C HUN-L IChun-Li was fascinated by martial arts from an early age. She practiced Tai Chi and Hong Quan at first, then later taekwondo, capoeira, and various other styles before incorporating them into her own kick-based style. At age 18, Chun-Li became a detective in the hope of finding her missing father; she eventually became a narcotics investigator for Interpol, as her father had been. She discovered that he’d been killed by Shadaloo, a powerful criminal organization that dealt in biochemical drugs and illegal weaponry. Though Chun-Li continued her work as a police officer, she did so while relentlessly pursuing M. Bison, the head of Shadaloo, for revenge. It wasn’t long after Chun-Li and numerous others finally crushed Shadaloo and killed M. Bison that Chun-Li was pulled into the Great Collide--and rumors of criminal groups not unlike Shadaloo began to surface.CHECKSRoll 3d10and take the highest result for checks to tell if someone is hiding something or lying, checks involving history or culture, and checks that involve general police knowledge.Roll 2d10 and take the highest result for unarmed attack checks and attack checks made with qi, defense checks to block or dodge, checks of intuition or detective work, checks to notice things, checks to gather information, and feats of acrobatics or athleticism.Roll 1d10 for anything else.XPWhenever your thorough detective work puts you closer to bringing down a major villain or group of villains, gain 1 XP.When you strengthen your bond with an ally over something you have in common, gain 3 XP.When you bring the leader of an evil organization to justice--or end their life to stop their reign of terror--gain 5 XP.YOU BEGIN WITHEX Special: You are able to empower your other abilities, granting them new properties or increased power by putting more qi into them. Most of your abilities will have an addendum, mentioning what they do if you choose to do the EX version. When you use the EX version of an ability, shut EX Special down; you can no longer use the EX versions of your abilities, only the normal ones. If you roll a 10 on an attack check, turn EX Special back on.LEVEL UP CHOICESAlpha Counter: When you fully defend against a melee attack, you may immediately counter with an attack check of your own without using your turn. If you use the EX version of this, you do notneed to fully defend against an attack; the counter becomes a parry. You negate the attack against you, taking no damage but still getting to counter. If you roll a 6 or higher on the attack check when you make the counter-attack, shut this ability down.Hyakuretsukyaku: Literally “Hundred Rending Legs,” also known as the Lightning Kick. You can throw a flurry of kicks with such speed that the movements can’t even be followed, your leg appearing as a flashing blur. The attack briefly stuns the enemy, making it difficult for them to defend themselves; on the next attack dealt against them (by anyone), their defense score is treated as 2 lower. If you use the EX version of this attack, the enemy is stunned for longer--they are inflicted with Armor Break. If you roll a 6 or higher on an attack check with this ability, shut it down.Kikoken:You can thrust both palms forward, launching a bright blue ball of burning qi up to about 15 feet. If you perform the EX version of this ability, you also burn out the enemy’s qi, inflicting Silence status on the target.Kikosho:After a momentary charge you push both hands forward, creating a stationary ball of qi that radiates energy around you. This attack automatically deals 5 damage to every enemy within 5 feet of you; this damage cannot be raised or lowered, it is a flat 5 damage. If you use the EX version of this attack, it deals a flat 8 damage and burns out the qi of every affected enemy, inflicting them with Silence status. Shut this ability down the first time it’s used.Peking Opera: You are incredibly quick and agile, able to leap monumental heights and run at incredible speeds. You may automatically succeed on any non-combat check that involves speed, agility, or acrobatics, including checks to make jumps or outrun someone. Shut this ability down the first time it’s used. The EX version of this ability is identical, but you can use it even if Peking Opera’s already shut down.Sou Hakkei: Also called the “Twin Force Exert,” you charge qi into your palms but don’t release it--instead using it defensively to stop an energy based attack. You may completely negate the damage from an energy attack (lasers, fireballs, electricity, etc). You may use the EX version of this when one of your nearby allies is defending against an energy attack, even if they’ve already rolled for it. You dart across the battlefield, sliding between your teammate and the energy in question, and intercept it with Sou Hakkei--negating the damage entirely. When you use this ability, roll 1d10; on a 1-5, shut it down. Spinning Bird Kick: You flip upside down, twirling forward with your legs extended like a helicopter, kicking anyone you come into contact with. You move forward 15 feet, dealing damage to any enemies that come within 5 feet of your path. You are immune to floor spikes, isolated fires, caltrops, and other environmental hazards or rough terrain during this movement. If you use the EX version of this ability, you may move up to 25 feet instead. If you roll a 6 or higher on the attack check to use Spinning Bird Kick, shut it down.Tenshokyaku: Also called the “Heaven Rising Legs,” you launch yourself into the air, firing off a series of spinning kicks. When you use this ability, you may force the enemy backward up to 10 feet, and you receive +2 on the attack check if the enemy is levitating, flying, or otherwise airborne. If you perform the EX version of this ability, you also force the target to the ground, and shut off their ability to fly for the rest of the fight.