Street Fighter Conversion Rules
Yes, I know there are other Conversion Rules out
there, I've read them, but they all have one thing in common: Street Fighters
are soooo weak and have not even the smallest chance against any Supernatural
being without Focus and/or Chi.
So I've took the Rules I read and changed it a
little bit. Now they are competent Fighters, they have still some Problems
with other Supernatural beings (but they are called Supernatural,
don't forget that), but they are now able to defend themselves.
Here are the....
Rules:
Health and how to heal it:
- SF's use the Standard Health from the other WOD
systems.
- If they buy extra Health, the Health rating is
not increasing but the Warriors feel less Pain from Damage, so each Rank
of extra Health reduces the Wound-Penalty by one. (Example: the Character
is Mauled (-2) and have 1 extra Health Level, then the Character receive
only -1). As soon as he gain the 6th extra Health he started
to gain additional Health levels for each bought extra Health above the
5th (max. extra Health's 10: no Damage Penalty and 5 additional
Health levels). These Health-Levels count as Bruised.
- Non-Lethal Damage (Fist,...) heal at a Rate of
1 per 15 minutes.
- Aggravated Damage heal at a Rate of 1 per day,
but could be magically healed like normal Damage (Focus-Powers,...). Aggravated
Damage is caused by Fire, Claws and Vulgar Magic.
- Normal Healing Rate of a Street Fighter: With
the expenditure of 1 Willpower- or Chi-Point the Healing Rate, is highly
increased for one Health-level, this is showed by the 2nd Collumne.
Don't forget, you have to heal level by level and this rules apply only
for normal (not Stun or Aggravated) Damage. (Example: you are Wounded and
use 1 Willpowerpoint for the first Healing step, so the Healing need: 30
min + 3 h + 1 h + 30 min = 5 h).
- Bruised: Thirty Minutes / One Round
(Remember: increased Health count as Bruised)
- Hurt: One Hour / One Minute
- Injured: Three Hours / Five Minutes
- Wounded: Six Hours / Thirty Minutes
- Mauled: One Day / One Hour
- Crippled: One Day / One Hour
- Incap.: One Day / One Hour
Willpower and Chi:
- Willpower and Chi is used like written in the
Streetfighter-Rulebook, with the exception that you can use it to increase
your healing rate (see "Health and how to heal it").
- It can be also used to gain one extra Attack
(and that is the maximum) with the cost of one Willpower or Chi (they can
use Willpower because they can clean there Mind with there brute force
of there Will, and so they can react much faster; and Chi can be used because
they manipulate the Time and make themselves faster, no they get no Paradox).
- To receive the lost Points they could make a
Honor-Roll after Combat (see Streetfighter-Rulebook), but he gain also
an extra roll after each day. (It's a good general Rule for Streetfighter).
Techniques:
- Initiative:
SF's are far faster than the normal People, they are even faster than the
most Supernatural Beings. For their purposes of dealing Initiative, SF's
gain Dex. + Alertness + Speed Bonus Dices.
- Attack:
If the SF's want to hit their Target, they have to make an normal Attack
roll with Dex. + Technique + 2 Dices.
- Damage:
SF's trained their whole Life to kick (punch, crunch, shoot,...) other
asses and deal Damage to them, that's the reason why the make so much Damage:
they roll Strength + Techniques + Damage Bonus for Damage.
The usually inflict Stun-Damage which count like normal Damage, but it
can't kill anyone and heal at a Rate of 1 per 15 min (SF's gain a special
Soak Bonus of 2 against Stun Attacks). But they can chose to inflict normal
Damage as well, without the cost of Will. A good Streetfighter can even
inflict aggravated Wounds: he could only do this with a Techniques with
a Rate of 3 or higher. If he decrease his Techniques by 2 then his Attack
cause Aggravated Wounds (fewer Attack-, and Damage-Dices).
- Move:
Use the normal SF-Rules for Move (Athletic + Move Modifiers)
- Dodge:
Dodging is not a Way for SF's, if they want to evade Damage they try to
Block it, but if a SF really want to Dodge, the Athletic Technique is used
for the Dice-Pool (Dex + Athletics + 2).
- Punch, Kick, Grab, Athletics, Firearms and
Melee:
Act like usual, more Damage, more Attack-Dices and increased Move(from
Athletics).
- Block:
The SF gain one extra Soak-Dice / Level.
This Dices (with a +2 Bonus) count as automatically Successes for this
Round if he abandon all his actions and the Warrior gain +2 Dices to the
next Initiative-Roll. This Bonuses are canceled if the Enemy Grab you (but
you gain the normal Soak-Dice /Level).
If the SF use an Special-Block Maneuver that change only the Soak-Dices
(Punch-Defense,..) then use the same Rules like Blocking the whole Round
with the Special Bonuses of the Maneuver. If he uses any other Block Maneuver
then he gain the normal Soakdices / Level (not automatic Successes) and
the Effect of the Maneuver.
- Focus:
Like Punch, Kick,... but uses Wits instead of Dexterity and Intelligence
instead of Strength (standard SF-Rules).
Other Supernatural beings:
Because Street-Fighters are only Mortals (and
only Mortals like Humans, Kin-Folk and Races from the Street Fighter Sourcebooks
are allowed), there knowledge about Supernatural beings is very small and
they react like normal Mortals.
Important: they are not Immune to Delirium, but
if a SF spent 5 Freebie-Points he is Immune, because he start as an Kinfolk.
Street Fighters are allowed to learn Occult, but
they should have a really good reason why.
Other Notes:
- Street Fighters should use the Maneuvers from
the Street Fighter Book, use the WOD: Combat only for the other beings.
(this is the main Advantage for Street Fighters).
- Use the Streetfighter Knockdown-Maneuver Rules,
with the enhancement that a Crouching Maneuver could be used without any
obstacle from Knockdown.
- All WOD Abilities and Backgrounds that fit could
be used (no Combat-Abilities !!!).
- The Staff-Background is not very clear, it explain
only that the costs for Attributes and Abilities are lowered (depends on
the Staff), but it's not clear what a high Background bring, so I use the
following Rule: the maximum cheaper Rating is Background+3. (Example: If
you have 2 Backgrounds in Trainer-Staff, he can help you to increase your
Physical Attributes with by one lower costs up to the 5th Level
(so the costs are only Rating x 3)), after this the normal Costs apply.
Fast Rules (Optional):
(If the Storyteller does not want to use Maneuvers in
his Campaign then use the following Rules)
Initiative: Dex + Alertness + 2
Attack: Dex + Techniques + 2
Damage: Str + Techniques + 2
Punch: +1 Attackdice, +1 Initiative, -1 Damage
Kick: +1 Damage, -1 Attackdice
Grab: Sustained Hold, -1 Move, it ignores Special Block-Bonuses
as described before.
Block: like described before (for the purposes of Soak)
Athletic: could be used as Dodge or Attack and it increases the
Move of each Action
Focus-Maneuver: learned and used normally
Others (Firearms, Melee,..):no Special Bonuses
Power Rules (Optional):
If these SF's are still to weak than you should
use this Rules.
The SF gain a 3rd like-Chi-Rating:
Fate, Luck, Rage or something that fit to this Character (I used Fate in
this Script). This Trait is used to Boost a SF like Rage from Werewolf,
but it's a little Bit stronger.
Starting Rate: 5
Maximum Rate: 10
Costs: 5 Freebie or Rating x 3 Exp.
Uses: max. 3/Round
How to gain it back: like Chi and Will
but you use Glory instead of Honor
General:
These Powers are cumulative (Example: you can
gain one Extra Attack this Round and 4 extra Attack-Dices).
The SF can't increase his Healing Rate with Chi
or Will and they also can't gain extra Attacks by using this Ratings.
Applications: (per 1 Fate)
- one extra Attack
- heal one normal- or stun-Damage
- heal one aggravated-Damage / three Fate
- +2 Dices to any Roll (Attack, Soak, Damage, Ability,
Initiative,...), count only for one Roll (exception: Soak which count for
the whole Round)