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Group: streetfighter Message: 5557 From: Steve Karstensen Date: 2/10/2000
Subject: Re: Offical Rules Discussion
Group: streetfighter Message: 5558 From: J. Scott Pittman Date: 2/10/2000
Subject: Re: Offical Rules Discussion
Group: streetfighter Message: 5559 From: Steve Karstensen Date: 2/10/2000
Subject: Re: Offical Rules Discussion
Group: streetfighter Message: 5560 From: J. Scott Pittman Date: 2/10/2000
Subject: repeat: OFFICIAL RULE VOTE, PLEASE VOTE
Group: streetfighter Message: 5561 From: Rinaldo Gambetta Date: 2/10/2000
Subject: Re: repeat: OFFICIAL RULE VOTE, PLEASE VOTE
Group: streetfighter Message: 5562 From: J. Scott Pittman Date: 2/10/2000
Subject: Re: repeat: OFFICIAL RULE VOTE, PLEASE VOTE
Group: streetfighter Message: 5563 From: MITZPD@aol.com Date: 2/10/2000
Subject: Re: Combos of combos
Group: streetfighter Message: 5564 From: Azathoth05@aol.com Date: 2/10/2000
Subject: Re: Exp points Quarter finals.
Group: streetfighter Message: 5565 From: Yu Ominae Date: 2/10/2000
Subject: Re: Dark Streets, Chapter 3, turn 1
Group: streetfighter Message: 5566 From: Azathoth05@aol.com Date: 2/10/2000
Subject: Re: Offical Rules Discussion
Group: streetfighter Message: 5567 From: Azathoth05@aol.com Date: 2/10/2000
Subject: Re: Combos of combos
Group: streetfighter Message: 5568 From: Azathoth05@aol.com Date: 2/10/2000
Subject: Re: Combos of combos
Group: streetfighter Message: 5569 From: Azathoth05@aol.com Date: 2/10/2000
Subject: Re: Offical Rules Discussion
Group: streetfighter Message: 5570 From: J. Scott Pittman Date: 2/11/2000
Subject: Re: Dark Streets, Chapter 3, turn 1
Group: streetfighter Message: 5571 From: J. Scott Pittman Date: 2/11/2000
Subject: Re: Dark Streets, Chapter 3, turn 2
Group: streetfighter Message: 5572 From: SlpStck@aol.com Date: 2/11/2000
Subject: Re: Dark Streets, Chapter 3, turn 2
Group: streetfighter Message: 5573 From: Rinaldo Gambetta Date: 2/11/2000
Subject: Re: Dark Streets, Chapter 3, turn 2
Group: streetfighter Message: 5574 From: Chris Hoffmann Date: 2/11/2000
Subject: Re: Dark Streets, Chapter 3, turn 2
Group: streetfighter Message: 5575 From: Forge Date: 2/11/2000
Subject: Re: New Style.
Group: streetfighter Message: 5576 From: Steve Karstensen Date: 2/11/2000
Subject: Re: New Style.
Group: streetfighter Message: 5577 From: Rinaldo Gambetta Date: 2/11/2000
Subject: Re: New Style.
Group: streetfighter Message: 5578 From: Jade M Prout Date: 2/11/2000
Subject: Re: Offical Rules Discussion
Group: streetfighter Message: 5579 From: Steve Karstensen Date: 2/11/2000
Subject: Re: Offical Rules Discussion
Group: streetfighter Message: 5580 From: Josh Diemert Date: 2/11/2000
Subject: Re: Dark Streets, Chapter 3, turn 2
Group: streetfighter Message: 5581 From: Jade M Prout Date: 2/11/2000
Subject: Re: Combos of combos
Group: streetfighter Message: 5582 From: Steve Karstensen Date: 2/11/2000
Subject: Re: Combos of combos
Group: streetfighter Message: 5583 From: Jade M Prout Date: 2/11/2000
Subject: Official Rules Nomination: Linked Combos
Group: streetfighter Message: 5584 From: Jade M Prout Date: 2/11/2000
Subject: Re: Offical Rules Discussion
Group: streetfighter Message: 5585 From: Steve Karstensen Date: 2/11/2000
Subject: Re: Offical Rules Discussion
Group: streetfighter Message: 5586 From: Chris Hoffmann Date: 2/11/2000
Subject: Re: Offical Rules Discussion
Group: streetfighter Message: 5587 From: Jade M Prout Date: 2/11/2000
Subject: Re: Combos of combos
Group: streetfighter Message: 5588 From: Steve Karstensen Date: 2/11/2000
Subject: Re: Combos of combos
Group: streetfighter Message: 5589 From: Steve Karstensen Date: 2/11/2000
Subject: Re: Combos of combos
Group: streetfighter Message: 5590 From: Jade M Prout Date: 2/11/2000
Subject: Re: Combos of combos
Group: streetfighter Message: 5591 From: Rinaldo Gambetta Date: 2/11/2000
Subject: Re: Combos of combos
Group: streetfighter Message: 5592 From: Rinaldo Gambetta Date: 2/11/2000
Subject: Re: Combos of combos
Group: streetfighter Message: 5593 From: Steve Karstensen Date: 2/11/2000
Subject: Re: Combos of combos
Group: streetfighter Message: 5594 From: Robert Pascuttini Date: 2/11/2000
Subject: Re: blind fighting
Group: streetfighter Message: 5595 From: Fabio Alves Date: 2/11/2000
Subject: Re: Combos of combos
Group: streetfighter Message: 5596 From: Forge Date: 2/12/2000
Subject: Re: blind fighting
Group: streetfighter Message: 5597 From: Forge Date: 2/12/2000
Subject: Re: Combos of combos
Group: streetfighter Message: 5598 From: Jens-Arthur Leirbakk Date: 2/12/2000
Subject: Re: Offical Rules Discussion
Group: streetfighter Message: 5599 From: Jens-Arthur Leirbakk Date: 2/12/2000
Subject: Re: Combos of combos
Group: streetfighter Message: 5600 From: Jade M Prout Date: 2/12/2000
Subject: Re: Combos of combos
Group: streetfighter Message: 5601 From: Jade M Prout Date: 2/12/2000
Subject: Re: Offical Rules Discussion
Group: streetfighter Message: 5602 From: Jade M Prout Date: 2/12/2000
Subject: Re: Combos of combos
Group: streetfighter Message: 5603 From: Jade M Prout Date: 2/12/2000
Subject: Re: Combos of combos
Group: streetfighter Message: 5604 From: Jade M Prout Date: 2/12/2000
Subject: Re: Combos of combos
Group: streetfighter Message: 5605 From: Jade M Prout Date: 2/12/2000
Subject: Re: Combos of combos
Group: streetfighter Message: 5606 From: Azathoth05@aol.com Date: 2/12/2000
Subject: Re: Offical Rules Discussion



Group: streetfighter Message: 5557 From: Steve Karstensen Date: 2/10/2000
Subject: Re: Offical Rules Discussion
You can interrupt someone at any point during their action. They can also
abort at any time during *their* action up until the point they've finished
or rolled damage.

If my move rating is ten, and someone interrupts me after I've moved nine
hexes, I can still abort to a Jump and move, say, another five. I
technically haven't finished my move so this is allowed.

-----Original Message-----
From: J. Scott Pittman [mailto:joespitt@...]
Sent: Thursday, February 10, 2000 12:29 PM
To: streetfighter@egroups.com
Subject: [streetfighter] Re: Offical Rules Discussion


Steve wrote:
>>In
addition, did you know that you can play a Move, move your full allotted
movement, Abort to a Jump, then move your Jump's allotted movement? You
can. (that'll be good for another week's worth of debate...)

Sigh, and so it begins...
No way! Once you have COMPLETED the FULL movement of Move then you are
through with the Maneuver... you chose NOT to abort it, because the Maneuver
has completed doing everything it could possibly do. You can't Abort
something DURING if it's DONE. This is exactly why the character with the
highest Speed is allowed to wait to interrupt. So you can choose a Maneuver
like Move and then wait to see if that was a good idea, if not, aborting to
a defense that suits you.

J. Scott Pittman
Game Designer, Writer, Artist
Visit the Street Fighter:Dogs of War page at:
http://www.tsixroads.com/~joespitt/StreetFighter.htm
"Oh, you want a little fisticuffs?" - Mr. Furious

-----Original Message-----
From: Steve Karstensen <skarstensen@...>
To: streetfighter@egroups.com <streetfighter@egroups.com>
Date: Thursday, February 10, 2000 6:06 AM
Subject: [streetfighter] Re: Offical Rules Discussion


>
>you're trying to give me a migraine, aren't you?
>
>-----Original Message-----
>From: Jade M Prout [mailto:twitchboy@...]
>Sent: Wednesday, February 09, 2000 7:45 PM
>To: streetfighter@egroups.com
>Subject: [streetfighter] Re: Offical Rules Discussion
>
>
>"NOW I WRITE: It has always been my understanding that the "1-Willpower per
>turn" rule was supposed to prevent you from Aborting from a Maneuver with a
>Willpower Cost... that you are so focused on and committed to the attack
>that you can't abruptly decide to do something else."
>
>whatever maneuver you abort to becomes your maneuver for that turn. You
are
>considered to never have made the other attack. You aborted it, remember?
>
>"However, until recently I wholeheartedly believed that you could make an
>attack, roll damage, then spend 1 Willpower to Abort to Jump or Block. And
>since this is apparently WRONG (despite what is written on p.139) then
there
>is NO official rule in place to prevent someone from Aborting from a
>Lightning Leg or other Will-fueled Maneuver... After all, if the attack is
>not made, no Cost is paid."
>
>exactly.
>
>"Obviously, people are now talking about the "fact" that Maneuvers with
>bonuses to Move should warrant Willpower expenditure. Why? Every Street
>Fighter in the world has a Maneuver called "Move" which gives them a PLUS
>THREE bonus to their move, and it does NOT require Willpower expenditure."
>
>it also does no damage. I don't mind if Mungo wants to run around the
arena
>twelve hexes at a time every turn. It's if he's getting a twelve-die
attack
>roll at the end of that twelve-hex move that I'm not going to be happy. In
>addition, did you know that you can play a Move, move your full allotted
>movement, Abort to a Jump, then move your Jump's allotted movement? You
>can. (that'll be good for another week's worth of debate...)
>
>"Furthermore, anyone with 4 Experience Points can learn to Jump, allowing
>them to hurtle through the air and deliver flying attacks. Isn't a Jumping
>Roundhouse extraordinarily physically demanding? Why not make THAT cost
>Willpower while we're at it? Here's why not: Rolling Attack and Beast Roll
>are UNREALISTIC! Why go out of our minds trying to make a realistic rule
to
>govern a fantasy-based Maneuver?"
>
>...
>
>"But like anything else, it's ultimately up to the Storyteller to make a
>call like that."
>
>Storyteller System games have never stood up well to intense rules
scrutiny.
>If you're looking for hard-and-fast facts spelled out to the letter you're
>in the wrong place.
>
>;)
>
>
>------------------------------------------------------------------------
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>http://click.egroups.com/1/1416/3/_/17512/_/950191283/
>
>-- Talk to your group with your own voice!
>-- http://www.egroups.com/VoiceChatPage?listName=streetfighter&m=1
>


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Group: streetfighter Message: 5558 From: J. Scott Pittman Date: 2/10/2000
Subject: Re: Offical Rules Discussion
If my move rating is ten, and someone interrupts me after I've moved nine
hexes, I can still abort to a Jump and move, say, another five. I
technically haven't finished my move so this is allowed.

exactly. I never argued against that

-----Original Message-----
From: Steve Karstensen <skarstensen@...>
To: streetfighter@egroups.com <streetfighter@egroups.com>
Date: Thursday, February 10, 2000 7:52 AM
Subject: [streetfighter] Re: Offical Rules Discussion


>
>You can interrupt someone at any point during their action. They can also
>abort at any time during *their* action up until the point they've finished
>or rolled damage.
>
>If my move rating is ten, and someone interrupts me after I've moved nine
>hexes, I can still abort to a Jump and move, say, another five. I
>technically haven't finished my move so this is allowed.
>
>-----Original Message-----
>From: J. Scott Pittman [mailto:joespitt@...]
>Sent: Thursday, February 10, 2000 12:29 PM
>To: streetfighter@egroups.com
>Subject: [streetfighter] Re: Offical Rules Discussion
>
>
>Steve wrote:
>>>In
>addition, did you know that you can play a Move, move your full allotted
>movement, Abort to a Jump, then move your Jump's allotted movement? You
>can. (that'll be good for another week's worth of debate...)
>
>Sigh, and so it begins...
>No way! Once you have COMPLETED the FULL movement of Move then you are
>through with the Maneuver... you chose NOT to abort it, because the
Maneuver
>has completed doing everything it could possibly do. You can't Abort
>something DURING if it's DONE. This is exactly why the character with the
>highest Speed is allowed to wait to interrupt. So you can choose a Maneuver
>like Move and then wait to see if that was a good idea, if not, aborting to
>a defense that suits you.
>
>J. Scott Pittman
>Game Designer, Writer, Artist
>Visit the Street Fighter:Dogs of War page at:
>http://www.tsixroads.com/~joespitt/StreetFighter.htm
>"Oh, you want a little fisticuffs?" - Mr. Furious
>
>-----Original Message-----
>From: Steve Karstensen <skarstensen@...>
>To: streetfighter@egroups.com <streetfighter@egroups.com>
>Date: Thursday, February 10, 2000 6:06 AM
>Subject: [streetfighter] Re: Offical Rules Discussion
>
>
>>
>>you're trying to give me a migraine, aren't you?
>>
>>-----Original Message-----
>>From: Jade M Prout [mailto:twitchboy@...]
>>Sent: Wednesday, February 09, 2000 7:45 PM
>>To: streetfighter@egroups.com
>>Subject: [streetfighter] Re: Offical Rules Discussion
>>
>>
>>"NOW I WRITE: It has always been my understanding that the "1-Willpower
per
>>turn" rule was supposed to prevent you from Aborting from a Maneuver with
a
>>Willpower Cost... that you are so focused on and committed to the attack
>>that you can't abruptly decide to do something else."
>>
>>whatever maneuver you abort to becomes your maneuver for that turn. You
>are
>>considered to never have made the other attack. You aborted it, remember?
>>
>>"However, until recently I wholeheartedly believed that you could make an
>>attack, roll damage, then spend 1 Willpower to Abort to Jump or Block.
And
>>since this is apparently WRONG (despite what is written on p.139) then
>there
>>is NO official rule in place to prevent someone from Aborting from a
>>Lightning Leg or other Will-fueled Maneuver... After all, if the attack
is
>>not made, no Cost is paid."
>>
>>exactly.
>>
>>"Obviously, people are now talking about the "fact" that Maneuvers with
>>bonuses to Move should warrant Willpower expenditure. Why? Every Street
>>Fighter in the world has a Maneuver called "Move" which gives them a PLUS
>>THREE bonus to their move, and it does NOT require Willpower expenditure."
>>
>>it also does no damage. I don't mind if Mungo wants to run around the
>arena
>>twelve hexes at a time every turn. It's if he's getting a twelve-die
>attack
>>roll at the end of that twelve-hex move that I'm not going to be happy.
In
>>addition, did you know that you can play a Move, move your full allotted
>>movement, Abort to a Jump, then move your Jump's allotted movement? You
>>can. (that'll be good for another week's worth of debate...)
>>
>>"Furthermore, anyone with 4 Experience Points can learn to Jump, allowing
>>them to hurtle through the air and deliver flying attacks. Isn't a
Jumping
>>Roundhouse extraordinarily physically demanding? Why not make THAT cost
>>Willpower while we're at it? Here's why not: Rolling Attack and Beast
Roll
>>are UNREALISTIC! Why go out of our minds trying to make a realistic rule
>to
>>govern a fantasy-based Maneuver?"
>>
>>...
>>
>>"But like anything else, it's ultimately up to the Storyteller to make a
>>call like that."
>>
>>Storyteller System games have never stood up well to intense rules
>scrutiny.
>>If you're looking for hard-and-fast facts spelled out to the letter you're
>>in the wrong place.
>>
>>;)
>>
>>
>>------------------------------------------------------------------------
>>Save on products you choose!
>>http://click.egroups.com/1/1416/3/_/17512/_/950191283/
>>
>>-- Talk to your group with your own voice!
>>-- http://www.egroups.com/VoiceChatPage?listName=streetfighter&m=1
>>
>
>
>------------------------------------------------------------------------
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>
>-- Check out your group's private Chat room
>-- http://www.egroups.com/ChatPage?listName=streetfighter&m=1
>
>
>------------------------------------------------------------------------
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>
>-- Talk to your group with your own voice!
>-- http://www.egroups.com/VoiceChatPage?listName=streetfighter&m=1
>
Group: streetfighter Message: 5559 From: Steve Karstensen Date: 2/10/2000
Subject: Re: Offical Rules Discussion
ack. I just scanned over what I originally wrote. I didn't mean to say
"full alotted movement", I meant to say "close to full alotted movement". I
just meant you could move a fairly obscene distance with a combo of
Move/Abort to Jump.

These nitpicking discussions with Jade are frying my brain...

-----Original Message-----
From: J. Scott Pittman [mailto:joespitt@...]
Sent: Thursday, February 10, 2000 2:21 PM
To: streetfighter@egroups.com
Subject: [streetfighter] Re: Offical Rules Discussion


If my move rating is ten, and someone interrupts me after I've moved nine
hexes, I can still abort to a Jump and move, say, another five. I
technically haven't finished my move so this is allowed.

exactly. I never argued against that

-----Original Message-----
From: Steve Karstensen <skarstensen@...>
To: streetfighter@egroups.com <streetfighter@egroups.com>
Date: Thursday, February 10, 2000 7:52 AM
Subject: [streetfighter] Re: Offical Rules Discussion


>
>You can interrupt someone at any point during their action. They can also
>abort at any time during *their* action up until the point they've finished
>or rolled damage.
>
>If my move rating is ten, and someone interrupts me after I've moved nine
>hexes, I can still abort to a Jump and move, say, another five. I
>technically haven't finished my move so this is allowed.
>
>-----Original Message-----
>From: J. Scott Pittman [mailto:joespitt@...]
>Sent: Thursday, February 10, 2000 12:29 PM
>To: streetfighter@egroups.com
>Subject: [streetfighter] Re: Offical Rules Discussion
>
>
>Steve wrote:
>>>In
>addition, did you know that you can play a Move, move your full allotted
>movement, Abort to a Jump, then move your Jump's allotted movement? You
>can. (that'll be good for another week's worth of debate...)
>
>Sigh, and so it begins...
>No way! Once you have COMPLETED the FULL movement of Move then you are
>through with the Maneuver... you chose NOT to abort it, because the
Maneuver
>has completed doing everything it could possibly do. You can't Abort
>something DURING if it's DONE. This is exactly why the character with the
>highest Speed is allowed to wait to interrupt. So you can choose a Maneuver
>like Move and then wait to see if that was a good idea, if not, aborting to
>a defense that suits you.
>
>J. Scott Pittman
>Game Designer, Writer, Artist
>Visit the Street Fighter:Dogs of War page at:
>http://www.tsixroads.com/~joespitt/StreetFighter.htm
>"Oh, you want a little fisticuffs?" - Mr. Furious
>
>-----Original Message-----
>From: Steve Karstensen <skarstensen@...>
>To: streetfighter@egroups.com <streetfighter@egroups.com>
>Date: Thursday, February 10, 2000 6:06 AM
>Subject: [streetfighter] Re: Offical Rules Discussion
>
>
>>
>>you're trying to give me a migraine, aren't you?
>>
>>-----Original Message-----
>>From: Jade M Prout [mailto:twitchboy@...]
>>Sent: Wednesday, February 09, 2000 7:45 PM
>>To: streetfighter@egroups.com
>>Subject: [streetfighter] Re: Offical Rules Discussion
>>
>>
>>"NOW I WRITE: It has always been my understanding that the "1-Willpower
per
>>turn" rule was supposed to prevent you from Aborting from a Maneuver with
a
>>Willpower Cost... that you are so focused on and committed to the attack
>>that you can't abruptly decide to do something else."
>>
>>whatever maneuver you abort to becomes your maneuver for that turn. You
>are
>>considered to never have made the other attack. You aborted it, remember?
>>
>>"However, until recently I wholeheartedly believed that you could make an
>>attack, roll damage, then spend 1 Willpower to Abort to Jump or Block.
And
>>since this is apparently WRONG (despite what is written on p.139) then
>there
>>is NO official rule in place to prevent someone from Aborting from a
>>Lightning Leg or other Will-fueled Maneuver... After all, if the attack
is
>>not made, no Cost is paid."
>>
>>exactly.
>>
>>"Obviously, people are now talking about the "fact" that Maneuvers with
>>bonuses to Move should warrant Willpower expenditure. Why? Every Street
>>Fighter in the world has a Maneuver called "Move" which gives them a PLUS
>>THREE bonus to their move, and it does NOT require Willpower expenditure."
>>
>>it also does no damage. I don't mind if Mungo wants to run around the
>arena
>>twelve hexes at a time every turn. It's if he's getting a twelve-die
>attack
>>roll at the end of that twelve-hex move that I'm not going to be happy.
In
>>addition, did you know that you can play a Move, move your full allotted
>>movement, Abort to a Jump, then move your Jump's allotted movement? You
>>can. (that'll be good for another week's worth of debate...)
>>
>>"Furthermore, anyone with 4 Experience Points can learn to Jump, allowing
>>them to hurtle through the air and deliver flying attacks. Isn't a
Jumping
>>Roundhouse extraordinarily physically demanding? Why not make THAT cost
>>Willpower while we're at it? Here's why not: Rolling Attack and Beast
Roll
>>are UNREALISTIC! Why go out of our minds trying to make a realistic rule
>to
>>govern a fantasy-based Maneuver?"
>>
>>...
>>
>>"But like anything else, it's ultimately up to the Storyteller to make a
>>call like that."
>>
>>Storyteller System games have never stood up well to intense rules
>scrutiny.
>>If you're looking for hard-and-fast facts spelled out to the letter you're
>>in the wrong place.
>>
>>;)
>>
>>
>>------------------------------------------------------------------------
>>Save on products you choose!
>>http://click.egroups.com/1/1416/3/_/17512/_/950191283/
>>
>>-- Talk to your group with your own voice!
>>-- http://www.egroups.com/VoiceChatPage?listName=streetfighter&m=1
>>
>
>
>------------------------------------------------------------------------
>Valentine's Day Shopping Made Simple.
>http://click.egroups.com/1/1158/3/_/17512/_/950196910/
>
>-- Check out your group's private Chat room
>-- http://www.egroups.com/ChatPage?listName=streetfighter&m=1
>
>
>------------------------------------------------------------------------
>Valentine's Day Shopping Made Simple.
>http://click.egroups.com/1/1158/3/_/17512/_/950197665/
>
>-- Talk to your group with your own voice!
>-- http://www.egroups.com/VoiceChatPage?listName=streetfighter&m=1
>


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Group: streetfighter Message: 5560 From: J. Scott Pittman Date: 2/10/2000
Subject: repeat: OFFICIAL RULE VOTE, PLEASE VOTE
The following rules have been nominated to become Offical Street Fighter
Mailing List Rules. The nomination that wins will proceed to further
discussion and a new vote on which version of that rule should become
offical. The runners up will remain and appear on future nomination votes.
The Poll will continue until either everyone has voted (please vote) or one
week has passed (sorry for the 7 day wait, but everyone deserves to have
time to see the poll and vote). Polling will end Febuary 15, at 5 my time
(or sooner if everyone votes). - Scott
----
Please select one of the following:
o Super Maneuver Rules
o Defining what an Abort Maneuver is/what Maneuvers are Abort Maneuvers
o Blind Fighting rules

by going to the following Web form:
http://www.egroups.com/vote?id=950052254822&listname=streetfighter
Thank you!

-----Original Message-----
From: joespitt@... <joespitt@...>
To: streetfighter@egroups.com <streetfighter@egroups.com>
Date: Tuesday, February 08, 2000 3:32 PM
Subject: [streetfighter] POLL: Offical Rule Vote


>The following rules have been nominated to become Offical Street Fighter
Mailing List Rules. The nomination that wins will proceed to further
discussion and a new vote on which version of that rule should become
offical. The runners up will remain and appear on future nomination votes.
The Poll will continue until either everyone has voted (please vote) or one
week has passed (sorry for the 7 day wait, but everyone deserves to have
time to see the poll and vote). Polling will end Febuary 15, at 5 my time
(or sooner if everyone votes). - Scott
>----
>
>Please select one of the following:
>
> o Super Maneuver Rules
> o Defining what an Abort Maneuver is/what Maneuvers are Abort Maneuvers
> o Blind Fighting rules
>
>
>by going to the following Web form:
>
> http://www.egroups.com/vote?id=950052254822&listname=streetfighter
>
>Thank you!
>
>
>------------------------------------------------------------------------
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>
Group: streetfighter Message: 5561 From: Rinaldo Gambetta Date: 2/10/2000
Subject: Re: repeat: OFFICIAL RULE VOTE, PLEASE VOTE
I vote to solve abort manuvers case. Regards Rinaldo Gambetta :)

"J. Scott Pittman" wrote:

The following rules have been nominated to become Offical Street Fighter
Mailing List Rules. The nomination that wins will proceed to further
discussion and a new vote on which version of that rule should become
offical. The runners up will remain and appear on future nomination votes.
The Poll will continue until either everyone has voted (please vote) or one
week has passed (sorry for the 7 day wait, but everyone deserves to have
time to see the poll and vote). Polling will end Febuary 15, at 5 my time
(or sooner if everyone votes). - Scott
----
Please select one of the following:
   o Super Maneuver Rules
   o Defining what an Abort Maneuver is/what Maneuvers are Abort Maneuvers
   o Blind Fighting rules

by going to the following Web form:
   http://www.egroups.com/vote?id=950052254822&listname=streetfighter
Thank you!

-----Original Message-----
From: joespitt@... <joespitt@...>
To: streetfighter@egroups.com <streetfighter@egroups.com>
Date: Tuesday, February 08, 2000 3:32 PM
Subject: [streetfighter] POLL: Offical Rule Vote

>The following rules have been nominated to become Offical Street Fighter
Mailing List Rules. The nomination that wins will proceed to further
discussion and a new vote on which version of that rule should become
offical. The runners up will remain and appear on future nomination votes.
The Poll will continue until either everyone has voted (please vote) or one
week has passed (sorry for the 7 day wait, but everyone deserves to have
time to see the poll and vote). Polling will end Febuary 15, at 5 my time
(or sooner if everyone votes). - Scott
>----
>
>Please select one of the following:
>
  o Super Maneuver Rules
  o Defining what an Abort Maneuver is/what Maneuvers are Abort Maneuvers
  o Blind Fighting rules
>
>
>by going to the following Web form:
>
  http://www.egroups.com/vote?id=950052254822&listname=streetfighter
>
>Thank you!
>
>
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Group: streetfighter Message: 5562 From: J. Scott Pittman Date: 2/10/2000
Subject: Re: repeat: OFFICIAL RULE VOTE, PLEASE VOTE
to vote, please click on the link shown - that will bring you to the voting (poll) site.
 
 
Group: streetfighter Message: 5563 From: MITZPD@aol.com Date: 2/10/2000
Subject: Re: Combos of combos
In a message dated 2/9/2000 9:30:21 PM Eastern Standard Time,
sfrpg@... writes:

<< Here's two generic examples of a fighter's combos:
*Jab TO Fierce
*Fierce TO Fireball (dizzy)

Now this situation:
Move1: Jab
Move2: Fierce (+2 to speed)
Move3: Fireball (+2 to speed,dizzy????)

This is problem. Peharps the most correct was:
Move1: Jab
Move2: Fierce (+2 to speed)
Move3: Fierce
Move4: Fireball (+2 to speed, dizzy)
_____________________________________________________________ >>
This one is right
Move1: Jab
Move2: Fierce (+2 to speed)
Move3: Fierce
Move4: Fireball (+2 to speed, dizzy)
Group: streetfighter Message: 5564 From: Azathoth05@aol.com Date: 2/10/2000
Subject: Re: Exp points Quarter finals.
I have that much experience!!! Damn!!! I never realized it! okay I'll have
to think about this one.
Group: streetfighter Message: 5565 From: Yu Ominae Date: 2/10/2000
Subject: Re: Dark Streets, Chapter 3, turn 1
No not yet. Where should I get it from.


>From: "J. Scott Pittman" <joespitt@...>
>Reply-To: streetfighter@egroups.com
>To: <streetfighter@egroups.com>
>Subject: [streetfighter] Re: Dark Streets, Chapter 3, turn 1
>Date: Tue, 8 Feb 2000 19:01:58 -0800
>
>To Yu Ominae:
>Do you have the Street fighter rulebook?
>
>-----Original Message-----
>From: Yu Ominae <yuominae@...>
>To: streetfighter@egroups.com <streetfighter@egroups.com>
>Date: Friday, February 04, 2000 5:48 PM
>Subject: [streetfighter] Re: Dark Streets, Chapter 3, turn 1
>
>
> >Sure I'll Send my character,But at the risk of sounding kinda silly what
> >freebie points, I'm new to this. Sorry
> >
> >
> >>From: "J. Scott Pittman" <joespitt@...>
> >>Reply-To: streetfighter@egroups.com
> >>To: <streetfighter@egroups.com>
> >>Subject: [streetfighter] Re: Dark Streets, Chapter 3, turn 1
> >>Date: Thu, 3 Feb 2000 22:28:22 -0800
> >>
> >>sure thing, just send in a character, make sure to tell me how you used
> >>your
> >>freebie points
> >>-----Original Message-----
> >>From: Yu Ominae <yuominae@...>
> >>To: streetfighter@egroups.com <streetfighter@egroups.com>
> >>Date: Wednesday, February 06, 2036 11:13 PM
> >>Subject: [streetfighter] Re: Dark Streets, Chapter 3, turn 1
> >>
> >>
> >> >Can I get into this?
> >> >
> >> >
> >> >>From: "J. Scott Pittman" <joespitt@...>
> >> >>Reply-To: streetfighter@egroups.com
> >> >>To: <streetfighter@egroups.com>
> >> >>Subject: [streetfighter] Dark Streets, Chapter 3, turn 1
> >> >>Date: Thu, 3 Feb 2000 13:13:04 -0800
> >> >>
> >> >>Dark Streets, Chapter Three, turn 1
> >> >>
> >> >>Eric looks at the others, then to the crow on his shoulder, then up
>into
> >> >>the
> >> >>sky. "I have tasted death once. Its not that good. I suggest we go in
> >> >>through
> >> >>the back. If you all decide differently, I'll go with you."
> >> >>again, I send my crow on ahead, just a bit, and slowly follow it
> >> >>
> >> >>Sago picks up the radio and answers in a tired, scratchy voice,
>"Yeah,
> >>uh,
> >> >>nothing new to report. Um... I may have to leave early, I, uh, I
>think
> >> >>I'm coming down with something."
> >> >>
> >> >>Sammi quickly stifled a giggle when Sago answered.
> >> >>"Yeah," she whispered, "a case of 'Boot to the Head'
> >> >>syndrome." She waited until Sago put the radio back
> >> >>down and looked at him. "Look, I'm sorry for turning
> >> >>'dictator' back there on the roof, but these kids are
> >> >>in trouble, and we're the only ones who can help. It
> >> >>seemed like we were just going to stand there arguing
> >> >>all night on how to get in. I had to do something."
> >> >>Sammi began rubbing her left arm, then reached down
> >> >>and searched the guard.
> >> >>OOC: You said in the description that the guard had
> >> >>half a pack of smokes. Sammi's gonna look for that,
> >> >>and a lighter or pack of matches. Might come in handy
> >> >>inside. She's also gonna snag the goggles, if they're
> >> >>still intact. (I've gotta hunch...)
> >> >>I snagged 'em in case they're polarized,
> >> >>or IR or something. Scott, Sammi does try on the
> >> >>goggles to see if her view of the world is
> >> >>'different'; if not, she tosses them.
> >> >>
> >> >>As she approached the old warehouse, she noticed some commotion, a
>quick
> >> >>fight and then some people trying to get into the place. They sure
> >>didn't
> >> >>look like the police, but the more important thing was they didn't
>look
> >> >>like
> >> >>friends of Shark.
> >> >>------- >>
> >> >>IC: Sabrina's grib on the baton tightened. It was tempting to think
> >>that
> >> >>this would be like the old days, but the cold cut shattered her
> >>temptation.
> >> >>The old days were gone, and there was no hope of anything but revenge
> >>now.
> >> >>She moved, darting from one shadow to another while watching for any
> >>other
> >> >>guards. The civilians may be against her enemy, but she didn't have
>to
> >> >>show
> >> >>herself. Not until she knew more about them. His games start to to
>die
> >> >>here, with Shark.
> >> >>"Winter's coming B******." The threat was almost loud enough to be a
> >> >>whisper.
> >> >>OOC: Sabrina will sneak to the warehouse while watching for guards.
> >> >>____________________
> >> >>
> >> >> The walkie talkie hissed more static for a few seconds. "OK, man,
>if
> >>you
> >> >>need to. Hope you start feeling better. I'll cover for you tonight,
>but
> >> >>you've got to take my shift Saturday."
> >> >>"OK", Sago replied, trying his best to copy the same voice he used,
>and
> >> >>thankful for the static on the line.
> >> >> Sammi tried on the goggles. They looked normal, like a pair of
>large
> >> >>sunglasses, but when placing them across her eyes, she could tell
>that
> >>they
> >> >>were some type of special electronic equipment. Tiny messages flashed
>in
> >> >>the
> >> >>upper left of them, and as she looked at things, they seemed to be
> >>scanned
> >> >>as if connected to a computer. Readouts of the objects appeared,
> >>describing
> >> >>them in some detail. Looking at a nearby trashcan gave the readout:
> >> >>
> >> >>METAL CONTAINER; CONTENTS UNKNOWN
> >> >>
> >> >>looking again at Sago, the readout printed in bright letters:
> >> >>
> >> >>UNKNOWN HUMAN MALE; GIVE WARNING OR DETAIN
> >> >>
> >> >> Sammi also noticed at the bottom of the glasses were smaller
> >>lettering
> >> >>that stated LIGHT SOURCE NORMAL. She decided to keep the goggles.
> >> >> Ryuu looked at Sago and Sammi, very interested in what was going
>on.
> >>His
> >> >>attention then went to Eric, who looked to be doing something of
> >>interest.
> >> >> Eric stretched out his arm, letting the crow that rested there
>fly.
> >>Then
> >> >>as Sago placed his card into the pass slot on the door, the bird
>quickly
> >> >>flew into the room beyond.
> >> >> A few seconds passed, and the bird returned and chirped a few
>sounds
> >>to
> >> >>Eric. "The interior is empoty except for two "silver men", whispered
> >>Eric.
> >> >> "Silver men? What the heck does that mean?" asked Sammi.
> >> >> Eric shrugged, looking at Sago, who looked back at Eric with the
> >>exact
> >> >>same glace of unknowing.
> >> >> "One way to find out, said Sago, and he slipped into the door as
> >>quietly
> >> >>as possible.
> >> >>-------
> >> >> Once inside, Eric could see that this was some sort of storage
>room,
> >> >>with
> >> >>lots of boxes and equipment that might be found in a mad scientist's
> >>lab,
> >> >>Bottles of strage-colored liquid, tubes running all over the place,
>and
> >> >>wires with little streams of electricity running between them. On one
> >>shelf
> >> >>he noticed two book ends with tiny metal men as the carvings that
>held
> >>each
> >> >>side.
> >> >> "Just some book ends. Come on in." Sago said with releif.
> >> >> The rest of the team entered, Eric first, then Ryuu, then Sammi,
>who
> >>was
> >> >>dragging the unconcious guard behind her. She dropped him on the
>floor
> >> >>behind some boxes.
> >> >> Sago started down the hallway that led to Shark, he thought.
> >>Suddenly,
> >> >>however, he felt a terrible pain sweep across his back, as something
> >> >>knocked
> >> >>him to the floor.
> >> >> Sammi saw the laser strike into Sago, knocking his off his feet.
>She
> >> >>diddn't know how badly he was hurt. Looking in the direction of where
> >>the
> >> >>blast came from, she saw a gigantic robot stepping from some of the
> >> >>machinery on the wall. The robot was perfectly camoflauged within. It
> >>had
> >> >>been standing there all along, almost impossible to see. It was
>filled
> >>with
> >> >>flashing lights, and made an odd WHIRR sound as it moved. It's feet
>made
> >>a
> >> >>rather deep CLOMP sound as it stepped foward, it's head shifting back
> >>and
> >> >>fourth to see the other people in the room.
> >> >> "You are unauthorized in this area." it said in a hollow,
>electronic
> >> >>voice. "Drop your weapons and surrender so that you may be detained
>for
> >> >>questioning."
> >> >> OK, Sammi thought. One giant robot and Eric and her left (and
>Ryuu,
> >>who
> >> >>she would have to look out for, he was just a kid). They might be
>able
> >>to
> >> >>take this thing, but it would be loud....
> >> >> Eric stood silently, thinking of what to do next. The thing was
>big,
> >> >>really big. But just mabye...
> >> >> Then the second robot appeared.
> >> >>-------
> >> >> Sabrina had just slid into the room. She wondered if the robots
> >>noticed
> >> >>her as well, but she was hidden near the fallen guard, and they might
> >>not
> >> >>sense her as seperate from him.
> >> >>-------
> >> >> The world was a blurr as the gooey liquid drained from around him.
> >>But
> >> >>who
> >> >>was he? He appeared to be surrounded by all kinds of machinery, with
> >> >>strange
> >> >>wires connected to his chest and head with tiny bits of surgical
>tape.
> >>The
> >> >>wires were not connected to him, but prehaps detecting his heartbeat,
> >> >>pulse,
> >> >>etc.
> >> >> "Where am I?" He asked.
> >> >> "You are in my lab. I have awakened you." The pleasent man said.
>He
> >> >>stood
> >> >>before the awakened man, very nicely dressed, but with a scientists
>garb
> >> >>on,
> >> >>or prehaps it was the gown of a doctor.
> >> >> "Who are you?"
> >> >> "My name is Donavan Sharke, but my friends call me Shark." The
> >> >>scientist/doctor replied. "I am most pleased to see you are doing
>well.
> >>You
> >> >>may feel a bit weak, it's kind of normal, I should think. Not that
>there
> >>is
> >> >>anything to compare to."
> >> >> "Who am I?"
> >> >> "Oh, yes, of course, heh, excuse me. You may call yourself Jean
>Paul,
> >>a
> >> >>victorian fellow. Here, get dressed." Shark passed Jean Paul his
> >>clothes,
> >> >>some cigars and matches, a wallet with some money, a heavy-weighted
> >>cane,
> >>a
> >> >>hat, a gold ring, a watch, and a pocket sized bible.
> >> >> "I bet you're full of questions, eh? What you're doing here, where
> >>you
> >> >>came from, all of that. Not to worry, my friend, you are safe and I
>have
> >> >>all
> >> >>of your answers."
> >> >> Jean looked around. There were more containers like the one he had
> >>come
> >> >>from, filled with a clear liquid, and containing what appeared to be
> >> >>children.
> >> >> "Who are those children, and why are they in these tanks!?" Jean
>knew
> >> >>something was wrong here, very wrong.
> >> >> "Please, don't be alarmed, my friend, they are simply -"
> >> >> There was a buzzing noise from Shark's communicator, and he
>quickly
> >> >>answered it. "What is it?"
> >> >> "Miriganka 12 here sir. Intruder in storage room 4, awaiting
>further
> >> >>orders."
> >> >>---------
> >> >>Storyteller to players:
> >> >> This turn ends chapter two. The following exp awards apply:
> >> >> 1 point: automatic
> >> >> 1 point: consistancy
> >> >>
> >> >>Honor awards:
> >> >> 1 point of temporary Honor to Sago for being harmed while
>protecting
> >>an
> >> >>innocent
> >> >>
> >> >>Special Notes:
> >> >> Sago has taken 1 Health level of damage from a glacing laser
>strike
> >>to
> >> >>his
> >> >>back. He is getting off the floor, and is concidered Knocked Down for
> >> >>purposes of his next action.
> >> >>
> >> >>J. Scott Pittman
> >> >>
> >> >>
> >> >>-----Original Message-----
> >> >>From: System Administrator <postmaster@...>
> >> >>To: streetfighter@egroups.com <streetfighter@egroups.com>
> >> >>Date: Thursday, February 03, 2000 9:47 AM
> >> >>Subject: [streetfighter] Undeliverable: streetfighter digest
> >> >>
> >> >>
> >> >> >Your message
> >> >> >
> >> >> >To: dazedor@...
> >> >> >Subject: streetfighter digest
> >> >> >
> >> >> >did not reach the following recipient(s):
> >> >> >
> >> >> >dazedor@... on 2/3/00 8:36:33 AM
> >> >> > The person you are trying to e-mail has a full inbox. Please
> >>resend
> >> >> >at a later time.
> >> >> >
> >> >> >
> >> >> >x-sender:
> >> >>
> >>
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> >> >> >x-receiver: dazedor@...
> >> >> >Received: from ei.egroups.com ([207.138.41.177]) by
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> >> >> >SMTPSVC(5.5.1877.197.19);Thu, 3 Feb 2000 08:36:28 -0800
> >> >> >X-eGroups-Return:
> >> >>
> >>
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> >> >> >Subject: streetfighter digest
> >> >> >Reply-To: streetfighter@egroups.com
> >> >> >Return-Path:
> >> >>
> >>
> >streetfighter-return-digest-dazedor=collegeclub.com@...
> >> >> >Message-ID:
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> >> >> >
> >> >> >
> >> >>
> >>
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______________________________________________________
Group: streetfighter Message: 5566 From: Azathoth05@aol.com Date: 2/10/2000
Subject: Re: Offical Rules Discussion
Again, common sense must prevail. A vertical rolling attack, even if it's
not used to hit anyone, still gives the user (per it's description) a higher
jump than normal (4 ft) and thus even if used (per the description) to jump
over a fence or chasm would incur the willpower cost. Also, while it's true
a regular move grants +3, a regular jump does not. Aerial attacks that move
further than atheltics should definitely incur the cost regardless of whether
damage was rolled or not, because you are doing something you cannot do with
a normal jump maneuver.

In a message dated 2/9/00 8:46:34 PM Eastern Standard Time,
twitchboy@... writes:
<< Obviously, people are now talking about the "fact" that Maneuvers with
bonuses to Move should warrant Willpower expenditure. Why? Every Street
Fighter in the world has a Maneuver called "Move" which gives them a PLUS
THREE bonus to their move, and it does NOT require Willpower expenditure. >>
Group: streetfighter Message: 5567 From: Azathoth05@aol.com Date: 2/10/2000
Subject: Re: Combos of combos
I agree, as long as the maneuver was played in the last turn the combo takes
effect (barring our homemade knockdown-kills-combo rule). So the first
example is fine. Hell, even if you abort to a block the next turn still
grants you the speed bonus.
Group: streetfighter Message: 5568 From: Azathoth05@aol.com Date: 2/10/2000
Subject: Re: Combos of combos
that's a real good point! because only one of the combo's is dizzy, I'd say
the middle fierce in the first maneuver only gets one bonus: +2 speed as
part of previous combo or add damage to dizzy, but possibly not
both(storyteller call ultimately) If both were dizzy combos it wouldn't be
an issue
Group: streetfighter Message: 5569 From: Azathoth05@aol.com Date: 2/10/2000
Subject: Re: Offical Rules Discussion
I always played you can't abort to a jump if you've moved, and it's always
worked fine. Never had a player complain.
Group: streetfighter Message: 5570 From: J. Scott Pittman Date: 2/11/2000
Subject: Re: Dark Streets, Chapter 3, turn 1
Hmmm good luck, the Street Fighter game is no longer in print. You MIGHT
find one out there on the net for sale, but I wouldn't want to begin the
search! Anybody want to sell theirs?

J. Scott Pittman
Game Designer, Writer, Artist
Visit the Street Fighter:Dogs of War page at:
http://www.tsixroads.com/~joespitt/StreetFighter.htm
"Oh, you want a little fisticuffs?" - Mr. Furious

-----Original Message-----
From: Yu Ominae <yuominae@...>
To: streetfighter@egroups.com <streetfighter@egroups.com>
Date: Thursday, February 10, 2000 5:31 PM
Subject: [streetfighter] Re: Dark Streets, Chapter 3, turn 1


>No not yet. Where should I get it from.
>
>
>>From: "J. Scott Pittman" <joespitt@...>
>>Reply-To: streetfighter@egroups.com
>>To: <streetfighter@egroups.com>
>>Subject: [streetfighter] Re: Dark Streets, Chapter 3, turn 1
>>Date: Tue, 8 Feb 2000 19:01:58 -0800
>>
>>To Yu Ominae:
>>Do you have the Street fighter rulebook?
>>
>>-----Original Message-----
>>From: Yu Ominae <yuominae@...>
>>To: streetfighter@egroups.com <streetfighter@egroups.com>
>>Date: Friday, February 04, 2000 5:48 PM
>>Subject: [streetfighter] Re: Dark Streets, Chapter 3, turn 1
>>
>>
>> >Sure I'll Send my character,But at the risk of sounding kinda silly what
>> >freebie points, I'm new to this. Sorry
>> >
>> >
>> >>From: "J. Scott Pittman" <joespitt@...>
>> >>Reply-To: streetfighter@egroups.com
>> >>To: <streetfighter@egroups.com>
>> >>Subject: [streetfighter] Re: Dark Streets, Chapter 3, turn 1
>> >>Date: Thu, 3 Feb 2000 22:28:22 -0800
>> >>
>> >>sure thing, just send in a character, make sure to tell me how you used
>> >>your
>> >>freebie points
>> >>-----Original Message-----
>> >>From: Yu Ominae <yuominae@...>
>> >>To: streetfighter@egroups.com <streetfighter@egroups.com>
>> >>Date: Wednesday, February 06, 2036 11:13 PM
>> >>Subject: [streetfighter] Re: Dark Streets, Chapter 3, turn 1
>> >>
>> >>
>> >> >Can I get into this?
>> >> >
>> >> >
>> >> >>From: "J. Scott Pittman" <joespitt@...>
>> >> >>Reply-To: streetfighter@egroups.com
>> >> >>To: <streetfighter@egroups.com>
>> >> >>Subject: [streetfighter] Dark Streets, Chapter 3, turn 1
>> >> >>Date: Thu, 3 Feb 2000 13:13:04 -0800
>> >> >>
>> >> >>Dark Streets, Chapter Three, turn 1
>> >> >>
>> >> >>Eric looks at the others, then to the crow on his shoulder, then up
>>into
>> >> >>the
>> >> >>sky. "I have tasted death once. Its not that good. I suggest we go
in
>> >> >>through
>> >> >>the back. If you all decide differently, I'll go with you."
>> >> >>again, I send my crow on ahead, just a bit, and slowly follow it
>> >> >>
>> >> >>Sago picks up the radio and answers in a tired, scratchy voice,
>>"Yeah,
>> >>uh,
>> >> >>nothing new to report. Um... I may have to leave early, I, uh, I
>>think
>> >> >>I'm coming down with something."
>> >> >>
>> >> >>Sammi quickly stifled a giggle when Sago answered.
>> >> >>"Yeah," she whispered, "a case of 'Boot to the Head'
>> >> >>syndrome." She waited until Sago put the radio back
>> >> >>down and looked at him. "Look, I'm sorry for turning
>> >> >>'dictator' back there on the roof, but these kids are
>> >> >>in trouble, and we're the only ones who can help. It
>> >> >>seemed like we were just going to stand there arguing
>> >> >>all night on how to get in. I had to do something."
>> >> >>Sammi began rubbing her left arm, then reached down
>> >> >>and searched the guard.
>> >> >>OOC: You said in the description that the guard had
>> >> >>half a pack of smokes. Sammi's gonna look for that,
>> >> >>and a lighter or pack of matches. Might come in handy
>> >> >>inside. She's also gonna snag the goggles, if they're
>> >> >>still intact. (I've gotta hunch...)
>> >> >>I snagged 'em in case they're polarized,
>> >> >>or IR or something. Scott, Sammi does try on the
>> >> >>goggles to see if her view of the world is
>> >> >>'different'; if not, she tosses them.
>> >> >>
>> >> >>As she approached the old warehouse, she noticed some commotion, a
>>quick
>> >> >>fight and then some people trying to get into the place. They sure
>> >>didn't
>> >> >>look like the police, but the more important thing was they didn't
>>look
>> >> >>like
>> >> >>friends of Shark.
>> >> >>------- >>
>> >> >>IC: Sabrina's grib on the baton tightened. It was tempting to think
>> >>that
>> >> >>this would be like the old days, but the cold cut shattered her
>> >>temptation.
>> >> >>The old days were gone, and there was no hope of anything but
revenge
>> >>now.
>> >> >>She moved, darting from one shadow to another while watching for any
>> >>other
>> >> >>guards. The civilians may be against her enemy, but she didn't have
>>to
>> >> >>show
>> >> >>herself. Not until she knew more about them. His games start to to
>>die
>> >> >>here, with Shark.
>> >> >>"Winter's coming B******." The threat was almost loud enough to be
a
>> >> >>whisper.
>> >> >>OOC: Sabrina will sneak to the warehouse while watching for guards.
>> >> >>____________________
>> >> >>
>> >> >> The walkie talkie hissed more static for a few seconds. "OK, man,
>>if
>> >>you
>> >> >>need to. Hope you start feeling better. I'll cover for you tonight,
>>but
>> >> >>you've got to take my shift Saturday."
>> >> >>"OK", Sago replied, trying his best to copy the same voice he used,
>>and
>> >> >>thankful for the static on the line.
>> >> >> Sammi tried on the goggles. They looked normal, like a pair of
>>large
>> >> >>sunglasses, but when placing them across her eyes, she could tell
>>that
>> >>they
>> >> >>were some type of special electronic equipment. Tiny messages
flashed
>>in
>> >> >>the
>> >> >>upper left of them, and as she looked at things, they seemed to be
>> >>scanned
>> >> >>as if connected to a computer. Readouts of the objects appeared,
>> >>describing
>> >> >>them in some detail. Looking at a nearby trashcan gave the readout:
>> >> >>
>> >> >>METAL CONTAINER; CONTENTS UNKNOWN
>> >> >>
>> >> >>looking again at Sago, the readout printed in bright letters:
>> >> >>
>> >> >>UNKNOWN HUMAN MALE; GIVE WARNING OR DETAIN
>> >> >>
>> >> >> Sammi also noticed at the bottom of the glasses were smaller
>> >>lettering
>> >> >>that stated LIGHT SOURCE NORMAL. She decided to keep the goggles.
>> >> >> Ryuu looked at Sago and Sammi, very interested in what was going
>>on.
>> >>His
>> >> >>attention then went to Eric, who looked to be doing something of
>> >>interest.
>> >> >> Eric stretched out his arm, letting the crow that rested there
>>fly.
>> >>Then
>> >> >>as Sago placed his card into the pass slot on the door, the bird
>>quickly
>> >> >>flew into the room beyond.
>> >> >> A few seconds passed, and the bird returned and chirped a few
>>sounds
>> >>to
>> >> >>Eric. "The interior is empoty except for two "silver men", whispered
>> >>Eric.
>> >> >> "Silver men? What the heck does that mean?" asked Sammi.
>> >> >> Eric shrugged, looking at Sago, who looked back at Eric with the
>> >>exact
>> >> >>same glace of unknowing.
>> >> >> "One way to find out, said Sago, and he slipped into the door as
>> >>quietly
>> >> >>as possible.
>> >> >>-------
>> >> >> Once inside, Eric could see that this was some sort of storage
>>room,
>> >> >>with
>> >> >>lots of boxes and equipment that might be found in a mad scientist's
>> >>lab,
>> >> >>Bottles of strage-colored liquid, tubes running all over the place,
>>and
>> >> >>wires with little streams of electricity running between them. On
one
>> >>shelf
>> >> >>he noticed two book ends with tiny metal men as the carvings that
>>held
>> >>each
>> >> >>side.
>> >> >> "Just some book ends. Come on in." Sago said with releif.
>> >> >> The rest of the team entered, Eric first, then Ryuu, then Sammi,
>>who
>> >>was
>> >> >>dragging the unconcious guard behind her. She dropped him on the
>>floor
>> >> >>behind some boxes.
>> >> >> Sago started down the hallway that led to Shark, he thought.
>> >>Suddenly,
>> >> >>however, he felt a terrible pain sweep across his back, as something
>> >> >>knocked
>> >> >>him to the floor.
>> >> >> Sammi saw the laser strike into Sago, knocking his off his feet.
>>She
>> >> >>diddn't know how badly he was hurt. Looking in the direction of
where
>> >>the
>> >> >>blast came from, she saw a gigantic robot stepping from some of the
>> >> >>machinery on the wall. The robot was perfectly camoflauged within.
It
>> >>had
>> >> >>been standing there all along, almost impossible to see. It was
>>filled
>> >>with
>> >> >>flashing lights, and made an odd WHIRR sound as it moved. It's feet
>>made
>> >>a
>> >> >>rather deep CLOMP sound as it stepped foward, it's head shifting
back
>> >>and
>> >> >>fourth to see the other people in the room.
>> >> >> "You are unauthorized in this area." it said in a hollow,
>>electronic
>> >> >>voice. "Drop your weapons and surrender so that you may be detained
>>for
>> >> >>questioning."
>> >> >> OK, Sammi thought. One giant robot and Eric and her left (and
>>Ryuu,
>> >>who
>> >> >>she would have to look out for, he was just a kid). They might be
>>able
>> >>to
>> >> >>take this thing, but it would be loud....
>> >> >> Eric stood silently, thinking of what to do next. The thing was
>>big,
>> >> >>really big. But just mabye...
>> >> >> Then the second robot appeared.
>> >> >>-------
>> >> >> Sabrina had just slid into the room. She wondered if the robots
>> >>noticed
>> >> >>her as well, but she was hidden near the fallen guard, and they
might
>> >>not
>> >> >>sense her as seperate from him.
>> >> >>-------
>> >> >> The world was a blurr as the gooey liquid drained from around
him.
>> >>But
>> >> >>who
>> >> >>was he? He appeared to be surrounded by all kinds of machinery, with
>> >> >>strange
>> >> >>wires connected to his chest and head with tiny bits of surgical
>>tape.
>> >>The
>> >> >>wires were not connected to him, but prehaps detecting his
heartbeat,
>> >> >>pulse,
>> >> >>etc.
>> >> >> "Where am I?" He asked.
>> >> >> "You are in my lab. I have awakened you." The pleasent man said.
>>He
>> >> >>stood
>> >> >>before the awakened man, very nicely dressed, but with a scientists
>>garb
>> >> >>on,
>> >> >>or prehaps it was the gown of a doctor.
>> >> >> "Who are you?"
>> >> >> "My name is Donavan Sharke, but my friends call me Shark." The
>> >> >>scientist/doctor replied. "I am most pleased to see you are doing
>>well.
>> >>You
>> >> >>may feel a bit weak, it's kind of normal, I should think. Not that
>>there
>> >>is
>> >> >>anything to compare to."
>> >> >> "Who am I?"
>> >> >> "Oh, yes, of course, heh, excuse me. You may call yourself Jean
>>Paul,
>> >>a
>> >> >>victorian fellow. Here, get dressed." Shark passed Jean Paul his
>> >>clothes,
>> >> >>some cigars and matches, a wallet with some money, a heavy-weighted
>> >>cane,
>> >>a
>> >> >>hat, a gold ring, a watch, and a pocket sized bible.
>> >> >> "I bet you're full of questions, eh? What you're doing here,
where
>> >>you
>> >> >>came from, all of that. Not to worry, my friend, you are safe and I
>>have
>> >> >>all
>> >> >>of your answers."
>> >> >> Jean looked around. There were more containers like the one he
had
>> >>come
>> >> >>from, filled with a clear liquid, and containing what appeared to be
>> >> >>children.
>> >> >> "Who are those children, and why are they in these tanks!?" Jean
>>knew
>> >> >>something was wrong here, very wrong.
>> >> >> "Please, don't be alarmed, my friend, they are simply -"
>> >> >> There was a buzzing noise from Shark's communicator, and he
>>quickly
>> >> >>answered it. "What is it?"
>> >> >> "Miriganka 12 here sir. Intruder in storage room 4, awaiting
>>further
>> >> >>orders."
>> >> >>---------
>> >> >>Storyteller to players:
>> >> >> This turn ends chapter two. The following exp awards apply:
>> >> >> 1 point: automatic
>> >> >> 1 point: consistancy
>> >> >>
>> >> >>Honor awards:
>> >> >> 1 point of temporary Honor to Sago for being harmed while
>>protecting
>> >>an
>> >> >>innocent
>> >> >>
>> >> >>Special Notes:
>> >> >> Sago has taken 1 Health level of damage from a glacing laser
>>strike
>> >>to
>> >> >>his
>> >> >>back. He is getting off the floor, and is concidered Knocked Down
for
>> >> >>purposes of his next action.
>> >> >>
>> >> >>J. Scott Pittman
>> >> >>
>> >> >>
>> >> >>-----Original Message-----
>> >> >>From: System Administrator <postmaster@...>
>> >> >>To: streetfighter@egroups.com <streetfighter@egroups.com>
>> >> >>Date: Thursday, February 03, 2000 9:47 AM
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>> >> >> >dazedor@... on 2/3/00 8:36:33 AM
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>> >> >> >
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Group: streetfighter Message: 5571 From: J. Scott Pittman Date: 2/11/2000
Subject: Re: Dark Streets, Chapter 3, turn 2
Chapter 3, Turn 2 (recap of responses)
Remember, when your exp % reaches 100, you gain a point of exp for
role-playing)

Sago:
One of the joys of being a sawed-off runt is that size doesn't impress
you. When everything and everyone is bigger than you, it all becomes a
matter of degree. I push myself upright and do a jumping roundhouse at
Mr. Metal. (role-playing bonus: 25%, nice use of thoughts instead of words)
Sammi:
Sammi froze for a moment when the two robots appeared.
Fighting humans was one thing, and she could deal with
Ryuu's 'unique' appearance since she loved cats. But
fighting a pair of metal monstrosities like
those...she silently wished that Sago's joke about
"Magical Wrestler Pretty Sammi" was real, so she'd
have some means of fighting back. Cursing under her
breath, she grabbed Ryuu and dove behind a nearby
table, scrambling for cover. (Role-playing bonus: 35%, liked the fact that
she is protective of Ryuu, consistant with previous turns)
Ryuu
Ryuu cocked his head to the side as he stared up at the towering robots.
They looked silly, not like the Aesti Valis in Nadesico. He was about to
go closer to get a better look when an arm wrapped around his waist. He
let out a startled yelp as he was pulled off his feet and the room spun for
a moment.
Tucking himself into into a ball, Ryuu rolled with the impact when he
landed. Looking around, he saw that he was behind some cover and Sammi was
nearby. Crawling over he whispered "Sammi-san? What do we do now?"
(role-playing bonus 35%, good job acting as a kid)
Jean Paul:
*this sign means what Jean Paul is talking the other words are only actions
or
thoughts.
First step: get dressed and recover equipament.
Second step: Begin conversation.
*Jean Paul: Well, it´s a weird thought but it that kids stucked in glass
containers remember me that M.Shelley book Frankstein...
*Jean Paul: Good lord, this room is amazing look all these strange things
but,
why I can´t remeber nothing
*Jean Paul: Your name is Donavan right, I see you´re busy at this moment but
why that conteirners do? It´s a new medical treatment to help that
childrens? I
remember in my city that dammit and bad people making kids working in the
factories for hours without care and minimal condictions.
Looking and heard the noise of doctor radio he appears surprise and litle
scared *Jean Paul: What is that litle box? And for the great maker that
thing
can speak? This place is more than I can imagine, say me doctor what happen
why
the things change so much?
Jean Paul walking around room trying to see the size of it and what he can
see
and must important understand, other topic Jean Paul try to heard the
conversation of Doctor and discover the subject.
Jean Paul pick a cigar and use a matche from matches box and start to smoke
it,
now he´s looking for the all things with words and try to read it, maybe he
understand a lilte better, put the hat and take the cane and hold it with
left
hand and put the bible at his overcoat pocket.
I wait for doctor response or better the talking box info (If I heard it
better). :) Good start for me.
(role-playing bonus 40%, can't ask for much more than that list of thoughts
and ideas)
Eric:
Jumping Roundhouse at one, wall spring off of it, and same on the second
(role-playing bonus 0%, good action, but what's Eric thinking or saying? How
is he pulling off that jumping roundhouse? Does he look like he's mad or
concentrating or having a good time?)
Sabrina:
This matchstick won't do anything against those machines, Sabrina thought as
she slid the baton into her belt. Fortunaty Sabrina had something for
emergencies. She coldly drew her gun.
(Liked the descriptive wording. Role playing bonus 25%)

Chapter 3, Turn 2

Sago's winced in pain, but he didn't think the blast had hit him directly.
He was easily able to pull himself up. The machine-guards didn't have thier
weapons pointed in his direction. Leaping up, he sprang into action, taking
a few steps and leaping into the air. The world around him seemed to become
a cascade of colors as he positioned his body into a kicking form, smashing
his foot down onto the closest robot's chest.
(ago rolls for damage on his Roundhouse Kick: 11 dice, minus the robot's
Stamina. Roll is three for damage)
Sago's well-placed kick made a CLANG sound, and he landed squarely on the
floor. The robot staggered back, but didn't seem that much worse for the
wear. Sago swallowed. "Uh oh."
A similar sound came from the other robot's area, and Eric could be seen
doing a similar maneuver to the second foe, with similar results. (Eric
rolls damage - Stamina, result of 2 damage for his Jumping Roundhouse Kick)
Sammi grabbed Ryuu as he was in mid-roll and landed behind the nearest
table, hoping to keep the kid from danger. "Kid, are you OK? These things
are mean, stay down!" Sammi peered over the edge just in time to see Sago
and Eric striking the robots with little effect. She had better think of
something, and think of it quick if they were to survive.
The large androids raised thier arms, both in the same fashion and at the
same speed. From their palms, a bright red ray flashed. (damage roll-Stamina
for Sago, roll 0 damage and a botch, damage roll-Stamina for Eric, roll 3
damage, but see below).
The hand and it's continuous ray followed Sago as he moved to dodge. Eric,
however was in the sights of the metal man he faced. The arm reached foward,
the electronic eye of the guardian placing perfectly on Eric's forehead.
Leaping past Eric, the first red ray from Sago's attacker suddenly ripped
into the arm of the second robot, cutting it cleanly off of it's body.
Sago's foe stopped his attack as the arm of his "partner" fell to the
ground.
(Eric does not take damage as the Sago's attacker's botch stops it's
attack)
Not bad, Sammi thought, but the second robot, now missing it's arm, didn't
seem to be stopping it's attck, but moving to grab Eric now. But what could
she do?
Ryuu watched in amazement. His ears twitched as he heard something coming
down the hall. Another robot? he wondered. He stayed close to Sammi,
wondering what she would do next. Should he try to fight too? He wondered
what is parents would say, and what his grandfather would say. His parents
would no doubt be furious, but his grandfather always seemed to be more
willing to let Ryuu get into trouble, as if he knew something about Ryuu
that he didn't...

"... and my name is Jean Paul?"
"Yes, as i said. Really, I know you have lots of questions, but something
is going on here and I need to take care of it now." Donovan said rather
quickly, as he began to move away from the room and down the hallway to the
other, noisy area.
"But sir, I really hate to think that I bother you with all of these
strange questions, and I must admit I feel rather foolish asking some of
them, but i don't seem to be able to remember many things, and this
Frankenstein-looking laboratory is the last place I would imagine being -
not that your work is in any way similar to that, of course, I would never
insult a man of science - but nonethless, these children, are they going
through some kind of medical treat -"
Jean Paul's doctor did not seem to be interested in staying in the room,
much less hearing his questions, at least not right now. he seemed
interested in Jean Paul, even facinated by him, but at the same time he was
also rather preoccupied.
Jean paul gathered his things and went with Donovan to the hallway.
Donovan Raised his tiny box to his mouth. "The intruders are attacking! Kill
them!" he then reached over to a nearby computer on the wall, punched in
some kind of code, and began to board a tiny boat as a door opened up to the
river-side of the building. "Come with me, jean Paul, and I'll answer your
questions."

Sabrina Took her gun and aimed carefully at the robot that still had both
it's arms. At the moment, the team seemed to be doing fair against thier
opponents, but one wrong move and she would fire. But if she could wait, and
not reveal her presence, that would be very god, at least until she knew
more about what was going on here.
Suddenly, down the hall, she saw Donovan Shark slip out and onto a boat,
but he was now out of view, but obviously still talking to a man just
outside the doorway. He was getting away, but if Sabrina was to go after
him, she would give herself away...

Storyteller to players: Any new plans? Change of Plans?

J. Scott Pittman
Game Designer, Writer, Artist
Visit the Street Fighter:Dogs of War page at:
http://www.tsixroads.com/~joespitt/StreetFighter.htm
"Oh, you want a little fisticuffs?" - Mr. Furious
Group: streetfighter Message: 5572 From: SlpStck@aol.com Date: 2/11/2000
Subject: Re: Dark Streets, Chapter 3, turn 2
In a message dated 2/11/00 1:02:45 AM Eastern Standard Time,
joespitt@... writes:

<< Not bad, Sammi thought, but the second robot, now missing it's arm, didn't
seem to be stopping it's attck, but moving to grab Eric now. But what could
she do? >>
Grinning evily, Eric spins into his double hit-kick, starting his combo.
'This should be fun! Somethign that will actually be a CHALLENGE!' he thinks
to himself.
Group: streetfighter Message: 5573 From: Rinaldo Gambetta Date: 2/11/2000
Subject: Re: Dark Streets, Chapter 3, turn 2
Jean Paul:
*this sign means what Jean Paul is talking the other words are only actions
or thoughts.
First step: get dressed and recover equipament.
Second step: Begin conversation.
*Jean Paul: Well, it´s a weird thought but it that kids stucked in glass
containers remember me that M.Shelley book Frankstein...
*Jean Paul: Good lord, this room is amazing look all these strange things
but, why I can´t remeber nothing
*Jean Paul: Your name is Donavan right, I see you´re busy at this moment but
why that conteirners do? It´s a new medical treatment to help that
childrens? I remember in my city that dammit and bad people making kids working
in the
factories for hours without care and minimal condictions.
Looking and heard the noise of doctor radio he appears surprise and litle
scared *Jean Paul: What is that litle box? And for the great maker that
thing can speak? This place is more than I can imagine, say me doctor what
happen
why the things change so much?
Jean Paul walking around room trying to see the size of it and what he can
see and must important understand, other topic Jean Paul try to heard the
conversation of Doctor and discover the subject.
Jean Paul pick a cigar and use a matche from matches box and start to smoke
it, now he´s looking for the all things with words and try to read it, maybe he
understand a lilte better, put the hat and take the cane and hold it with
left hand and put the bible at his overcoat pocket.
I wait for doctor response or better the talking box info (If I heard it
better). :) Good start for me.
(role-playing bonus 40%, can't ask for much more than that list of thoughts
and ideas)

Well it appears good to me this start about points how much I have at this
moment?
I count 2 exp point at this moment is right? I write it with character. But well
it´s time for some action.

"... and my name is Jean Paul?"
"Yes, as i said. Really, I know you have lots of questions, but something
is going on here and I need to take care of it now." Donovan said rather
quickly, as he began to move away from the room and down the hallway to the
other, noisy area.
"But sir, I really hate to think that I bother you with all of these
strange questions, and I must admit I feel rather foolish asking some of
them, but i don't seem to be able to remember many things, and this
Frankenstein-looking laboratory is the last place I would imagine being -
not that your work is in any way similar to that, of course, I would never
insult a man of science - but nonethless, these children, are they going
through some kind of medical treat -"
Jean Paul's doctor did not seem to be interested in staying in the room,
much less hearing his questions, at least not right now. he seemed
interested in Jean Paul, even facinated by him, but at the same time he was
also rather preoccupied.
Jean paul gathered his things and went with Donovan to the hallway.
Donovan Raised his tiny box to his mouth. "The intruders are attacking! Kill
them!" he then reached over to a nearby computer on the wall, punched in
some kind of code, and began to board a tiny boat as a door opened up to the
river-side of the building. "Come with me, jean Paul, and I'll answer your
questions."

*Means Jean Paul speak
#Means Jean Paul thoughts
@Means Jean Paul actions.

@First recover all equipament and put them at his pockets. With this he stand up
and stay near the door.
*Jean Paul: Well at last we move out here, this good if I´m stay much time at
this container the better thing to do is a walk to keep my strenght and breath.
#Thinking to himself: Well I can´t do nothing stuck here, It´s better move now
and see what I can learn of this place and where I am, but I´m belive it isn´t
London 1880. He talk with polite manners but at that strange telephone he
changed, kill all of them... Much suspect, he don´t have fear from law? Kill
someone, could give to him a piece of cord around his neck, but it doesn´t
matter to me I just let the show continue and discover why he wants these
persons dead. I can´t say much about this guy and that strange tanks but I
belive they can´t hurt after all I known this for experience.
*Jean Paul: Just show the way doctor, but I´m sorry to ask and hear your
conversation I don´t want to but now is late, you say about intruders here, who
are them?
what they want here? This a medical lab why they want stole something from here?

@Walking... outside lab.
#Jesus, Mary and Joseph how bigger this place is? Let this emotion pass... Well
returning to actual subject doctor Donavan could be interesting person, his
temper change from curious to wrath in seconds but he wants someone dead let´s
discover something else this subject could be a offense to doctor.
*Jean Paul: Doctor Donavan you take me out of that tank for something, I don´t
known why but I have a debt with you by the way you need a help?
#Oh my! Dear god what non sense question, of course not he have a advance
technology and a full army of security (well I can see this because he talk for
different persons using his strange telephone because to expression Kill them,
if the intruders are in good number the security must be in good number too.)
@We are moving... around hallway and wait one more of that strange box with a
strange typewriter attached in it, hey he using it this important (see the code-
and commands) and write it in his notebook (later and when he´s not looking).
#Good a river travel, we are out of lab the outside is strange different of my
normal reality but at last don´t smell bad (In victorian age cities have a bad
smell because with farm people left their house and go to city and make the city
grow but without infrostructure the saneament system left much to desire), if he
have important things in his lab why he left so early it appears a escape and
not a tour travel.
*Jean Paul: I known we going to left this place but your research of something
important isn´t there and about these kids if that intruders are dangerous they
could hurt them, why we don´t call the police? Well doctor I trust you, a man of
science but I beggin to understand somethings and a quick response could me make
better... When and where we are?
#His response... I suspect it´s isn´t my time his technology is much advanced
too much any of book writers make a description of his scenarios using things
like that...Well M.Shelley did but is much weak in Frankenstein Lab and frankly
isn´t very weak description.
End of my thoughts, actions and speak I wait for next turn and see what Jean
Paul discover from doctor, see ya...
Group: streetfighter Message: 5574 From: Chris Hoffmann Date: 2/11/2000
Subject: Re: Dark Streets, Chapter 3, turn 2
--- "J. Scott Pittman" <joespitt@...>
wrote:

[snip]

> Chapter 3, Turn 2
>
> Sago's winced in pain, but he didn't think
> the blast had hit him directly.
> He was easily able to pull himself up. The
> machine-guards didn't have thier
> weapons pointed in his direction. Leaping up,
> he sprang into action, taking
> a few steps and leaping into the air. The world
> around him seemed to become
> a cascade of colors as he positioned his body
> into a kicking form, smashing
> his foot down onto the closest robot's chest.
> (ago rolls for damage on his Roundhouse Kick:
> 11 dice, minus the robot's
> Stamina. Roll is three for damage)
> Sago's well-placed kick made a CLANG sound, and
> he landed squarely on the
> floor. The robot staggered back, but didn't
> seem that much worse for the
> wear. Sago swallowed. "Uh oh."

[snip]

> Leaping past Eric, the first red ray from
> Sago's attacker suddenly ripped
> into the arm of the second robot, cutting it
> cleanly off of it's body.
> Sago's foe stopped his attack as the arm of his
> "partner" fell to the
> ground.

Sago grins a savage smile. Apparently he damaged
the targeting system, at least temporarily, with
that last kick. We will win this yet! The grin
slips as the burn on his back flairs up. That
laser cut through the metal arm like a sword
through silk. He's lucky to still be in one
piece. Got to end this fast, before serendipity
swings the other way. Sago pauses for a moment
to gather his resources and then unleashes the
lightning leg upon the same robot he attacked
before.

[snip]

=====
staredown@... http://members.xoom.com/staredown

"We don't expect kittens to fight wildcats and win
--we merely expect them to try."
-- Robert Heinlein
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Group: streetfighter Message: 5575 From: Forge Date: 2/11/2000
Subject: Re: New Style.
hmm.. I think I've seen an old asian guy (think Gen as in age) in a game or
movie or something using fans 2...

hehe anyway for an old guy using two small sticks/canes of some sort (a la
Mr Big?) would probably be more likely....

----- Original Message -----
From: Rinaldo Gambetta <rinaldo@...>
To: <streetfighter@egroups.com>
Sent: Friday, February 11, 2000 2:38 AM
Subject: [streetfighter] New Style.


> One more folks.
>
> Fan Dancing Art Style:
>
>
> This the ancient art of combat who use combat fan in a fight, major
> part of students from this styles are women, but the refinement and
> don´t danger appearance are their best weapon, this style is mix of
> dance and delicated moves but are very fast indeed, this a danger make
> confusion with dance and harmless appearance.
>
> Punch: Rotate (Spinning Clothsline) (3pt) Improved Rotate (Turbo
> Spinning Clothsline) (2pt), Triple Strike (1pt), Spinning Fan Attack
> (Spinning Back Fist) (1pt), Spinning Fan Knucke (Spinning Knuckle)
> (3pt), Fan Grab Punch (Monkey Grab Punch) (1pt)
> Kick: Double Hit Kick (1pt), Reversal Frontal Kick (1pt), Flying Knee
> Thrust (1pt), Foot Sweep (1pt), Stepping Front Kick (3pt), Lightining
> Leg (4pt), Wounded Knee (2pt), Handstand Kick (1pt)
> Grab: Dislocate Limb (3pt), Eye Rake (1pt), Back Roll Throw (1pt)
> Block: Deflect Punch (1pt), Missile Reflection (1pt), Energy Reflection
> (3pt)
> Athletics: Breakfall (1pt), Esquives (2pt), Displacement (2pt)
> Focus: Stunning Shout (2pt), Musical Acompaniment (1pt)
>
> Special Weapon: Combat Fan: Speed +2 Damage +1 Movement +0
> These fans were specially made of hardwood and added metal blades to
> provide both cutting and blunt weapon. Closed, the fan could be used to
> fight like a brass knuckles. Open, it was using slash attacks and with
> more danger because isn´t common the fan blades with poison on it. All
> punch manuvers receive the bonus like Claw used by Vega, grabs don´t
> receive bonus.
>
> Poisons: Many types of poisons but I´m still working in it but if
> someone already have some poisons can send to me?
>
>
>
>
> ------------------------------------------------------------------------
> Want To Be Showered With Kisses?
> Visit eGroups Valentine Gift Guide
> http://click.egroups.com/1/1152/3/_/17512/_/950197252/
>
> -- Easily schedule meetings and events using the group calendar!
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Group: streetfighter Message: 5576 From: Steve Karstensen Date: 2/11/2000
Subject: Re: New Style.
Kitana from MK *should* have fought like that. :p

I believe iron war fans were called 'gunsen'.

-----Original Message-----
From: Forge [mailto:milliken@...]
Sent: Friday, February 11, 2000 10:17 AM
To: streetfighter@egroups.com
Subject: [streetfighter] Re: New Style.


hmm.. I think I've seen an old asian guy (think Gen as in age) in a game or
movie or something using fans 2...

hehe anyway for an old guy using two small sticks/canes of some sort (a la
Mr Big?) would probably be more likely....

----- Original Message -----
From: Rinaldo Gambetta <rinaldo@...>
To: <streetfighter@egroups.com>
Sent: Friday, February 11, 2000 2:38 AM
Subject: [streetfighter] New Style.


> One more folks.
>
> Fan Dancing Art Style:
>
>
> This the ancient art of combat who use combat fan in a fight, major
> part of students from this styles are women, but the refinement and
> don´t danger appearance are their best weapon, this style is mix of
> dance and delicated moves but are very fast indeed, this a danger make
> confusion with dance and harmless appearance.
>
> Punch: Rotate (Spinning Clothsline) (3pt) Improved Rotate (Turbo
> Spinning Clothsline) (2pt), Triple Strike (1pt), Spinning Fan Attack
> (Spinning Back Fist) (1pt), Spinning Fan Knucke (Spinning Knuckle)
> (3pt), Fan Grab Punch (Monkey Grab Punch) (1pt)
> Kick: Double Hit Kick (1pt), Reversal Frontal Kick (1pt), Flying Knee
> Thrust (1pt), Foot Sweep (1pt), Stepping Front Kick (3pt), Lightining
> Leg (4pt), Wounded Knee (2pt), Handstand Kick (1pt)
> Grab: Dislocate Limb (3pt), Eye Rake (1pt), Back Roll Throw (1pt)
> Block: Deflect Punch (1pt), Missile Reflection (1pt), Energy Reflection
> (3pt)
> Athletics: Breakfall (1pt), Esquives (2pt), Displacement (2pt)
> Focus: Stunning Shout (2pt), Musical Acompaniment (1pt)
>
> Special Weapon: Combat Fan: Speed +2 Damage +1 Movement +0
> These fans were specially made of hardwood and added metal blades to
> provide both cutting and blunt weapon. Closed, the fan could be used to
> fight like a brass knuckles. Open, it was using slash attacks and with
> more danger because isn´t common the fan blades with poison on it. All
> punch manuvers receive the bonus like Claw used by Vega, grabs don´t
> receive bonus.
>
> Poisons: Many types of poisons but I´m still working in it but if
> someone already have some poisons can send to me?
>
>
>
>
> ------------------------------------------------------------------------
> Want To Be Showered With Kisses?
> Visit eGroups Valentine Gift Guide
> http://click.egroups.com/1/1152/3/_/17512/_/950197252/
>
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Group: streetfighter Message: 5577 From: Rinaldo Gambetta Date: 2/11/2000
Subject: Re: New Style.
Thanks a lot I search all dictionary in home and don´t find this word, but all of you are wrong I use a ancient game of msx Kung Fu II the second opponent is a woman who fights with 2 combat fans, I always love that dance with fans is exotic, I just mix the good with usefull, thanks pal :).

Steve Karstensen wrote:

Kitana from MK *should* have fought like that.  :p

I believe iron war fans were called 'gunsen'.

-----Original Message-----
From: Forge [mailto:milliken@...]
Sent: Friday, February 11, 2000 10:17 AM
To: streetfighter@egroups.com
Subject: [streetfighter] Re: New Style.

hmm.. I think I've seen an old asian guy (think Gen as in age) in a game or
movie or something using fans 2...

hehe anyway for an old guy using two small sticks/canes of some sort (a la
Mr Big?) would probably be more likely....

----- Original Message -----
From: Rinaldo Gambetta <rinaldo@...>
To: <streetfighter@egroups.com>
Sent: Friday, February 11, 2000 2:38 AM
Subject: [streetfighter] New Style.

> One more folks.
>
> Fan Dancing Art Style:
>
>
This the ancient art of combat who use combat fan in a fight, major
> part of students from this styles are women, but the refinement and
> don´t danger appearance are their best weapon, this style is mix of
> dance and delicated moves but are very fast indeed, this a danger make
> confusion with dance and harmless appearance.
>
Punch: Rotate (Spinning Clothsline) (3pt) Improved Rotate (Turbo
> Spinning Clothsline) (2pt), Triple Strike (1pt), Spinning Fan Attack
> (Spinning Back Fist) (1pt), Spinning Fan Knucke (Spinning Knuckle)
> (3pt), Fan Grab Punch (Monkey Grab Punch) (1pt)
Kick: Double Hit Kick (1pt), Reversal Frontal Kick (1pt), Flying Knee
> Thrust (1pt), Foot Sweep (1pt), Stepping Front Kick (3pt), Lightining
> Leg (4pt), Wounded Knee (2pt), Handstand Kick (1pt)
Grab: Dislocate Limb (3pt), Eye Rake (1pt), Back Roll Throw (1pt)
Block: Deflect Punch (1pt), Missile Reflection (1pt), Energy Reflection
> (3pt)
Athletics: Breakfall (1pt), Esquives (2pt), Displacement (2pt)
Focus: Stunning Shout (2pt), Musical Acompaniment (1pt)
>
> Special Weapon: Combat Fan: Speed +2 Damage +1 Movement +0
> These fans were specially made of hardwood and added metal blades to
> provide both cutting and blunt weapon. Closed, the fan could be used to
> fight like a brass knuckles. Open, it was using slash attacks and with
> more danger because isn´t common the fan blades with poison on it. All
> punch manuvers receive the bonus like Claw used by Vega, grabs don´t
> receive bonus.
>
> Poisons: Many types of poisons but I´m still working in it but if
> someone already have some poisons can send to me?
>
>
>
>
> ------------------------------------------------------------------------
> Want To Be Showered With Kisses?
> Visit eGroups Valentine Gift Guide
> http://click.egroups.com/1/1152/3/_/17512/_/950197252/
>
> -- Easily schedule meetings and events using the group calendar!
> -- http://www.egroups.com/cal?listname=streetfighter&m=1
>
>
>

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Group: streetfighter Message: 5578 From: Jade M Prout Date: 2/11/2000
Subject: Re: Offical Rules Discussion
Azathoth05 wrote:
>I always played you can't abort to a jump if you've moved, and it's always
>worked fine. Never had a player complain.
>
>-----------------------------------------------

This is VERY consistent with the other ideas/rulings that have been discussed here, and I wouldn't be the one to break your no-complaints streak...

However, if I played a Jab with a move of 2, but only moved 1 hex, and I was then interrupted by a Suplex, shouldn't I be able to Abort to a Jump and move 1 more hex? Failing that, could Grappling Defense become an Abort Maneuver? There has to be SOME way to deal with fast Grabbers... otherwise everyone will start learning Block-Suplex Combos!


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Group: streetfighter Message: 5579 From: Steve Karstensen Date: 2/11/2000
Subject: Re: Offical Rules Discussion
Block to Head Bite is even better. ;)

Anyhoo, Yes, you can abort in the manner described.

-----Original Message-----
From: Jade M Prout [mailto:twitchboy@...]
Sent: Friday, February 11, 2000 1:15 PM
To: streetfighter@egroups.com
Subject: [streetfighter] Re: Offical Rules Discussion


Azathoth05 wrote:
>I always played you can't abort to a jump if you've moved, and it's always
>worked fine. Never had a player complain.
>
>-----------------------------------------------

This is VERY consistent with the other ideas/rulings that have been
discussed here, and I wouldn't be the one to break your no-complaints
streak...

However, if I played a Jab with a move of 2, but only moved 1 hex, and I was
then interrupted by a Suplex, shouldn't I be able to Abort to a Jump and
move 1 more hex? Failing that, could Grappling Defense become an Abort
Maneuver? There has to be SOME way to deal with fast Grabbers... otherwise
everyone will start learning Block-Suplex Combos!


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Group: streetfighter Message: 5580 From: Josh Diemert Date: 2/11/2000
Subject: Re: Dark Streets, Chapter 3, turn 2
> Chapter 3, Turn 2
>
> Sago's winced in pain, but he didn't think the
> blast had hit him directly.
> He was easily able to pull himself up. The
> machine-guards didn't have thier
> weapons pointed in his direction. Leaping up, he
> sprang into action, taking
> a few steps and leaping into the air. The world
> around him seemed to become
> a cascade of colors as he positioned his body into a
> kicking form, smashing
> his foot down onto the closest robot's chest.
> (ago rolls for damage on his Roundhouse Kick: 11
> dice, minus the robot's
> Stamina. Roll is three for damage)
> Sago's well-placed kick made a CLANG sound, and he
> landed squarely on the
> floor. The robot staggered back, but didn't seem
> that much worse for the
> wear. Sago swallowed. "Uh oh."
> A similar sound came from the other robot's area,
> and Eric could be seen
> doing a similar maneuver to the second foe, with
> similar results. (Eric
> rolls damage - Stamina, result of 2 damage for his
> Jumping Roundhouse Kick)
> Sammi grabbed Ryuu as he was in mid-roll and
> landed behind the nearest
> table, hoping to keep the kid from danger. "Kid, are
> you OK? These things
> are mean, stay down!" Sammi peered over the edge
> just in time to see Sago
> and Eric striking the robots with little effect. She
> had better think of
> something, and think of it quick if they were to
> survive.
> The large androids raised thier arms, both in the
> same fashion and at the
> same speed. From their palms, a bright red ray
> flashed. (damage roll-Stamina
> for Sago, roll 0 damage and a botch, damage
> roll-Stamina for Eric, roll 3
> damage, but see below).
> The hand and it's continuous ray followed Sago as
> he moved to dodge. Eric,
> however was in the sights of the metal man he faced.
> The arm reached foward,
> the electronic eye of the guardian placing perfectly
> on Eric's forehead.
> Leaping past Eric, the first red ray from Sago's
> attacker suddenly ripped
> into the arm of the second robot, cutting it cleanly
> off of it's body.
> Sago's foe stopped his attack as the arm of his
> "partner" fell to the
> ground.
> (Eric does not take damage as the Sago's
> attacker's botch stops it's
> attack)
> Not bad, Sammi thought, but the second robot, now
> missing it's arm, didn't
> seem to be stopping it's attck, but moving to grab
> Eric now. But what could
> she do?
> Ryuu watched in amazement. His ears twitched as he
> heard something coming
> down the hall. Another robot? he wondered. He stayed
> close to Sammi,
> wondering what she would do next. Should he try to
> fight too? He wondered
> what is parents would say, and what his grandfather
> would say. His parents
> would no doubt be furious, but his grandfather
> always seemed to be more
> willing to let Ryuu get into trouble, as if he knew
> something about Ryuu
> that he didn't...


OOC: This is gonna seem like a long shot, but...

IC: Sammi's eyes narrowed as she noticed some of the
loose wiring behind the 'bots, then an evil smile
crossed her face as she remembered something her dad
showed her. Quickly looking around for a pair of
rubber gloves, she whispered to Ryuu, "Stay put until
the coast is clear."

Sammi then grabbed the gloves and put them on, trying
to slip around behind the 'bots, which were otherwise
occupied. Grabbing a pair of wires, she jammed them
into the open arm socket of the one making a grab for Eric.
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Group: streetfighter Message: 5581 From: Jade M Prout Date: 2/11/2000
Subject: Re: Combos of combos
Azathoth05 wrote:
>that's a real good point! because only one of the combo's is dizzy, I'd say the middle fierce in the first maneuver only gets one bonus: +2 speed as part of previous combo or add damage to dizzy, but possibly not both (storyteller call ultimately) If both were dizzy combos it wouldn't be an issue
>-----------------------------------------------

Check out this example:

1st Combo: Jab to Fierce (dizzy)
2nd Combo: Fierce to Fireball (dizzy)

I guess the only real arguable point here is whether you get the +2 speed bonus from the Fierce Punch in Combo 1 to the Fireball in Combo 2, but I think the rules for Combos spell out quite clearly that you do. The above Combos are what I refer to as Linked Combos.

But as for the Dizzy: You DEFINITELY add the damage of the Jab to that of the Fierce to determine if a Dizzy has been scored, AND you add the damage of the Fierce to that of the Fireball... BUT, you ABSOLUTELY CANNOT add the damage of the Jab to that of the Fireball, because they're not part of the same Dizzy Combo.

Say the Jab scores 1 point, and the Fierce scores 3 for a total of 4. If your opponent has a Stamina of 3 or less, he's Dizzy. Let's say his Stamina is 4, though, so he's still with it. Then say you score only 1 point with the Fireball. He's STILL not Dizzy, because the Jab is no longer a factor. Of course, if you had a Jab-Fierce-Fireball(Dizzy) Combo, you could add up all 3, but with Linked Combos, the damage of the VERY FIRST Maneuver does NOT carry over.



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Group: streetfighter Message: 5582 From: Steve Karstensen Date: 2/11/2000
Subject: Re: Combos of combos
Whether or not a GM chooses to allow it or not, however, is a different
story. I do not believe for a second that a player should be allowed to get
+2 speed for the entire combat if he chooses to only throw Jabs and has a
Jab to Jab combo. It's too much of a bonus for four experience points and I
believe it goes against the spirit of what the dev team was trying to
accomplish with the combo system.

-----Original Message-----
From: Jade M Prout [mailto:twitchboy@...]
Sent: Friday, February 11, 2000 1:37 PM
To: streetfighter@egroups.com
Subject: [streetfighter] Re: Combos of combos


Azathoth05 wrote:
>that's a real good point! because only one of the combo's is dizzy, I'd
say the middle fierce in the first maneuver only gets one bonus: +2 speed
as part of previous combo or add damage to dizzy, but possibly not both
(storyteller call ultimately) If both were dizzy combos it wouldn't be an
issue
>-----------------------------------------------

Check out this example:

1st Combo: Jab to Fierce (dizzy)
2nd Combo: Fierce to Fireball (dizzy)

I guess the only real arguable point here is whether you get the +2 speed
bonus from the Fierce Punch in Combo 1 to the Fireball in Combo 2, but I
think the rules for Combos spell out quite clearly that you do. The above
Combos are what I refer to as Linked Combos.

But as for the Dizzy: You DEFINITELY add the damage of the Jab to that of
the Fierce to determine if a Dizzy has been scored, AND you add the damage
of the Fierce to that of the Fireball... BUT, you ABSOLUTELY CANNOT add the
damage of the Jab to that of the Fireball, because they're not part of the
same Dizzy Combo.

Say the Jab scores 1 point, and the Fierce scores 3 for a total of 4. If
your opponent has a Stamina of 3 or less, he's Dizzy. Let's say his Stamina
is 4, though, so he's still with it. Then say you score only 1 point with
the Fireball. He's STILL not Dizzy, because the Jab is no longer a factor.
Of course, if you had a Jab-Fierce-Fireball(Dizzy) Combo, you could add up
all 3, but with Linked Combos, the damage of the VERY FIRST Maneuver does
NOT carry over.



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Group: streetfighter Message: 5583 From: Jade M Prout Date: 2/11/2000
Subject: Official Rules Nomination: Linked Combos
Steve Karstensen wrote:
>it may be three moves long, but the fighter never purchased a Jab to Fierce
>to Fierce combo. So it doesn't count.
>
>-----Original Message-----
>This is problem. Peharps the most correct was:
>
>Move1: Jab
>Move2: Fierce (+2 to speed)
>Move3: Fierce
>Move4: Fireball (+2 to speed, dizzy)
>
>_______________________________________________

I'm not sure which example you were referring to, Steve, but in THIS example (above) he's not claiming any Combo benefits from the Fierce Punch to the other Fierce Punch. He's just saying that he thinks you need to play the second F.P. to get the speed bonus with the Fireball. I disagree, and here's my song and dance:

A Combo is a "link" between two (or more) Maneuvers. This "link" gives the second Maneuver a +2 speed bonus when it is played on any turn FOLLOWING any turn during which the 1st Maneuver was played. So you could play the Jab, then play the Fierce at +2 speed (because they're in a Combo together), THEN play a Fireball at +2 speed (because the Fierce and Fireball are in a Combo together) You can add the damage of the Fierce Punch (BUT NOT THE JAB!) to the damage of the Fireball for purposes of Dizzying your opponent. For 3-Maneuver (or more) Dizzies, you MUST purchase a 3-Maneuver Dizzy Combo for 3 Power Points.

Look at Dee Jay for example: He has a Jumping Fierce to Strong to Double Dread Kick (Dizzy) Combo, and a Fierce to Strong to Sonic Boom (Dizzy) Combo. This costs a total of *6* Power Points. Because both Combos are 3 Maneuvers long, he can score Dizzies rather easily with either Combo, but he can't "link" the Combos together...

But if he had a greater number of smaller Combos, he could do all kinds of crazy shiznit! Ex: Fierce to Strong (Dizzy), Jumping Fierce to Strong (Dizzy), Strong to Double Dread Kick (Dizzy), Strong to Sonic Boom (Dizzy). This costs a total of *8* Power Points.

PROS: He can go into the Strong Punch at +2 speed after playing EITHER Fierce OR Jumping Fierce, and after the Strong Punch he can play EITHER a Double Dread Kick OR a Sonic Boom at +2 speed. This means he can keep his opponents guessing as to what Maneuver is coming next, and he has greater flexibility without slowing down.

CONS: He can't add the damage of all three moves (whichever three he uses) for purposes of Dizzying his opponent. Only 2 Maneuvers that are part of a given Dizzy Combo can be summed up for a Dizzy. Also, he's spent more Power Points on Combos. Seems like a fairly even trade-off.

RECAP: You can "link" one Combo to another (for the +2 speed bonus) if the LAST Maneuver in Combo A is the same as the FIRST Maneuver in Combo B, but you CANNOT combine the damage of two "linked" Combos for purposes of Dizzying an opponent.


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Group: streetfighter Message: 5584 From: Jade M Prout Date: 2/11/2000
Subject: Re: Offical Rules Discussion
Steve Karstensen wrote:
>
>you're trying to give me a migraine, aren't you?

Sorry dude... I haven't slept all week (I'm in 3 bands and I live with my girlfriend) so I'm a little snippy but I want to thank you guys for straightening me out on all this stuff! Apparently ALL of my house rules are WRONG!

But that's okay... my tournaments HAVE been a little screwy, although my players are still having fun. But I have to admit that when I run NPC-vs-NPC matches, it always seems to come down to who's got the fastest Combo off Block, which gets really annoying. And the whole reason I signed onto this group was to figure out what was up with the rules! So, my hat's off to you guys! I'll FedEx you some Ibuprofen ;)

PS: Visit the Twitchboy Information Station at:
http://www.angelfire.com/band/twitchboy

I may not know how to play Street Fighter, but I DO know how to ROCK!!!


Angelfire for your free web-based e-mail. http://www.angelfire.com
Group: streetfighter Message: 5585 From: Steve Karstensen Date: 2/11/2000
Subject: Re: Offical Rules Discussion
Eh, don't worry about it. You should have seen some of the rules I came up
with when I first started running Street Fighter. My biggest mistake was
allowing any maneuver to be Aborted to. And before you say "what's wrong
with that?" Consider the following:

player 1 goes to punch player two.
player two aborts to block
player one aborts to knee basher. thump thump thump.

I later tried variations. Like, for example, letting people abort multiple
times so that player two could then abort to Jump if he saw the basher
coming. That didn't work well either and people wound up with no willpower
at the end of their fights. So I finally said you couldn't abort to a move
that was slower than the one you were currently performing. But finally I
said fuqit and just left the rules as written.

and actually, no rule is "wrong" as long as it works for you and your
players. Some people make guns do aggravated damage. Some don't. I apply
damage as normal except when the gunman is two hexes or closer to his
target. THEN I make it aggravated. Which is better? None of them are.
Witness all the discussions we've had over Blind Fighting lately... I
*still* think we haven't come to a conclusion on that one.

-----Original Message-----
From: Jade M Prout [mailto:twitchboy@...]
Sent: Friday, February 11, 2000 3:38 PM
To: streetfighter@egroups.com
Subject: [streetfighter] Re: Offical Rules Discussion


Steve Karstensen wrote:
>
>you're trying to give me a migraine, aren't you?

Sorry dude... I haven't slept all week (I'm in 3 bands and I live with my
girlfriend) so I'm a little snippy but I want to thank you guys for
straightening me out on all this stuff! Apparently ALL of my house rules
are WRONG!

But that's okay... my tournaments HAVE been a little screwy, although my
players are still having fun. But I have to admit that when I run
NPC-vs-NPC matches, it always seems to come down to who's got the fastest
Combo off Block, which gets really annoying. And the whole reason I signed
onto this group was to figure out what was up with the rules! So, my hat's
off to you guys! I'll FedEx you some Ibuprofen ;)

PS: Visit the Twitchboy Information Station at:
http://www.angelfire.com/band/twitchboy

I may not know how to play Street Fighter, but I DO know how to ROCK!!!


Angelfire for your free web-based e-mail. http://www.angelfire.com

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Group: streetfighter Message: 5586 From: Chris Hoffmann Date: 2/11/2000
Subject: Re: Offical Rules Discussion
--- Jade M Prout <twitchboy@...> wrote:
> I may not know how to play Street Fighter, but
> I DO know how to ROCK!!!


And ultimately, that is all that matters.

=====
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Group: streetfighter Message: 5587 From: Jade M Prout Date: 2/11/2000
Subject: Re: Combos of combos
Steve Karstensen wrote:
>
>...and if you've ever gotten knocked out by one of these ten-stringers you'd know they're imbalancing and annoying. No fighter should be able to buy a Jab to Jab combo and gain a +2 speed bonus for the entire fight by just throwing jabs. Speed is a very important factor in the RPG and if you mix your combos right you will destroy your opponent. Nobody needs an extra edge like the one your combo-linking provides.

REPLY:
At first, the 10-strings SEEM cheesy, but pretty soon you LEARN HOW TO FUCKING BLOCK! Sure, I could throw Jabs at you for the entire fight... If my Dex is 3, my second (and third and so on) Jabs will be at speed 7... But my damage will be pathetic, and if you Block properly, not only will you NOT get beat up, you'll have a speed bonus to help you interrupt my "Ambiguously Gay Combo." Unless I have absolutely ridiculous Strength, Dexterity, and Punch ratings, I'm NOT going to win this way. Not even the greatest professional boxers can win a fight with nothing but Jabs! Sooner or later you'll Dizzy me, follow up with a big-damage Maneuver, and laugh all the way to the finals. But that's not my point...

Refer to my Dee Jay example: If Dee Jay breaks up his Jumping Fierce to Strong to Double Dread Kick (Dizzy) Combo, and his Fierce to Strong to Sonic Boom (Dizzy) Combo, he'll end up spending MORE Power Points to achieve a LESSER effect (in terms of Dizzying an opponent.) In exchange for this sacrifice, he gains the ability to switch freely from one Combo to the next, keeping his opponent confused as to how to Block properly. He can't ring your bell quite as readily, but he can make you pick the wrong block.

You say it's an extra edge, but it's a HELL of a lot less disruptive than all the garbage White Wolf stuck in the Players' Guide!


Angelfire for your free web-based e-mail. http://www.angelfire.com
Group: streetfighter Message: 5588 From: Steve Karstensen Date: 2/11/2000
Subject: Re: Combos of combos
Dex 5 Jab. Speed 7 on round one. Combo. Speed 9 on every move for the
rest of the fight. If you have a decent Wits you can beat out many other
fighters because a Speed 9 Jab can defeat a Dex 5 Block (Speed 9 also).
You'll rarely get grabbed or hit with a heavy maneuver as well, as you can
merely interrupt and step out of the way. If your opponent decides to Block
your Jabs, he's not attacking you and you're pinging away at him for a die
or more a round. And Strength 5/Punch 5 Jabs do 9 dice of damage prior to
any other bonuses from Musical Accompaniment, Flaming Fist, Psychokinetic
Channeling, Brass Knuckles, etc; so that's four dice against a Stamina 5
opponent. four or five dice every combat round that either can't be blocked
(too fast) or can only be blocked at the expense of a counter attack.
Sorry, but my money would go on the Jabber almost every time. All of that
for four experience points? Too powerful.

-----Original Message-----
From: Jade M Prout [mailto:twitchboy@...]
Sent: Friday, February 11, 2000 5:11 PM
To: streetfighter@egroups.com
Subject: [streetfighter] Re: Combos of combos


Steve Karstensen wrote:
>
>...and if you've ever gotten knocked out by one of these ten-stringers
you'd know they're imbalancing and annoying. No fighter should be able to
buy a Jab to Jab combo and gain a +2 speed bonus for the entire fight by
just throwing jabs. Speed is a very important factor in the RPG and if you
mix your combos right you will destroy your opponent. Nobody needs an extra
edge like the one your combo-linking provides.

REPLY:
At first, the 10-strings SEEM cheesy, but pretty soon you LEARN HOW TO
FUCKING BLOCK! Sure, I could throw Jabs at you for the entire fight... If
my Dex is 3, my second (and third and so on) Jabs will be at speed 7... But
my damage will be pathetic, and if you Block properly, not only will you NOT
get beat up, you'll have a speed bonus to help you interrupt my "Ambiguously
Gay Combo." Unless I have absolutely ridiculous Strength, Dexterity, and
Punch ratings, I'm NOT going to win this way. Not even the greatest
professional boxers can win a fight with nothing but Jabs! Sooner or later
you'll Dizzy me, follow up with a big-damage Maneuver, and laugh all the way
to the finals. But that's not my point...

Refer to my Dee Jay example: If Dee Jay breaks up his Jumping Fierce to
Strong to Double Dread Kick (Dizzy) Combo, and his Fierce to Strong to Sonic
Boom (Dizzy) Combo, he'll end up spending MORE Power Points to achieve a
LESSER effect (in terms of Dizzying an opponent.) In exchange for this
sacrifice, he gains the ability to switch freely from one Combo to the next,
keeping his opponent confused as to how to Block properly. He can't ring
your bell quite as readily, but he can make you pick the wrong block.

You say it's an extra edge, but it's a HELL of a lot less disruptive than
all the garbage White Wolf stuck in the Players' Guide!


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Group: streetfighter Message: 5589 From: Steve Karstensen Date: 2/11/2000
Subject: Re: Combos of combos
not to mention if you buy a Jab/Jab/Dizzy combo you're accumulating damage
for a dizzy *every other round*. Normally you may feel like eating an
opponent's jab to whale him with a fierce but if in two rounds your opponent
has the potential to dizzy you faster than you can counter, and can do it
repeatedly and reliably, you'll never win.

-----Original Message-----
From: Steve Karstensen [mailto:skarstensen@...]
Sent: Friday, February 11, 2000 5:27 PM
To: streetfighter@egroups.com
Subject: [streetfighter] Re: Combos of combos



Dex 5 Jab. Speed 7 on round one. Combo. Speed 9 on every move for the
rest of the fight. If you have a decent Wits you can beat out many other
fighters because a Speed 9 Jab can defeat a Dex 5 Block (Speed 9 also).
You'll rarely get grabbed or hit with a heavy maneuver as well, as you can
merely interrupt and step out of the way. If your opponent decides to Block
your Jabs, he's not attacking you and you're pinging away at him for a die
or more a round. And Strength 5/Punch 5 Jabs do 9 dice of damage prior to
any other bonuses from Musical Accompaniment, Flaming Fist, Psychokinetic
Channeling, Brass Knuckles, etc; so that's four dice against a Stamina 5
opponent. four or five dice every combat round that either can't be blocked
(too fast) or can only be blocked at the expense of a counter attack.
Sorry, but my money would go on the Jabber almost every time. All of that
for four experience points? Too powerful.

-----Original Message-----
From: Jade M Prout [mailto:twitchboy@...]
Sent: Friday, February 11, 2000 5:11 PM
To: streetfighter@egroups.com
Subject: [streetfighter] Re: Combos of combos


Steve Karstensen wrote:
>
>...and if you've ever gotten knocked out by one of these ten-stringers
you'd know they're imbalancing and annoying. No fighter should be able to
buy a Jab to Jab combo and gain a +2 speed bonus for the entire fight by
just throwing jabs. Speed is a very important factor in the RPG and if you
mix your combos right you will destroy your opponent. Nobody needs an extra
edge like the one your combo-linking provides.

REPLY:
At first, the 10-strings SEEM cheesy, but pretty soon you LEARN HOW TO
FUCKING BLOCK! Sure, I could throw Jabs at you for the entire fight... If
my Dex is 3, my second (and third and so on) Jabs will be at speed 7... But
my damage will be pathetic, and if you Block properly, not only will you NOT
get beat up, you'll have a speed bonus to help you interrupt my "Ambiguously
Gay Combo." Unless I have absolutely ridiculous Strength, Dexterity, and
Punch ratings, I'm NOT going to win this way. Not even the greatest
professional boxers can win a fight with nothing but Jabs! Sooner or later
you'll Dizzy me, follow up with a big-damage Maneuver, and laugh all the way
to the finals. But that's not my point...

Refer to my Dee Jay example: If Dee Jay breaks up his Jumping Fierce to
Strong to Double Dread Kick (Dizzy) Combo, and his Fierce to Strong to Sonic
Boom (Dizzy) Combo, he'll end up spending MORE Power Points to achieve a
LESSER effect (in terms of Dizzying an opponent.) In exchange for this
sacrifice, he gains the ability to switch freely from one Combo to the next,
keeping his opponent confused as to how to Block properly. He can't ring
your bell quite as readily, but he can make you pick the wrong block.

You say it's an extra edge, but it's a HELL of a lot less disruptive than
all the garbage White Wolf stuck in the Players' Guide!


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Group: streetfighter Message: 5590 From: Jade M Prout Date: 2/11/2000
Subject: Re: Combos of combos
>> > -----Original Message-----
>> First Example:
>> >Move1: Jab
>> >Move2: Fierce (+2 to speed)
>> >Move3: Fireball (+2 to speed,dizzy????)

>> Second example:
>> >Move1: Jab
>> >Move2: Fierce (+2 to speed)
>> >Move3: Fierce
>> >Move4: Fireball (+2 to speed, dizzy)

>I hava a one observation: in first example, the damage of Jab not entry in dizzy. It's because is in other combo.

REPLY:
Right! The Jab-Fierce Combo is non-Dizzy... but even if it was, you would not add the Jab damage to that of the Fierce Punch and Fireball. You get the +2 speed with the Fireball, but the Jab is no longer involved.

Here's the catch: Jab-Fierce-Fireball (Dizzy) costs *3* Power Points. Jab-Fierce and Fierce-Fireball (Dizzy) cost a total of *3* Power Points. So even if you made Jab-Fierce a Dizzy, the end result would be LESS EFFECTIVE AND MORE EXPENSIVE than a Jab-Fierce-Fireball (Dizzy) Combo. So why buy two separate Combos?

Because... you could ALSO have a Block-Fierce Combo, which would let you do this:
1st move: Jab
2nd move: Fierce (+2 speed)
3rd move: Fireball (+2 speed)
...or...
1st Move: Block
2nd move: Fierce (+4 speed due to the Block)
3rd move: Fireball (+2 speed)

However, the other guys here have been shooting me down on this one. So I'm probably wrong again.



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Group: streetfighter Message: 5591 From: Rinaldo Gambetta Date: 2/11/2000
Subject: Re: Combos of combos
And don´t forget the extra dice will can use if you spend 1 willpower. Jabs can do much in special if you´re a boxer...

Steve Karstensen wrote:

Dex 5 Jab.  Speed 7 on round one.  Combo.  Speed 9 on every move for the
rest of the fight.  If you have a decent Wits you can beat out many other
fighters because a Speed 9 Jab can defeat a Dex 5 Block (Speed 9 also).
You'll rarely get grabbed or hit with a heavy maneuver as well, as you can
merely interrupt and step out of the way.  If your opponent decides to Block
your Jabs, he's not attacking you and you're pinging away at him for a die
or more a round.  And Strength 5/Punch 5 Jabs do 9 dice of damage prior to
any other bonuses from Musical Accompaniment, Flaming Fist, Psychokinetic
Channeling, Brass Knuckles, etc; so that's four dice against a Stamina 5
opponent.  four or five dice every combat round that either can't be blocked
(too fast) or can only be blocked at the expense of a counter attack.
Sorry, but my money would go on the Jabber almost every time.  All of that
for four experience points?  Too powerful.

-----Original Message-----
From: Jade M Prout [mailto:twitchboy@...]
Sent: Friday, February 11, 2000 5:11 PM
To: streetfighter@egroups.com
Subject: [streetfighter] Re: Combos of combos

 Steve Karstensen wrote:
>
>...and if you've ever gotten knocked out by one of these ten-stringers
you'd know they're imbalancing and annoying.  No fighter should be able to
buy a Jab to Jab combo and gain a +2 speed bonus for the entire fight by
just throwing jabs.  Speed is a very important factor in the RPG and if you
mix your combos right you will destroy your opponent.  Nobody needs an extra
edge like the one your combo-linking provides.

REPLY:
At first, the 10-strings SEEM cheesy, but pretty soon you LEARN HOW TO
FUCKING BLOCK!  Sure, I could throw Jabs at you for the entire fight... If
my Dex is 3, my second (and third and so on) Jabs will be at speed 7...  But
my damage will be pathetic, and if you Block properly, not only will you NOT
get beat up, you'll have a speed bonus to help you interrupt my "Ambiguously
Gay Combo."  Unless I have absolutely ridiculous Strength, Dexterity, and
Punch ratings, I'm NOT going to win this way.  Not even the greatest
professional boxers can win a fight with nothing but Jabs!  Sooner or later
you'll Dizzy me, follow up with a big-damage Maneuver, and laugh all the way
to the finals.  But that's not my point...

Refer to my Dee Jay example:  If Dee Jay breaks up his Jumping Fierce to
Strong to Double Dread Kick (Dizzy) Combo, and his Fierce to Strong to Sonic
Boom (Dizzy) Combo, he'll end up spending MORE Power Points to achieve a
LESSER effect (in terms of Dizzying an opponent.)  In exchange for this
sacrifice, he gains the ability to switch freely from one Combo to the next,
keeping his opponent confused as to how to Block properly.  He can't ring
your bell quite as readily, but he can make you pick the wrong block.

You say it's an extra edge, but it's a HELL of a lot less disruptive than
all the garbage White Wolf stuck in the Players' Guide!

Angelfire for your free web-based e-mail. http://www.angelfire.com

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Group: streetfighter Message: 5592 From: Rinaldo Gambetta Date: 2/11/2000
Subject: Re: Combos of combos
I lost all discution I only get the history of no end combo like jab to jab for example you make only jab in all moves the question is if you receive +2 in speed for example
move 1 jab normal for combo
move 2 jab combo speed +2 and begin combo
move 3 jab combo speed +2 start combo again
move 4 jab combo speed +2 and go on..

I think the book say all you only can get 3 manuvers combo and not more...

Steve Karstensen wrote:

not to mention if you buy a Jab/Jab/Dizzy combo you're accumulating damage
for a dizzy *every other round*.  Normally you may feel like eating an
opponent's jab to whale him with a fierce but if in two rounds your opponent
has the potential to dizzy you faster than you can counter, and can do it
repeatedly and reliably, you'll never win.

-----Original Message-----
From: Steve Karstensen [mailto:skarstensen@...]
Sent: Friday, February 11, 2000 5:27 PM
To: streetfighter@egroups.com
Subject: [streetfighter] Re: Combos of combos

Dex 5 Jab.  Speed 7 on round one.  Combo.  Speed 9 on every move for the
rest of the fight.  If you have a decent Wits you can beat out many other
fighters because a Speed 9 Jab can defeat a Dex 5 Block (Speed 9 also).
You'll rarely get grabbed or hit with a heavy maneuver as well, as you can
merely interrupt and step out of the way.  If your opponent decides to Block
your Jabs, he's not attacking you and you're pinging away at him for a die
or more a round.  And Strength 5/Punch 5 Jabs do 9 dice of damage prior to
any other bonuses from Musical Accompaniment, Flaming Fist, Psychokinetic
Channeling, Brass Knuckles, etc; so that's four dice against a Stamina 5
opponent.  four or five dice every combat round that either can't be blocked
(too fast) or can only be blocked at the expense of a counter attack.
Sorry, but my money would go on the Jabber almost every time.  All of that
for four experience points?  Too powerful.

-----Original Message-----
From: Jade M Prout [mailto:twitchboy@...]
Sent: Friday, February 11, 2000 5:11 PM
To: streetfighter@egroups.com
Subject: [streetfighter] Re: Combos of combos

 Steve Karstensen wrote:
>
>...and if you've ever gotten knocked out by one of these ten-stringers
you'd know they're imbalancing and annoying.  No fighter should be able to
buy a Jab to Jab combo and gain a +2 speed bonus for the entire fight by
just throwing jabs.  Speed is a very important factor in the RPG and if you
mix your combos right you will destroy your opponent.  Nobody needs an extra
edge like the one your combo-linking provides.

REPLY:
At first, the 10-strings SEEM cheesy, but pretty soon you LEARN HOW TO
FUCKING BLOCK!  Sure, I could throw Jabs at you for the entire fight... If
my Dex is 3, my second (and third and so on) Jabs will be at speed 7...  But
my damage will be pathetic, and if you Block properly, not only will you NOT
get beat up, you'll have a speed bonus to help you interrupt my "Ambiguously
Gay Combo."  Unless I have absolutely ridiculous Strength, Dexterity, and
Punch ratings, I'm NOT going to win this way.  Not even the greatest
professional boxers can win a fight with nothing but Jabs!  Sooner or later
you'll Dizzy me, follow up with a big-damage Maneuver, and laugh all the way
to the finals.  But that's not my point...

Refer to my Dee Jay example:  If Dee Jay breaks up his Jumping Fierce to
Strong to Double Dread Kick (Dizzy) Combo, and his Fierce to Strong to Sonic
Boom (Dizzy) Combo, he'll end up spending MORE Power Points to achieve a
LESSER effect (in terms of Dizzying an opponent.)  In exchange for this
sacrifice, he gains the ability to switch freely from one Combo to the next,
keeping his opponent confused as to how to Block properly.  He can't ring
your bell quite as readily, but he can make you pick the wrong block.

You say it's an extra edge, but it's a HELL of a lot less disruptive than
all the garbage White Wolf stuck in the Players' Guide!

Angelfire for your free web-based e-mail. http://www.angelfire.com

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Group: streetfighter Message: 5593 From: Steve Karstensen Date: 2/11/2000
Subject: Re: Combos of combos
move 1: jab (speed 7) begin combo.
move 2: jab (speed 9) last move was a jab.  this move is a jab.  combo damage from last jab for dizzy (jab1 to jab2: dizzy)
move 3: jab (speed 9) last move was a jab.  this move is a jab.  combo damage from last jab for dizzy (jab2 to jab3: dizzy)
move 4: jab (speed 9) last move was a jab.  this move is a jab.  combo damage from last jab for dizzy (jab3 to jab4: dizzy).
 
I stand corrected.  you check for dizzy every round.  even worse.
-----Original Message-----
From: Rinaldo Gambetta [mailto:rinaldo@...]
Sent: Friday, February 11, 2000 5:38 PM
To: streetfighter@egroups.com
Subject: [streetfighter] Re: Combos of combos

I lost all discution I only get the history of no end combo like jab to jab for example you make only jab in all moves the question is if you receive +2 in speed for example
move 1 jab normal for combo
move 2 jab combo speed +2 and begin combo
move 3 jab combo speed +2 start combo again
move 4 jab combo speed +2 and go on..

I think the book say all you only can get 3 manuvers combo and not more...

Steve Karstensen wrote:

not to mention if you buy a Jab/Jab/Dizzy combo you're accumulating damage
for a dizzy *every other round*.  Normally you may feel like eating an
opponent's jab to whale him with a fierce but if in two rounds your opponent
has the potential to dizzy you faster than you can counter, and can do it
repeatedly and reliably, you'll never win.

-----Original Message-----
From: Steve Karstensen [mailto:skarstensen@...]
Sent: Friday, February 11, 2000 5:27 PM
To: streetfighter@egroups.com
Subject: [streetfighter] Re: Combos of combos

Dex 5 Jab.  Speed 7 on round one.  Combo.  Speed 9 on every move for the
rest of the fight.  If you have a decent Wits you can beat out many other
fighters because a Speed 9 Jab can defeat a Dex 5 Block (Speed 9 also).
You'll rarely get grabbed or hit with a heavy maneuver as well, as you can
merely interrupt and step out of the way.  If your opponent decides to Block
your Jabs, he's not attacking you and you're pinging away at him for a die
or more a round.  And Strength 5/Punch 5 Jabs do 9 dice of damage prior to
any other bonuses from Musical Accompaniment, Flaming Fist, Psychokinetic
Channeling, Brass Knuckles, etc; so that's four dice against a Stamina 5
opponent.  four or five dice every combat round that either can't be blocked
(too fast) or can only be blocked at the expense of a counter attack.
Sorry, but my money would go on the Jabber almost every time.  All of that
for four experience points?  Too powerful.

-----Original Message-----
From: Jade M Prout [mailto:twitchboy@...]
Sent: Friday, February 11, 2000 5:11 PM
To: streetfighter@egroups.com
Subject: [streetfighter] Re: Combos of combos

 Steve Karstensen wrote:
>
>...and if you've ever gotten knocked out by one of these ten-stringers
you'd know they're imbalancing and annoying.  No fighter should be able to
buy a Jab to Jab combo and gain a +2 speed bonus for the entire fight by
just throwing jabs.  Speed is a very important factor in the RPG and if you
mix your combos right you will destroy your opponent.  Nobody needs an extra
edge like the one your combo-linking provides.

REPLY:
At first, the 10-strings SEEM cheesy, but pretty soon you LEARN HOW TO
FUCKING BLOCK!  Sure, I could throw Jabs at you for the entire fight... If
my Dex is 3, my second (and third and so on) Jabs will be at speed 7...  But
my damage will be pathetic, and if you Block properly, not only will you NOT
get beat up, you'll have a speed bonus to help you interrupt my "Ambiguously
Gay Combo."  Unless I have absolutely ridiculous Strength, Dexterity, and
Punch ratings, I'm NOT going to win this way.  Not even the greatest
professional boxers can win a fight with nothing but Jabs!  Sooner or later
you'll Dizzy me, follow up with a big-damage Maneuver, and laugh all the way
to the finals.  But that's not my point...

Refer to my Dee Jay example:  If Dee Jay breaks up his Jumping Fierce to
Strong to Double Dread Kick (Dizzy) Combo, and his Fierce to Strong to Sonic
Boom (Dizzy) Combo, he'll end up spending MORE Power Points to achieve a
LESSER effect (in terms of Dizzying an opponent.)  In exchange for this
sacrifice, he gains the ability to switch freely from one Combo to the next,
keeping his opponent confused as to how to Block properly.  He can't ring
your bell quite as readily, but he can make you pick the wrong block.

You say it's an extra edge, but it's a HELL of a lot less disruptive than
all the garbage White Wolf stuck in the Players' Guide!

Angelfire for your free web-based e-mail. http://www.angelfire.com

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Group: streetfighter Message: 5594 From: Robert Pascuttini Date: 2/11/2000
Subject: Re: blind fighting
Hey scott.

Im sorry If i havnt quite responeded on time.
I dont have enough time in 1 day lately.

> >>I still also think its much easier for a story teller to simply assign
>a difficulty to the level of darkness and the player try to roll to see if
>he can succeed.
>
>Agreed in out-of-tourament fighting (normal role-playing), but in
>tournament
>fights, there seems to be a need for a rule that is fair and consistant,
>but
>can differ from round to round so you can't just make up a character that
>causes blindness and kick butt or lose all the time, or just have the
>victim
>making rolls that seem kinda average. Like everything else about street
>fighter, the element of suprise in the dice rolls keeps tournament fighting
>exciting.

Hmm interesting. Ill think about it.

> >>I also think characters should be allowed to jump to dodge most
>projectiles.
>
>No arguments here on that one, I never said diffrent. The Jump Maneuver is
>designed for just that purpose.

Ahhh.. I was reffering to the comment you made about being unable to avoid
projectiles in the dark with jump. :)


______________________________________________________
Group: streetfighter Message: 5595 From: Fabio Alves Date: 2/11/2000
Subject: Re: Combos of combos
Wow! you get out a few the problem... repeating, the situation is the
follow:

========= PROBLEM 1 =========
Here's two generic examples of a fighter's combos:
*Jab TO Fierce
*Fierce TO Fireball (dizzy)

Now this situation:
Move1: Jab
Move2: Fierce (+2 to speed)
Move3: Fireball (+2 to speed,dizzy????)

This is problem. Peharps the most correct was:
Move1: Jab
Move2: Fierce (+2 to speed)
Move3: Fierce
Move4: Fireball (+2 to speed, dizzy)
=========

Well, with this, enter a new problem

========= PROBLEM 2 =========
*Jab TO Jab (dizzy)

Move1: Jab
Move2: Jab (+2 speed, dizzy)
Move3: Jab (+2 speed, dizzy)
Move4: Jab (+2 speed, dizzy)...

=========
Now, SOLUTIONS!!!

I think what the problem 2 can be resolved not permitting
repeated-maneuvers combos.
Group: streetfighter Message: 5596 From: Forge Date: 2/12/2000
Subject: Re: blind fighting
I dunno I think projectiles would be easy enough if blind (or blinded)
anyway...
assuming that you can HEAR them and know they're coming your way...
(afterall when fighting I'm assuming characters have a hightened sense of
awareness)
Actually I think when you can't see, avoiding a projectile is likely to be
the least of your problems, and your most likely to actually notice things
you hear when you can't see (unless you've just been blinded or something
and are still getting over the initial confusion of it)

----- Original Message -----
From: Robert Pascuttini <rpascuttini@...>
To: <streetfighter@egroups.com>
Sent: Saturday, February 12, 2000 12:47 PM
Subject: [streetfighter] Re: blind fighting


> Hey scott.
>
> Im sorry If i havnt quite responeded on time.
> I dont have enough time in 1 day lately.
>
> > >>I still also think its much easier for a story teller to simply assign
> >a difficulty to the level of darkness and the player try to roll to see
if
> >he can succeed.
> >
> >Agreed in out-of-tourament fighting (normal role-playing), but in
> >tournament
> >fights, there seems to be a need for a rule that is fair and consistant,
> >but
> >can differ from round to round so you can't just make up a character that
> >causes blindness and kick butt or lose all the time, or just have the
> >victim
> >making rolls that seem kinda average. Like everything else about street
> >fighter, the element of suprise in the dice rolls keeps tournament
fighting
> >exciting.
>
> Hmm interesting. Ill think about it.
>
> > >>I also think characters should be allowed to jump to dodge most
> >projectiles.
> >
> >No arguments here on that one, I never said diffrent. The Jump Maneuver
is
> >designed for just that purpose.
>
> Ahhh.. I was reffering to the comment you made about being unable to avoid
> projectiles in the dark with jump. :)
>
>
> ______________________________________________________
>
> ------------------------------------------------------------------------
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>
Group: streetfighter Message: 5597 From: Forge Date: 2/12/2000
Subject: Re: Combos of combos
It doesn't make sense to keep comboing jabs, don't characters get pushed back even slightly?
----- Original Message -----
Sent: Saturday, February 12, 2000 9:52 AM
Subject: [streetfighter] Re: Combos of combos

move 1: jab (speed 7) begin combo.
move 2: jab (speed 9) last move was a jab.  this move is a jab.  combo damage from last jab for dizzy (jab1 to jab2: dizzy)
move 3: jab (speed 9) last move was a jab.  this move is a jab.  combo damage from last jab for dizzy (jab2 to jab3: dizzy)
move 4: jab (speed 9) last move was a jab.  this move is a jab.  combo damage from last jab for dizzy (jab3 to jab4: dizzy).
 
I stand corrected.  you check for dizzy every round.  even worse.
<<snip>>
Group: streetfighter Message: 5598 From: Jens-Arthur Leirbakk Date: 2/12/2000
Subject: Re: Offical Rules Discussion
On Thu, 10 Feb 2000 Azathoth05@... wrote:

> I always played you can't abort to a jump if you've moved, and it's always
> worked fine. Never had a player complain.

Actually, I had _exactly_ this situation in my Street Fighter game last
night. One character (a kung fu practitioner) was running away from
self-destructing robots (had chosen a Movement maneuver), and, at the end
of the Movement maneuver wanted to use a Willpower and abort to a Jump
(to get up the stairs from where the Terminator-do people were). No way, I
said, that's not possible. Okay, he said.

Here's what *I* feel Aborting to a maneuver means:
* When you pay that willpower to change maneuvers (aborting to an abort
maneuver), you essentially change maneuvers! This does not refresh your
'allotted move' or anything... oh darn. I'll explain by example what I
mean.
Example 1: I have chosen Movement, and have a move of, say, 9 with that
maneuver. Because of other special maneuvers and so on, I have a basic
Jump (an abort maneuver) with a move of 5. Okay. I start running along
(Movement), and then suddenly decides jumping would be a good idea (some
goon is right around the corner and tries to hose me with his AK-74). But
when I do so, *I change my maneuver for that turn*. Thus, with a Jump my
total allowed movement would be 5! Therefore, if I've run up to 5 Move
with my Movement, I'd still have a remaining portion to Jump hexes
with. However, if I've run more than 4 Move, I won't be able to Jump hexes
because I've maxed out my movement. I'd still be considered Aerial to
dodge the projectile attack, though - basically, I'd be jumping in my hex.

I hope everyone understood what I meant. That's how I handle Aborts in my
game.

---
Jens-Arthur Leirbakk
leirbakk@...
Group: streetfighter Message: 5599 From: Jens-Arthur Leirbakk Date: 2/12/2000
Subject: Re: Combos of combos
Combos of Combos, and 10-hit maneuvers.

Well, I don't know. I've never really considered the Tekken maneuvers to
be 10-hit combos, considering the Street Fighter paradigm. Perhaps naive
of me, but still, consider this example.

Yoshimitsu has several spinning 10-hit and 7-hit combos. If I were to
build such a maneuver in Street Fighter, I would possibly build it
something like this:

* Turbo spinning clothesline to cartwheel kick to lightning leg.

For instance.And, considering that combo, I would probably have one hell
of an experienced Street Fighter, and I would get a *truckload* of damage
tests - not merely the measly 10 tests which seem inherent in the 10-hit
combo system.

Another example: The 5 or 8 hit punch combo of Marshall Law (or Forrest
Law for that matter) are 5 (or 8) hit punch combos in the Tekken way. In
Street Fighter, they would likely be one, possibly two maneuvers, or two
maneuvers linked, thus:

Five-star stepping punch TO Up-down-up stepping punch (two separate
maneuvers linked in a combo), two maneuvers like:
Five-star stepping punch, Eight-star stepping punch.

Thus, that which _seems_ like an eight move combo in Tekken, would really
be aeither one special maneuver in Street Fighter, or a linked
two-maneuver combo.

Okay. Therefore, I believe the three-combo way of Street Fighter is
neither superior or inferior to the Tekken way of linking every maneuver -
it is merely different. Consider this: In Street Fighter, the Lightning
Leg is _one_ maneuver, with three damage tests (a flurry of kicks). The
nearest you come to a flurry of kicks in Tekken3, would be the kicking of
Hwoarang. Yet, you still have to press the one or the other kick button on
your pad _every time_ he kicks.

Besides, I never allow seamless transitions between combos. The combo may
be broken, or you may do moves that would 'seem' to be seamless combos,
but they are still divided into separate parts. When one combo is ended,
you have to _start_ another combo. Thus, the jab to jab combo (dizzy),
would in my game be:

Jab to Jab (+2 Speed, possibly dizzy) to Jab to Jab (+2 Speed, possibly
dizzy with the previous Jab) to Jab to ... I think you get the point.

Oh well, gotta go buy some clothes and whatnot.

---
Jens-Arthur Leirbakk
leirbakk@...
Group: streetfighter Message: 5600 From: Jade M Prout Date: 2/12/2000
Subject: Re: Combos of combos
Jens-Arthur Leirbakk wrote:
I've never really considered the Tekken maneuvers to be 10-hit combos, considering the Street Fighter paradigm. Yoshimitsu has several spinning 10-hit and 7-hit combos. If I were to build such a maneuver in Street Fighter, I would possibly build it something like this:
>
>* Turbo spinning clothesline to cartwheel kick to lightning leg.

I don't see any Cartwheel Kicks on his move list, but I agree with the Turbo Spinning Clothesline. I would suggest this for one of his 10-strings:

Jab-Triple Strike-Turbo Spinning Clothesline (Dizzy?)
...Tiger Knee-Fierce Sword Strike-Sword Sweep (Dizzy?)

This would follow the SFSTG 3-Maneuver limit, but allow for a ton of damage rolls. Even if you don't allow Combo Linking, the Tiger Knee's speed bonus should allow you to pull it all off.

If you allow Linked Combos, his Combo list might look like this:
Jab-Triple Strike (Dizzy)
Triple Strike-Turbo Spinning Clothesline (Dizzy)
Turbo Spinning Clothesline-Tiger Knee (Dizzy)
...etc...

The advantage is that you can get the speed bonus every time, but the disadvantages are that you'll end up spending more points on these Combos AND the Dizzies won't carry over from one Combo to the next. If you're dead-set against Linked Combos, just ignore this and use my 1st example.

>Another example: The 5 or 8 hit punch combo of Marshall Law (or Forrest Law for that matter) are 5 (or 8) hit punch combos in the Tekken way. In Street Fighter, they would likely be one, possibly two maneuvers, or two maneuvers linked, thus:
>
>Five-star stepping punch TO Up-down-up stepping punch

Never heard of a Stepping Punch. But if you're talking about the Left Fist Fury (aka Machine Gun Punch) Combo, it might look like this:

Jab-Jab-Rekka Ken Jab (Dizzy)

This follows the 3-Maneuver limit, and allows two more Rekka Ken Jabs after the fact, for a total of 5 fast punches and two big Dizzies!

>Besides, I never allow seamless transitions between combos. The combo may be broken, or you may do moves that would 'seem' to be seamless combos, but they are still divided into separate parts. When one combo is ended, you have to _start_ another combo.

this is precisely what I'm trying to disprove...Take Ryu for example. He has these two Combos:
Jab-Improved Fireball (Dizzy)
and
Improved Fireball-Dragon Punch

If Combo Linking is allowed, he could do this:
1st turn: Jab
2nd turn: Improved Fireball (+2 speed, Dizzy)
3rd turn: Dragon Punch (+2 speed)

The Dragon Punch doesn't add to the Dizzy. Without Combo Linking, he'd have to launch a second Improved Fireball (at normal speed, with no Dizzy) to play a Dragon Punch at +2 speed.

The general consensus here seems to be that Combo Linking is either unfair or unnecessary, so perhaps I should just admit that the horse is dead and that further beatings are unwarranted.


Angelfire for your free web-based e-mail. http://www.angelfire.com
Group: streetfighter Message: 5601 From: Jade M Prout Date: 2/12/2000
Subject: Re: Offical Rules Discussion
Jens-Arthur Leirbakk wrote:
>Therefore, if I've run [less than] 5 Move with my Movement, I'd still have a remaining portion to Jump hexes with. However, if I've run more than 4 Move, I won't be able to Jump hexes because I've maxed out my movement. I'd still be considered Aerial to dodge the projectile attack, though - basically, I'd be jumping in my hex.

I totally agree. This makes perfect sense. Another example: Say I begin a match with a Flying Knee Thrust. My Athletics rating is 3, so I can move up to 4 hexes before delivering the Knee. I move 3 hexes to end up adjacent to my opponent... but he interrupts me with a Suplex (for sake of argument, let's say he gained a speed bonus by Intimidating me before the bell...) I can Abort to a Jump, but since my Move with a Jump is only 3, and I've already moved 3 hexes, I can't Move! If I had a higher Athletics rating, I'd still have 1 more hex and I could escape from the Suplex.


Angelfire for your free web-based e-mail. http://www.angelfire.com
Group: streetfighter Message: 5602 From: Jade M Prout Date: 2/12/2000
Subject: Re: Combos of combos
Forge wrote:
>It doesn't make sense to keep comboing jabs, don't characters get pushed back even slightly?

A Jab is a quick, snapping Punch that is designed to catch you off guard and annoy you. It doesn't have Knockback. And you can Move every time you Jab, so even if the opponent is moving away, or trying to enter your hex and Grab you, you can keep Jabbing him. Again, even at higher speeds, Jabs alone will not take you to the winners' circle...

Steve Karstensen wrote:
> move 1: jab (speed 7) begin combo.
> move 2: jab (speed 9) last move was a jab. this move is a jab. combo damage from last jab for dizzy (jab1 to jab2: dizzy)
> move 3: jab (speed 9) last move was a jab. this move is a jab. combo damage from last jab for dizzy (jab2 to jab3: dizzy)
> move 4: jab (speed 9) last move was a jab. this move is a jab. combo damage from last jab for dizzy (jab3 to jab4: dizzy).

This example is perfect if you have a Jab-Jab (Dizzy) Combo AND allow Combo Linking. Consecutive Jabs add up for Dizzies, but ONLY TWO JABS accumulate damage this way: so if you got 2 points of damage with every Jab, you'd never have more than 4 points to score a Dizzy.

Ryu, on the other hand, has a Short-Short-Short (Dizzy) Combo, that allows him to tally up all three kicks to check for a Dizzy. And if Combo Linking is allowed, he could bust right into another three without slowing down. However, if I have a Combo that starts with Kick Defense, I can make him cut it out and do something else!


Angelfire for your free web-based e-mail. http://www.angelfire.com
Group: streetfighter Message: 5603 From: Jade M Prout Date: 2/12/2000
Subject: Re: Combos of combos
Fabio Alves wrote:
>Wow! you get out a few the problem... repeating, the situation is the
>follow:
>
>========= PROBLEM 1 =========
>Here's two generic examples of a fighter's combos:
> *Jab TO Fierce
> *Fierce TO Fireball (dizzy)
>
>Now this situation:
>Move1: Jab
>Move2: Fierce (+2 to speed)
>Move3: Fireball (+2 to speed,dizzy????)

If you allow Linking Combos, you WOULD get the +2 speed with the Fireball, BUT: you DON'T add the damage of the Jab when checking for a Dizzy. Only the Fierce and the Fireball add up.

>This is problem. Peharps the most correct was:
>Move1: Jab
>Move2: Fierce (+2 to speed)
>Move3: Fierce
>Move4: Fireball (+2 to speed, dizzy)

If Linking Combos are NOT allowed, that example is absolutely correct.

>Well, with this, enter a new problem
>
>========= PROBLEM 2 =========
> *Jab TO Jab (dizzy)
>
>Move1: Jab
>Move2: Jab (+2 speed, dizzy)
>Move3: Jab (+2 speed, dizzy)
>Move4: Jab (+2 speed, dizzy)...

This example is "correct" if Linking Combos are allowed. Again, you don't add ALL the Jabs together when checking for a Dizzy: you add the current Jab to the Jab from the previous turn ONLY!

>Fabio:I think what the problem 2 can be resolved not permitting repeated-maneuvers combos.

I would agree, EXCEPT Ryu has this Combo: Short-Short-Short (Dizzy)

My suggestion, if you want Linking Combos but not "infinite" Combos, is this: No matter what Combos you have, or what rules you are using, you can NEVER play the same Maneuver more than 3 times in a row. I think this rule would keep people from just using the same Maneuver over and over, while still allowing Combos to be "linked." Or, you could just give out Glory and /or Honor penalties to people who did the same thing turn after turn. After all, the crowd doesn't want to watch two guys Jab eachother all night.


Angelfire for your free web-based e-mail. http://www.angelfire.com
Group: streetfighter Message: 5604 From: Jade M Prout Date: 2/12/2000
Subject: Re: Combos of combos
Fabio Alves wrote:
>========= PROBLEM 1 =========
>Here's two generic examples of a fighter's combos:
> *Jab TO Fierce
> *Fierce TO Fireball (dizzy)
>
>Now this situation:
>Move1: Jab
>Move2: Fierce (+2 to speed)
>Move3: Fireball (+2 to speed,dizzy????)

If you allow Linking Combos, this example is correct. But only the Fierce Punch and Fireball are added together to Dizzy an opponent. The Jab is NOT part of a Dizzy Combo.

>Move1: Jab
>Move2: Fierce (+2 to speed)
>Move3: Fierce
>Move4: Fireball (+2 to speed, dizzy)

If Linked Combos are NOT allowed, then THIS example was correct.

>========= PROBLEM 2 =========
> *Jab TO Jab (dizzy)
>
>Move1: Jab
>Move2: Jab (+2 speed, dizzy)
>Move3: Jab (+2 speed, dizzy)
>Move4: Jab (+2 speed, dizzy)...

Again, if you allow Combo Linking, then this is correct, but only two jabs can eve4r be added to eachother to score a Dizzy.

>I think what the problem 2 can be resolved not permitting repeated-maneuvers combos.

The only problem I have with that rule is that Ryu has a Short Kick-Short Kick-Short Kick (Dizzy) Combo. This means he gets to add ALL THREE kicks together to score a Dizzy.

If you allow Linked Combos, then he can go right back to another Short Kick after the third one and start all over again with a +2 speed bonus...

I would suggest this: No matter what combos you have, and even if Combo Linking is allowed, you can NEVER use the same Maneuver more than 3 turns in a row. So even if you had Jab-Jab (Dizzy) AND allow Linked Combos, this is the best you can do with it:

1st turn: Jab (normal speed)
2nd turn: Jab (+2 speed; add damage of previous Jab for Dizzy)
3rd turn: Jab (+2 speed, add damage of previous Jab but NOT first Jab for Dizzy)
4th turn: Anything but Jab!

Would this satisfy anyone?


Angelfire for your free web-based e-mail. http://www.angelfire.com
Group: streetfighter Message: 5605 From: Jade M Prout Date: 2/12/2000
Subject: Re: Combos of combos
Rinaldo Gambetta wrote:
>And don4t forget the extra dice will can use if you spend 1 willpower. Jabs can
>do much in special if you4re a boxer...

I think we've established that you CAN'T use Willpower for extra dice in combat (Right JSP?)

>Steve Karstensen wrote:
>> Dex 5 Jab. Speed 7 on round one. Combo. Speed 9 on every move for the
>> rest of the fight. If you have a decent Wits you can beat out many other
>> fighters because a Speed 9 Jab can defeat a Dex 5 Block (Speed 9 also).

If you Block two turns in a row, the second Block AUTOMATICALLY takes effect regardless of your opponen't speed. Also, a simple Block-Jump Combo should get you out of the way.

>> And Strength 5/Punch 5 Jabs do 9 dice of damage prior to
>> any other bonuses from Musical Accompaniment, Flaming Fist, Psychokinetic
>> Channeling, Brass Knuckles, etc; so that's four dice against a Stamina 5
>> opponent.

If you have STR 5, DEX 5, PUNCH 5, and high WITS, then you're a goddamn boxing machine and can do whatever you want. Flaming Fist is okay if you're a Flamer, but I wouldn't reccommend Elemental rules in ANY chronicle. Psychokinetic Channeling is expensive (especially if you've already sunk that many points into STR, DEX, WITS, and PUNCH...) And any Storyteller who allowed Brass Knuckles in a Tournament Match deserves whatever headaches he gets.

All of that
>> for four experience points? Too powerful.

Maybe... I'm not MARRIED to the idea of Linking Combos, I just think it can be used without too much imbalance. If you add a rule that you can NEVER use the same Maneuver more than 3 times in a row, I think it'll work out okay. Also, a Jab-Jab (Dizzy) Combo costs 2 Power Points (8 XP) whereas Deflecting Punch-Move would Block the Jab, inflict damage, and get you outta Dodge for just 4 XP...


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Group: streetfighter Message: 5606 From: Azathoth05@aol.com Date: 2/12/2000
Subject: Re: Offical Rules Discussion
I've played grappling defense as an abort-I figure the high purchase cost
warrants it-however it also plays fine out of the book as it helps against
sustained holds in future turns