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Group: streetfighter Message: 51 From: Joshua Rogers Date: 8/6/1998
Subject: Re: New Topic: Expanded Aborts
Group: streetfighter Message: 52 From: REMO DISCONZI Date: 8/20/1998
Subject: Vega revised
Group: streetfighter Message: 53 From: Steve 'Doom Trooper' Karstensen Date: 8/20/1998
Subject: Re: Vega revised
Group: streetfighter Message: 54 From: REMO DISCONZI Date: 8/20/1998
Subject: Re: Vega revised
Group: streetfighter Message: 55 From: Steve Karstensen Date: 8/20/1998
Subject: Re: Vega revised
Group: streetfighter Message: 56 From: Joshua Rogers Date: 8/20/1998
Subject: Re: Vega revised
Group: streetfighter Message: 57 From: Joshua Rogers Date: 8/20/1998
Subject: Re: Vega revised
Group: streetfighter Message: 58 From: Steve Karstensen Date: 8/20/1998
Subject: Re: Vega revised
Group: streetfighter Message: 59 From: Steve Karstensen Date: 8/20/1998
Subject: Re: Vega revised
Group: streetfighter Message: 60 From: REMO DISCONZI Date: 8/20/1998
Subject: MY definite version of Vega's sheet
Group: streetfighter Message: 61 From: Joshua Rogers Date: 8/20/1998
Subject: Re: Vega revised
Group: streetfighter Message: 62 From: Joshua Rogers Date: 8/20/1998
Subject: Re: MY definite version of Vega's sheet
Group: streetfighter Message: 63 From: Steve 'Doom Trooper' Karstensen Date: 8/21/1998
Subject: Re: MY definite version of Vega's sheet
Group: streetfighter Message: 64 From: Steve 'Doom Trooper' Karstensen Date: 8/21/1998
Subject: Re: MY definite version of Vega's sheet
Group: streetfighter Message: 65 From: Micheal Duynhoven Date: 8/21/1998
Subject: The Generic Story Lines
Group: streetfighter Message: 66 From: REMO DISCONZI Date: 8/21/1998
Subject: Rugal Bernstein
Group: streetfighter Message: 67 From: Joshua Rogers Date: 8/22/1998
Subject: Re: The Generic Story Lines
Group: streetfighter Message: 68 From: Steve Karstensen Date: 8/22/1998
Subject: Re: Rugal Bernstein
Group: streetfighter Message: 69 From: Joshua Rogers Date: 8/22/1998
Subject: Re: Rugal Bernstein
Group: streetfighter Message: 70 From: REMO DISCONZI Date: 8/22/1998
Subject: Characters and NPC's
Group: streetfighter Message: 71 From: REMO DISCONZI Date: 8/22/1998
Subject: Re: The Generic Story Lines
Group: streetfighter Message: 72 From: REMO DISCONZI Date: 8/22/1998
Subject: Re: Rugal Bernstein
Group: streetfighter Message: 73 From: Steve Karstensen Date: 8/22/1998
Subject: Re: Characters and NPC's
Group: streetfighter Message: 74 From: Joshua Rogers Date: 8/22/1998
Subject: Re: Rugal Bernstein
Group: streetfighter Message: 75 From: Joshua Rogers Date: 8/22/1998
Subject: Re: Characters and NPC's
Group: streetfighter Message: 76 From: REMO DISCONZI Date: 8/23/1998
Subject: Re: Rugal Bernstein
Group: streetfighter Message: 77 From: REMO DISCONZI Date: 8/23/1998
Subject: Re: Characters and NPC's
Group: streetfighter Message: 78 From: Steve Karstensen Date: 8/23/1998
Subject: Interview wit' Da Man
Group: streetfighter Message: 79 From: Nelson, Christopher T Date: 8/24/1998
Subject: Re: Rugal Bernstein
Group: streetfighter Message: 80 From: REMO DISCONZI Date: 8/24/1998
Subject: Re: Rugal Bernstein
Group: streetfighter Message: 81 From: Micheal Duynhoven Date: 8/25/1998
Subject: Fw: Characters and NPC's
Group: streetfighter Message: 82 From: Micheal Duynhoven Date: 8/25/1998
Subject: Fw: The Generic Story Lines
Group: streetfighter Message: 83 From: Micheal Duynhoven Date: 8/25/1998
Subject: New Manuevers
Group: streetfighter Message: 84 From: Sniper5321@aol.com Date: 8/25/1998
Subject: message
Group: streetfighter Message: 85 From: REMO DISCONZI Date: 8/26/1998
Subject: Re: New Manuevers
Group: streetfighter Message: 86 From: Steve 'Doom Trooper' Karstensen Date: 8/26/1998
Subject: Re: New Manuevers
Group: streetfighter Message: 87 From: Steve 'Doom Trooper' Karstensen Date: 8/26/1998
Subject: Re: Fw: Characters and NPC's
Group: streetfighter Message: 88 From: Howard Collins Date: 8/26/1998
Subject: Yet another page announcement
Group: streetfighter Message: 89 From: Joshua Rogers Date: 8/26/1998
Subject: Re: New Manuevers
Group: streetfighter Message: 90 From: Joshua Rogers Date: 8/26/1998
Subject: Re: Yet another page announcement
Group: streetfighter Message: 91 From: Micheal Duynhoven Date: 8/26/1998
Subject: Fw: New Manuevers
Group: streetfighter Message: 92 From: Micheal Duynhoven Date: 8/26/1998
Subject: Fw: Characters and NPC's
Group: streetfighter Message: 93 From: Micheal Duynhoven Date: 8/26/1998
Subject: Multi Postings
Group: streetfighter Message: 94 From: Howard Collins Date: 8/26/1998
Subject: Re: Yet another page announcement
Group: streetfighter Message: 95 From: Howard Collins Date: 8/26/1998
Subject: Block Combos
Group: streetfighter Message: 96 From: Steve Karstensen Date: 8/26/1998
Subject: Re: Yet another page announcement
Group: streetfighter Message: 97 From: Steve Karstensen Date: 8/26/1998
Subject: Re: Fw: New Manuevers
Group: streetfighter Message: 98 From: Steve Karstensen Date: 8/26/1998
Subject: Re: Fw: Characters and NPC's
Group: streetfighter Message: 99 From: Steve Karstensen Date: 8/26/1998
Subject: Re: Fw: New Manuevers
Group: streetfighter Message: 100 From: Joshua Rogers Date: 8/26/1998
Subject: Re: Block Combos



Group: streetfighter Message: 51 From: Joshua Rogers Date: 8/6/1998
Subject: Re: New Topic: Expanded Aborts
>Date: Thu, 06 Aug 1998 12:09:23 -0400
>From: Howard Collins <howard@...>
>To: Joshua Rogers <tkshockwave@...>
>CC: skarsten@..., staredown@...,
streetfighter@...
>Subject: Re: [streetfighter] New Topic: Expanded Aborts
>
>
>
>Joshua Rogers wrote:
>
>> Air Suplex, as I remember it (don't have SoS yet), will hit standing
>> opponents, and knock them down- so even the arguement for Flying Knee
>> Thrust doesn't fit it. Hard to justify it then.
>> >> Punch/Kick/Grappling Defense
>> >
>> >Since they are already blocks, they should already be
>> >abortable (same with missile reflection and energy
>> >reflection). Grappling Defense should definately be
>> >abortable.
>> >
>> Actually, according to the book as we read it, not all blocks are
>> abortable. Only Block itself. On consideration, I agree that all
ought
>> to be abortable, or at least seem to at first. Might want to consider
>> this more, since tournament fights aren't supposed to last more than
10
>> rounds. Don't want to make blocks the best way to go.
>
>Blocks aren't the best way to go, since you aren't doing any damage
with
>them in most respects (except for a piddly maka wara or deflecting
punch
>occasionally), they do nothing vs. grabs, monkey grab punch, etc., and
you
>lose honor by using them. According the the book, under "Block"
special
>maneuvers it is specified that unless otherwise indicated, the special
>blocks are to be treated as Blocks, which you can assume includes the
>abortability. (This is subject to GM call of course, but doesn't
really
>imbalance things.)
>

See, we just went with whatever had the word Abort mentioned in it. We
decided this after one player argued you ought to be able to Abort to
any higher-speed maneuver. The idea of someone Aborting to a Dragon
Punch was rather...chilling...to say the least.
>> >> San He
>> >
>> >See above
>> >
>> >> Vertical Rolling Attack
>> >
>> >I disagree with this one.
>> It all really depends on how you interpret it. If you have it hit
only
>> aerial opponents, then it's better as an Abort, at least in our
minds.
>> None of us recall seeing VRA hit a grounded opponent, so we're
looking
>> at it that way.
>>
>
>Why is it that attacks which hit aerial opponents should be abortable?
It's
>instinctive to perform a vertical rolling attack? Not sure where the
logic
>behind this comes from.
>
The only real logic to it was the same as Air Throw- sure, you can try
it, but the first time you Air Throw somebody, suddenly all your
opponents will be Aborting to Drunken Monkey Roll or Movement. Some
would say that this means the threat of being Air Thrown or VRA'd is
even more effective than the actual attack; this has merit, yes, but our
group tends to like to get into the thick of things and use the old
strategy of the best defense is a good offense.
>> >
>> >> Flying Knee Thrust (I disagree with them on this one)
>> >
>> >This move is well balanced already. It doesn't need to be
>> >abortable.
>> >
>> >> Power Uppercut (Ditto)
>> >
>> >Since it's so quick and easy in the video game, a case could
>> >be made I suppose. (Same with handstand kick)
>> >
>
>The problem with basing move speeds off the video game is that the
"speed"
>of the video maneuver is based on the player's reflexes, the
button/stick
>combinations required, the frames of animations it takes to execute the
>maneuver, etc. The thing is that blocks and jumps are fairly
instinctive
>stick-only maneuvers in the game, with no buttons to hit, which makes
sense
>as far as abortability goes. For that matter, why not simply adjust
the
>speeds of maneuvers in SFSTG according to how fast they are in the
video
>game? Then you would have wildly differing values depending on who
chooses
>the speeds (since some vid players execute certain maneuvers faster
than
>others), what console they are playing on, etc.
>
Very true. The only ones I can think of as having any merit are Power
Uppercut and Handstand Kick- Both of these are no more effective than a
Fierce Punch or Roundhouse, meaning they need some justification, even
just for 1 Power Point; who wants to spend 4 xp for a copy of their
Basic Maneuver?

>> >> Elemental Stride/Backflip/Teleport/Pool
>> >
>> >I'm not up on the elemental manuvers but I don't think
>> >backflip or teleprt should be abortable.
>> >
>> Granted it's a pain to have more movements abortable, particularly
>> teleports, but it's not as bad as it seems- we also have a standing
>> tournament rule that if you concentrate solely on evading your
opponent
>> for 2 consecutive rounds, you lose. This has actually only come up
once
>> with a World Warrior fight, costing Chun Li a fight with E. Honda.
>
>That would mean Dhalsim would lose a lot, considering the book
description
>of Kabbaddi as being a patient, frustrating art, evading until the
enemy
>makes a mistake, etc. Disqualifying someone for 2 turns of evasion
>essentially means less variety in the fights, just who does better
damage,
>has more durability, and has better special maneuvers since they will
be
>just trading blows the whole time.

We actually had someone playing Dhalsim when our characters attended a
World Warrior tournament; Oddly enough, even with this rule in place, he
beat the crap out of Cammy, and more often than not was going faster
than she was just by making use of Focus maneuvers and thus using his
Wits for determining Speed. I think this is just another example of how
our group modified the rules to fit our own style of gameplay- blocks
are almost never used, save for the two characters with Staminas of 2
and 3, respectively. Even they mostly use them to speed up their
projectiles.

>
>> >> San He could be argued as useful for when you decide to
>> >block- but since
>> >> the example mentions getting hit by a car or bus (which
>> >doesn't usually
>> >> give you time to react, really) we thought it could be
>> >done reactively,
>> >> like a block. Air Throw and Vertical Rolling attack rely
>> >on an airborne
>> >> opponent, which means you have to know an opponent is
>> >going to jump- and
>> >> if you mess up once, or they've done any research on you,
>> >you'll never
>> >> get to use it. Flying Knee Thrust was argued in by a
>
>Yes, same problem with the Maka Wara. These maneuvers are specialty
>maneuvers, and a good strategist will be able to get around them or
>eliminate their effectiveness, which is how it should be. Air Throw is
an
>insanely powerful maneuver that one time in 6 it comes off.

Our only real problem here is the fact that we use managers for more
than just handling flights; we've so far gone into only one fight
without knowing our opponents' styles and preferred techniques. Often
our opponents know more than that, having a good list of our maneuvers.
In situations like this, Air Throw becomes a one trick pony- you can use
it once to drop somebody, but every enemy after that will be avoiding
catching air around you; again, this is likely just a facet of our own
style of play coming into account.
>
>> >player saying it
>> >> didn't do much damage and left you sitting in front of the
>> >enemy, so the
>> >> only good was against jumpers for the knockdown. Power
>> >Uppercut was
>> >> added for the same reason- which since it's a 1 Move
>> >Fierce Punch, I can
>> >> see. The other maneuvers we added because they're all
>> >movement oriented,
>> >> so seemed fitting to put in.
>> >>
>> >> The one thing I can see wrong with these (besides my
>> >objections)was
>> >> something I badgered them into modifying- Air Throw could
>> >easily become
>> >> a 'twink' move. So, you can't Abort to it unless you're
>> >already in the
>> >> air (such as Aborting from a Jumping Roundhouse) or if the
>> >jumper passes
>> >> over your hex, these being the only situations I've been
>> >able to use it
>> >> in the games.
>> >>
>> >> Any comments?
>> >
>> >Something to concider is keeping the list as is (or even
>> >adding to it) FOR THE STORYTELLER ONLY. This will allow you
>> >to simulate the cheeze of the videogame and make you end
>> >fights a lot harder.
>> >
>> True, it'd make the fights a lot harder, but that's not really the
>> point. We're not trying to simulate the game, only use the
information
>> and make our own. A CPU being cheesy is one thing. A Storyteller
being
>> cheesy is just bad.
>> >===
>
>Hehe... sometimes I think GM's and players of systems as detailed as
SFSTG
>just like to make modifications for little good reason, except to try
out
>something different to see how it works, or because they think they can
fill
>in a gap that the designers left. In some cases that's true, but SFSTG
is
>an extremely well-balanced system as is (basic book) and was tested
>extensively for a long time (although they didn't really proofread that
>well). A lot of ideas that sound good in theory (i.e. abort to
anything)
>turn out to be nightmares when put into place, as a good thinker will
find
>the hole in the system right away and exploit it beyond all belief, and
soon
>you have a campaign full of nothing but cartwheel kicking aborting to
grabs
>guys who start with 10 willpower.
>
>
Hmm...I'm beginning to think either our group is really stupid, or we're
naturally avoiding exploitation of the system- no one has cartwheel
kick, there's not a block combo in the bunch, and we're managing to pull
off a great game. Even managed to take down a group of 4th Rank Wu Shu
and Spanish Ninjas who all had insane stats, while we're just Rank 2.
*shrug* I can see where everyone's suggestions make sense, so I'm
guessing this is only working for us due to our campaign.


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Group: streetfighter Message: 52 From: REMO DISCONZI Date: 8/20/1998
Subject: Vega revised
Even though I don't have the Secrets of Shadoloo book (but someone managed
to gimme the information), some people told how was Vega's sheet made, and
I disagree w/ some aspects, and for now, it's totally old fashioned. I
mean, he has gone through many changes since Super SF to SF Zero 3. So here
goes my update:

Vega

Strength 4 Charisma 4 Perception 5
Dexterity 7 Manipulation 5 Intelligence 4
Stamina 5 Appearance 7 Wits 5

Abilities, Backgrounds, Health, Chi and Willpower: it's fine the way it is.

Techniques:
Punch 5
Kick 6
Block 5
Grab 5
Athletics 7
Focus 2
Claw 5

Maneuvers: Forward Slide Kick, Air Suplex*, Choke Throw, Suplex, Throw,
Backflip, Jump, Light Feet, Tumbling Attack, Wall Spring, Diving Hawk**,
Forward Backflip Kick***, Ax Kick****

* Air Suplex shouldn't work like an air throw. I mean, Vega can use his
Izuna Drop on guys that are midair or grounded. So it should work like an
aerial maneuver which can be used on aerial and grounded opponents alike.
** It's Vega's Flying Barcelona Attack. If you read Contenders, Wesley
Adams (that silly Vega wannabe) has the Diving Hawk, so it can be used as
the Flyng Barcelona Attack.
*** As I don't have the maneuvers that came along the SF Screen (if someone
does, please send me it!) I may be wrong. For the name it seems like a
Backflip Kick which goes forward, so it's Vega's Scarlet Terror (Vega's
forwardslash which appeared first in SF Super Turbo).
**** This one's from SF Zero 3. If you execute the Rounghouse Kick, Vega
will deliver an Ax Kick.

I think it's quite fair. If someone doesn't agree, send me a feedback.

Remo
20/08/98

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Group: streetfighter Message: 53 From: Steve 'Doom Trooper' Karstensen Date: 8/20/1998
Subject: Re: Vega revised
woo! Vega fans in da house!

REMO DISCONZI wrote:
>
> Claw 5
>

ya do gotta wonder if Claw was left out of Vega's Techniques listing by
accident or it just replaces his punch damage like a tonfa does. Ooh.
That reminds me... that's probably a candidate for the "Goofups on the
World Warriors' character sheets" section on Street Fighter Central.

> * Air Suplex shouldn't work like an air throw. I mean, Vega can use his
> Izuna Drop on guys that are midair or grounded. So it should work like an
> aerial maneuver which can be used on aerial and grounded opponents alike.

that's what Choke Throw is for. Why bother with Air Suplex when Choke
Throw does the same thing? Air Suplex is meant to be an Air Throw that
doesn't cost Willpower and works off of Suplex as a base rather than
Throw since for many styles, Suplex is as cheap as Throw and is
inherently better.

> ** It's Vega's Flying Barcelona Attack. If you read Contenders, Wesley
> Adams (that silly Vega wannabe) has the Diving Hawk, so it can be used as
> the Flyng Barcelona Attack.

I did often wonder why maneuvers were made available to styles and the
inventors of those styles didn't have them...

> *** As I don't have the maneuvers that came along the SF Screen (if someone
> does, please send me it!) I may be wrong. For the name it seems like a
> Backflip Kick which goes forward, so it's Vega's Scarlet Terror (Vega's
> forwardslash which appeared first in SF Super Turbo).

Forward Backflip Kick is an Aerial maneuver that causes the fighter to
jump forward and up as they flip. It hits Aerial opponents twice.
Think of Chun Li's jumping roundhouse/aerial walkover kick for an
example.

> **** This one's from SF Zero 3. If you execute the Rounghouse Kick, Vega
> will deliver an Ax Kick.
>
> I think it's quite fair. If someone doesn't agree, send me a feedback.
>
sounds fair to me, although Vega as-is is fuggin' NASTY and doesn't
really need beefing up in the first place...

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Group: streetfighter Message: 54 From: REMO DISCONZI Date: 8/20/1998
Subject: Re: Vega revised
----------
> De: Steve 'Doom Trooper' Karstensen <skarsten@...>
> Para: REMO DISCONZI <Smash@...>
> Cc: streetfighter@...
> Assunto: Re: [streetfighter] Vega revised
> Data: Quinta-feira, 20 de Agosto de 1998 17:39
>
> woo! Vega fans in da house!

I'm a Vega fan because he really IS the best street fighter around :)

>
>
> >
> > Claw 5
> >
>
> ya do gotta wonder if Claw was left out of Vega's Techniques listing by
> accident or it just replaces his punch damage like a tonfa does. Ooh.
> That reminds me... that's probably a candidate for the "Goofups on the
> World Warriors' character sheets" section on Street Fighter Central.

Street Fighter Central? what the heck is that? is it a web site? if so,
what's the address??

>
> > * Air Suplex shouldn't work like an air throw. I mean, Vega can use his
> > Izuna Drop on guys that are midair or grounded. So it should work like
an
> > aerial maneuver which can be used on aerial and grounded opponents
alike.
>
> that's what Choke Throw is for. Why bother with Air Suplex when Choke
> Throw does the same thing? Air Suplex is meant to be an Air Throw that
> doesn't cost Willpower and works off of Suplex as a base rather than
> Throw since for many styles, Suplex is as cheap as Throw and is
> inherently better.

I'm a purist, sorry. Choke Throw can do the same thing, but in the
videogame it's STILL Vega's "air throw". I think Izuna Drop SHOULD be Air
Suplex because it IS an air suplex

>
> > ** It's Vega's Flying Barcelona Attack. If you read Contenders, Wesley
> > Adams (that silly Vega wannabe) has the Diving Hawk, so it can be used
as
> > the Flyng Barcelona Attack.
>
> I did often wonder why maneuvers were made available to styles and the
> inventors of those styles didn't have them...

I agree with you. But I still think that the Diving Hawk is the Flying
Barcelona Attack.

>
> > *** As I don't have the maneuvers that came along the SF Screen (if
someone
> > does, please send me it!) I may be wrong. For the name it seems like a
> > Backflip Kick which goes forward, so it's Vega's Scarlet Terror (Vega's
> > forwardslash which appeared first in SF Super Turbo).
>
> Forward Backflip Kick is an Aerial maneuver that causes the fighter to
> jump forward and up as they flip. It hits Aerial opponents twice.
> Think of Chun Li's jumping roundhouse/aerial walkover kick for an
> example.

Chun Li's jumping roundhouse can't be an example because the maneuver you
described IS EXACTLY Vega's Scarlet Terror. Now I'm SURE that that's a
Forward Backflip Kick!

>
> > **** This one's from SF Zero 3. If you execute the Rounghouse Kick,
Vega
> > will deliver an Ax Kick.
> >
> > I think it's quite fair. If someone doesn't agree, send me a
feedback.
> >
> sounds fair to me, although Vega as-is is fuggin' NASTY and doesn't
> really need beefing up in the first place...

It's no beefing up. It's just a matter of fairness. Ryu's sheet was very
well-made. Why screw up with Vega's? I think it's something that someone
should have done some time ago, you know.
About Vega's Claw technique, I think the claw is only an enhancement for
punch maneuvers (I got this sheet from a web site and it had the Claw
technique) so I think the claw should merely give a +1 or +2 Damage to
punch maneuvers.


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Group: streetfighter Message: 55 From: Steve Karstensen Date: 8/20/1998
Subject: Re: Vega revised
Street Fighter Central is only *the* most comprehensive SFSTG web site
around.

http://home.sprynet.com/sprynet/skarsten

Vega's claw description in the Shadoloo sourcebook makes reference to
his dots in Claw technique, which are nowhere to be found on the
character sheet. thus, I just made it add to his punches as you
suggest.

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Group: streetfighter Message: 56 From: Joshua Rogers Date: 8/20/1998
Subject: Re: Vega revised
The claw, as written up in Secrets (at least, via my memory) is +1
damage, -1 speed, and +0 move. That might be off..not sure. It's
presented in pre-Contenders fashion, which means it needs a Technique.
Personally, though, if the Punch Dagger (aka Katar) uses punch
technique, why shouldn't Vega's Claw?

Here's something I've been wondering as well- my GM insists that you
cannot make new maneuvers unless you're a Master (which itself is
inherently flawed, since his favorite World Warrior, Vega, created one
from (pardon the pun) scratch, but that's an arguement for the table,
not the mailing list). This led me to looking at the Sensei background,
and noticed that it mentions that a true master might also have
maneuvers from other styles. That made me wonder- is there rules for
learning maneuvers outside your style that aren't open to everyone? I
know Jeet Kune Do can do so, but this suggests there's other ways for
other styles. Mostly I'm asking 'cause I'd love for my Muay Thai
character to get fun things like Storm Hammer. Precedent for it seems to
be set with Muay Thai as well, seeing as Sagat learned the Tiger
Uppercut and Tiger Blast to counteract Ryu's Dragon Punch and Fireball.
Opinions?

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Group: streetfighter Message: 57 From: Joshua Rogers Date: 8/20/1998
Subject: Re: Vega revised
>Date: Thu, 20 Aug 1998 19:40:14 -0400
>From: Steve Karstensen <skarsten@...>
>To: REMO DISCONZI <Smash@...>
>CC: streetfighter@...
>Subject: Re: [streetfighter] Vega revised
>
>Street Fighter Central is only *the* most comprehensive SFSTG web site
>around.
>
>http://home.sprynet.com/sprynet/skarsten

*grins* No bias there, right?

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Group: streetfighter Message: 58 From: Steve Karstensen Date: 8/20/1998
Subject: Re: Vega revised
there are no rules for it per se, but what I did was decide that a good
sensei would probably know maneuvers available to other styles, but only
if they also practiced that style (really tough) or the maneuvers had an
"any" cost.

Joshua Rogers wrote:
>
> The claw, as written up in Secrets (at least, via my memory) is +1
> damage, -1 speed, and +0 move. That might be off..not sure. It's
> presented in pre-Contenders fashion, which means it needs a Technique.
> Personally, though, if the Punch Dagger (aka Katar) uses punch
> technique, why shouldn't Vega's Claw?
>
> Here's something I've been wondering as well- my GM insists that you
> cannot make new maneuvers unless you're a Master (which itself is
> inherently flawed, since his favorite World Warrior, Vega, created one
> from (pardon the pun) scratch, but that's an arguement for the table,
> not the mailing list). This led me to looking at the Sensei background,
> and noticed that it mentions that a true master might also have
> maneuvers from other styles. That made me wonder- is there rules for
> learning maneuvers outside your style that aren't open to everyone? I
> know Jeet Kune Do can do so, but this suggests there's other ways for
> other styles. Mostly I'm asking 'cause I'd love for my Muay Thai
> character to get fun things like Storm Hammer. Precedent for it seems to
> be set with Muay Thai as well, seeing as Sagat learned the Tiger
> Uppercut and Tiger Blast to counteract Ryu's Dragon Punch and Fireball.
> Opinions?
>
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Group: streetfighter Message: 59 From: Steve Karstensen Date: 8/20/1998
Subject: Re: Vega revised
also, just because Sagat learned the Tiger Shot and Tiger Uppercut
doesn't mean they weren't inherently available to his style. I maintain
that a number of maneuvers, although available to a style, are not
inherent to it. For example, how many army trainers do you know that
incorporate Hyper Fist drills into Basic? they don't. However, the
kind of training a Special Forces agent undergoes means that he has the
potential to learn such a maneuver because the philosophies or exercises
necessary to learn it *are* a part of his regimen.

Joshua Rogers wrote:
>
> The claw, as written up in Secrets (at least, via my memory) is +1
> damage, -1 speed, and +0 move. That might be off..not sure. It's
> presented in pre-Contenders fashion, which means it needs a Technique.
> Personally, though, if the Punch Dagger (aka Katar) uses punch
> technique, why shouldn't Vega's Claw?
>
> Here's something I've been wondering as well- my GM insists that you
> cannot make new maneuvers unless you're a Master (which itself is
> inherently flawed, since his favorite World Warrior, Vega, created one
> from (pardon the pun) scratch, but that's an arguement for the table,
> not the mailing list). This led me to looking at the Sensei background,
> and noticed that it mentions that a true master might also have
> maneuvers from other styles. That made me wonder- is there rules for
> learning maneuvers outside your style that aren't open to everyone? I
> know Jeet Kune Do can do so, but this suggests there's other ways for
> other styles. Mostly I'm asking 'cause I'd love for my Muay Thai
> character to get fun things like Storm Hammer. Precedent for it seems to
> be set with Muay Thai as well, seeing as Sagat learned the Tiger
> Uppercut and Tiger Blast to counteract Ryu's Dragon Punch and Fireball.
> Opinions?
>
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Group: streetfighter Message: 60 From: REMO DISCONZI Date: 8/20/1998
Subject: MY definite version of Vega's sheet
Well, looks like you guys concerned about the topic. Anyway, I made * the*
Vega's sheet that I think is the most complete around. I think I'm suited
for this because I'm a *real* Vega fan and I know a great deal about the
guy, so here it goes:

Vega

Strength 4 Charisma 4 Perception 5
Dexterity 7 Manipulation 5 Intelligence 4
Stamina 5 Appearance 7 Wits 5

Talents: Alertness 4, Insight 3, Instruct 3, Interrogation 4, Intimidation
4, Streetwise 2, Subterfuge 5, Seduction 5 (in the anime he was a real
charmer), Style 4 (he dresses himself very well when not using his outfit),
Poetic Expression 2 (he speaks somewhat poetic stuff -have you seen him in
the Cammy Graphic novel by Viz?).

Skills: Blind Fighting, Drive 3 (it can't be 4 because he's not a
professional driver...), Leadership 4, Security 5, Stealth 5, Survival 4,
Performance 6 (bullfighting!), Etiquette 5 (a little obvious, isn't it?)

Knowledges: Arena 5, Bureaucracy 1 (he's a rich man. he certaily have used
it at least one time), Computer 2, Investigation 3, Medicine 1, Misteries
2, Politics 2 (he's a cultured man), Style Lore 5

Backgrounds: Arena 5, Backing 5, Contacts 5, Fame 3 (as a bullfighter, of
course), Resources 5, Staff 5

Techniques: Punch 5, Kick 6, Block 5, Grab 5, Athletics 7, Focus 2

Health: 20, Chi: 4, Willpower 8

Maneuvers: Forward Slide Kick (his slide kick), Choke Throw (his "air
throw" in the videogame), Suplex, Throw (only as a requesite for Choke T. I
guess), Backflip, Jump, Light Feet, Tumbling Attack, Wall Spring, Diving
Hawk (Flying Barcelona Attack), Air Suplex (Izuna Drop), Backflip Kick
(requesite for the Forward B. Kick), Forward Backflip Kick (Scarlet
Terror), Ax Kick (his roundhouse from SF Alpha 3)

Combos: all the original ones, plus: Forward Slide Kick to Air Suplex;
Diving Hawk to Forward Slide Kick to Tumbling Attack (Dizzy) - these new
combos are my main ones when playing w/ Vega in the arcade :) feel free to
igore them

That's it, I guess. Feedback if you think that "I'm obviously insane for
beefing up that nasty spanish psycho!" :)


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Group: streetfighter Message: 61 From: Joshua Rogers Date: 8/20/1998
Subject: Re: Vega revised
>Date: Thu, 20 Aug 1998 20:12:57 -0400
>From: Steve Karstensen <skarsten@...>
>To: Joshua Rogers <tkshockwave@...>
>CC: streetfighter@..., Smash@...
>Subject: Re: [streetfighter] Vega revised
>
>also, just because Sagat learned the Tiger Shot and Tiger Uppercut
>doesn't mean they weren't inherently available to his style. I
maintain
>that a number of maneuvers, although available to a style, are not
>inherent to it. For example, how many army trainers do you know that
>incorporate Hyper Fist drills into Basic? they don't. However, the
>kind of training a Special Forces agent undergoes means that he has the
>potential to learn such a maneuver because the philosophies or
exercises
>necessary to learn it *are* a part of his regimen.
>
True; they could have been available. Ah well. So much for that Knee
Basher-Stormhammer-Tiger Uppercut (dizzy) combo I was dreaming about.
Hmm...speaking of combos- the rules in the Player's Guide mention
incorporating two forms of team combos. Our team (by pure accident, and
an unfortunate Sanboist's jaw) developed a third type- choreograph
combos. Basically, two or more people on the team each develop their own
combo- in our case, it was Dragon Punch- Fierce Punch. Then each member
of the choreograph combo buys another Power Point to link in with the
other teammembers. Ultimate effect? Besides pulling off a stunning
display of teamwork, and turning the target to mush, you add together
all damage and knockback. Thus, when we used the Dragon Punch-Fierce
Punch, both Dragon Punches added damage together for dizzy (in this
case, it was a moot point- he was out), and the guy went flying back 2
hexes. Generally also good for some extra glory- Cover of Sports
Illustrated: A Muay Thai Kickboxer and a Shotokan Karateka both
impacting one guy's jaw with dragon punches at the same time.
(Incidentally, we used the Fierce Punches on the guy behind us, who
unfortunately for him was the weakest member of the opposing team)

Opinions?

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Group: streetfighter Message: 62 From: Joshua Rogers Date: 8/20/1998
Subject: Re: MY definite version of Vega's sheet
Hmm...well, as for beefing him up, let's just say my Storyteller will
not be recieving a copy of that sheet (not that he doesn't have his own
plans for same *grumble*). We've only run across him twice in the game,
once when he took part in the World Warrior Tournament (he came in 2nd.
I got to buy him a hotdog.), and the second one when we were taking part
in a tournament that he was invited to watch. He actually took us out on
the town, and lived up to the many dots you gave him in Etiquitte and
Style. Of course, playing the standard Animal Hybrid, I made him regret
that ("Diamondback! Most people take the shell _off_ first! And you're
only supposed to eat the tail of the lobster! Now use your fork!"- Greg,
our resident 'leader') Anyways, I thought I'd add that bit in. Anybody
else have interesting stories from their games?

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Group: streetfighter Message: 63 From: Steve 'Doom Trooper' Karstensen Date: 8/21/1998
Subject: Re: MY definite version of Vega's sheet
not bad. several members of my playgroup has told me I need to add to
the stats of the World Warriors because it's assumed they're still
training n' stuff...

And my group *really* hates Vega. ;)

Actually, the only rule I've seen that makes Vega too nasty for play is
the one a friend of mine uses, where all weapons cause aggravated
damage. You'll be in the hospital for months after you fight Vega! But
I guess it makes sense. he *is* a psychopath.

REMO DISCONZI wrote:
>
> Well, looks like you guys concerned about the topic. Anyway, I made * the*
> Vega's sheet that I think is the most complete around. I think I'm suited
> for this because I'm a *real* Vega fan and I know a great deal about the
> guy, so here it goes:
>
> Vega
>
> Strength 4 Charisma 4 Perception 5
> Dexterity 7 Manipulation 5 Intelligence 4
> Stamina 5 Appearance 7 Wits 5
>
> Talents: Alertness 4, Insight 3, Instruct 3, Interrogation 4, Intimidation
> 4, Streetwise 2, Subterfuge 5, Seduction 5 (in the anime he was a real
> charmer), Style 4 (he dresses himself very well when not using his outfit),
> Poetic Expression 2 (he speaks somewhat poetic stuff -have you seen him in
> the Cammy Graphic novel by Viz?).
>
> Skills: Blind Fighting, Drive 3 (it can't be 4 because he's not a
> professional driver...), Leadership 4, Security 5, Stealth 5, Survival 4,
> Performance 6 (bullfighting!), Etiquette 5 (a little obvious, isn't it?)
>
> Knowledges: Arena 5, Bureaucracy 1 (he's a rich man. he certaily have used
> it at least one time), Computer 2, Investigation 3, Medicine 1, Misteries
> 2, Politics 2 (he's a cultured man), Style Lore 5
>
> Backgrounds: Arena 5, Backing 5, Contacts 5, Fame 3 (as a bullfighter, of
> course), Resources 5, Staff 5
>
> Techniques: Punch 5, Kick 6, Block 5, Grab 5, Athletics 7, Focus 2
>
> Health: 20, Chi: 4, Willpower 8
>
> Maneuvers: Forward Slide Kick (his slide kick), Choke Throw (his "air
> throw" in the videogame), Suplex, Throw (only as a requesite for Choke T. I
> guess), Backflip, Jump, Light Feet, Tumbling Attack, Wall Spring, Diving
> Hawk (Flying Barcelona Attack), Air Suplex (Izuna Drop), Backflip Kick
> (requesite for the Forward B. Kick), Forward Backflip Kick (Scarlet
> Terror), Ax Kick (his roundhouse from SF Alpha 3)
>
> Combos: all the original ones, plus: Forward Slide Kick to Air Suplex;
> Diving Hawk to Forward Slide Kick to Tumbling Attack (Dizzy) - these new
> combos are my main ones when playing w/ Vega in the arcade :) feel free to
> igore them
>
> That's it, I guess. Feedback if you think that "I'm obviously insane for
> beefing up that nasty spanish psycho!" :)
>
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Group: streetfighter Message: 64 From: Steve 'Doom Trooper' Karstensen Date: 8/21/1998
Subject: Re: MY definite version of Vega's sheet
Joshua Rogers wrote:
resident 'leader') Anyways, I thought I'd add that bit in. Anybody
> else have interesting stories from their games?
>

oh yes. plenty. :)

among them...

one of my players was tiring of her character and decided to kill her
off so she could have a reason to start a new one. she chose to do
this while the rest of the team was staging a prison break in
Thailand. While she and another team member were running interference
outside the prison gates, Sagat and Dulcinea (the two folks in charge of
the mass-arrest of fighters in Thailand) drove up in Sagat's car.
Sensing that her time to die was near (Lisa's character was undefeated
except for Dulcinea, who kicked her ass time and time again) she picked
up one of the fallen guards' rifles and took aim.

Naturally, she missed Sagat's head, which was what she was aiming for...
but she did manage to wing him in the ear. As she took aim for another
shot, she was blindsided by Dulcinea. Lisa managed to actually beat
Dulcinea (with Joboo's help... hehe) but when Sagat joined in the fun,
the two of them panicked. Joboo leaped into Sagat's car and tried to
run him down, but panicked when Sagat stood his ground and launched a
fireball at the car, sending Joboo hurtling from the driver's seat (a
few mumblings on the gamemaster's part regarding the combustibility of
car engines versus fireballs may have had something to do with this...
hehe) and as a result, Sagat chased the two of them down the alley.
Joboo flew into a Cartwheel Kick, managing to catch Sagat off-guard and
dizzy him, then, scared shitless by now, flung his entire coatfull of
molotov cocktails behind him as he fled for his sorry-ass life.

(Yes, molotovs. He originally claimed they were for "distraction" in
the prison. Damned if I know what his motive for this was.)

Lisa did likewise. What neither of them knew was that Sagat was about
to fire off another fireball and as he did so, the molotovs hit him and,
well, went kaboom. Nobody knew what happened until about half a year
later when they attended the Grand Champions match where Ryu was to
defend his title... and Sagat was the opponent. As I described how
horribly burnt Sagat's entire body was, everyone pretty much dropped
their jaws on the table. Joboo realized just what he'd done and got
*really* scared. (I like that. heheh). To his credit, when Bison made
an example of Dulcinea for failing in that mission and broke her leg so
Balrog could beat her to death, Joboo had a massive conscience attack.

Oh, and as for the match, Sagat won. Crippled Ryu, too.

Another good'un was the time I flung the players into an alternate
universe. The Star Wars universe. (I'd played a little too much
Masters of Teras Kasi the week before... if anyone wants stats for Darth
Vader, Boba Fett, and the Stormtroopers, just ask!)
Anyway, the players had acquired (by beating up some Stormtroopers) a
couple Thermal Detonators... excuse me, "round, silvery objects with a
switch on top". When they had to break into an Imperial facility, they
decided to use them. One of the players activated one then chucked it
at a guard. Everyone bolted down the far corridor, except for one
player, who dove behind a computer terminal, assuming it would shield
him from the blast. What he didn't know is that Thermal Detonators are
pretty much capable of levelling a small building. That was the only
player death in my campaign so far. :)

And finally, one time someone was playing a somewhat hyperactive teenage
Fire Elemental. He got stuck with a dart coated with a really nasty
slow-acting poison which the group had been investigating to try and
find a cure for. Not unsurprisingly, he panicked. Fortunately they
were at the hospital when this happened, but he pounded the hell out of
several doctors and interns before the rest of the group beat the shit
out of him... well, tried to subdue him so the docs could work. :)
hehe... I don't know who enjoyed it more... the other players or me
getting to watch. :) (The guy playing the elemental was a bit of a
dick.)

Anyway, I've got more... this sucker's going on 1.5 years of
fist-fighting goodness so there's plenty of stories to tell! Let's hear
some more from you other folks first, though.

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Group: streetfighter Message: 65 From: Micheal Duynhoven Date: 8/21/1998
Subject: The Generic Story Lines
I am Still in the midst of writing the Street Fighter Campain that my
players and myself (OK I put them through the ringer over and over and they
loved it.) continued for quite some time. If and whenever I get finished a
chapter or two (Or 5-6+ at this rate) I will see if my friend Mike will put
it up for reading/download (Currently only 9 pages or so at this time of
writing and barely scratching the surface.) You will have to read it I
guess. Until Later.

Micheal Duynhoven
jarlath@...
justin@...

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Group: streetfighter Message: 66 From: REMO DISCONZI Date: 8/21/1998
Subject: Rugal Bernstein
Yo guys
I've recently played SF Zero 3 and reestablished contact the thing I like
the most: Vega. Now playing the King of Fighters '98 I did it w/ the
second: Rugal Bernstein. The guy is way cool!!!
But I still don't know stuff abou the guy, so here it goes:
1) What Style does he practice?
2) Does anyone have an idea of how would his sheet be. I've got an idea
(but as I don't remember most of his moves, there may be something
missing). Here it goes:

Rugal Bernstein

Strength 6 Charisma 3 Perception 5
Dexterity 6 Manipulation 5 Intelligence 4
Stamina 5 Appearance 4 Wits 5

Alertness 4 Blind Fighting 3 Arena 5
Insight 4 Drive 3 Bureaucracy 4
Interrogation 3 Etiquette 4 Computer 3
Intimidation 5 Leadership 4 Finance 6
Streetwise 2 Security 3 Investigation 4
Subterfuge 5 Stealth 4 Law 2
Survival 4 Medicine 1
Mysteries 3
Politics 2
Style Lore 6

Backgrounds: Resources 5, Staff 5 , Fame 4, Allies 5 (Mature and Vice),
Contacts 4, Arena 3 (air craft), Influence 4

Techniques: Punch 5, Kick 6, Block 5, Grab 6, Athletics 4, Focus 5

Maneuvers: Flash Kick, Fireball, Improved Fireball, Missile Reflection,
Energy Reflection, Foot Sweep, Power Uppercut, Maka Wara, Jump and some
grabbing stuff I don't know right now.

The other stuff I have to figure out yet.

3) Rugal has a grappling maneuver, the "God Press" which is VERY cool. In
the maneuver he dashes towards the opponet, grabs him while running, and
finishes dashing by smashing the opponent on the nearest wall or similar.
Does a maneuver like this exists for SF? If it exists, please tell me right
away. If it doesn't, if someone managed to create such maneuver, please let
me know.

Like Rugal? Hate Rugal? Like KoF? Send me a feedback

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Group: streetfighter Message: 67 From: Joshua Rogers Date: 8/22/1998
Subject: Re: The Generic Story Lines
Hmm...we've got a number, but I don't think they're that long. Among our
more interesting ones are the numerous trips to visit Gouken, who
happens to be one of our party member's sensei. Our Storyteller allowed
a bit of a loophole by saying that Gouken isn't accepting any new
students, but didn't say he would stop training old ones. Greg, of
course, having been taken on a bit before Ken & Ryu, and learning at a
much slower rate.

Another fun one was playing the Perfect Warrior scenario. Everything was
going according to the book until we got to the end. The team was trying
to decide what to do for a plan of attack when one of us, going by the
name of Gex, said, 'screw this' and rolling attacked Phoenix. For those
of you who don't have the book, Phoenix has stats comparable to a rank 7
or 8 fighter. The rest of the team took on the Lightning Fists, while
Gex, feeling assured of his imminent destruction, took on Phoenix. First
round went to Gex...and the second round...and the third.... By the time
the rest of the enemies were about toast, Gex was still at 8 Health (out
of 12), and Phoenix was on bonus health levels our Storyteller was
giving him! One more hit and Gex would've taken him to the mat, even at
20 health. Unfortunately, Phoenix nailed him with a 8 success Fireball
(which we still contest), and he was out. Took the rest of the team and
Cammy another 5 rounds to drop the guy. I think the Storyteller was a
bit upset by this near thrashing- Gex died later in the game when a
terrorist bomb blew up the plane he was flying in. Ah well.

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Group: streetfighter Message: 68 From: Steve Karstensen Date: 8/22/1998
Subject: Re: Rugal Bernstein
that Grab move sounds like a variant of the Siberian Suplex.

REMO DISCONZI wrote:
>
> Yo guys
> I've recently played SF Zero 3 and reestablished contact the thing I like
> the most: Vega. Now playing the King of Fighters '98 I did it w/ the
> second: Rugal Bernstein. The guy is way cool!!!
> But I still don't know stuff abou the guy, so here it goes:
> 1) What Style does he practice?
> 2) Does anyone have an idea of how would his sheet be. I've got an idea
> (but as I don't remember most of his moves, there may be something
> missing). Here it goes:
>
> Rugal Bernstein
>
> Strength 6 Charisma 3 Perception 5
> Dexterity 6 Manipulation 5 Intelligence 4
> Stamina 5 Appearance 4 Wits 5
>
> Alertness 4 Blind Fighting 3 Arena 5
> Insight 4 Drive 3 Bureaucracy 4
> Interrogation 3 Etiquette 4 Computer 3
> Intimidation 5 Leadership 4 Finance 6
> Streetwise 2 Security 3 Investigation 4
> Subterfuge 5 Stealth 4 Law 2
> Survival 4 Medicine 1
> Mysteries 3
> Politics 2
> Style Lore 6
>
> Backgrounds: Resources 5, Staff 5 , Fame 4, Allies 5 (Mature and Vice),
> Contacts 4, Arena 3 (air craft), Influence 4
>
> Techniques: Punch 5, Kick 6, Block 5, Grab 6, Athletics 4, Focus 5
>
> Maneuvers: Flash Kick, Fireball, Improved Fireball, Missile Reflection,
> Energy Reflection, Foot Sweep, Power Uppercut, Maka Wara, Jump and some
> grabbing stuff I don't know right now.
>
> The other stuff I have to figure out yet.
>
> 3) Rugal has a grappling maneuver, the "God Press" which is VERY cool. In
> the maneuver he dashes towards the opponet, grabs him while running, and
> finishes dashing by smashing the opponent on the nearest wall or similar.
> Does a maneuver like this exists for SF? If it exists, please tell me right
> away. If it doesn't, if someone managed to create such maneuver, please let
> me know.
>
> Like Rugal? Hate Rugal? Like KoF? Send me a feedback
>
> ____________________________________________________________
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>
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Group: streetfighter Message: 69 From: Joshua Rogers Date: 8/22/1998
Subject: Re: Rugal Bernstein
Hmm...how's this look?

God Press
Speed: +1
Damage: +3
Move: +4
The executor of the God Press must move in a straight line. Upon
hitting the opponent, damage is inflicted, and then the remainder of
movement takes effect. You must move the full distance. If this moves
you up against a solid object, the target takes damage a second time.
Both executor and target end in the same hex.

Don't know the game, but that's what Igot from your description.


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Group: streetfighter Message: 70 From: REMO DISCONZI Date: 8/22/1998
Subject: Characters and NPC's
Is there anyone out there interested on trading interesting characters and
NPCs?


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Group: streetfighter Message: 71 From: REMO DISCONZI Date: 8/22/1998
Subject: Re: The Generic Story Lines
----------
> De: Joshua Rogers <tkshockwave@...>
> Para: streetfighter@...; jarlath@...
> Assunto: Re: [streetfighter] The Generic Story Lines
> Data: Sábado, 22 de Agosto de 1998 02:11
>
> Hmm...we've got a number, but I don't think they're that long. Among our
> more interesting ones are the numerous trips to visit Gouken, who
> happens to be one of our party member's sensei. Our Storyteller allowed
> a bit of a loophole by saying that Gouken isn't accepting any new
> students, but didn't say he would stop training old ones. Greg, of
> course, having been taken on a bit before Ken & Ryu, and learning at a
> much slower rate.
>
> Another fun one was playing the Perfect Warrior scenario. Everything was
> going according to the book until we got to the end. The team was trying
> to decide what to do for a plan of attack when one of us, going by the
> name of Gex, said, 'screw this' and rolling attacked Phoenix. For those
> of you who don't have the book, Phoenix has stats comparable to a rank 7
> or 8 fighter. The rest of the team took on the Lightning Fists, while


Lighting Fists??? What maneuver IS that??? Can anyone tell me??


> Gex, feeling assured of his imminent destruction, took on Phoenix. First
> round went to Gex...and the second round...and the third.... By the time
> the rest of the enemies were about toast, Gex was still at 8 Health (out
> of 12), and Phoenix was on bonus health levels our Storyteller was
> giving him! One more hit and Gex would've taken him to the mat, even at
> 20 health. Unfortunately, Phoenix nailed him with a 8 success Fireball
> (which we still contest), and he was out. Took the rest of the team and
> Cammy another 5 rounds to drop the guy. I think the Storyteller was a
> bit upset by this near thrashing- Gex died later in the game when a
> terrorist bomb blew up the plane he was flying in. Ah well.
>
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Group: streetfighter Message: 72 From: REMO DISCONZI Date: 8/22/1998
Subject: Re: Rugal Bernstein
----------
> De: Joshua Rogers <tkshockwave@...>
> Para: Smash@...; skarsten@...
> Cc: streetfighter@...
> Assunto: Re: [streetfighter] Rugal Bernstein
> Data: Sábado, 22 de Agosto de 1998 18:19
>
> Hmm...how's this look?

It looks PERFECT to me!! I'll use it for a NPC of my campaign righ now
and ask my storyteller if I can use it in my next character (I just won't
use it in my present character because the girl has no dots in Grab.)

>
> God Press
> Speed: +1
> Damage: +3
> Move: +4
> The executor of the God Press must move in a straight line. Upon
> hitting the opponent, damage is inflicted, and then the remainder of
> movement takes effect. You must move the full distance. If this moves
> you up against a solid object, the target takes damage a second time.
> Both executor and target end in the same hex.
>
> Don't know the game, but that's what Igot from your description.

The only thing that should be added is after you smash the guy against a
solid object, the attacker bounces back two hexes (that's how it work in
the game at least). Does anyone here be interested in adapting to SF some
special maneuvers from other arcade games like King of Fighters and the new
versions of Street Fighter?

>
>
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Group: streetfighter Message: 73 From: Steve Karstensen Date: 8/22/1998
Subject: Re: Characters and NPC's
sure. also, if you've got that link to SF Central I sent you, it's
linked to another site devoted to collecting nothing but NPCs. the
link's called "Interesting Characters" :)

REMO DISCONZI wrote:
>
> Is there anyone out there interested on trading interesting characters and
> NPCs?
>
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Group: streetfighter Message: 74 From: Joshua Rogers Date: 8/22/1998
Subject: Re: Rugal Bernstein
If you're really interested in maneuvers of that sort, check out Thrash.
It's a free game on the 'net, based on SF. Much more open. Now, if I
could just get my GM to let me work in different elements besides the
basic four...

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Group: streetfighter Message: 75 From: Joshua Rogers Date: 8/22/1998
Subject: Re: Characters and NPC's
I've got a few PCs and NPCs I could toss over to folks. I've got three
PCs and one NPC available from our game, the other sheets being held by
the Storyteller.

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Group: streetfighter Message: 76 From: REMO DISCONZI Date: 8/23/1998
Subject: Re: Rugal Bernstein
I already have Thrash :) but I din't figure out how could I do the God
Press using Thrash maneuvers. If someone can figure out how to, tell me.

----------
> De: Joshua Rogers <tkshockwave@...>
> Para: tkshockwave@...; skarsten@...;
Smash@...
> Cc: streetfighter@...
> Assunto: Re: [streetfighter] Rugal Bernstein
> Data: Sábado, 22 de Agosto de 1998 23:10
>
> If you're really interested in maneuvers of that sort, check out Thrash.
> It's a free game on the 'net, based on SF. Much more open. Now, if I
> could just get my GM to let me work in different elements besides the
> basic four...
>
> ______________________________________________________
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Group: streetfighter Message: 77 From: REMO DISCONZI Date: 8/23/1998
Subject: Re: Characters and NPC's
Toss 'em to me. If you want some NPC's, I can give you their sheets (I've
got 18 NPC sheets I think).

----------
> De: Joshua Rogers <tkshockwave@...>
> Para: streetfighter@...; Smash@...
> Assunto: Re: [streetfighter] Characters and NPC's
> Data: Sábado, 22 de Agosto de 1998 23:31
>
> I've got a few PCs and NPCs I could toss over to folks. I've got three
> PCs and one NPC available from our game, the other sheets being held by
> the Storyteller.
>
> ______________________________________________________
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Group: streetfighter Message: 78 From: Steve Karstensen Date: 8/23/1998
Subject: Interview wit' Da Man
the creator of SFtSTG was willing to sit down and answer a few questions
from yours truly. go straight to the interview at SF Central at;

http://home.sprynet.com/sprynet/skarsten/swi.htm

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Group: streetfighter Message: 79 From: Nelson, Christopher T Date: 8/24/1998
Subject: Re: Rugal Bernstein
Sounds about right, BUT
unless they've changed the maneuver (I haven't played KoF98 yet, just
the old ones), you forgot to point out that you can block the God Press.
Sorta like the "Semi-Throws" from SF3. I know someone had
done some write-up on how to work "Semi-Throws" or whatever
they're called, but I forget which site they're at....

Also, does he still have his death move version of the God Press in '98?
Looks just like the normal one, only once you get knocked down
& Rugal bounces back, A pilar of Chi/Flame engulf the poor target.

-Aways,
-Chris!


(Only 6,6,5 Pys? They musta weakened him ALOT!)



> ----------
> From: Joshua Rogers[SMTP:tkshockwave@...]
> Sent: Saturday, August 22, 1998 2:19 PM
> To: Smash@...; skarsten@...
> Cc: streetfighter@...
> Subject: Re: [streetfighter] Rugal Bernstein
>
> Hmm...how's this look?
>
> God Press
> Speed: +1
> Damage: +3
> Move: +4
> The executor of the God Press must move in a straight line. Upon
> hitting the opponent, damage is inflicted, and then the remainder of
> movement takes effect. You must move the full distance. If this moves
> you up against a solid object, the target takes damage a second time.
> Both executor and target end in the same hex.
>
> Don't know the game, but that's what Igot from your description.
>
>
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Group: streetfighter Message: 80 From: REMO DISCONZI Date: 8/24/1998
Subject: Re: Rugal Bernstein
Yeah, you're right, God Press can be blocked, that's something I really
forgot to say, sorry. The death version, which is named "Gigantic
Pressure", is there and it's a Super now. About the attributes, I remember
when I used to fight him (Kof '94 only, because in KoF'95 the omega version
was a piece of cake) he was a LOT stronger and faster than the Rugal I
played with in KoF '98. I think the his forst version was Pys 7/6/6 or
something like that. Feedback when possible.

----------
> De: Nelson, Christopher T <Christopher.Nelson@...>
> Para: 'streetfighter@...'
> Assunto: [streetfighter] RE: Rugal Bernstein
> Data: Segunda-feira, 24 de Agosto de 1998 18:07
>
> Sounds about right, BUT
> unless they've changed the maneuver (I haven't played KoF98 yet, just
> the old ones), you forgot to point out that you can block the God Press.
> Sorta like the "Semi-Throws" from SF3. I know someone had
> done some write-up on how to work "Semi-Throws" or whatever
> they're called, but I forget which site they're at....
>
> Also, does he still have his death move version of the God Press in '98?
> Looks just like the normal one, only once you get knocked down
> & Rugal bounces back, A pilar of Chi/Flame engulf the poor target.
>
> -Aways,
> -Chris!
>
>
> (Only 6,6,5 Pys? They musta weakened him ALOT!)
>
>
>
> > ----------
> > From: Joshua Rogers[SMTP:tkshockwave@...]
> > Sent: Saturday, August 22, 1998 2:19 PM
> > To: Smash@...; skarsten@...
> > Cc: streetfighter@...
> > Subject: Re: [streetfighter] Rugal Bernstein
> >
> > Hmm...how's this look?
> >
> > God Press
> > Speed: +1
> > Damage: +3
> > Move: +4
> > The executor of the God Press must move in a straight line. Upon
> > hitting the opponent, damage is inflicted, and then the remainder of
> > movement takes effect. You must move the full distance. If this moves
> > you up against a solid object, the target takes damage a second time.
> > Both executor and target end in the same hex.
> >
> > Don't know the game, but that's what Igot from your description.
> >
> >
> > ______________________________________________________
> > Get Your Private, Free Email at http://www.hotmail.com
> >
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> >
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> >
>
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Group: streetfighter Message: 81 From: Micheal Duynhoven Date: 8/25/1998
Subject: Fw: Characters and NPC's
> From: REMO DISCONZI <Smash@...>
> To: streetfighter@...
> Subject: [streetfighter] Characters and NPC's
> Date: August 22, 1998 9:20 AM
>
> Is there anyone out there interested on trading interesting characters
and
> NPCs?

Hehe. That depends. :P If you have the Time to read all my characters.
Every Character I have made barring about 5-6 have been seen and used as
NPC's or PC's. That is almost 100, with the majority (Approx. 75-80%)
having detailed backgrounds/motives/histories. A good chunk are still only
on paper, but I have been converting them into a Lotus 1-2-3 (ver 5.0)
format. so far about 40-50 done. Hard to find the time and urge when so
much to do in real life. BTW each Lotus file is 100+K in size. Still want
them? hehe.

Micheal Duynhoven
jarlath@...
justin@...

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Group: streetfighter Message: 82 From: Micheal Duynhoven Date: 8/25/1998
Subject: Fw: The Generic Story Lines
> From: REMO DISCONZI <Smash@...>
> To: Joshua Rogers <tkshockwave@...>; streetfighter@...;
jarlath@...
> Subject: Re: [streetfighter] The Generic Story Lines
> Date: August 22, 1998 9:19 AM
> > of you who don't have the book, Phoenix has stats comparable to a rank
7
> > or 8 fighter. The rest of the team took on the Lightning Fists, while
>
>
> Lighting Fists??? What maneuver IS that??? Can anyone tell me??
>
Sounds like a Team name for fighters. :P

Micheal Duynhoven
jarlath@...
justin@...

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Group: streetfighter Message: 83 From: Micheal Duynhoven Date: 8/25/1998
Subject: New Manuevers
In the 2+ years of playing SF, We only really came up with 4 or so new
maneuvers. Not because we did not think of doing so, but because we felt
that there was sufficient variety in the books so as to not need to add
more and more.

Here are the 4 Maneuvers. Criticism is appreciated.

Clawing Hands of the Tiger

Prerequisites:Punch 3, Focus 2
Power Points: Kung Fu 3; Any 5
Originally known only to the best Tiger Kung Fu warriors, this old
technique was created to offset the abilities of self recovery by
opponent. Training by clawing at sand, gravel, and trees, those wh
trained for this technique developed an inner focus through their
fingertips, which enabled them to literally claw through materials
will. It is not uncommon to see the Clawing Hands Technique rip
through an opponent's clothing to gouge the flesh underneath.
System :Fighter's damage test is rolled and if any damage is scored, half
of the total damage suffered by the opponent is aggravated.
(rounded up).
Cost : 1 Chi
Speed : -1
Damage : +0
Move : +0

Split Kick

Prerequisites: Kick 2, Athletics 1, Jump
Power Points: Thai Kickboxing, Wu Shu 1; Any 2
This maneuver requires a fair amount of leg strength to do. By
launching himself into the air, the fighter is able to simultaneou
kick two opponents in front of him. The move in itself is very
flashy and seems to be a crowd pleaser as it is featured in many
action movies by Stars such as Van Damme and Jackie Chan.
System :The fighter makes a short leap into the air and as he is acsending
snaps out his legs in opposite directions, catching his opponents
in the chin. Any two opponents in the adjacent front 3 hexes can
be hit by this maneuver. The move is an Aerial manuever and can
be used to dodge fireballs and the like. Only 1 damage test per
opponent is calculated.
Cost : None
Speed : -1
Damage : +0
Move : -2

Circle Kick

Prerequisites: Kick 3, Athletics 2
Power Points: Kung Fu, Wu Shu 1; Shotokan Karate, Spanish Ninjitsu,
Thai Kickboxing 2; Any 3
Requiring a good sense of balance and flexibility, the fighter use
his own momentum to carry him through a 180 degree arc while
hitting all people in that arc with a slightly less powerful round
kick. Once again it is a high profile maneuver that can leave the
fighter open to counter attack.
System : All three forward adjacent hexes are hit. Any opponents occupying
these hexes takes a single damage test.
Cost : 1 Willpower
Speed : -1
Damage : +2
Move : None

Kippup Kick

Prerequisites: Athletics 3, Kick 2
Power Points: Kung Fu, Wu Shu 1; Shotokan Karate, Spanish Ninjitsu,
Thai Kickboxing 2; Any 3
A modification of the standard Kippup used by the majority of the
martial arts community, this variation, uses the fighter's strengt
and agility to create an instant response to being knocked from
his/her feet. The two most common methods are slightly different.
The first uses a windmill effect to gather momentum and basically
snap' his back to launch the fighter into his opponent feet first
strike with his/her legs. The second method requires great upper
body strength as the fighter arces his/her back and uses just the
arms to literally throw themselves into an upright position, while
clipping their opponent on the way up in a vital area
System :Move is considered crouching until damage test is rolled, cannot
hit aerial opponents.
Cost : 1 Willpower
Speed : +0 (includes -2 from Knockdown)
Damage : +2
Move : None


Micheal Duynhoven
jarlath@...
justin@...

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Group: streetfighter Message: 84 From: Sniper5321@aol.com Date: 8/25/1998
Subject: message
Does anyone have any adventures typed out that they can send me?

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Group: streetfighter Message: 85 From: REMO DISCONZI Date: 8/26/1998
Subject: Re: New Manuevers
Nice maneuvers you did, really. On the following lines, my oppinions on
each about 'em:

----------
> De: Micheal Duynhoven <jarlath@...>
> Para: streetfighter@...
> Assunto: [streetfighter] New Manuevers
> Data: Terça-feira, 25 de Agosto de 1998 20:08
>
> In the 2+ years of playing SF, We only really came up with 4 or so new
> maneuvers. Not because we did not think of doing so, but because we felt
> that there was sufficient variety in the books so as to not need to add
> more and more.
>
> Here are the 4 Maneuvers. Criticism is appreciated.
>
> Clawing Hands of the Tiger
>
> Prerequisites:Punch 3, Focus 2
> Power Points: Kung Fu 3; Any 5
> Originally known only to the best Tiger Kung Fu warriors, this
old
> technique was created to offset the abilities of self recovery by
> opponent. Training by clawing at sand, gravel, and trees, those
wh
> trained for this technique developed an inner focus through their
> fingertips, which enabled them to literally claw through
materials
> will. It is not uncommon to see the Clawing Hands Technique rip
> through an opponent's clothing to gouge the flesh underneath.
> System :Fighter's damage test is rolled and if any damage is scored, half
> of the total damage suffered by the opponent is aggravated.
> (rounded up).
> Cost : 1 Chi
> Speed : -1
> Damage : +0
> Move : +0

CHEESE, CHEESE, CHEESE!!! Man, this is a really NASTY maneuver. For this
BIG effect, I'd suggest to higher those wimpy requisites and also its power
point cost. It's activation cost could also include one Willpower point,
because a maneuver which can icapacitate you for a long time should not be
so cheap.

>
> Split Kick
>
> Prerequisites: Kick 2, Athletics 1, Jump
> Power Points: Thai Kickboxing, Wu Shu 1; Any 2
> This maneuver requires a fair amount of leg strength to do. By
> launching himself into the air, the fighter is able to
simultaneou
> kick two opponents in front of him. The move in itself is very
> flashy and seems to be a crowd pleaser as it is featured in many
> action movies by Stars such as Van Damme and Jackie Chan.
> System :The fighter makes a short leap into the air and as he is
acsending
> snaps out his legs in opposite directions, catching his opponents
> in the chin. Any two opponents in the adjacent front 3 hexes can
> be hit by this maneuver. The move is an Aerial manuever and can
> be used to dodge fireballs and the like. Only 1 damage test per
> opponent is calculated.
> Cost : None
> Speed : -1
> Damage : +0
> Move : -2

I like this one. Its concept is nice and it seems reasonably balanced.

>
> Circle Kick
>
> Prerequisites: Kick 3, Athletics 2
> Power Points: Kung Fu, Wu Shu 1; Shotokan Karate, Spanish Ninjitsu,
> Thai Kickboxing 2; Any 3
> Requiring a good sense of balance and flexibility, the fighter
use
> his own momentum to carry him through a 180 degree arc while
> hitting all people in that arc with a slightly less powerful
round
> kick. Once again it is a high profile maneuver that can leave the
> fighter open to counter attack.
> System : All three forward adjacent hexes are hit. Any opponents
occupying
> these hexes takes a single damage test.
> Cost : 1 Willpower
> Speed : -1
> Damage : +2
> Move : None

This one's good. Good concept, balanced modifiers, good special effect.

>
> Kippup Kick
>
> Prerequisites: Athletics 3, Kick 2
> Power Points: Kung Fu, Wu Shu 1; Shotokan Karate, Spanish Ninjitsu,
> Thai Kickboxing 2; Any 3
> A modification of the standard Kippup used by the majority of the
> martial arts community, this variation, uses the fighter's
strengt
> and agility to create an instant response to being knocked from
> his/her feet. The two most common methods are slightly different.
> The first uses a windmill effect to gather momentum and basically
> snap' his back to launch the fighter into his opponent feet first
> strike with his/her legs. The second method requires great upper
> body strength as the fighter arces his/her back and uses just the
> arms to literally throw themselves into an upright position,
while
> clipping their opponent on the way up in a vital area
> System :Move is considered crouching until damage test is rolled, cannot
> hit aerial opponents.
> Cost : 1 Willpower
> Speed : +0 (includes -2 from Knockdown)
> Damage : +2
> Move : None

Hey, this one's very creative. And also a good maneuver

>
>
> Micheal Duynhoven
> jarlath@...
> justin@...
>
> ____________________________________________________________
> List Site: http://www.findmail.com/list/streetfighter/
> To unsubscribe, send to streetfighter-unsubscribe@...
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Group: streetfighter Message: 86 From: Steve 'Doom Trooper' Karstensen Date: 8/26/1998
Subject: Re: New Manuevers
I would change the Chi cost to Willpower... but otherwise I don't see a
problem with the maneuver. If anything, I'd raise the Punch Prerequ. to
4, and reduce the movement modifier to -1 or -2. If a fighter uses it
excessively, though, I'd dock him honor because while nothing is wrong
with it as a combat maneuver, it could be considered 'excessive' force.

REMO DISCONZI wrote:
>
> Nice maneuvers you did, really. On the following lines, my oppinions on
> each about 'em:
>
> ----------
> > De: Micheal Duynhoven <jarlath@...>
> > Para: streetfighter@...
> > Assunto: [streetfighter] New Manuevers
> > Data: Terça-feira, 25 de Agosto de 1998 20:08
> >
> > In the 2+ years of playing SF, We only really came up with 4 or so new
> > maneuvers. Not because we did not think of doing so, but because we felt
> > that there was sufficient variety in the books so as to not need to add
> > more and more.
> >
> > Here are the 4 Maneuvers. Criticism is appreciated.
> >
> > Clawing Hands of the Tiger
> >
> > Prerequisites:Punch 3, Focus 2
> > Power Points: Kung Fu 3; Any 5
> > Originally known only to the best Tiger Kung Fu warriors, this
> old
> > technique was created to offset the abilities of self recovery by
> > opponent. Training by clawing at sand, gravel, and trees, those
> wh
> > trained for this technique developed an inner focus through their
> > fingertips, which enabled them to literally claw through
> materials
> > will. It is not uncommon to see the Clawing Hands Technique rip
> > through an opponent's clothing to gouge the flesh underneath.
> > System :Fighter's damage test is rolled and if any damage is scored, half
> > of the total damage suffered by the opponent is aggravated.
> > (rounded up).
> > Cost : 1 Chi
> > Speed : -1
> > Damage : +0
> > Move : +0
>
> CHEESE, CHEESE, CHEESE!!! Man, this is a really NASTY maneuver. For this
> BIG effect, I'd suggest to higher those wimpy requisites and also its power
> point cost. It's activation cost could also include one Willpower point,
> because a maneuver which can icapacitate you for a long time should not be
> so cheap.
>
> >

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Group: streetfighter Message: 87 From: Steve 'Doom Trooper' Karstensen Date: 8/26/1998
Subject: Re: Fw: Characters and NPC's
nj5.injersey.com/~skarsten/index.html

any submissions will be posted. :)

Micheal Duynhoven wrote:
>
> > From: REMO DISCONZI <Smash@...>
> > To: streetfighter@...
> > Subject: [streetfighter] Characters and NPC's
> > Date: August 22, 1998 9:20 AM
> >
> > Is there anyone out there interested on trading interesting characters
> and
> > NPCs?
>
> Hehe. That depends. :P If you have the Time to read all my characters.
> Every Character I have made barring about 5-6 have been seen and used as
> NPC's or PC's. That is almost 100, with the majority (Approx. 75-80%)
> having detailed backgrounds/motives/histories. A good chunk are still only
> on paper, but I have been converting them into a Lotus 1-2-3 (ver 5.0)
> format. so far about 40-50 done. Hard to find the time and urge when so
> much to do in real life. BTW each Lotus file is 100+K in size. Still want
> them? hehe.
>
> Micheal Duynhoven
> jarlath@...
> justin@...
>
> ____________________________________________________________
> List Site: http://www.findmail.com/list/streetfighter/
> To unsubscribe, send to streetfighter-unsubscribe@...
>
> FREE group e-mail lists at http://www.findmail.com

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Group: streetfighter Message: 88 From: Howard Collins Date: 8/26/1998
Subject: Yet another page announcement
Well, since everyone else is doing it, I also have some SFSTG rants and
material on my lousy home page, http://www.gti.net/howard for your
perusal and berating. I seem to have done a lot of work on the SFSTG
section, as usual channelling my energies towards relatively unpopular
and out-of-print games.

Note that my SFSTG section is not by any means to be considered any sort
of real resource page; it's merely there to blow of steam, post the
Steve Wieck Cartwheel Kick variant, and warn about serious rule abuse
possibilities (with sample characters to illustrate). Judo Wolf be
praised.





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Group: streetfighter Message: 89 From: Joshua Rogers Date: 8/26/1998
Subject: Re: New Manuevers
Ah yes...the good ol' Tigers Claw as seen in The Bruce Lee Story
(remember the scene where he gets his back broken?). Not too difficult,
really, although I'd have to wonder at calling it aggrevated damage.
Sure, they tear in a bit, but would the damage done be any worse than,
say, getting Dragon Punched? Maybe instead have it hit at half soak. And
I agree- this is more a force-of-will thing than
mystical-inner-strength.

>Date: Wed, 26 Aug 1998 11:09:53 -0400
>From: "Steve 'Doom Trooper' Karstensen" <skarsten@...>
>Reply-To: skarsten@...
>To: REMO DISCONZI <Smash@...>
>CC: Micheal Duynhoven <jarlath@...>, streetfighter@...
>Subject: Re: [streetfighter] New Manuevers
>
>I would change the Chi cost to Willpower... but otherwise I don't see a
>problem with the maneuver. If anything, I'd raise the Punch Prerequ.
to
>4, and reduce the movement modifier to -1 or -2. If a fighter uses it
>excessively, though, I'd dock him honor because while nothing is wrong
>with it as a combat maneuver, it could be considered 'excessive' force.
>
>REMO DISCONZI wrote:
>>
>> Nice maneuvers you did, really. On the following lines, my
oppinions on
>> each about 'em:
>>
>> ----------
>> > De: Micheal Duynhoven <jarlath@...>
>> > Para: streetfighter@...
>> > Assunto: [streetfighter] New Manuevers
>> > Data: Ter�a-feira, 25 de Agosto de 1998 20:08
>> >
>> > In the 2+ years of playing SF, We only really came up with 4 or so
new
>> > maneuvers. Not because we did not think of doing so, but because we
felt
>> > that there was sufficient variety in the books so as to not need to
add
>> > more and more.
>> >
>> > Here are the 4 Maneuvers. Criticism is appreciated.
>> >
>> > Clawing Hands of the Tiger
>> >
>> > Prerequisites:Punch 3, Focus 2
>> > Power Points: Kung Fu 3; Any 5
>> > Originally known only to the best Tiger Kung Fu warriors,
this
>> old
>> > technique was created to offset the abilities of self
recovery by
>> > opponent. Training by clawing at sand, gravel, and trees,
those
>> wh
>> > trained for this technique developed an inner focus through
their
>> > fingertips, which enabled them to literally claw through
>> materials
>> > will. It is not uncommon to see the Clawing Hands Technique
rip
>> > through an opponent's clothing to gouge the flesh
underneath.
>> > System :Fighter's damage test is rolled and if any damage is
scored, half
>> > of the total damage suffered by the opponent is aggravated.
>> > (rounded up).
>> > Cost : 1 Chi
>> > Speed : -1
>> > Damage : +0
>> > Move : +0
>>
>> CHEESE, CHEESE, CHEESE!!! Man, this is a really NASTY maneuver. For
this
>> BIG effect, I'd suggest to higher those wimpy requisites and also its
power
>> point cost. It's activation cost could also include one Willpower
point,
>> because a maneuver which can icapacitate you for a long time should
not be
>> so cheap.
>>
>> >
>
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Group: streetfighter Message: 90 From: Joshua Rogers Date: 8/26/1998
Subject: Re: Yet another page announcement
You know, the more pages I go to, and the more I read, the more I'm
wondering how the hell my game ended up having minimal amounts of
cheese. No one uses Cartwheel Kick (though we do realize how nasty it
could be), no one does block-to combos, we all built our characters
based on a concept, not number crunching (though admittedly my first one
ended up to be a powerhouse on accident), and most of our game sessions,
including the fights, are built around RP, not combat. The only thing
that's even close to being cheesy is something that comes straight from
the basic book- sleep gas. Six dice, difficulty six, if it overcomes
your Stamina in successes, you snooze. Aggrevating for us mostly because
more often than not, we run across the odorless, invisible kind.

Ah well. BTW, a note for those of you who don't think Guns do enough
damage: Here's an idea I noticed in Contenders that mostly gets
overlooked. Give 'em Technique points in Guns. Perception +Guns
+Modifier. Then make it aggrevated.

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Group: streetfighter Message: 91 From: Micheal Duynhoven Date: 8/26/1998
Subject: Fw: New Manuevers
> > > Clawing Hands of the Tiger
> > >
> > > Prerequisites:Punch 3, Focus 2
> > > Power Points: Kung Fu 3; Any 5
> > > System :Fighter's damage test is rolled and if any damage is scored,
half
> > > of the total damage suffered by the opponent is aggravated.
> > > (rounded up).
> > > Cost : 1 Chi
> > > Speed : -1
> > > Damage : +0
> > > Move : +0
> >
> > CHEESE, CHEESE, CHEESE!!! Man, this is a really NASTY maneuver. For
this
> > BIG effect, I'd suggest to higher those wimpy requisites and also its
power
> > point cost. It's activation cost could also include one Willpower
point,
> > because a maneuver which can icapacitate you for a long time should not
be
> > so cheap.

There is only one reason I made it so cheap. You can only learn it from
specific Sensei's. This is one of those maneuvers that would take an
extended period of time of the character's life. (In otherwords, 2-5 years
of practise and study through a strict regime and discipline.) A starting
character could not get it, and if he tried he would be out of the loop for
the aformentioned time in the game, That is a lot of lost experience. I
figured it was more Chi than Willpower because of the inner focus required
during training. As for it being powerful, an average fighter lets say has
4 STR, and 4 Punch. 8 dice damage-STA (Avg of 4) = Approx 4 Dice. Meaning 2
damage. 1 Aggrivated 1 Bruise. If hit for the same again, Next Agrivated
overwrites the bruise and new total is 2 Aggrivated and 1 Bruise. Power
Gamers can Cause an average on a good roll of 3 Agrivated and 3 Bruise. Vs.
up to 10 Bruise. Unless you love round robin tourney's, or fight on a daily
basis in the game, there should be no problems with this maneuver.

Micheal Duynhoven
jarlath@...
justin@...

P.S.: I would like to see the maneuvers posted on someone's web page if
possible. Call it a streak of ego :P


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Group: streetfighter Message: 92 From: Micheal Duynhoven Date: 8/26/1998
Subject: Fw: Characters and NPC's
OK. What format do people wish all my NPC's and all the PC's?

Remember that any character used may have some experience as they gain
experience just as the characters do. :P

Micheal Duynhoven
jarlath@...
justin@...
.

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Group: streetfighter Message: 93 From: Micheal Duynhoven Date: 8/26/1998
Subject: Multi Postings
No offense to anyone, but in the name of God, stop double, triple, and
quadruple posting. :P My deleted box is getting huge from the extras. :P

Micheal Duynhoven
jarlath@...
justin@...

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Group: streetfighter Message: 94 From: Howard Collins Date: 8/26/1998
Subject: Re: Yet another page announcement
Actually I run into a minimal amount of cheese in actual campaigns... it's a
bad habit of mine to find all cheese possible in any system. 8P

Aggravated damage from guns (and most cutting/piercing weapons for that
matter) I always consider to be aggravated. The thing which was cheesy
about gunfire was in the description about how Jump, Drunken Monkey Roll,
etc. avoids missile weapons, using the attacker's Focus technique... vs guns
and weapons like shuriken, et al, the attacker's weapon technique should be
used instead.

Joshua Rogers wrote:

> You know, the more pages I go to, and the more I read, the more I'm
> wondering how the hell my game ended up having minimal amounts of
> cheese. No one uses Cartwheel Kick (though we do realize how nasty it
> could be), no one does block-to combos, we all built our characters
> based on a concept, not number crunching (though admittedly my first one
> ended up to be a powerhouse on accident), and most of our game sessions,
> including the fights, are built around RP, not combat. The only thing
> that's even close to being cheesy is something that comes straight from
> the basic book- sleep gas. Six dice, difficulty six, if it overcomes
> your Stamina in successes, you snooze. Aggrevating for us mostly because
> more often than not, we run across the odorless, invisible kind.
>
> Ah well. BTW, a note for those of you who don't think Guns do enough
> damage: Here's an idea I noticed in Contenders that mostly gets
> overlooked. Give 'em Technique points in Guns. Perception +Guns
> +Modifier. Then make it aggrevated.
>
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Group: streetfighter Message: 95 From: Howard Collins Date: 8/26/1998
Subject: Block Combos
"no one does block-to combos,"

There's nothing inherently wrong with a Block-to-whatever combo. Yes you
get +4 speed, but for that round you are inflicting no damage to your enemy,
and any perceptive fighter will soon realize that one particular guy is a
Block-to-everything monster and prepare accordingly... flying tackle, choke
throw, any knockdown grab or sustained hold, monkey grab punch, reverse
frontal kick, etc. In addition, in team combats, a block-to-guy is a
liability to his side because while he's busy trying to block to set up some
ridiculous combination, his teammates are being pounded. I was a Block-to
guy, since I saw it was an effective way to counter an enemy, and I really
didn't have anything which was reasonably fast and hit hard enough... and
soon I realized that the enemy was ignoring me when I blocked and dog piling
my team. I don't think I've used block-to-fierce in about 4 or 5
adventures.

Block-to-whatever is part of the game mechanics, and has its drawbacks
(which can be pretty severe) in exchange for that little speed boost. And
remember the enemy does it too (Block-to-Psycho Crusher comes to mind), It
adds another interesting dimension to SFSTG tactics, IMHO, and is not
inherently cheesy in itself.


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Group: streetfighter Message: 96 From: Steve Karstensen Date: 8/26/1998
Subject: Re: Yet another page announcement
actually, there is *very* little cheese in my campaign as well. I had
one cheating player whom everyone really hated, and eventually he got
sick of the RP reprocussions of his actions and left the group. since
then, it's been quite enjoyable. I mostly provide the stuff on my pages
for new Gamemasters because eventually, someone *will* do something,
deliberately or not, that will throw the new GM into a panic because
it's too powerful for him to deal with.

Joshua Rogers wrote:
>
> You know, the more pages I go to, and the more I read, the more I'm
> wondering how the hell my game ended up having minimal amounts of
> cheese. No one uses Cartwheel Kick (though we do realize how nasty it
> could be), no one does block-to combos, we all built our characters
> based on a concept, not number crunching (though admittedly my first one
> ended up to be a powerhouse on accident), and most of our game sessions,
> including the fights, are built around RP, not combat. The only thing
> that's even close to being cheesy is something that comes straight from
> the basic book- sleep gas. Six dice, difficulty six, if it overcomes
> your Stamina in successes, you snooze. Aggrevating for us mostly because
> more often than not, we run across the odorless, invisible kind.
>
> Ah well. BTW, a note for those of you who don't think Guns do enough
> damage: Here's an idea I noticed in Contenders that mostly gets
> overlooked. Give 'em Technique points in Guns. Perception +Guns
> +Modifier. Then make it aggrevated.
>
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Group: streetfighter Message: 97 From: Steve Karstensen Date: 8/26/1998
Subject: Re: Fw: New Manuevers
I'll put them on mine when I get around to updating it again. they're
good enough. :)

Micheal Duynhoven wrote:
>
> > > > Clawing Hands of the Tiger
> > > >
> > > > Prerequisites:Punch 3, Focus 2
> > > > Power Points: Kung Fu 3; Any 5
> > > > System :Fighter's damage test is rolled and if any damage is scored,
> half
> > > > of the total damage suffered by the opponent is aggravated.
> > > > (rounded up).
> > > > Cost : 1 Chi
> > > > Speed : -1
> > > > Damage : +0
> > > > Move : +0
> > >
> > > CHEESE, CHEESE, CHEESE!!! Man, this is a really NASTY maneuver. For
> this
> > > BIG effect, I'd suggest to higher those wimpy requisites and also its
> power
> > > point cost. It's activation cost could also include one Willpower
> point,
> > > because a maneuver which can icapacitate you for a long time should not
> be
> > > so cheap.
>
> There is only one reason I made it so cheap. You can only learn it from
> specific Sensei's. This is one of those maneuvers that would take an
> extended period of time of the character's life. (In otherwords, 2-5 years
> of practise and study through a strict regime and discipline.) A starting
> character could not get it, and if he tried he would be out of the loop for
> the aformentioned time in the game, That is a lot of lost experience. I
> figured it was more Chi than Willpower because of the inner focus required
> during training. As for it being powerful, an average fighter lets say has
> 4 STR, and 4 Punch. 8 dice damage-STA (Avg of 4) = Approx 4 Dice. Meaning 2
> damage. 1 Aggrivated 1 Bruise. If hit for the same again, Next Agrivated
> overwrites the bruise and new total is 2 Aggrivated and 1 Bruise. Power
> Gamers can Cause an average on a good roll of 3 Agrivated and 3 Bruise. Vs.
> up to 10 Bruise. Unless you love round robin tourney's, or fight on a daily
> basis in the game, there should be no problems with this maneuver.
>
> Micheal Duynhoven
> jarlath@...
> justin@...
>
> P.S.: I would like to see the maneuvers posted on someone's web page if
> possible. Call it a streak of ego :P
>
> ____________________________________________________________
> List Site: http://www.findmail.com/list/streetfighter/
> To unsubscribe, send to streetfighter-unsubscribe@...
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Group: streetfighter Message: 98 From: Steve Karstensen Date: 8/26/1998
Subject: Re: Fw: Characters and NPC's
if you plan on submitting them for Contenders: TNG, they should either
be in HTML or raw text. I don't have XL or Lotus or whatever here at
home. :)

Micheal Duynhoven wrote:
>
> OK. What format do people wish all my NPC's and all the PC's?
>
> Remember that any character used may have some experience as they gain
> experience just as the characters do. :P
>
> Micheal Duynhoven
> jarlath@...
> justin@...
> .
>
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Group: streetfighter Message: 99 From: Steve Karstensen Date: 8/26/1998
Subject: Re: Fw: New Manuevers
and that, my friends, is a textbook example of how story should balance
raw numbers. maneuvers may appear unbalancing on paper, when you just
calculate everything flat out, but the game world will provide the
ultimate methods of restraint. thanks Mike.

Micheal Duynhoven wrote:
>
> > > > Clawing Hands of the Tiger
> > > >
> > > > Prerequisites:Punch 3, Focus 2
> > > > Power Points: Kung Fu 3; Any 5
> > > > System :Fighter's damage test is rolled and if any damage is scored,
> half
> > > > of the total damage suffered by the opponent is aggravated.
> > > > (rounded up).
> > > > Cost : 1 Chi
> > > > Speed : -1
> > > > Damage : +0
> > > > Move : +0
> > >
> > > CHEESE, CHEESE, CHEESE!!! Man, this is a really NASTY maneuver. For
> this
> > > BIG effect, I'd suggest to higher those wimpy requisites and also its
> power
> > > point cost. It's activation cost could also include one Willpower
> point,
> > > because a maneuver which can icapacitate you for a long time should not
> be
> > > so cheap.
>
> There is only one reason I made it so cheap. You can only learn it from
> specific Sensei's. This is one of those maneuvers that would take an
> extended period of time of the character's life. (In otherwords, 2-5 years
> of practise and study through a strict regime and discipline.) A starting
> character could not get it, and if he tried he would be out of the loop for
> the aformentioned time in the game, That is a lot of lost experience. I
> figured it was more Chi than Willpower because of the inner focus required
> during training. As for it being powerful, an average fighter lets say has
> 4 STR, and 4 Punch. 8 dice damage-STA (Avg of 4) = Approx 4 Dice. Meaning 2
> damage. 1 Aggrivated 1 Bruise. If hit for the same again, Next Agrivated
> overwrites the bruise and new total is 2 Aggrivated and 1 Bruise. Power
> Gamers can Cause an average on a good roll of 3 Agrivated and 3 Bruise. Vs.
> up to 10 Bruise. Unless you love round robin tourney's, or fight on a daily
> basis in the game, there should be no problems with this maneuver.
>
> Micheal Duynhoven
> jarlath@...
> justin@...
>
> P.S.: I would like to see the maneuvers posted on someone's web page if
> possible. Call it a streak of ego :P
>
> ____________________________________________________________
> List Site: http://www.findmail.com/list/streetfighter/
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Group: streetfighter Message: 100 From: Joshua Rogers Date: 8/26/1998
Subject: Re: Block Combos
Hmm...true, Block to combos aren't that unbalancing, and there are those
World Warriors who have them; but they do seem to be the starting point
for a number of bad habits. We do have two members of the team who tend
to Block (okay, they're the only ones who block ever). These two are our
fireballists, though actually one's a Water elemental and the other is a
Air Elemental. We have air blasts and dousings flying at enemies to help
soften them up while the rest of us pound skulls. Even then, they use
block more as a feint than anything else- since Air Blast and Douse (or
whatever it is) can come from any part of the user's body, they don't
need to take the usual 'hadouken stance' made famous by Ken and Ryu.
They generally Block the first round for the bonus to speed while the
opponents move up into range, and then alternate actual blocks with
attacks. The enemy doesn't dare ignore us frontliners to go after them
(probably that incident involving me knee-bashing an opponent's head
through a steel cage...), so they get free reign to help us. And with
Elemental Stride, they can move up to assist when their chi runs low.

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