STREETFIGHTER RULES Last Mod: 5/23/03 Changes: -Split this file in half. (Moved character creation stuff to a separate file). -Changed initiative system entirely (thanks Ed) Changes 3/13/02: -Abort to Block only -Armored characters lose speed ties -Rage Gage Added -Recovery of Chi/WP/HP greatly slowed -Interupting Projectiles -High/Mid/Low hits & Crouching/Standing/Aerial -Defensive Manuevers marked in Maneuver description -Back attack rules written -Voluntarialy stopping a Combo incurs a -1 speed penalty -Using Maneuvers you haven't finished learning GAINING EXPERIENCE Experience is gained at the end of each game session according to the chart below. 1XP Showing Up & Being ready to play before the GM 1XP Roleplaying 1XP Training 1XP Fighting 1XP Learning Curve 1XP Buying the GM dinner 1XP Each loss 1XP Special Mentions 2XP Gaining a Rank or a WW title 1-3XP Completed Personal Goal 2-4XP End of Story/Chronicle ??XP Building new NPCs Honor & Glory rewards are listed on p56 of the SF main book, with additional Duelist rules on p116 of Contenders. SPENDING EXPERIENCE With the exception of Special Maneuvers, Characters may spend Experience Points (XP) at the end of each game session at the costs listed below. The only rule here is that no single 'skill' may advance more than one point per game session. Trait Cost: Attributes 4 x Current New Ability 3 Abilities 2 x Current Health 4 Chi, Willpower 1 x Current Recovery 2 x Current New Technique 10 & 1 session Technique 3 x Current New Style 25 & 4 sessions Style 3 x Current New Maneuver - untrained 4 x PP Cost & 1 x PP sessions New Maneuver - trained 3xPP & 1xPPsessions OR 4xPP & 1session Adding a Maneuver to a Combo 4 Making a Dizzy Combo 4 Changing a Combo 1 session LEARNING SPECIAL MANEUVERS & TRAINING TIME (GAME SESSIONS) Learning all but the most basic Maneuvers is a time-intensive effort that involves great resolve and patience on the part of the student and of the master (assuming there is one). To learn a new Special Maneuver without instruction you must have a Style score equal to the Power Point (PP) cost for the Maneuver. Learning Maneuvers in this method is very time consuming, and will generally take 1 game session (1 week game time) per Power Point cost of the Maneuver. Fighters may work on as many special Maneuvers as they wish at one time, however the training time represented by each game session only counts towards the purchasing of one Maneuver. With basic instruction, the training time required for the Maneuver is cut in half. Basic instruction implies someone who knows the Maneuver showing the student the basic steps. It does not require the Instruction skill. With the addition of a Sensei with sufficient Instruction skill (equal or greater to the Power Point cost), the training time is reduced to one session. Your Sensei can also lower the XP cost for the Maneuver, in exchange for spending more training time. For every extra game session (1 week game time) the player spends working with his Sensei, he may reduce the total XP cost of the Maneuver by 1 XP, up to a maximum of 1 XP per Power Point. You may also reduce the XP costs of Abilities, Attributes, Techniques, & Styles using this method. If a Maneuver is not available in style for a character, he has several options. (I count not getting it as an option.) The most expensive way would be to re-create the Maneuver in a style the character already knows. Note that the new Maneuver could be a a 6, 7, or even 8PP Maneuver in the style he wants to create it in, or even not available at all. (The cost is always 6PP for JKD). The character is creating a new Maneuver at this point. When creating new Maneuvers, the player must have a style score of one higher than the Power point cost for the Maneuver (for that style). In all other ways, it is treated the same way as learning a new special Maneuver without instruction. When attempting to invent a new special Maneuver with help, the training time is cut in half. The better option for learning an out of style manevuer would be to learn a new style that has the Maneuver already available, and then simply purchase the Maneuver. Learning a new Style takes 4 game sessions of training time, and requires a teacher. When learning new styles, the 25XP cost gives the student the 1st dot in the style, as well as any two 1PP Maneuvers available in the style. The first dot in a new Technique requires one game session training time and 10xp. Creating a new combo requires XP only and no training time. Changing an existing combo requires no xp, but requires a game session of training time. It is possible to use maneuvers you have not yet learned. Play the Maneuver as normal. However, before your Movement Phase, you must make a check to see if you perform the Maneuver correctly or not. The roll is: Your Style - Sessions of Training remaining The Difficulty is: 5 + the PP cost of the Maneuver If the roll is successful, you can now roll damage as per normal. If the roll fails, you botch your Maneuver, and suffer a -1 speed penalty in the following round. You may not abort during the round you attempt to use a Maneuver you haven't finished learning. SUPERHUMAN STATS For normal humans, a 5 in any 'stat' is the absolute maximum. However, with enough training Street Fighters can exceed even these limits. The training time required for superhuman stats is 1 game session per current level. Having a training buddy can cut the training time in half, while having a qualified sensei can reduce the XP cost by 1XP per additional session, up to a maximum reduction of the Attribute's current level. The XP costs for superhuman stats is the (normal multiplier cost +2) x the current level. So a Superhuman Strength of 6 would normally require 5 game sessions of training, and cost 30XP (The multiplier is 4+2=6 and the current strength is 5, so 6x5=30). With a trainer, The student could train for up to 5 weeks, and for each week of training, he would reduce the cost by 1XP. Note that characters can only increase a single stat 3 levels above their normal maximum, which is 8 for most characters. Attribute, Abilities, Styles, & Techniques may be advanced to superhuman levels. COMBAT RULES CROUCHING, STANDING, & AERIAL, HIGH & LOW HITS All Maneuvers can be classified as Standing, Crouching, or Aerial. Whichever stance you choose is considered to last for the entire round. Yes, I know it doesn't make sense for you to be Aerial for an entire round when throwing a Dragon Punch (which should start Crouching), but it helps streamline the rules tremendously. Crouching fighters are harder to hit, (+1 difficulty on a to-hit roll if required), but they sacrifice mobility and have more difficulty defending themselves (their soak is reduced by one die.) Some Maneuvers can be performed in more than one stance. When purchasing Special Maneuvers with more than one stance available, you must specify which stance you plan on using when performing the Maneuver. You may perform the Maneuver using a different stance, but suffer a -2 speed penalty. You may also purchase the Maneuver again in the second stance, for an additonal one Power Point. All characters are assumed to have purchased all stances available for Basic Maneuvers. If the Maneuver is available is a Crouching and another stance, the Crouching version has half the movement of the Standing version. Several Maneuvers were not intended to be used against a Crouching foe. These Maneuvers are labeled as 'High Hit' Maneuvers. If the fighter wishes to attack a Crouching opponent with one of these Maneuvers, he spends the entire round redirecting his attack, in order to make it hit the Crouching opponent. (He must skip his normal attack, and instead attack at the end of the round, see Attack Phase, below). Maneuvers simply marked with a 'High*' are not High Hits per se, but play differently when used against Crouching opponents. Similary, there are also 'Low Hit' and 'Low*' Maneuvers. Low Hit Maneuvers can not be used to hit Aerial opponents, and unlike High Hit Maneuvers, Low Hit Manuevers can not be redirected to hit Aerial opponents by waiting until the end of the round. Maneuvers simply marked with a 'Low*' are not Low Hits per se, but play differently when used against Aerial opponents. ACTIVATION COSTS & WILLPOWER Characters are only allowed to spend one Willpower per round. This may be used for auto-successes on speed/damage, to Abort, or for any other events that come up during the round. Willpower spent on Maneuver activation costs does not count towards this limit. COMBAT CARDS & MANEUVER SELECTION Combat Cards list each of the character's Maneuvers and all pertinent information for that Maneuver, including Speed, Damage, etc. Maneuvers must also list their stance (Croutching/Standing/Aerial), as well any other options the Maneuver might have. At the beginning of each round, the player picks the character's combat action from his deck and lays it face down on the table. If he wishes to spend Willpower on initiative, he lays an extra 'Willpower' Combat Card, or simply declares it before Initiative begins to resolve. Any other modifying cards played on the Maneuver must all be put down with the base Maneuver. In addition, if the character is starting a Combo, he must lay down all the cards of the Combo at once. A player may play up to one blank Combat Card when he lays down his cards. Cards are flipped over when you begin your Movement Phase. COMBAT ROUND Combat order is determined by each character's Speed. This is the character's Dexterity for most Maneuvers (Wits for Focus Maneuvers) modified by any Speed Modifiers for the Maneuver. This is normally listed on each Maneuver's Combat Card (See Combat Cards below). The higher your initiative, the faster you are. Each character gets one combat turn, during which they have a movement phase and attack phase. The combat round begins with the slowest character declaring his actions first. Then the next fastest character declares, & so on. Once everyone has declared their actions, the turns begin resolving with the fastest character going first (so the last person to declare gets the first real action). Then the next slowest person gets their action, and so on. If two players tie on speed, they both declare simultaneously & will take their turns simultaneously. Notice that in this system there is no such thing as interupting another character (with the excpetion of projectile attacks, see below). A character may still spend a Willpower to default to Block before his action, and a character may choose to delay his action until another character goes. A character may not move & then hold his attack action, then must be taken together. When your opponent is using a projectile attack, you have the additional option of interupting them after they have thrown the projectile (and paid any activation costs), but before it actually reaches you. Attempting to do so will require you to make a dodge roll versus the projectile, before you can continue with the rest of your action. Naturally, if your Maneuver does not grant a Projectile Dodge, the projectile will hit you before you get your action. (So if you don't get a Projectile Dodge with your chosen Maneuver, you probably don't want to use this option!) Speed Ties clarifications: There's been a lot of confustion on what exactly happens when 2 opponents tie on speed. Here's a quick list to double check when resolving ties, check them in order. -Defensive Maneuvers win on speed ties. -Armored characters lose on speed ties. -Opposed grabs: both players make resited grapple checks (STR + GRAB) The winner performs his maneuver on the loser. A tie means neither of them perform their maneuver this round (breaks combos). -Grab vs. Striker: The striker performs the first hit of his maneuver. If that strike Dizzies or Knocks-down (NOT Knockback) the grappler, then the striker finishes his maneuver as normal & the grappler loses his action. Otherwise, the grappler get to play his maneuver & the striker loses the rest of his action. When it is your turn to act, you perform your movement first, then your action. Should for some reason you decide you do not wish to perform your listed maneuver, you may choose to: A) Do Nothing* B) Shadow Box with your maneuver C) Hold your action until next round.* Doing nothing effectively forfiets your action for the round. You are allowed to move 1/2(round up) your athletics technique when you forfiet your maneuver. 'Shadow boxing' simply means you perform the manevuer, but you don't put any force behind it. You do not spend activation costs when Shadow boxing. Performing a shadow boxed manevuer allows you to continue your combo, as if you had actually performed the maneuver. Holding your action until next round gains you a +2 speed bonus when re-calculating your initiative for the next round. (You have effectively created a temporary combo: Do Nothing -> your Maneuver) *In this case, the character effectively doesn't act during the round. So, if someone attempts a Knockdown, they are always entitled to get up for free at the end of the round. INITIATIVE - OPTIONAL RULE In some games, straight speed is a little too confining. If that becomes the case, feel free to switch to the following system. Add up all positive and negative modifiers. If the total is positive, they count as extra successes. Continue by rolling your character's Dexterity/Wits, and count up the total successes to determine your initiative. If the total of all modifiers was negative, subtract that number from the character's dice pool(Dex/Wits). Now, roll the remaining dice in that pool, and count up successes. DAMAGE An attack that connects inflicts a number of dice of damage equal to its Damage Rating minus the opponent's Soak total, which is his Stamina with any modifiers from, armor, Toughskin, Blocking, etc. Damage Tests are rolled as per the usual White Wolf system with 7+ counting as a success, 10s counting as two successes, 1s subtracting a success. The number of Health Levels of damage inflicted is equal to the total number of successes. 0 or fewer successes indicates the Maneuver missed entirely. Maneuvers with multiple Damage Tests may continue to roll their additional tests regardless of previous damage rolls. If a character botches on the damage roll (rolls more 1s than successes), not only did the Maneuver miss, but they will be at -1 speed next round for every botch they had. Particually bad botches may also have added effects, based on Storyteller's discretion. BLOCKING A character who makes a successful Block adds his Block Technique to his Soak dice against attacks. Grab Maneuvers (and some others) completely negate blocking & all associated bonuses. A fighter cannot suffer a Knockdown when Blocking unless the Maneuver states otherwise. A fighter CAN NOT be Dizzied through a successful Block, although he can have his Blocking bonuses negated by being Guard Crushed. A character in Block CAN be Knocked Back by Maneuvers as well, such as a Dragon Punch. A character in Block may Sustain his Block from turn to turn, automatically winning initiative in the following round. If the character blocks an attack, any action performed the round after a Block Maneuver is at +2 Speed in addition to all other Modifiers. Note that if the attacker misses or botches, the defender still gets his +2 speed bonus. GUARD CRUSHES A Guard Crush is when a blocking character is overwhelmed, either by a large number of attacks, or by the amazing damage an attack causes. A Guard Crush happens when either the damage inflicted to the character is more than 3x his block rating, OR, when he is forced to block more hits than his block rating. When a character has his guard crushed, he may no longer block that round, & must simply stand there. This breaks any combos the blocking character was in, and in addition, next round, he does not get the +2 speed bonus he would normally receive. Note that when sustaining a block through multiple rounds, the previous attacks will still count towards the total needed to crush your block (similar to a Dizzy Combo). DIZZIES An attack (or series of attacks in a dizzying combo) that inflicts damage equal or greater than 2+ the defender's Stamina causes a Dizzy. (So 7 or more wound levels to a Stamina 5 character). The Dizzied fighter may take no more actions that combat turn, and will stand there Dizzied for all of the following round. (A Knocked-down character will stand up during their dizzy turn. A fighter may NOT be Dizzied in consecutive turns (no re-dizzy-ing). The Honor penalty for hitting a Dizzied opponent is -1 for every Rank they are beneath you. For opponents of equal or higher Rank, the fighter may take advantage of one Dizzy per fight without penalty and suffers a -1 penalty for every hit after that. For instance, if Ryu, Rank 10, hits Bob, Rank 6, when he's Dizzy, Ryu looses 4 temporary Honor points. However, if Bob hits Ryu when he's dizzy, Bob doesn't lose anything the 1st time, and he only loses 1 temp honor if he does it again. It's good to be Bob. KNOCKDOWNS An attack that scores a Knockdown knocks the opponent off of his feet. If the fighter has not acted yet that turn, he looses his action but suffers no other penalty. If the fighter has already acted that turn, he suffers a -2 Speed Penalty the next round as he is getting up. Kippup reduces this penalty to -1, Ground Fighting & Drunken Monkey Roll totally negates this penalty. KNOCKBACK An attack that scores Knockback shoves the opponent away from the attacker or vice-versa. Movement is applied to the fighters as noted in the Maneuver after the attack has been completed. This is one of the few examples of Movement after attack declaration. A fighter who suffers a Knockback may no longer move that turn. SUSTAINED HOLDS Sustained Holds are grapples in which a fighter holds the opponent and continually inflicts damage every round. A Sustained Hold may be held at most for the attacker's Grab Technique in turns. Normally, at the end of every turn of the hold, including the first, the characters make a resisted roll of Strengths, ties going to the defender. If the defender escapes, he may take one hex of Movement and act normally next round. If not, the Hold continues. DODGE, PROJECTILE DODGE, and the TO-HIT ROLL Generally, it is impossible to dodge an attack in Street Fighter. However, there are a few exceptions. In these cases, the defender creates a Dodge pool (Dex+Ath) which will last for the round. Note that characters with the Dodge Ability may roll their Dodge Talent in place of their Athletics Technique, if they wish. If you choose to dodge by using a Maneuver that has an activation cost, you must pay the activation cost before you make the dodge roll. Anyone trying to hit the Defender rolls his to-hit roll (Dex+ Technique, Wits+Technique for Focus Maneuvers), and subtracts their successes from your Dodge Pool. If an attack reduces your Dodge Pool below 0, the attack hits. Every attack aimed at the defender subtracts from the same dodge pool, so typically, after the first attack, the defender will get clobbered. Multi-hit attacks count as multiple attacks, with each of them getting their own attack roll. Characters using a Maneuver with a Projectile Dodge to avoid a Projectile must interupt the attacker for their dodge to work. (See Combat Round). If they are performing a Defensive Maneuver with a Projectile Dodge (Jump, Wall Spring) against a projectile attack, then the attacker only gets to roll their Technique for their to hit roll, instead of their Wits+Tech. COMBOS A fighter may link two or three Maneuvers together into a combo. Doing so gives the second and third Maneuver a +2 speed bonus. Combos may also be made into a Dizzy Combos, which allows all of the Damage inflicted by the Combo to add together to Dizzy the opponent. Combos are broken whenever the fighter Aborts, is Dizzied, or is Knocked Down. This includes instances where the fighter voluntarially knocks himself down, such as with Drop Kick or Flying Tackle. A fighter may also voluntarially break his own combo (by stoping, aborting, holding, or preping, see Attack Phase) but suffers a -1 speed penalty in the following round. If a Sustained Hold is the start or the middle of a Combo, the length of time the opponent is to be held must be declared. If the fighter has another Grab Maneuver Combo-ed after the Sustained Hold, the fighter may AUTOMATICALLY perform the second Grab Maneuver if the opponent does not escape the hold. If the defender breaks free from the sustained hold before the number of rounds specified, the combo is broken. CALLED SHOTS Any normal attack may be 'called' to a specific limb or hit location by declaring so with the attack. There is a -1 speed penalty for attempting a Called Shot, & the Difficulty of the Damage Test is increased by 2. Damage inflicted is normal, save the opponent cannot be Dizzied by the attack. Instead, all Dizzies are treated as a crippling of the limb. The limb will remain useless until all the damage from the attack has been healed. For the effects of crippled arms, see the Dislocate Limb Maneuver. A fighter with a crippled leg suffers a -3 Movement Modifier and cannot use most Kick and Athletics Maneuvers. Crippling an opponent's head is an instant knockout, which can be very useful to attempt when the fight is going badly for you. Cybernetic limbs can be destroyed in this manner (usually you have to do aggravated damage to the character). When using a firearm to hit a specific target, the shooter's 'to hit' Difficulty is increased by 2 instead of his Damage Difficulty. Maneuvers that specifically target certain areas do NOT suffer this Difficulty increase. Such attacks include Dislocate Limb and Wounded Knee. A Block will negate the effects of a Called Shot. BACK ATTACKS & KNOCKDOWN-ONLY ATTACKS It is assumed in a one on one fight that your opponent will always turn to face you, and therefore it is impossible to attack his back. However, in large melee combats (or with certain maneuvers) it is possible to attack an opponent in the back. Doing so halves their stamina, and they gain no soak bonus from Blocking. Hitting an opponent in the back is considered dishonorable, no matter what the circumstances, and incurs a penalty of 1 temp honor. There are also maneuvers that require you to hit an opponent while they are knocked-down. In order to do so, you must select a Maneuver that Knocks them down, then interupt them in the next round with a faster Maneuver. Dizzied opponents can not defend themselves, so they can be considered Knocked down if you desire. Similar rules apply to hitting someone in the back. DEFAULTS/ABORTS If you have not attacked yet, and you haven't spent your willpower for the round, you may spend a willpower to default to Block. This is a Basic Block Maneuver, except it can NOT start a Combo and it does NOT add the usual +2 Speed Modifier to the next Maneuver, though it may be Sustained to so start a Combo or gain the +2 Speed in later turns. USE OF BLINDFIGHTING IN COMBAT BLINDFIGHTING is the ability to know what is going on around you by using senses other than your vision. Whenever your ability to see is hampered, the roll to fight 'normally' is Perception + Blindfighting(BF). The difficulty is determined below: Low light or dim conditions, moonlight -2 difficulty Standard Darkness, Eye gouges standard difficulty Blindfolded, Complete Darkness +2 difficulty No sound +3 to difficulty Using Alertness instead of BF +2 to difficulty For every success less than 5, increase all difficulties by one. If you have no successes, turn your chair away from the table for the rest of the round. If you botched, you may not abort this round. While fighting in darkened conditions, all projectile attacks require a to-hit roll. If someone is trying to hide from you in darkness, all they have to do is beat your Per+BF roll with their Dex+Stealth roll. There are two exceptions to these rules. The 1st is when doing damage to a victim in your sustained hold. After the 1st round, you know where they are, so you can do full normal damage to them with no penalty. The only other exception I can think of is Maneuvers like Shock Treatment, where the damage is multiple hex encompasing, & not aimed at a specific person. USE OF INSIGHT IN COMBAT Insight represents the ability to read an opponent's body motions and hopefully be able to predict an attack before it comes. If used in a combat situation, the fighter's Initiative is automatically reduced by 1. The fighter then asks the opposing player the questions below, based on his number of successes. The Insight Roll is: Perception + Insight The Difficulty is: the opponent's Manipulation + Subterfuge Botch: Storyteller makes something up, usually opposite of what's really going to happen. No successes: Who are you? 1 success: Are you advancing or retreating? (or neither) 2 successes: Are you attacking or defending? (or neither) 3 successes: Does this Maneuver have an activation cost? 4 successes or more: The move is best described as (pick one): Fast, Powerful, Defensive, or Mobile 5 successes: What Technique is it? (Punch/Kick/Grab...) 6 successes: List all the special attributes of the Maneuver: Straightline, Aerial, Knockdown, Knockback, Multi-hit, Unblockable, etc. 7 successes: What are you doing? 8+ successes: Show me your combat card. This roll is made before the fighter chooses his Maneuver. If both fighters use Insight, make a resisted roll. The player with the higher number of successes wins, but subtracts his opponent's successes from his total. The fighter that lost must choose his Maneuver as per normal, and the winner is then informed about his opponent's Maneuver based on his successes from above. A fighter can only Insight one opponent at a time. RECOVERY & AGGRAVATED WOUNDS After a fight, the character makes one Recovery roll, and may split those successes in any order to recover Chi, Willpower, and Wound levels. For every full night of Bedrest, the character gets another Recovery roll, plus they get a Stamina roll, which are used to recover Wound levels. Stamina rolls (difficulty below) heal one wound level per success. Healing of Aggravated Wounds takes considerably more time. Once all of the non-aggravated damage is healed, the character will heal one aggravated wound level every day, provided they succeed at their Recovery roll. The difficulty is based on the conditions the character is in during the healing time as follows: Full Medical Facilities (Hospital): 5 Standard First Aid + Rest: 6 First Aid With No Rest: 7 No Aid Given But Resting: 8 No Aid Or Rest: 9 Poor Conditions: +1 to any of the above. A fighter who suffers Aggravated wounds also suffers a penalty to his Dice Pools equal to 1/2 of the Aggravated damage he has sustained. Chi-Gung Healing or Regeneration can heal Aggravated damage at the cost of 5 Chi per wound level. When this is not available, however, Aggravated wound penalties can be negated by 'ring doctoring'. This involves about 10 minutes of time. The doctor then rolls his Wits+Medicine, Difficulty 5+the Dice Pool penalty. Each success negates 1 die of penalties and lets the fighter ignore one Aggravated Wound Level. However, this does not mean the Wound Level is healed, just ignored. This lasts for the duration of one fight (up to 2 minutes of strenuous activity) or 1 hour of non- strenuous activity. RANK Rank determines how each fighter is rated in the Street Fighter world. Rank ranges from 1-10, with 10 being the best of the best, while a Rank 1 character is just beginning. Rank is determined below. Rank Requirements Rank 1 1 Fight Rank 2 5 Fights Rank 3 10 Fights Rank 4 15 Fights and 1Win/3Loss Rank 5 20 Fights and 1Win/1Loss Rank 6 25 Fights and 2Wins/1Loss Rank 7 30 Fights and 3Wins/1Loss Rank 8 40 Fights and 5Wins/1Loss Rank 9 50 Fights and 10Wins/Loss Rank 10 60 Fights and 20Wins/Loss In addition, there is also the "World Warrior" Ranking. These are the 16 best fighters in the World. At any time, anyone may walk up and challenge them to a best 2 out of 3 fight. If they win, they gain the World Warrior's title, and the World Warrior goes back to being a normal street fighter. These fights do count towards normal ranking. The World Warrior is supposed to accept all 'real' challenges, but is only required to accept them if the challenging fighter is of equal or higher ranking. Also, the World Warriors are ranked 1-16, (with 1 being the best) and World Warriors frequently challenge each other to move up in the World Warrior Rankings. Note that, technically, there is no rank requirement to be a World Warrior. WEAPONS Below are the new Weapons rules and the new Weapon Charts. For the most part, the basic operation of weapons are identical to the rules on pages 116-121 in SF Contenders. The main changes are as follows: WEAPON TECHNIQUES Before purchasing a Weapon Technique, a fighter must first have a melee skill of 8. This will open up Kick, Parry, Athletics, and the Weapon Technique. A character taking a Weapon Technique must take a Technique in a specific weapon, such as Longsword or Katana. If wielding another type of weapon that is in the same broad class (Sword, Blunt, etc., pages 117-118), his Technique is considered to be 2 dots lower to a minimum of 1 dot. He may not perform a Special Maneuver if the lowered Technique is not sufficient for the Maneuver's prerequisites. Using a weapon to Parry also negates the Aggravated damage from a melee weapon attack. DAMAGE FROM WEAPONS Weapon Damage is determined by the fighter's Strength plus Technique plus Weapon Modifier plus Maneuver Modifier, but in addition, for every 5 (every 4 for weapons marked with a !) points of damage inflicted by a weapon, one of the Wound Levels inflicted is instead Aggravated to simulate the cutting and crushing of body parts that a weapon inflicts. WEAPON MODIFIERS Weapons no longer modify Move. Now instead weapons have a new category: Reach. A weapon with a Reach of 1 can attack adjacent hexes, a Reach of 2 can attack any opponent in 2 hexes, etc. Basic Weapon Maneuvers still retain their omni-directional ability unless specifically noted by the weapon. WEAPON TABLE (See pg. 119-121 for extra notes) Weapon Class Speed Damage Reach Bagh Nakh Knife +0 +1 1 Balisong Knife +0 +1 1 Baton Blunt +0 +1 1 Battle Axe! Axe -3 +5 3 Bokken L. Sword -1 +3 2 Bow-Daikyu or Composite Bow -2 +4 N/A Bow-Long Bow -2 +3 N/A Bow-Short Bow -1 +2 N/A Brass Knuckles Punch +0 +1 1 Broadsword L. Sword -2 +4 2 Butterfly Sword S. Sword +0 +2 1 Claymore! L. Sword -3 +5 3 Cestus Punch +0 +2 1 Chain Chain/Whip -1-1/yd +2 1-6 Chainsaw! Chainsaw -3 +6 2 Chakram Thrown +0 +1 N/A Club Blunt -1 +2 2 Combat Knife Knife +0 +2 1 Hand Axe or Short Axe Axe -1 +2 2 Hook Sword L. Sword -1 +3 2 Katana! L. Sword -1 +3 2 Katar Punch +0 +1 1 Knife Knife +0 +1 1 Kris Knife +0 +2 1 Kusarigama Sickle -1 +3 2 Naginata Spear -3 +5 3 Ninja-to S. Sword +0 +2 1 Nunchaku Flail -1 +2 2 Pata L. Sword -2 +3 2 Rapier Fencing +0 +2 2 Razor Knife +0 +2 2 Saber Fencing -1 +3 2 Sai Knife -1 +1 1 Shuko Punch +0 +1 1 Shuriken Thrown +0 -1 N/A Sickle Sickle -1 +3 2 Spear-Short (1 Hand) Spear -1 +2 2 Spear-Long (2Hand) Spear -2 +3 3 Staff Staff -1 +2 2 Steel Whip Whip -3 +3 3 Switchblade Knife +0 +2 1 Throwing Knife Thrown +0 +1 N/A Tonfa Blunt +0 +1 1 Wakizashi S. Sword +0 +2 1 Whip Whip -2 +1 6 FIREARMS FIREARMS SKILLS A character who wishes to wield firearms can buy a variety of firearms Skills. The available skills are: Pistol, Submachine Gun, Rifle, Assault Rifle, Shotgun, and everyone's favorite, Heavy Weapons. A character with any firearm skill can use any other type of firearm with a two die penalty. Using a Firearm is a +0 Speed Manevuer with No Movement. The to hit roll is the character's Dex + Firearms skill, which can be modified as per below. This attack may be dodged as a projectile. Damage is determined by the gun's base damage, plus one additional die of damage for every success past the first on the to-hit roll. Characters with Firearms Technique no longer make to-hit rolls (typically), but rather go straight to the damage roll, where they add their Technique to the weapon's damage. Guns do Aggravated Damage. This means that the victim does not soak it as normal blows. Instead, once damage has been determined, they roll their total soak dice, with any successes reducing the damage from non-agg to normal damage. Example: Cammy shoots Zangief with a 9mm. She rolls kinda poorly, and only scores 3 wound levels. Zangief rolls his Stamina, and thanks to multiple 10's, comes up with 11 successes. He still takes 3 wound levels, however, they are all non-agg. Blocking does not contribute extra dice to Soak, however, Toughskin, San-He, and similar Maneuvers will increase the victim's Soak roll. Also, if the character takes more total Wound Levels from a gunshot than his dots in Strength, he is Knocked Down. AUTOFIRE AND MULTIPLE SHOTS Guns are defined by three Statistics: Damage, Rate, and Ammo. The Damage is the base Damage dice of the gun. Rate is the number of bullets the gun can fire in one combat action. Ammo is the amount of bullets the gun carries. A character may fire at multiple targets by splitting his 'to hit' Dice Pool between his targets. A gun that has a Rate of 3 can be split up into as 1, 2 or 3 Dice Pools. Weapons with high rates of fire (5+) may be set to 'Full-Auto'. Full- Auto means that the weapon fires at their full rate. For every bullet fired in this way, the attacker gains one extra die to hit. When attempting to hit multiple targets while using Full-Auto for every hex past the first the burst is 'walked', the base Dice Pool is lowered by one. For every person in that area of hexes that the firer wishes not to hit, his base Difficulty is raised by one. If the firer Botches his to hit roll, he will hit those he was trying to miss. For example, a character with Dexterity 4 and Firearms skill 3 is firing an M-16 (Rate 12) full-auto at three targets. They are a total of 5 hexes apart, for -4 die penalty. There are two innocents he wishes not to hit, which raises his base Difficulty by +2 for a 9. His final to hit roll will be a total of (4+3+12-4=)15 dice split 3 ways for 5 dice a piece, Difficulty 9. FIREARMS TABLE Name Damage Rate Ammo PISTOLS 4-7 1-2 6-18 SUBMACHINE GUNS 3-5 10-20 20-50 RIFLES 7-11 1 3-6 ASSAULT RIFLES 5-9 8-12 30-75 SHOTGUNS 8-12 1 1-6 ARMOR Though not normally used by Streetfighters, armor of both the ancient and modern variety can save one from taking the grievous injuries normally associated with weapons and gunfire. Armor adds it's Armor Value to one's Soak. In addition, Ballistic Armor will transform Aggravated Gunfire Damage into Non-Aggravated damage, up to it's armor value per shot. (So class 3 Ballistic Armor can change 3 Agg into 3 non-agg.) Ballistic Armor also has double it's Armor Value against Shotguns and similar pellet ammo, but 1/2 it's armor value against handheld weapons. A character wearing armor loses all speed ties when fighting an un-armored opponent. If they are both wearing armor, the character with the higher armor value loses. The various classes of armor are listed below: ARMOR TABLE Armor Armor Value Speed Penalty Class One 1 +0 - Includes padded armor, leather jacket, etc. Ballistic Class One 1 +0 - Includes reinforce clothing, light ballistic cloth, etc. Class Two 2 +0 - Includes full leather armor, full biker leathers, etc. Ballistic Class Two 2 +0 - Includes armored duster, heavy ballistic cloth, etc. Class Three 3 -1 - Includes chain mail, traditional samurai armor, etc. Ballistic Class Three 3 -1 - Includes ballistic vest, ceramic-insert duster, etc. Class Four 4 -2 - Includes plate and chain, bronze plate armor, etc. Ballistic Class Four 4 -2 - Includes ceramic-insert ballistic vest, etc. Class Five 6 -3 - Includes full plate armor, etc. Ballistic Class Five 6 -3 - Includes full suit of ceramic/ballistic cloth armor, ordinance disposal suit, etc.