STREET FIGHTER POWERS
---------------------

Damage                  Cost            Range                   Cost
------                  ----            -----                   ----

1                       1               1                       1
2                       2               2                       2
3                       3               3                       3
4                       4               4                       4
5                       5               5                       5
6                       7               6                       6
7                       9               7                       7
8                       11              8                       8
9                       13              9                       9
10                      15              10                      10
11                      18              15                      11
12                      21              20                      12
13                      24              unlimited               13
14                      27
15                      30              Delay                   SFP added
16                      34              -----                   ---------
17                      38              1                       2
18                      42              2                       5
19                      46              3                       7
20                      50              4                       10
                                        5                       12
Radius: cost x 3                        6                       15
Super: cost / 2                         7                       17
Air: cost + 5                           8                       20
Projectile: cost + 2                    9                       22
Elemental: 0 cost                       10                      25

Descriptions of terms
---------------------
Damage: How much damage it does
Cost: How many SF points it costs
Range: How far the move goes. If it is a non-projectile, the character must
       physically move the distance. Is a linear measurement and can be any
       angle (declared at creation of move).
Delay: The number of half-rounds the character must spend doing nothing
       before or after the move is executed. If the number is odd, he/she
       must be the last attacker of the odd round. Delay may be distributed
       before and after the execution of the move, declared at creation of
       move.
Radius: Range goes from linear to 3-dimensional.
Super: Requires 1 level to use. If not based on a special possessed by the
       character, requires 3 levels.
Air: Move may be done in mid air. Non-air moves must be done on the ground.
Projectile: Move involves shooting some form of projectile. Element declared
            at creation of move.
Elemental: Non-projectile move has an element declared at creation of move.

How to make moves
-----------------
Characters start with 50 SF points. If the GM allows, power points may be
converted to SF points or SF points to power points at a rate of 5 SF = 1 PP.
Characters may have any number of moves. For each move, determine the desired
damage, range, and special effects. Then, look at the above charts and
determine the cost.

Extra Abilities
---------------
All Street Fighter characters start with 5 Street Fighter type minor
abilities. If GM allows, power points may be spent on extra abilities at a
rate of 1 PP = 1 SF minor ability selection.

Pre-made moves
--------------
It is suggested that players invent their own arsenal of moves using the
above system as a guideline, but if you are in a hurry or don't have the
patience or creativity to invent your own moves, here's a list of some of the
traditional Street Fighter moves.

Specials
--------
Hadouken: 4 dmg, 15 range, projectile (life), 18 cost
Shoryuuken: 7 dmg, 10 range, 19 cost, fire element
Hurricane Kick: 5 dmg, 6 range, 11 cost
Sonic Boom: 4 dmg, 15 range, projectile (air), 18 cost
Flash Kick: 7 dmg, 8 range, 17 cost, air element
Lightning Kick: 10 dmg, 2 range, 17 cost
Spinning Piledriver: 15 dmg, 0 range, 30 cost
Gadouken: 4 dmg, 1 range, projectile (life), 7 cost

Supers
------
Shinkuu Hadouken: 16 dmg, unlimited range, projectile (life), 19 cost
Shoryuu Reppa: 18 dmg, 15 range, 18 cost, fire element
Sonic Blitz: 16 dmg, unlimited range, 15 cost, 1 delay, air element
Hishou Buraiken: 20 dmg, 1 range, 25 cost
Final Atomic Buster: 30 dmg, 2 range, 32 cost

    Source: geocities.com/The_Anime_RPG