Health levels as in Street Fighter
Replace combat rules with those of Street Fighter: the Story-Telling Game
Melee technique (all melee weapons - knives and daggers also covered by Punch technique if higher)
Archery technique
Punch technique also covers knives and daggers (or Melee, if higher)
Gain 5 XP per in-game year. Spending them for disciplines requires extra effort
There are DXP (Discipline Experience Points) that can only be spent for disciplines. Spending them for clan disciplines requires no explanation at all. Spending them for bodily out-of-clan discplines (Celerity, Fortitude, Potence) requires little explanation. Depending on your initial discipline spread, you start with 0-15DXP. You gain 19 DXP each time after 9 years, 20, 33 and 48 years after having joined the game. For the designer notes, see here
Skills:
Remove:
Archery (covered by Archery Technique)
Athletics (covered by the Athletics Technique)
Brawl (covered by Punch, Kick, Block and Grab Techniques - punch also covers knives and daggers)
Melee (covered by Melee Technique - Punch also covers knives and daggers)
Folklore
Occultism (covered by Focus Technique)
New Background: Martial Arts
0: Only access to "Any" maneuvers - Chi 1, Willpower 6
1: Access to 2 maneuvers of a particular style - Willpower an Chi as per your style
2: Access to two more (total of 4) maneuvers of a particular style
3: Full access to a particular style
4: Dto, furthermore access to 2 maneuvers of an additional style, plus access to every maneuver of any foreign style at highest power point cost +2 (see Jeet Kune Do)
5: Dto, furthermore access to 4 maneuvers of an additional style, plus access to every maneuver of any foreign style at highest power point cost +1 (see Jeet Kune Do)
Disciplines
Celerity:
Automatically increase Move by Celerity/2 (excluding fixed move maneuvers like Elbow Smash)
Spend 1BP to:
a.) Increase Move by full Celerity (excluding fixed move maneuvers like Elbow Smash)
b.) Increase Speed by Celerity/2
c.) Add 1 (Celerity 3-4), 2 (Celerity 5-6) or 3 (Celerity 7+) to the Move of fixed move maneuvers like Elbow Smash
Fortitude:
Add Fortitude/2 (rounded up) to Soak; spend 1BP to use full Fortitude instead. Fortitude is not negated by Ear Pop and similar maneuvers negating Stamina.
Potence:
As per regular V20DA rules
Weapons
Fire Lance
Speed: +0
Damage: 8*
Move: +1
A spear-like staff with a bamboo tube at its end, loaded with gun powder and shrapnell to be pressed against the foe and fired like a mix of a shotgun and a flame thrower. A fire lance is fairly pricey (R1) and is a disposable single use weapon.
A fire lance does a fixed damage of 8 (difficulty for the damage roll 8). On at least one success, the Fire Lance also deals two levels of aggravated fire damage (soak difficulty 7). On a botch, the attacker suffers one level of aggravated fire damage (soak difficulty 7).
Stake
Speed: -1
Damage: "+7"
Move: -2
A stake works like the Heart Punch maneuver, but instead of dizzying doing damage at least equal to Stamina causes the target to become staked