased by 1
- On a natural 20 or 1 you adjust the TARGET by an additional point!

INITIATIVE ORDER
Initiative is dynamic and changing all the time. At the start of each ROUND the GM will begin asking for actions in order from LIGHT to GRAPPLE effort, so your turn shifts with your tactics.
All actions of equal EFFORT go simultaneously! Which can lead to a double K.O.

DISTANCE
CLOSE: This is toe-to-toe, typical sparring distance, no move is needed to use or interact with CLOSE things.
NEAR: A few hurried steps get you to NEAR things. Imagine NEAR as being a few seconds away, things within reach of JUMPing distance.
FAR: Well beyond NEAR, FAR takes you several seconds to run. A distance, as far as throwing a baseball. If you want to move FAR on your TURN, it will take the entire TURN to do so.
HIGH GROUND: Gained either by terrain, knocking down a target or jumping, it makes for an EASY TARGET against the opponent.
JUMP: Jumping places you after others’ TURN when attempting actions of equal EFFORT.
HIT POINTS
All player characters begin with 10 + BRAWN hp.
K.O. — REACHING 0 HP
When characters hit 0 HP you are “knocked out”, temporarily incapacitated. All effects you were creating vanish. However a true fighter never gives up…
GET BACK UP
Getting "knocked out" doesn't mean you're out of the fight, just temporarily incapacitated.
On each of your turns, at the end of the round, roll a HARD WILL check to GET BACK UP. If you are assisted by anyone the roll becomes an EASY target instead. Once you succeed get back on your feet with 1 HP and ready to rumble!
NEW SCENE, NEW BATTLE
Fighters regain all HP at the end of a scene.

No death? This game is not about survival it’s about the the high stakes of being a fighter. If the party all goes down, wrap up the scenes and up the ante and put the party in a tougher situation. Also see the section
ATTACKS

SIMPLE ATTACKS
Fighters declare the EFFORT of the attack as part of the initiative each ROUND. Most simple attacks are BRAWN or AGILITY rolls.
COMBOS
If you roll a natural 15+ or higher on an attack you begin a combo, getting an additional attack against the same target. This can go on as long as you continue rolling a 15+ or above.
SPECIAL ATTACKS
Fighters can decide to make special a check to use their special abilities to their attacks, special rules apply so check your abilities for details.
GAMBITS
As a fighter you are encouraged to try GAMBITs to gain the upper hand in combat. GAMBITs are performed by attempting a HARD roll. On a success you deliver the attack with regular EFFORT and an additional benefit. Here are some ideas and you encouraged to invent others in the heat of the battle.
DISARM: Make the target drop whatever they are carrying.
SHOVE: Push or pull an opponent anywhere within NEAR.
TRIP: Trip the opponent landing them on the ground, giving you the HIGH GROUND.
DEFENSES

BLOCKING AND PARRYING
When you are targeted by an attack, you have the option to either BLOCK or PARRY. The choice between these two defense types depends on your strengths and the nature of the incoming attack. A successful DEFENSE roll, of any type, reduces the incoming damage to zero.
BLOCK is about using your physical strength to resist an attack and your will to endure it. When you choose to BLOCK, make a defense roll using your combined BRAWN + WILL.
- HEAVY attacks are HARD
- LIGHT attacks are EASY
PARRY involves dodging, deflecting, or otherwise redirecting an attack rather than taking it head on. When you choose to PARRY, you make a defense roll using your AGILITY + CUNNING.
- LIGHT attacks are HARD
- HEAVY attacks are EASY
CRITICAL SUCCESS AND FAILURE WHEN DEFENDING
When making a defense roll, a natural 20 means you've also spotted an opening in your enemy's defense, allowing you to make an opportunistic COUNTER attack for free of equal or less EFFORT, no additional roll needed.
On the other hand, rolling a natural 1 means your defense has been breached leaving you exposed to a COMBO from your opponent.
Enemies attacks become COMBOs not critical hits that deal additional ULTIMATE effort.
POWER GAUGE
Every fighter has POWER GAUGE, that fills up as they fight, this POWER can be used to unleash powerful super moves or special abilities.
- At the start of the session the POWER GAUGE begins at zero
- and you can’t have more than 12 POWER points.
GAINING POWER POINTS
Characters gain POWER points in a few different ways:
ATTACKING an opponent gives a POWER point. A CRITICAL hit earns 3 points.
TAKING DAMAGE when hit gain a POWER point.
COMPLETING A SCENE grants all fighters a POWER point.
SPENDING POWER POINTS
- Spend points one to one to improve any ATTEMPT or EFFORT rolls.
- Spend 3 points perform a COMBO, COUNTER or INTERCEPT.
- Spend 6 points unleash a SUPER MOVE that deals ULTIMATE x2 of EFFORT.

A SUPER MOVE is a powerful and dramatic move that has a significant impact on the battle. For instance, a brawler might unleash a barrage of punches, a grappler could perform a devastating throw, and a trickster create a distraction to land a sudden strike.
OTHER ACTIONS

CHEER: Make a WILL check. An ally’s next roll is EASY (+3).
INTIMIDATE: Make a CUNNING check. Target cannot approach you for a ROUND.
SECOND WIND: Make a WILL check. On a success gain WILL + 1 points in HP and POWER, and free yourself from negative effects and constraints affecting you.
STUDY: Make a CUNNING check to study your surroundings. Reduce the current TARGET by 1.
TAUNT: Succeed a CUNNING check targeted at an enemy, they cannot resist dueling with you.
INTERCEPT: Intercept an attack against an ally. Make another DEFENSE roll, however if you fail you both take full damage.
TAG TEAM COMBO: Two or more fighters attack in tandem, if all hits succeed add ULTIMATE effort to each attack. However if any of the attacks fail, all attacks fail.
HERE COMES A NEW CHALLENGER!
WHO YOU ARE

Here are some tables to help inspire you create a unique fighter. These can also be used rolling a one of each of dice (d4, d6, d8, d10, d12 and d20) to quickly create a unique fighter.
d4 - BODY TYPE
- Thin or Petite
- Athletic
- Buff
- Burly
d6 - PERSONALITY COMPLICATION
- Arrogant: You are overconfident and tend to look down on others. You often underestimate your opponents, which can sometimes lead to your downfall.
- Ruthless: You are aggressive, relentless, and don't know the meaning of the word "mercy." You're there to win, by any means necessary.
- Sarcastic: You have a sharp wit and are often making jokes or delivering dry, cutting remarks. You may use humor as a defense mechanism or as a way to throw off your opponents.
- Stubborn: You're set in your ways and rarely, if ever, change your mind once it's made up. This can lead to conflict with others who see different paths or solutions.
- Impulsive: You often act before thinking and it can lead you into trouble. You might rush into situations without considering the consequences.
- Obsessive: Once you latch onto something—an idea, a goal, a vendetta—you can't let it go. This single-minded focus can be an asset, but also a detriment if it blinds you to other considerations.
d8 - PERSONALITY STRENGTH
- Fiery: You are passionate, intense, and easily riled up. You wear your heart on your sleeve and never back down from a fight.
- Boastful: You are confident, maybe to a fault, and aren't afraid to let everyone know just how good you are. You tend to make grand statements and promises.
- Cool: You are calm, collected, and never seem to break a sweat. Even in the heat of battle, you maintain your composure.
- Stoic: You are serious, reserved, and give little away about what you're thinking or feeling. You value discipline and hard work over flashy moves or taunts.
- Cheerful: You are optimistic, friendly, and always have a smile on your face, even in the toughest fights. You enjoy the thrill of the fight and try to keep things light-hearted.
- Noble: You are honorable, respectful, and fight with a sense of dignity and fairness. You believe in the spirit of competition and value martial arts traditions.
- Humble: You are modest and down-to-earth. You don't boast about your abilities, preferring to let your actions speak for themselves.
- Eccentric: You are quirky, unpredictable, and march to the beat of your own drum. You might have unusual fighting styles, attire, or customs, which can make you both bewildering and entertaining to others.
d10 - BACKGROUND
- Street Urchin: You grew up on the rough streets of a big city, learning to fight to protect yourself and your friends. You may not have formal training, but you have plenty of real-world experience.
- Dojo Disciple: You've spent your life training in a prestigious martial arts dojo. You've mastered the techniques of your style, but you're eager to test yourself in the real world.
- Military Veteran: You served in the military and learned to fight out of necessity. Now that you're out, you've turned to competitive fighting to make a living.
- Noble Scion: You're the heir of a wealthy family. Bored by the life of luxury, you've turned to martial arts to seek excitement and challenge.

- Mystic Ascetic: You've spent years in solitude, honing your body and mind in pursuit of spiritual enlightenment. Now you've emerged from seclusion to test your skills against the world's best.

- Traveling Performer: You're part of a travelling circus or performance troupe, using your martial arts skills to entertain. The competitive fighting scene offers a new stage for you to perform.
- Professional Athlete: Previously, you were involved in another sport (e.g., football, boxing) and have since transitioned into martial arts, bringing your athletic talents to a new arena.
- Criminal Enforcer: You were an enforcer for a crime syndicate and learned to fight in this dark underworld. Now, you're seeking a different path and hope to leave your past behind.
- Police Officer/Detective: You serve the law and have learned to fight to protect and serve. Entering the tournament could be part of an investigation, or a means to test your skills.
- Scientific Experiment: You've been subject to scientific experiments that have enhanced your abilities. You're seeking answers, revenge, or perhaps a way to reverse the process.
d12 - PERSONAL ARC
- Redemption: You've made mistakes in the past and seek redemption through the discipline of martial arts.
- Revenge: Someone has wronged you or a loved one, and you're seeking revenge. The tournament might lead you to that person, or help you train for the inevitable showdown.
- Recognition: You're looking to make a name for yourself and prove your worth. Winning the tournament would bring you fame and respect.
- Discovery: You're searching for answers about a personal mystery – perhaps the truth about a parent, a secret about your martial style, or the reason behind a personal tragedy.
- Protection: Someone you care about is in danger. You're fighting to protect them, either directly or by using the prize money or influence from winning the tournament.
- Adventure: You're motivated primarily by the thrill of travel and competition. You want to see the world, meet interesting people, and test your skills against them.
- Rivalry: There's another fighter who you're desperate to surpass. This could be a friendly rivalry, or a bitter feud.
- Legacy: You're upholding the honor of your dojo, your master, or your family. You're fighting to prove that your martial art is the best.
- Debt: You owe a significant debt, and the prize money from the tournament is your best hope of repaying it.
- Salvation: You or a loved one is suffering from a serious ailment. You're seeking a legendary healer or a rare medicine, and you believe the tournament could lead you to the cure.
- Exposure: You're using the tournament as a platform to shed light on an issue you deeply care about. It could be social, political, environmental, or personal.
- Mentorship: You're aiming to establish yourself in the fighting world so that you can pass on your knowledge to a new generation of fighters. Your journey might involve finding a worthy student or opening your own training dojo.

d20 - MARTIAL ART

- Kung fu: A versatile and straightforward style, emphasizing strikes with the hands and feet.
- Judo: A grappling style that focuses on throws and joint locks.
- Kung Fu: An umbrella term for a variety of Chinese martial arts, some of which focus on fluid, continuous movements.
- Muay Thai: A brutal striking art that makes extensive use of elbows and knees.
- Boxing: A focused style that exclusively uses punches and emphasizes footwork and evasion.
- Taekwondo: A Korean martial art known for its high, fast kicks and jumping and spinning kicks.
- Brazilian Jiu-Jitsu: A martial art emphasizing ground fighting and submission holds.
- Krav Maga: A military self-defense and fighting system developed for the Israel Defense Forces, known for its focus on real-world situations and practicality.
- Capoeira: An Afro-Brazilian martial art that combines elements of dance, acrobatics, and music.
- Sambo: A Russian martial art and combat sport that combines elements of judo and wrestling.
- Kickboxing: A hybrid martial art combining elements of boxing and karate, with an emphasis on both punches and kicks.


- Wrestling: An ancient martial art that involves throws, locks, and grappling techniques.
- Aikido: A Japanese martial art focusing on using an opponent's energy against them, often through throws and joint locks.
- Kali - Escrima: Filipino martial arts that emphasize weapon-based fighting with sticks, knives and other bladed weapons, and various improvised weapons.
- Savate: A French martial art that focuses on fighting with the feet, similar to kickboxing.
- Kyokushin Karate: A style of stand-up, full contact karate known for its tough conditioning and full-contact sparring.
- Ninjutsu: The strategy and tactics of unconventional warfare, guerrilla warfare, and espionage purportedly practiced by the shinobi (commonly known outside Japan as ninja).
- Sumo: A competitive full-contact wrestling style where a wrestler attempts to force another wrestler out of a circular ring or to touch the ground with anything other than the soles of the feet.
- Tai Chi: A Chinese martial art known for its slow, flowing movements. It can be adapted for self-defense or combat, but it's often practiced for health benefits.
- Mixed Martial Arts: Is a full-contact combat sport based on striking, grappling and ground fighting, incorporating techniques from various combat sports from around the world.
