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* 1 EP – Add a die to damage dice rolled for a maneuver.  Note:  These dice are added AFTER soak is applied, so they may be added to the minimum 1 die.
 
* 1 EP – Add a die to damage dice rolled for a maneuver.  Note:  These dice are added AFTER soak is applied, so they may be added to the minimum 1 die.
 
* 1 EP – After damage dice are rolled against you, you may spend 1 EP to roll two dice of Dodge (TN:6).  Each success reduces damage by one point.  If all damage is dodged, then the attack missed.
 
* 1 EP – After damage dice are rolled against you, you may spend 1 EP to roll two dice of Dodge (TN:6).  Each success reduces damage by one point.  If all damage is dodged, then the attack missed.
* 1 EP – Add +2 to the speed of a maneuver.
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* 1 EP – Add 2 to the speed of a maneuver.
 
* 1 EP – A Fighter may reduce the number of damage dice being rolled against them at a cost of 1 EP per die BEFORE the roll is made.  Note:  If this results in no dice, it is considered to have no successes, thus making it a miss.
 
* 1 EP – A Fighter may reduce the number of damage dice being rolled against them at a cost of 1 EP per die BEFORE the roll is made.  Note:  If this results in no dice, it is considered to have no successes, thus making it a miss.
  
 
==Special Rules==
 
==Special Rules==
 
===Concentration===
 
===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.
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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====
 
====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.)
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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====
 
====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.   
+
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====
 
====Centering====
Power Up: Roll Perception + Insight.  TN is 10 minus Focus.
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Power Up: Roll Perception   Insight.  TN is 10 minus Focus.
  
 
===Recovery===
 
===Recovery===
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  1 round – TN 8
 
  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.
+
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===
 
===Knockdown===
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===Sustained Holds===
 
===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.
+
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===
 
===Held Dice===
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===Intimidation===
 
===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.
+
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===
 
===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.
+
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===
 
===Specific Maneuver Changes===

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