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==Special Rules== ===Concentration=== At the beginning of a tournament fight, or during a combat round, a fighter may concentrate to study their surroundings, their opposition, or center themselves. If done during a combat round, the roll is made at the end of the round. Each success gives the fighter 1 EP. During a round they are concentrating, all Target Numbers for the concentrating fighter are at +2 due to the distraction, though this +2 does not apply to the concentration roll at the end. ====Study Surroundings==== Find an Angle: Roll Perception + Arena. TN is 8 for standard open arenas. TN is 7 for unusual environment (uncertain footing, shadows, obstacles, pits, etc). TN 6 for obstacle strewn fighting-ground. At the Referee’s option, this may allow the fighter to notice anything unusual about the fighting grounds (hidden doors, unnoticed items, etc.) ====Study Opposition==== Find Weakness: Roll Perception + Style Lore. TN is 7. TN may be higher for bad sensory conditions (fog, darkness, etc.). At the Referee’s option, this may allow the fighter to learn things about the opposition. ====Centering==== Power Up: Roll Perception + Insight. TN is 10 minus Focus. ===Recovery=== Fighters may attempt to regain chi or willpower. To recover, a fighter rolls a number of dice equal to the amount of chi or willpower they are down. Each success regains one point. Ones are ignored on this roll. They must declare whether they are attempting to regain willpower or chi at the start of the recovery period. Target number depends on the circumstances and time spent recovering: 1 hour – All is regained. 1/2 hour – TN 2 10 minutes – TN 4 5 minutes – TN 6 1 minute – TN 7 1 round – TN 8 ALL target numbers are at +2 for the duration of the recovery period. If a fighter does nothing during the recovery period, the +2 does not apply to the recovery roll at the end, otherwise it does. A fighter can stop recovering at any time, even immediately before a roll. When recovery is ended, the recovery roll is immediately made with the appropriate Target number for time spent. If the period spent is less than a full round, nothing can be gained. Concentration rolls are made before recovery rolls at the end of the round, and concentration does count as an action, meaning the +2 is added to both concentration and recovery if both are done. ===Knockdown=== A knocked down fighter must spend their highest action die to regain their feet. If a maneuver was interrupted with a knockdown, then that maneuver is lost as well. If a fighter has Kippup, they may spend 1 EP instead of losing the action die, though an interrupted maneuver is still lost. ===Stun=== If a fighter takes more than their Stamina in damage in a single blow, they are stunned, and lose their highest action die and 1 EP. If a maneuver was interrupted with a stun, then that maneuver is lost as well. ===Sustained Holds=== A fighter who has an opponent in a sustained hold rolls damage when one of their action dice comes up. This may not be done as an interrupt, and has speed equal to that of the hold. Someone in a sustained hold may attempt to break free when one of their actions comes up. This MAY be done as an interrupt, and has a speed of +0. The maximum number of actions that a sustained hold may be maintained is equal to the holder’s Grab Technique. ===Held Dice=== When an action die comes up, instead of acting, a fighter may hold that die. From then on, until it is expended, it is considered to be showing the current phase, whatever phase that might be. It may be used at any time an action die may be used. Only one die can be held by a fighter at a time. ===Weenie Rule=== Weenies (mooks, scrubs, etc.) each get only one action die a round, and cannot gain or use EP’s. ===Intimidation=== Instead of concentrating at the beginning of a fight, or by spending 1 action during a fight, a fighter may attempt to intimidate their opposition. Roll Charisma + Intimidation versus the target’s willpower. If the intimidator wins, each success over the opponent causes the opponent to lose 1 EP. ===Deception=== Instead of concentrating at the beginning of a fight, or by spending 1 action during a fight, a fighter may attempt to psyche-out their opposition. Roll Manipulation + Subterfuge versus the target’s Wits + Insight. If the intimidator wins, each success over the opponent causes the opponent to lose 1 EP. ===Specific Maneuver Changes=== * '''Zen No-Mind''': Ignore book effect. Gives 2 free EP’s at the very beginning of each round, which must be spent during that round. If not spent by the end, they are lost. * '''Teleport, Shrouded Moon, Ghostform''': These last anywhere from instantaneously to the end of the round. They may be dropped at any time. Note: If these are maintained for any longer than a phase, any recovery or concentration is broken. * '''Punch and Kick Defense''': These count as Abort maneuvers, but do not give EP’s like a normal block. * '''Yoga Flame and Fire Strike''': These last anywhere from instantaneously to the end of the round. They may be dropped at any time. * '''Flame Fist and Toughskin''': These may be activated at any time and act for a number of attacks equal to your Focus. * '''Stunning Shout''': The first success above the target makes them lose their highest action die (or interrupted action). Each additional success causes the loss of 1 EP.
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