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Group: streetfighter Message: 6663 From: brian fish Date: 4/19/2000
Subject: Re: [streetfighter] Power playing in street fighter??
Group: streetfighter Message: 6664 From: Anton Figueroa Date: 4/19/2000
Subject: Re: [streetfighter] New Streetfighter Supplement Online
Group: streetfighter Message: 6665 From: Chris Hoffmann Date: 4/19/2000
Subject: Re: [streetfighter] Ages challenges: The Dragon Reborn Vs Plague.
Group: streetfighter Message: 6666 From: Chris Hoffmann Date: 4/19/2000
Subject: Re: [streetfighter] Power playing in street fighter??
Group: streetfighter Message: 6667 From: Dustin Wolfe Date: 4/19/2000
Subject: Re: [streetfighter] Bison's amazing intelligence...
Group: streetfighter Message: 6668 From: Fred Chagnon Date: 4/19/2000
Subject: Re: [streetfighter] Cartwheel Kick Blues
Group: streetfighter Message: 6669 From: Joseph Scott Pittman Date: 4/19/2000
Subject: Re: [streetfighter] New Streetfighter Supplement Online
Group: streetfighter Message: 6670 From: Joseph Scott Pittman Date: 4/19/2000
Subject: Re: [streetfighter] Power playing in street fighter??
Group: streetfighter Message: 6671 From: Joseph Scott Pittman Date: 4/19/2000
Subject: Re: [streetfighter] Power playing in street fighter??
Group: streetfighter Message: 6672 From: Joseph Scott Pittman Date: 4/19/2000
Subject: Re: [streetfighter] Cartwheel Kick Blues
Group: streetfighter Message: 6673 From: Joseph Scott Pittman Date: 4/19/2000
Subject: Re: [streetfighter] Ha ha ha, good tag, but I MUST reply. . . . .
Group: streetfighter Message: 6674 From: Knight of the Black Rose Date: 4/19/2000
Subject: Re: [streetfighter] New Streetfighter Supplement Online
Group: streetfighter Message: 6675 From: Knight of the Black Rose Date: 4/19/2000
Subject: Re: [streetfighter] Just joined the list . . .
Group: streetfighter Message: 6676 From: Knight of the Black Rose Date: 4/19/2000
Subject: Re: [streetfighter] help wanted
Group: streetfighter Message: 6677 From: cliff rice Date: 4/19/2000
Subject: Re: [streetfighter] Power playing in street fighter??
Group: streetfighter Message: 6678 From: Steve Karstensen Date: 4/19/2000
Subject: Re: [streetfighter] Power playing in street fighter??
Group: streetfighter Message: 6679 From: arkondloc@aol.com Date: 4/19/2000
Subject: Re: [streetfighter] Bison's amazing intelligence...
Group: streetfighter Message: 6680 From: brian fish Date: 4/19/2000
Subject: Re: [streetfighter] Power playing in street fighter??
Group: streetfighter Message: 6681 From: brian fish Date: 4/19/2000
Subject: Let me know if anyone else has a problem with these maneuvers
Group: streetfighter Message: 6682 From: slpstck@aol.com Date: 4/19/2000
Subject: Re: [streetfighter] Power playing in street fighter??
Group: streetfighter Message: 6683 From: brian fish Date: 4/19/2000
Subject: Re: [streetfighter] Power playing in street fighter??
Group: streetfighter Message: 6684 From: Yu Ominae Date: 4/19/2000
Subject: Re: [streetfighter] Ha ha ha, good tag, but I MUST reply. . . . .
Group: streetfighter Message: 6685 From: brian fish Date: 4/20/2000
Subject: Re: [streetfighter] Ha ha ha, good tag, but I MUST reply. . . . .
Group: streetfighter Message: 6686 From: Knight of the Black Rose Date: 4/20/2000
Subject: Re: [streetfighter] Let me know if anyone else has a problem with t
Group: streetfighter Message: 6687 From: Rinaldo Gambetta Date: 4/20/2000
Subject: Re: [streetfighter] Power playing in street fighter??
Group: streetfighter Message: 6688 From: Rinaldo Gambetta Date: 4/20/2000
Subject: Re: [streetfighter] Ages challenges: The Dragon Reborn Vs Plague.
Group: streetfighter Message: 6689 From: Rinaldo Gambetta Date: 4/20/2000
Subject: Re: [streetfighter] Cartwheel Kick Blues
Group: streetfighter Message: 6690 From: Rinaldo Gambetta Date: 4/20/2000
Subject: Joseph Masterson Challenges Ryan Ghost Bear.
Group: streetfighter Message: 6691 From: Steve Karstensen Date: 4/20/2000
Subject: Re: [streetfighter] Let me know if anyone else has a problem with t
Group: streetfighter Message: 6692 From: Steve Karstensen Date: 4/20/2000
Subject: Re: [streetfighter] New Streetfighter Supplement Online
Group: streetfighter Message: 6693 From: Steve Karstensen Date: 4/20/2000
Subject: Re: [streetfighter] Power playing in street fighter??
Group: streetfighter Message: 6694 From: Chris Hoffmann Date: 4/20/2000
Subject: Re: [streetfighter] PBEM questions
Group: streetfighter Message: 6695 From: arkondloc@aol.com Date: 4/20/2000
Subject: Re: [streetfighter] Let me know if anyone else has a problem with t
Group: streetfighter Message: 6696 From: brian fish Date: 4/20/2000
Subject: Re: [streetfighter] Let me know if anyone else has a problem with t
Group: streetfighter Message: 6697 From: Joseph Scott Pittman Date: 4/20/2000
Subject: Re: [streetfighter] Let me know if anyone else has a problem with t
Group: streetfighter Message: 6698 From: Joseph Scott Pittman Date: 4/20/2000
Subject: Re: [streetfighter] Ha ha ha, good tag, but I MUST reply. . . . .
Group: streetfighter Message: 6699 From: Rinaldo Gambetta Date: 4/20/2000
Subject: Re: [streetfighter] PBEM questions
Group: streetfighter Message: 6700 From: brian fish Date: 4/20/2000
Subject: Re: [streetfighter] PBEM questions
Group: streetfighter Message: 6701 From: Rinaldo Gambetta Date: 4/20/2000
Subject: Re: [streetfighter] PBEM questions
Group: streetfighter Message: 6702 From: brian fish Date: 4/20/2000
Subject: Re: [streetfighter] PBEM questions
Group: streetfighter Message: 6703 From: Joseph Scott Pittman Date: 4/20/2000
Subject: The CHART ideas....
Group: streetfighter Message: 6704 From: Chris Krug-Iron Date: 4/20/2000
Subject: Re: [streetfighter] PBEM questions
Group: streetfighter Message: 6705 From: Chris Krug-Iron Date: 4/20/2000
Subject: Re: [streetfighter] PBEM questions
Group: streetfighter Message: 6706 From: Chris Krug-Iron Date: 4/20/2000
Subject: Re: [streetfighter] New Streetfighter Supplement Online
Group: streetfighter Message: 6707 From: Joseph Scott Pittman Date: 4/20/2000
Subject: Re: [streetfighter] PBEM questions
Group: streetfighter Message: 6708 From: Joseph Scott Pittman Date: 4/20/2000
Subject: Re: [streetfighter] New Streetfighter Supplement Online
Group: streetfighter Message: 6709 From: Chris Hoffmann Date: 4/20/2000
Subject: Re: [streetfighter] New Streetfighter Supplement Online
Group: streetfighter Message: 6710 From: Chris Hoffmann Date: 4/20/2000
Subject: Re: [streetfighter] The CHART ideas....
Group: streetfighter Message: 6711 From: Chris Krug-Iron Date: 4/20/2000
Subject: Re: [streetfighter] PBEM questions
Group: streetfighter Message: 6712 From: Chris Hoffmann Date: 4/20/2000
Subject: Re: [streetfighter] The CHART ideas....



Group: streetfighter Message: 6663 From: brian fish Date: 4/19/2000
Subject: Re: [streetfighter] Power playing in street fighter??
You mean average people walking around in your game actually have staminas
of two?? are their dexes two as well? I think my GM is operating in an
alternate plane of reality where gang thugs are rank 6 street fighters
(more than one of them), and every local gang member has a stamina of AT
LEAST 3 (and fight in groups of four or more), and there will be people in
random bars that have strengths and staminas of 5 each. . . . .I dunno who
your players are, but if my GM sent about ten to fifteen people with a
stamina of two against me character, I would wonder from which direction
Vega, and/or Sagat and Balrog were coming to take advantage of my character
being distracted in order to kill him. . . . . . . .no. . . .no, I'm not
paranoid. . . . . . .they're actually out to get me. . . . . . .
Group: streetfighter Message: 6664 From: Anton Figueroa Date: 4/19/2000
Subject: Re: [streetfighter] New Streetfighter Supplement Online
>Holy GOD!!! You use those maneuvers in campaigns????? That is >EXACTLY what
>I was talking about with maneuvers being unbalancing,

Really, I've read overpowered manuever lists on the web, and was glad mine
weren't like them (not all of them seem to still be around).
I did heavy research in the game books and made my manuevers side by side
with them, adjusting point costs by balancing prerequisites, PP cost, and
other move factors. Many are merely variations on existing moves, and the
more powerful have heavy prerequisite requirements.
I tried hard to make them balanced with the other books (trying not to make
more powerful moves that are cheaper and easier to get than existing moves,
i.e. cheese).
Anyhow, I welcome any discussion on specific moves (generalizing doesn't
help me) so I can see whether my reasoning really stand up or not.

Tony
Group: streetfighter Message: 6665 From: Chris Hoffmann Date: 4/19/2000
Subject: Re: [streetfighter] Ages challenges: The Dragon Reborn Vs Plague.
--- Jens-Arthur Leirbakk <leirbakk@...> wrote:
> On Wed, 19 Apr 2000, Rinaldo Gambetta wrote:
>
> > Well at last I�m trying use a hex map for less confusion in movements
> :).
> > I have a way to stop Cartwheel kick is simple Stunning Shout ,willpower
> 10
> > and luck in dice roll just it.
>
> Yeah, and my ears are still ringing from that Stunning shout
> :) ... However, if people are really that unhappy about Cartwheel kick (I
> won the match! Yay!), I'm willing to design another fighter not using
> Cartwheel kick. So, what do you say, Rinaldo? Should I design another
> fighter?

Oh, I wasn't complaining, per se. I was just making another of my sarcastic
comments to the list. Expect that fight to be MST3Ked when I get around to it.

=====
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: 6666 From: Chris Hoffmann Date: 4/19/2000
Subject: Re: [streetfighter] Power playing in street fighter??
--- brian fish <fishbn@...> wrote:
no. . . .no, I'm not
> paranoid. . . . . . .they're actually out to get me. . . . . . .

Actually, you are. Don't worry, we understand that paranoia is an often
neglected survival skill. Just try to stay calm while Steve calls for a pizza.
Steve, the phone number for our local pizza palace is under 'psychiatric
ward'. I'll have my part with peperoni and mushrooms.

=====
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: 6667 From: Dustin Wolfe Date: 4/19/2000
Subject: Re: [streetfighter] Bison's amazing intelligence...
>I saw someone mention on the list that they thought the story about the
>meteorite is damn more imaginative than the ones presented in the various
>games. That may be so, but imagine how _intensely_ stupid M. Bison was
>before his awakening? I mean, he was hoping it was a _plutonium_ mine?


I don't know about Bison's story since I don't have Secrets of Shadoloo, but
I don't see why hoping that it was a plutonium mine would make him stupid.
After all, anyone who aspires to dominate the world would feel the need for
some nuclear weapons...
Group: streetfighter Message: 6668 From: Fred Chagnon Date: 4/19/2000
Subject: Re: [streetfighter] Cartwheel Kick Blues
> I've been using the "Steve Wieck" version of Cartwheel Kick, and it's not that scary. With all the talk I'v heard about the original being unbalancing, I figured why bother with the original?
>
> Sure, you could build an entire character around it and whup ass indiscriminately, but what would your Concept be? Guy who whups ass with Cartwheel Kick? Gee, sounds like a really challenging roleplaying experience...

Steve,
Was it you who had developed those hilariously unbalanced characters?
Like the rank one beastial-cyborg, and my favorite....Cartwheel Kick
Guy!

___________________________________________________
Fred Chagnon "Only in RPGs does fighting
seagull@... make you a better person."
seagull@... - Peter Olafson.
Group: streetfighter Message: 6669 From: Joseph Scott Pittman Date: 4/19/2000
Subject: Re: [streetfighter] New Streetfighter Supplement Online
shouldn't Awareness have Sakki as a prerequisite?


-----Original Message-----
From: Knight of the Black Rose <anton_figueroa@...>
To: streetfighter@egroups.com <streetfighter@egroups.com>
Date: Tuesday, April 18, 2000 7:56 PM
Subject: [streetfighter] New Streetfighter Supplement Online


>My self-made Street Fighter supplement is now on-line at
>http://miavx1.muohio.edu/~aefigueroa/sf_suppl.htm.
>Feedback & comments are welcome.
>I may actually put some campaign information up next.
>
>Tony
>
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>
Group: streetfighter Message: 6670 From: Joseph Scott Pittman Date: 4/19/2000
Subject: Re: [streetfighter] Power playing in street fighter??
Ack! I know what you mean there. I have a group of POWERFUL players in
Dungeons and Dagons, as I was telling everyone.
Now please, before you read the rest of this, PLEASE note that I am not a
power-giving DM! I am stingy with the magical items and exp points (I try to
go by the book as often as possible, which makes higher levels a crawl). I
even prefer games where characters are realistic (GURPS is great!).
Anyway, these guys refuse to stop playing their favorite group, the
Soaring Blade. We started in 9th grade (that's 14 years of game time,
sometimes in the summers back in high school we played EVERY DAY). Some
characters kicked the bucket, but after the group really got "gelled"
(everyone playing a character they really liked), something odd happened.
The characters WOULD NOT DIE.
Sure, I coulda just killed em off, but I am a fair DM. The challenges were
dangerous, even life-threatening, but they always outsmarted my bad guys,
made the right choices when being tested by the gods, never touched those
artifacts (those things are bad news, they would say), and I'll be danged if
they don't know every spell in the book word for word. Even the cleric kicks
butt. All the players know their place, when to act and even when to run.
There have been many situations where the entire group's life has laid on a
single dice roll (and that roll not always with good odds).
Neverthless, these characters lived on and on. We have played countless
games with many systems, and rolled up all kinds of groups and teams for
those games, but these characters became legendary in my players minds. Even
mine.
I cap out levels in my DnD game at 30. Two of these characters have
actualy reached that mark. The other fall somewhere between 19-27 level. All
of these character earned every point of that experience, with minor magic
items (all from the books!) and no DM "fudged rolls". Heck, I even TRIED to
make opponents that were powerful enough to (fairly) crush these guys, but
somehow, they managed to overcome the odds.
Want an idea of the kinds of adventures these guys go on? I have a web
page dedicated to their (last?) adventure, the Final War, which they are now
involved in (we will complete the adventure sometime in May I think). It can
be found at:

http://www.tsixroads.com/~joespitt/finalwar.htm

I know, this isn't a DnD mailing list, just rambling on....

joespitt


-----Original Message-----
From: brian fish <fishbn@...>
To: streetfighter@egroups.com <streetfighter@egroups.com>
Date: Wednesday, April 19, 2000 7:23 AM
Subject: [streetfighter] Power playing in street fighter??


>We are talking of maneuvers someone normal can actually have, even for a
>cybernetic with mental stats as his primary, it would cost 36xp JUST to get
>the wits up to 7, why would a character waste those points? if they're
>human that's 76xp, I don't know about you, but I can think of a LOT of
>better things to do with 76 points than to get one scary stat. Same reason
>I don't like having people create high level players. It's like if you're
>playing D&D, (forgive me, gotta use this one), and you start with 20th
>level characters, you never built them up, you just wanted to play powerful
>characters without taking the time and effort to level them up. Now my own
>character is decent, but I made him from scratch, and I take pride in what
>he can do, I don't think you can really say that about someone who starts
>powerful.
>
>>Only with you have wits 7 (is a focus manuver) and you reach the guy with
>some
>>athletic work if you win the will contest the Cartwheel kick is stoped of
>course
>>I forget to say to build a combo using stunning shout you known, Stunning
>Shout
>>and a very good speed manuver after maybe Cannon Drill + Music
Acompaniement
>>with Plague this works at a first moment :).
>
>
>
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Group: streetfighter Message: 6671 From: Joseph Scott Pittman Date: 4/19/2000
Subject: Re: [streetfighter] Power playing in street fighter??
It's a real challenge to run a game for high-level characters, i know. but
my group doesn't number crunch or disagree with my rulings, and I make the
battles fair and challenging for them. the real answer is making sure that
your NPCs are PREPARED. You can do some mean things against a high level
character with a powerful mage (say 12th level) if he's got his act together
before the fighting starts (a couple of fighter with STONESKIN, and one of
those for himself, and then say a minor globe of invulnerability, goes a
LONG way).

joespitt

-----Original Message-----
From: Jade M Prout <twitchboy@...>
To: streetfighter@egroups.com <streetfighter@egroups.com>
Date: Wednesday, April 19, 2000 10:02 AM
Subject: Re: [streetfighter] Power playing in street fighter??


>brian fish wrote:
>>I think in a way it's good to play god likc characters from scratch, it
>>let's you appreciate your good old rank ones you know?
>
>Absolutely! I played a 25th-level D&D character once, and it sucked. When
characters get that powerful, all the DM can do is try to kill them off in
as nasty a manner as possible. That's no fun. A 1st-level character, on
the other hand, could be killed by a kobold at the drop of a hat. That
makes even the simplest adventures that much more thrilling.
>
>I think if you're going to run a high-level story, the GM should build all
the characters, or at least work with the players to ensure that the playing
field is balanced and fair, and that nobody number-crunches too much.
>
>
>Angelfire for your free web-based e-mail. http://www.angelfire.com
>
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>first 8 weeks by subscribing. Pay by credit card and receive an
>additional 4 weeks at this low introductory rate.
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Group: streetfighter Message: 6672 From: Joseph Scott Pittman Date: 4/19/2000
Subject: Re: [streetfighter] Cartwheel Kick Blues
Actually, I think that Cartwheel kick, while devastating in power, is not
the end-all-be-all of cheese. One of my players had to fight another player
in a match, and the cartwheel-kicking character got the heck beat out of her
by good tactics instead of "power-playing". One of the downfalls of
mailing-list touraments, no re-thinking your strategy during combat (not
saying I mind the mailing-list tournaments, they are awesome).

joespitt

-----Original Message-----
From: Fred Chagnon <seagull@...>
To: streetfighter@egroups.com <streetfighter@egroups.com>
Date: Wednesday, April 19, 2000 1:53 PM
Subject: Re: [streetfighter] Cartwheel Kick Blues


>> I've been using the "Steve Wieck" version of Cartwheel Kick, and it's not
that scary. With all the talk I'v heard about the original being
unbalancing, I figured why bother with the original?
>>
>> Sure, you could build an entire character around it and whup ass
indiscriminately, but what would your Concept be? Guy who whups ass with
Cartwheel Kick? Gee, sounds like a really challenging roleplaying
experience...
>
>Steve,
> Was it you who had developed those hilariously unbalanced characters?
>Like the rank one beastial-cyborg, and my favorite....Cartwheel Kick
>Guy!
>
>___________________________________________________
>Fred Chagnon "Only in RPGs does fighting
>seagull@... make you a better person."
>seagull@... - Peter Olafson.
>
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Group: streetfighter Message: 6673 From: Joseph Scott Pittman Date: 4/19/2000
Subject: Re: [streetfighter] Ha ha ha, good tag, but I MUST reply. . . . .
When was the last time the average woman got mr. willy caught in her zipper?
Now that's pain.

joespitt

P.S. The media plays a large role in our beliefs - or tries to. Watch your
common sit-com or commercial. Watch them close, and you will see that 99% of
the time, if there is a contest of sport, game, willpower or opinion, the
male will be in the wrong. That goes for most movies and other types of
shows as well. The male is always in the wrong, he is the scum, the dummy,
the cheater, the liar. Is this just coincidence or is the media trying to
instill something in us? I don't know. But watch it nonethless, it's there.
Weird.

-----Original Message-----
From: Yu Ominae <yuominae@...>
To: streetfighter@egroups.com <streetfighter@egroups.com>
Date: Tuesday, April 18, 2000 8:33 PM
Subject: Re: [streetfighter] Ha ha ha, good tag, but I MUST reply. . . . .


>Internal strength is a type of strength that comes from thing like chi and
>ki, and as far as the bully and lunch money thing if the kid is scared
>enough and and its just one bully that bully might get killed (the scared
>rat syndrome). Also as far as pain, is cocerned when was that last time dad
>clean the house when he had his period, or made you dinner. When we as men
>most of us even the ones that are "Super Human" and don't care to admit it
>get sick or even bad headaches turn into mush, Women still function. Also
>when was the last time dad took care of you when you were sick. Do you
think
>you could handle 19 plus hours of labor pain, I'd put money that you can't.
>Most of us don't even like needles.
>
>>From: "Joseph Scott Pittman" <joespitt@...>
>>Reply-To: streetfighter@egroups.com
>>To: <streetfighter@egroups.com>
>>Subject: Re: [streetfighter] Ha ha ha, good tag, but I MUST reply. . . . .
>>Date: Mon, 17 Apr 2000 14:21:39 -0700
>>
>> >>Internal strength can almost always get around physical strength.
>>
>>Yeah right. Speed mabye. Intelligence prehaps. Internal Strength? I never
>>seen a kid beat up the bully that takes his lunch money with "internal
>>strength".
>>
>> >>Women are in high possesion of internal strength. It comes easier to
>>them
>>because they
>>don't rely on muscles to do the job where men usually do. Women are born
>>with a higher internal strength than men we usually have to work harder at
>>it.
>>
>>I don't see what you are talking about here. What exactly is this
"interna;
>>strength" that women have more of? What are they doing that doesnt rely on
>>as many muscles?
>>
>> >> About sizes of women, you cant really so that all women are built
small
>>and of weaker statues. It depends on where you are from. In countries like
>>Germany and Sweden women there are of much bigger build and can kick the
>>bejezus out of some the sissy that one would refer to as strong.
>>
>>I bet those women aren't so pretty. I'd probably call em' strange looking
>>men.
>>
>> >> Also women take much more pain than us, which is a very important
point
>>in a fight.
>>
>>Most women I know don't take pain any better than I do.
>>
>> >>Notice that we do not have the children.
>>I never even noticed. WOW!
>>I suppose this relates to the thing about having children being the worst
>>pain ever felt by humans. HOWEVER, in tests the most recorded pain levels
>>(as far as scientists can tell) seems to be from the passing of what is
>>called a "barbed" kidney stone from the average MALE.
>>
>> >>There mental state also is a bit more focussed than men,
>>
>>I TOTALY disagree here. Women are not nearly as focused on a task as men,
>>and their thoughts an emotions fluctuate wildly.
>>
>> >> in fight a women would already be thinking about the
>>best way to get the job done, while we would be scoffing about the fact of
>>having to fight them. All in all men and women could kick each others
>>butts,
>>its not about being a man or women its just about who is the better
fighter
>>for whatever reason.
>>
>>I agree. In the ROLE PLAY GAME, that women are great fighters, and make
>>interesting and cinematic characters. In the real world they are weaker
>>(40%
>>less muscle per pound, even if they are large), and not nearly as
>>combat-minded or agressive as the normal male human.
>>
>>
>>
>
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Group: streetfighter Message: 6674 From: Knight of the Black Rose Date: 4/19/2000
Subject: Re: [streetfighter] New Streetfighter Supplement Online
On Wed, 19 Apr 2000 16:21:13 -0700 "Joseph Scott Pittman"
<joespitt@...> writes:
> shouldn't Awareness have Sakki as a prerequisite?

I'm not sure. I've never heard of Sakki (don't konw what it is). Is it in
the Players Guide which I don't have?
I've found a few files on the web recently. I'll give them a quick look
to see if they list Sakki.

Knight of the Black Rose
StreetFighterCode: F:Karin +++, Cammy ++, Ken ++, M.Bison +
Group: streetfighter Message: 6675 From: Knight of the Black Rose Date: 4/19/2000
Subject: Re: [streetfighter] Just joined the list . . .
On Tue, 18 Apr 2000 22:03:21 -0700 (PDT) Clk Whrr Chad
<clk_whrr_chad@...> writes:
>
> Like the title "Knight of the Black Rose", but unfortunatley
> Takhisis bailed on you at the wrong moment.

Sorry, guess I was more interested in Kitiara than winning her war ^^
Actually, it's been so long since I touched DL that I forget exactly what
your comment refers to ^^
But yeah, it's not a Kodachi reference, although I've gotten that before.
On the Utena ML, I've been confused with Duellists due to the "Black
Rose" story arc of that series.

Knight of the Black Rose
UtenaCode(1.0)U:4+F:Na++Ut:pSC D:ToAk X:[***]:a39
M:f"LastEvolution"
Group: streetfighter Message: 6676 From: Knight of the Black Rose Date: 4/19/2000
Subject: Re: [streetfighter] help wanted
On Wed, 19 Apr 2000 00:26:15 -0400 Fred Chagnon <seagull@...>
writes:
> > I do believe that Ler Dritt uses the same mental power that Rose
> uses.
> > I.e., they both use psychic power. However, M.Bison uses the dark
> side,
> > oohhh scary.
> >
> > Rose's style is one of the many styles in my supplemental material
> I plan
> > to turn into a netbook soon.
>
> I know we've had this discussion before but....doesn't Rose use Ler
> Dridt?

I don't know. I'm new to the list. If she does, her use of it still seems
different enough to merit a new style listing. (She and Bison in the game
are about as similar as Blanka to Ryu). I don't have any of the books (in
English) that state Rose's style. I'd be curious though.

Knight of the Black Rose
UtenaCode(1.0)U:4+F:Na++Ut:pSC D:ToAk X:[***]:a39
M:f"LastEvolution"
Group: streetfighter Message: 6677 From: cliff rice Date: 4/19/2000
Subject: Re: [streetfighter] Power playing in street fighter??
On crap im sick and tired of number crunching combat
monsters in my game but i have came up with a
solution.
Sick equally disturbing number crunching combat
monsters. E.g. (i got this one frome some web page)
a bastard with a Acid breath to acid breath to acid
breath Dizzy combo and Zen nomind that can take down
even the beastyly Pc and humble his number crunching
ass.

P.S. excuse my cussing i was exited.

Cliff


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Group: streetfighter Message: 6678 From: Steve Karstensen Date: 4/19/2000
Subject: Re: [streetfighter] Power playing in street fighter??
Well, I try to apply "real-world" logic wherever possible. Two is described
as "average" for a human being, attribute-wise, and with certain exceptions,
yes; normal people have twos in their stats. Villains in my games have
their place in a social order, and things happen within reason and how they
would within this order. For example, my players recently stole a CD of
sensitive corporate data. Said corporation swiftly dispatched their
security force (whom are impressive as far as thugs go, but only because of
their equipment and numbers, not their stats) to retrieve the data. Small
threat in the grand scheme of things, since the corporation still had copies
of the data and merely needed the disk retrieved so no one else would see
it. Definitely something they could spare some of their security force for
(it's more cost-effective to train a bunch of people to competance than to
power-train two or three to mastery). When the players proved they could
handle the security, the corporation sent along two Street Fighters for
backup the next time security tried to corner them. They dug up whomever
was available for what was considered a somewhat trivial task. As a result,
the fighters who went along were both rank 3. As players gain in abilities,
they will tackle more and more sensitive (and secure) tasks. As a result,
their opposition will be stronger. It's one thing to have a copy of some
data you shouldn't have. It's another to break into a corporate compound
and sabotage their entire production line. One carries minimal risk, the
other carries great risk. It doesn't matter their Level, or Rank, or
whatever; if they decided to perform that assembly-line break-in tommorow,
unless they had one hell of a plan, they'd probably die. If not, they'd be
fleeing for their lives the second they were discovered.

so... in short, yes. everyone has their place. even people with two dots
in their physicals. :)

-----Original Message-----
From: brian fish [mailto:fishbn@...]
Sent: Wednesday, April 19, 2000 2:40 PM
To: streetfighter@egroups.com
Subject: RE: [streetfighter] Power playing in street fighter??


You mean average people walking around in your game actually have staminas
of two?? are their dexes two as well? I think my GM is operating in an
alternate plane of reality where gang thugs are rank 6 street fighters
(more than one of them), and every local gang member has a stamina of AT
LEAST 3 (and fight in groups of four or more), and there will be people in
random bars that have strengths and staminas of 5 each. . . . .I dunno who
your players are, but if my GM sent about ten to fifteen people with a
stamina of two against me character, I would wonder from which direction
Vega, and/or Sagat and Balrog were coming to take advantage of my character
being distracted in order to kill him. . . . . . . .no. . . .no, I'm not
paranoid. . . . . . .they're actually out to get me. . . . . . .


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Group: streetfighter Message: 6679 From: arkondloc@aol.com Date: 4/19/2000
Subject: Re: [streetfighter] Bison's amazing intelligence...
In a message dated 4/19/00 4:16:15 PM Central Daylight Time,
lancer1@... writes:

<< I don't know about Bison's story since I don't have Secrets of Shadoloo,
but
I don't see why hoping that it was a plutonium mine would make him stupid.
After all, anyone who aspires to dominate the world would feel the need for
some nuclear weapons... >>

I believe plutonium is a by-product of controlled Nuclear reaction, and
therefore does not exist in nature.
Group: streetfighter Message: 6680 From: brian fish Date: 4/19/2000
Subject: Re: [streetfighter] Power playing in street fighter??
Wouldn't work against grapplers, it would go off at a 3 at the fastest and
he would get knocked down repeatedly, just throw normal gimmick characters,
nothing pisses a power player off more than being beaten by a normal
character with normal moves and a plot. . . . . . .

>On crap im sick and tired of number crunching combat
>monsters in my game but i have came up with a
>solution.
>Sick equally disturbing number crunching combat
>monsters. E.g. (i got this one frome some web page)
>a bastard with a Acid breath to acid breath to acid
>breath Dizzy combo and Zen nomind that can take down
>even the beastyly Pc and humble his number crunching
>ass.
>
>P.S. excuse my cussing i was exited.
>
>Cliff
Group: streetfighter Message: 6681 From: brian fish Date: 4/19/2000
Subject: Let me know if anyone else has a problem with these maneuvers
OK, you said specific maneuvers might help, I identified all the maneuvers
I found unbalancing. Needless to say, it's almost all of them, if you can
give me good reasons for them, or tell me why they're balanced, it would
help. . . . . .

Burning wheel speed plus 2 hits three times, damage plus 2. . . . . .
This move is basically three cannon drills, how is that balancing??

Cinder punch, no cost, Damage +5
nuff said

Cinder wheel, 2 power points, hit's twice, one of which is +5, speed +1
Is there a single move in the game that does +5 damage, and hits twice? the
speed +1 just makes it unblockable in a block combo. . . . .

Firefist speed +1 dam +6
It is SUPPOSED to be +2 to normal damage of a BASIC punch

Firestorm Damage +2, 2 power points
What a surprise, an improved spinning clothesline

Hellgate grab with +0 spd, +5 damage, +0 move, no cost
not even ONE willpower?? And it MOVES?!?!?

Phoenix spd +0, Dam +6 twice, move +3
Boy, a faster dragon kick that hits twice, no matter what, and moves 5
hexes more

Double Elbow A two hit Rekka Ken?? Are you SERIOUS???

High/low reversal, block and throw at the same time?!?!?

Hop Kick so you made up a cheaper, more damaging forward slide kick??

Vertical spin +2, dam +3, hits twice, no cost
NO COST AT ALL?? CHEAP CHEAP CHEAP, plus, find a move ANYWHERE in the book
that hits more than one (base, not like hurricane kick) and has stats even
CLOSE to this. . . . .

Flaming backfist, dam +3, hits twice
Boy, another double hit with a damage bonus

Maul dam +4, hits twice
I'm getting too lazy to type this over and over. . . . .

Burning thrust kick So you wanted a dragon kick that goes off two points
faster and is cheaper to get

Stomping backflip, oh, who believes it, another interrupt that hits twice
ad has damage +2, and no cost

Moving block, I do this, but you have to have lightfeet and musical
accompaniement, this move is yet again another cheap unbalancer

Rushing slam:so you wanted an easier to get version of the siberian bear
crusher??

Flying fire slam, what a surprise, +5 damage, +2 move and hits twice. . . . .

Slap, what's wrong with the jab maneuver??

Vertical screw So you wanted a faster, easier to get Flying thrust kick??
Group: streetfighter Message: 6682 From: slpstck@aol.com Date: 4/19/2000
Subject: Re: [streetfighter] Power playing in street fighter??
In a message dated 4/19/00 6:55:15 PM Eastern Daylight Time,
shinzite@... writes:

<< a bastard with a Acid breath to acid breath to acid
breath Dizzy combo >>
let me be the first to say... EWWWWWWWWWWWWWWWW!!!
Group: streetfighter Message: 6683 From: brian fish Date: 4/19/2000
Subject: Re: [streetfighter] Power playing in street fighter??
nah, it;s slow, and they telegraph it, there are a LOT worse, now if it
hits you, it will HURT, actually my fav thing if I was gonna be REALLY
sadistic would be Block-Dim Mak-Dim Mak, hit them a few times, with that
combo (maybe three times, 6 dim maks), beat them around and make the damage
from ALL the Dim Maks hit at the same time. . . . .th character would just
drop dead (all the damage from all the Dim Maks would be aggravated). . . . .
Group: streetfighter Message: 6684 From: Yu Ominae Date: 4/19/2000
Subject: Re: [streetfighter] Ha ha ha, good tag, but I MUST reply. . . . .
Your right there, the zipper thing is the worst. You may be right about the
media thing, they do tend to do those things. The reason why I do give women
the credit I do is because my mother raised me Paid for every Martial art
school I attended, Video Game System( until I got a job and moved out, damn
I missed those days) and took care of me after ever fight whether tournament
or non tournament. I give women credit because they just posses that certain
thing that we don't, that thing inside them that would make them jump in
front of moving just to protect you without not thinking once about them
selves. Also as skilled as I am, the scariest thing in the world to me in
mom Pissed off. Its been a nice disscusion Thanks for your feedback!

Yaru na

>From: "Joseph Scott Pittman" <joespitt@...>
>Reply-To: streetfighter@egroups.com
>To: <streetfighter@egroups.com>
>Subject: Re: [streetfighter] Ha ha ha, good tag, but I MUST reply. . . . .
>Date: Wed, 19 Apr 2000 17:13:07 -0700
>
>When was the last time the average woman got mr. willy caught in her
>zipper?
>Now that's pain.
>
>joespitt
>
>P.S. The media plays a large role in our beliefs - or tries to. Watch your
>common sit-com or commercial. Watch them close, and you will see that 99%
>of
>the time, if there is a contest of sport, game, willpower or opinion, the
>male will be in the wrong. That goes for most movies and other types of
>shows as well. The male is always in the wrong, he is the scum, the dummy,
>the cheater, the liar. Is this just coincidence or is the media trying to
>instill something in us? I don't know. But watch it nonethless, it's there.
>Weird.
>
>-----Original Message-----
>From: Yu Ominae <yuominae@...>
>To: streetfighter@egroups.com <streetfighter@egroups.com>
>Date: Tuesday, April 18, 2000 8:33 PM
>Subject: Re: [streetfighter] Ha ha ha, good tag, but I MUST reply. . . . .
>
>
> >Internal strength is a type of strength that comes from thing like chi
>and
> >ki, and as far as the bully and lunch money thing if the kid is scared
> >enough and and its just one bully that bully might get killed (the scared
> >rat syndrome). Also as far as pain, is cocerned when was that last time
>dad
> >clean the house when he had his period, or made you dinner. When we as
>men
> >most of us even the ones that are "Super Human" and don't care to admit
>it
> >get sick or even bad headaches turn into mush, Women still function. Also
> >when was the last time dad took care of you when you were sick. Do you
>think
> >you could handle 19 plus hours of labor pain, I'd put money that you
>can't.
> >Most of us don't even like needles.
> >
> >>From: "Joseph Scott Pittman" <joespitt@...>
> >>Reply-To: streetfighter@egroups.com
> >>To: <streetfighter@egroups.com>
> >>Subject: Re: [streetfighter] Ha ha ha, good tag, but I MUST reply. . . .
>.
> >>Date: Mon, 17 Apr 2000 14:21:39 -0700
> >>
> >> >>Internal strength can almost always get around physical strength.
> >>
> >>Yeah right. Speed mabye. Intelligence prehaps. Internal Strength? I
>never
> >>seen a kid beat up the bully that takes his lunch money with "internal
> >>strength".
> >>
> >> >>Women are in high possesion of internal strength. It comes easier to
> >>them
> >>because they
> >>don't rely on muscles to do the job where men usually do. Women are born
> >>with a higher internal strength than men we usually have to work harder
>at
> >>it.
> >>
> >>I don't see what you are talking about here. What exactly is this
>"interna;
> >>strength" that women have more of? What are they doing that doesnt rely
>on
> >>as many muscles?
> >>
> >> >> About sizes of women, you cant really so that all women are built
>small
> >>and of weaker statues. It depends on where you are from. In countries
>like
> >>Germany and Sweden women there are of much bigger build and can kick the
> >>bejezus out of some the sissy that one would refer to as strong.
> >>
> >>I bet those women aren't so pretty. I'd probably call em' strange
>looking
> >>men.
> >>
> >> >> Also women take much more pain than us, which is a very important
>point
> >>in a fight.
> >>
> >>Most women I know don't take pain any better than I do.
> >>
> >> >>Notice that we do not have the children.
> >>I never even noticed. WOW!
> >>I suppose this relates to the thing about having children being the
>worst
> >>pain ever felt by humans. HOWEVER, in tests the most recorded pain
>levels
> >>(as far as scientists can tell) seems to be from the passing of what is
> >>called a "barbed" kidney stone from the average MALE.
> >>
> >> >>There mental state also is a bit more focussed than men,
> >>
> >>I TOTALY disagree here. Women are not nearly as focused on a task as
>men,
> >>and their thoughts an emotions fluctuate wildly.
> >>
> >> >> in fight a women would already be thinking about the
> >>best way to get the job done, while we would be scoffing about the fact
>of
> >>having to fight them. All in all men and women could kick each others
> >>butts,
> >>its not about being a man or women its just about who is the better
>fighter
> >>for whatever reason.
> >>
> >>I agree. In the ROLE PLAY GAME, that women are great fighters, and make
> >>interesting and cinematic characters. In the real world they are weaker
> >>(40%
> >>less muscle per pound, even if they are large), and not nearly as
> >>combat-minded or agressive as the normal male human.
> >>
> >>
> >>
> >
> >______________________________________________________
> >Get Your Private, Free Email at http://www.hotmail.com
> >
> >
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> >
>

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Group: streetfighter Message: 6685 From: brian fish Date: 4/20/2000
Subject: Re: [streetfighter] Ha ha ha, good tag, but I MUST reply. . . . .
I agree with you, as bad as I am, as much time as I have spent training, I
could NEVER beat my mom. I also agree with you about mom being there, I
remember her helping carry me off the mat when I got my post concussion
syndrome. . . . . .And her being there watching me lose in my first few
tourneys. . . .Iwould be lost without my mom
Group: streetfighter Message: 6686 From: Knight of the Black Rose Date: 4/20/2000
Subject: Re: [streetfighter] Let me know if anyone else has a problem with t
On Wed, 19 Apr 2000 22:53:31 -0400 brian fish <fishbn@...>
writes:
> OK, you said specific maneuvers might help, I identified all the
> maneuvers
> I found unbalancing. Needless to say, it's almost all of them, if
> you can
> give me good reasons for them, or tell me why they're balanced, it
> would
> help. . . . . .
>
> Burning wheel speed plus 2 hits three times, damage plus 2. . . . .
> This move is basically three cannon drills, how is that balancing??

It can hit potentially less times than someone with a turbo spinning
clothesline (who has Athletics of 5). Against a blocking opponent, it
will do significantly less damage to someone than a Flaming Dragon Punch
will (which has +6 damage, hits twice). It can't knock down opponents.
It's prerequisites are equal to the Flaming Dragon Punch.
A cannon drill has +2 Move (move almost appears to the best most
expensive manuever stat in the game), this has a -1 move.
Perhaps, this move could benefit from a speed or move reduction. (maybe
-1 Speed to take it out of the Cannon Drill range - although the Cannon
Drill has far less prequisites and don't really see the need to make it
inferior to it, and -2 Move to make it equal to the Flaming DP?).

> .
>
> Cinder punch, no cost, Damage +5
> nuff said

Buffalo Punch (Dam+5), nuff said. BP requires Punch 2 and costs 1. Cinder
Punch requires Punch 4 and athletics 2. It also costs 1. Difference is
the Cinder Punch -1 speed, not -2, and has potentially more movement,
although they would be equal in move if the person only had the
requirements.
Does it sound reasonable?
or would making it Damage +4 be necessary in your opinion?


> Cinder wheel, 2 power points, hit's twice, one of which is +5, speed
> +1
> Is there a single move in the game that does +5 damage, and hits
> twice? the
> speed +1 just makes it unblockable in a block combo. . . . .

It does less damage than a Double-Dread Kick. I used that move as the
model. I drained 2 pts from it's movement (comparing to the double dread)
and added it to Speed (making it +0) which is big. Since the
prerequisites are so much bigger, I added +1 Speed. I figured the lack of
a high movement justified removing the willpower cost. Double Dread has 3
techniques dots and 1 PP worth of prereqs. Cinder Wheel has 7 tech dots
and 2 PPs.
Does it still need weakening?
The cost could be increased to 3 to make it equal to the Double-Dread
(that's probably the best idea IMO) or it could be made to cost 1 Will
also.

> Firefist speed +1 dam +6
> It is SUPPOSED to be +2 to normal damage of a BASIC punch

Er? There already is a move called Firefist?
Anyway, this is essentially the Hino Suzakuken version of the Dragon
Punch.
It has essentially the same cost as DP (maybe a bit more in the prereq.
area).
It's 1 pt faster and doesn't have the move penalty, but it also can't
jump to avoid fireballs.
Besides a renaming it, what would you suggest or does it sound
reasonable?

> Firestorm Damage +2, 2 power points
> What a surprise, an improved spinning clothesline

No, a variation on Turbo Spinning Clothesline. I removed the bonus to
speed, and added it to damage. I then made it also cost 1 Chi for the
fire and added +1 to damage. So it only has +1 difference in stats to TS
Clothesline, costs twice as much as a TurboS Clothesline, and the style
that can learn it has to pay more to get the Spinning Clotheline
requirement. It also needs a Focus 3.

> Hellgate grab with +0 spd, +5 damage, +0 move, no cost
> not even ONE willpower?? And it MOVES?!?!?

This one was hard to write stats for. It needed to do more than a Thigh
Press or such due to the brutal nature of the neck damage.
I can't recall what I was comparing this to... Spin Piledriver or Diving
Hawk.
Anyhow, you're right - it should cost 1 Will and maybe have move reduced
to Two that way it can't go farther than a Spin Piledriver. It just
needed the effect of someone leaping a far distance to come down on the
opponent.
Would those changes make it acceptable?

> Phoenix spd +0, Dam +6 twice, move +3
> Boy, a faster dragon kick that hits twice, no matter what, and moves
> 5
> hexes more

This is actually based off the Flaming Dragon Punch. It doesn't jump. If
it manages a second hit, the second hit is based off Focus and Int,
something a character with this isn't likely to have very high.
It costs more than Flaming DP and needs one more Focus dot.
Perhaps, +3 Move was excessive (Scissor Kick has it). Launching the
character like a fiery missile across the board was the intended concept.
Perhaps, a Move of +0 would be sufficient? (With Firefist having a -1
instead of +0.)

> Double Elbow A two hit Rekka Ken?? Are you SERIOUS???

No, it's just a two move Rekka Ken using Elbow Smashes (the attacks don't
hit twice or anything). Movement is simply changed to +0. Heck, it's what
Karin uses in SFA3.

> High/low reversal, block and throw at the same time?!?!?

I it's not a throw, it simply uses grab (and the attacker won't be
blocking anyway) for damage. You have to suffer the attack first and
interrupt (speed on this block is only +1 so you'd better hope they don't
jab). It's not very damaging either (+0). It's simply what Karin uses in
SFA3.

> Hop Kick so you made up a cheaper, more damaging forward slide
> kick??

1 Pt was removed from Move to make Speed -1 a +0. The requirements are
much more.
I don't see any problem. The Knockdown is supposed to represent the
juggleability of the Hop kick in the videogame (juggling was something I
pondered over for awhile, gave up, and decided knockdown was sufficient
(intead of falling down you get knocked up and fall down).

> Vertical spin +2, dam +3, hits twice, no cost
> NO COST AT ALL?? CHEAP CHEAP CHEAP, plus, find a move ANYWHERE in
> the book
> that hits more than one (base, not like hurricane kick) and has
> stats even
> CLOSE to this. . . . .

Scissor Kick.
This is simply a move where the kicks can be dodged as fireballs. IF you
dodge the kick, you can attack. Against all other moves or a kick you
can't interrupt, it acts as a regular one-hitting kick. Movement should
be None. I'll change that. No need for Move in an interrupt move.

> Flaming backfist, dam +3, hits twice
> Boy, another double hit with a damage bonus

It's a variation on Spin Knuckle. Same cost but needs Focus 3. I moved +2
from Move and added it to damage, makes sense given concentration is
spent generating the fire and that fire does more damage. Same reason for
1 Chi cost rather than Will.

> Maul dam +4, hits twice
> I'm getting too lazy to type this over and over. . . . .

It's a cheaper, less powerful variation on Flaming DP (but not aerial and
doesn't knockdown). Same Will and Chi cost though and the prerequisites
are nasty too. I meant to remove the dizzy aspect of it.
In order to replicate a Super, this is the second and final move the
owning style should put into a combo (finger slash to maul).

> Burning thrust kick So you wanted a dragon kick that goes off two
> points
> faster and is cheaper to get

Well, flying thrust kick is a prereq. This is Mai's flaming kick from
Fatal Fury/KOF. It moves less than Flying TKick, has One Move rather than
-2. Is only +1 Speed from Flying TKick. Getting this rather than Dragon
Kick? One would have to be crazy because getting this move and it's
prerequisites is far more expensive than just getting, well, Dragon Kick.
If you want +2 more Speed to DK, just put it in a combo. I just wanted
some variation and to force character who take the styles I made that use
this to pay more.

> Stomping backflip, oh, who believes it, another interrupt that hits
> twice
> ad has damage +2, and no cost

It isn't specifically an interrupt. It's a double-hitting backflip kick
that is h ideously expensive due to it's prerequisites. It isn't much
more powerful than Double-Hit kick. I've seen many fighting games where
this move has been employed.

> Moving block, I do this, but you have to have lightfeet and musical
> accompaniement, this move is yet again another cheap unbalancer

Yet, you do it with lightfeet and musical accompaniement. I think someone
should be able to put their guard up and slowly advance, but I don't want
people running around the board using block. Perhaps, I should the set
the Move to One so characters can't raise their athletics to get more out
of it (requires Athl 3 and move is -2)? Although, I can see a Move of 2
hexes still being reasonable.
Does this sound reasonable?

> Rushing slam:so you wanted an easier to get version of the siberian
> bear
> crusher??

I wanted Iori's move from KOF where he runs up and slams you into the
ground.
You're right. This move is ****ed up. Thanks for alerting me to this one.
I might as well just use the Sib. Bear Crusher with an altered
description.
Although, do you think this move would be OK if I reduced the damage to
less than the Siberian Bear Crusher?
Perhaps, if the damage was changed to +1 not +4? Would that be
acceptable?

> Flying fire slam, what a surprise, +5 damage, +2 move and hits
> twice. . . . .

Mai's bursting into fire Super from KOF.
It seems to have a fair number of point tradeoffs. (The prereqs are much
more expsensive than those of Dragon Kick.) Considering, the high
Athletics requirement, maybe it doesn't need the speed bonus of +2.
Does this sound reasonable? It needs to enter a foe's hex like the
double-dread to get the second hit.

> Slap, what's wrong with the jab maneuver??

Nothing. Spending one point for a jab that does +0 instead of -1 damage.
Didn't seem overpowered. Also, no existing Punch moves seemed appropriate
for the Techno Dance style, and I wanted to give it one. Didn't seem
unbalancing.

> Vertical screw So you wanted a faster, easier to get Flying thrust
> kick??

I wanted Cammy's Axle Break kick. You see, Flying Thrust Kick has
movement and movement isn't in the concept for this move. And, it costs
more than FT Kick (at least it needs Kick 3 and Handstand Kick instead of
Kick 4, so it's pretty close).
Don't see a problem with this one.

As you can tell, I am someone fully in support of creative people. It
doesn't matter to me that a move is merely a variation adding to variety
although if I could plainly substitute a pre-existing move, I usually
did. But, I do honestly want to not have disgustingly overbalancing
manuevers in the game.
Thanks for taking time to go through some of this.

And just so you know, my character who uses Hino Suzakuken has lost the
last several fights she's been in (to characters from the main books), so
it hasn't seemed cheesy yet (of course, the game master might just be
using cheesily powerfully villains).

Thanks for your help,

Knight of the Black Rose
UtenaCode(1.0)U:4+F:Na++Ut:pSC D:ToAk X:[***]:a39
M:f"LastEvolution"
Group: streetfighter Message: 6687 From: Rinaldo Gambetta Date: 4/20/2000
Subject: Re: [streetfighter] Power playing in street fighter??
It´s impossible avoid mistakes in anything, but I known you already forgot that
past fact (you remember? no me either.) The question is rank 1 fights have more
emotion have more rounds movements and more easier to manage, when I finish this
tournament if I made another I use lower ranks. :)

brian fish wrote:

> I completely agree with you, and although I disagree with your methods, I
> can't help but respect the time and work you're putting into your tourney.
> I think in a way it's good to play god likc characters from scratch, it
> let's you appreciate your good old rank ones you know?
>
> >I want make a tournament with powerfull characters this the reason but
> when you
> >put 7 in place you remove from another one don´t forget this, everyone have
> >weakness in some place. But you known something strange is more fun run a
> rank 1
> >tournament than a rank 9 tournament it´s strange but I think that way but
> now I
> >start something and I must finish it. :).
>
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Group: streetfighter Message: 6688 From: Rinaldo Gambetta Date: 4/20/2000
Subject: Re: [streetfighter] Ages challenges: The Dragon Reborn Vs Plague.
People talk but I don´t see any problem with it, major part of guys and ladies
characters in the tournament have Maka Wara, I don´t want tell who but this will
serve to them against these type of manuvers. :)

Jens-Arthur Leirbakk wrote:

> On Wed, 19 Apr 2000, Rinaldo Gambetta wrote:
>
> > Well at last I´m trying use a hex map for less confusion in movements :).
> > I have a way to stop Cartwheel kick is simple Stunning Shout ,willpower 10
> > and luck in dice roll just it.
>
> Yeah, and my ears are still ringing from that Stunning shout
> :) ... However, if people are really that unhappy about Cartwheel kick (I
> won the match! Yay!), I'm willing to design another fighter not using
> Cartwheel kick. So, what do you say, Rinaldo? Should I design another
> fighter?
>
> ---
> Jens-Arthur Leirbakk
> leirbakk@...
>
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Group: streetfighter Message: 6689 From: Rinaldo Gambetta Date: 4/20/2000
Subject: Re: [streetfighter] Cartwheel Kick Blues
I don´t known these version how is it?

Fred Chagnon wrote:

> > I've been using the "Steve Wieck" version of Cartwheel Kick, and it's not that scary. With all the talk I'v heard about the original being unbalancing, I figured why bother with the original?
> >
> > Sure, you could build an entire character around it and whup ass indiscriminately, but what would your Concept be? Guy who whups ass with Cartwheel Kick? Gee, sounds like a really challenging roleplaying experience...
>
> Steve,
> Was it you who had developed those hilariously unbalanced characters?
> Like the rank one beastial-cyborg, and my favorite....Cartwheel Kick
> Guy!
>
> ___________________________________________________
> Fred Chagnon "Only in RPGs does fighting
> seagull@... make you a better person."
> seagull@... - Peter Olafson.
>
> ------------------------------------------------------------------------
> Good friends, school spirit, hair-dos you'd like to forget.
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Group: streetfighter Message: 6690 From: Rinaldo Gambetta Date: 4/20/2000
Subject: Joseph Masterson Challenges Ryan Ghost Bear.
Hey Jeff your character have a challenge from Joseph Masterson, just reply if
you acept.:)
Group: streetfighter Message: 6691 From: Steve Karstensen Date: 4/20/2000
Subject: Re: [streetfighter] Let me know if anyone else has a problem with t
there is indeed a Flaming Fist maneuver in the Player's Guide. It's for
Fire Elementals only and adds +3 damage to a Basic Punch for 1 Chi. The
prereqs and cost are pretty low, too.
Group: streetfighter Message: 6692 From: Steve Karstensen Date: 4/20/2000
Subject: Re: [streetfighter] New Streetfighter Supplement Online
yes indeedy. Sakki is one of the high-level Focus maneuvers available to
Ninjitsu. It's basically a "you can't be ambushed, surprised, or tricked"
sixth-sense kinda thing. It's in the Player's Guide.

-----Original Message-----
From: Knight of the Black Rose [mailto:anton_figueroa@...]
Sent: Wednesday, April 19, 2000 6:19 PM
To: streetfighter@egroups.com
Subject: Re: [streetfighter] New Streetfighter Supplement Online


On Wed, 19 Apr 2000 16:21:13 -0700 "Joseph Scott Pittman"
<joespitt@...> writes:
> shouldn't Awareness have Sakki as a prerequisite?

I'm not sure. I've never heard of Sakki (don't konw what it is). Is it in
the Players Guide which I don't have?
I've found a few files on the web recently. I'll give them a quick look
to see if they list Sakki.

Knight of the Black Rose
StreetFighterCode: F:Karin +++, Cammy ++, Ken ++, M.Bison +

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Group: streetfighter Message: 6693 From: Steve Karstensen Date: 4/20/2000
Subject: Re: [streetfighter] Power playing in street fighter??
sure it would. stay off of a straight hexline to your opponent so he can't
Cartwheel you, then use Zen No Mind to guarantee a nearly-unblockable Acid
Breath hit.

-----Original Message-----
From: brian fish [mailto:fishbn@...]
Sent: Wednesday, April 19, 2000 10:05 PM
To: streetfighter@egroups.com
Subject: Re: [streetfighter] Power playing in street fighter??


Wouldn't work against grapplers, it would go off at a 3 at the fastest and
he would get knocked down repeatedly, just throw normal gimmick characters,
nothing pisses a power player off more than being beaten by a normal
character with normal moves and a plot. . . . . . .

>On crap im sick and tired of number crunching combat
>monsters in my game but i have came up with a
>solution.
>Sick equally disturbing number crunching combat
>monsters. E.g. (i got this one frome some web page)
>a bastard with a Acid breath to acid breath to acid
>breath Dizzy combo and Zen nomind that can take down
>even the beastyly Pc and humble his number crunching
>ass.
>
>P.S. excuse my cussing i was exited.
>
>Cliff



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Group: streetfighter Message: 6694 From: Chris Hoffmann Date: 4/20/2000
Subject: Re: [streetfighter] PBEM questions
This is mostly to Rinaldo and Chris (the other chris), how would you handle
mind-reading? The only way I can see it being remotely workable is to have a
huge list of tactics changes depending on what you discover. Any alternate ideas?

=====
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Group: streetfighter Message: 6695 From: arkondloc@aol.com Date: 4/20/2000
Subject: Re: [streetfighter] Let me know if anyone else has a problem with t
In a message dated 4/19/00 9:56:58 PM Central Daylight Time,
fishbn@... writes:

<< OK, you said specific maneuvers might help, I identified all the maneuvers
I found unbalancing. Needless to say, it's almost all of them, if you can
give me good reasons for them, or tell me why they're balanced, it would
help. . . . . . >>

[examples snipped]

My personal summary: I would not allow my NPCs to have these Maneuvers. Not
even Akuma.
Group: streetfighter Message: 6696 From: brian fish Date: 4/20/2000
Subject: Re: [streetfighter] Let me know if anyone else has a problem with t
OK, I'm gonna start with a sweeping generalization about your moves. They
are too fast, hit too many times and do too much damage. I think your
thinking is just wrong on what is "balanced" or how to fight with the
normal maneuvers because there were very few maneuvers on your list that
held with the book. . . . .

>> Burning wheel speed plus 2 hits three times, damage plus 2. . . . .
>> This move is basically three cannon drills, how is that balancing??
>
>It can hit potentially less times than someone with a turbo spinning
>clothesline (who has Athletics of 5). Against a blocking opponent, it
>will do significantly less damage to someone than a Flaming Dragon Punch
>will (which has +6 damage, hits twice). It can't knock down opponents.
>It's prerequisites are equal to the Flaming Dragon Punch.
>A cannon drill has +2 Move (move almost appears to the best most
>expensive manuever stat in the game), this has a -1 move.
>Perhaps, this move could benefit from a speed or move reduction. (maybe
>-1 Speed to take it out of the Cannon Drill range - although the Cannon
>Drill has far less prequisites and don't really see the need to make it
>inferior to it, and -2 Move to make it equal to the Flaming DP?).

The thing you're forgetting is if someone was to combo it with a block it
would be unblockable, and it does more damage than the lightning leg for
the same thing (a triple hit). you're in error about the most gaurded stat.
SPEED is the most gaurded stat, precious few maneuvers have +1 and there
are NO moves with speed higher than +1 that hit more than once. Look at
Hyperfist, stiff requirements, speed is slower, damage is less and move of
only one. . . . . . . . . .
>> .
>>
>> Cinder punch, no cost, Damage +5
>> nuff said
>
>Buffalo Punch (Dam+5), nuff said. BP requires Punch 2 and costs 1. Cinder
>Punch requires Punch 4 and athletics 2. It also costs 1. Difference is
>the Cinder Punch -1 speed, not -2, and has potentially more movement,
>although they would be equal in move if the person only had the
>requirements.
>Does it sound reasonable?
>or would making it Damage +4 be necessary in your opinion?
I would raise the power point cost. . . at least 3
>
>
>> Cinder wheel, 2 power points, hit's twice, one of which is +5, speed
>> +1
>> Is there a single move in the game that does +5 damage, and hits
>> twice? the
>> speed +1 just makes it unblockable in a block combo. . . . .
>
>It does less damage than a Double-Dread Kick. I used that move as the
>model. I drained 2 pts from it's movement (comparing to the double dread)
>and added it to Speed (making it +0) which is big. Since the
>prerequisites are so much bigger, I added +1 Speed. I figured the lack of
>a high movement justified removing the willpower cost. Double Dread has 3
>techniques dots and 1 PP worth of prereqs. Cinder Wheel has 7 tech dots
>and 2 PPs.
>Does it still need weakening?
>The cost could be increased to 3 to make it equal to the Double-Dread
>(that's probably the best idea IMO) or it could be made to cost 1 Will
>also.
Yep still does, Double dread is speed -2, this is speed +1, I would Make it
speed -1 at the FASTEST, make it cost a willpower, AND raise the cost, so
all of the above. . . . .

>> Firefist speed +1 dam +6
>> It is SUPPOSED to be +2 to normal damage of a BASIC punch
>
>Er? There already is a move called Firefist?
>Anyway, this is essentially the Hino Suzakuken version of the Dragon
>Punch.
>It has essentially the same cost as DP (maybe a bit more in the prereq.
>area).
>It's 1 pt faster and doesn't have the move penalty, but it also can't
>jump to avoid fireballs.
>Besides a renaming it, what would you suggest or does it sound
>reasonable?

Slow it down, +6 damage is too much for a +1 speed. . . . . Jumping to
avoid fireballs is overrated, since you can abort to a jump, who actually
would use a dragon punch??

>> Firestorm Damage +2, 2 power points
>> What a surprise, an improved spinning clothesline
>
>No, a variation on Turbo Spinning Clothesline. I removed the bonus to
>speed, and added it to damage. I then made it also cost 1 Chi for the
>fire and added +1 to damage. So it only has +1 difference in stats to TS
>Clothesline, costs twice as much as a TurboS Clothesline, and the style
>that can learn it has to pay more to get the Spinning Clotheline
>requirement. It also needs a Focus 3.

What a surprise, actually when you put it like that it doesn't seem too
bad. . . .

>> Hellgate grab with +0 spd, +5 damage, +0 move, no cost
>> not even ONE willpower?? And it MOVES?!?!?
>
>This one was hard to write stats for. It needed to do more than a Thigh
>Press or such due to the brutal nature of the neck damage.
>I can't recall what I was comparing this to... Spin Piledriver or Diving
>Hawk.
>Anyhow, you're right - it should cost 1 Will and maybe have move reduced
>to Two that way it can't go farther than a Spin Piledriver. It just
>needed the effect of someone leaping a far distance to come down on the
>opponent.
>Would those changes make it acceptable?

2 willpower unless you want to slow it down too and lower the move to ONE,
you're right, you ended up with a faster spinning piledriver, the thing is
you can only compare grabs to other grabs, and other than a few notable
exceptions only Sambo can get THEY'RE ALL SLOW, and move only ONE

>> Phoenix spd +0, Dam +6 twice, move +3
>> Boy, a faster dragon kick that hits twice, no matter what, and moves
>> 5
>> hexes more
>
>This is actually based off the Flaming Dragon Punch. It doesn't jump. If
>it manages a second hit, the second hit is based off Focus and Int,
>something a character with this isn't likely to have very high.
>It costs more than Flaming DP and needs one more Focus dot.
>Perhaps, +3 Move was excessive (Scissor Kick has it). Launching the
>character like a fiery missile across the board was the intended concept.
>Perhaps, a Move of +0 would be sufficient? (With Firefist having a -1
>instead of +0.)

Dont think about what they're likely to have, think about the nastiest the
could reasonably have. Yeah, drop the move, and/or damage, and slow it down

>> Double Elbow A two hit Rekka Ken?? Are you SERIOUS???
>
>No, it's just a two move Rekka Ken using Elbow Smashes (the attacks don't
>hit twice or anything). Movement is simply changed to +0. Heck, it's what
>Karin uses in SFA3.

Still have a problem, Speed +3 and HITS TWICE?!?!? Combo boy, use combos,
don't make ANYTHING that fast hit more than once, and don't tell me there's
a basis in the game for it. . . . .

>> High/low reversal, block and throw at the same time?!?!?
>
>I it's not a throw, it simply uses grab (and the attacker won't be
>blocking anyway) for damage. You have to suffer the attack first and
>interrupt (speed on this block is only +1 so you'd better hope they don't
>jab). It's not very damaging either (+0). It's simply what Karin uses in
>SFA3.
>

Still unbalancing, use a block to throw combo instead. . . . .

>> Hop Kick so you made up a cheaper, more damaging forward slide
>> kick??
>
>1 Pt was removed from Move to make Speed -1 a +0. The requirements are
>much more.
>I don't see any problem. The Knockdown is supposed to represent the
>juggleability of the Hop kick in the videogame (juggling was something I
>pondered over for awhile, gave up, and decided knockdown was sufficient
>(intead of falling down you get knocked up and fall down).
>

It doesn't work like that. . . .You ENDED UP, with an improved forward
slide, but easier to get. . . .needs toned down, or changed . . . . .I
would drop the knockdown, make it a push back a hex

>> Vertical spin +2, dam +3, hits twice, no cost
>> NO COST AT ALL?? CHEAP CHEAP CHEAP, plus, find a move ANYWHERE in
>> the book
>> that hits more than one (base, not like hurricane kick) and has
>> stats even
>> CLOSE to this. . . . .
>
>Scissor Kick.
>This is simply a move where the kicks can be dodged as fireballs. IF you
>dodge the kick, you can attack. Against all other moves or a kick you
>can't interrupt, it acts as a regular one-hitting kick. Movement should
>be None. I'll change that. No need for Move in an interrupt move.

No, scissor kick is spd +0, no move, drop the speed to +0 or make it cost
like 2 willpower

>> Flaming backfist, dam +3, hits twice
>> Boy, another double hit with a damage bonus
>
>It's a variation on Spin Knuckle. Same cost but needs Focus 3. I moved +2
>from Move and added it to damage, makes sense given concentration is
>spent generating the fire and that fire does more damage. Same reason for
>1 Chi cost rather than Will.

You're missing the point again, double hits (or any multiple hitting moves)
AREN'T SUPPOSED TO HAVE DAMAGE BONUSES they all have +0, +1, or -1 (just
ignore the scissor kick when making your own moves)

>> Maul dam +4, hits twice
>> I'm getting too lazy to type this over and over. . . . .
>
>It's a cheaper, less powerful variation on Flaming DP (but not aerial and
>doesn't knockdown). Same Will and Chi cost though and the prerequisites
>are nasty too. I meant to remove the dizzy aspect of it.
>In order to replicate a Super, this is the second and final move the
>owning style should put into a combo (finger slash to maul).

Then make the second hit like the flaming dragon punch, only does it if
they only move a hex or less

>> Burning thrust kick So you wanted a dragon kick that goes off two
>> points
>> faster and is cheaper to get
>
>Well, flying thrust kick is a prereq. This is Mai's flaming kick from
>Fatal Fury/KOF. It moves less than Flying TKick, has One Move rather than
>-2. Is only +1 Speed from Flying TKick. Getting this rather than Dragon
>Kick? One would have to be crazy because getting this move and it's
>prerequisites is far more expensive than just getting, well, Dragon Kick.
>If you want +2 more Speed to DK, just put it in a combo. I just wanted
>some variation and to force character who take the styles I made that use
>this to pay more.

The move is TOO CHEAP, if you REALLY want a damage +6 move with Speed +1,
it should be WAY more expensive, but there is no game precendent for it. .
. . .

>> Stomping backflip, oh, who believes it, another interrupt that hits
>> twice
>> ad has damage +2, and no cost
>
>It isn't specifically an interrupt. It's a double-hitting backflip kick
>that is h ideously expensive due to it's prerequisites. It isn't much
>more powerful than Double-Hit kick. I've seen many fighting games where
>this move has been employed.

Backflip kick is a shot denial, that's what it is, it denies your opponent
the chance to hit you back, your damage is TOO MUCH for a double hit, the
speed and no willpower cost make it hideously cheap

>> Moving block, I do this, but you have to have lightfeet and musical
>> accompaniement, this move is yet again another cheap unbalancer
>
>Yet, you do it with lightfeet and musical accompaniement. I think someone
>should be able to put their guard up and slowly advance, but I don't want
>people running around the board using block. Perhaps, I should the set
>the Move to One so characters can't raise their athletics to get more out
>of it (requires Athl 3 and move is -2)? Although, I can see a Move of 2
>hexes still being reasonable.
>Does this sound reasonable?

nope, the move has to be dropped (remember you can always abort to blocks),
this move would make it IMPOSSIBLE for grapplers. . . . . .no move on
blocks other than the above exceptions, PERIOD

>> Rushing slam:so you wanted an easier to get version of the siberian
>> bear
>> crusher??
>
>I wanted Iori's move from KOF where he runs up and slams you into the
>ground.
>You're right. This move is ****ed up. Thanks for alerting me to this one.
>I might as well just use the Sib. Bear Crusher with an altered
>description.
>Although, do you think this move would be OK if I reduced the damage to
>less than the Siberian Bear Crusher?
>Perhaps, if the damage was changed to +1 not +4? Would that be
>acceptable?

that could help, yeah. . . . .I would slow it down rather than dropping the
damage THAT much

>> Flying fire slam, what a surprise, +5 damage, +2 move and hits
>> twice. . . . .
>
>Mai's bursting into fire Super from KOF.
>It seems to have a fair number of point tradeoffs. (The prereqs are much
>more expsensive than those of Dragon Kick.) Considering, the high
>Athletics requirement, maybe it doesn't need the speed bonus of +2.
>Does this sound reasonable? It needs to enter a foe's hex like the
>double-dread to get the second hit.

Both of those, and reduce the damage. . . . .not much, maybe down to +3, or +4

>> Slap, what's wrong with the jab maneuver??
>
>Nothing. Spending one point for a jab that does +0 instead of -1 damage.
>Didn't seem overpowered. Also, no existing Punch moves seemed appropriate
>for the Techno Dance style, and I wanted to give it one. Didn't seem
>unbalancing.
>
>> Vertical screw So you wanted a faster, easier to get Flying thrust
>> kick??
>
>I wanted Cammy's Axle Break kick. You see, Flying Thrust Kick has
>movement and movement isn't in the concept for this move. And, it costs
>more than FT Kick (at least it needs Kick 3 and Handstand Kick instead of
>Kick 4, so it's pretty close).
>Don't see a problem with this one.

you're forgetting, a starting character can get that move a LOT easier. . .
. . .And it is REALLY unbalancing to starting characters. . . . .

I am fully supportive of creative people too, and I have a list of my own
moves, maybe eventually I'll post it, but your moves are hideously
unbalancing and they don't mesh with the rest of the game, they're ALL
hdieously fast, almost all hit more than once, and almost all have insane
amounts of movement. . . . .you took all the skill and tactics out of both
building fighters and fighting itself and made it "you lose, my moves are
better"
Group: streetfighter Message: 6697 From: Joseph Scott Pittman Date: 4/20/2000
Subject: Re: [streetfighter] Let me know if anyone else has a problem with t
I want to interrupt here to say that while we might not all agree with the
stats for some o0f the things on your page (not everyone agrees with mine
either), I will say that it is great to see people taking interest in Street
Fighter: TSG enough to put their ideas on a page at all. Your game material
may not be used by us, but it might inspire us to make new maneuvers
ourselves or modify the ones you have created. Thanks for sharing your
material, it's still great fun for everyone, used or not.

joespitt

-----Original Message-----
From: brian fish <fishbn@...>
To: streetfighter@egroups.com <streetfighter@egroups.com>
Date: Wednesday, April 19, 2000 7:55 PM
Subject: [streetfighter] Let me know if anyone else has a problem with these
maneuvers


>OK, you said specific maneuvers might help, I identified all the maneuvers
>I found unbalancing. Needless to say, it's almost all of them, if you can
>give me good reasons for them, or tell me why they're balanced, it would
>help. . . . . .
>
>Burning wheel speed plus 2 hits three times, damage plus 2. . . . . .
>This move is basically three cannon drills, how is that balancing??
>
>Cinder punch, no cost, Damage +5
>nuff said
>
>Cinder wheel, 2 power points, hit's twice, one of which is +5, speed +1
>Is there a single move in the game that does +5 damage, and hits twice? the
>speed +1 just makes it unblockable in a block combo. . . . .
>
>Firefist speed +1 dam +6
>It is SUPPOSED to be +2 to normal damage of a BASIC punch
>
>Firestorm Damage +2, 2 power points
>What a surprise, an improved spinning clothesline
>
>Hellgate grab with +0 spd, +5 damage, +0 move, no cost
>not even ONE willpower?? And it MOVES?!?!?
>
>Phoenix spd +0, Dam +6 twice, move +3
>Boy, a faster dragon kick that hits twice, no matter what, and moves 5
>hexes more
>
>Double Elbow A two hit Rekka Ken?? Are you SERIOUS???
>
>High/low reversal, block and throw at the same time?!?!?
>
>Hop Kick so you made up a cheaper, more damaging forward slide kick??
>
>Vertical spin +2, dam +3, hits twice, no cost
>NO COST AT ALL?? CHEAP CHEAP CHEAP, plus, find a move ANYWHERE in the book
>that hits more than one (base, not like hurricane kick) and has stats even
>CLOSE to this. . . . .
>
>Flaming backfist, dam +3, hits twice
>Boy, another double hit with a damage bonus
>
>Maul dam +4, hits twice
>I'm getting too lazy to type this over and over. . . . .
>
>Burning thrust kick So you wanted a dragon kick that goes off two points
>faster and is cheaper to get
>
>Stomping backflip, oh, who believes it, another interrupt that hits twice
>ad has damage +2, and no cost
>
>Moving block, I do this, but you have to have lightfeet and musical
>accompaniement, this move is yet again another cheap unbalancer
>
>Rushing slam:so you wanted an easier to get version of the siberian bear
>crusher??
>
>Flying fire slam, what a surprise, +5 damage, +2 move and hits twice. . . .
.
>
>Slap, what's wrong with the jab maneuver??
>
>Vertical screw So you wanted a faster, easier to get Flying thrust kick??
>
>
>
>
>
>
>
>
>
>
>
>
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>
Group: streetfighter Message: 6698 From: Joseph Scott Pittman Date: 4/20/2000
Subject: Re: [streetfighter] Ha ha ha, good tag, but I MUST reply. . . . .
No problem, but I do think that in the real world we all have that special
something. You just have to build on it, no matter your gender. I've seen
men with more caring than women and vice versa. Sterotyping is human nature,
but when we boil it down we are each individuals and must be judged for
ourselves one at a time.
Back to the game, the women that would appear in the Street Fighter
storytelling game are there as fighters because in that universe the women
do have the potential to become just as good as fighters as men, reguardless
whether or not they do in the real world, a point I think several of us
tried to make. They are there to be interesting, and appear not by chance
but because they are involved in the same areas as the male fighters.
I like women PCs/NPCs. They appear less in my own games, though.
This is the last time I will make any remarks about this subject. It has
been a nice debate. Thanks.

joespitt
-----Original Message-----
From: Yu Ominae <yuominae@...>
To: streetfighter@egroups.com <streetfighter@egroups.com>
Date: Wednesday, April 19, 2000 8:32 PM
Subject: Re: [streetfighter] Ha ha ha, good tag, but I MUST reply. . . . .


>Your right there, the zipper thing is the worst. You may be right about the
>media thing, they do tend to do those things. The reason why I do give
women
>the credit I do is because my mother raised me Paid for every Martial art
>school I attended, Video Game System( until I got a job and moved out, damn
>I missed those days) and took care of me after ever fight whether
tournament
>or non tournament. I give women credit because they just posses that
certain
>thing that we don't, that thing inside them that would make them jump in
>front of moving just to protect you without not thinking once about them
>selves. Also as skilled as I am, the scariest thing in the world to me in
>mom Pissed off. Its been a nice disscusion Thanks for your feedback!
>
>Yaru na
>
>>From: "Joseph Scott Pittman" <joespitt@...>
>>Reply-To: streetfighter@egroups.com
>>To: <streetfighter@egroups.com>
>>Subject: Re: [streetfighter] Ha ha ha, good tag, but I MUST reply. . . . .
>>Date: Wed, 19 Apr 2000 17:13:07 -0700
>>
>>When was the last time the average woman got mr. willy caught in her
>>zipper?
>>Now that's pain.
>>
>>joespitt
>>
>>P.S. The media plays a large role in our beliefs - or tries to. Watch your
>>common sit-com or commercial. Watch them close, and you will see that 99%
>>of
>>the time, if there is a contest of sport, game, willpower or opinion, the
>>male will be in the wrong. That goes for most movies and other types of
>>shows as well. The male is always in the wrong, he is the scum, the dummy,
>>the cheater, the liar. Is this just coincidence or is the media trying to
>>instill something in us? I don't know. But watch it nonethless, it's
there.
>>Weird.
>>
>>-----Original Message-----
>>From: Yu Ominae <yuominae@...>
>>To: streetfighter@egroups.com <streetfighter@egroups.com>
>>Date: Tuesday, April 18, 2000 8:33 PM
>>Subject: Re: [streetfighter] Ha ha ha, good tag, but I MUST reply. . . . .
>>
>>
>> >Internal strength is a type of strength that comes from thing like chi
>>and
>> >ki, and as far as the bully and lunch money thing if the kid is scared
>> >enough and and its just one bully that bully might get killed (the
scared
>> >rat syndrome). Also as far as pain, is cocerned when was that last time
>>dad
>> >clean the house when he had his period, or made you dinner. When we as
>>men
>> >most of us even the ones that are "Super Human" and don't care to admit
>>it
>> >get sick or even bad headaches turn into mush, Women still function.
Also
>> >when was the last time dad took care of you when you were sick. Do you
>>think
>> >you could handle 19 plus hours of labor pain, I'd put money that you
>>can't.
>> >Most of us don't even like needles.
>> >
>> >>From: "Joseph Scott Pittman" <joespitt@...>
>> >>Reply-To: streetfighter@egroups.com
>> >>To: <streetfighter@egroups.com>
>> >>Subject: Re: [streetfighter] Ha ha ha, good tag, but I MUST reply. . .
.
>>.
>> >>Date: Mon, 17 Apr 2000 14:21:39 -0700
>> >>
>> >> >>Internal strength can almost always get around physical strength.
>> >>
>> >>Yeah right. Speed mabye. Intelligence prehaps. Internal Strength? I
>>never
>> >>seen a kid beat up the bully that takes his lunch money with "internal
>> >>strength".
>> >>
>> >> >>Women are in high possesion of internal strength. It comes easier
to
>> >>them
>> >>because they
>> >>don't rely on muscles to do the job where men usually do. Women are
born
>> >>with a higher internal strength than men we usually have to work harder
>>at
>> >>it.
>> >>
>> >>I don't see what you are talking about here. What exactly is this
>>"interna;
>> >>strength" that women have more of? What are they doing that doesnt rely
>>on
>> >>as many muscles?
>> >>
>> >> >> About sizes of women, you cant really so that all women are built
>>small
>> >>and of weaker statues. It depends on where you are from. In countries
>>like
>> >>Germany and Sweden women there are of much bigger build and can kick
the
>> >>bejezus out of some the sissy that one would refer to as strong.
>> >>
>> >>I bet those women aren't so pretty. I'd probably call em' strange
>>looking
>> >>men.
>> >>
>> >> >> Also women take much more pain than us, which is a very important
>>point
>> >>in a fight.
>> >>
>> >>Most women I know don't take pain any better than I do.
>> >>
>> >> >>Notice that we do not have the children.
>> >>I never even noticed. WOW!
>> >>I suppose this relates to the thing about having children being the
>>worst
>> >>pain ever felt by humans. HOWEVER, in tests the most recorded pain
>>levels
>> >>(as far as scientists can tell) seems to be from the passing of what is
>> >>called a "barbed" kidney stone from the average MALE.
>> >>
>> >> >>There mental state also is a bit more focussed than men,
>> >>
>> >>I TOTALY disagree here. Women are not nearly as focused on a task as
>>men,
>> >>and their thoughts an emotions fluctuate wildly.
>> >>
>> >> >> in fight a women would already be thinking about the
>> >>best way to get the job done, while we would be scoffing about the fact
>>of
>> >>having to fight them. All in all men and women could kick each others
>> >>butts,
>> >>its not about being a man or women its just about who is the better
>>fighter
>> >>for whatever reason.
>> >>
>> >>I agree. In the ROLE PLAY GAME, that women are great fighters, and make
>> >>interesting and cinematic characters. In the real world they are weaker
>> >>(40%
>> >>less muscle per pound, even if they are large), and not nearly as
>> >>combat-minded or agressive as the normal male human.
>> >>
>> >>
>> >>
>> >
>> >______________________________________________________
>> >Get Your Private, Free Email at http://www.hotmail.com
>> >
>> >
>> >------------------------------------------------------------------------
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>
Group: streetfighter Message: 6699 From: Rinaldo Gambetta Date: 4/20/2000
Subject: Re: [streetfighter] PBEM questions
I never tought about it I´m frankly with you but the idea is if the guy use it I must
send to the zen no mind guy what he discovered few days before the fight to see what
he will do after his discovery, but anyway the other fighter can resist this mind
reading anyway?

Chris Hoffmann wrote:

> This is mostly to Rinaldo and Chris (the other chris), how would you handle
> mind-reading? The only way I can see it being remotely workable is to have a
> huge list of tactics changes depending on what you discover. Any alternate ideas?
>
> =====
> 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: 6700 From: brian fish Date: 4/20/2000
Subject: Re: [streetfighter] PBEM questions
It's a resisted permanent willpower roll for mind reading (I have a
character that has it, it's fun), zen no mind, you're stuck, I personally
don't see HOW you could use that in a play by email tourney. . . . Maybe
give three alternates for each turn and pick the best one. . . . . .

>I never tought about it I´m frankly with you but the idea is if the guy
use it I must
>send to the zen no mind guy what he discovered few days before the fight
to see what
>he will do after his discovery, but anyway the other fighter can resist
this mind
>reading anyway?
Group: streetfighter Message: 6701 From: Rinaldo Gambetta Date: 4/20/2000
Subject: Re: [streetfighter] PBEM questions
Yup this can be hard one but the best way is like you said, but Zen no mind
say what the fighter have and not what he will do for this exist mind reading
but this one is can be resist using willpower permanent vs willpower
permanent , Zen no mind can be resist by some way? Well I belive in the
positive case, but I never use zen no mind so I need more explains to give a
better concern about it :).

brian fish wrote:

> It's a resisted permanent willpower roll for mind reading (I have a
> character that has it, it's fun), zen no mind, you're stuck, I personally
> don't see HOW you could use that in a play by email tourney. . . . Maybe
> give three alternates for each turn and pick the best one. . . . . .
>
> >I never tought about it I´m frankly with you but the idea is if the guy
> use it I must
> >send to the zen no mind guy what he discovered few days before the fight
> to see what
> >he will do after his discovery, but anyway the other fighter can resist
> this mind
> >reading anyway?
>
> ------------------------------------------------------------------------
> Good friends, school spirit, hair-dos you'd like to forget.
> Classmates.com has them all. And with 4.4 million alumni already
> registered, there's a good chance you'll find your friends here:
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> ------------------------------------------------------------------------
Group: streetfighter Message: 6702 From: brian fish Date: 4/20/2000
Subject: Re: [streetfighter] PBEM questions
Nope, Zen no mind doesn't affect another character, you're stuck. It can't
be resisted, the only thing you can do is try to knock the character down
that's using it, but since most styles that have it can have breakfall,
it's tough. Basically the character with Zen no mind goes last in the round
(if they use it), and they get to pick one of three maneuvers to use, its a
devastating maneuver at higher levels. Usually you'll get a projectile
(probably repeating fireball), a move to start a combo, or some sort of
movement

>Yup this can be hard one but the best way is like you said, but Zen no mind
>say what the fighter have and not what he will do for this exist mind reading
>but this one is can be resist using willpower permanent vs willpower
>permanent , Zen no mind can be resist by some way? Well I belive in the
>positive case, but I never use zen no mind so I need more explains to give a
>better concern about it :).
Group: streetfighter Message: 6703 From: Joseph Scott Pittman Date: 4/20/2000
Subject: The CHART ideas....
On my web page, I introduced the CHAMP (CHaracter Additonal Maneuvers
Planner).

The CHAMP seems to be one of my best ideas, but I need to detirmine if it's
fair, what needs to be changed, and what needs to be added.

I would like all of you to design Maneuvers with the CHAMP, or give
suggestions on changes or additional strengths and weaknesses to Maneuvers.
I will gladly add those maneuvers created with the CHAMP to my web-site, and
give full credit on who made those Maneuvers. I will also give credits to
anyone who gives any ideas or suggestions for the CHAMP. The CHAMP is the
chart found under Making New Maneuvers on my web page. Thanks!

joespitt
http://www.tsixroads.com/~joespitt/StreetFighter.com


-----Original Message-----
From: brian fish <fishbn@...>
To: streetfighter@egroups.com <streetfighter@egroups.com>
Date: Thursday, April 20, 2000 7:08 AM
Subject: Re: [streetfighter] Let me know if anyone else has a problem with
these maneuvers


>OK, I'm gonna start with a sweeping generalization about your moves. They
>are too fast, hit too many times and do too much damage. I think your
>thinking is just wrong on what is "balanced" or how to fight with the
>normal maneuvers because there were very few maneuvers on your list that
>held with the book. . . . .
>
>>> Burning wheel speed plus 2 hits three times, damage plus 2. . . . .
>>> This move is basically three cannon drills, how is that balancing??
>>
>>It can hit potentially less times than someone with a turbo spinning
>>clothesline (who has Athletics of 5). Against a blocking opponent, it
>>will do significantly less damage to someone than a Flaming Dragon Punch
>>will (which has +6 damage, hits twice). It can't knock down opponents.
>>It's prerequisites are equal to the Flaming Dragon Punch.
>>A cannon drill has +2 Move (move almost appears to the best most
>>expensive manuever stat in the game), this has a -1 move.
>>Perhaps, this move could benefit from a speed or move reduction. (maybe
>>-1 Speed to take it out of the Cannon Drill range - although the Cannon
>>Drill has far less prequisites and don't really see the need to make it
>>inferior to it, and -2 Move to make it equal to the Flaming DP?).
>
>The thing you're forgetting is if someone was to combo it with a block it
>would be unblockable, and it does more damage than the lightning leg for
>the same thing (a triple hit). you're in error about the most gaurded stat.
>SPEED is the most gaurded stat, precious few maneuvers have +1 and there
>are NO moves with speed higher than +1 that hit more than once. Look at
>Hyperfist, stiff requirements, speed is slower, damage is less and move of
>only one. . . . . . . . . .
>>> .
>>>
>>> Cinder punch, no cost, Damage +5
>>> nuff said
>>
>>Buffalo Punch (Dam+5), nuff said. BP requires Punch 2 and costs 1. Cinder
>>Punch requires Punch 4 and athletics 2. It also costs 1. Difference is
>>the Cinder Punch -1 speed, not -2, and has potentially more movement,
>>although they would be equal in move if the person only had the
>>requirements.
>>Does it sound reasonable?
>>or would making it Damage +4 be necessary in your opinion?
>I would raise the power point cost. . . at least 3
>>
>>
>>> Cinder wheel, 2 power points, hit's twice, one of which is +5, speed
>>> +1
>>> Is there a single move in the game that does +5 damage, and hits
>>> twice? the
>>> speed +1 just makes it unblockable in a block combo. . . . .
>>
>>It does less damage than a Double-Dread Kick. I used that move as the
>>model. I drained 2 pts from it's movement (comparing to the double dread)
>>and added it to Speed (making it +0) which is big. Since the
>>prerequisites are so much bigger, I added +1 Speed. I figured the lack of
>>a high movement justified removing the willpower cost. Double Dread has 3
>>techniques dots and 1 PP worth of prereqs. Cinder Wheel has 7 tech dots
>>and 2 PPs.
>>Does it still need weakening?
>>The cost could be increased to 3 to make it equal to the Double-Dread
>>(that's probably the best idea IMO) or it could be made to cost 1 Will
>>also.
>Yep still does, Double dread is speed -2, this is speed +1, I would Make it
>speed -1 at the FASTEST, make it cost a willpower, AND raise the cost, so
>all of the above. . . . .
>
>>> Firefist speed +1 dam +6
>>> It is SUPPOSED to be +2 to normal damage of a BASIC punch
>>
>>Er? There already is a move called Firefist?
>>Anyway, this is essentially the Hino Suzakuken version of the Dragon
>>Punch.
>>It has essentially the same cost as DP (maybe a bit more in the prereq.
>>area).
>>It's 1 pt faster and doesn't have the move penalty, but it also can't
>>jump to avoid fireballs.
>>Besides a renaming it, what would you suggest or does it sound
>>reasonable?
>
>Slow it down, +6 damage is too much for a +1 speed. . . . . Jumping to
>avoid fireballs is overrated, since you can abort to a jump, who actually
>would use a dragon punch??
>
>>> Firestorm Damage +2, 2 power points
>>> What a surprise, an improved spinning clothesline
>>
>>No, a variation on Turbo Spinning Clothesline. I removed the bonus to
>>speed, and added it to damage. I then made it also cost 1 Chi for the
>>fire and added +1 to damage. So it only has +1 difference in stats to TS
>>Clothesline, costs twice as much as a TurboS Clothesline, and the style
>>that can learn it has to pay more to get the Spinning Clotheline
>>requirement. It also needs a Focus 3.
>
>What a surprise, actually when you put it like that it doesn't seem too
>bad. . . .
>
>>> Hellgate grab with +0 spd, +5 damage, +0 move, no cost
>>> not even ONE willpower?? And it MOVES?!?!?
>>
>>This one was hard to write stats for. It needed to do more than a Thigh
>>Press or such due to the brutal nature of the neck damage.
>>I can't recall what I was comparing this to... Spin Piledriver or Diving
>>Hawk.
>>Anyhow, you're right - it should cost 1 Will and maybe have move reduced
>>to Two that way it can't go farther than a Spin Piledriver. It just
>>needed the effect of someone leaping a far distance to come down on the
>>opponent.
>>Would those changes make it acceptable?
>
>2 willpower unless you want to slow it down too and lower the move to ONE,
>you're right, you ended up with a faster spinning piledriver, the thing is
>you can only compare grabs to other grabs, and other than a few notable
>exceptions only Sambo can get THEY'RE ALL SLOW, and move only ONE
>
>>> Phoenix spd +0, Dam +6 twice, move +3
>>> Boy, a faster dragon kick that hits twice, no matter what, and moves
>>> 5
>>> hexes more
>>
>>This is actually based off the Flaming Dragon Punch. It doesn't jump. If
>>it manages a second hit, the second hit is based off Focus and Int,
>>something a character with this isn't likely to have very high.
>>It costs more than Flaming DP and needs one more Focus dot.
>>Perhaps, +3 Move was excessive (Scissor Kick has it). Launching the
>>character like a fiery missile across the board was the intended concept.
>>Perhaps, a Move of +0 would be sufficient? (With Firefist having a -1
>>instead of +0.)
>
>Dont think about what they're likely to have, think about the nastiest the
>could reasonably have. Yeah, drop the move, and/or damage, and slow it down
>
>>> Double Elbow A two hit Rekka Ken?? Are you SERIOUS???
>>
>>No, it's just a two move Rekka Ken using Elbow Smashes (the attacks don't
>>hit twice or anything). Movement is simply changed to +0. Heck, it's what
>>Karin uses in SFA3.
>
>Still have a problem, Speed +3 and HITS TWICE?!?!? Combo boy, use combos,
>don't make ANYTHING that fast hit more than once, and don't tell me there's
>a basis in the game for it. . . . .
>
>>> High/low reversal, block and throw at the same time?!?!?
>>
>>I it's not a throw, it simply uses grab (and the attacker won't be
>>blocking anyway) for damage. You have to suffer the attack first and
>>interrupt (speed on this block is only +1 so you'd better hope they don't
>>jab). It's not very damaging either (+0). It's simply what Karin uses in
>>SFA3.
>>
>
>Still unbalancing, use a block to throw combo instead. . . . .
>
>>> Hop Kick so you made up a cheaper, more damaging forward slide
>>> kick??
>>
>>1 Pt was removed from Move to make Speed -1 a +0. The requirements are
>>much more.
>>I don't see any problem. The Knockdown is supposed to represent the
>>juggleability of the Hop kick in the videogame (juggling was something I
>>pondered over for awhile, gave up, and decided knockdown was sufficient
>>(intead of falling down you get knocked up and fall down).
>>
>
>It doesn't work like that. . . .You ENDED UP, with an improved forward
>slide, but easier to get. . . .needs toned down, or changed . . . . .I
>would drop the knockdown, make it a push back a hex
>
>>> Vertical spin +2, dam +3, hits twice, no cost
>>> NO COST AT ALL?? CHEAP CHEAP CHEAP, plus, find a move ANYWHERE in
>>> the book
>>> that hits more than one (base, not like hurricane kick) and has
>>> stats even
>>> CLOSE to this. . . . .
>>
>>Scissor Kick.
>>This is simply a move where the kicks can be dodged as fireballs. IF you
>>dodge the kick, you can attack. Against all other moves or a kick you
>>can't interrupt, it acts as a regular one-hitting kick. Movement should
>>be None. I'll change that. No need for Move in an interrupt move.
>
>No, scissor kick is spd +0, no move, drop the speed to +0 or make it cost
>like 2 willpower
>
>>> Flaming backfist, dam +3, hits twice
>>> Boy, another double hit with a damage bonus
>>
>>It's a variation on Spin Knuckle. Same cost but needs Focus 3. I moved +2
>>from Move and added it to damage, makes sense given concentration is
>>spent generating the fire and that fire does more damage. Same reason for
>>1 Chi cost rather than Will.
>
>You're missing the point again, double hits (or any multiple hitting moves)
>AREN'T SUPPOSED TO HAVE DAMAGE BONUSES they all have +0, +1, or -1 (just
>ignore the scissor kick when making your own moves)
>
>>> Maul dam +4, hits twice
>>> I'm getting too lazy to type this over and over. . . . .
>>
>>It's a cheaper, less powerful variation on Flaming DP (but not aerial and
>>doesn't knockdown). Same Will and Chi cost though and the prerequisites
>>are nasty too. I meant to remove the dizzy aspect of it.
>>In order to replicate a Super, this is the second and final move the
>>owning style should put into a combo (finger slash to maul).
>
>Then make the second hit like the flaming dragon punch, only does it if
>they only move a hex or less
>
>>> Burning thrust kick So you wanted a dragon kick that goes off two
>>> points
>>> faster and is cheaper to get
>>
>>Well, flying thrust kick is a prereq. This is Mai's flaming kick from
>>Fatal Fury/KOF. It moves less than Flying TKick, has One Move rather than
>>-2. Is only +1 Speed from Flying TKick. Getting this rather than Dragon
>>Kick? One would have to be crazy because getting this move and it's
>>prerequisites is far more expensive than just getting, well, Dragon Kick.
>>If you want +2 more Speed to DK, just put it in a combo. I just wanted
>>some variation and to force character who take the styles I made that use
>>this to pay more.
>
>The move is TOO CHEAP, if you REALLY want a damage +6 move with Speed +1,
>it should be WAY more expensive, but there is no game precendent for it. .
>. . .
>
>>> Stomping backflip, oh, who believes it, another interrupt that hits
>>> twice
>>> ad has damage +2, and no cost
>>
>>It isn't specifically an interrupt. It's a double-hitting backflip kick
>>that is h ideously expensive due to it's prerequisites. It isn't much
>>more powerful than Double-Hit kick. I've seen many fighting games where
>>this move has been employed.
>
>Backflip kick is a shot denial, that's what it is, it denies your opponent
>the chance to hit you back, your damage is TOO MUCH for a double hit, the
>speed and no willpower cost make it hideously cheap
>
>>> Moving block, I do this, but you have to have lightfeet and musical
>>> accompaniement, this move is yet again another cheap unbalancer
>>
>>Yet, you do it with lightfeet and musical accompaniement. I think someone
>>should be able to put their guard up and slowly advance, but I don't want
>>people running around the board using block. Perhaps, I should the set
>>the Move to One so characters can't raise their athletics to get more out
>>of it (requires Athl 3 and move is -2)? Although, I can see a Move of 2
>>hexes still being reasonable.
>>Does this sound reasonable?
>
>nope, the move has to be dropped (remember you can always abort to blocks),
>this move would make it IMPOSSIBLE for grapplers. . . . . .no move on
>blocks other than the above exceptions, PERIOD
>
>>> Rushing slam:so you wanted an easier to get version of the siberian
>>> bear
>>> crusher??
>>
>>I wanted Iori's move from KOF where he runs up and slams you into the
>>ground.
>>You're right. This move is ****ed up. Thanks for alerting me to this one.
>>I might as well just use the Sib. Bear Crusher with an altered
>>description.
>>Although, do you think this move would be OK if I reduced the damage to
>>less than the Siberian Bear Crusher?
>>Perhaps, if the damage was changed to +1 not +4? Would that be
>>acceptable?
>
>that could help, yeah. . . . .I would slow it down rather than dropping the
>damage THAT much
>
>>> Flying fire slam, what a surprise, +5 damage, +2 move and hits
>>> twice. . . . .
>>
>>Mai's bursting into fire Super from KOF.
>>It seems to have a fair number of point tradeoffs. (The prereqs are much
>>more expsensive than those of Dragon Kick.) Considering, the high
>>Athletics requirement, maybe it doesn't need the speed bonus of +2.
>>Does this sound reasonable? It needs to enter a foe's hex like the
>>double-dread to get the second hit.
>
>Both of those, and reduce the damage. . . . .not much, maybe down to +3, or
+4
>
>>> Slap, what's wrong with the jab maneuver??
>>
>>Nothing. Spending one point for a jab that does +0 instead of -1 damage.
>>Didn't seem overpowered. Also, no existing Punch moves seemed appropriate
>>for the Techno Dance style, and I wanted to give it one. Didn't seem
>>unbalancing.
>>
>>> Vertical screw So you wanted a faster, easier to get Flying thrust
>>> kick??
>>
>>I wanted Cammy's Axle Break kick. You see, Flying Thrust Kick has
>>movement and movement isn't in the concept for this move. And, it costs
>>more than FT Kick (at least it needs Kick 3 and Handstand Kick instead of
>>Kick 4, so it's pretty close).
>>Don't see a problem with this one.
>
>you're forgetting, a starting character can get that move a LOT easier. . .
>. . .And it is REALLY unbalancing to starting characters. . . . .
>
>I am fully supportive of creative people too, and I have a list of my own
>moves, maybe eventually I'll post it, but your moves are hideously
>unbalancing and they don't mesh with the rest of the game, they're ALL
>hdieously fast, almost all hit more than once, and almost all have insane
>amounts of movement. . . . .you took all the skill and tactics out of both
>building fighters and fighting itself and made it "you lose, my moves are
>better"
>
>
>
>
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>already registered at Classmates.com, there's a good chance you'll
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>
Group: streetfighter Message: 6704 From: Chris Krug-Iron Date: 4/20/2000
Subject: Re: [streetfighter] PBEM questions
>
>Chris Hoffmann wrote:
>
> > This is mostly to Rinaldo and Chris (the other chris), how would you
>handle
> > mind-reading? The only way I can see it being remotely workable is to
>have a
> > huge list of tactics changes depending on what you discover. Any
>alternate ideas?

Honestly, I can't think of anything right now (overtired). Let me get back
to you on that.




> >
> > =====
> > staredown@... http://members.xoom.com/staredown
> >
> > "We don't expect kittens to fight wildcats and win
> > --we merely expect them to try."
> > -- Robert Heinlein
> >
> > __________________________________________________
> > Do You Yahoo!?
> > Send online invitations with Yahoo! Invites.
> > http://invites.yahoo.com
> >
> > ------------------------------------------------------------------------
> > Your high school sweetheart-where is he now? With 4.4 million alumni
> > already registered at Classmates.com, there's a good chance you'll
> > find her here. Visit your online high school class reunion at:
> > http://click.egroups.com/1/3139/4/_/17512/_/956235623/
> > ------------------------------------------------------------------------
>


"Wanna fight?"
"Them's fightin' words!"

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Group: streetfighter Message: 6705 From: Chris Krug-Iron Date: 4/20/2000
Subject: Re: [streetfighter] PBEM questions
Waitaminnit, sanity and clear thought have kicked in here. If the mind
reader wins the contested roll, it's determined by a random die roll (like a
coin flip) and if he comes out "heads", he's picked the right maneuver. If
it's "tails" he hasn't and must deal with the consequences.

>From: Chris Hoffmann <staredown@...>
>Reply-To: streetfighter@egroups.com
>To: streetfighter@egroups.com
>Subject: Re: [streetfighter] PBEM questions
>Date: Thu, 20 Apr 2000 06:00:22 -0700 (PDT)
>
>This is mostly to Rinaldo and Chris (the other chris), how would you handle
>mind-reading? The only way I can see it being remotely workable is to have
>a
>huge list of tactics changes depending on what you discover. Any alternate
>ideas?
>
>=====
>staredown@... http://members.xoom.com/staredown
>
>"We don't expect kittens to fight wildcats and win
>--we merely expect them to try."
> -- Robert Heinlein
>
>__________________________________________________
>Do You Yahoo!?
>Send online invitations with Yahoo! Invites.
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"Wanna fight?"
"Them's fightin' words!"

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Group: streetfighter Message: 6706 From: Chris Krug-Iron Date: 4/20/2000
Subject: Re: [streetfighter] New Streetfighter Supplement Online
Hey, Tony. Love the idea. Maybe you'd like to publish your page, first?
All I got was the HTML skeleton. Or, maybe, it's my browser. Hmm...

>From: Knight of the Black Rose <anton_figueroa@...>
>Reply-To: streetfighter@egroups.com
>To: streetfighter@egroups.com
>Subject: [streetfighter] New Streetfighter Supplement Online
>Date: Tue, 18 Apr 2000 22:56:31 -0400
>
>My self-made Street Fighter supplement is now on-line at
>http://miavx1.muohio.edu/~aefigueroa/sf_suppl.htm.
>Feedback & comments are welcome.
>I may actually put some campaign information up next.
>
>Tony


"Wanna fight?"
"Them's fightin' words!"

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Group: streetfighter Message: 6707 From: Joseph Scott Pittman Date: 4/20/2000
Subject: Re: [streetfighter] PBEM questions
I would suggest changing the Mind Reading Maneuver to the following for PBEM
tournaments. It works rather well I think...

Mind Reading* (sf 129, modified for PBEM tournaments)
The fighter can read the thoughts of his opponent, possibly predicting moves
and reacting far easier to those actions.
Focus Maneuver
To Learn: First the character must learn Telepathy {focus 3}, then Mind
Reading {focus 4, telepathy}
Power Points: kabaddi, ler drit, aikido, baraquah, lua, silat 3, any 4
System: the Mind reading special maneuver is not played as a combat card.
Instead, the player announces his intent to use this maneuver between turns.
The character spends one Chi and chooses one opponent as the target of this
power. The two characters make a resisted Willpower roll.
If the mind-reading character wins the roll, the victim's action becomes
one difficulty number greater than it would normally be (Difficulty 7 in
most tournament cases). If the mind-reading character wins the resisted roll
by five successes (indicating Phenomenal Success), the victim's action is
increased by two (Difficulty 8 in most cases). In no case will the
difficulty be raised above +2. The victim must be within a number of hexes
equal to the mind reader's Wits + Focus.
If used outside of combat, the mind-reading character can gain information
this way, at the Storyteller's discresion (more successes equal more
information). the victim will not realize his mind is being read unless the
roll botches.
Modifiers: cost: 1 chi, speed; none, damage: none, move; none
Training Notes:
Some rare practitioners may continue on to learn Mind Control (This is an
incredible maneuver, and learning it can take years. First, the practitioner
must learn Psychic Vise {focus 4}, and Mind Reading {focus 4, telepathy
(telpathy requires focus 3)}. He may learn Psychic Vise and Telepathy/Mind
Reading in any order. Then he is finaly prepared to learn Mind Control
{focus 5, psychic vise, mind control})

-----Original Message-----
From: brian fish <fishbn@...>
To: streetfighter@egroups.com <streetfighter@egroups.com>
Date: Thursday, April 20, 2000 8:12 AM
Subject: Re: [streetfighter] PBEM questions


>It's a resisted permanent willpower roll for mind reading (I have a
>character that has it, it's fun), zen no mind, you're stuck, I personally
>don't see HOW you could use that in a play by email tourney. . . . Maybe
>give three alternates for each turn and pick the best one. . . . . .
>
>>I never tought about it I´m frankly with you but the idea is if the guy
>use it I must
>>send to the zen no mind guy what he discovered few days before the fight
>to see what
>>he will do after his discovery, but anyway the other fighter can resist
>this mind
>>reading anyway?
>
>
>
>------------------------------------------------------------------------
>Good friends, school spirit, hair-dos you'd like to forget.
>Classmates.com has them all. And with 4.4 million alumni already
>registered, there's a good chance you'll find your friends here:
>http://click.egroups.com/1/2885/4/_/17512/_/956243564/
>------------------------------------------------------------------------
>
>
Group: streetfighter Message: 6708 From: Joseph Scott Pittman Date: 4/20/2000
Subject: Re: [streetfighter] New Streetfighter Supplement Online
By the way, as an odd coincidence, I have an Awareness Power also listed in
the Encyclopedia Combatica. You'll find it under Special Powers. It's
diffrent from your Aware version, though. The EC is downloadable from my
home page.

joespitt
http://www.tsixroads.com/~joespitt/StreetFighter.htm

-----Original Message-----
From: Joseph Scott Pittman <joespitt@...>
To: streetfighter@egroups.com <streetfighter@egroups.com>
Date: Wednesday, April 19, 2000 2:21 PM
Subject: Re: [streetfighter] New Streetfighter Supplement Online


>shouldn't Awareness have Sakki as a prerequisite?
>
>
>-----Original Message-----
>From: Knight of the Black Rose <anton_figueroa@...>
>To: streetfighter@egroups.com <streetfighter@egroups.com>
>Date: Tuesday, April 18, 2000 7:56 PM
>Subject: [streetfighter] New Streetfighter Supplement Online
>
>
>>My self-made Street Fighter supplement is now on-line at
>>http://miavx1.muohio.edu/~aefigueroa/sf_suppl.htm.
>>Feedback & comments are welcome.
>>I may actually put some campaign information up next.
>>
>>Tony
>>
>>------------------------------------------------------------------------
>>Avoid the lines and visit avis.com for quick and easy online
>>reservations. Enjoy a compact car nationwide for only $29 a day!
>>Click here for more details.
>>http://click.egroups.com/1/3011/4/_/17512/_/956113003/
>>------------------------------------------------------------------------
>>
>>
>
>
>------------------------------------------------------------------------
>Your high school sweetheart-where is he now? With 4.4 million alumni
>already registered at Classmates.com, there's a good chance you'll
>find her here. Visit your online high school class reunion at:
>http://click.egroups.com/1/3139/4/_/17512/_/956179272/
>------------------------------------------------------------------------
>
>
Group: streetfighter Message: 6709 From: Chris Hoffmann Date: 4/20/2000
Subject: Re: [streetfighter] New Streetfighter Supplement Online
--- Chris Krug-Iron <inrifrost@...> wrote:
> Hey, Tony. Love the idea. Maybe you'd like to publish your page, first?
> All I got was the HTML skeleton. Or, maybe, it's my browser. Hmm...

The link has a period at the end that shouldn't be there.

=====
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: 6710 From: Chris Hoffmann Date: 4/20/2000
Subject: Re: [streetfighter] The CHART ideas....
--- Joseph Scott Pittman <joespitt@...> wrote:

> http://www.tsixroads.com/~joespitt/StreetFighter.com

No joy. I think you mean .htm instead of .com

=====
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: 6711 From: Chris Krug-Iron Date: 4/20/2000
Subject: Re: [streetfighter] PBEM questions
I like it. I'll use it. Thanks!

>From: "Joseph Scott Pittman" <joespitt@...>
>Reply-To: streetfighter@egroups.com
>To: <streetfighter@egroups.com>
>Subject: Re: [streetfighter] PBEM questions
>Date: Thu, 20 Apr 2000 11:46:02 -0700
>
>I would suggest changing the Mind Reading Maneuver to the following for
>PBEM
>tournaments. It works rather well I think...
>
>Mind Reading* (sf 129, modified for PBEM tournaments)
>The fighter can read the thoughts of his opponent, possibly predicting
>moves
>and reacting far easier to those actions.
>Focus Maneuver
>To Learn: First the character must learn Telepathy {focus 3}, then Mind
>Reading {focus 4, telepathy}
>Power Points: kabaddi, ler drit, aikido, baraquah, lua, silat 3, any 4
>System: the Mind reading special maneuver is not played as a combat card.
>Instead, the player announces his intent to use this maneuver between
>turns.
>The character spends one Chi and chooses one opponent as the target of this
>power. The two characters make a resisted Willpower roll.
> If the mind-reading character wins the roll, the victim's action becomes
>one difficulty number greater than it would normally be (Difficulty 7 in
>most tournament cases). If the mind-reading character wins the resisted
>roll
>by five successes (indicating Phenomenal Success), the victim's action is
>increased by two (Difficulty 8 in most cases). In no case will the
>difficulty be raised above +2. The victim must be within a number of hexes
>equal to the mind reader's Wits + Focus.
> If used outside of combat, the mind-reading character can gain
>information
>this way, at the Storyteller's discresion (more successes equal more
>information). the victim will not realize his mind is being read unless the
>roll botches.
>Modifiers: cost: 1 chi, speed; none, damage: none, move; none
>Training Notes:
> Some rare practitioners may continue on to learn Mind Control (This is
>an
>incredible maneuver, and learning it can take years. First, the
>practitioner
>must learn Psychic Vise {focus 4}, and Mind Reading {focus 4, telepathy
>(telpathy requires focus 3)}. He may learn Psychic Vise and Telepathy/Mind
>Reading in any order. Then he is finaly prepared to learn Mind Control
>{focus 5, psychic vise, mind control})
>
>-----Original Message-----
>From: brian fish <fishbn@...>
>To: streetfighter@egroups.com <streetfighter@egroups.com>
>Date: Thursday, April 20, 2000 8:12 AM
>Subject: Re: [streetfighter] PBEM questions
>
>
> >It's a resisted permanent willpower roll for mind reading (I have a
> >character that has it, it's fun), zen no mind, you're stuck, I personally
> >don't see HOW you could use that in a play by email tourney. . . . Maybe
> >give three alternates for each turn and pick the best one. . . . . .
> >
> >>I never tought about it I�m frankly with you but the idea is if the guy
> >use it I must
> >>send to the zen no mind guy what he discovered few days before the fight
> >to see what
> >>he will do after his discovery, but anyway the other fighter can resist
> >this mind
> >>reading anyway?
> >
> >
> >
> >------------------------------------------------------------------------
> >Good friends, school spirit, hair-dos you'd like to forget.
> >Classmates.com has them all. And with 4.4 million alumni already
> >registered, there's a good chance you'll find your friends here:
> >http://click.egroups.com/1/2885/4/_/17512/_/956243564/
> >------------------------------------------------------------------------
> >
> >
>


"Wanna fight?"
"Them's fightin' words!"

______________________________________________________
Get Your Private, Free Email at http://www.hotmail.com
Group: streetfighter Message: 6712 From: Chris Hoffmann Date: 4/20/2000
Subject: Re: [streetfighter] The CHART ideas....
--- Joseph Scott Pittman <joespitt@...> wrote:
> On my web page, I introduced the CHAMP (CHaracter Additonal Maneuvers
> Planner).
>
> joespitt
> http://www.tsixroads.com/~joespitt/StreetFighter.com

Before I begin with a blow by blow nitpick and show off the keen maneuvers I
created, I have a quick question. When you're done w/ the maneuver and do the
division to get your Power Point cost, is that the maximum Power Point cost and
the GM assigns lesser costs to various deserving styles, or the minimum cost
and the GM builds it up. Yes I know the answer is obvious when you thing about
it, but it should be said explicitly. Another question is that is this an
"all" cost or just the highest cost of the maneuver (or is it GM's choice).

"cannot possess more than 2 class "A" choices for the bonuses listed, and only
1 class "A" weakness."

Cost: You need to have a variable cost modifier to simulate Chi Kung Healing
and Regeneration.

Speed: Personally, I don't think _any_ maneuver should beat a block in speed.
I'd advise you to nix the +5 mod.

Damage: None is a (-100 B) modifier while -4 is a (-150 A) modifier

Move: There is a maneuver out there with a move of Two (Spinning Pile Driver),
so you should have a mod to reflect that.

Special Bonuses: What is the difference (besides cost and rank) between "The
Attack Bypasses Blocks" and "Ignores Blocks"?

Okay now it's maneuver time. Actually, I'm much too lazy to make up my own
maneuvers, so I'll just use a few from the books.

Jab
Speed: +2 (75)
Damage: -1 (-25)
Move: +0 (0)

Total: 50
Power Points: 1

Roundhouse
Speed: -2 (-50)
Damage: +4 (150)
Move: -1 (-25)

Total: 75
Power Points: 2

Block:
Speed: +4 (150)
Damage: None (-100)
Move: None (-100)

Specials: Not Listed
Abort
Adds to Soke
+2 Speed on next maneuver
Ignores Knockdown
Total: Ummm... not sure, I suck at assigning point costs. As it stands it's
(-50+)
Power Points: -1+

Of course, the above is an exercise in uselessness. I mean, who's going to try
to recreate the jab except some nameless person with a somewhat dubious sense
of humor?

On to the meat of the review... Recreating Special Maneuvers...

Starting with a mostly random maneuver from the main books (I open the book and
take the first one I see) we get...

Air Throw
Cost -1 Will (-50)
Speed: +2 (50)
Damage: +5 (200)
Move: +0 (0)
Special: The Attack Bypasses Blocks (250)
Causes knockdown only to aerial opponents (50)
Is considered Aerial and can be used to dodge projectile attacks (50)
(It doesn't actually _say_ it does, but I've always interpreted it
like that)
Must be used against an aerial opponent (-50 But I think it should be
_a lot_ more)

Total: 500
Power Points: 10 Disqualified

Another Random Maneuver

Buffalo Punch
Speed: -2 (-50)
Damage: +5 (200)
Move: One (0)

Total: 150
Power Points: 3 The closest one yet.

and finally, just because I'm curious...

Scissor Kick

Cost: 2 Will (-100)
Speed: +0 (0)
Damage: +3 (+100)
Move: +3 (+75)
Special: Aerial (just aerial) Not Listed, but probably a penalty
Hits Twice (+150)

Total: 325
Power Points: 7 Disqualified

Final analysis: It's a great concept, but it seems to produce very week
maneuvers when compared to the main book. Which is funny since I was expecting
the opposite. Definitely needs tweaking. Maybe if you increased the
divisor...

Obviously you can't recreate a bunch of the special effect maneuvers (mind
reading, sense elemental, shrouded moon, etc.) nor should we expect you to come
up with a mod to cover every possible special effect.

=====
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"We don't expect kittens to fight wildcats and win
--we merely expect them to try."
-- Robert Heinlein

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