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Special Technique Rules and Errata


Street Fighter: The Roleplaying Game

The Hado / Animal Hybrid Creation / Cyborg Creation / oWoD to Street Fighter / Index

[None of the following entries should be confused with errata and rules clarifications from the writers of Street Fighter: The Roleplaying game. They were written entirely by the webmaster and have no official standing. Use at your own discrection.]

On this page you can find a collection of errata and house rules. This was once divided over two pages but all non-Hado sections have been permanently merged into this page because it didn't make sense to have a split like I had going. Anyway, that's not important. First are some definitions to make sure the contents of my site are easier to understand. Then comes new and optional rule sections. Use as you wish in your campaigns. As with anything on this site everything should be considered a work-in-progress and subject to change.

Table of Contents
Section 1: Definitions and Core Rules

Section 2: The Combat Round

Section 3: Character Growth Section 4: Special Maneuver Rules
Section 5: Power of the Mind Section 6: Weaponry

Section 1: Definitions and Core Rules


The Game Master, a.k. A. the Storyteller. GM is simply a shorter acronym to mean the same thing.

Units of Time

The base unit of time in Street Fighter is the round. It is the length of time required to perform a single action. The exact length of time covered by one round is left purposely vague although a default base of 6 seconds is usually sufficient. A turn is the next highest marker. One turn is equivalent to 10 rounds. (If the use of turn in this way is too confusing just call it a gaggle, minute, mark, period, or what have you.) Thus, if you have each round equal to 6 seconds, then one turn is equal to one minute. The base rulebook has one round equivalent to the length of an entire fight which was usually 10 actions. The redefinition used on this website is a matter of making it more like other roleplaying games and less confusing overall.

One fight is a bout (or match, depending on your choice of nomenclature). A tournament can be a best X of Y number of bouts within brackets with the winners then advancing to repeat the process.

Definition of "Full Round"

There are plenty of times where a duration will be described using the term "full round." One full round describes the time between when the duration first began - usually at the end of the activator's turn - and that speed rating in the next round. So an effect at a speed of 3 will last through the beginning of the next round until 3 comes by again. Any fighter acting faster then that can be subjected to the effect if applicable. In addition, the user may opt to forego all other actions in order to sustain the effect provided they can continue to pay its costs and are not dizzied or knocked unconscious.


Street Fighter assumes that the players are using a hex map to keep track of where everyone is during fight scenes. Each hex represents a “personal bubble” of sorts. In addition to the length and width of a field it is important to remember that it has height too!1 hex of vertical movement is roughly equal to 3 feet. This keeps vertical hexes consistent with basic jumping. A GM who wants to keep track of height for aerial actions is certainly welcome to. This adds an additional level of complexity to aerial fighting.

Most punch and kick maneuvers do not require entering the defending fighter’s hex. Anything that would require full body contact does. Characters may pass through hexes occupied by other characters with the Move action. If the two characters are non-hostile then the moving character simply walks past. Any hex-filling affects that do not distinguish between friend and foe affect the moving character normally.

It is only when attempting to move past a hostile character that things get interesting. The moving character leaves themself vulnerable to being attacked from behind as they exit the hex. It is generally a better idea to move around one’s opponents.

In the Movement and Walls section below there is a handy table for quickly figuring out the height of maneuvers.

Base Rolls:

Any call for a base roll means that only the attribute called for should be used in the roll. If a call is made for base Athletics, use only the character’s Athletics technique. If such a call would result in a dice pool of 0 the player may, at the GM’s discretion, use another attribute – usually at increased difficulty.

The Rule of One:

When rolling for the outcome of any action any 1s that appear as a result detract from successes. The basic rules say that if that would leave the character with a negative number of successes, despite any rolled, the action is botched and a catastrophic failure occurs. House Rules say this: if you roll any successes the action cannot botch. Any negative result that included successes merely becomes 0 and is a failure.

Dice negation does have the tendency to make large dice pools detrimental for players since the more dice there are the more chances there are for 1s to appear. The GM may opt to ignore dice negation rules completely or rule that dice in the dice pool stemming from Attributes (strength, intelligence, etc.) are not subject to negation rules. (Although this does mean players must have two visually-distinct sets of dice so it is clear which dice in the pool are which.)

In addition, not every roll is subject to The Rule of One. Hado and Sensei rolls are never affected by this rule.

Health and Damage:

Your average person has only 5 health levels. The beginning street fighter starts with 10 levels. The maximum amount of health anyone can have is 20. When reduced to 0 health a character falls unconscious. Street Fighter is a cinematic fighting role-playing game where fighting really is the core aspect of the game. The game thus needs fairly generous health rules so player characters aren't easily killed but can suffer lasting injuries. Think of these as a set of "Kung-fu Action Flick rules." They are unrealistic but it's not fun to have to sit around waiting for health to recover all the time or having to make a new character ever couple of sessions because an opponent rolled moderately well on damage.

Bashing Damage: This is the normal damage a person sustains in a fight. Whether you stub your toe or take a Dragon Punch to the face it’s all bashing damage. This heals very quickly. Generally only 15 to 20 minutes of rest is needed to recover all health.

Incapaciting (or Lethal) Damage: This is a phantom zone of 10 health levels below bashing damage and above aggravated damage. This is damage that is not severe enough to be aggravated but represents how battered the person is to be knocked unconscious (or stunned, if the GM prefers, as using an automatic KO mechanic might not be appropriate for some scenes). If more than 10 levels of this type of damage are inflicted the character rolls over into aggravated. All characters recover a number of incapacitating/lethal health levels each day equal to their Stamina. (Incapacitating was invented to offset the sharp divide between bashing and aggravated. This way characters knocked unconscious in a match don't automatically suffer serious penalties in their next bout.)

Aggravated Damage: This damage is serious and life threatening. It takes a long time to heal - only a single point per day of rest and light exertion. Aggravated damage is inflicted by blades, firearms, fire, acid, or by bashing damage delivered while the character is unconscious. This is referenced by noting health as a negative number. All characters can sustain a maximum of 19 levels of aggravated damage before dying. Once you reach –20 only a miracle can save you. If a character has aggravated damage their total health pool is reduced by that amount until it heals.

So, for example, let’s say Joe Bob Street Fighter normally has 15 health levels. He suffers three points of aggravated damage capping him temporarily at 12 health until the aggravated wounds heal.

If a character has more aggravated damage than maximum incapacitating/lethal health ranks (in other words, more then 10 aggravated damage for most characters) they fall unconscious and require medical assistance. It is possible for the character to regain consciousness but they would only have a single wound level until enough aggravated damage heals to no longer be in that range.

Once a character has fallen unconscious they may begin making Stamina rolls to wake up. The character must wait a full round to start rolling. Each success on the Stamina roll negates one level of bashing damage. The character must first overcome all of the aggravated damage received, then incapacitating/lethal, and finally bashing damage. Aggravated and incapacitating/lethal damage still exists until healed. In this way a fighter could continually be beaten down and keep getting back up with greater and greater difficulty.

Technique Specialization:

Each character has one technique they specialize in. Once the fighter reaches rank 3 maneuvers of this technique then 10s rolled may be re-rolled and additional successes scored. At rank 5 the fighter gains a second specialization.

Section 2: The Combat Round

Combining (or Modifier) Maneuvers:

Some special maneuvers can be used in the same round with other maneuvers. The maneuver’s text will define what it can and cannot stack with although the following general guidelines define how many maneuver-modifying abilities can be used in the same round, on the same damage maneuver:

If the modifying maneuver involves channeling Chi then only one affect can be used per maneuver unless otherwise stated. The character must have enough Focus to handle the Chi and Willpower expenditures needed (see below).

Chi can be used to increase the character’s physical attributes in the same round as a modifying maneuver. The player needs to announce they are increasing the attribute at the beginning of the round before any actions are taken. This alteration lasts until the end of the round.

One offensive, one defensive, and one passive ability may be used each round as long as the character has enough Focus, Chi, and Willpower to pay their costs. All of these effects do not happen at exactly the same time. For example a boxer may decide to Chi Fist their Hyper Fist then activate Toughskin to endure a counter blow in the same round. This is perfectly acceptable as long as the character isn’t dizzied although a Wits roll is generally required to react quickly enough to activate a defensive maneuver after a round has started.

Blocks and Crouching:

At any time during a round before acting a character can choose to abort to a basic Block by paying 1 Willpower. This can be either a standing Block (which is the default) or a crouching Block. If the character must move from standing to crouching or vice versa to get into their desired Block they lose 1 speed. On the next round the character gets a +2 speed bonus if attacking or moving unless they are moving first from standing to crouching or vice versa which only gives a +1 speed bonus.

Crouching Blocks prevent knockdown as long as the block is successful unless the maneuver specifically states it ignores blocks for knockdown. Standing Blocks do not negate knockdown originating from crouching maneuvers unless the defending fighter takes no damage. This does not mean that a standing Block does nothing against these attacks. The fighter still adds their Block technique to soak making it less likely they will suffer any damage.


A fighter interrupted by an attack may immediately finish attacking after receiving damage provided they were not knocked down, dizzied (unless broken, see Dizzies below), or put into a sustained hold. The attacking fighter must still be able to reach their opponent.

A fighter interrupted in the midst of a combo will lose the speed benefit of said combo if they are dizzied and do not immediately break or are knocked down before they can attack. A knockdown inflicted after the attack is complete does not end the combo but does give the normal speed penalty.

Declaring Combos:

Any time a combo is to be used it must be verbally declared. Failure to do so results in no speed bonus or special combo effects. If the fighter aborts out of a combo they automatically lose 1 Glory and must immediately declare if the abort maneuver is the start of a new combo they possess.

Dizzies and Knockdowns:

A fighter is dizzied when they receive damage from a single attack greater than their Stamina or damage over consecutive rounds from a combo that exceeds their Stamina. A dizzy may be broken early if the fighter is willing to pay 1 Chi and 1 Willpower to do so and is not knocked down. If this cost is paid the fighter may attack with a penalty to their to-hit and damage roll equal to the amount of damage they were dizzied by. Dizzies cannot be broken if the damage is greater than twice their Stamina. A fighter cannot be dizzied two rounds in a row.

Example:A fighter with a stamina of 3 receives 5 damage from an attack. Since the damage is greater than their stamina they are dizzied. The fighter hasn’t acted yet in the round so they opt to grit their teeth and break the dizzy. On their counterattack the fighter suffers a –2 penalty to their attack roll from being disoriented (5 - 3 = 2). If the damage had been 7 or higher the dizzy would not be breakable.

For dizzying combos only check to see if the combined damage results in a dizzy at the END of the combo. This still may not violate the rule stating a fighter may not be dizzied two rounds in arow. Thus fighters using dizzy combos need to carefully consider their actions if they want to be effective.

A knockdown occurs when a fighter is damaged by a maneuver that causes knockdown and they are not blocking. For crouching maneuvers that cause knockdown the defending fighter must be in a crouching block to avoid knockdown.

If the knocked down fighter hasn’t acted yet in the round they lose their action, which is replaced by getting back to their feet. If they have acted they instead suffer a –2 speed penalty on the next round; -1 if they have Kippup. The fighter can, of course, choose to stay on the ground for as long as they want. If the knocked down fighter was using a non-offensive maneuver (such as Regeneration) they can attempt to continue with their action in a contested roll of their Wits + Focus versus the damage inflicted.

Line Attacks:

Line attacks are those that deal damage, cause one hex of knockback, then continue doing damage and knockback until the attacker finishes moving. (Some maneuvers may have special rules for how to manage this.) These are maneuvers like Hurricane Kick and Tumbling Attack. If any damage result turns up no damage inflicted the maneuver ends immediately as the attacker has failed to push their target back. If the defender was interrupted they may then counter and strike the attacker who finished their maneuver in the defender’s hex.

Fireball vs. Fireball:

When two chi-based projectiles meet in mid-air they compare damage. Successes for each blast cancel out successes on all other chi-based projectiles encountered in flight until the blast reaches it’s target or sputters out. If the blast strikes an opponent in it’s weakened state the target may roll their Stamina to soak the damage. This Stamina roll is permitted because there was no initial soak subtraction while the Fireball was in flight.

So, for example, let’s say Ken and Ryu toss Fireballs at each other. Ken gets 6 damage successes on his roll but Ryu gets 10 on his. The two Fireballs impact in mid-air negating six damage from each other. Ken’s fizzles out but Ryu’s keeps traveling with its four remaining damage points. If it hits Ken he may roll dice equal to his Stamina to soak the damage.

Section 3: Character Growth

Modifying Maneuvers:

The following are modifications that can be added to existing special maneuvers at an experience point cost equal to the maneuvers Power Point rating x 2. For each technique a number of maneuvers equal to the character’s rating may be modified a number of times equal to the technique. Example: a character with a Kick technique of 3 could modify 3 kick maneuvers and each one may receive up to 3 modifications each. Basic maneuvers cannot be modified.

The easiest way to keep track of these modifications is to think of each maneuver as having a number of mod slots. Enhancements consume these slots while detrimental effects free them. The number of filled positive enhancements still cannot exceed the technique for that maneuver. In addition the move cannot have an amount of negative slots filled greater than their technique rating.

So, for example a fighter with a Focus of 4 decides to modify Fireball. They have 4 slots to work with (Focus of 4) and decide to add +2 damage and +2 speed filling their slots. Then the character decides to take Verbal as a restriction that has –1 mod reducing their total “used” slots to 3. Another positive modification could be made bringing the maneuver back up to 4 positive slots as long as it had a cost of +1 mod. With a Focus of 4 three additional limitations could be taken, if available, for that same Fireball.

If two modifications would have a neutralizing effect on each other the second modification cannot be taken at all – even if it only partially negates the first one.

See the Mod Table for more information.

Sensei Rolls:

A Sensei is more than just a distant figure sitting in a temple or dojo somewhere. They have passed on much of their wisdom to the character in the form of their martial art. The number of dots in Sensei reflect how much the character has absorbed from their teacher and this directly translates into the difficulty of mastering new maneuvers.

When the character pays experience to learn or modify a maneuver they may make a Sensei roll and reduce the experience point cost by 1 for every success down to a minimum of 1. The Rule of One does not apply to this roll. Before the roll is made the character must have the full amount of experience banked to pay for the change. Sensei rolls do not apply if the Sensei themselves are teaching the new maneuver.

Learning New Maneuvers:

To learn a new maneuver the character first needs a source of instruction. For physical moves this is a person. A Sensei is the best source of such knowledge but a character can also learn through observation, books, and video tapes. These second hand sources are not as efficient, however, as the character will lack the guiding hand that can stop and correct them.

The difficulty of Sensei rolls to learn a new maneuver that is not of one’s style and is being learned from a second-hand source is 7.

Focus maneuvers can be learned directly from the character’s Hado but Sensei rolls do not apply in that case.

Section 4: Special Maneuver Rules

Movement and Walls:

Everyone knows what a wall is. It is a feature included in every Street Fighter game by virtue of the simple fact that the fighting area cannot be of infinite size. Wall Spring and the line of maneuvers built on it rely on the presence of walls in the fighting area in order to be effective. Unfortunately in Street Fighter: The Storytelling Game walls are not so easily found when you need them. Sure, walk down any urban street and there you have them. However most fighting arenas are open platforms or pits designed to have lots of space for fighters to move around in.

For combat maneuvers the term wall refers to any standing object which is sturdy enough to be climbed or can support the force of a human body jumping off of it. Thus parked cars, trees, telephone poles, shipping crates, etc. – all are considered “walls” for the purposes of maneuvers that require Wall Spring.

The following table shows what each jumping maneuver achieves in height from Athletics 1 through 8 dots. All height numbers are in feet.For maneuvers that increase and decrease movement these only modify the lateral motion and have no affect on how high someone can jump (exception: Weight prevents all jumping while active).


Athletics 1

Athletics 2

Athletics 3

Athletics 4

Athletics 5

Athletics 6

Athletics 7

Athletics 8










Gazelle Step









Femina Wind









Vertical Rolling Attack









Light Feet

This ability adds +1 to all movements. It stacks with everything else.


This ability adds +3 to jump movements. It only stacks with Light Feet.

Speed of the Mongoose

This maneuver does not add movement to Jump maneuvers.

Wind Dash

This maneuver adds +3 to the movement of Jump – just Jump. It only stacks with Light Feet.


This ability adds +1 to jump movements. It only stacks with Light Feet.


This ability reduces the target’s movement by 4. It is neutralized by Speed of the Mongoose, Wind Dash, and Lightness.

GRAB Techniques

All Grab maneuvers require the attacking fighter to enter the defending fighter’s hex.Most of these maneuvers have extremely limited range.Fixed movement ranges for maneuvers cannot be changed.They exist for a good reason: game balance. The following also applies:

1.) ALL grabs have a maximum sustained duration in rounds equal to the grabbing fighter’s Grab technique. This is listed on page 140 of the core rulebook for Street Fighter under Sustained Holds. A select few grabs have a fixed duration that usually calculates to less than this number. A fixed duration maneuver is still capped in rounds to the grabber’s Grab technique.

2.) In addition a grab maneuver that begins a sustained hold cannot be the starting or middle portion of a combo. It must be the last maneuver. Any other grab maneuver that does not place the victim into a sustained hold can be comboed prior to the holding maneuver. This is because a combo is built upon the flow of movement to movement. A sustained hold requires the fighter to direct all their concentration to maintaining the hold against an opponent who is actively resisting.

3.) Sustained holds do not necessarily render the defender helpless.Each hold is different so it will vary widely depending on circumstances but most holds do not pin all four limbs. A fighter with an arm free could still punch even if it would be more difficult to do so. If the grabber is dizzied by an attack from the person they are holding the hold is immediately broken. If the grabber is damaged by the person they are holding they need more successes on a base Strength check then damage received to maintain the hold.

4.) Some grabs are two stage maneuvers. These maneuvers utilize a grab to put an opponent into a position where damage is delivered via another technique. These moves are listed under Grab because without the initial positioning the rest of the move would not be possible. In the system text it will say The attacker must score XX successes on the grab check to get into position.This grab check uses the attacker’s base Grab technique in a roll at base difficulty 6.Because this grab does no damage the defender cannot soak with their Stamina. If the defender is using Grappling Defense in the same round they make their own Grab technique roll to resist the grapple.Whoever gets more successes wins.

Grabs, Recoveries, and Breakfall:

Breakfall, as it was written in Contenders, is designed to reduce damage from falls.How it functions in relation to many Grab maneuvers is not made clear in the original text which states:

Whenever your character takes damage from a maneuver that does knockdown you may reduce the amount of damage he takes from the fall by one point of Health for each success made on a Dexterity + Athletics roll. (Note: Breakfall doesn't help against maneuvers that do damage and then knock you down only against maneuvers where hitting the ground is the source of the damage such as a Throw.)

This raises the question of whether Breakfall would reduce damage dealt by, say, Spinning Piledriver. The source of damage in that maneuver is hitting the ground. Technically Breakfall would be legal under it’s original wording.However I must disagree with that. Breakfall requires a degree of freedom in movement that being held by a ginormous wrestler wouldn’t afford.

Therefore any maneuver that restricts upper body movement, like the aforementioned Spinning Piledriver, cannot have its damage reduced via Breakfall. This also includes (but is not limited to) the following maneuvers.Note that any maneuver which specifically states Breakfall cannot negate damage means just that but that statement itself does not preclude other maneuvers from nullifying Breakfall.

Grab Maneuver Breakfall Guide

# = Breakfall difficulty adjusted to this number before other modifiers are factored in. If the number is a 6 then there is no inherent modifier and damage should be calculated normally unless otherwise stated. All entries in the following table are, by default, grab maneuvers unless otherwise stated. If there are multiple numbers under Difficulty Value that means there are multiple damage tests for that maneuver which can be modified by Breakfall and which are treated differently. Specific information can be found in the maneuver entry elsewhere.

negate = it is impossible to prevent damage from this maneuver with Breakfall because of the hold or the mechanics of the maneuver.

Difficulty Value
Difficulty Value
Aerial Backbreaker negate   Fireman's Backbreaker 7  
Bulldog negate   Fireman's Gutbuster 7  
Butterfly Drum negate   Flowering Crescendo 8  
Chain Smash negate weapon maneuver Flowering Smash 7  
Choke Throw negate   Giant Swing 6  
Crucifix Powerbomb negate   Hair Throw 7  
Death Valley Driver negate   Heel Hammer 6 negate 1/2 damage
D.D. T. negate   Inza Drop 7  
Face Slam negate   Jaw Cracker 7 2nd test only
Flying Tackle negate   Judo Throw 7  
Hooligan Combo negate   Jumping Power Throw 8  
Old Faithful negate   Leg Catch 8 this is a block maneuver
Pile Driver negate   Leg Scoop 6  
Powerbomb negate   Leg Twist negate/7  
Reverse Suplex negate   Mandara Twist 7  
Samoan Drop negate   Monkey Flip 7  
Siberian Bear Crusher negate   Pit 6 this is a focus maneuver
Spinning Piledriver negate   Push 6 this is a focus maneuver
Space Tornado Ogawa (S. T.O.) negate   Raging Earth 6 this is a focus maneuver
Springboard Arm Drag negate   Reverse Gravity 6 this is a focus maneuver
Springboard Bulldog negate   Rising Storm Crow 8  
Sunset Flip negate   Siberian Suplex 8/7  
      Snap Throw 6  
Air Suplex 8   Standing Shoulder Wheel 7  
Air Throw 7   Storm Hammer 9  
Back Body Drop 8   Suplex 7  
Back Roll Throw 6   Thigh Press 7  
Bandit Chain 8/10 weapon maneuver Throw 6  
Barrel Roll Throw 6   Tornado Grip 9  
Bushin Lightning Drop 8   Twirl and Hurl 9  
Crescent Lunge 6 negate 1/2 damage Weight special target cannot jump or use breakfall, aerial recovery, or bushin step
Death Throw 7        
Double Slam 7        

A second point about falls is how maneuvers – particularly grabs such as have been listed above – interact with Bushin Step.Bushin Step does not work at all with the first list of maneuvers that prevent Breakfall and for the same reason.Maneuvers under the second list cannot have their knock down effects prevented if they do any damage from the fall.Damage in that case indicates Breakfall was not completely successful and the fighter cannot position themselves correctly to push off the ground and jump to their feet.

Conjunction Maneuvers

A Conjunction maneuver is actually two maneuvers performed in the same action. They must be performed in concert because the second maneuver requires the first in order to function. Each conjunction begins with a Form of Defense:

All the maneuvers work off of XX Defense [Punch, Kick, and Grappling].  Basically it will be as follows:  You will have 2 speeds for that round.  The first is for XX Defense and the second is for the offensive maneuver.  Your soak total only applies until you launch the attack portion.  When you are attacked in that round with a maneuver that can be countered (ex. Ankle Smasher --> kicks, Spinning Wristlock --> punches) you compare your second speed value to the attacker's speed.  If it is higher then you make the contested roll and if that succeeds proceed with the interrupt and attack.  This ends your opponent's turn.  If it isn't a higher speed the attack fails and you end your turn still in XX Defense.  You may NOT then continue into a combo that required the attack to succeed but may continue with one that uses XX Defense.

Although XX Defenses are maneuvers that can be aborted to any XX Defense junction maneuver cannot be aborted to.

Combos and Abort Maneuvers

Combos become overpowering if players are allowed to abort right into a new combo. This should not be allowed. A combo is a memorized pattern of move upon move practiced until it is practically rote and instinctual. Conversely an abort maneuver is a snap reflex in reaction to danger. Combos may begin with what are usually abort maneuvers, such as Block, but such a combination cannot be aborted to.

Rushing Maneuvers

A rushing maneuver is any move where the fighter must rush at their target in a straight line. This area must be open and free of obstructions. The attacker cannot move around obstacles or jump. Dashing Punch is the classical example of this type.

Section 5: Power of the Mind

FOCUS Maneuvers

The following are considered Teleport maneuvers:Yoga Teleport, Teleport Slide, Psycho Warp, Ashura Warp, and Elemental Stride. Teleport maneuvers ignore obstacles and barriers (unless otherwise stated) when moving but a character will be killed if they appear inside such an obstruction.

Q: How many barriers can one character have up at the same time?

A: As many as they can sustain provided the dimensions of none of the barriers intersect. Remember, however, that the character is limited by Focus in how much Chi they can spend per turn and that each technique can only have one running instance. So, for example, the character could have both a Reflecting and an Absorbing Barrier active but could not create two of either one at the same time. If the barriers are layered the order must be specified as they are created.

Using Chi and Willpower:

Chi and Willpower may be used up to a total maximum point value per round equal to Focus.Chi and Willpower used for maneuvers aren’t considered spent until the fighter begins the maneuver in question. If they are interrupted before beginning or the fighter aborts the Chi and Willpower are not spent as the maneuver was not performed (Street Fighter Core Rulebook page 106).Before executing the maneuver it’s costs are considered reserved.Chi and Willpower being reserved for a maneuver cannot be used for any other purpose unless the fighter opts to abort or is prevented from acting.

The following are alternate uses for Chi and Willpower beyond using maneuvers.

Chi: By paying a single point of Chi a fighter may negate a single 1 rolled on their dice. They may also pay a point of Chi to increase one physical attribute by one per Chi spent. This second use of Chi must be declared at the beginning of the round and lasts until the end of the same round. (The GM may decide to allow Chi increases of Stamina provided the character in question can pass a Wits check to realize they need to fortify themselves against the incoming attack.)

Once the fighter has unlocked their Hado (see The Hado below) they gain two new modifiers called Chi Fist and Chi Block. Chi Fist can be used with any punch, kick or weapon maneuver at a cost of 1 Chi. It adds +3 dice to damage roll. The entire maneuver is then considered to inflict elemental damage according the fighter's chosen element - if any.

Chi Block allows the fighter to add +3 to their soak when Blocking or using San He at the cost of 1 Chi. In addition such a fighter can pay 1 Chi to completely negate all damage from an elemental source that is the same as their own Hado.

Both of these modifiers are considered to have a Power Point cost of 2 for the purposes of modifications.For one modifier each will instead add Focus to damage and Soak, respectively, instead of +3.


By paying a single point of Willpower a fighter who hasn’t acted yet may abort to a maneuver on the Abort List. That maneuver’s speed becomes their speed for the round. They may also use Willpower to increase mental attributes by one per point of Willpower spent. The last use of Willpower is to change face when interrupted during an attack. The fighter cannot continue moving unless traveling in a straight line, weren’t dizzied, and have movement left over in which case this use of Willpower cannot be used and the character may finish moving.For example, a fighter interrupted while in the first movement phase of Shoulder Smash could not pay Willpower to change direction. They could opt to finish moving after receiving damage in the same line they started moving before being struck.Otherwise the fighter may pay 1 Willpower to change which hex they are facing and execute their maneuver.

Emergency Rage: If you have at least one health level of aggravated damage and are about to be knocked unconscious you may, once per session, attempt a rage roll to remain active. Roll your current Willpower, difficulty 8..Each success heals a single point of bashing damage. If you have more successes then permanent Chi you frenzy. A frenzy of this sort cannot be avoided with Chi rolls or Tests of Honor.

If activated while the character is under the influence of Psychic Rage they slip into an unyielding frenzy which lasts until the character is killed or knocked unconscious. At the end of the rage the character loses an additional 5 temporary Honor.

An Animal Hybrid with the Heart of the Beast merit may opt to pay 1 Chi or 1 Willpower to activate this ability. They must then make a Chi roll using their current Chi total, difficulty 7, in order to avoid slipping into a frenzy.


A fighter’s permanent Chi can be used as a measure of their spiritual calm. Any effect that would test this calm can be contested with a Chi roll. This is particularly notable to resist the effects of Psychic Rage. As with other rolls the player can spend a single point of temporary Willpower to gain an automatic success. (See Frenzies below for more information of one type of Chi check.)

Recovering Chi and Willpower:

Chi and Willpower can be recovered in combat through Honor rolls (see below). It also recovers naturally with rest. Each character will recover their Focus value in Chi per night of adequate rest down to a minimum of 1 even if said character has no Focus technique. Willpower is a little trickier to regain outside of honorable combat. It can be recovered by performing actions which feed the character's Nature, through meditation, or by taking positive steps to reassert the sense of self.

Meditation can be used to recover both Chi and Willpower but only one trait at a time. It requires a minimum of one hour uninterrupted. At the end of the hour the player makes an Intelligence + Meditation roll. Successes beyond the first restore the chosen trait at a 1:1 rate for Chi and a 2:1 rate for Willpower.

Using Honor

Honor is a tangible method of keeping track of a character’s moral fiber.Honor rolls can be used to resist doing things that would violate that moral code. This is generally reserved for NPCs but a player who doesn’t know how to react in a situation can request an Honor roll.

Honor plays an important roll in extended combat as a fighter seeks to restore and tap into their inner reserves of strength. At the end of any combat the character may roll their permanent Honor to regain Chi and Willpower dividing successes as desired. The Rule of One does not apply to these rolls. However, this only applies to honorable combat. If the fighter lost honor in the confrontation, for any reason, they forfeit their Honor roll at the end.

Using Glory

Glory represents a character’s renown in the Street Fighting circuit. It can change at a moment’s notice depending on the character’s actions and how others perceive them.Having a high Glory isn’t necessarily a good thing.Up and coming fighters make a point of challenging more glorious warriors to test their skills. A high Glory also means one’s name and fighting style are well known throughout the world.

Glory can be sacrificed in combat to reduce damage. After the attacker rolls for damage the defending fighter may pay points of temporary Glory equal to their Stamina to roll that many dice.Each success on this roll negates 1 damage. This affect remains active for a number of negating rolls equal to the character’s permanent Honor. These negation rolls need not be used in consecutive combat turns and so can be “saved” temporarily until such time as they are needed.

If this causes the character to lose permanent Glory then so be it.

Zen No Mind

What happens if two fighters both use Zen No Mind?Who gets to act in what order at the end of the round?There are two possibilites:

1.) Both act simultaneously.Both players should reveal their intended action at the same time which then happens immediately and concurrently to one another.

2.) Both roll Wits. The lower roll loses patience first.

Zen No Mind ignores knockdowns so long as the No-Minding fighter isn’t also dizzied. It is always the very last maneuver in that round (unless another maneuver says otherwise).


A frenzy, usually known as the deadly rage with no sense of conscience, is an eternal threat to everyone in the world of Street Fighter. There are actually two types of Frenzy: Rage and Fox Frenzy. Both have a duration minimum of three full rounds and can be staved off for one action by paying a point of temporary Willpower. A character in either type can attempt a Chi roll, difficulty 7, as either an anger or a fear check, to attempt to regain control of themselves before the duration expires. Only ONE such attempt may be made per frenzy. A failure merely means the frenzy continues but a botch on the check unleashes something even worse. The duration of the frenzy is automatically doubled and can no longer be halted by any means short of rendering the character unconscious.

Rage is exactly what it says it is. It is the unyielding, unthinking anger and desire to destroy everything that opposes oneself. A Rage Frenzy takes over whenever a character fails an anger check or falls prey to Psychic Rage. All wound penalties, including those from pain and debilitating effects, are ignored. They aren't actually gone, however, and will return as soon as the frenzy ends. In addition the character automatically succeeds in Willpower checks (unless otherwise stated).

A Rager will attack ceaselessly for the duration of their frenzy using their highest damage maneuvers first until they exhaust their Chi and/or Willpower. They will first attack whatever provoked their anger only turning on whoever happens to be closest if that initial target is eliminated or out of sight. No one is safe from being attacked by the raging character - who targets with complete indescriminate disregard for whoever happens to be within range.

A Fox frenzy is essentially panic mode. The character will try to flee at maximum speed from whoever or whatever provoked the fear response. If something blocks further movement the panicked character will first attempt to find a route around the obstruction and resort to more drastic measures if that is impossible. The panicked character has no sense of self preservation other then running away and may do very stupid things like jump through a window. While in a Fox frenzy the character suffers no penalties to movement or speed save those from aggravated wounds.

Section 6: Weaponry

Weapon Maneuvers

Hey wait a minute! Isn’t this Street Fighter? Who wants to go around using a weapon?

Why yes, this is Street Fighter but that doesn’t mean that weapons suddenly cease to exist.Just as there are fighters who hone their bodies into living weapons there are duelists who train themselves to be deadly and efficient with their craft.Some fighters choose to mix and match as they wish.

Most Street Fighters consider using weapons a dirty, dishonorable tactic but tell that to a professional fencer and see what they say. The weapon itself is neither honorable nor dishonorable. That distinction goes to the hands that weild it. If a GM doesn’t want weapons in their campaign the rules allow for that. They’re generally rare to begin with.

So why bother creating a bunch of new weapon maneuvers and defining how weapon skills work then if it rarely comes up in Street Fighter?

Because I’m contrary like that and I feel that duelists haven’t been given the attention they deserve in the system as-is. A duelist can be just as focused, dedicated, and skilled as any street fighter.

There's also a second reason, often overlooked, in that while Street Fighter is usually concerned with tournament bouts which have strict rules and regulations there is always the darker side of combat in the game world. A true street fight, where there are no referees, can easily turn bloody. Then comes the fights that aren't sanctioned. No one is in them for glory but instead revenge, pride, bloodlust, and hubris run the show. These battles are often to the death and all sides usually know it. Any object in the field of battle may become an impromptu weapon. If there's anything I, the creator of this website, have learned it's that every Street Fighter campaign will inevitably have at least one such altercation. Having some rules and numbers in place beforehand makes such a chaotic scene much more manageable.

Each weapon a fighter wants to use has a corresponding technique which is purchased just like the other techniques in Street Fighter. This technique rating functions exactly like Punch and Kick do for their respective maneuvers. Unless a maneuver specifies otherwise calculate melee weapon damage as Strength + Technique + modifier. Bows, crossbows, shurikens, blowguns, and firearms use only Technique + modifier. This distinction helps to simulate the difficulty in hitting with a projectile. Projectiles will be covered more in depth later.

In the real world a katana and a broadsword are two different swords and are accordingly weilded differently. A samurai would not inherently know how to swing a broadsword efficiently just by picking it up. However, for the sake of simplicity, Street Fighter generally assumes that proficiency in a type of weapon (sword, glaive, firearm, etc.) includes proficiency with all weapons of that type. Duelists are already rare so unless the campaign features them heavily it isn’t necessary to nitpick over skills.






+ max/+2









+ max/+2


Once a weapon technique has been purchased the following three basic weapon maneuvers are available for use. This only applies to melee weapons.

To find the final speed, damage, and move values add and subract the following base values from the modifiers for the weapon used. On the + max entries the duelist uses the maximum value for that weapon or +2 should the max value be less than +1.

For each weapon the duelist has proficiency in a new chart should be drawn up.

Here is a modified weapon chart based on the weapons found in the Contenders supplement (external link). An internal text chart can be found right here. Unless the weapon has blades or spikes it inflicts bashing damage. Guns, of course, are the exception and always inflict aggravated damage. Heavier weapons like grenades are not covered by weapon maneuvers. There's no technique applicable to tossing a grenade.

A duelist can purchase weapon maneuvers just like any other maneuver – by paying the power point cost with experience.When a new maneuver is purchased it applies to only one weapon technique. The same maneuver can be purchased again for new weapons as many times as the duelist wishes.Such is the price of versatility.

Most weapon maneuvers are not limited by style however to reflect the difficulty of learning them in the absence of focused instruction their power point requirements are generally higher than standard street fighting maneuvers. If the duelist can track down someone willing to teach them the maneuver the power point cost is reduced by 1 to a minimum of 1.

Weapon manuever entries are listed in the following format:

Name: the maneuver's name with any style-specific or nicknames in (paranthesis)
Requirements: Weapon: Type, Techniques, other maneuver requirements
Power Points: useable styles will be listed here or just Any meaning it is open to all
Description: A description of the maneuver
Sytem: How the maneuver functions according to the rules
Cost: the cost to use the maneuver in Chi or Willpower, if any
Speed: any bonuses or penalties to speed
Damage: any bonuses or penalties to damage
Move: any bonuses or penalties to movement, if a number with no + or – is listed then that it is fixed movement which cannot be changed

Source: where the move’s system text originated

Whips, polearms, and chain weapons gain a reach bonus. As long as they are used in maneuvers that don’t require striking with the handle they can hit an opponent in an adjacent hex without the duelist having to enter that hex.Polearms with very long shafts can hit even farther.

Here is how the weapon categories break down under Weapon: Type listings:

Weapon: Melee – A melee weapon is one held in one or both hands that attacks at short to medium range. This category excludes range weapons and whips.Polearms and scythes are usually included but may have penalties depending on the maneuver.Wind and fire wheels are considered melee as well as bladed weapons.

Weapon: Blade – This category includes bladed weapons such as swords, knives, sickles, and scythes. It excludes polearms.Bladed projectiles like shurikens usually cannot be used in blade maneuvers – too small.

Weapon: Blunt – This includes maces, tonfas, batons, staves, and kendo swords.Most maneuvers allow for scythe and polearm users to also use the technique at the cost of their range advantage due to having to hit with the handle.By GM discretion this can also include the stocks of large firearms.

Weapon: Staff – The staff category includes staves and long handled maces.Sorry polearm users you are out of luck.

Weapon: Whip – Whips only. A short handled whip like the Cat-O’Nine Tails does not get the reach advantage that a good bullwhip would but qualifies.

Weapon: Chain – The chain must be the primary weapon.Mauls, even though the chain is an integral part of the weapon, do not work. Chains can be used to hit at a distance depending upon the length of the chain itself. However they are more difficult to control then spears. If the duelist is using more then 50% of the chain's length for reach the difficulty of their attacks increases by 1.

A special mention must go to the Meteor Hammer as it can inflict aggravated damage if fitted with blades or spikes. A botch on an attack roll with a Meteor Hammer inflicts an automatic health level of damage on its user and leaves them entangled in the chain. Disengaging from the entanglement requires a Dexterity + Weapon technique roll. A botch on this roll inflicts an additional four aggravated damage from the Hammer and the weilder remains entangled.

Weapon: Firearm - Although maneuvers for these lethal, usually dishonorable, weapons are rare a few do exist. Guns always inflict aggravated damage.

Impromptu Weapons - These items are usually not designed for combat but can be put to that purpose in a pinch. Most impromptu weapons have no damage bonus and inflict only bashing damage. If the object in question has nails or a sharp edge that can cause aggravated wounds. All attacks with such a weapon are base difficulty 7 unless otherwise stated.

Dual Wielding

Those weapons marked as dual-weild capable mean that you can carry and use one in each hand but at penalty. It is at best awkward to attack with a weapon in each hand and at worst nearly impossible. Ideally the offhand strike is made with a smaller and lighter object in order to compensate for hand-dominance and balance. When dual-weilding and attacking with both weapons in the same round the following penalties apply:

+2 for the main hand

+3 for the offhand or +4 if the offhand is a larger object then the main hand

If you have the Ambidextrous merit use the modifiers listed therein instead.

Blocking in armed duels

It is impossible to block weapons that inflict aggravated damage without taking damage in the attempt. Evasion is a better option in that instance. Furthermore it is completely futile to attempt to block arrows, bolts, shurikens, bullets, and other small projectiles. Such weapons ignore the Block technique of any fighter foolishly trying to do so unless the defending fighter is using a specific maneuver that allows them to defend against such attacks.

Blocking an incoming strike without using a weapon maneuver (such as Parry) halves the defender’s Block technique. This reflects the heightened possibility of the fighter suffering injury in the process.

Small weapons like claws, chakrams, and knives cannot be used to block as they simply do not have the mass necessary to stop a blow. In addition, bows, guns, and whips are useless for blocking purposes. If a duelist is that desperate they would be better off throwing their weapon at the enemy and running.

In order to Parry an attack the defender must be within one elevation hex difference from their attacker. A crouching duelist could not parry an aerial maneuver, for example, although they could still block. The exception is when the defender is Wallclimbing. The defender can only Parry weapon strikes originating below them and only by using a one-handed weapon.

Whips and chains cannot be parried. They can only be blocked or avoided.

After a successful Parry, if the fighter also has the Riposte technique and shares the same hex as their attacker, they get a +2 speed bonus on the next round if using a basic weapon maneuver.


Some special maneuvers inflict severe bleeding. This is defined as bleeding that exceeds the body’s normal clotting ability and poses a genuine threat to the character’s life. Every round after the fighter starts bleeding they suffer one level of aggravated damage until the flow of blood is staunched. This bleeding can be both internal and external. Additional attacks that inflict blood loss may stack if they strike a different region of the body.

Record health loss to bleeding separately from other aggravated damage even though it temporarily stacks with all current wound levels. This damage heals much faster than other aggravated damage – a blood transfusion would do the trick – otherwise it is recovered at a rate of 3 points per day so long as the character gets some rest and doesn’t suffer additional aggravated damage.

When the character has suffered more than 5 levels of bleeding damage they begin making Stamina rolls to retain consciousness. Roll at the beginning of every round.One success is needed for every two points of bleed damage.On any round that the Stamina roll fails the character faints.

To stop external bleeding requires successes in a Medicine roll and first aid equipment (gauze, bandages, turnicuts, etc.).One success pressurizes the wound slowing blood loss and two stops further bleeding. Repeat for each external wound.

Internal bleeding can only be treated in a trauma center or by supernatural healing. This generally involves major surgery.