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