Fight! 2e Conversion Guide
Fight! 2e Conversion Guide
Conversion
Guide
For all other characters, follow these steps in order. Buxom (-): Replaced by Distracting.
Connections (-): Replaced by Influence.
Cute (-): Replaced by Attractive.
Notation
Dashing (-): Replaced by Attractive.
(*) New Quality, Weakness,
Quirk, Element or Liability. Distracting (*) (&): Can be acquired
several times. Replaces Buxom and Suggestive
(&) Broad Quality/Weakness/
Attire.
Element/Liability: these encompass
various Qualities, Weaknesses, Elements, Fame: Can be acquired several times. It works
or Liabilities from 1st Edition. differently now; you also acquire the new Skill
Fame.
(-) Removed Quality, Weakness,
Element or Liability: This is because Followers (-): Replaced by Influence.
it has been added to a Broad Quality or
Friend: This Quality now gives bonuses to
Weakness or suffered some other kind of
some Narrative Skills; please take note of them.
change. In some rare cases, it may have
been removed in 2nd Edition. Influence (&): Can be acquired several
times. Each time it should be assigned to a
2 STEP 1
• • Conversion Guide
different Narrative Skill. Replaces Connections Suggestive Attire (-): Replaced by
and Followers. Distracting.
Interesting Appearance (*) (&): Can be Tomboy (-): Replaced by Interesting
acquired several times. Replaces Bishounen, Appearance.
Tomboy and Sharp Dressed. Wealth: Can be acquired several times. It
Jumper (*): New Quality, replaces the works differently now; you also acquire the
positive effect of Light and requires Mobility. new Skill Wealth.
Light (-): It has become a Weakness now; the
positive effect is now called Jumper. You can Weaknesses
keep Light as a Weakness, and add Mobility
and Jumper as an equal cost exchange. If Calling (*) (&): New Weakness. Replaces
you already had Mobility, just add Light and Code and Vow.
Jumper, and enjoy a new Quality. Code (-): Replaced by Calling.
Mobile Grappler (*): New Quality. Some Fanatic (-): Replaced by Fixation.
concepts will want this; in those cases, you
will need to swap out another Quality. Fixation (*) (&): New Weakness. Replaces
Obsession and Fanatic.
Multiple Styles (*): New quality; needed
if you had some Special Moves with the Style Glass Jaw (-): Removed; can be replaced
Change Element. If the Fighter had more than by taking Light. If you already had Light,
two styles, this quality should be taken more choose another appropriate Weakness.
than once. Certainly take the time to read the Light (*): New Weakness, possible
new rules carefully. replacement for Glass Jaw.
Pet: This Quality now gives bonuses to some Oblivious (*): New Weakness.
Narrative Skills; please take note of them.
Obsession (-): Replaced by Fixation.
Powerful Item: This Quality now gives
bonuses to some Narrative Skills; please take Vow (-): Replaced by Calling.
note of them.
Runner (*): New Quality. Some concepts Quirks
will want to swap Mobility for this.
Sexually Ambiguous (*): New Quirk, can
Sensei: This Quality now gives bonuses to
fit some concepts and taking it will not change
some Narrative Skills; please take note of them.
your character (or possibly give you a new
Sexy (-): Replaced by Attractive. Quality in some cases).
Sharp Dressed (-): Replaced by Interesting
Appearance.
STEP 1 3
Conversion Guide • •
STEP 2 STEP 3
This step is simple. If you have any points This is the final step and potentially the most
invested in the following Skills, you can: complex of all. As mentioned above, Fighters
that used the former versions of Style Change
XX Add them to the new Skill they are part of,
and Borrow Identity will need to re-work a lot
or
of their Special Moves.
XX buy a Specialization for the new Skill they
Aside from that, 2nd Edition provides a lot
are part of, or
of extra explanation on which Elements and
XX If neither of the above are possible, use the Liabilities can be used together and which
Skill points as you see fit. can’t. There are two ways of checking Element/
Liability compatibility: one is through the
brand new Keywords, another is checking the
Combat Skills Required entry, and sometimes both, as the
Any combination of Combat Skills from 1st Required entry can include Keywords.
Edition will be compatible with 2nd, so there First you need to check if all combinations of
is no reason to make changes. However, a PL Elements and Liabilities are legal. In the case
1 Fighter can choose to have one DET Skill at of a conflict, like two Elements that cannot be
4, but in this case, he must have the remaining together or a new requirement to be fulfilled,
DET Skills at 0 until reaching PL 2. So, a fighter you will need to remove something from the
with a PL 4 or less can choose to adjust Combat move. There is no exact formula for choosing
Skill points in order to have a single DET Skill which ones to remove; just try to keep the
at 4. same spirit of the original move.
Second, read the list below for other potential
Narrative Skills changes, like a cost increment or reduction.
Awareness (-): Removed; it is now considered Finally, you might end up with extra Elements
to be part of Perception. to spend or not enough available. What to do
with those extra or lacking Elements? The same
Receive Wisdom (-): Removed; it is now as with conflicting Elements and Liabilities:
considered to be part of Call Forth Wisdom. keep the same spirit of the original move and
adjust accordingly.
4 STEP 2
• • Conversion Guide
Keywords Assault bomb: Costs 3 Elements instead of
1.
Some Keywords are mutually exclusive or
can be present only once on a move (so, two Borrow Identity (-): Element removed,
Elements or Liabilities with that Keyword are replaced by the Borrow Identity Quality.
mutually exclusive).
Charge Back: The cost has been reduced
Offensive and Utility: These to 0, but it costs 1 Element if combined with
keywords are mutually exclusive, with a few Counter.
exceptions like Bomb and Healing that allow
Counter: Now the Counter Only Liability
some Offensive Elements/Liabilities. Check
is included in the element and the Invincible
them for more details. All the Keywords for
Counter Element has been removed. You can
the Damage and Range categories with On-
replace Invincible Counter by adding Charge
Hit and On-Miss Keywords are included here,
Back.
as they are exclusive to Offensive moves.
Create Environmental Hazard:
Modifiers Category: All Keywords in
Requires the Ki Skill and the base Element cost
this category can be added just once to each
is increased to 2.
move, so it makes all Elements and Liabilities
mutually exclusive if they have the same Damaging Wall (*): New Element used
Modifier Keyword. for Environmental Hazards that act as a wall
besides doing damage.
STEP 3 5
Conversion Guide • •
Explosive: It costs one less Element (2 Opening Move (*): New 0 cost Element
instead of 3). The No Damage Keyword adds that needs to be used if any Move Sub-Set or
another Element to the cost. Ki can be selected Multi-Part Attack moves are used.
for base damage.
Opening Throw (*): New 0 cost Element
Fast Recovery: It costs an extra Element if that needs to be used if any Multi-Part Throws
used on a Utility move. moves are used.
Healing: This is the new version of Healing, Random Effect (*): New Element,
exclusive for Utility moves. The cost in replaces the Random Move Liability. See also
Elements is increased, so check it out. the Unreliable Liability.
Defensive Illusion: You must select the Very Fast: Costs 1½ Elements now.
movement order (after or before attacking with
Summon: Requires the Ki Skill, the base cost
the Interrupt move).
is 2 Elements instead of 1.
Variable Movement (*): New Element
Super Counter: Costs 1 Element instead
that allows the Fighter to select the ranges
of 2.
of movement after a successful Defensive
Illusion. Style Change (-): Element removed,
replaced by the Multiple Styles Quality.
Offensive Illusion: The maximum bonus
is +4 Tactics and Movement. Utility Combo Opener (*): New Element,
represents that “Extra Element” mentioned
Increased Damage: You can invest only 1,
in No Damage Liability and allows the next
2, 4, 6 or 8 Elements on it. If you need to invest
damaging move in a combo to apply full
more Elements to increase damage, you can
damage.
use the Multi Hit Element.
Invisibility: The base cost is 2 Elements
instead of one. Liabilities
Juggle: Requires the Anti Air Element. Life Bar Drain: Gives 2 Elements instead
of 1.
Spinning Juggle: Costs ½ Element now.
Only at the end of a Combo: This is a 0
Ki and Strength (-): Element removed; cost Element now.
should be replaced by Increased Damage if
possible, Multi Hit if not. Short Range: Gives ½ Elements instead of
1.
No Tech Roll: Costs ½ Element now.
Very Slow: Gives ½ Elements instead of 1.
No Breakfall: Costs ½ Element now.
Powerless: Gives 2 Elements instead of 1.
Wall Spring: Requires the Anti Air Element.
Cross-Up: Requires Aerial and Mobile.
6 STEP 3
• • Conversion Guide
Limited Damage: The version of this Liability Self-Stun (*): New Liability, explained
that does just Knockback requires one to now above.
take No Damage instead. Slow Recovery: It gives an extra Element if
Limited Mobile (*): New Liability; this is used on a Utility move
one of the optional effects listed under the old Slow Startup: Gives 2 Elements instead of
Mobile Element. 1.
Limited Movement: Gives ½ Elements Specific Range (&): It includes the Range
instead of 1. The version that disallows 0 Liability now. If the Fixed Range is 0, you get
movement altogether is called now No 2 Elements instead of 1. If it is 4, you get 1½
Movement. Elements instead of one. No change on other
Limited Use: The 2 Elements version should ranges. Requires the new Element Indirect for
be Limited Use (No Reload); the 1 Element Ranged moves.
version is just Limited Use using the Reload Unreliable (*): New Liability, use it for
Command Move. replacing Random Move.
No Damage: Now this Liability represents Utility (*): New Liability, replaces No
moves that hit the victim, but only apply Damage on all moves that are not attacks at
Knockback and Hit Stun. If the Move does not all.
attack at all, replace it with the Utility Liability
instead.
No Movement (*): New Liability, replaces Supers
Limited Movement for the situation where no Unique Super Move (-): Element
movement is allowed. removed; no longer necessary.
No Super Energy: Gives ½ Elements
instead of 1.
Non-finisher: Gives ½ Elements instead of
1.
Prop: Gives 2 Elements instead of 1.
Random Move (-): Liability Removed, you
can replace it using Unreliable and Random
Effect.
Range 0 (-): Liability removed, now it is
included in Specific Range.
Self Damage: If the move uses the Self-Stun
option, it also needs the Self-Stun Liability.
STEP 3 7