Subject: OK, I didn't use your system to make these (although I think it's a
Attachments :
OK, here is an attached file of new moves I made up for street fighter, I
tried to keep them consistent with maneuvers already in street fighter and
not duplciate existing maneuvers. . . . .Tell me what you guys think
> >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...
>
Uranium mine, yes. Plutonium, no. As far as I know, there is no such thing
as a _plutonium_ mine. Plutonium is synthesized.
Well, like I said, I like your system a LOT. I think having a table that
lets you build your own new maneuvers would be really cool. That having
been said, I think it could use some work. There are also other things you
should take into account. One thing is prerequisites, you could have a way
to put a point value on prerequisites.
I also think you make some things too expensive and other things not
expensive enough, it's a GREAT system, but it could use a little tweaking.
. . .maybe try to find patterns in the book (and just ignore the scissor
kick, cartwheel kick and moves like that). . . . . .
Group: streetfighter
Message: 6716
From: Joseph Scott Pittman
Date: 4/20/2000
Subject: Re: [streetfighter] The CHART ideas....
Hey thanks alot for the feedback, hope to see more. I'm GLAD the scissor
kick was outed, it should have been in the first place!
I see that some of the modifiers need to be re-worked, but it looks like the
system is close (after all, about half of the examples by chris looked
pretty close, and the outlandish scissor kick failed the test, indicating it
might be a little too powerful. Prehaps "only usable against a flying
opponent" does need to be increased in points gained as well. I'll get to
work on your suggestions as soon as possible and use existing Maneuvers for
a guide, great idea, sometimes the simple ones slide by.
>--- 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.
>
>=====
>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
>
>------------------------------------------------------------------------
>Get paid while you shop!
>You also get an additional 10% off on retailers
>like--Disney.com, eCost.com, FogDog.com and more.
>http://click.egroups.com/1/3416/4/_/17512/_/956256120/
>------------------------------------------------------------------------
>
>
Group: streetfighter
Message: 6717
From: Rinaldo Gambetta
Date: 4/20/2000
Subject: Re: [streetfighter] PBEM questions
I make a confusion in the manuvers thanks:).
brian fish wrote:
> 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 :).
>
> ------------------------------------------------------------------------
> Earn money for every click!
> 10% off any purchase, any time through
> the pointclick network.
> http://click.egroups.com/1/3419/4/_/17512/_/956247734/
> ------------------------------------------------------------------------
Group: streetfighter
Message: 6718
From: Joseph Scott Pittman
Date: 4/20/2000
Subject: Re: [streetfighter] PBEM questions
Zen No Mind *(sf 131, modified PBEM version)
The character waits, and then chooses between three pre-chosen maneuvers
Focus Maneuver
To Learn: {focus 3}
Power Points: tai chi chaun 2, kung fu, thai kickboxing, ninjitsu, aikido,
baraquah (called No Ego), jeet kune do, ju jitsu, silat 3, any 4
System: The Player chooses this Maneuver in combonation with another
Maneuver. That Maneuver will act last in the turn, unless it was a Block
Maneuver or any other Maneuver that is concidered a legal Abort (such as
Jump). The Maneuver gains +1 Speed if it was a Block Maneuver or a legal
Abort Maneuver. If the Maneuver is not a Block Maneuver or a legal Abort
Maneuver, the character's roll(s) are concidered to be at -1 Difficulty
(usualy Difficulty 5), but gain no Speed bonus. This applies to the first
roll only; if the Maneuver allows multiple strikes or other rolls of any
kind, they are made at normal Difficulty levels.
Cost: 1 Willpower
Other Modifiers: See above
>I make a confusion in the manuvers thanks:).
>
>brian fish wrote:
>
>> 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 :).
>>
>> ------------------------------------------------------------------------
>> Earn money for every click!
>> 10% off any purchase, any time through
>> the pointclick network.
>> http://click.egroups.com/1/3419/4/_/17512/_/956247734/
>> ------------------------------------------------------------------------
>
>
>------------------------------------------------------------------------
>You can win $1000 at eGroups!
>Time-limited offer. Enter today at:
>http://click.egroups.com/1/2863/4/_/17512/_/956266642/
>--------------------------