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Group: streetfighter Message: 6713 From: brian fish Date: 4/20/2000
Subject: OK, I didn't use your system to make these (although I think it's a
Group: streetfighter Message: 6714 From: Jens-Arthur Leirbakk Date: 4/20/2000
Subject: Re: [streetfighter] Bison's amazing intelligence...
Group: streetfighter Message: 6715 From: brian fish Date: 4/20/2000
Subject: Re: [streetfighter] The CHART ideas....
Group: streetfighter Message: 6716 From: Joseph Scott Pittman Date: 4/20/2000
Subject: Re: [streetfighter] The CHART ideas....
Group: streetfighter Message: 6717 From: Rinaldo Gambetta Date: 4/20/2000
Subject: Re: [streetfighter] PBEM questions
Group: streetfighter Message: 6718 From: Joseph Scott Pittman Date: 4/20/2000
Subject: Re: [streetfighter] PBEM questions
Group: streetfighter Message: 6719 From: azathoth05@aol.com Date: 4/20/2000
Subject: Re: [streetfighter] this is kinda funny. . . . .. .
Group: streetfighter Message: 6720 From: Dustin Wolfe Date: 4/20/2000
Subject: Re: [streetfighter] Bison's amazing intelligence...
Group: streetfighter Message: 6721 From: azathoth05@aol.com Date: 4/20/2000
Subject: Re: [streetfighter] Let me know if anyone else has a problem with t
Group: streetfighter Message: 6722 From: Knight of the Black Rose Date: 4/20/2000
Subject: Re: [streetfighter] The CHART ideas....
Group: streetfighter Message: 6723 From: downfall Date: 4/20/2000
Subject: Re: [streetfighter] The CHART ideas....
Group: streetfighter Message: 6724 From: Yu Ominae Date: 4/20/2000
Subject: Re: [streetfighter] Ha ha ha, good tag, but I MUST reply. . . . .
Group: streetfighter Message: 6725 From: VEGA/Bison Date: 4/20/2000
Subject: Re: Alpha 3 in the RPG
Group: streetfighter Message: 6726 From: Jens-Arthur Leirbakk Date: 4/20/2000
Subject: Re: [streetfighter] Bison's amazing intelligence...
Group: streetfighter Message: 6727 From: arkondloc@aol.com Date: 4/20/2000
Subject: Re: [streetfighter] Bison's amazing intelligence...
Group: streetfighter Message: 6728 From: Joseph Scott Pittman Date: 4/20/2000
Subject: Re: [streetfighter] The CHART ideas....
Group: streetfighter Message: 6729 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: 6730 From: Forge Date: 4/21/2000
Subject: Re: [streetfighter] Bison's amazing intelligence...
Group: streetfighter Message: 6731 From: Rinaldo Gambetta Date: 4/21/2000
Subject: Re: [streetfighter] PBEM questions
Group: streetfighter Message: 6732 From: brian fish Date: 4/21/2000
Subject: OK, everyone tell me what you think. . . . .
Group: streetfighter Message: 6733 From: Chris Hoffmann Date: 4/21/2000
Subject: Re: [streetfighter] Ha ha ha, good tag, but I MUST reply. . . . .
Group: streetfighter Message: 6734 From: Josh Diemert Date: 4/21/2000
Subject: Do Not Open Until Easter!!! :)
Group: streetfighter Message: 6735 From: Rinaldo Gambetta Date: 4/21/2000
Subject: Re: [streetfighter] Do Not Open Until Easter!!! :)
Group: streetfighter Message: 6736 From: arkondloc@aol.com Date: 4/21/2000
Subject: Re: [streetfighter] Do Not Open Until Easter!!! :)
Group: streetfighter Message: 6737 From: brian fish Date: 4/21/2000
Subject: I got mom stats for you . . . .. . .
Group: streetfighter Message: 6738 From: brian fish Date: 4/21/2000
Subject: Re: [streetfighter] Do Not Open Until Easter!!! :)
Group: streetfighter Message: 6739 From: Charles Little Date: 4/21/2000
Subject: Re: [streetfighter] Do Not Open Until Easter!!! :)
Group: streetfighter Message: 6740 From: arkondloc@aol.com Date: 4/21/2000
Subject: Re: [streetfighter] Do Not Open Until Easter!!! :)
Group: streetfighter Message: 6741 From: Zipp209@aol.com Date: 4/21/2000
Subject: (no subject)
Group: streetfighter Message: 6742 From: Chris Hoffmann Date: 4/21/2000
Subject: Re: [streetfighter] Do Not Open Until Easter!!! :)
Group: streetfighter Message: 6743 From: Chris Hoffmann Date: 4/21/2000
Subject: Re: [streetfighter] OK, everyone tell me what you think. . . . .
Group: streetfighter Message: 6744 From: Yu Ominae Date: 4/21/2000
Subject: Re: [streetfighter] Ha ha ha, good tag, but I MUST reply. . . . .
Group: streetfighter Message: 6745 From: Yu Ominae Date: 4/21/2000
Subject: Re: [streetfighter] Do Not Open Until Easter!!! :)
Group: streetfighter Message: 6746 From: brian fish Date: 4/21/2000
Subject: Re: [streetfighter] OK, everyone tell me what you think. . . . .
Group: streetfighter Message: 6747 From: Yu Ominae Date: 4/21/2000
Subject: Re: [streetfighter] I got mom stats for you . . . .. . .
Group: streetfighter Message: 6748 From: cliff rice Date: 4/21/2000
Subject: I dont know if this is anyones cup of tea.
Group: streetfighter Message: 6749 From: Rinaldo Gambetta Date: 4/21/2000
Subject: Re: [streetfighter] Do Not Open Until Easter!!! :)
Group: streetfighter Message: 6750 From: Rinaldo Gambetta Date: 4/21/2000
Subject: Ages start?
Group: streetfighter Message: 6751 From: Dustin Wolfe Date: 4/21/2000
Subject: Re: [streetfighter] I dont know if this is anyones cup of tea.
Group: streetfighter Message: 6752 From: brian fish Date: 4/21/2000
Subject: Re: [streetfighter] I dont know if this is anyones cup of tea.
Group: streetfighter Message: 6753 From: Knight of the Black Rose Date: 4/21/2000
Subject: dodging run
Group: streetfighter Message: 6754 From: brian fish Date: 4/21/2000
Subject: Re: [streetfighter] dodging run
Group: streetfighter Message: 6755 From: Joseph Scott Pittman Date: 4/21/2000
Subject: Re: [streetfighter] I dont know if this is anyones cup of tea.
Group: streetfighter Message: 6756 From: Dustin Wolfe Date: 4/21/2000
Subject: Re: [streetfighter] I dont know if this is anyones cup of tea.
Group: streetfighter Message: 6757 From: azathoth05@aol.com Date: 4/21/2000
Subject: Re: [streetfighter] I dont know if this is anyones cup of tea.
Group: streetfighter Message: 6758 From: VEGA/Bison Date: 4/21/2000
Subject: Can anyone help me?
Group: streetfighter Message: 6759 From: brian fish Date: 4/21/2000
Subject: Re: [streetfighter] I dont know if this is anyones cup of tea.
Group: streetfighter Message: 6760 From: Soldar Date: 4/21/2000
Subject: Re: [streetfighter] Can anyone help me?
Group: streetfighter Message: 6761 From: Dustin Wolfe Date: 4/22/2000
Subject: Re: [streetfighter] I dont know if this is anyones cup of tea.
Group: streetfighter Message: 6762 From: trAgic piNk Date: 4/22/2000
Subject: anime sale



Group: streetfighter Message: 6713 From: brian fish Date: 4/20/2000
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
    Group: streetfighter Message: 6714 From: Jens-Arthur Leirbakk Date: 4/20/2000
    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...
    >

    Uranium mine, yes. Plutonium, no. As far as I know, there is no such thing
    as a _plutonium_ mine. Plutonium is synthesized.

    ---
    Jens-Arthur Leirbakk
    leirbakk@...
    Group: streetfighter Message: 6715 From: brian fish Date: 4/20/2000
    Subject: Re: [streetfighter] The CHART ideas....
    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.

    joespitt
    -----Original Message-----
    From: Chris Hoffmann <staredown@...>
    To: streetfighter@egroups.com <streetfighter@egroups.com>
    Date: Thursday, April 20, 2000 11:42 AM
    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.
    >
    >=====
    >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
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    >------------------------------------------------------------------------
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    >
    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

    joespitt
    -----Original Message-----
    From: Rinaldo Gambetta <rinaldo.gambetta@...>
    To: streetfighter@egroups.com <streetfighter@egroups.com>
    Date: Thursday, April 20, 2000 2:37 PM
    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/
    >> ------------------------------------------------------------------------
    >
    >
    >------------------------------------------------------------------------
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    Group: streetfighter Message: 6719 From: azathoth05@aol.com Date: 4/20/2000
    Subject: Re: [streetfighter] this is kinda funny. . . . .. .
    I had two characters in an old Palladium fantasy game and one became an NPC
    and the other started hunting him, it was a great story but never resolved,
    one day I'll figure out who kills who...
    << I was wondering if anyone
    else has ever done that. . . . . .Killed there own character >>
    Group: streetfighter Message: 6720 From: Dustin Wolfe Date: 4/20/2000
    Subject: Re: [streetfighter] Bison's amazing intelligence...
    >Uranium mine, yes. Plutonium, no. As far as I know, there is no such thing
    >as a _plutonium_ mine. Plutonium is synthesized.


    Trace amounts of Plutonium -can- occur naturally in Uranium.
    Group: streetfighter Message: 6721 From: azathoth05@aol.com Date: 4/20/2000
    Subject: Re: [streetfighter] Let me know if anyone else has a problem with t
    I find that the create your own maneuvers section in WOD: Combat(just make
    the necessary substitutions, initiative for speed, etc,) or Dogs Of War are
    excellent for creating balanced maneuvers. The trick os to have a specific
    concept in mind, not just the mechanics in mind. Converting moves from other
    games is fine. I personnaly find it easier to just use moves from the book
    and chnage the description. For instance, one of my players Jake Guantlet
    uses a Hyper Fist, but instead of a flurry of uppercuts, he has one nasty
    uppercut where his bionic hand erupts into flame, burning the leather glove
    off. Same mechanics, but this description fit his character better, so we
    used it. It actually helped, because when he went up against a guy with San
    he I only made him take damage once not twice, arguing that like the flaming
    dragon punch the extra force and the fire causes the extra damage tests, not
    multiple hits like lightning leg which I make take 3 separate san he damages.
    Of course, when he wins his signature is to don another glove.
    Group: streetfighter Message: 6722 From: Knight of the Black Rose Date: 4/20/2000
    Subject: Re: [streetfighter] The CHART ideas....
    On Thu, 20 Apr 2000 16:33:39 -0700 "Joseph Scott Pittman"
    <joespitt@...> writes:
    > 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!

    Yeah, the Scissor Kick was always problematic when trying to figure out
    what the game considered "fair."
    Good thing I never had to see this awful "cartwheel kick" in addition.

    Knight of the Black Rose
    UtenaCode(1.0)U:4+F:Na++Ut:pSC D:ToAk X:[***]:a39
    M:f"LastEvolution"
    Group: streetfighter Message: 6723 From: downfall Date: 4/20/2000
    Subject: Re: [streetfighter] The CHART ideas....
    [Hey I can't find this chart. I went to the page and I couldn't find
    it. I'd like to try this nifty gadget...

    -d.]

    Joseph Scott Pittman wrote:
    >
    > 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"
    > >
    > >
    > >
    > >
    > >------------------------------------------------------------------------
    > >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/_/956239702/
    > >------------------------------------------------------------------------
    > >
    > >
    >
    > ------------------------------------------------------------------------
    > 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/_/956247897/
    > ------------------------------------------------------------------------

    --
    ***************************************************************************
    Most men are swayed more by fear than by reverence. - Aristotle

    lord downfall
    Prime Minister of the Mystic Seas
    Pledge to the Claw Legion

    read the zine- http://members.xoom.com/NW_Wind
    ***************************************************************************
    Group: streetfighter Message: 6724 From: Yu Ominae Date: 4/20/2000
    Subject: Re: [streetfighter] Ha ha ha, good tag, but I MUST reply. . . . .
    Mother are the Ultimate but kickers don't you think I wonder what thier
    stats would be in a SF Rpg. Imagine her special moves. Yeah but moms are
    great. Thanks for your respond


    >From: brian fish <fishbn@...>
    >Reply-To: streetfighter@egroups.com
    >To: streetfighter@egroups.com
    >Subject: Re: [streetfighter] Ha ha ha, good tag, but I MUST reply. . . . .
    >Date: Thu, 20 Apr 2000 00:16:06 -0400
    >
    >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
    >

    ________________________________________________________________________
    Get Your Private, Free E-mail from MSN Hotmail at http://www.hotmail.com
    Group: streetfighter Message: 6725 From: VEGA/Bison Date: 4/20/2000
    Subject: Re: Alpha 3 in the RPG
    >> ....especially if you use the cracked out Alpha 3 backgrounds
    >>yeah, Bison gets his power from a bic machine that no one else
    >>knows about....
    >Agreed. The idea about the meteorite in the RPG is a heckuva lot
    >more imaginative.

    Hmmm... depends of the A3 ending.
    The endings that Bison appears inside of the Psycho Drive (the
    machine) are:

    Balrog
    "M. Bison: (My Psycho Power will be fully recovered soon. Almost
    there...)"

    Charlie:
    "M. Bison: The Psycho Drive grants me immortality! You'll never win!
    M. Bison: Ha ha ha ha ha ha!
    ....
    M. Bison: My Psycho Drive is stronger than ever!
    M. Bison: The Psycho Power will send all of you straight to your
    deaths!"

    Cody:
    "M. Bison: I can't die, as long as Psycho Power exists to resurrect
    me!
    ....
    M. Bison: As long as I have the Psycho Drive device, I'm invincible!"

    Dee Jay:
    "M. Bison: I am invincible, as long as I have the "Psycho Drive!""

    Juli/Juni:
    "M. Bison: Guh...! The power of the Psycho Drive is weakening?
    M. Bison: How... How could something disposable like you...
    M. Bison: I thought I was the only one who could control the Psycho
    Drive?!
    M. Bison: It's too late, anyway!
    M. Bison: If I perish... You shall perish as well!"

    Karin:
    "M. Bison: Now, I'll completely eliminate you.
    M. Bison: Muuuuuuun!!
    M. Bison: As long as the "Psycho Drive" saves me....
    M. Bison: It'll be impossible to beat me!"

    Sodom:
    "M. Bison: Ha ha ha! You fool! Don't think for a moment that you've
    won!
    M. Bison: However many times I'm beaten, death will never touch me...
    M. Bison: Thanks to the miracle technology of Shadaloo's "Psycho
    Drive!"
    M. Bison: Ha ha haa! In moments, I will be recoverd, stronger than
    ever!
    M. Bison: There's no way to defeat me, the mighty Bison!!
    Chun-Li: I see... So, our information was correct.
    Chun-Li: The "Psycho Drive" is driven by Bison's Psycho Power...
    Chun-Li: ...and it can recover his vital energy at the same time!
    Charlie: That means he's invincible until the Psycho Drive is
    destroyed!"

    So according to Bison storyline: His body will be destroyed because
    he can't hold Psycho Power anymore. So he invented the Psycho Drive
    to "control" his power and to recover his body (Sodom's Ending).
    It's unknown the way that he received his Psycho Power.

    About the meteorite.... it fits well Street Fighter 2 storyline. But
    not SF Zero storyline.


    >> ....and he kidnapped Cammy to be his top assassin *wink
    >> wink*),
    >Don't forget Juni and Julie -- the Cammy-clones. Evil Dictators get
    >all the chiks. Go Bison, Go Bison! woo-woo!

    Cammy was created, not kidnapped. He created her to be his next body,
    to hold his Psycho Power. And Juli isn't a clone, she's somehow
    connected to Thunder Hawk, In my opinion they are brother and sister.
    Here's why: "T. Hawk: Like myself, sacred blood must be running
    through your body...
    T. Hawk: I'll save you... No matter what the cost!"

    Vega
    Group: streetfighter Message: 6726 From: Jens-Arthur Leirbakk Date: 4/20/2000
    Subject: Re: [streetfighter] Bison's amazing intelligence...
    On Thu, 20 Apr 2000, Dustin Wolfe wrote:

    > >Uranium mine, yes. Plutonium, no. As far as I know, there is no such thing
    > >as a _plutonium_ mine. Plutonium is synthesized.
    >
    > Trace amounts of Plutonium -can- occur naturally in Uranium.
    >

    Trace amounts, yes. Enough that it can be *mined* - I think not. Besides,
    any such place would be far too hot - in the radioactive sense - that the
    threat of M. Bison would be ended before it really came into being. I
    think the idea proves that physics isn't in the curriculum for the
    spetznaz.

    ---
    Jens-Arthur Leirbakk
    leirbakk@...
    Group: streetfighter Message: 6727 From: arkondloc@aol.com Date: 4/20/2000
    Subject: Re: [streetfighter] Bison's amazing intelligence...
    In a message dated 4/20/00 7:01:23 PM Central Daylight Time,
    lancer1@... writes:

    << Trace amounts of Plutonium -can- occur naturally in Uranium. >>

    Low grade Plutonium. It has to be a more refined form for use in weapons.
    *Weapons Grade* Plutonium can only be made in a controlled Nuclear Reaction,
    and Bison started making it, the UN would finally have a reason to attack.
    Group: streetfighter Message: 6728 From: Joseph Scott Pittman Date: 4/20/2000
    Subject: Re: [streetfighter] The CHART ideas....
    http://www.tsixroads.com/~joespitt/MakingNewmaneuvers.htm

    the CHAMP (CHaracter Additional Maneuvers Planner) can be found at the
    address above.
    Any additional advice on making the final version as good as it can be would
    be appreciated!

    joespitt

    -----Original Message-----
    From: downfall <rrchrdsn@...>
    To: streetfighter@egroups.com <streetfighter@egroups.com>
    Date: Thursday, April 20, 2000 5:28 PM
    Subject: Re: [streetfighter] The CHART ideas....


    > [Hey I can't find this chart. I went to the page and I couldn't find
    >it. I'd like to try this nifty gadget...
    >
    >-d.]
    >
    >Joseph Scott Pittman wrote:
    >>
    >> 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"
    >> >
    >> >
    >> >
    >> >
    >> >------------------------------------------------------------------------
    >> >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:
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    >> >
    >>
    >> ------------------------------------------------------------------------
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    >--
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    >Prime Minister of the Mystic Seas
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    >
    Group: streetfighter Message: 6729 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 Thu, 20 Apr 2000 10:06:00 -0400 brian fish <fishbn@...>
    writes:
    > 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. . . . .

    I'm thankful for your help, but I also think your idea of what is
    balancing is just plain wrong. Still, I have no trouble with just
    agreeing to disagree, and you really have helped (nobody else went
    through my list move by move with me). I should have changed my list by
    Monday.

    > >> Burning wheel speed plus 2 hits three times, damage plus 2. . . .
    > 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).

    I would personally never bother to do a block combo with something that's
    already fast, but that's just me. However, looking at it now, I have no
    problem dropping the speed bonus from +2 to +0.

    (comments on Cinder Punch and Cinder Wheel deleted)

    I disagree on your fixes; however, I see where some minor tweaking may be
    appropriate.

    >
    > >> Firefist

    > 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??

    I have no idea, but I presume you could. I think I agree with you on
    reducing the speed on this and its successor move. I should probably
    rename it to to Fire Knuckle (argh, how many different similes of the
    word "fire" and "fist" can you make) or some such thing to avoid
    confusion with Flaming Fist.

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

    I don't agree with your modification, but I'll make it cost 1 Will and
    make the move Two. Mechanics wise, it does seem like a baby Spinning
    Piledriver (which works because I surely don't want the style that uses
    this to have access to the real thing!).

    >
    > >> Phoenix

    > 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

    I'll drop the speed and probably the move too.
    However, I do think making the two hits both work off different attribute
    sets count as a disadvantage due to the fighter needing to dump more
    points into attributes to not suck at one of them.

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

    > 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. . . . .

    You're still not listening. All it is - is a Rekka-ken that can't go 3
    turns, and it uses Elbow Smash instead of a basic manuever (although the
    Elbow Smash can actually move a bit more). It isn't a move which hits
    twice in one turn.

    > >> High/low reversal,

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

    It isn't unbalancing at all.

    >
    > >> 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

    You obviously don't understand this move (so I should improve the
    description). The only time it can hit twice is if it interrupts a move
    and succesfully isn't hit by it by avoid it like a fireball (only works
    on punches and kicks). Otherwise, it ends up as a single hitting attack.


    > 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

    You seem to be missing the point that I'm trying to not simply repeat the
    moves in the book. If I was, I wouldn't bother. This move is a balanced
    trade off in costs as I see it. Trust me, those using this move have
    often regretted the loss of the large movement bonus.

    > (just
    > ignore the scissor kick when making your own moves)

    I will ^^


    > >> Stomping backflip,

    > 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

    I changed the movement. I'll probably lower the damage too.

    > >> Moving block,

    > nope, the move has to be dropped

    Thanks for thinking about it though ^^

    > this move would make it IMPOSSIBLE for grapplers. . . . .

    I've changed it so that the Block part of the move goes off normally, but
    the movement part doesn't go until a speed of -3 (that will put more in
    my concept where the movement part is very slow...) Grapplers should also
    be able to grab them ^^


    > >> Vertical screw

    > >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. .

    This move has been very playtested. You don't seem to know how hard it is
    to hit with an attack that has no move. This move requires heavy
    strategy.
    A starting character can also get Dragon Punch which is a better move.

    Regular character from the main book have been able to hold their own
    when facing opponents using some of the manuevers I've designed. The
    system of tradeoffs, heavy prerequisites, have been working pretty well.
    If you have to keep buying moves to get other moves, it becomes pretty
    darn difficult (a very high ladder to climb).

    My ideas with many of these manuevers was to make moves that work
    differently than existing ones. (If they were more powerful in one area,
    they had to weaker in another area.) I thank you for alerting me to some
    things that need tweaking, even if I think you fail to see my reasoning
    in some areas.

    And to the guy who said he wouldn't even let Akuma have these moves
    (which I find very funny - did you merely read the negative commentary on
    these moves or actually look at them), I've found that nothing can stand
    up to a good character from the main book with Shock Treatment. As one of
    the characters I've made with these moves found out when she almost went
    to -9 Health. And, the Storyteller was being nice ^^;;

    Trust me, strategy is ALWAYS required. Well, that and not botching to
    many damage rolls.

    Of course, I understand people not wanting to use moves others have made
    (I know I'm hesitant), but I just like to share what I've done so others
    can sate their curiosity on what others have done. With a no longer
    supported game like this, lord knows it's hard to find anything for it.

    Knight of the Black Rose
    (who is used to more often writing his own games and running them which
    is probably why I like to tweak so much - I'm happy that there are fun
    games like this one where I don't have issues with the rules and making
    supplemental material for it is merely a guilty pleasure)
    Group: streetfighter Message: 6730 From: Forge Date: 4/21/2000
    Subject: Re: [streetfighter] Bison's amazing intelligence...
    hehe I wonder if Bison owns the powerplant where Geif is! (hmm.. but thats
    not nuclear is it?)

    ----- Original Message -----
    From: Jens-Arthur Leirbakk <leirbakk@...>
    To: <streetfighter@egroups.com>
    Sent: Friday, April 21, 2000 11:44 AM
    Subject: Re: [streetfighter] Bison's amazing intelligence...


    > On Thu, 20 Apr 2000, Dustin Wolfe wrote:
    >
    > > >Uranium mine, yes. Plutonium, no. As far as I know, there is no such
    thing
    > > >as a _plutonium_ mine. Plutonium is synthesized.
    > >
    > > Trace amounts of Plutonium -can- occur naturally in Uranium.
    > >
    >
    > Trace amounts, yes. Enough that it can be *mined* - I think not. Besides,
    > any such place would be far too hot - in the radioactive sense - that the
    > threat of M. Bison would be ended before it really came into being. I
    > think the idea proves that physics isn't in the curriculum for the
    > spetznaz.
    >
    > ---
    > Jens-Arthur Leirbakk
    > leirbakk@...
    >
    >
    >
    > ------------------------------------------------------------------------
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    >
    >
    Group: streetfighter Message: 6731 From: Rinaldo Gambetta Date: 4/21/2000
    Subject: Re: [streetfighter] PBEM questions
    This help me a lot :).

    Joseph Scott Pittman wrote:

    > 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
    >
    > joespitt
    > -----Original Message-----
    > From: Rinaldo Gambetta <rinaldo.gambetta@...>
    > To: streetfighter@egroups.com <streetfighter@egroups.com>
    > Date: Thursday, April 20, 2000 2:37 PM
    > 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/
    > >> ------------------------------------------------------------------------
    > >
    > >
    > >------------------------------------------------------------------------
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    Group: streetfighter Message: 6732 From: brian fish Date: 4/21/2000
    Subject: OK, everyone tell me what you think. . . . .
    OK, these are my thoughts on new maneuvers. I have absolutely no problem with new maneuvers, I, myself have designed about three pages worth of them. I think it's not difficult, and it can get out of hand very quickly. Making balanced maneuvers can be very difficult. I prefer, instead of using certain maneuver design charts (although I applaud the effort, I don't really feel as though I need them). OK, that being said, you must first thing in your mind "what is a move that is lacking, and if I was to design this move, would I not just be redoing a move they already have?" With the amount of moves there are in street fighter, it is entirely possible there might be a move that does the same thing that you want that may only have stylistic differences. OK, that having been said, you have to look at the patterns in the books. Ignoring the two king sized cheap moves (cartwheel kick and scissor kick),some notables are A) throws don't move (there are only two exceptions to this rule, and one has prohibitive cost, and style restrictions, the other is slower, so can't be used as an interrupt unless the character using it is VERY fast), B) Multiple hit moves DO NOT do much damage per hit, and NEVER have a speed modifier greater than +1 and VERY RARELY do much damage at all (Double dread does good damage, but is speed -2, so you have to get hit before using it pretty much, Dragon Kick and Falming Dragon punch aren't true multi hits because as a base, they don't automatically hit twice), and C) Focus moves are, by their very nature, slow. Almost any offensive focus move is speed -2, maybe a fast one would be speed -1. That having been said, there is still a lot of leeway. I've included some maneuvers (I sent them all in the .doc file, but these are just examples). . . . . .

    Air Flurry
    Pre-requisites: Kick ***,  Athletics ***,  Double Hit Kick, Jump
    Power Points: Wu Shu, Ninjitsu, Jade Falcon 3, Any 5
             This attack hits once, then pushes the defender back one hex and then hits again until the attacker’s move is used up. This move is an aerial maneuver and may be used to dodge projectiles.
    Spd: +0
    Damage: +0
    Move: +0
    Cost: 1wp

    Comparable to the hurricane kick, although doesn't hit everyone around, I designed it along the lines of the flurry neo does in the matrix, he hits as much as 4 times with it, I figured +0 all around wouldn't be too bad, power point costs and pre reqs are balanced (I think). . . . . .

    Double Hit Backflip
    Pre-requisites: Kick ***,  Athletics ***,  Double Hit Kick, Backflip Kick
    Power Points: Wu Shu, Ninjitsu, Jade Falcon, Capoeira 2, Any 4
    Spd: +0
    Damage: +0 (Two times)
    Move: 3 (Backwards)
    Cost: 1wp

    This move I go back and forth about, just on the damage. I designed it off of Guy's double hit backflip on Alpha 3. I can't really decide on +1 or +0, it's tough, feedback would be appreciated on this, I figured +0 because it is a two hitting interrupt. . . . .

    Tornado Kick
    Pre-requisites: Kick ***,  Athletics ***, Jump
    Power Points: Kung Fu, Ninjitsu, Jade Falcon, Wu Shu 3, Any 5
    Spd: +0
    Damage: -1 (three times)
    Move: 1
    Cost: 1wp

    This is another guy maneuver. It is a variation on the hurricane kick, instead of going forward, it knocks them up, doesn't, however dodge projectiles, and doesn't have the Chi cost. . . . . .

    Skullomania
    Pre-requisites: Grab ***, Athletics ***, Throw, Jump
    Power Points: Sambo, JKD, Wrestling 3, Wu Shu, Ninjitsu, 4, Any 5
             This move is a throw that hits twice and does a knockdown. The first move is a throw in which the character tosses the defender and shoots through his legs into the air. The second part of the move is the character shooting into the air and landing on the character (using Athletics instead of Grab for damage). The defender may add bonuses for breakfall for the first part of this move, but not the second.
    Spd: -1
    Damage: +1, +3
    Move: 1
    Cost: 1wp

    This is a different multi hitting throw, I based it off of the throw Skullomania is apt to do. I designed a character with it who is a sambo/JKD stylist . . .

    Vaccum Hurricane Kick
    Pre-requisites: Kick *****, Athletics *****, Air Hurricane
    Power Points: Wu Shu, Majestic Crow, Kung Fu, Shotokan, Jade Falcon 5
    System: This maneuver is an aerial maneuver in which the character jumps in the air and spins in place, hitting every character around them a number of times equal to the first move rating. After a character is done taking damage from this move, they are pushed one hex away from the kicking character. Any move bonuses from lightfeet, balance, musical accompaniement etc. may be added to the first move, but not the second.
    Spd: -2
    Damage: -1
    Move: +0/ none
    Cost: 1 wp 1 chi

    This is Ryu's ultimate Hurricane kick. It has a steep point cost, and doesn't do much damage per individual hit. If you don't time it right, it can work exactly like the Vaccum hurricane in SF alpha 3, you just spin in the air like an idiot while your opponent waits for you to finish so they can pound you.

    I hope this helped everyone, if anyone has any comments about my system, or the moves, feel free. . . . .





    Group: streetfighter Message: 6733 From: Chris Hoffmann Date: 4/21/2000
    Subject: Re: [streetfighter] Ha ha ha, good tag, but I MUST reply. . . . .
    --- Yu Ominae <yuominae@...> wrote:
    > Mother are the Ultimate but kickers don't you think I wonder what thier
    > stats would be in a SF Rpg. Imagine her special moves. Yeah but moms are
    > great. Thanks for your respond

    If your going to make mother stats, you definately need super rules.

    =====
    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: 6734 From: Josh Diemert Date: 4/21/2000
    Subject: Do Not Open Until Easter!!! :)
    To everyone on the list, here's a special Easter
    treat!

    HAPPY EASTER EVERYONE!!!

    Josh



    Name: The Easter Bunny
    Style: Bai Tu (White Rabbit) Kung Fu
    School: Unknown
    Concept: Do you really need to know?
    Signature: Gives a painted egg to his opponent.

    STR: 5 CHA: 5 PER: 5 Glory: 10
    DEX: 6 MAN: 4 INT: 6 Honor: 10
    STA: 6 APP: 6 Wits: 6 Rank: N/A

    Alertness 5 Blind Fighting 4 Arena 4
    Insight 5 Security 5 Mysteries 5
    Searching 5 Stealth 5 Style Lore 5
    Streetwise 5 Survival 5

    Animal Hybrid (Rabbit) 5
    Animal Companion (Rabbit) 3
    Fame 5
    Resources 5

    Punch 5 Hundred Paw Slap
    Kick 5 Triple Strike
    Block 5 Ax Kick
    Grab 4 Backflip Kick
    Athletics 6 Lightning Leg
    Focus 4 Grappling Defense
    Drunken Rabbit Roll
    Chi 10 Jump
    Willpower 10 Wall Spring
    Chi Kung Healing
    Health 20 Chi Push
    Regeneration

    Combos:
    Drunken Rabbit Roll to Triple Strike to Chi Push
    Block to Hundred Paw Strike
    Strong Punch to Fierce Kick to Lightning Leg (Dizzy)

    Description:
    A white humanoid rabbit, standing about 6' in
    height, and fairly "fluffy". He usually wears a
    multi-colored patchwork vest and a pink bowtie. A
    massive wicker basket, always full of painted eggs,
    jelly beans, and other Easter candy, is always with him.

    __________________________________________________
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    Send online invitations with Yahoo! Invites.
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    Group: streetfighter Message: 6735 From: Rinaldo Gambetta Date: 4/21/2000
    Subject: Re: [streetfighter] Do Not Open Until Easter!!! :)
    He remeber me Hotaru Senjuro the Arkon fighter in Gateway tournament he a
    rabbit man too :).

    Josh Diemert wrote:

    > To everyone on the list, here's a special Easter
    > treat!
    >
    > HAPPY EASTER EVERYONE!!!
    >
    > Josh
    >
    > Name: The Easter Bunny
    > Style: Bai Tu (White Rabbit) Kung Fu
    > School: Unknown
    > Concept: Do you really need to know?
    > Signature: Gives a painted egg to his opponent.
    >
    > STR: 5 CHA: 5 PER: 5 Glory: 10
    > DEX: 6 MAN: 4 INT: 6 Honor: 10
    > STA: 6 APP: 6 Wits: 6 Rank: N/A
    >
    > Alertness 5 Blind Fighting 4 Arena 4
    > Insight 5 Security 5 Mysteries 5
    > Searching 5 Stealth 5 Style Lore 5
    > Streetwise 5 Survival 5
    >
    > Animal Hybrid (Rabbit) 5
    > Animal Companion (Rabbit) 3
    > Fame 5
    > Resources 5
    >
    > Punch 5 Hundred Paw Slap
    > Kick 5 Triple Strike
    > Block 5 Ax Kick
    > Grab 4 Backflip Kick
    > Athletics 6 Lightning Leg
    > Focus 4 Grappling Defense
    > Drunken Rabbit Roll
    > Chi 10 Jump
    > Willpower 10 Wall Spring
    > Chi Kung Healing
    > Health 20 Chi Push
    > Regeneration
    >
    > Combos:
    > Drunken Rabbit Roll to Triple Strike to Chi Push
    > Block to Hundred Paw Strike
    > Strong Punch to Fierce Kick to Lightning Leg (Dizzy)
    >
    > Description:
    > A white humanoid rabbit, standing about 6' in
    > height, and fairly "fluffy". He usually wears a
    > multi-colored patchwork vest and a pink bowtie. A
    > massive wicker basket, always full of painted eggs,
    > jelly beans, and other Easter candy, is always with him.
    >
    > __________________________________________________
    > Do You Yahoo!?
    > Send online invitations with Yahoo! Invites.
    > http://invites.yahoo.com
    >
    > ------------------------------------------------------------------------
    > 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/_/956337751/
    > ------------------------------------------------------------------------
    Group: streetfighter Message: 6736 From: arkondloc@aol.com Date: 4/21/2000
    Subject: Re: [streetfighter] Do Not Open Until Easter!!! :)
    In a message dated 4/21/00 12:32:09 PM Central Daylight Time,
    boomergold@... writes:

    << HAPPY EASTER EVERYONE!!!

    Josh>>

    HAPPY EASTER! (BTW, Thanks. Hotaru Seijuro has a new Kami :) )

    <<Name: The Easter Bunny
    Style: Bai Tu (White Rabbit) Kung Fu
    School: Unknown
    Concept: Do you really need to know?
    Signature: Gives a painted egg to his opponent.>>
    Group: streetfighter Message: 6737 From: brian fish Date: 4/21/2000
    Subject: I got mom stats for you . . . .. . .
    Whatever the mom wants to do, she does, automatically succeeds. If the mom
    decides she wants to smack you, she can, too fast for you to block and you
    don't get to do anything back. The mom knows were EVERYTHING is, only using
    "where was the last place you saw it?" to focus herself . . . . .
    Group: streetfighter Message: 6738 From: brian fish Date: 4/21/2000
    Subject: Re: [streetfighter] Do Not Open Until Easter!!! :)
    Two words on rabbit fighters, Usagi Yojimbo

    >He remeber me Hotaru Senjuro the Arkon fighter in Gateway tournament he a
    >rabbit man too :).
    >
    >Josh Diemert wrote:
    >
    >> To everyone on the list, here's a special Easter
    >> treat!
    >>
    >> HAPPY EASTER EVERYONE!!!
    >>
    >> Josh
    >>
    >> Name: The Easter Bunny
    >> Style: Bai Tu (White Rabbit) Kung Fu
    >> School: Unknown
    >> Concept: Do you really need to know?
    >> Signature: Gives a painted egg to his opponent.
    >>
    >> STR: 5 CHA: 5 PER: 5 Glory: 10
    >> DEX: 6 MAN: 4 INT: 6 Honor: 10
    >> STA: 6 APP: 6 Wits: 6 Rank: N/A
    >>
    >> Alertness 5 Blind Fighting 4 Arena 4
    >> Insight 5 Security 5 Mysteries 5
    >> Searching 5 Stealth 5 Style Lore 5
    >> Streetwise 5 Survival 5
    >>
    >> Animal Hybrid (Rabbit) 5
    >> Animal Companion (Rabbit) 3
    >> Fame 5
    >> Resources 5
    >>
    >> Punch 5 Hundred Paw Slap
    >> Kick 5 Triple Strike
    >> Block 5 Ax Kick
    >> Grab 4 Backflip Kick
    >> Athletics 6 Lightning Leg
    >> Focus 4 Grappling Defense
    >> Drunken Rabbit Roll
    >> Chi 10 Jump
    >> Willpower 10 Wall Spring
    >> Chi Kung Healing
    >> Health 20 Chi Push
    >> Regeneration
    >>
    >> Combos:
    >> Drunken Rabbit Roll to Triple Strike to Chi Push
    >> Block to Hundred Paw Strike
    >> Strong Punch to Fierce Kick to Lightning Leg (Dizzy)
    >>
    >> Description:
    >> A white humanoid rabbit, standing about 6' in
    >> height, and fairly "fluffy". He usually wears a
    >> multi-colored patchwork vest and a pink bowtie. A
    >> massive wicker basket, always full of painted eggs,
    >> jelly beans, and other Easter candy, is always with him.
    >>
    >> __________________________________________________
    >> Do You Yahoo!?
    >> Send online invitations with Yahoo! Invites.
    >> http://invites.yahoo.com
    >>
    >> ------------------------------------------------------------------------
    >> 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/_/956337751/
    >> ------------------------------------------------------------------------
    >
    >
    >------------------------------------------------------------------------
    >Enter to WIN one of 10 NEW Kenmore Ranges!
    >Only at sears.com
    >http://click.egroups.com/1/2677/4/_/17512/_/956338216/
    >------------------------------------------------------------------------
    >
    Group: streetfighter Message: 6739 From: Charles Little Date: 4/21/2000
    Subject: Re: [streetfighter] Do Not Open Until Easter!!! :)
    I wanna see a bunny fight... :)

    -----
    Charles Little
    charles.little@...
    http://www.infinite-visions.com
    -------------------
    My mistress' eyes,
    are nothing like the sun.
    My hunger for her,
    explains everything I've done...
    Group: streetfighter Message: 6740 From: arkondloc@aol.com Date: 4/21/2000
    Subject: Re: [streetfighter] Do Not Open Until Easter!!! :)
    In a message dated 4/21/00 12:46:44 PM Central Daylight Time,
    charles.little@... writes:

    << I wanna see a bunny fight... :) >>

    Hotaru Seijuro is NOT going to fight the Easter Bunny. The Easter Bunny
    would turn him into a cute lump of bruises.
    Group: streetfighter Message: 6741 From: Zipp209@aol.com Date: 4/21/2000
    Subject: (no subject)
    hi people sorry that i have to say this but can u guys take me off this list?
    k thanks
    Group: streetfighter Message: 6742 From: Chris Hoffmann Date: 4/21/2000
    Subject: Re: [streetfighter] Do Not Open Until Easter!!! :)
    --- Josh Diemert <boomergold@...> wrote:
    > To everyone on the list, here's a special Easter
    > treat!
    >
    > HAPPY EASTER EVERYONE!!!
    >
    > Josh

    [snip]

    Rinaldo, I think we have another entrant into your Ages tournament.

    =====
    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
    Group: streetfighter Message: 6743 From: Chris Hoffmann Date: 4/21/2000
    Subject: Re: [streetfighter] OK, everyone tell me what you think. . . . .
    --- brian fish <fishbn@...> wrote:

    > Air Flurry
    > Pre-requisites: Kick ***, Athletics ***, Double Hit Kick, Jump
    > Power Points: Wu Shu, Ninjitsu, Jade Falcon 3, Any 5
    > This attack hits once, then pushes the defender back one hex and then
    > hits again until the attacker�s move is used up. This move is an aerial
    > maneuver and may be used to dodge projectiles.
    > Spd: +0
    > Damage: +0
    > Move: +0
    > Cost: 1wp
    >
    > Comparable to the hurricane kick, although doesn't hit everyone around, I
    > designed it along the lines of the flurry neo does in the matrix, he hits as
    > much as 4 times with it, I figured +0 all around wouldn't be too bad, power
    > point costs and pre reqs are balanced (I think). . . . . .

    If it's based on Neo, then you should probably allow Kung Fu to take it at 3 or
    4.

    > Double Hit Backflip
    > Pre-requisites: Kick ***, Athletics ***, Double Hit Kick, Backflip Kick
    > Power Points: Wu Shu, Ninjitsu, Jade Falcon, Capoeira 2, Any 4
    > Spd: +0
    > Damage: +0 (Two times)
    > Move: 3 (Backwards)
    > Cost: 1wp
    >
    > This move I go back and forth about, just on the damage. I designed it off of
    > Guy's double hit backflip on Alpha 3. I can't really decide on +1 or +0, it's
    > tough, feedback would be appreciated on this, I figured +0 because it is a
    > two
    > hitting interrupt. . . . .

    Is the move three or +3?

    > Tornado Kick
    > Pre-requisites: Kick ***, Athletics ***, Jump
    > Power Points: Kung Fu, Ninjitsu, Jade Falcon, Wu Shu 3, Any 5
    > Spd: +0
    > Damage: -1 (three times)
    > Move: 1
    > Cost: 1wp
    >
    > This is another guy maneuver. It is a variation on the hurricane kick,
    > instead
    > of going forward, it knocks them up, doesn't, however dodge projectiles, and
    > doesn't have the Chi cost. . . . . .

    Looks pretty good, but I recall being able to dodge fireballs with this move
    (Alpha I). I'll try it again tonight, just to be sure.

    > Skullomania
    > Pre-requisites: Grab ***, Athletics ***, Throw, Jump
    > Power Points: Sambo, JKD, Wrestling 3, Wu Shu, Ninjitsu, 4, Any 5
    > This move is a throw that hits twice and does a knockdown. The first
    > move is a throw in which the character tosses the defender and shoots through
    > his legs into the air. The second part of the move is the character shooting
    > into the air and landing on the character (using Athletics instead of Grab
    > for
    > damage). The defender may add bonuses for breakfall for the first part of
    > this
    > move, but not the second.
    > Spd: -1
    > Damage: +1, +3
    > Move: 1
    > Cost: 1wp
    >
    > This is a different multi hitting throw, I based it off of the throw
    > Skullomania is apt to do. I designed a character with it who is a sambo/JKD
    > stylist . . .

    How about Grappling Defense? I'd say no, but as it stands, it looks like it's
    allowable.

    > Vaccum Hurricane Kick
    > Pre-requisites: Kick *****, Athletics *****, Air Hurricane
    > Power Points: Wu Shu, Majestic Crow, Kung Fu, Shotokan, Jade Falcon 5
    > System: This maneuver is an aerial maneuver in which the character jumps in
    > the
    > air and spins in place, hitting every character around them a number of times
    > equal to the first move rating. After a character is done taking damage from
    > this move, they are pushed one hex away from the kicking character. Any move
    > bonuses from lightfeet, balance, musical accompaniement etc. may be added to
    > the first move, but not the second.
    > Spd: -2
    > Damage: -1
    > Move: +0/ none
    > Cost: 1 wp 1 chi
    >
    > This is Ryu's ultimate Hurricane kick. It has a steep point cost, and doesn't
    > do much damage per individual hit. If you don't time it right, it can work
    > exactly like the Vaccum hurricane in SF alpha 3, you just spin in the air
    > like
    > an idiot while your opponent waits for you to finish so they can pound you.

    I can't speak for Alpha 3 (damn my little broken bank account), but in Alpha I,
    there was a suck-zone where Ryu would pull in close fighters so that they could
    be hit.

    > I hope this helped everyone, if anyone has any comments about my system, or
    > the
    > moves, feel free. . . . .

    Okay

    *runs around the computer lab making airplane noises*

    Wow, that was fun!

    =====
    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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    Send online invitations with Yahoo! Invites.
    http://invites.yahoo.com
    Group: streetfighter Message: 6744 From: Yu Ominae Date: 4/21/2000
    Subject: Re: [streetfighter] Ha ha ha, good tag, but I MUST reply. . . . .
    hehehe...no doubt


    >From: Chris Hoffmann <staredown@...>
    >Reply-To: streetfighter@egroups.com
    >To: streetfighter@egroups.com
    >Subject: Re: [streetfighter] Ha ha ha, good tag, but I MUST reply. . . . .
    >Date: Fri, 21 Apr 2000 10:18:57 -0700 (PDT)
    >
    >--- Yu Ominae <yuominae@...> wrote:
    > > Mother are the Ultimate but kickers don't you think I wonder what thier
    > > stats would be in a SF Rpg. Imagine her special moves. Yeah but moms are
    > > great. Thanks for your respond
    >
    >If your going to make mother stats, you definately need super rules.
    >
    >=====
    >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

    ________________________________________________________________________
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    Group: streetfighter Message: 6745 From: Yu Ominae Date: 4/21/2000
    Subject: Re: [streetfighter] Do Not Open Until Easter!!! :)
    He rules!


    >From: Josh Diemert <boomergold@...>
    >Reply-To: streetfighter@egroups.com
    >To: streetfighter@egroups.com
    >Subject: [streetfighter] Do Not Open Until Easter!!! :)
    >Date: Fri, 21 Apr 2000 10:22:30 -0700 (PDT)
    >
    >To everyone on the list, here's a special Easter
    >treat!
    >
    >HAPPY EASTER EVERYONE!!!
    >
    >Josh
    >
    >
    >
    >Name: The Easter Bunny
    >Style: Bai Tu (White Rabbit) Kung Fu
    >School: Unknown
    >Concept: Do you really need to know?
    >Signature: Gives a painted egg to his opponent.
    >
    >STR: 5 CHA: 5 PER: 5 Glory: 10
    >DEX: 6 MAN: 4 INT: 6 Honor: 10
    >STA: 6 APP: 6 Wits: 6 Rank: N/A
    >
    >Alertness 5 Blind Fighting 4 Arena 4
    >Insight 5 Security 5 Mysteries 5
    >Searching 5 Stealth 5 Style Lore 5
    >Streetwise 5 Survival 5
    >
    >Animal Hybrid (Rabbit) 5
    >Animal Companion (Rabbit) 3
    >Fame 5
    >Resources 5
    >
    >Punch 5 Hundred Paw Slap
    >Kick 5 Triple Strike
    >Block 5 Ax Kick
    >Grab 4 Backflip Kick
    >Athletics 6 Lightning Leg
    >Focus 4 Grappling Defense
    > Drunken Rabbit Roll
    >Chi 10 Jump
    >Willpower 10 Wall Spring
    > Chi Kung Healing
    >Health 20 Chi Push
    > Regeneration
    >
    >Combos:
    > Drunken Rabbit Roll to Triple Strike to Chi Push
    > Block to Hundred Paw Strike
    > Strong Punch to Fierce Kick to Lightning Leg (Dizzy)
    >
    >Description:
    > A white humanoid rabbit, standing about 6' in
    >height, and fairly "fluffy". He usually wears a
    >multi-colored patchwork vest and a pink bowtie. A
    >massive wicker basket, always full of painted eggs,
    >jelly beans, and other Easter candy, is always with him.
    >
    >__________________________________________________
    >Do You Yahoo!?
    >Send online invitations with Yahoo! Invites.
    >http://invites.yahoo.com

    ________________________________________________________________________
    Get Your Private, Free E-mail from MSN Hotmail at http://www.hotmail.com
    Group: streetfighter Message: 6746 From: brian fish Date: 4/21/2000
    Subject: Re: [streetfighter] OK, everyone tell me what you think. . . . .
    Thanks for the imput, to clarify. . . .

    >> Air Flurry
    >> Pre-requisites: Kick ***, Athletics ***, Double Hit Kick, Jump
    >> Power Points: Wu Shu, Ninjitsu, Jade Falcon 3, Any 5
    >> This attack hits once, then pushes the defender back one hex and
    then
    >> hits again until the attacker�s move is used up. This move is an aerial
    >> maneuver and may be used to dodge projectiles.
    >> Spd: +0
    >> Damage: +0
    >> Move: +0
    >> Cost: 1wp
    >>
    >> Comparable to the hurricane kick, although doesn't hit everyone around, I
    >> designed it along the lines of the flurry neo does in the matrix, he
    hits as
    >> much as 4 times with it, I figured +0 all around wouldn't be too bad, power
    >> point costs and pre reqs are balanced (I think). . . . . .
    >
    >If it's based on Neo, then you should probably allow Kung Fu to take it at
    3 or
    >4.

    Well, remember, Neo's martial arts was a collection of EVERYTHING, did you
    see the screen when they were downloading it into him?

    >> Double Hit Backflip
    >> Pre-requisites: Kick ***, Athletics ***, Double Hit Kick, Backflip Kick
    >> Power Points: Wu Shu, Ninjitsu, Jade Falcon, Capoeira 2, Any 4
    >> Spd: +0
    >> Damage: +0 (Two times)
    >> Move: 3 (Backwards)
    >> Cost: 1wp
    >>
    >> This move I go back and forth about, just on the damage. I designed it
    off of
    >> Guy's double hit backflip on Alpha 3. I can't really decide on +1 or +0,
    it's
    >> tough, feedback would be appreciated on this, I figured +0 because it is a
    >> two
    >> hitting interrupt. . . . .
    >

    Just plain old 3, backflip kick gives you move of 2, so this move gives you
    one extra hex

    >> Tornado Kick
    >> Pre-requisites: Kick ***, Athletics ***, Jump
    >> Power Points: Kung Fu, Ninjitsu, Jade Falcon, Wu Shu 3, Any 5
    >> Spd: +0
    >> Damage: -1 (three times)
    >> Move: 1
    >> Cost: 1wp
    >>
    >> This is another guy maneuver. It is a variation on the hurricane kick,
    >> instead
    >> of going forward, it knocks them up, doesn't, however dodge projectiles,
    and
    >> doesn't have the Chi cost. . . . . .
    >
    >Looks pretty good, but I recall being able to dodge fireballs with this move
    >(Alpha I). I'll try it again tonight, just to be sure.

    Guess I should bite the bullet and make it an aerial maneuver. . . .

    >> Skullomania
    >> Pre-requisites: Grab ***, Athletics ***, Throw, Jump
    >> Power Points: Sambo, JKD, Wrestling 3, Wu Shu, Ninjitsu, 4, Any 5
    >> This move is a throw that hits twice and does a knockdown. The
    first
    >> move is a throw in which the character tosses the defender and shoots
    through
    >> his legs into the air. The second part of the move is the character
    shooting
    >> into the air and landing on the character (using Athletics instead of Grab
    >> for
    >> damage). The defender may add bonuses for breakfall for the first part of
    >> this
    >> move, but not the second.
    >> Spd: -1
    >> Damage: +1, +3
    >> Move: 1
    >> Cost: 1wp
    >>
    >> This is a different multi hitting throw, I based it off of the throw
    >> Skullomania is apt to do. I designed a character with it who is a sambo/JKD
    >> stylist . . .
    >
    >How about Grappling Defense? I'd say no, but as it stands, it looks like
    it's
    >allowable.

    only against the grab part, not the athletics part, as the athletics part
    isn't actually a grab, it wouldn't fall undert grappling defense. . . . . .

    >> Vaccum Hurricane Kick
    >> Pre-requisites: Kick *****, Athletics *****, Air Hurricane
    >> Power Points: Wu Shu, Majestic Crow, Kung Fu, Shotokan, Jade Falcon 5
    >> System: This maneuver is an aerial maneuver in which the character jumps in
    >> the
    >> air and spins in place, hitting every character around them a number of
    times
    >> equal to the first move rating. After a character is done taking damage
    from
    >> this move, they are pushed one hex away from the kicking character. Any
    move
    >> bonuses from lightfeet, balance, musical accompaniement etc. may be
    added to
    >> the first move, but not the second.
    >> Spd: -2
    >> Damage: -1
    >> Move: +0/ none
    >> Cost: 1 wp 1 chi
    >>
    >> This is Ryu's ultimate Hurricane kick. It has a steep point cost, and
    doesn't
    >> do much damage per individual hit. If you don't time it right, it can work
    >> exactly like the Vaccum hurricane in SF alpha 3, you just spin in the air
    >> like
    >> an idiot while your opponent waits for you to finish so they can pound you.
    >
    >I can't speak for Alpha 3 (damn my little broken bank account), but in
    Alpha I,
    >there was a suck-zone where Ryu would pull in close fighters so that they
    could
    >be hit.
    >

    I think having it hit everyone around the character is enough, I ddn't want
    the move to be TOO powerful. . . .
    Group: streetfighter Message: 6747 From: Yu Ominae Date: 4/21/2000
    Subject: Re: [streetfighter] I got mom stats for you . . . .. . .
    hahahahaha


    >From: brian fish <fishbn@...>
    >Reply-To: streetfighter@egroups.com
    >To: streetfighter@egroups.com
    >Subject: [streetfighter] I got mom stats for you . . . .. . .
    >Date: Fri, 21 Apr 2000 13:37:26 -0400
    >
    >Whatever the mom wants to do, she does, automatically succeeds. If the mom
    >decides she wants to smack you, she can, too fast for you to block and you
    >don't get to do anything back. The mom knows were EVERYTHING is, only using
    >"where was the last place you saw it?" to focus herself . . . . .
    >

    ________________________________________________________________________
    Get Your Private, Free E-mail from MSN Hotmail at http://www.hotmail.com
    Group: streetfighter Message: 6748 From: cliff rice Date: 4/21/2000
    Subject: I dont know if this is anyones cup of tea.
    Doe anyone here like superhero RPG's?
    I'm asking this because i need input on my news group
    and i dont have eanough members. If you wish ti join
    just put

    superherorpg1-subscribe@egroups.com

    In the address of the e-mail and you should
    be well on your way. I would apriceate any feed back.

    cliff

    __________________________________________________
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    Group: streetfighter Message: 6749 From: Rinaldo Gambetta Date: 4/21/2000
    Subject: Re: [streetfighter] Do Not Open Until Easter!!! :)
    Well I just wait for more details.

    Chris Hoffmann wrote:

    > --- Josh Diemert <boomergold@...> wrote:
    > > To everyone on the list, here's a special Easter
    > > treat!
    > >
    > > HAPPY EASTER EVERYONE!!!
    > >
    > > Josh
    >
    > [snip]
    >
    > Rinaldo, I think we have another entrant into your Ages tournament.
    >
    > =====
    > 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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    > Send online invitations with Yahoo! Invites.
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    >
    > ------------------------------------------------------------------------
    > Enter to WIN one of 10 NEW Kenmore Ranges!
    > Only at sears.com
    > http://click.egroups.com/1/2677/4/_/17512/_/956342360/
    > ------------------------------------------------------------------------
    Group: streetfighter Message: 6750 From: Rinaldo Gambetta Date: 4/21/2000
    Subject: Ages start?
    People I´m realy want start this tournament at this moment I have 9 players
    but this time I will make a eliminatory tournament system you known the
    winner go ahead and the loser is out, I want set it for 16 fighters and the
    complete with npcs the rest of spaces so I have 7 spaces in the tournament I
    make many npc´s but I don´t want use all of them maybe 3 or 4 of them, I
    wait for more persons to start.

    My best wishes for a good holiday to everyone.
    Group: streetfighter Message: 6751 From: Dustin Wolfe Date: 4/21/2000
    Subject: Re: [streetfighter] I dont know if this is anyones cup of tea.
    > Doe anyone here like superhero RPG's?
    >I'm asking this because i need input on my news group
    >and i dont have eanough members. If you wish ti join
    >just put
    >
    >superherorpg1-subscribe@egroups.com
    >
    > In the address of the e-mail and you should
    >be well on your way. I would apriceate any feed back.


    It depends on what superhero RPG systems that will be talked about on the
    group.
    Group: streetfighter Message: 6752 From: brian fish Date: 4/21/2000
    Subject: Re: [streetfighter] I dont know if this is anyones cup of tea.
    I have The Heroes RPG (palladium), and Gurps: Supers, does that count??
    Group: streetfighter Message: 6753 From: Knight of the Black Rose Date: 4/21/2000
    Subject: dodging run
    I was wondering what people's thoughts would be on a manuever where you
    can run but try to dodge just one attack that comes at you that turn (if
    it isn't a grab) by perhaps rolling dex+athletics vs the attack
    technique?

    I was trying to think of a manuever which would allow one to get up close
    to do a manuever with no movement without having to do the old "run up
    and get kicked in the face."

    I know the alternative would be to use an offensive manuever with
    movement, but I wanted to try something different.

    Thanks,
    Tony
    Group: streetfighter Message: 6754 From: brian fish Date: 4/21/2000
    Subject: Re: [streetfighter] dodging run
    If you wanted to dodge and attack and move, get esquives and use lightfeet
    and/or musical accompaniement. No willpower cost, goes off speed +2, and
    you can move up to four hexes (for free, 6 if you want to pay a willpower
    point). You dodge and attack, and get to move in, you could always use
    drunken monkey roll if you wanted to let them clock you. . . .
    Group: streetfighter Message: 6755 From: Joseph Scott Pittman Date: 4/21/2000
    Subject: Re: [streetfighter] I dont know if this is anyones cup of tea.
    Did I miss the e-mail on how to build characters for these tournaments? I
    e-mailed my rules to the list (so far just one character).

    How (once again) do i make a character for Rinaldo's tournament 9I want in
    before the fighting starts)...
    nd how do I get in on the Rank five tournament (rules-wise? I got some free
    time today and tomorrow and want to build these characters).

    joespitt

    -----Original Message-----
    From: cliff rice <shinzite@...>
    To: streetfighter@egroups.com <streetfighter@egroups.com>
    Date: Friday, April 21, 2000 1:48 PM
    Subject: [streetfighter] I dont know if this is anyones cup of tea.


    >
    > Doe anyone here like superhero RPG's?
    >I'm asking this because i need input on my news group
    >and i dont have eanough members. If you wish ti join
    >just put
    >
    >superherorpg1-subscribe@egroups.com
    >
    > In the address of the e-mail and you should
    >be well on your way. I would apriceate any feed back.
    >
    >cliff
    >
    >__________________________________________________
    >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/_/956350099/
    >------------------------------------------------------------------------
    >
    >
    Group: streetfighter Message: 6756 From: Dustin Wolfe Date: 4/21/2000
    Subject: Re: [streetfighter] I dont know if this is anyones cup of tea.
    >I have The Heroes RPG (palladium), and Gurps: Supers, does that count??


    I have Palladium's Heroes Unlimited(Revised, not 2nd), Champions (3rd
    edition), the old TSR Marvel game, and the Batman RPG (a somewhat toned down
    version of the old DC RPG). The Batman system seems too clunky and the
    Champions system takes too long for chracter creation. I prefer the Marvel
    RPG (not the current TSR one) and Heroes Unlimited. I've never played Gurps
    in any setting though.

    Also, sorry if this is bugging anyone considering it's off-topic.
    Group: streetfighter Message: 6757 From: azathoth05@aol.com Date: 4/21/2000
    Subject: Re: [streetfighter] I dont know if this is anyones cup of tea.
    I played heroes unlimited (palladium) from way back and would join just to
    recap some of our best campaigns, currently I play Abberant (white wolf) for
    superhero games

    And did I miss Warrior's Pride 3? It's being talked about like it's already
    been posted-I'm too lazy to check the vault myself.
    Group: streetfighter Message: 6758 From: VEGA/Bison Date: 4/21/2000
    Subject: Can anyone help me?
    Who have "Secrets Of Shadoloo" book?

    I need some information, just like is written in the book (I mean
    copy).

    If anyone can help, please reply.

    Vega
    Group: streetfighter Message: 6759 From: brian fish Date: 4/21/2000
    Subject: Re: [streetfighter] I dont know if this is anyones cup of tea.
    Is aberrant about the psychotics who chase vamps and werewolves, but
    they're just normal humans? I mean I have doubts that even an experienced
    street fighter could take down a trained vampire (thats right, I am using
    my five dots of celerity to get five successes to keep you in the hold,
    looks like you're screwed. Then I shall be using my five dots of celerity
    to hit you with five lightning legs, oh what? you have no block?? too bad .
    . . .)
    Group: streetfighter Message: 6760 From: Soldar Date: 4/21/2000
    Subject: Re: [streetfighter] Can anyone help me?
    Wactha need?

    ----- Original Message -----
    From: VEGA/Bison <shadaloo@...>
    To: <streetfighter@egroups.com>
    Sent: Friday, April 21, 2000 10:49 PM
    Subject: [streetfighter] Can anyone help me?


    > Who have "Secrets Of Shadoloo" book?
    >
    > I need some information, just like is written in the book (I mean
    > copy).
    >
    > If anyone can help, please reply.
    >
    > Vega
    >
    >
    > ------------------------------------------------------------------------
    > 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/_/956371775/
    > ------------------------------------------------------------------------
    >
    >
    >
    Group: streetfighter Message: 6761 From: Dustin Wolfe Date: 4/22/2000
    Subject: Re: [streetfighter] I dont know if this is anyones cup of tea.
    >Is aberrant about the psychotics who chase vamps and werewolves, but
    >they're just normal humans? I mean I have doubts that even an experienced
    >street fighter could take down a trained vampire (thats right, I am using
    >my five dots of celerity to get five successes to keep you in the hold,
    >looks like you're screwed. Then I shall be using my five dots of celerity
    >to hit you with five lightning legs, oh what? you have no block?? too bad .
    >. . .)


    No, that's the Hunters you're thinking about. Aberrant is pretty much White
    Wolf's take on the superhero genre to a point(I think, correct me if I'm
    wrong).
    Group: streetfighter Message: 6762 From: trAgic piNk Date: 4/22/2000
    Subject: anime sale
    hi there
    ive got the following items for sale or trade (mainly looking for
    pokemon cards)
    if anything catch your fancy, just email me at
    annabel@... to set up a trade or sale :)
    prices are negotiable and excludes shipping

    * street fighters :
    whole series of comics in mandarin (over a 100) each selling for US$5

    * evangelion :
    limited edition 5 vcd box set ~ consists of 'evangelion : death',
    'evangelion : death 2', 'evangelion : rebirth', 'episode 25 : love is
    destructive' and 'one more final : i need you'; come in a red printed
    box = US$60.00

    * dragonballz :
    all episodes selling for US$15.00 each, just email me for which one
    you're looking for :)

    thanks :)
    anne