Professional Documents
Culture Documents
The manga and anime are known for their intense and realistic boxing fights, character development
and for portraying the daily dedication and sacrifices needed to excel in professional boxing. In the series
you can see real boxing techniques that would fit like a glove in Street Fighter RPG scenarios, such as the
Gazelle Punch or the Dempsey Roll.
Ippo is shy, kind and obedient, but also obstinate and stubborn from an early age. He carries these
characteristics into his adult life. Ippo lives with his mum in a modest house and works after school as a
helper on a rented fishing boat, living a tough life for a teenager. Since primary school he has been bullied
and tried to hide his tears from his hard-working and loving mother. Despite his remarkable strength and
fighting skills, he is humble and respectful of his boxing rivals, including those he has defeated and been
defeated by.
A campaign based on Hajime no Ippo will revolve around the intense training, sparring and fights of
professional boxing. It differs in part from the usual SFRPG campaigns which focus on illegal fights where
any technique or maneuver is acceptable. For more information: Warrior's Fist 13.
It's important to build a scenario with the gyms (equivalent to teams or stables in SFRPG), boxer
rankings, their categories and the titles up for grabs. This denser content allows the characters to aim for
particular titles and want to challenge champions of certain rankings, taking a real part in the campaign
setting.
The elements of the fighters' personal lives that intersect with the world of boxing should not be
forgotten, as they give personality to the characters, trainers, Seconds, various NPCs and antagonists. Who
are the characters' family and friends and do they cheer for them in formal fights? Who is the trainer and
what is their story? Do the characters, trainers or academies have rivals? How are the fights and fighters
publicized? Does the specialized press pay attention to the academy and the characters?
Background such as Arena (the physical space of the gym and its notoriety), Sensei (the Teacher or
Trainer and their expertise. Fighters add up their points in Sensei to define the level of their common agent,
although this is limited to 3 when creating a character), Manager (who can be the owner of the gym or an
agent who controls the choice of fights and titles. Fighters add up their Manager points to define the level of
their agent in common, although limited to 3 at character creation) Staff (training and ring support staff, the
Seconds, such as Cutman, Trainer, Driver, Secretary, Marketing and Publicity Staff, etc.) and Backing
(some kind of sponsorship for the fighter and/or the gym).
Some techniques that appear in the Manga and Anime have been created to give greater fidelity to
George Morikawa's work and are available at Batjutsu, https://sfrpg.neocities.org/, and
https://sfrpg.com/links/, or Brazilian site https://www.sfrpg.com.br/shotokan/. However, these can be
emulated with some similarity using maneuvers from the Basic Book, Player's Book and Storyteller's
Screen. They are all available in the 20th anniversary edition of SFRPG in Portuguese and English.
Body Blow - Lunging Punch
Clinch - Basic Grab (prevents subsequent actions in the turn as per Sustained Hold)
Corkscrew Blow/Liver Shot/Rabbit Punch- Heart Punch
Dempsey Roll/Smash Fest - Hyper Fist
Determination - High Stamina and Willpower
Footwork/Esquives - Move or Jump
Flicker/Bullet - Jab to Jab Combo or maybe Jab Rekka Ken
Gazelle Punch / Smash Punch - Haymaker or even Buffalo Punch
Shotgun Combination - Deflecting Punch + Strong Punch Combo
White Fang - Strong or Fierce Punch Combo (Dizzy)
Illegal Blows - some maneuvers, even some performed with the Punch Technique, are considered
unfair or illegal in Olympic and professional boxing. However, even though they are considered illegal, they
do occur in boxing fights, even in title defenses, and are often considered "unintentional blows". Among
them are Headbutt, Elbow Smash, Fist Sweep, Ear Pop, Head Bite, Headbutt Hold, Stomach Pump, Brain
Cracker, Flying Punch, and Jumping Shoulder Butt.
In SFRPG it is possible to keep these maneuvers marginally acceptable. A fighter using one of these
maneuvers can make a Manipulation + Subterfuge roll (difficulty 6, at least 1 success) so that the
maneuver passes as "unintentional" by the fight referee. Sustained entrapment maneuvers cannot be used
beyond the turn in which they were played. Each time this "trick" is performed, the Difficulty of the test
increases by 1. A fighter caught using these illegal maneuvers incurs the loss of a Glory point and will be
considered defeated, giving a simple victory to the opponent. Whether or not they have been noticed by the
referee, using these maneuvers in formal fights incurs the loss of 1 Honor point. Certain maneuvers are
impossible to hide, such as the infamous Head Bite.
BOXING SUB-STYLES
Far from being a primitive combat sport, contemporary boxing is a sophisticated system of attack,
defense and strategy, not just with the fists, but with the whole body and mind. Boxing has an intricate
system of sub-styles that can be understood as the game of rock/paper/scissors (roshambo), where one style
has advantages over another while being disadvantageous in fighting the third. Although there are variations
on this idea, the three sub-styles are: In-Fight (Swarmers, close combat, precision and speed, putting the
opponent under pressure, similar to the Rushdown of fighting games), Out-Fight (Out-Boxers, combat at a
greater distance, involving agility and punishing the opponent's mistakes and openings) and Slugger
(Puncher, use powerful blows to demolish the opponent and are resistant to applying these blows even when
hit). Swarmers find it easy to neutralize the strategic play of Out-Boxers, Out-Boxers using hit-and-run
tactics are very effective against Sluggers, and Sluggers take advantage of Swarmers' need for proximity to
punish them heavily. Obviously there are fighters who fall outside these categories because they have
characteristics that are too eccentric for contemporary boxing (the Non-Orthodox) and others because they
mix the 3 sub-styles (the Hybrid, Boxer-Puncher or Hybrid).
To simulate this chess with the fists (and legs and chest) here are suggestions for allocating Attributes and
Maneuvers from the different styles of Boxing that can be used to differentiate characters and NPCs who
choose the Noble Art as their style.
STYLE: Boxing (In-fighter), School: Kamogawa Boxing Gym, CONCEPT: Professional Boxer.
SIGNATURE: He thanks his opponent for the fight and then raises his arm
ATTRIBUTES: Strength 5, Dexterity 4, Stamina 5, Charisma 3, Manipulation 2, Appearance 3, Perception
3, Intelligence 2, Wits 3
ABILITIES: Alertness 3, Intimidation 1, Insight 3, Streetwise 1, Subterfuge 1, Blind Fighting 2, Survival 2,
Drive 1, Arena 2, Style Lore 2, Medicine 2, Investigation 1
TECHNIQUES: Punch 5, Grab 1, Block 4, Athletics 2, Focus 2
BACKGROUNDS: Sensei 2 (Kamogawa Genji), Staff 2, Allies 3, Contacts 2, Resources 1
RENOWN: Glory 5, Honor 4, Chi 1, Willpower 8, Health 16
COMBO:
Punch Defense to Power Uppercut
Block to Gazelle Punch
Deflecting Punch to Dempsey Roll
Jab to Dempsey Roll (Dizzy)
ICHIRO “RAIJIN / LIGHTNING GOD” MIYATA (144
xp)
STYLE: Boxing (Out-fighter), School: Kawahara Boxing Gym, CONCEPT: Professional Boxer and
son of a boxer.
SIGNATURE: Coldly go to your corner
ATTRIBUTES: Strength 4, Dexterity 5, Stamina 4, Charisma 2, Manipulation 2, Appearance 3, Perception
4, Intelligence 3, Wits 4
ABILITIES: Alertness 2, Intimidation 1, Insight 3, Streetwise 1, Subterfuge 2, Blind Fighting 1, Survival 1,
Drive 2, Arena 3, Style Lore 3, Medicine 1
TECHNIQUES: Punch 5, Block 5, Athletics 3, Focus 2
BACKGROUNDS: Sensei 3 (father), Staff 2, Allies 2, Contacts 1, Resources 2
RENOWN: Glory 4, Honor 4, Chi 1, Willpower 6, Health 14
COMBO:
Jab to Punch Defense to Fierce
Deflecting Punch to Hook (Dizzy)
Esquives to Shotgun Combination (Dizzy)
Jab to Jolt Counter (Dizzy)
Block to Fierce
TAKESHI “NANIWA TIGER” SENDO (144 xp)
STYLE: Boxing (In-fighter), School: Naniwa Boxing Club, CONCEPT: Professional Boxer and folk hero.
SIGNATURE: Keep your eyes on the fallen opponent and thank them for the fight
ATTRIBUTES: Strength 5, Dexterity 4, Stamina 5, Charisma 3, Manipulation 3, Appearance 3, Perception
4, Intelligence 2, Wits 3
ABILITIES: Alertness 2, Intimidation 3, Insight 2, Streetwise 2, Subterfuge 2, Blind Fighting 1, Survival 1,
Drive 2, Arena 2, Style Lore 2, Medicine 1, Investigation 1,
TECHNIQUES: Punch 5, Grab 1, Block 3, Athletics 3, Focus 2
BACKGROUNDS: Backing 3, Staff 2, Allies 3, Contacts 3, Resources 1
RENOWN: Glory 4, Honor 4, Chi 1, Willpower 6, Health 15
Maneuver Cost Effect Sp. Dam Mov.
BLOCK +3 Soak 8 - -
GRAB Grab 4 6 1
MOVEMENT 7 - 6
JAB 6 9 3
STRONG 5 11 3
FIERCE 3 13 2
PUNCH DEFENSE (1) +4 Soak vs Punches
DEFLECTING PUNCH (1) +3 Soak + Punch 0
SMASH PUNCH (1) 3 15 -
SMASH FEST (12) 1 WP 3x, only two punch tests are used to 4 12 -
deal Damage
DETERMINATION (8) 1 WP Ignores Dizzy - - -
DASHING PUNCH (16) 1 WP 4 14 5
COMBO:
Jab to Smash Punch (Dizzy)
Dashing Punch to Smash Fest (Dizzy)
Straight to Smash Fest to Smash Punch
RYO “GRIM REAPER” MASHIBA (144 xp)
STYLE: Boxing (Non-Orthodox), School: Toho Boxing Gym, CONCEPT: Professional Boxer and Truck
Driver.
SIGNATURE: Small cynical smile with the corner of his mouth
ATTRIBUTES: Strength 4, Dexterity 4, Stamina 5, Charisma 3, Manipulation 1, Appearance 3, Perception
4, Intelligence 2, Wits 4
ABILITIES: Alertness 2, Interrogation 1, Intimidation 4, Insight 3, Streetwise 2, Survival 1, Drive 3, Arena
3, Style Lore 2, Medicine 1, Investigation 2
TECHNIQUES: Punch 5, Grab 2, Block 4, Athletics 2
BACKGROUNDS: Staff 3, Allies 1, Contacts 2, Resources 1
RENOWN: Glory 4, Honor 2, Chi 1, Willpower 6, Health 15
Maneuver Cost Effect Sp. Dam Mov.
BLOCK +4 Soak 9 - -
GRAB Grab 5 9 1
MOVEMENT 8 - 6
JAB 6 8 2
STRONG 5 10 2
FIERCE 3 12 1
PUNCH DEFENSE (1) +4 Soak vs Punches
DEFLECTING PUNCH (1) +4 Soak + Punch 0
SMASH PUNCH (1) 3 14 -
CLINCH (1) Grab, cancel Maneuver, see 1
description
HEAD BUTT (4) 4 12 0
FLICKER (4) Range 2 hexes 7 8 1
MAKA WARA (20) 6 damage on blocks - - -
COMBO:
Flicker to Flicker to Smash Punch (Dizzy)
Punch Defense to Smash Punch (Dizzy)
Flicker to Clinch
ALEXANDER “WHITE FANG” VOLG (144 xp)
COMBO:
Strong to Hook (Dizzy)
Jab to Smash Punch (Dizzy)
Jab to Punch Defense to White Fang (Dizzy)
Deflecting Punch to White Fang (Dizzy)
EIJI “THE LION” DATE (163 xp)
STYLE: Boxing (Hybrid), School: Nadakai Boxing Gym, CONCEPT: Professional Boxer.
SIGNATURE: He raises his both arms, bouncing and smiling
ATTRIBUTES: Strength 4, Dexterity 5, Stamina 4, Charisma 3, Manipulation 3, Appearance 2, Perception
3, Intelligence 3, Wits 4
ABILITIES: Alertness 1, Intimidation 2, Insight 3, Streetwise 2, Subterfuge 2, Survival 1, Drive 2, Arena 3,
Style Lore 3, Medicine 2, Investigation 2
BACKGROUNDS: Staff 3, Allies 3, Contacts 4, Resources 3
TECHNIQUES: Punch 5, Block 4, Athletics 3, Focus 2
RENOWN: Glory 6, Honor 4, Chi 4, Willpower 9, Health 15
Maneuver Cost Effect Sp. Dam Mov.
BLOCK +2 Soak 9 - -
GRAB Grab - - -
MOVEMENT 8 - 6
JAB 6 8 3
STRONG 5 10 3
FIERCE 3 12 2
STRAIGHT 6 9 3
HOOK/CROSS 5 11 2
UPPER 3 13 2
PUNCH DEFENSE (1) +4 Soak vs Punches 9 - -
DEFLECTING PUNCH (1) +4 Soak + Punch 7 - -
HEART PUNCH (2) +2 to test Dizzy 1
LUNGING PUNCH (2) Ignores Block, Crouching 5 10 4
TOUGHSKIN (12) 1 CHI +2 Soak - - -
BODY BLOW (8) -1 to Soak and Move to opponent 4 10 1
DETERMINATION (8) 1 WP Ignores Dizzy - - -
BOXING PUNCHES (4) +3 basic Punches - - -
COMBO:
Lunging Punch to Heart Punch
Jab to Deflecting Punch to Strong (Dizzy)
Body Blow + Hook (Dizzy)
Punch Defense to Heart Punch
RYUHEI “DRAGON OF NAGOYA” SAWAMURA
(149 xp)
COMBO:
Deflecting Punch + Upper (Dizzy)
Punch Defense + Rabbit Punch
Flicker + Deflecting Punch + Fierce (Dizzy)
Flicker + Jolt Counter (Dizzy)
TAKUMA “SPEED STAR” SAEKI (142 xp)
STYLE: Boxing (Outfighter), School: Kawai Boxing Gym, CONCEPT: Professional Boxer / Chef.
SIGNATURE: He raises his both arms, bouncing and smiling
ATTRIBUTES: Strength 4, Dexterity 5, Stamina 4, Charisma 3, Manipulation 2, Appearance 3, Perception
3, Intelligence 2, Wits 4
ABILITIES: Alertness 3, Intimidation 1, Insight 2, Streetwise 2, Subterfuge 2, Stealth 1, Security 1, Drive
3, Arena 1, Style Lore 2, Medicine 2, Investigation 3
TECHNIQUES: Punch 5, Block 3, Athletics 4
BACKGROUNDS: Sensei 2, Staff 2, Allies 1, Contacts 3, Resources 1
RENOWN: Glory 4, Honor 4, Chi 1, Willpower 8, Health 14
COMBO:
Jab to Esquives to Hook (Dizzy)
Jab to Shotgun Combination to Jab
JIMMY “SCRATCH J” SISPHAR (143 xp)
COMBO:
Block + Smash Punch
Straight + Clinch + Upper (Dizzy)
Body Blow + Smash Punch
IWAO “RYŪKYŪ WARRIOR”
SHUMABUKURO (148 xp)
COMBO:
Jab to Deflecting punch (Dizzy)
Strong to Upper (Dizzy)
MANEUVERS
PUNCHES
Cost: None
Speed: +1
Damage: +1 (see description above)
Move: -1
SMASH FEST (Hajime no Ippo, Takeshi Sendo) (Felipe Vasconcellos)
Prerequisites: Punch 4, Smash Punch
Power Point: Boxing 3
Description: The user assumes a position in which their knees are slightly bent and their upper body is
brought forward and down, bringing their entire center of gravity to their hips. From there, the user throws
hooks, smashes or uppercuts from side to side. The lowered posture allows the user to shift their weight
easily, adding force to their attacks.
System: the fighter rolls the damage for the three blows, but the target only suffers the damage of the two
blows that were most successful (it is assumed that the third missed the target). The three punches have a +3
damage modifier.
Cost: 1 Willpower
Speed: +0
Damage: +3/+3/+3
Move: None
ESQUIVES (revised)
Prerequisites: Athletics 2
Power Point: Any 1
An evasion technique very similar to certain Aikido moves.
The fighter simply steps sideways away from the attack,
saving his body from the line of attack. Survival in Boxing and
Savate, as well as in Aikido and Capoeira, depends on being
able to avoid the opponent's attack.
System: The fighter must have enough speed to interrupt their
attacker. When the opponent attacks, the player using Esquives
simply moves by dodging in any direction in two hexes. This
maneuver can be used to dodge projectiles, however a test
must be made (see "dodging projectiles" in the Jump Special
Maneuver).
Esquives is an Abort maneuver
Cost: 1 Willpower
Speed: +2
Damage: None
Move: Two
FOCUS
For more SFRPG translations and original works check out: https://batjutsu.wordpress.com/street-fighter-
rpg/ and https://www.facebook.com/groups/sfstg