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Group: streetfighter Message: 5607 From: Azathoth05@aol.com Date: 2/12/2000
Subject: Re: Combos of combos
Group: streetfighter Message: 5608 From: Azathoth05@aol.com Date: 2/12/2000
Subject: Re: Combos of combos
Group: streetfighter Message: 5609 From: Azathoth05@aol.com Date: 2/12/2000
Subject: Re: Combos of combos
Group: streetfighter Message: 5610 From: Azathoth05@aol.com Date: 2/12/2000
Subject: Re: Offical Rules Discussion
Group: streetfighter Message: 5611 From: Rinaldo Gambetta Date: 2/12/2000
Subject: Re: Combos of combos
Group: streetfighter Message: 5612 From: Rinaldo Gambetta Date: 2/12/2000
Subject: Gateway Tournament Quarter Finals: Howard Ng Vs Mr.Military
Group: streetfighter Message: 5613 From: Rinaldo Gambetta Date: 2/12/2000
Subject: Gateway Tournament Quarter Finals:Hotaru Seijuro Vs Artemis Steele.
Group: streetfighter Message: 5614 From: Rinaldo Gambetta Date: 2/12/2000
Subject: Gateway Tournament Quarter Finals: Tsui Hui Vs Whisper
Group: streetfighter Message: 5615 From: Rinaldo Gambetta Date: 2/12/2000
Subject: about gateway...
Group: streetfighter Message: 5616 From: J. Scott Pittman Date: 2/12/2000
Subject: Re: blind fighting
Group: streetfighter Message: 5617 From: J. Scott Pittman Date: 2/12/2000
Subject: Re: Combos of combos
Group: streetfighter Message: 5618 From: J. Scott Pittman Date: 2/12/2000
Subject: Re: blind fighting
Group: streetfighter Message: 5619 From: J. Scott Pittman Date: 2/12/2000
Subject: Re: Offical Rules Discussion
Group: streetfighter Message: 5620 From: J. Scott Pittman Date: 2/12/2000
Subject: Re: Combos of combos
Group: streetfighter Message: 5621 From: J. Scott Pittman Date: 2/12/2000
Subject: THE TIME DRAWS NIGH
Group: streetfighter Message: 5622 From: ArkonDLoC@aol.com Date: 2/12/2000
Subject: Re: Dark Streets, Chapter 3, turn 2
Group: streetfighter Message: 5623 From: Dylan Downing Date: 2/12/2000
Subject: Re: Dark Streets, Chapter 3, turn 2
Group: streetfighter Message: 5624 From: Rinaldo Gambetta Date: 2/13/2000
Subject: Gateway Tournament Quarter Finals: Aori Hitomi Vs Eg Wang.
Group: streetfighter Message: 5625 From: Jade M Prout Date: 2/13/2000
Subject: Re: Combos of combos
Group: streetfighter Message: 5626 From: Jade M Prout Date: 2/13/2000
Subject: Re: Offical Rules Discussion
Group: streetfighter Message: 5627 From: Andy Date: 2/13/2000
Subject: I Am changing that retched "combo of Combos" title...
Group: streetfighter Message: 5628 From: Steve Karstensen Date: 2/13/2000
Subject: Re: Combos of combos
Group: streetfighter Message: 5629 From: Steve Karstensen Date: 2/13/2000
Subject: Re: Combos of combos
Group: streetfighter Message: 5630 From: Steve Karstensen Date: 2/13/2000
Subject: Re: Gateway Tournament Quarter Finals: Tsui Hui Vs Whisper
Group: streetfighter Message: 5631 From: Rinaldo Gambetta Date: 2/13/2000
Subject: Re: Gateway Tournament Quarter Finals: Tsui Hui Vs Whisper
Group: streetfighter Message: 5632 From: cliff rice Date: 2/13/2000
Subject: Warrior's Pride Submission
Group: streetfighter Message: 5633 From: J. Scott Pittman Date: 2/13/2000
Subject: Re: Combos of combos
Group: streetfighter Message: 5634 From: J. Scott Pittman Date: 2/13/2000
Subject: Re: Offical Rules Discussion
Group: streetfighter Message: 5635 From: J. Scott Pittman Date: 2/13/2000
Subject: Re: Warrior's Pride Submission
Group: streetfighter Message: 5636 From: Azathoth05@aol.com Date: 2/13/2000
Subject: Re: Gateway Tournament Quarter Finals: Tsui Hui Vs Whisper
Group: streetfighter Message: 5637 From: Azathoth05@aol.com Date: 2/13/2000
Subject: Re: Gateway Tournament Quarter Finals: Tsui Hui Vs Whisper
Group: streetfighter Message: 5638 From: Rinaldo Gambetta Date: 2/13/2000
Subject: Re: Gateway Tournament Quarter Finals: Tsui HuiVs Whisper
Group: streetfighter Message: 5639 From: Jens-Arthur Leirbakk Date: 2/14/2000
Subject: Re: Offical Rules Discussion
Group: streetfighter Message: 5640 From: eingo langaugne Date: 2/14/2000
Subject: Re: I have a question for all SFSG players?
Group: streetfighter Message: 5641 From: Rinaldo Gambetta Date: 2/14/2000
Subject: Re: Gateway Tournament Quarter Finals: Tsui Hui VsWhisper
Group: streetfighter Message: 5642 From: Steve Karstensen Date: 2/14/2000
Subject: Re: Gateway Tournament Quarter Finals: Tsui H ui VsWhisper
Group: streetfighter Message: 5643 From: Steve Karstensen Date: 2/14/2000
Subject: The Not-So-Perfect Warrior
Group: streetfighter Message: 5644 From: Rinaldo Gambetta Date: 2/14/2000
Subject: Re: Gateway Tournament Quarter Finals: Tsui Hui VsWhisper
Group: streetfighter Message: 5645 From: Steve Karstensen Date: 2/14/2000
Subject: Re: Gateway Tournament Quarter Finals: Tsui H ui VsWhisper
Group: streetfighter Message: 5646 From: Andy Date: 2/14/2000
Subject: Re: The Not-So-Perfect Warrior
Group: streetfighter Message: 5647 From: Steve Karstensen Date: 2/14/2000
Subject: Re: The Not-So-Perfect Warrior
Group: streetfighter Message: 5648 From: Robert Pascuttini Date: 2/14/2000
Subject: Re: Offical Rules [can'o'worms]
Group: streetfighter Message: 5649 From: Steve Karstensen Date: 2/15/2000
Subject: Re: Offical Rules [can'o'worms]
Group: streetfighter Message: 5650 From: Steve Karstensen Date: 2/15/2000
Subject: Re: Offical Rules Discussion
Group: streetfighter Message: 5651 From: Steve Karstensen Date: 2/15/2000
Subject: Re: blind fighting
Group: streetfighter Message: 5652 From: Dustin Wolfe Date: 2/16/2000
Subject: WP Trouble
Group: streetfighter Message: 5653 From: Jade M Prout Date: 2/16/2000
Subject: Re: blind fighting
Group: streetfighter Message: 5654 From: Jade M Prout Date: 2/16/2000
Subject: Re: Offical Rules Discussion
Group: streetfighter Message: 5655 From: Jade M Prout Date: 2/16/2000
Subject: Re: Offical Rules [can'o'worms]
Group: streetfighter Message: 5656 From: Steve Karstensen Date: 2/17/2000
Subject: Jackie Chan's Stuntmaster released today



Group: streetfighter Message: 5607 From: Azathoth05@aol.com Date: 2/12/2000
Subject: Re: Combos of combos
This becomes damgerous though because a character with two 3 maneuver combos
who takes a third combo that links the last maneuver of the first combo to
the first maneuver of the 2nd combo essentially gets a 6 move combo(granted,
not all will dizzy, but that's 5 moves at a +2 speed bonus)
Group: streetfighter Message: 5608 From: Azathoth05@aol.com Date: 2/12/2000
Subject: Re: Combos of combos
Whisper's dragon punch would beat the jab every time. Really. So my money
is definately not on the jabber unless he's got some kind of edge (animal
hybrid w/ 6 dex or something like that), and even then I'm betting he won't
dizzy me but my counterattack will break him in half.
Group: streetfighter Message: 5609 From: Azathoth05@aol.com Date: 2/12/2000
Subject: Re: Combos of combos
A jab to jab fighter would lose ridiculous amounts of honor and glory
anyway-he'd never leave rank 1
Group: streetfighter Message: 5610 From: Azathoth05@aol.com Date: 2/12/2000
Subject: Re: Offical Rules Discussion
okay... I get it, and that makes sense, it's just like spending 1 willpower
to dodge a projectile even though you don't go anywhere-I don't think that
would be unbalancing at all.
Group: streetfighter Message: 5611 From: Rinaldo Gambetta Date: 2/12/2000
Subject: Re: Combos of combos
Sorry but I read only the last mail and this in official stuff you can´t use the willpower for 1 extra die, well I don´t read the notice...

Jade M Prout wrote:

Rinaldo Gambetta wrote:
>And don4t forget the extra dice will can use if you spend 1 willpower. Jabs can
>do much in special if you4re a boxer...

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

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

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

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

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

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

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

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

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Group: streetfighter Message: 5612 From: Rinaldo Gambetta Date: 2/12/2000
Subject: Gateway Tournament Quarter Finals: Howard Ng Vs Mr.Military
Howard Ng style: Muay Tai Country: Japan Player Donald Mcbain.

Quote before fight :..............!!!

Appearance: A large, imposing Japanese man. Height: 6'0", Weight: 230
lbs.
Has large Yakuza tattoos on his shoulders and back (goddess Amaterasu).
Wears business suits except in the ring, then dresses down to just
pants. Forearm wrappings. Bald headed, has brown eyes.

Vs

Mr.Military style: Special Forces country: Usa player: J.Scot Pittman.

Appearance: Mr. Military, an afirian-american, dresses in a marine full
military dress uniform, and is very clean cut. However, he is almost
always seen smoking a smelly cigar.
His expression is always one of disgust or seriousness. Mr.Military
stands 6 ft. exactly, with black, crew-cut hair, deep brown eyes. He
bears a scar of unknown origin that runs from the top of the left side
of his forehead all the way down the side of his face.

Quote before fight: Mr. Military spits out an old cigar butt and narrows

his eyes at his opponent.

Arena: The Hong Kong secret underground of Society of Dragon, many
people are watching, screaming and make bets on figthers.

Fighters are 3 hexes from each other and the ring bells and figth start.

Move 1- Howard Ng move 2 hexes and try to make a Foward Kick but
Mr.Military is more faster and move 1 hex and make a Foot Sweep for
combo (dizzy) and Howard Ng receives: 2 points of damage and receive a
knockdown. He stand up in this turn.
Move 2- Howard Ng try to make a Elbow Smash for his combo Mr.Military is
more faster with his Backflip Kick and Howard Ng receives: 2 points of
damage and Mr.Military going back 2 hexes (Backflip Kick efect), Howard
Ng move 1 hex and try to make his Elbow Smash for combo but hit air.
Move 3- Mr.Military block and Howard Ng hit a Tiger Knee for combo and
Mr.Military receives: 2 points of damage.
Move 4- Howard Ng try to make a Roundhouse Kick but Mr.Military is more
faster with his Foot Sweep for combo (dizzy) and Howard Ng receives: 3
points of damage and receive a knockdown. He stand up in this turn.
Move 5- Howard Ng try to make a Crouching Fierce Punch but Mr.Military
is more faster with his Backflip Kick and Howard Ng receives: 3 points
of damage and stun!!!
Move 6- Mr.Military hit a Roundhouse Kick and hit the dizzy Howard Ng,
he receives: 5 points of damage.
Move 7- Howard Ng try to make a Foward Kick but Mr.Military is more
faster with his Foot Sweep for combo (dizzy) and Howard Ng receives: 3
points of damage and knockout.
Mr.Military wins by knockout.
Once he has beaten his foe, Mr. Military will light a cigar and blow
smoke down on his opponent.
Mr.Military receives 4 exp points 1 glory point but lost 1 honor point.
Howard Ng receive 3 exp points 1 honor point but lost 1 glory point.
Group: streetfighter Message: 5613 From: Rinaldo Gambetta Date: 2/12/2000
Subject: Gateway Tournament Quarter Finals:Hotaru Seijuro Vs Artemis Steele.
Hotaru Seijuro style: Ninjutsu country: Japan player:ArkonDLoC@...

Appearance: A short man wearing a hooded robe similar to a Shinto
priest's, on the back is the drawing of a firefly. With the hood pulled

over his face he seems normal, until someone notices his gigantic feet
and large fingers, both of which are covered in soft brown fur. As he
draws back his hood, the Illusion of humanity is lost. His face is that

of a rabbit.
His long ears are held to the back of his head by a red headband.
The only human facial features he has are his large, green eyes.

Quote before fight: "Kon'nichi wa, honorable opponent. May this bring
honor and glory to both our houses."

Vs

Artemis Steele Style: Jeet Kune Do Country: Usa Player: Josh
Diemert.

Before fight: A look of grim determination crosses her face as she
slides easily into her combat stance.
"Quote" before fight: A look of grim determination crosses her face as
she slides easily into her combat stance.


Appearance: Sex: Female Age: 26 Height: 6' Weight: 145 lbs
Measurements: 36-25-37 Blood Type: 0
Hair: Shoulder-length Golden Blond hair, loose and wavy
Eyes: Dark Blue
Complexion: Fair
Outfit:
Black Jacket over Form-fitting Blue Jumpsuit
Pair of Black Leather Belts crossed over hips
Black Calf High Boots

Quote before fight: ".....!!!"

Arena: The Hong Kong secret underground of Society of Dragon, many
people are watching, screaming and make bets on figthers.

Fighters are 3 hexes from each other and the ring bells and figth start.

Move 1- Artemis Steele move 1 hex and make a Foot sweep but Hotaru
Seijuro is more faster and move 2 hexes and hit a Short Kick and Artemis
Steele receives: 1 point of damage and Artemis Steele hit her Foot sweep
and Hotaru Seijuro receives: 4 points of damage, receive a knockdown and
stun!!!
Move 2- Hotaru Seijuro stand up but is dizzy and Artemis Steele make a
pose: kick straight up over her head.
Move 3- Hotaru Seijuro try to make a Throw manuver but Artemis Steele is
more faster and make a Flying Knee Thrust for combo and Hotaru Seijuro
receives: 5 points of damage and stun!!!
Move 4- Artemis Steele make a pose: kick straight up over her head, and
Hotaru Seijuro is dizzy.
Move 5- Hotaru Seijuro try to make a Double Hit Kick but Artemis Steele
is more faster with Scissor Kick and Hotaru Seijuro receives: 3 points
of damage and 4 points of damage and knockout.
Artemis Steele wins by knockout.
Artemis runs a hand through her hair, smiling.
Artemis Steele receive 4 exp points 3 glory points and 2 honor points
Hotaru Seijuro receives 3 exp points 1 honor point but lost 1 glory
point.
Group: streetfighter Message: 5614 From: Rinaldo Gambetta Date: 2/12/2000
Subject: Gateway Tournament Quarter Finals: Tsui Hui Vs Whisper
Tsui Hui Style: Drunken Boxing Country: China Player: Steve Karstensen.

Appearance: A thin Chinese girl in her late teens with long black hair
bound into two pigtails, wearing simple, loose-fitting clothes of a
Chinese peasant.

Quote before fight: Says nothing, simply upends her earthenware jug and
drains its contents, then tosses it to her ring assistant and wipes her
mouth on her sleeve, staggering slightly.

Vs

Whisper Style: Shotokan Karate Country: Unknown
Player:Azathoth05@...

Appearance: A man in a black gi. He wears a metal mask and has stringy
long red hair that flows down around his shoulders. He wears a red sash
and footwear, and circuits and wires race up and down the length of his
arms.

Quote before fight: "Test my strength!"
Move 1- Tsui Hui block and Whisper move 2 hexes back.
Move 2- Whisper block for combo and Tsui Hui make a Drunken Monkey Roll
and move 3 hex ahead.
Move 3- Tsui Hui block and Whisper move 1 hex but don´t make Dragon
punch.
Move 4- Whisper block for combo and Tsui Hui make a Haymaker for combo
and Whisper receives: 5 points of damage.
Move 5- Tsui Hui try to make a Haymaker but Whisper is more faster and
make a Dragon Punch and Tsui Hui receives: 4 points of damage and going
back 1 hex and Tsui Hui move 1 hex and hit her Haymaker and Whisper
receives: 4 points of damage.
Move 6- Whisper block for combo and Tsui Hui hit a Jab Punch and Whisper
receives: 1 point of damage.
Move 7- Tsui Hui will make a Jab Punch but abort to block when see
Whisper making Dragon Punch and Tsui Hui receives: 5 points of damage
and stun!!!
Move 8- Whisper make another Dragon Punch and hit dizzy Tsui Hui and she
receives: 4 points of damage going back 1 hex and knockout.
Whisper wins by knockout.
Whisper receives 4 exp points 2 glory points but lost 3 honor points.
Tsui Hui receives 3 exp points 1 honor point but lost 1 glory point.
Group: streetfighter Message: 5615 From: Rinaldo Gambetta Date: 2/12/2000
Subject: about gateway...
I need make one more fight, this going to tomorrow is a npc fight,
so anyone have much attention to this one and next weekend are the
semifinals, see ya folks.
And why the manuvers never have a full description, many of them
like backflip or drunken monkey roll, they move in straight line but for
back ahead or both? Is a great confusion...
Group: streetfighter Message: 5616 From: J. Scott Pittman Date: 2/12/2000
Subject: Re: blind fighting
>>Ahhh.. I was reffering to the comment you made about being unable to avoid
projectiles in the dark with jump. :)

Duh on me! Of course. I also think victims of blindness should get a chance
to avoid projectiles using the same modifiers as found on Dogs of War
(although with the change to Wits over perception as the "base" score for
the dice pool).

-----Original Message-----
From: Robert Pascuttini <rpascuttini@...>
To: streetfighter@egroups.com <streetfighter@egroups.com>
Date: Friday, February 11, 2000 5:47 PM
Subject: [streetfighter] Re: blind fighting


>Hey scott.
>
>Im sorry If i havnt quite responeded on time.
>I dont have enough time in 1 day lately.
>
>> >>I still also think its much easier for a story teller to simply assign
>>a difficulty to the level of darkness and the player try to roll to see if
>>he can succeed.
>>
>>Agreed in out-of-tourament fighting (normal role-playing), but in
>>tournament
>>fights, there seems to be a need for a rule that is fair and consistant,
>>but
>>can differ from round to round so you can't just make up a character that
>>causes blindness and kick butt or lose all the time, or just have the
>>victim
>>making rolls that seem kinda average. Like everything else about street
>>fighter, the element of suprise in the dice rolls keeps tournament
fighting
>>exciting.
>
>Hmm interesting. Ill think about it.
>
>> >>I also think characters should be allowed to jump to dodge most
>>projectiles.
>>
>>No arguments here on that one, I never said diffrent. The Jump Maneuver is
>>designed for just that purpose.
>
>Ahhh.. I was reffering to the comment you made about being unable to avoid
>projectiles in the dark with jump. :)
>
>
>______________________________________________________
>
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Group: streetfighter Message: 5617 From: J. Scott Pittman Date: 2/12/2000
Subject: Re: Combos of combos
I think the repeated combo thing has proven itself unsuitable and a plain
big ol mess for the Street Fighter game, don't you?

Scott
-----Original Message-----
From: Fabio Alves <sfrpg@...>
To: streetfighter@... <streetfighter@...>
Date: Friday, February 11, 2000 8:25 PM
Subject: [streetfighter] Re: Combos of combos


>Wow! you get out a few the problem... repeating, the situation is the
>follow:
>
>========= PROBLEM 1 =========
>Here's two generic examples of a fighter's combos:
> *Jab TO Fierce
> *Fierce TO Fireball (dizzy)
>
>Now this situation:
>Move1: Jab
>Move2: Fierce (+2 to speed)
>Move3: Fireball (+2 to speed,dizzy????)
>
>This is problem. Peharps the most correct was:
>Move1: Jab
>Move2: Fierce (+2 to speed)
>Move3: Fierce
>Move4: Fireball (+2 to speed, dizzy)
>=========
>
>Well, with this, enter a new problem
>
>========= PROBLEM 2 =========
> *Jab TO Jab (dizzy)
>
>Move1: Jab
>Move2: Jab (+2 speed, dizzy)
>Move3: Jab (+2 speed, dizzy)
>Move4: Jab (+2 speed, dizzy)...
>
>=========
>Now, SOLUTIONS!!!
>
>I think what the problem 2 can be resolved not permitting
>repeated-maneuvers combos.
>
>
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Group: streetfighter Message: 5618 From: J. Scott Pittman Date: 2/12/2000
Subject: Re: blind fighting
Forge wrote:
I dunno I think projectiles would be easy enough if blind (or blinded)
anyway...

Really? I'd hate to be the one to test that theory...

assuming that you can HEAR them and know they're coming your way...
(afterall when fighting I'm assuming characters have a hightened sense of
awareness)

Hmm.. I think many characters don't have a heightened sense of awareness...
does that ean they can't dodge a projectile if blinded? What does
"heightened" mean exactly in game terms? At what score(s) does a character
get to start dodging?

Actually I think when you can't see, avoiding a projectile is likely to be
the least of your problems, and your most likely to actually notice things
you hear when you can't see (unless you've just been blinded or something
and are still getting over the initial confusion of it)

If you hear something going fast enough through the air to come at you, it
probably is too late anyway, concidering the small amount of time you lose
already that the mind takes to make a conclusion of what it is (not to
mention forming a reaction to it). I think that the former statement that
Wits should give in over perception is a good one (Perception was also my
idea, but I keep an somewhat open mind about these things, so I was talked
into Wits).

Scott
-----Original Message-----
From: Forge <milliken@...>
To: streetfighter@egroups.com <streetfighter@egroups.com>
Date: Friday, February 11, 2000 11:11 PM
Subject: [streetfighter] Re: blind fighting


>I dunno I think projectiles would be easy enough if blind (or blinded)
>anyway...
>assuming that you can HEAR them and know they're coming your way...
>(afterall when fighting I'm assuming characters have a hightened sense of
>awareness)
>Actually I think when you can't see, avoiding a projectile is likely to be
>the least of your problems, and your most likely to actually notice things
>you hear when you can't see (unless you've just been blinded or something
>and are still getting over the initial confusion of it)
>
>----- Original Message -----
>From: Robert Pascuttini <rpascuttini@...>
>To: <streetfighter@egroups.com>
>Sent: Saturday, February 12, 2000 12:47 PM
>Subject: [streetfighter] Re: blind fighting
>
>
>> Hey scott.
>>
>> Im sorry If i havnt quite responeded on time.
>> I dont have enough time in 1 day lately.
>>
>> > >>I still also think its much easier for a story teller to simply
assign
>> >a difficulty to the level of darkness and the player try to roll to see
>if
>> >he can succeed.
>> >
>> >Agreed in out-of-tourament fighting (normal role-playing), but in
>> >tournament
>> >fights, there seems to be a need for a rule that is fair and consistant,
>> >but
>> >can differ from round to round so you can't just make up a character
that
>> >causes blindness and kick butt or lose all the time, or just have the
>> >victim
>> >making rolls that seem kinda average. Like everything else about street
>> >fighter, the element of suprise in the dice rolls keeps tournament
>fighting
>> >exciting.
>>
>> Hmm interesting. Ill think about it.
>>
>> > >>I also think characters should be allowed to jump to dodge most
>> >projectiles.
>> >
>> >No arguments here on that one, I never said diffrent. The Jump Maneuver
>is
>> >designed for just that purpose.
>>
>> Ahhh.. I was reffering to the comment you made about being unable to
avoid
>> projectiles in the dark with jump. :)
>>
>>
>> ______________________________________________________
>>
>> ------------------------------------------------------------------------
>> eLerts!
>> Save on products you choose.
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>> -- http://www.egroups.com/vote?listname=streetfighter&m=1
>>
>>
>>
>
>
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Group: streetfighter Message: 5619 From: J. Scott Pittman Date: 2/12/2000
Subject: Re: Offical Rules Discussion
OK, I get this, but what if you abort from a Maneuver with a Move of 3 after
you've moved three, to a Maneuver with a higher movement rating, such as a
Maneuver with a Move of 5?

Scott
Group: streetfighter Message: 5620 From: J. Scott Pittman Date: 2/12/2000
Subject: Re: Combos of combos
>I think we've established that you CAN'T use Willpower for extra dice in
combat (Right JSP?)

Well, there was some argument (go figure) about the rule being only
suggested, but I think that the author of the book was definatly saying that
in the ring extra damage dice can't come from Willpower.

Scott
Group: streetfighter Message: 5621 From: J. Scott Pittman Date: 2/12/2000
Subject: THE TIME DRAWS NIGH
The vote for the official rules discussion topic is beginning to reach it's
close, and so far, out of 95 people, we've had a whopping 11 vote. PLEASE go
to the following link and cast your vote if you have not done so! - each
person only gets to vote once, and the race is very close, each vote really
does matter here
the catagories are Super Rules, Abort rules and Blind Fighting rules.
vote at:

http://www.egroups.com/vote?method=displayallvotes&listname=streetfighter
Group: streetfighter Message: 5622 From: ArkonDLoC@aol.com Date: 2/12/2000
Subject: Re: Dark Streets, Chapter 3, turn 2
In a message dated 2/11/00 12:02:46 AM Central Standard Time,
joespitt@... writes:

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

Sabrina hesitated only a moment before abandoning her hiding place. Shark
wouldn't get away. Not until she had her answers. She dashed out. She
would try to only shoot his knees out, but if she hit his head... well,
sometimes dead men tell the most important tales, she thought with dark and
silent laughter.

Sabrina is going after Shark.
Group: streetfighter Message: 5623 From: Dylan Downing Date: 2/12/2000
Subject: Re: Dark Streets, Chapter 3, turn 2
> Chapter 3, Turn 2 (recap of responses)
> Remember, when your exp % reaches 100, you gain a point of exp for
> role-playing)

<snip>

> Ryuu watched in amazement. His ears twitched as he heard something
coming
> down the hall. Another robot? he wondered. He stayed close to Sammi,
> wondering what she would do next. Should he try to fight too? He wondered
> what is parents would say, and what his grandfather would say. His
parents
> would no doubt be furious, but his grandfather always seemed to be more
> willing to let Ryuu get into trouble, as if he knew something about Ryuu
> that he didn't...

Ryuu nodded, a serious expersion on his face that almost looked comical, as
Sammi told him to stay put. As Sammi moved away, Ryuu shifted nervously.
Mama-san had always told him to respect his elders and do what he was told.
On the other hand, his new friends could get hurt and Ryuu didn't want
that. Peeking over the table, he decided to wait. He could always help if
someone went badly.

Dylan

-The fire's lit, the eagle's dead,
and the mind is ready to create -
PROMETHEAN STUDIOS
http://prometheanstudios.freeservers.com
Group: streetfighter Message: 5624 From: Rinaldo Gambetta Date: 2/13/2000
Subject: Gateway Tournament Quarter Finals: Aori Hitomi Vs Eg Wang.
Aori Hitomi style: Shotokan Karate country: Japan player: Npc.

Appearence: Aori is a beautiful but shy style girl she dresses a white
gi and have a medium hair and dark hair and light black eyes.

Quote before fight: "Who need Dragon punch? I don´t need it."

Vs

Eg Wang style: Kung Fu country: China Player: Npc

Appearance: Eg Wang is a large and taller chinese man with a 6'10" and
200 lbs, wears only a pair of white pants, don´t have hair, black eyes
and his skin is golden (oriental) skin.

Quote before fight: Reverence to opponent.

Arena: The Hong Kong secret underground of Society of Dragon, many
people are watching, screaming and make bets on figthers.

Fighters are 3 hexes from each other and the ring bells and figth start.





Move 1- Eg Wang block for combo and Aori Hitomi move 2 hexes back
Move 2- Aori Hitomi block for combo and Eg Wang move 3 hexes and make a
Rekka ken Flaming Strong but hit nothing.
Move 3- Aori Hitomi try to make a Air Hurricane kick (dizzy) but Eg Wang
is more faster and make a Rekka ken flaming strong and Aori Hitomi
recieves: 3 points of damage and Aori Hitomi hit her Air Hurricane kick
(dizzy) and Eg Wang receives: 1,1,1,1 points of damage.
Move 4- Eg Wang make a Rekka Ken Flaming Fierce and Aori Hitomi block
for combo and she receives: 1 point of damage.
Move 5- Eg Wang make a pose: Flex muscles and scream and Aori Hitomi hit
her Air Hurricane kick (dizzy) and Eg Wang receives: 1,1,1,0 damage.
Move 6- Aori Hitomi make a Roundhouse kick and Eg Wang block for combo
and he receives: 3 points of damage and knockout
Aori Hitomi wins by knockout.
Aori Hitomi receives 4 exp points 1 glory point
Eg Wang receives 3 exp points 1 glory point and 1 honor point.

I will soon make who fight against who in semi finals. Wait and see...
Group: streetfighter Message: 5625 From: Jade M Prout Date: 2/13/2000
Subject: Re: Combos of combos
J. Scott Pittman wrote:
>I think the repeated combo thing has proven itself unsuitable and a plain
>big ol mess for the Street Fighter game, don't you?
>

Aaargh! Okay, more Combo questions then:
Say I'm a brand new Street Fighter with a Block-Throw Combo. Later in my career, I learn Backroll Throw. Now, I find that my Block-Throw Combo is "behind the times" and would be improved with the substitution of Backroll Throw. The question is: Do I have to buy a new Combo, and let the old one just sit there and collect dust? Or can I simply replace one move with another between Stories?
Or, and in this case I'm assuming the Combo was longer, like Block-Throw-Lunging Punch (Dizzy)
can I just pay one Power Point to replace Throw with Backroll Throw?
Beginning Street Fighters don't get JACK for points, so they'll usually end up Comboing very simple, basic Maneuvers at the beginning, but all Street Fighters go on to learn newer and more exciting Maneuvers (with better modifiers) so why would they continue to "drill" old ones?


Angelfire for your free web-based e-mail. http://www.angelfire.com
Group: streetfighter Message: 5626 From: Jade M Prout Date: 2/13/2000
Subject: Re: Offical Rules Discussion
Azathoth05 wrote:
>I've played grappling defense as an abort-I figure the high purchase cost
>warrants it-however it also plays fine out of the book as it helps against
>sustained holds in future turns


Very true...

Hmmm... I guess if the vote turns out in favor of Abort rules, we should give Grappling Defense some consideration... maybe Disengage as well?

Not to sound like a broken record, but this would simulate the Tekken fighters' ability to counter Throws. Also, it would be pretty sweet to have a "Grappling Defense-Neck Choke" Combo and be able to ABORT to it! Or how about "Disengage-Dislocate Limb!"

Who needs "Linked Combos" when you can have an "Abort Combo!"


Angelfire for your free web-based e-mail. http://www.angelfire.com
Group: streetfighter Message: 5627 From: Andy Date: 2/13/2000
Subject: I Am changing that retched "combo of Combos" title...
Let's see now....


> Aaargh! Okay, more Combo questions then:
> Say I'm a brand new Street Fighter with a Block-Throw Combo. Later in my
career, I learn Backroll Throw. Now, I find that >my Block-Throw Combo is
"behind the times" and would be improved with the substitution of Backroll
Throw. The question is: >Do I have to buy a new Combo, and let the old one
just sit there and collect dust? Or can I simply replace one move with
>another between Stories?

Nope...I'm afraid not. You have to spend the points to get a new combo each
time. Otherwise you could just continually upgrade 1 combo, for half the
cost. Some of my characters have several Block combos that they would
concider "out of date", but they keep them anyway, and occasionally use them
situation depending.

> Or, and in this case I'm assuming the Combo was longer, like
Block-Throw-Lunging Punch (Dizzy)
> can I just pay one Power Point to replace Throw with Backroll Throw?
> Beginning Street Fighters don't get JACK for points, so they'll usually
end up Comboing very simple, basic Maneuvers at the >beginning, but all
Street Fighters go on to learn newer and more exciting Maneuvers (with
better modifiers) so why would they >continue to "drill" old ones?

If you want to stay honest with your fighting, the excuse that I woudl use
to say you can't just add in a new move to your combo woudl go something
like this: A combo simply means that your character is SO used to using this
series of techneiques on an opponent, that it becomes like a reflex instead
of active control. Most of the time it comes off so well, that after each
hit the fighter can spot weaknesses in the opponens gaurd and know how to
exploit them with thier next move. If you wanted to replace a maneuver
[almost] always the other manevuer will have a different position to start
from: BR throw, and normal throw are executed rather differently. In my game
you could not get the combo benifit unless you practice that routine out
(spent the extra experience.)

And as far as rank 1 fighters go.....they are not supposed to be very
powerful. Power comes with time and heartache. Something like this could
give lower fighters a distinct advantage over his/her peers.
Group: streetfighter Message: 5628 From: Steve Karstensen Date: 2/13/2000
Subject: Re: Combos of combos
not in the least.  that only happens in the video game, not the RPG.  you can stand next to someone and throw jabs all day.  unless he moves out of the way, you won't push him.
-----Original Message-----
From: Forge <milliken@...>
To: streetfighter@egroups.com <streetfighter@egroups.com>
Date: Saturday, February 12, 2000 2:23 AM
Subject: [streetfighter] Re: Combos of combos

It doesn't make sense to keep comboing jabs, don't characters get pushed back even slightly?
----- Original Message -----
Sent: Saturday, February 12, 2000 9:52 AM
Subject: [streetfighter] Re: Combos of combos

move 1: jab (speed 7) begin combo.
move 2: jab (speed 9) last move was a jab.  this move is a jab.  combo damage from last jab for dizzy (jab1 to jab2: dizzy)
move 3: jab (speed 9) last move was a jab.  this move is a jab.  combo damage from last jab for dizzy (jab2 to jab3: dizzy)
move 4: jab (speed 9) last move was a jab.  this move is a jab.  combo damage from last jab for dizzy (jab3 to jab4: dizzy).
 
I stand corrected.  you check for dizzy every round.  even worse.
<<snip>>

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Group: streetfighter Message: 5629 From: Steve Karstensen Date: 2/13/2000
Subject: Re: Combos of combos
if you've got a decent strength and punch rating (and all beginning boxers usually begin with str 5 and punch 5 so their punches do 9 dice) you can easily dizzy a stamina 5 opponent in 2 hits if you roll well.
-----Original Message-----
From: Jade M Prout <twitchboy@...>
To: streetfighter@egroups.com <streetfighter@egroups.com>
Date: Saturday, February 12, 2000 1:54 PM
Subject: [streetfighter] Re: Combos of combos

Forge wrote:
>It doesn't make sense to keep comboing jabs, don't characters get pushed back even slightly?
A Jab is a quick, snapping Punch that is designed to catch you off guard and annoy you. It doesn't have Knockback. And you can Move every time you Jab, so even if the opponent is moving away, or trying to enter your hex and Grab you, you can keep Jabbing him. Again, even at higher speeds, Jabs alone will not take you to the winners' circle... Steve Karstensen wrote:
> move 1: jab (speed 7) begin combo. > move 2: jab (speed 9) last move was a jab. this move is a jab. combo damage from last jab for dizzy (jab1 to jab2: dizzy) > move 3: jab (speed 9) last move was a jab. this move is a jab. combo damage from last jab for dizzy (jab2 to jab3: dizzy) > move 4: jab (speed 9) last move was a jab. this move is a jab. combo damage from last jab for dizzy (jab3 to jab4: dizzy).
This example is perfect if you have a Jab-Jab (Dizzy) Combo AND allow Combo Linking. Consecutive Jabs add up for Dizzies, but ONLY TWO JABS accumulate damage this way: so if you got 2 points of damage with every Jab, you'd never have more than 4 points to score a Dizzy. Ryu, on the other hand, has a Short-Short-Short (Dizzy) Combo, that allows him to tally up all three kicks to check for a Dizzy. And if Combo Linking is allowed, he could bust right into another three without slowing down. However, if I have a Combo that starts with Kick Defense, I can make him cut it out and do something else! Angelfire for your free web-based e-mail. http://www.angelfire.com

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Group: streetfighter Message: 5630 From: Steve Karstensen Date: 2/13/2000
Subject: Re: Gateway Tournament Quarter Finals: Tsui Hui Vs Whisper
I had no idea we had even moved into the quarter finals.  I was going to change my strategy and spend my experience prior to this fight...
 
-----Original Message-----
From: Rinaldo Gambetta <rinaldo@...>
To: streetfighter@... <streetfighter@...>
Date: Saturday, February 12, 2000 8:20 PM
Subject: [streetfighter] Gateway Tournament Quarter Finals: Tsui Hui Vs Whisper

Tsui Hui Style: Drunken Boxing Country: China Player: Steve Karstensen.

Appearance: A thin Chinese girl in her late teens with long black hair
bound into two pigtails, wearing simple, loose-fitting clothes of a
Chinese peasant.

Quote before fight: Says nothing, simply upends her earthenware jug and
drains its contents, then tosses it to her ring assistant and wipes her
mouth on her sleeve, staggering slightly.

                       Vs

Whisper Style: Shotokan Karate Country: Unknown
Player:Azathoth05@...

Appearance: A man in a black gi.  He wears a metal mask and has stringy
long red hair that flows down around his shoulders.  He wears a red sash
and footwear, and circuits and wires race up and down the length of his
arms.

Quote before fight: "Test my strength!"
Move 1- Tsui Hui block and Whisper move 2 hexes back.
Move 2- Whisper block for combo and Tsui Hui make a Drunken Monkey Roll
and move 3 hex ahead.
Move 3- Tsui Hui block and Whisper move 1 hex but don´t make Dragon
punch.
Move 4- Whisper block for combo and Tsui Hui make a Haymaker for combo
and Whisper receives: 5 points of damage.
Move 5- Tsui Hui try to make a Haymaker but Whisper is more faster and
make a Dragon Punch and Tsui Hui receives: 4 points of damage and going
back 1 hex and Tsui Hui move 1 hex and hit her Haymaker and Whisper
receives: 4 points of damage.
Move 6- Whisper block for combo and Tsui Hui hit a Jab Punch and Whisper
receives: 1 point of damage.
Move 7- Tsui Hui will make a Jab Punch but abort to block when see
Whisper making Dragon Punch and Tsui Hui receives: 5 points of damage
and stun!!!
Move 8- Whisper make another Dragon Punch and hit dizzy Tsui Hui and she
receives: 4 points of damage going back 1 hex and knockout.
Whisper wins by knockout.
Whisper receives 4 exp points 2 glory points but lost 3 honor points.
Tsui Hui receives 3 exp points 1 honor point but lost 1 glory point.



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Group: streetfighter Message: 5631 From: Rinaldo Gambetta Date: 2/13/2000
Subject: Re: Gateway Tournament Quarter Finals: Tsui Hui Vs Whisper
I warning in a mail called quarter finals bout, the fights will be happen in last weekend but because I have machine problems I will change to this one.
If Whisper player acept I can make the fight again by the way both fighter Whisper and Tsui Hui have a lot of exp points, I think everyone known I make the fights in the weekend normal is saturday but if I have problems I make in the sunday, So Azathoth05@..., you acept a rematch with Tsui Hui and so both can use experience points? I hope you say yes, thanks for reading.

Steve Karstensen wrote:

 I had no idea we had even moved into the quarter finals.  I was going to change my strategy and spend my experience prior to this fight... -----Original Message-----
From: Rinaldo Gambetta <rinaldo@...>
To: streetfighter@... <streetfighter@...>
Date: Saturday, February 12, 2000 8:20 PM
Subject: [streetfighter] Gateway Tournament Quarter Finals: Tsui Hui Vs Whisper
 
Tsui Hui Style: Drunken Boxing Country: China Player: Steve Karstensen.

Appearance: A thin Chinese girl in her late teens with long black hair
bound into two pigtails, wearing simple, loose-fitting clothes of a
Chinese peasant.

Quote before fight: Says nothing, simply upends her earthenware jug and
drains its contents, then tosses it to her ring assistant and wipes her
mouth on her sleeve, staggering slightly.

                       Vs

Whisper Style: Shotokan Karate Country: Unknown
Player:Azathoth05@...

Appearance: A man in a black gi.  He wears a metal mask and has stringy
long red hair that flows down around his shoulders.  He wears a red sash
and footwear, and circuits and wires race up and down the length of his
arms.

Quote before fight: "Test my strength!"
Move 1- Tsui Hui block and Whisper move 2 hexes back.
Move 2- Whisper block for combo and Tsui Hui make a Drunken Monkey Roll
and move 3 hex ahead.
Move 3- Tsui Hui block and Whisper move 1 hex but don´t make Dragon
punch.
Move 4- Whisper block for combo and Tsui Hui make a Haymaker for combo
and Whisper receives: 5 points of damage.
Move 5- Tsui Hui try to make a Haymaker but Whisper is more faster and
make a Dragon Punch and Tsui Hui receives: 4 points of damage and going
back 1 hex and Tsui Hui move 1 hex and hit her Haymaker and Whisper
receives: 4 points of damage.
Move 6- Whisper block for combo and Tsui Hui hit a Jab Punch and Whisper
receives: 1 point of damage.
Move 7- Tsui Hui will make a Jab Punch but abort to block when see
Whisper making Dragon Punch and Tsui Hui receives: 5 points of damage
and stun!!!
Move 8- Whisper make another Dragon Punch and hit dizzy Tsui Hui and she
receives: 4 points of damage going back 1 hex and knockout.
Whisper wins by knockout.
Whisper receives 4 exp points 2 glory points but lost 3 honor points.
Tsui Hui receives 3 exp points 1 honor point but lost 1 glory point.





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Group: streetfighter Message: 5632 From: cliff rice Date: 2/13/2000
Subject: Warrior's Pride Submission
Hakkyokuseiken

Hakkyokuseiken is a hard martial style that draws its
origins from many ancient styles which include Karate
kung fu and loosely judo it has been refined by its
practitioners for over 400 years and has remained
rather mysterious until recently a couple of fighters
have started surfacing here and there. the most
noticable of which is terry bogard and geese howard
who are the primary practicoiners in the world.
Hakkyokuseiken uses powerful punches and kicks to
deliver victory to its opponents. While also teaching
the powers of the spirit and mind as well although to
in a lesser extent than say kabadi.

Practitioners: many types of students practice this
style although only those who can Discipline
themselves
ever get any good as it is a hard style to learn.

Schools: there is only one school that is currently
known to teach this style and it is located somewhere
in Asia.

Concepts: Secluded monk, Orphaned Warrior.

Quote: "You must learn to subdue your anger to master
the ancient art of Hakkyokuseiken."

Special rule: Is the storyteller allows it the
character may have one free dot in the earth elemental

background.

Chi: 3, Will: 4




Punch: Spinning clothes line. 3,Dashing punch. 3
Burn knuckle. 2, Spinning back fist. 3,
Leaping fierce. 2

Kick: Foot sweep.1, Spinning foot sweep.2,Blade kick.
4
Dragon kick. (rising tackle) 4

Grab:Back roll throw. 1,Brain cracker. 3,Knee basher.
2

Athletics:Power dunk. 3,Roll. 1

Focus:Power wave. 3,Focus power. 1

Super:Power geyser. 5

Leaping Fierce

Requirements: Punch. OOO, Jump
Learn: Hakuokusaken, Boxing. 2, VonDikail. 3, Any. 4
The fighter leaps into the pounding his opponent in
the face.
System: The jumping fierce is an Ariel maneuver and
can avoid projectiles like a jump. The victim suffers
a knockdown.
Cost: Nil
Speed: +0
Damage: +4
Move: +0

Burn Knuckle

Requirements: Punch. OOO, Focus. OOO, Dashing punch
Learn: Hakuokusaken,Boxing.2, Any 3
The Fighter dashes foreword with a glowing hand.
System: As dashing punch. Non-blockers suffer a
knockdown.
Cost: 1 Chi
Speed: +1
Damage: +4
Move: +2

Roll

Requirements: Athletics OOO, Kippup
Learn: Any 2
Description: After being knocked down by an attack,
the fighter tucks into a ball and rolls behind the
opponent. However, it leaves him vulnerable to others.
System: This is a crouching maneuver. The fighter
chooses one opponent whose attack will be dodged.
However, any other opponents that attack the fighter
inflict full dice damage on him. In other words, the
fighter can't soak. This maneuver ignores the
knockdown penalties.
Cost: None
Speed: +2
Damage: -
Move: 2 Towards Enemy

Power Dunk

Requirements: Athletics OOOO, Punch OOO, Focus OO,
Jump
Learn: Hakuokusaken.3, Any 4
The Fighter dashes his opponent into the air with a
shoulder and then slams
Him into the ground with a punch.
System: May be used as a Jump to dodge projectiles.
Two damage tests at
The listed rating: Athletics first, punch second. Any
opponent that
Does not block the first is immediately hit by the
second. Non-
Blocking opponents suffer a Knockdown, whether they
were in the
Air or on the ground.
Cost: WP. 2
Speed: +1
Damage: +3/+2
Move: +1

Power Wave

Requirements: Focus. OOO, Punch. OOO
Learn: Hakuokusaken.2, Any.3
The warrior slams his fist on the ground sending a
wave of energy streaking towards his opponent.
System: Range of Wits + Focus. Drunken monkey roll or
roll cannot avoid this maneuver.
This maneuver is preformed crouching.
Cost: Chi. 1
Speed: +1
Damage: +2
Move: -3

Focus Power

Requirements: Focus. OOO
Learn: Any. 2
The fighter gathers his energy for a super move.
System: The Fighter Adds his focus to his power meter.
Cost: 1 Chi
Damage: Zero
Move: Zero

Power Geyser

Requirements: Focus OOOOO, Athletics OOOO, Power Wave,
Power Dunk
Learn: Hakuokusaken. 5
The fighter leaps up into the air with a and slams his
fist into the ground
Unleashing a geyser of energy into the air.
System: the power geyser starts in an adjacent hex to
the fighter and fills all surrounding Hexes and hits
all in those hexes. Sense it is coming from beneath
there is no block Vs the power geyser. Roll 1 damage
test per level with the below modifiers victims suffer
a knockdown.
Cost: Various
Speed: +1
Damage: +8
Move: three

For super move rules use cheis hofmans Sfa
Conversions.






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Group: streetfighter Message: 5633 From: J. Scott Pittman Date: 2/13/2000
Subject: Re: Combos of combos
>>Beginning Street Fighters don't get JACK for points, so they'll usually
end up Comboing very simple, basic Maneuvers at the beginning, but all
Street Fighters go on to learn newer and more exciting Maneuvers (with
better modifiers) so why would they continue to "drill" old ones?

The answer, is of course, that they don't continue to drill with the old
ones. Unless you have a really big pushover for a Storyteller, you're stuck
with them, too. Once you learn something a certain way, you cant forget it
and remember something else new easier because you forgot what you learned
before. This is exactly what you're saying happens if you erase combos and
get the points for them to buy new ones.
I'm sure the World Warriors all have tons of moves that we don't know
about because they haven't used them in years.
Combos are cheap enough for anyone who really wants one because it's cool
or fits the character (as opposed to really wanting the Speed bonus) to buy.
Lowering the cost will only amount to a bunch of characters with Speed
bonuses no matter what they are doing.
In short, if you don't think you really need the Combo, don't buy it! Buy
one or two when the character is first created, then one here and there,
instead of trying to make your character a combo-monster. After all, if
everything you do is a combo, you're boring, but if you have a few
"signature combos", you're cool.

J. Scott Pittman
Game Designer, Writer, Artist
Visit the Street Fighter:Dogs of War page at:
http://www.tsixroads.com/~joespitt/StreetFighter.htm
"Oh, you want a little fisticuffs?" - Mr. Furious
Group: streetfighter Message: 5634 From: J. Scott Pittman Date: 2/13/2000
Subject: Re: Offical Rules Discussion
>>Very true...
Hmmm... I guess if the vote turns out in favor of Abort rules, we should
give Grappling Defense some consideration... maybe Disengage as well?

I think Steve's idea of letting all Block Maneuvers be Abort Maneuvers
sounds very reasonable the more we discuss it (someone fires bullets at you,
Abort to Missle Reflection, for example).

That was you, right Steve?

J. Scott Pittman
Game Designer, Writer, Artist
Visit the Street Fighter:Dogs of War page at:
http://www.tsixroads.com/~joespitt/StreetFighter.htm
"Oh, you want a little fisticuffs?" - Mr. Furious
Group: streetfighter Message: 5635 From: J. Scott Pittman Date: 2/13/2000
Subject: Re: Warrior's Pride Submission
>>
Focus Power
Requirements: Focus. OOO
Learn: Any. 2
The fighter gathers his energy for a super move.
System: The Fighter Adds his focus to his power meter.

Er, what power meter?
Group: streetfighter Message: 5636 From: Azathoth05@aol.com Date: 2/13/2000
Subject: Re: Gateway Tournament Quarter Finals: Tsui Hui Vs Whisper
so was I but I'm not complaining-at least neither of us did, If i did but you
didn't it would have been totally unfair but as it at least we both began on
equal footing
Group: streetfighter Message: 5637 From: Azathoth05@aol.com Date: 2/13/2000
Subject: Re: Gateway Tournament Quarter Finals: Tsui Hui Vs Whisper
I just realized that last letter makes no sense out of context-what I meant
was that I didn't spend experience either so the fight was fair although it's
true it may have been different after xp was spent. If I had already spent
the xp then of course it would have been an unfair fight and we'd have to
start over.
Group: streetfighter Message: 5638 From: Rinaldo Gambetta Date: 2/13/2000
Subject: Re: Gateway Tournament Quarter Finals: Tsui HuiVs Whisper
The problem is I think and I´m not sure if Karstensen receive my warning mail for
fight in this weekend, by computer problem or network problem, I known you won
and this a come a great problem if in a rematch you lose, this going to unfair, I
just want known from people everybody known the quarter finals bouts are will be
done in this weekend? If I have much negative replies I hate to say but I think I
should make all the fights except if the players don´t change their tactics or
spend exp points a good example is Mr.Military he never change his tactic from
the begging at this moment always the same, but he spend exp points and have huge
note list, I think he don´t have a problem today, I realy don´t known I just want
make the fair thing and make a fun contest for all persons in this tournament.
What I have to do now? Make Whisper Vs Tsui Hui fight again or don´t make it
again. I want to known people ideas here.

Azathoth05@... wrote:

> I just realized that last letter makes no sense out of context-what I meant
> was that I didn't spend experience either so the fight was fair although it's
> true it may have been different after xp was spent. If I had already spent
> the xp then of course it would have been an unfair fight and we'd have to
> start over.
>
> ------------------------------------------------------------------------
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Group: streetfighter Message: 5639 From: Jens-Arthur Leirbakk Date: 2/14/2000
Subject: Re: Offical Rules Discussion
On Sun, 13 Feb 2000, J. Scott Pittman wrote:

> I think Steve's idea of letting all Block Maneuvers be Abort Maneuvers
> sounds very reasonable the more we discuss it (someone fires bullets at you,
> Abort to Missle Reflection, for example).
>
> That was you, right Steve?
>
> J. Scott Pittman
> Game Designer, Writer, Artist
> Visit the Street Fighter:Dogs of War page at:
> http://www.tsixroads.com/~joespitt/StreetFighter.htm
> "Oh, you want a little fisticuffs?" - Mr. Furious

I don't know about Aborting to any and all Block maneuvers. For instance,
I don't think that Deflecting Punch should be an Abort maneuver - sure, it
wouldn't be very unbalancing, but still. I've got a Boxer with Deflecting
Punch in my game, and he gloats every time he gets someone to punch him,
and he's chosen Deflecting Punch. :) I think such pettiness is to be
encouraged, personally :)

Oh, and besides, to counter all those Aborting to either Kick Defense or
Punch Defense, here's a little something:

New Basic Combination Maneuver (same vein as Jump)
Feint
Power Points: Any 2;
Prerequisites: Ath ** Punch ** Kick **

Cost: 0
Speed: -1
Damage: As maneuver
Move: As maneuver

Being an important consideration in many styles of martial arts, the feint
is still going strong in the grueling circuit of Street
Fighter. Basically, the Feint is used to make the opponent believe you're
executing another move than you really are going to use. Though it is
difficult to use Feint with Special Maneuvers, any basic Punch or Kick can
be combined with this maneuver.

System:Choosing first the original maneuver and then the feinting
maneuver, the player subtracts one from the speed of his original maneuver
to represent the extra time spent feinting. Thenwhen the move is executed,
the fighter reveals his true maneuver instead of the feinted maneuver. In
order to build combos with this maneuver, it must be specified the same
way as Jump is specified, i.e. as follows: Block TO Feint Forward Kick to
Feint Fierce Punch. Obviously, it can also be combined with Jump, to
represent those troly strange feintings that some styles are reknowned to
employ.

(Bushy Eyebrows Knug Fu, anyone? :) Obviously, this maneuver can easily be
expanded to include weapon maneuvers. Furthermore, that bit about Special
Maneuvers must be interpreted as follows: the same way that Air Hurricane
Kick is an advanced form of Hurricane Kick, the Feinted Hurricane Kick
would be a separate Special Maneuver, granting the effects of the
Feint. Air Hurricane Kick is after all nothing other than a Hurricane Kick
combined with a Jump maneuver. Oh yeah, I meant to spell 'kung' not
'knug'

---
Jens-Arthur Leirbakk
leirbakk@...
Group: streetfighter Message: 5640 From: eingo langaugne Date: 2/14/2000
Subject: Re: I have a question for all SFSG players?
I have taken caporia, akido, and im currently taking Shotokan,just incase
anyone wants to contact me about info regarding those styles reach me at
Eingorox@...
______________________________________________________
Group: streetfighter Message: 5641 From: Rinaldo Gambetta Date: 2/14/2000
Subject: Re: Gateway Tournament Quarter Finals: Tsui Hui VsWhisper
I see my mistake I put who fight against who but I don´t put when, I realy think everybody known I make the fights in weekend, but this is not the case, but I realy don´t known what to do if I make this bout again others will ask for the same treatment, but honest who will change tactis for quarter finals: Steve Karstensen wants it I known now, J.Scot Pittman I think not (maybe one or other abort note and he use his exp points), Arkon already use his points and say he don´t want change tactics, Josh Diemert already use his points too but I don´t see he write for the list for a time, Azathoth tactic I don´t belive in change but maybe he wants use exp points. I learn something here when I have a table for fight and date I will post with High priority to everyone see it, I´m thinking in make this fight again for make this fair, and both players spend their exp points and update their tactics, this will be a rare thing, a advice for all I make fights only in saturdays or sundays (If I need), in my next tournament ages the system is similar at the current in use in Gateway, fights in weekend except of course if I had something to stop me, but I hope that´s time everyone understand me.

All right Whisper and Tsui Hui will fight again, update tactics and use exp points please, I think this the only way to solve all this confusion.

Rinaldo Gambetta wrote:

I warning in a mail called quarter finals bout, the fights will be happen in last weekend but because I have machine problems I will change to this one.
If Whisper player acept I can make the fight again by the way both fighter Whisper and Tsui Hui have a lot of exp points, I think everyone known I make the fights in the weekend normal is saturday but if I have problems I make in the sunday, So Azathoth05@..., you acept a rematch with Tsui Hui and so both can use experience points? I hope you say yes, thanks for reading.

Steve Karstensen wrote:

 I had no idea we had even moved into the quarter finals.  I was going to change my strategy and spend my experience prior to this fight... -----Original Message-----
From: Rinaldo Gambetta <rinaldo@...>
To: streetfighter@... <streetfighter@...>
Date: Saturday, February 12, 2000 8:20 PM
Subject: [streetfighter] Gateway Tournament Quarter Finals: Tsui Hui Vs Whisper
 
Tsui Hui Style: Drunken Boxing Country: China Player: Steve Karstensen.

Appearance: A thin Chinese girl in her late teens with long black hair
bound into two pigtails, wearing simple, loose-fitting clothes of a
Chinese peasant.

Quote before fight: Says nothing, simply upends her earthenware jug and
drains its contents, then tosses it to her ring assistant and wipes her
mouth on her sleeve, staggering slightly.

                       Vs

Whisper Style: Shotokan Karate Country: Unknown
Player:Azathoth05@...

Appearance: A man in a black gi.  He wears a metal mask and has stringy
long red hair that flows down around his shoulders.  He wears a red sash
and footwear, and circuits and wires race up and down the length of his
arms.

Quote before fight: "Test my strength!"
Move 1- Tsui Hui block and Whisper move 2 hexes back.
Move 2- Whisper block for combo and Tsui Hui make a Drunken Monkey Roll
and move 3 hex ahead.
Move 3- Tsui Hui block and Whisper move 1 hex but don´t make Dragon
punch.
Move 4- Whisper block for combo and Tsui Hui make a Haymaker for combo
and Whisper receives: 5 points of damage.
Move 5- Tsui Hui try to make a Haymaker but Whisper is more faster and
make a Dragon Punch and Tsui Hui receives: 4 points of damage and going
back 1 hex and Tsui Hui move 1 hex and hit her Haymaker and Whisper
receives: 4 points of damage.
Move 6- Whisper block for combo and Tsui Hui hit a Jab Punch and Whisper
receives: 1 point of damage.
Move 7- Tsui Hui will make a Jab Punch but abort to block when see
Whisper making Dragon Punch and Tsui Hui receives: 5 points of damage
and stun!!!
Move 8- Whisper make another Dragon Punch and hit dizzy Tsui Hui and she
receives: 4 points of damage going back 1 hex and knockout.
Whisper wins by knockout.
Whisper receives 4 exp points 2 glory points but lost 3 honor points.
Tsui Hui receives 3 exp points 1 honor point but lost 1 glory point.





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Group: streetfighter Message: 5642 From: Steve Karstensen Date: 2/14/2000
Subject: Re: Gateway Tournament Quarter Finals: Tsui H ui VsWhisper
if it's going to cause a problem, I can just let the fight stand and change
my tactics prior to the next round, if I'm still in it. I probably should
have been paying more attention.

-----Original Message-----
From: Rinaldo Gambetta [mailto:rinaldo@...]
Sent: Monday, February 14, 2000 10:35 AM
To: streetfighter@egroups.com
Subject: [streetfighter] Re: Gateway Tournament Quarter Finals: Tsui Hui
VsWhisper


I see my mistake I put who fight against who but I don´t put when, I
realy think everybody known I make the fights in weekend, but this is
not the case, but I realy don´t known what to do if I make this bout
again others will ask for the same treatment, but honest who will change
tactis for quarter finals: Steve Karstensen wants it I known now, J.Scot
Pittman I think not (maybe one or other abort note and he use his exp
points), Arkon already use his points and say he don´t want change
tactics, Josh Diemert already use his points too but I don´t see he
write for the list for a time, Azathoth tactic I don´t belive in change
but maybe he wants use exp points. I learn something here when I have a
table for fight and date I will post with High priority to everyone see
it, I´m thinking in make this fight again for make this fair, and both
players spend their exp points and update their tactics, this will be a
rare thing, a advice for all I make fights only in saturdays or sundays
(If I need), in my next tournament ages the system is similar at the
current in use in Gateway, fights in weekend except of course if I had
something to stop me, but I hope that´s time everyone understand me.

All right Whisper and Tsui Hui will fight again, update tactics and use
exp points please, I think this the only way to solve all this
confusion.

Rinaldo Gambetta wrote:

> I warning in a mail called quarter finals bout, the fights will be
> happen in last weekend but because I have machine problems I will
> change to this one.
> If Whisper player acept I can make the fight again by the way both
> fighter Whisper and Tsui Hui have a lot of exp points, I think
> everyone known I make the fights in the weekend normal is saturday but
> if I have problems I make in the sunday, So Azathoth05@..., you
> acept a rematch with Tsui Hui and so both can use experience points? I
> hope you say yes, thanks for reading.
>
> Steve Karstensen wrote:
>
>> I had no idea we had even moved into the quarter finals. I was
>> going to change my strategy and spend my experience prior to this
>> fight... -----Original Message-----
>> From: Rinaldo Gambetta <rinaldo@...>
>> To: streetfighter@... <streetfighter@...>
>> Date: Saturday, February 12, 2000 8:20 PM
>> Subject: [streetfighter] Gateway Tournament Quarter Finals: Tsui Hui
>> Vs Whisper
>>
>>

Tsui Hui Style: Drunken Boxing Country: China Player: Steve Karstensen.

Appearance: A thin Chinese girl in her late teens with long black hair
bound into two pigtails, wearing simple, loose-fitting clothes of a
Chinese peasant.

Quote before fight: Says nothing, simply upends her earthenware jug and
drains its contents, then tosses it to her ring assistant and wipes her
mouth on her sleeve, staggering slightly.

Vs

Whisper Style: Shotokan Karate Country: Unknown
Player:Azathoth05@...

Appearance: A man in a black gi. He wears a metal mask and has stringy
long red hair that flows down around his shoulders. He wears a red sash
and footwear, and circuits and wires race up and down the length of his
arms.

Quote before fight: "Test my strength!"
Move 1- Tsui Hui block and Whisper move 2 hexes back.
Move 2- Whisper block for combo and Tsui Hui make a Drunken Monkey Roll
and move 3 hex ahead.
Move 3- Tsui Hui block and Whisper move 1 hex but don´t make Dragon
punch.
Move 4- Whisper block for combo and Tsui Hui make a Haymaker for combo
and Whisper receives: 5 points of damage.
Move 5- Tsui Hui try to make a Haymaker but Whisper is more faster and
make a Dragon Punch and Tsui Hui receives: 4 points of damage and going
back 1 hex and Tsui Hui move 1 hex and hit her Haymaker and Whisper
receives: 4 points of damage.
Move 6- Whisper block for combo and Tsui Hui hit a Jab Punch and Whisper
receives: 1 point of damage.
Move 7- Tsui Hui will make a Jab Punch but abort to block when see
Whisper making Dragon Punch and Tsui Hui receives: 5 points of damage
and stun!!!
Move 8- Whisper make another Dragon Punch and hit dizzy Tsui Hui and she
receives: 4 points of damage going back 1 hex and knockout.
Whisper wins by knockout.
Whisper receives 4 exp points 2 glory points but lost 3 honor points.
Tsui Hui receives 3 exp points 1 honor point but lost 1 glory point.

>> ---------------------------------------------------------------------
>>
>>
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Group: streetfighter Message: 5643 From: Steve Karstensen Date: 2/14/2000
Subject: The Not-So-Perfect Warrior
It's things like this that make me remind myself why I love running my
games.

The gist:

Due to a lack of time, the first adventure I decided to run my players
through since starting up again was The Perfect Warrior. We finished it
this past weekend and it's been one of the most... different... adventures
I've ever run.

First, the mortality rate in my campaign is exceedingly low; there's been
one death in about two years. That same player had another character die
during Perfect Warrior. Already weakened by aggravated damage taken during
the opening battle at the LaMonte farm (gotten when he tripped/botched
during a Flying Tackle and landed flat on his face in front of one of the
thugs, who opened up on him with an uzi), the players were poisoned by
Mustafa's Crimson Lotus drug and were unable to figure out a way to handle
the situation until it was too late to save him. The players would up
missing the entire last half of the train scenario, actually agreeing to get
off the train in Luxembourg in order to get the antidote.

There was a car chase in Italy, because the player who'd lost his character
on the train decided to bring in a stunt driver. He, luck would have it,
was moonlighting as a taxi driver and was sitting in his cab eating lunch
when the players needed to hail a cab to beat the Lightning Fists to
Bertani's dojo. Upon arriving, the Fists began to jump out of their van,
along with a few thugs. Bonnie spotted Bertani, the students, the players,
and the cops, and ordered retreat. Fixer, the one driving the van, actually
ran over one of his own thugs peeling out of the scene in reverse. The
taxi-driver player, in character, was annoyed at having his cab shot up and
(once the police arrived) receiving a stack of traffic violations and the
revoking of his license. In return, one of the other players offered him a
spot on the team, and said "can you fight?". If Xaudo hadn't intervened
there would have been a player brawl in front of the dojo.

Later, during the climactic "Phoenix recites dramatic dialogue to Master
Xaudo" scene, I had to alter the entire flow of the conversation when, at
the point where Phoenix attempts to grab Xaudo by the throat, one of the
players tried to stop him (regardless of the twenty armed guards and
Lightning Fists standing nearby).

And finally, the big one; there was no "big battle" at the end. Deciding
they were outnumbered and outgunned, the players formulated a plan to steal
a jeep, roar into the ceremony, grab Xaudo, and roar right back out again.
It was, in fact, a comedy of errors. Here's how it played out:

The players roared in, all right. As they did, one player let a trail of
gasoline fall from the jeep behind them. Unfortunately, the jeep driver
skidded and slammed into a wall, at which point the gasoline player chucked
his lighter at the gas. The soldiers scattered somewhat to handle the
blaze. Phoenix, pissed at the interruption, ordered his men to stand by and
threw a fireball at the jeep. The driver (the player who'd had the only two
deaths in my campaign, btw) swerved, and the other player leaped out of the
back of the jeep, throwing away the gas can (gas + fireball + jeep = bad).
As the jeep roared into the midst of the Lightning Fists to snatch Xaudo,
the other player faced down Phoenix. (rather good little showdown,
considering neither one KO'd the other). The jeep spun around in front of
Xaudo, and Sanjo Hidetoshi (Lightning Fists' sumo) grabbed the back bumper
and tried to prevent the jeep from escaping. The driver threw it into
reverse, pinning Sanjo against the wall but doing too little damage to pin
him there. Sanjo then lifted the bumper and hoisted the rear wheels of the
jeep off the ground. The players' guide, a fairly well known NPC by the
name of Lara Croft, reacted by blowing his brains out with her Desert Eagle.
Bonnie Brown leaped on the hood of the jeep and lunged over, Ear-Popping the
driver and knocking him unconscious. Lara the dove over the back seat and
threw the jeep into drive as Jean grabbed Xaudo. They roared forward,
picking up the other player and fleeing the Phoenix into the helicopter
they'd stolen the keys to and flying up out of the hangar.

The good news?

They got away.

The bad news?

The Phoenix is still very much alive and has had no real setbacks as a
result of this minimally-successful venture on the players' part.

Adventures. They jus' never go the way ya want 'em.

Stephen Karstensen
Applications Consultant
Concurrent Technologies
(908)604-6100 x216

"NINJA STAR!"
- Trey Parker
Group: streetfighter Message: 5644 From: Rinaldo Gambetta Date: 2/14/2000
Subject: Re: Gateway Tournament Quarter Finals: Tsui Hui VsWhisper
This quarter finals stage I make fights to see who goes to semi finals in a eliminatory system at this moment Mr.Military (J.Scot Pittman), Artemis Steele (Josh Diemert) and Aori Hitomi (Npc) are in next stage but the problem with this fight between Tsui Hui and Whisper must be solved, I make this fight again and cancel the ancient fight of course remove the exp points from this ancient bout, just use the points and make a tactic I want to make this fight quickly to make a selection of fights of semi finals, Thanks and sorry for the problem, see ya...

Steve Karstensen wrote:

if it's going to cause a problem, I can just let the fight stand and change
my tactics prior to the next round, if I'm still in it.  I probably should
have been paying more attention.

-----Original Message-----
From: Rinaldo Gambetta [mailto:rinaldo@...]
Sent: Monday, February 14, 2000 10:35 AM
To: streetfighter@egroups.com
Subject: [streetfighter] Re: Gateway Tournament Quarter Finals: Tsui Hui
VsWhisper

I see my mistake I put who fight against who but I don´t put when, I
realy think everybody known I make the fights in weekend, but this is
not the case, but I realy don´t known what to do if I make this bout
again others will ask for the same treatment, but honest who will change
tactis for quarter finals: Steve Karstensen wants it I known now, J.Scot
Pittman I think not (maybe one or other abort note and he use his exp
points), Arkon already use his points and say he don´t want change
tactics, Josh Diemert already use his points too but I don´t see he
write for the list for a time, Azathoth tactic I don´t belive in change
but maybe he wants use exp points. I learn something here when I have a
table for fight and date I will post with High priority to everyone see
it, I´m thinking in make this fight again for make this fair, and both
players spend their exp points and update their tactics, this will be a
rare thing, a advice for all I make fights only in saturdays or sundays
(If I need), in my next tournament ages the system is similar at the
current in use in Gateway, fights in weekend except of course if I had
something to stop me, but I hope that´s time everyone understand me.

All right Whisper and Tsui Hui will fight again, update tactics and use
exp points please, I think this the only way to solve all this
confusion.

Rinaldo Gambetta wrote:

> I warning in a mail called quarter finals bout, the fights will be
> happen in last weekend but because I have machine problems I will
> change to this one.
> If Whisper player acept I can make the fight again by the way both
> fighter Whisper and Tsui Hui have a lot of exp points, I think
> everyone known I make the fights in the weekend normal is saturday but
> if I have problems I make in the sunday, So Azathoth05@..., you
> acept a rematch with Tsui Hui and so both can use experience points? I
> hope you say yes, thanks for reading.
>
> Steve Karstensen wrote:
>
>>  I had no idea we had even moved into the quarter finals.  I was
>> going to change my strategy and spend my experience prior to this
>> fight... -----Original Message-----
>> From: Rinaldo Gambetta <rinaldo@...>
>> To: streetfighter@... <streetfighter@...>
>> Date: Saturday, February 12, 2000 8:20 PM
>> Subject: [streetfighter] Gateway Tournament Quarter Finals: Tsui Hui
>> Vs Whisper
>>
>>

    Tsui Hui Style: Drunken Boxing Country: China Player: Steve Karstensen.

    Appearance: A thin Chinese girl in her late teens with long black hair
    bound into two pigtails, wearing simple, loose-fitting clothes of a
    Chinese peasant.

    Quote before fight: Says nothing, simply upends her earthenware jug and
    drains its contents, then tosses it to her ring assistant and wipes her
    mouth on her sleeve, staggering slightly.

                           Vs

    Whisper Style: Shotokan Karate Country: Unknown
    Player:Azathoth05@...

    Appearance: A man in a black gi.  He wears a metal mask and has stringy
    long red hair that flows down around his shoulders.  He wears a red sash
    and footwear, and circuits and wires race up and down the length of his
    arms.

    Quote before fight: "Test my strength!"
    Move 1- Tsui Hui block and Whisper move 2 hexes back.
    Move 2- Whisper block for combo and Tsui Hui make a Drunken Monkey Roll
    and move 3 hex ahead.
    Move 3- Tsui Hui block and Whisper move 1 hex but don´t make Dragon
    punch.
    Move 4- Whisper block for combo and Tsui Hui make a Haymaker for combo
    and Whisper receives: 5 points of damage.
    Move 5- Tsui Hui try to make a Haymaker but Whisper is more faster and
    make a Dragon Punch and Tsui Hui receives: 4 points of damage and going
    back 1 hex and Tsui Hui move 1 hex and hit her Haymaker and Whisper
    receives: 4 points of damage.
    Move 6- Whisper block for combo and Tsui Hui hit a Jab Punch and Whisper
    receives: 1 point of damage.
    Move 7- Tsui Hui will make a Jab Punch but abort to block when see
    Whisper making Dragon Punch and Tsui Hui receives: 5 points of damage
    and stun!!!
    Move 8- Whisper make another Dragon Punch and hit dizzy Tsui Hui and she
    receives: 4 points of damage going back 1 hex and knockout.
    Whisper wins by knockout.
    Whisper receives 4 exp points 2 glory points but lost 3 honor points.
    Tsui Hui receives 3 exp points 1 honor point but lost 1 glory point.

>> ---------------------------------------------------------------------
>>
>>
>> eGroups.com Home: http://www.egroups.com/group/streetfighter
>> www.egroups.com - Simplifying group communications
>> ---------------------------------------------------------------------
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>>
>> eGroups.com Home: http://www.egroups.com/group/streetfighter
>> www.egroups.com - Simplifying group communications
>
> -----------------------------------------------------------------------
>
>
> eGroups.com Home: http://www.egroups.com/group/streetfighter
> www.egroups.com - Simplifying group communications

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Group: streetfighter Message: 5645 From: Steve Karstensen Date: 2/14/2000
Subject: Re: Gateway Tournament Quarter Finals: Tsui H ui VsWhisper
thanks.  I'll handle the paperwork for Hui tonight and E-mail you everything you need prior to tommorow.  Again, I apologize for the inconvenience.
-----Original Message-----
From: Rinaldo Gambetta [mailto:rinaldo@...]
Sent: Monday, February 14, 2000 4:43 PM
To: streetfighter@egroups.com
Subject: [streetfighter] Re: Gateway Tournament Quarter Finals: Tsui Hui VsWhisper

This quarter finals stage I make fights to see who goes to semi finals in a eliminatory system at this moment Mr.Military (J.Scot Pittman), Artemis Steele (Josh Diemert) and Aori Hitomi (Npc) are in next stage but the problem with this fight between Tsui Hui and Whisper must be solved, I make this fight again and cancel the ancient fight of course remove the exp points from this ancient bout, just use the points and make a tactic I want to make this fight quickly to make a selection of fights of semi finals, Thanks and sorry for the problem, see ya...

Steve Karstensen wrote:

if it's going to cause a problem, I can just let the fight stand and change
my tactics prior to the next round, if I'm still in it.  I probably should
have been paying more attention.

-----Original Message-----
From: Rinaldo Gambetta [mailto:rinaldo@...]
Sent: Monday, February 14, 2000 10:35 AM
To: streetfighter@egroups.com
Subject: [streetfighter] Re: Gateway Tournament Quarter Finals: Tsui Hui
VsWhisper

I see my mistake I put who fight against who but I don´t put when, I
realy think everybody known I make the fights in weekend, but this is
not the case, but I realy don´t known what to do if I make this bout
again others will ask for the same treatment, but honest who will change
tactis for quarter finals: Steve Karstensen wants it I known now, J.Scot
Pittman I think not (maybe one or other abort note and he use his exp
points), Arkon already use his points and say he don´t want change
tactics, Josh Diemert already use his points too but I don´t see he
write for the list for a time, Azathoth tactic I don´t belive in change
but maybe he wants use exp points. I learn something here when I have a
table for fight and date I will post with High priority to everyone see
it, I´m thinking in make this fight again for make this fair, and both
players spend their exp points and update their tactics, this will be a
rare thing, a advice for all I make fights only in saturdays or sundays
(If I need), in my next tournament ages the system is similar at the
current in use in Gateway, fights in weekend except of course if I had
something to stop me, but I hope that´s time everyone understand me.

All right Whisper and Tsui Hui will fight again, update tactics and use
exp points please, I think this the only way to solve all this
confusion.

Rinaldo Gambetta wrote:

> I warning in a mail called quarter finals bout, the fights will be
> happen in last weekend but because I have machine problems I will
> change to this one.
> If Whisper player acept I can make the fight again by the way both
> fighter Whisper and Tsui Hui have a lot of exp points, I think
> everyone known I make the fights in the weekend normal is saturday but
> if I have problems I make in the sunday, So Azathoth05@..., you
> acept a rematch with Tsui Hui and so both can use experience points? I
> hope you say yes, thanks for reading.
>
> Steve Karstensen wrote:
>
>>  I had no idea we had even moved into the quarter finals.  I was
>> going to change my strategy and spend my experience prior to this
>> fight... -----Original Message-----
>> From: Rinaldo Gambetta <rinaldo@...>
>> To: streetfighter@... <streetfighter@...>
>> Date: Saturday, February 12, 2000 8:20 PM
>> Subject: [streetfighter] Gateway Tournament Quarter Finals: Tsui Hui
>> Vs Whisper
>>
>>

    Tsui Hui Style: Drunken Boxing Country: China Player: Steve Karstensen.

    Appearance: A thin Chinese girl in her late teens with long black hair
    bound into two pigtails, wearing simple, loose-fitting clothes of a
    Chinese peasant.

    Quote before fight: Says nothing, simply upends her earthenware jug and
    drains its contents, then tosses it to her ring assistant and wipes her
    mouth on her sleeve, staggering slightly.

                           Vs

    Whisper Style: Shotokan Karate Country: Unknown
    Player:Azathoth05@...

    Appearance: A man in a black gi.  He wears a metal mask and has stringy
    long red hair that flows down around his shoulders.  He wears a red sash
    and footwear, and circuits and wires race up and down the length of his
    arms.

    Quote before fight: "Test my strength!"
    Move 1- Tsui Hui block and Whisper move 2 hexes back.
    Move 2- Whisper block for combo and Tsui Hui make a Drunken Monkey Roll
    and move 3 hex ahead.
    Move 3- Tsui Hui block and Whisper move 1 hex but don´t make Dragon
    punch.
    Move 4- Whisper block for combo and Tsui Hui make a Haymaker for combo
    and Whisper receives: 5 points of damage.
    Move 5- Tsui Hui try to make a Haymaker but Whisper is more faster and
    make a Dragon Punch and Tsui Hui receives: 4 points of damage and going
    back 1 hex and Tsui Hui move 1 hex and hit her Haymaker and Whisper
    receives: 4 points of damage.
    Move 6- Whisper block for combo and Tsui Hui hit a Jab Punch and Whisper
    receives: 1 point of damage.
    Move 7- Tsui Hui will make a Jab Punch but abort to block when see
    Whisper making Dragon Punch and Tsui Hui receives: 5 points of damage
    and stun!!!
    Move 8- Whisper make another Dragon Punch and hit dizzy Tsui Hui and she
    receives: 4 points of damage going back 1 hex and knockout.
    Whisper wins by knockout.
    Whisper receives 4 exp points 2 glory points but lost 3 honor points.
    Tsui Hui receives 3 exp points 1 honor point but lost 1 glory point.

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Group: streetfighter Message: 5646 From: Andy Date: 2/14/2000
Subject: Re: The Not-So-Perfect Warrior
That's such a great adventure!
I'd have had the time of my life being the GM in that one...
One question, how many characters were on the team altogether? And for that
matter how many players did you have?

Hehehee....Each Roll playing group is different that's for sure. I've done
the perfect warrior 2-3 times, with difference characters <sometimes the
same players> and it rarely runs the same way twice. It looks like my high
level characters (6,7, 4) are gonna do it pretty soon.
One of my favorite times was when our resident Speed Deamon, botched a roll
down in the crypt, and spent almost an hour with the scorpions.
*oooH*
*ow!*
*YEAOWCH!!*
Group: streetfighter Message: 5647 From: Steve Karstensen Date: 2/14/2000
Subject: Re: The Not-So-Perfect Warrior
originally it was a three player group, but it got pared down to two when
one of them couldn't make it for two weeks in a row. However, the players
had Lara and Jean with them and I played the missing player as an NPC,
rounding the group out to five. I admit that they probably should have had
a little more experience behind them (rank one and two, respectively) but
recently they creamed a rank 5 team of mine (bad die rolls) so I figured
they could handle it.

funny thing about these guys. I have never once put them up against a team
they couldn't handle and yet they still think that their rank is the be-all
and end-all indicator of their power level. they do a lot of
out-of-tournament stuff and get more powerful than other fighters of their
rank but then they get nervous when I pair them up with a team that's two
ranks higher on paper...

-----Original Message-----
From: Andy [mailto:dlatrex@...]
Sent: Monday, February 14, 2000 5:00 PM
To: streetfighter@egroups.com
Subject: [streetfighter] Re: The Not-So-Perfect Warrior



That's such a great adventure!
I'd have had the time of my life being the GM in that one...
One question, how many characters were on the team altogether? And for that
matter how many players did you have?

Hehehee....Each Roll playing group is different that's for sure. I've done
the perfect warrior 2-3 times, with difference characters <sometimes the
same players> and it rarely runs the same way twice. It looks like my high
level characters (6,7, 4) are gonna do it pretty soon.
One of my favorite times was when our resident Speed Deamon, botched a roll
down in the crypt, and spent almost an hour with the scorpions.
*oooH*
*ow!*
*YEAOWCH!!*


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Group: streetfighter Message: 5648 From: Robert Pascuttini Date: 2/14/2000
Subject: Re: Offical Rules [can'o'worms]
Hey guys. This is just in reply to the using of Punch defense and Kick
defense as abort manuevers.
No. I disagree.
It will it screw things up quite a bit. The reason they are not abort
manuevers is beacuse of the hefty bonus they get. Person with block 3 or 4
is a blocking monster. He adds block + stamina + bonus of denfense manuever.

And there is one other abort manuver. Jump.(In case I read it wrong the
above wrong.)

>From: Azathoth05@...
>Reply-To: streetfighter@egroups.com
>To: streetfighter@egroups.com
>Subject: [streetfighter] Re: Offical Rules [can'o'worms]
>Date: Mon, 7 Feb 2000 23:27:24 EST
>
>
>I second the nomination for making punch defense and kick defense the only
>other official abort maneuvers. Although their description specifies that
>predicting an opponent's attack is what makes them useful, I've found that
>villians with these powers often can only be defeated by a group of heroes
>using two or more different attacks in the same turn-punches and kicks, for
>example. Also, a simple move like triple strike tends to be very effective
>against those blocks.
>
>The rest of your ideas need further consideration as they could be
>potentially unbalancing. As far as performing a special move goes, I
>believe
>the accepted rule is to use common sense. Any move where the character
>gets
>(and uses) a move bonus uses up the cost-for instance, a scissor kick that
>travels full distance. If the attacker chooses to not roll since the
>opponent is using a crouching maneuver and wouldn't be hit anyway, it still
>costs willpower if he moved more than he could with a normal jump. If he
>moved only as far as he could with a normal jump, then it costs nothing.
>Beast rolls, hurricane kicks, etc. cost points as soon as the maneuver
>begins, because the cost comes from the taxing physical demands on the
>body,
>not the actual attack. Likewise, a Flying Fireball where the character
>jumps
>but doesn't launch a fireball costs no chi, since it is not the jump that
>drains the character. Just let common sense prevail. The 1 willpower per
>turn has been previously addressed as being a limit on extra dice not
>maneuver costs.
>
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Group: streetfighter Message: 5649 From: Steve Karstensen Date: 2/15/2000
Subject: Re: Offical Rules [can'o'worms]
If someone is relying on Punch/Kick Defense and a great Block rating, then
it's time to whip out the Grabs, Athletic Maneuvers, and Focus Techniques.
Or just gang up on him and throw differing attacks (one guy punches, he
aborts to Punch Defense, next guy kicks).

-----Original Message-----
From: Robert Pascuttini [mailto:rpascuttini@...]
Sent: Monday, February 14, 2000 11:27 PM
To: streetfighter@egroups.com
Subject: [streetfighter] Re: Offical Rules [can'o'worms]


Hey guys. This is just in reply to the using of Punch defense and Kick
defense as abort manuevers.
No. I disagree.
It will it screw things up quite a bit. The reason they are not abort
manuevers is beacuse of the hefty bonus they get. Person with block 3 or 4
is a blocking monster. He adds block + stamina + bonus of denfense manuever.

And there is one other abort manuver. Jump.(In case I read it wrong the
above wrong.)

>From: Azathoth05@...
>Reply-To: streetfighter@egroups.com
>To: streetfighter@egroups.com
>Subject: [streetfighter] Re: Offical Rules [can'o'worms]
>Date: Mon, 7 Feb 2000 23:27:24 EST
>
>
>I second the nomination for making punch defense and kick defense the only
>other official abort maneuvers. Although their description specifies that
>predicting an opponent's attack is what makes them useful, I've found that
>villians with these powers often can only be defeated by a group of heroes
>using two or more different attacks in the same turn-punches and kicks, for
>example. Also, a simple move like triple strike tends to be very effective
>against those blocks.
>
>The rest of your ideas need further consideration as they could be
>potentially unbalancing. As far as performing a special move goes, I
>believe
>the accepted rule is to use common sense. Any move where the character
>gets
>(and uses) a move bonus uses up the cost-for instance, a scissor kick that
>travels full distance. If the attacker chooses to not roll since the
>opponent is using a crouching maneuver and wouldn't be hit anyway, it still
>costs willpower if he moved more than he could with a normal jump. If he
>moved only as far as he could with a normal jump, then it costs nothing.
>Beast rolls, hurricane kicks, etc. cost points as soon as the maneuver
>begins, because the cost comes from the taxing physical demands on the
>body,
>not the actual attack. Likewise, a Flying Fireball where the character
>jumps
>but doesn't launch a fireball costs no chi, since it is not the jump that
>drains the character. Just let common sense prevail. The 1 willpower per
>turn has been previously addressed as being a limit on extra dice not
>maneuver costs.
>
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Group: streetfighter Message: 5650 From: Steve Karstensen Date: 2/15/2000
Subject: Re: Offical Rules Discussion
Currently, Grappling (and to a lesser extent, Athletics Maneuvers and Focus
Techniques) is one of the only ways to beat an 'always-Abort-into-combo'
defensive character. Adding Abortable techniques like the ones described
will make offense useless and defense king.

-----Original Message-----
From: Jade M Prout [mailto:twitchboy@...]
Sent: Sunday, February 13, 2000 9:09 AM
To: streetfighter@egroups.com
Subject: [streetfighter] Re: Offical Rules Discussion


Not to sound like a broken record, but this would simulate the Tekken
fighters' ability to counter Throws. Also, it would be pretty sweet to have
a "Grappling Defense-Neck Choke" Combo and be able to ABORT to it! Or how
about "Disengage-Dislocate Limb!"

Who needs "Linked Combos" when you can have an "Abort Combo!"
Group: streetfighter Message: 5651 From: Steve Karstensen Date: 2/15/2000
Subject: Re: blind fighting
I usually don't let blind characters abort or interrupt-and-defend against
incoming attacks unless they make a Wits + Blindfighting roll and score at
least two successes. Otherwise they're... uh... blind-sided by the
unexpected attack they didn't see coming.

the Blind-Fighting skill simulates this heightened awareness, as does the
Awareness skill.

-----Original Message-----
From: J. Scott Pittman [mailto:joespitt@...]
Sent: Saturday, February 12, 2000 11:28 PM
To: streetfighter@egroups.com
Subject: [streetfighter] Re: blind fighting


Forge wrote:
I dunno I think projectiles would be easy enough if blind (or blinded)
anyway...

Really? I'd hate to be the one to test that theory...

assuming that you can HEAR them and know they're coming your way...
(afterall when fighting I'm assuming characters have a hightened sense of
awareness)

Hmm.. I think many characters don't have a heightened sense of awareness...
does that ean they can't dodge a projectile if blinded? What does
"heightened" mean exactly in game terms? At what score(s) does a character
get to start dodging?

Actually I think when you can't see, avoiding a projectile is likely to be
the least of your problems, and your most likely to actually notice things
you hear when you can't see (unless you've just been blinded or something
and are still getting over the initial confusion of it)

If you hear something going fast enough through the air to come at you, it
probably is too late anyway, concidering the small amount of time you lose
already that the mind takes to make a conclusion of what it is (not to
mention forming a reaction to it). I think that the former statement that
Wits should give in over perception is a good one (Perception was also my
idea, but I keep an somewhat open mind about these things, so I was talked
into Wits).

Scott
-----Original Message-----
From: Forge <milliken@...>
To: streetfighter@egroups.com <streetfighter@egroups.com>
Date: Friday, February 11, 2000 11:11 PM
Subject: [streetfighter] Re: blind fighting


>I dunno I think projectiles would be easy enough if blind (or blinded)
>anyway...
>assuming that you can HEAR them and know they're coming your way...
>(afterall when fighting I'm assuming characters have a hightened sense of
>awareness)
>Actually I think when you can't see, avoiding a projectile is likely to be
>the least of your problems, and your most likely to actually notice things
>you hear when you can't see (unless you've just been blinded or something
>and are still getting over the initial confusion of it)
>
>----- Original Message -----
>From: Robert Pascuttini <rpascuttini@...>
>To: <streetfighter@egroups.com>
>Sent: Saturday, February 12, 2000 12:47 PM
>Subject: [streetfighter] Re: blind fighting
>
>
>> Hey scott.
>>
>> Im sorry If i havnt quite responeded on time.
>> I dont have enough time in 1 day lately.
>>
>> > >>I still also think its much easier for a story teller to simply
assign
>> >a difficulty to the level of darkness and the player try to roll to see
>if
>> >he can succeed.
>> >
>> >Agreed in out-of-tourament fighting (normal role-playing), but in
>> >tournament
>> >fights, there seems to be a need for a rule that is fair and consistant,
>> >but
>> >can differ from round to round so you can't just make up a character
that
>> >causes blindness and kick butt or lose all the time, or just have the
>> >victim
>> >making rolls that seem kinda average. Like everything else about street
>> >fighter, the element of suprise in the dice rolls keeps tournament
>fighting
>> >exciting.
>>
>> Hmm interesting. Ill think about it.
>>
>> > >>I also think characters should be allowed to jump to dodge most
>> >projectiles.
>> >
>> >No arguments here on that one, I never said diffrent. The Jump Maneuver
>is
>> >designed for just that purpose.
>>
>> Ahhh.. I was reffering to the comment you made about being unable to
avoid
>> projectiles in the dark with jump. :)
>>
>>
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Group: streetfighter Message: 5652 From: Dustin Wolfe Date: 2/16/2000
Subject: WP Trouble
Okay, I know I haven't been around and this is why. My computer decided to
konk out on me, so I haven't been able to work on WP. But now I can and
there will be a Febuary issue. I'm going to be working double-time on it, so
I'm asking for everyone's patience. Please, no submissions for now. I'm
really sorry, and I'll have WP #3 out ASAP.
Group: streetfighter Message: 5653 From: Jade M Prout Date: 2/16/2000
Subject: Re: blind fighting
Steve Karstensen wrote:
>I usually don't let blind characters abort or interrupt-and-defend against incoming attacks unless they make a Wits + Blindfighting roll and score at least two successes. Otherwise they're... uh... blind-sided by the unexpected attack they didn't see coming.

This is how I've always handled Blindfighting:

At the beginning of a turn during which you are blind, roll Perception+Blindfighting. If you don't get at least one success, you're absolutely clueless as to what's happening, and can't attack OR defend. You can Move, but only 3 hexes (see below) and in a random direction (storyteller decides which direction) Furthermore, blind fighters must turn away from the table.

If you succeed, you can act, but here's the catch: Your Technique scores are temporarily reduced to zero. For each success you made on the Blindfighting roll, you can add 1 point to a temporarily reduced Technique. Ex: If you made 3 successes, you could put them all into Block and just Block this turn, or you could put 1 into athletics and 2 into Punch and take a swing at the opponent you can't see...

If you got at least the 1 success, you have a general idea where your opponent is, and should be able to attack in a 1-on-1 fight... in group battles, you're probably going to attack whoever's closest to you. If you accidentally target a friend, you can choose not to roll damage, and until you fail a blindfighting roll, you'll remember which one he is.

I also rule that you can't use a Special Maneuver unless your reduced technique ratings still meet the minimum requirements.

As far as interrupting, I would let a blind fighter interrupt an opponent's Maneuver as long as the opponent has not revealed what Maneuver he's playing. That way you know the player isn't reacting to a specific attack, but rather is delivering a fast attack before the slower opponent can get to him.

Aborting is a tricky issue. If you choose to allow it at all, it should probably cost 2 Willpower instead of 1, and you must have rolled at least 2 successes on your Blindfighting roll, maybe more... After all, it's hard to react to something you don't see coming... have you ever been kicked in the balls while blindfolded?

(Sorry... Boy Scouts flashback!)


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Group: streetfighter Message: 5654 From: Jade M Prout Date: 2/16/2000
Subject: Re: Offical Rules Discussion
>-----Original Message-----
>... it would be pretty sweet to have a "Grappling Defense-Neck Choke" Combo and be able to ABORT to it! Or how about "Disengage-Dislocate Limb!" Who needs "Linked Combos" when you can have an "Abort Combo!"

Steve Karstensen wrote:
>Currently, Grappling (and to a lesser extent, Athletics Maneuvers and Focus Techniques) is one of the only ways to beat an 'always-Abort-into-combo' defensive character. Adding Abortable techniques like the ones described will make offense useless and defense king.

REBUTTAL:
The only World Warriors I know of with "Abort Combos" are Blanka, T-Hawk and Balrog... but I'd say 4 out of 5 fighters in my chronicle have at least 1 Maneuver that can be Combo'd from a Block or Jump, and the fact that 3 of the World Warriors can do it proves that it's not against the rules...

After all, the World Warriors have high Attributes, huge Technique ratings, and vast arsenals of Special Maneuvers to choose from. They don't need Block Combos to win matches! Beginning characters, on the other hand, have very modest bag o' tricks, and CAN'T rely on "super powers" to win... so logically they take every advantage they can to make a name for themselves, THEN slow down and start learning the crazy stuff.

I've been playtesting some new characters (all my old ones were built using my half-baked "Linked Combo" system) and most of them have Block Combos... the ones that don't are obviously at a speed disadvantage in certain situations, but most of them also have Grabs, so if anyone spends too much time Blocking, they risk getting a Cracked Brain or a Broken Back.

Having more than one Block Combo has pros and cons... On the plus side, if you use the slower of the two, you can catch your opponent off-guard later with the faster one... However, every Block you have in a Combo means you're standing still (vulnerable to Grabs) and if you're not attacking (and your opponent is) then you're that much closer to losing the fight.

Besides, you can start a Combo after blocking and get a speed bonus WITHOUT having to put the Block in your Combo... but if you DO have a Block in there, you're faster. If your Dex is low, this is often the only way to land a big, slow attack. It also helps faster characters beat the speed of their opponents' Block.

And if you're familiar enough with an opponent that you know all of his Combos, you can f@*k him up rather easily no matter how fast he is!


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Group: streetfighter Message: 5655 From: Jade M Prout Date: 2/16/2000
Subject: Re: Offical Rules [can'o'worms]
(Can'o'worms? More like Pandora's Box!)

>-----Original Message-----
>From: Robert Pascuttini
This is just in reply to the using of Punch defense and Kick defense as abort manuevers. No. I disagree. The reason they are not abort manuevers is beacuse of the hefty bonus they get. Person with block 3 or 4 is a blocking monster. He adds block + stamina + bonus of denfense manuever.
--Steve Karstensen wrote:
>If someone is relying on Punch/Kick Defense and a great Block rating, then it's time to whip out the Grabs, Athletic Maneuvers, and Focus Techniques. Or just gang up on him and throw differing attacks (one guy punches, he aborts to Punch Defense, next guy kicks).

REPLY:
Gotta go with Steve here. Also keep in mind that every point you sink into Blocks is a point you're NOT sinking into offensive Techniques. So the guy who keeps Aborting to Technique-specific Blocks (and pulling off follow-up attacks with ungodly Speed ratings) is probably not going to be doing as much damage as someone who's been boning up on their offense, and probably doesn't have as many Dizzy Combos either. And if you fight smart, you can make him use up all his Willpower... then he's as good as dead. Any Street Fighter who relies on any one Technique is NOT going to be overly successful.

There's also the "keeping up with the Joneses" factor... If your opponents keep doing something to you and you hate it, it's always better to learn how to do it yourself than it is to complain about it. This is why so many of my characters end up learning Suplex! That and my professional wrestling addiction...


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Group: streetfighter Message: 5656 From: Steve Karstensen Date: 2/17/2000
Subject: Jackie Chan's Stuntmaster released today
Jackie Chan's Stuntmaster is due to be released today for the PSX. I will
be braving the horrors of the local mall in order to pick up my copy, so,
assuming they have it, look for a review posted to the list sometime
tommorow.

Stephen Karstensen
Applications Consultant
Concurrent Technologies
(908)604-6100 x216

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