Subject: Languages (was: German styles and maneuvers)
Group: streetfighter
Message: 1705
From: Eric Thayer
Date: 8/5/1999
Subject: WOD in Space
To date Trinity does not have the critters of the World of Darkness roaming
about space. It deals with psionic enhanced humans in a sort of X-Men meets
Starship Troopers fashion. So no, it isn't just WoD in space.
~Kirtan
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Group: streetfighter
Message: 1706
From: Rinaldo Gambetta
Date: 8/5/1999
Subject: Re: Wod Space and 5% of World.
In the World of Darkness a curious rating:
25% Vampires
25% Werewolf
25% Mages
10% Whrait
10% Things of you can find in the net, STF too.
5% Normal humans.
My conclusion is the Wod the world is for non-humans and the rare survivors are
only fast food for vampires or relatives of werewolf and mage students. All
right you can see a normal human in a dark ages or any wod campaing except like
cannon folders or A.S.P.O.N.E (Acessor de Porra Nenhuma) translate it to
english isn´t be the same thing. Now psyonics and mutants too someone must end
this fruit salad of nonsense things.
Eric Thayer wrote:
> To date Trinity does not have the critters of the World of Darkness roaming
> about space. It deals with psionic enhanced humans in a sort of X-Men meets
> Starship Troopers fashion. So no, it isn't just WoD in space.
>
> ~Kirtan
>
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But Psionics and Mutants aren't a part of the WoD. They're two completely
different games with two completely different settings. Granted, Trinity and
Aberrant share the same timeline, but they are 120 years apart.
That's like saying a game company like TSR has way too much in the mix:
First warriors and wizards and rogues.
Then mutants.
Then spaceship pilots.
Then Indiana Joneses.
Then Super Heroes.
Isn't THAT too much?
Okay, I'll clean the dripping sarcasm off of me now, but do you see my
point? They're all seperate games! No one is adding Psionics and Mutants to
any mix at White Wolf! They're just coming out with new games! (veins
bulging from forehead, saliva spewing from mouth, eyes popping out of
sockets) AAAGGHH!!!
Okay, I'm much better now.
By the way. I watched Lethal Weapon 4 tonight on HBO. Jet Li kicked total
ASS!!! I wanna be a cool Triad assassin when I grow up!!
----------------
Christian Conkle conkle@... conkle@...
Group: streetfighter
Message: 1708
From: SlpStck@aol.com
Date: 8/5/1999
Subject: Re: Wod Space and 5% of World.
In a message dated 08/05/1999 8:42:00 PM Eastern Daylight Time, rinaldo@... writes:
<< 25% Vampires
25% Werewolf
25% Mages
10% Whrait
10% Things of you can find in the net, STF too.
5% Normal humans. >>
ok, just outta vague curiosity, since i don't really like or play them, where
do the changelings fit in there? i know, i know, this is a SF group, but i do
most of the WW games, so i was wondering...
Group: streetfighter
Message: 1709
From: Rinaldo Gambetta
Date: 8/6/1999
Subject: Re: Wod Space and 5% of World.
Sorry I forgot the changelings, but they´re with whrait group. The only thing why
the white wolf can use normal people always trying non natural things, this my
point the less and less normal human presence in WW games, and why the same
system don´t make anything with angels and demons like Gurps In nomine and a
fantasy game with races like elf, dwarfs, etc...
Some one know about a Dragon Ball conversion for Stf or Darkstalkers and Last
Blade and Samurai Shadow.
> In a message dated 08/05/1999 8:42:00 PM Eastern Daylight Time,
> rinaldo@... writes:
>
> << 25% Vampires
> 25% Werewolf
> 25% Mages
> 10% Whrait
> 10% Things of you can find in the net, STF too.
> 5% Normal humans. >>
> ok, just outta vague curiosity, since i don't really like or play them, where
> do the changelings fit in there? i know, i know, this is a SF group, but i do
> most of the WW games, so i was wondering...
>
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Group: streetfighter
Message: 1710
From: Rinaldo Gambetta
Date: 8/6/1999
Subject: Re: Street Fighter I
People call me a ancient friend but I never forget the original street
fighter where you only play with Ryu and Ken against enemies like Geki, Birdie
(Well he back in STF Alpha), Retsu, Lee, Mike, Eagle, Adon (Returned too), Gen
(Returned too), and anyone I don´t put here (I don´t remeber all persons in the
game).
But my point anyone try put this people for STF format this is wrong because,
this people are the beggining of STF series.
Group: streetfighter
Message: 1711
From: athamae@aol.com
Date: 8/6/1999
Subject: Stunt ideas, anyone???
Hello again,
Thanks for the earlier responses. Ive got another question for any
experienced refs, number crunchers, or other interested parties
Anyone out there had success modifying the Street Fighter combat system
so characters can make attacks to specific hit locations? I really like
the simplicity of things the way the are, but find that all too often,
characters wish to pull off a stunt that shouldnt require years of
dedicated training (perfect example, an untrained street urchin should
be able to kick a player in the gonad, without knowing Barroom
Brawling style ).
Again, thanks in advance
Jason
Group: streetfighter
Message: 1712
From: Eric Thayer
Date: 8/6/1999
Subject: Stunts
Check WOD Combat book for hit location modifiers.. of course that means
you'd want to roll to hit.. but shit happens...
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Group: streetfighter
Message: 1713
From: Don Corcoran
Date: 8/6/1999
Subject: Re: Stunt ideas, anyone???
It should just be a matter of additional success needed. 2 for arms, legs
and chest, 4 for vitals and head, 5 for face or neck. These are somewhat
arbitrary and there are actual numbers out there but I think these are about
right.
Don
----- Original Message -----
From: <athamae@...>
To: <streetfighter@...>
Sent: August 06, 1999 2:17 PM
Subject: [streetfighter] Stunt ideas, anyone???
Hello again,
Thanks for the earlier responses. I've got another question for any
experienced refs, number crunchers, or other interested parties.
Anyone out there had success modifying the Street Fighter combat system
so characters can make attacks to specific hit locations? I really like
the simplicity of things the way the are, but find that all too often,
characters wish to pull off a stunt that shouldn't require years of
dedicated training (perfect example, an untrained street urchin should
be able to kick a player in the gonad, without knowing "Barroom
Brawling" style.).
Again, thanks in advance
Jason
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You wouldn't have to use a To-Hit roll. In Street Fighter the To-Hit roll is
included in the Damage Roll, so the modifiers could be applied to the
standard roll.
Okay, looking at the rules in WoD Combat, it might not be so simple:
One could, instead of damage dice adds/minuses, use actual damage done
adds/minuses. So, for Street Fighter:
Location Roll Dam Random
Head/Neck -3 +2 1
Arms/Hands -3 +0 2-3
Chest/Torso -1 +0 4-7
Vitals -2 +1 8
Legs/Feet -2 +0 9-10
Where the damage signified any automatic damage added to any rolled damage.
----------
>From: "Eric Thayer" <lord_kirtan@...>
>To: streetfighter@egroups.com
>Subject: [streetfighter] Stunts
>Date: Fri, 06 Aug 1999 11:55:55 PDT
>
>Check WOD Combat book for hit location modifiers.. of course that means
>you'd want to roll to hit.. but shit happens...
>
>
>_______________________________________________________________
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>
Group: streetfighter
Message: 1715
From: Christian Conkle
Date: 8/6/1999
Subject: Seein' as how there aren't any more SF books...
Okay, here's the chronology:
(1) I own every Streetfighter book except Perfect Warrior.
(2) To offer an alternative, I purchased WoD Combat.
(3) To expand my chronicles, I bought Trinity for the Spaceship combat rules
and high tech.
(4) Then I purchased Aberrant for super-powers, also to expand my SF
chronicles.
(5) Then I got Tales of Magick: Dark Adventure, which I recommend for it's
Appendix (including various NPC templates, Classic action movie schticks,
street weapons from bottles to car-antennae to bicycle chains, and
explosives.
(6) And tonight I just purchased Mage: The Ascension (to help me understand
(2) and (5) above. Also because I hear it's a good game, but mainly, yes, to
expand my SF chronicles.
(7) also tonight I purchased Demon Hunter X, yes, to expand my SF chronicles
with new ideas (not to mention Mage and Aberrant chronicles).
Well, the point is: One thing is leading to another, one game to another,
and I probably won't stop (and it all began with Street Fighter). I now own
more books that I use for Street Fighter OUTSIDE of the SF line than in.
I have finished the Maneuver File. It is in Text Format. IF ANYONE HAS ANY
PROBLEMS WITH THE FILE NOTIFY ME.
Power Point Costs have been left out because A: It would Take Another Month,
B: This file is Long enough, and C: They've been posted on the Web Sites.
Special thanks go out to seagull@... (One of Our Esteemed Members) for
sending Me the Moves from the Storyteller's Screen.
If an entry in a Maneuver has a question Mark then the section of the
Maneuver was never written (This only aplies to Warrior's World and New
Legends).
Maneuvers for this list come from:
Street Fighter (The Main Book)
Street Fighter Player's Guide
Secrets of Shadoloo
Contenders
The Street Fighter Storyteller's Screen
The Perfect Warrior
Warrior's World (Unfinished Net Book)
New Legends (Net Book in Progress, Written by our own dare2live@...)
From various Messages I have realized what My next Project Should- Nay, MUST
be: A new Posting Of Warrior's World in a format All of Us can use (Which
Makes feedback on this posting even more important), followed by the
Warrior's Moon Challange.
- Arkon
Group: streetfighter
Message: 1717
From: Christian Conkle
Date: 8/7/1999
Subject: Re: Long Awaited
----------
>From: ArkonDLoC@...
>To: streetfighter@egroups.com
>Subject: [streetfighter] Long Awaited
>Date: Sat, 7 Aug 1999 08:21:36 EDT
>
>I have finished the Maneuver File. It is in Text Format. IF ANYONE HAS
ANY
>PROBLEMS WITH THE FILE NOTIFY ME.
EXCELLENT! Simply EXCELLENT!!
How bout a big round of applause and cheers for ArkonDLoC!! YAYYY!!!
----------------
Christian Conkle conkle@... conkle@...
Group: streetfighter
Message: 1718
From: Fred Chagnon
Date: 8/7/1999
Subject: Re: Long Awaited
I hope this involved a lot cut and paste, otherwise you're probably
suffereing from serious carpul-tunnel syndrome. :)
----- Original Message -----
From: <ArkonDLoC@...>
To: <streetfighter@egroups.com>
Sent: Saturday, August 07, 1999 8:21 AM
Subject: [streetfighter] Long Awaited
| I have finished the Maneuver File. It is in Text Format. IF ANYONE HAS
ANY
| PROBLEMS WITH THE FILE NOTIFY ME.
|
| Power Point Costs have been left out because A: It would Take Another
Month,
| B: This file is Long enough, and C: They've been posted on the Web Sites.
|
| Special thanks go out to seagull@... (One of Our Esteemed Members)
for
| sending Me the Moves from the Storyteller's Screen.
|
| If an entry in a Maneuver has a question Mark then the section of the
| Maneuver was never written (This only aplies to Warrior's World and New
| Legends).
|
| Maneuvers for this list come from:
| Street Fighter (The Main Book)
| Street Fighter Player's Guide
| Secrets of Shadoloo
| Contenders
| The Street Fighter Storyteller's Screen
| The Perfect Warrior
| Warrior's World (Unfinished Net Book)
| New Legends (Net Book in Progress, Written by our own dare2live@...)
|
| >From various Messages I have realized what My next Project Should- Nay,
MUST
| be: A new Posting Of Warrior's World in a format All of Us can use (Which
| Makes feedback on this posting even more important), followed by the
| Warrior's Moon Challange.
|
| - Arkon
|
|
| ------------------------------------------------------------------------
| Click Here to apply for a NextCard Internet Visa and start earning
| FREE travel in HALF the time with the NextCard Rew@rds Program.
| http://clickhere.egroups.com/click/449
|
|
| eGroups.com home: http://www.egroups.com/group/streetfighter
| http://www.egroups.com - Simplifying group communications
|
|
|
|
SPECIAL MANEUVERSMain BookPUNCHBuffalo PunchPrerequisites: Punch
**Description: The fighter clenches both hands together into one big fist
above his head and swings both arms down on top on his opponent's head. It
is said that some Native Americans could stun a full-grown buffalo with this
slow but powerful punch.System: Use the modifiers below.Cost:
NoneSpeed: -2Damage: +5Move: OneDim MakPrerequisites: Punch ****, Focus ***,
Chi Kung HealingDescription: Dim Mak is the art of the death touch. Masters
of Dim Mak possess secret knowledge of how Chi flows within the human body.
The human body's Chi patterns are said to vary according to the time of day,
season, and many other esoteric factors. A master of Dim Mak possesses
knowledge of all of these factors and utilizes it to pinpoint vulnerable
locations on his opponent's body. Thus, a mere finger thrust can disrupt a
Chi flow and bring all sorts of misery to the victim of the Dim Mak strike.
Legends of Dim Mak say that it is possible for the master to touch a victim
and delay the damage to the victim's body by seconds, minutes, days, or even
months. Certain pressure point strikes can paralyze the limbs, afflict the
victim with specific diseases, and even kill with one blow. The arts of
Snake Kung Fu come closest to maintaining the knowledge of Dim Mak, but a
qualified teacher is extremely rare.System: While there are many effects of
Dim Mak that a Storyteller should feel free to include for dramatic
purposes, use of Dim Mak in tournament combat has certain specific effects.
Whenever a fighter strikes an opponent with a Dim Mak touch, damage is
rolled normally, but the attacker inflicts two extra effects. The first is
that she can decide to delay the damage from the strike for any specified
number of turns. The damage will be applied against the opponent's Health
at the beginning of the specified turn. The character does not have to tell
her opponent when the damage will be dealt, but the player should tell the
Storyteller or write it on a piece of paper. The second effect is that the
attacker can temporarily lower one of the victim's Physical Attributes by
one point per successful Dim Mak strike. Physical Attributes can not be
lowered below 1 in this manner. The victim's Speed, Damage, and natural
resistance temporarily drop as his Dexterity, Strength or Stamina is
reduced. Any tests involving the affected Attribute must be made using the
lower score. The victim can regain these lost points after combat by making
a successful Honor roll, as if the points were Chi (see Chapter Five on
regaining Chi). Example: A Dim Mak practitioner strikes an opponent. She
scores three damage successes. The fighter can choose to apply this to the
victim's Health now or wait to apply it any number of turns in the future.
In addition, the fighter chooses to lower the opponent's Strength by one
(she has struck a point along the victim's rib cage that leaves his arms
feeling numb and weak).Cost: 1 ChiSpeed: +0Damage: +0Move: +0Dragon
PunchPrerequisites: Punch ****, Jump, Power UppercutDescription: Gouken is
the only living master who is known to teach this incredible maneuver. He
has passed it on to his students Ryu and Ken, and they have used it to forge
their names among the ranks of the World Warriors.System: The Dragon Punch
is a leaping uppercut that counts as an Aerial Maneuver. The fighter
chooses any one ground or aerial opponent within his Move range to suffer
the Dragon Punch's wrath. Opponents in the middle of Aerial Maneuvers
suffer a Knockdown if the Dragon Punch scores damage against them (as if it
wouldn't!). Grounded opponents are simply knocked back one hex from the
force of the blow. The force of the punch carries the fighter high into
the air. The Dragon Punch can be used like the Athletics special move Jump
to avoid incoming projectile attacks; however, if it is used to interrupt
and leap over a projectile attack, the Dragon Punch cannot be used against
the opponent firing the projectile attack.Cost: 1 WillpowerSpeed: +0Damage:
+6Move: -2Ear PopPrerequisites: Punch **Description: The big wrestlers of
Russia, Japan and North America could not find many punching techniques that
would seriously slow other fighters of their style, until they developed the
Ear Pop. This nasty move is held to be dishonorable under some tournament
rules. The fighter slaps both sides of his opponent's head with his hands
slightly cupped. This causes incredible air pressure to rush into the
opponent's ear's, stunning her and possibly causing loss of hearing (which
is why the move is held to be dishonorable by some).System: This strike
completely ignores the opponent's Stamina for purposes of Soaking damage
from the Ear Pop strike. Any fighter who uses the Ear Pop automatically
loses one Honor point.Cost: NoneSpeed: -1Damage: -4Move: -1Flaming Dragon
PunchPrerequisites: Punch *****, Focus **, Dragon PunchDescription: Ken was
not satisfied with his ability to execute the Dragon Punch, so he trained
long and hard to improve the already devastating move. He learned to focus
his Chi into his fist during the punch, causing his fist and anything hit by
it to burst into flame.System: The Flaming Dragon Punch is identical to the
regular Dragon Punch, with the following exceptions: Any opponent hit with
the Flaming Dragon Punch suffers a Knockdown, regardless of whether the
opponent is on the ground or in the air. If the Flaming Dragon Punch is
used on an opponent standing in a hex adjacent to the fighter (the fighter
using the Dragon Punch does not have to move in order to be next to the
opponent), the Flaming Dragon Punch will hit twice! The player gets to roll
two damage tests for her character's punch. For example, during a combat
turn, Zangief's player plays a Roundhouse and decides to move next to Ken to
deliver the punch. Ken's player decides to interrupt Zangief's action when
the big Russian moves next to Ken. Ken's player reveals the Flaming Dragon
Punch card. Because Zangief is right next to Ken when Ken begins his
Flaming Dragon Punch action, Ken gets to hit Zangief twice with the
punch.Cost: 1 Chi, 1 WillpowerSpeed: -1Damage: +6Move: -2Head
ButtPrerequisites: Punch *Description: When the knuckles won't do, some
fighters use their heads. Many styles practice head butt strikes as part of
their close-range fighting arsenal of maneuvers. Fighters have to undergo
grueling training to perfect this move. Training involves conditioning a
fighter's forehead to take the punishment of the hit. The fighter bangs his
head on padded wood, then bare wood, then bricks, then stone. This
gradually toughens the fighter's head until he can crack just about anything
with one solid blow from his head.System: Use the modifiers below.Cost:
NoneSpeed: +0Damage: +3Move: -2Hundred Hand SlapPrerequisites: Punch
*****Description: In formal sumo wrestling matches, sumotori are not allowed
to strike with a closed fist, only with slaps and palm heel strikes using an
open hand. This restriction has led sumotori to develop an awesome
technique that utilizes open hand slapping. With the Hundred Hand Slap, the
sumotori creates a blurringly fast flurry of strikes to overwhelm an
opponent. The strike's name derives from the fact that sumotori who train
to perfect this special move practice by striking a large wooden post 100
times as fast as they can. A fighter is timed on how fast he can deliver
the blows with his open hand to the wooden post; over years of training, he
is expected to reduce this time to under two seconds! Even the thickest
posts often crack under the torrent of hammering blows.System: A fighter who
uses Hundred Hand Slap in combat gets to roll three times for damage, using
the modifier given below for each strike.Cost: 1 WillpowerSpeed: -2Damage:
+0Move: OneHyper FistPrerequisites: Punch ****, Power UppercutDescription:
Dee Jay has generated a lot of business for dentists with his chin-pounding
Hyper Fist. Other fighters have tried to learn the move with varying
degrees of success. Fighters who master the Hyper Fist are able to throw a
flurry of uppercut punches that pound their opponents with multiple
hits.System: The fighter gets to roll three damage tests against the victim
of the Hyper Fist.Cost: 1 WillpowerSpeed: +1Damage: +0Move: +OneMonkey Grab
PunchPrerequisites: Punch *, Grab *Description: This relatively simple
Special Maneuver originates from Monkey Kung Fu. The fighter lunges
forward, grabbing and pulling away an opponent's blocking arm with one hand,
then delivering a quick punch with her remaining hand.System: The Monkey
Grab Punch works just like the Basic Maneuver Strong Punch, but it is slower
and ignores Blocks. If the fighter's target Blocks, he does not get to add
his Block Technique to his Soak total against the damage from the Monkey
Grab Punch.Cost: NoneSpeed: -2Damage: +1Move: +0Power UppercutPrerequisites:
Punch *Description: This move is relatively basic as Special Maneuvers go,
but more than one Street Fighter has won a tournament with bread-and-butter
moves like the Power Uppercut. This powerful punch starts low and ends high
above the fighter's head. By using her leg and back strength, the fighter
can deliver some fierce power with this punch. The total commitment to the
punch usually lifts the fighter slightly off her feet as she punches
upward.System: If the Power Uppercut is used to interrupt an opponent's
Aerial Maneuver, the Power Uppercut will also cause a Knockdown (if it
scores damage), knocking the opponent out of the sky before he can land his
own move.Cost: NoneSpeed: -1Damage: +3Move: OneRekka KenPrerequisites: Punch
****, Athletics **Description: The Rekka Ken maneuver was developed by Fei
Long. He combined the speed of his Wing Chun Kung Fu punching with new
concepts of footwork. The Rekka Ken is essentially a special kind of
punching combination. First, the fighter dashes forward and delivers a
blindingly fast punch. This first punch is followed by advancing steps and
up to two more consecutive punches. The rapid three-punch combination can
devastate an opponent in mere seconds.System: The Rekka Ken is similar to
other Combo Maneuvers (see later in this chapter). During the first turn of
the Rekka Ken, the player uses her Rekka Ken Special Maneuver card along
with any of the three Basic Maneuver punch cards (Jab, Strong or Fierce).
The punch is resolved normally, but the Rekka Ken gives it +3 extra Speed
beyond its normal Speed rating. For up to two subsequent turns, the player
can continue playing the Rekka Ken card along with a regular punch and get
the +3 Speed bonus to the punch. Each punch must be used on the same
opponent, and the damage from each punch combines for purposes of dizzying
the opponent. A special showmanship always accompanies the Rekka Ken. If
a fighter uses the Rekka Ken for three consecutive turns against an
opponent, the fighter is obligated to take a moment to strut his stuff,
posing and howling in overconfident zeal. If the fighter does not take a
turn to do this, he loses three temporary Glory points. If he does pose, he
gets the standard +1 Glory (temporary) for showmanship.Cost: 1 Willpower per
turn used.Speed: See description above.Damage: See description above.Move:
See description above.ShockwavePrerequisites: Punch ****, Focus
**Description: Native American warriors can strike the earth with a mighty
fist, causing it to tremble and quake. The force of the strike sends a
shockwave straight across the ground; this tremor can topple objects and
people. The Shockwave Maneuver can even cause some walls to buckle and
crack as their supports vibrate.System: The character chooses a straight
hex-line down which to send the shockwave. The shockwave extends for a
number of hexes equal to the character's Strength, beginning with the hex
adjacent to the character. Anyone standing in one of the affected hexes
(characters in the middle of Aerial Maneuvers are not affected) suffers
damage and is Knocked Down. Note that Shockwave knocks everyone down, even
if an opponent was blocking or didn't suffer any damage from the
maneuver.Cost: 1 ChiSpeed: +0Damage: +0Move: NoneSpinning Back
FistPrerequisites: Punch **Description: This punch gets its power from the
rotation of the fighter's body. To deliver the Spinning Back Fist, the
fighter steps forward with her rear foot, pivoting 180 degrees backward to
strike with an outstretched back fist. The move is powerful and allows the
fighter to advance on an opponent as she delivers the strike.System: Use the
modifiers below.Cost: NoneSpeed: -1Damage: +2Move: +1Spinning
ClotheslinePrerequisites: Punch ****, Athletics ***Description: Whirling
destruction! The wrestler spins her body like a top. Her outstretched arms
club any opponent near her. She can wade through a gang of street punks,
sending them flying in all directions.System: When using the Spinning
Clothesline, the fighter moves and attacks simultaneously. When she
initiates the move, the wrestler makes a damage test against all opponents
sharing her hex or in an adjacent hex. All opponents who are hit are
knocked back one hex from the wrestler. The wrestler then moves one hex and
repeats the round of damage rolls. She keeps moving and making damage rolls
until she uses up her Move or decides to stop. Anyone nearby who is
executing a Crouching Maneuver will not be hit.Cost: 1 WillpowerSpeed:
+0Damage: +0Move: -2Spinning KnucklePrerequisites: Punch ***, Athletics *,
Spinning Back FistDescription: This move is an advanced version of a
Spinning Back Fist. Instead of taking one step forward and spinning into a
back fist, the fighter actually dances forward, taking several body-turning
cross-steps before delivering the attack. The Spinning Knuckle uses the
fighter's advancing motion to add power to the blow. Furthermore, the
fighter actually delivers two back fists at the end.System: The fighter gets
to roll two damage tests, as the fist connects twice. Additionally, the
fighter's dancing, turning steps allows him to evade projectile attacks. If
the fighter interrupts a projectile attack with a Spinning Knuckle, the
fighter gets a chance to dodge the projectile just as if he had used the
Jump special move (see the Athletics special moves section).Cost: 1
WillpowerSpeed: -1Damage: +1Move: +3Triple StrikePrerequisites: Punch **,
Kick *Description: The fighter pulls back into a tight position, almost as
if she were blocking, and then lashes out with two fists and a kicking foot
at any one target next to her.System: The fighter rolls damage for all three
strikes, but the target only suffers damage from the two strikes that
inflict the most damage (the third one is assumed to have missed its mark).
For example, the fighter rolls damage for the two punches and the kick,
scoring two, one, and three successes on the damage rolls. The two- and
three-point damage strikes are applied to the target; the punch that scored
only one damage success is ignored. The two punches have a +0 damage
modifier; the kick has a +1 damage modifier. Naturally, the damage for the
kick is calculated using the fighter's Kick Technique, even though the
Triple Strike is a Punch Special Maneuver.Cost: NoneSpeed: -2Damage: See
description above.Move: NoneTurbo Spinning ClotheslinePrerequisites:
Athletics ****, Spinning ClotheslineDescription: Frustrated by the speed of
some opponents, Zangief worked hard to make his Spinning Clothesline
faster.System: This move is identical to the Spinning Clothesline, except
that it is quicker and travels farther.Cost: 1 WillpowerSpeed: +1Damage:
+0Move: -1Fist SweepPrerequisites: Punch ***Description: Nobody told the
boxers on the Street Fighter circuit that they couldn't hit below the belt.
Not to be outdone by other styles, some boxers developed a low, powerful
punch that takes the legs right out from under their opponents.System:
Victims of a successful Fist Sweep suffer a Knockdown in addition to normal
damage. The Fist Sweep is a Crouching Maneuver.Cost: NoneSpeed: -1Damage:
+3Move: -2Dashing PunchPrerequisites: Punch ****, Athletics *Description:
This explosive move was practically invented by Balrog (although some people
say one of his trainers actually developed it). When the starting bell rang
for Balrog's boxing matches, he would dash across the ring and blast his
opponent with a knockout punch before the opponent realized the fight had
begun. The move was considered by many to be a typical Balrog cheap shot,
but it won him lots of matches. Now Balrog uses his Dashing Punch to crush
his Street Fighter competitors. Many Street Fighter boxers have added the
move to their own repertoires.System: Use the modifiers below.Cost: 1
WillpowerSpeed: +0Damage: +4Move: +2Dashing UppercutPrerequisites: Dashing
PunchDescription: This move is a slight adaptation of the Dashing Punch.
The difference is that the fighter delivers an uppercut punch instead of a
straight punch at the end of the dash.System: The Dashing Uppercut can hit
opponents executing Aerial Maneuvers. Against such opponents, it scores a
Knockdown in addition to damage.Cost: 1 WillpowerSpeed: +0Damage: +4Move:
+2Turn PunchPrerequisites: Punch ****Description: This heavy punch is one of
the most potent Special Maneuvers available to the style. The boxer
craftily works his way around the ring, setting up his opponent for a
powerful overhand blow. The boxer actually turns his torso away from his
opponent and then twists all the way forward as he throws the punch. This
turning body motion gives the punch its name and its power.System: At the
beginning of any combat turn, a player can play her fighter's Turn Punch
Combat Card. This shows that her character is beginning to size up her
opponent in preparation for a Turn Punch. During that same turn, the player
can use any other maneuver she wants, but the move has a -1 penalty to
Speed, Damage, and Move because the boxer is concentrating on setting up the
Turn Punch. This can continue for up to four turns total. The player
continues to use any maneuver she chooses, but all maneuvers have penalties
of-1 to Speed, Damage, and Move. At any time, including during the very
first turn she played the Turn Punch card, she can choose to execute the
Turn Punch instead of playing some other Combat Card. The modifiers for the
Turn Punch depend on how many combat turns the boxer was allowed to prepare
the Turn Punch:Combat Turns Speed Damage1 -1
+42 -1 +53 +0 +64
+1 +7 For example, the boxer executes the Turn Punch the first turn
it is played. The modifiers are -1 Speed, +4 Damage, Move Two. Another
example would be if the player lays down the Turn Punch in a combat turn,
and plays a Block that turn (at the modifier penalties), a Jab on the next
turn (again, each move is at the modifier penalties), a Move on the third
turn, another Jab on the fourth turn, a Block on the fifth turn, and
finally, on the sixth turn, instead of playing a Combat Card, the player
announces the Turn Punch's Speed during the Speed Declaration stage of the
combat turn. The Turn Punch Combat Card is still sitting on the gaming
table. The Turn Punch's modifiers would be +1 Speed, +7 Damage, and Move
Two. After the end of any turn, before new Combat Cards are selected, the
player can choose to return the Turn Punch card to her hand, having never
used it.Cost: 1 Willpower when the card is first laid down.Speed: See
description above.Damage: See description above.Move: TwoKICKAir Hurricane
KickPrerequisites: Kick ****, Athletics ***, Jump, Hurricane
KickDescription: Only after they had begun testing themselves in Street
Fighter combat did Ryu and Ken fully embrace the spirit of the Hurricane,
allowing them to fly on the winds of fury as they deliver their Hurricane
Kick.System: This move works just like the standard Hurricane Kick (see the
Hurricane kick description), except that the fighter has trained herself to
execute the move while airborne. This allows the fighter to jump over
incoming projectile attacks (see the Athletics special move Jump) and then
execute the Hurricane kick from the high point of her jump to descend on her
opponents in a blaze of spinning feet.Cost: 1 Chi, 1
WillpowerSpeed: -1Damage: -1Move: +1Backflip KickPrerequisites: Kick **,
Athletics **Description: This move combines acrobatics and a powerful kick
into a special move that can rattle an opponent and simultaneously tumble
the attacker to safety.System: The fighter waits for an opponent to close,
and then interrupts with a sudden backflip (Capoeira teaches a back hand
spring), kicking the would-be attacker as the fighter's feet sweep up and
through in the back flip. The fighter flips away, landing two hexes
straight back from the opponent and thus preventing the opponent from
striking back. This move is one of the few times a fighter may move after
rolling damage in the same turn. The Backflip kick does not count as an
Aerial Maneuver.Cost: NoneSpeed: + 0Damage: +2Move: +Two (backwards)Double
Dread KickPrerequisites: Kick ***, Double-Hit KickDescription: This special
move is a fast combination of a roundhouse kick and spinning back thrust
kick. The fighter stuns her opponent with a quick kick and then spins into
the more powerful thrust kick before the opponent can recover.System: The
move scores two damage tests on its victim. The first test has a +1 Damage
Modifier; the second has a +4. The first hit knocks the opponent back one
hex; the second hit knocks him back another hex. After the first hit, the
fighter must have enough Move left to advance into the hex out of which he
just knocked his opponent in order to deliver the second kick. If the
fighter's intended victim is at the maximum Move range of the attack, the
fighter can still spin the first kick into the empty hex in front of the
victim and fire off the second thrust kick at the opponent. For example,
Dee Jay's Move for his Double Dread kick is his Athletics rating of 4 plus
the maneuver's modifier of +1, for a total Move of 5. If Balrog is standing
six hexes away, Dee Jay can move four hexes, throw the first kick into thin
air, and then advance into his fifth hex of movement with the second
spinning thrust kick. This last hex of movement puts him adjacent to
Balrog, so he can hit Balrog with the second damage test (with the +4
modifier) and knock Balrog back one hex. If Balrog had been any closer, Dee
Jay could have moved to him, hit him with the first kick (at +1 damage
modifier), knocked Balrog back one hex, and moved into the now-empty hex to
deliver the second kick. The damage rolls inflicted by these two kicks do
not combine to dizzy the opponent unless they are part of a greater
combination maneuver.Cost: 1 WillpowerSpeed: -2Damage: +1, +4 (see
description above)Move: +1Double-Hit KickPrerequisites: Kick **Description:
Many styles feature combination kicks that use one leg to deliver two kicks
in rapid succession without the kicking foot touching the ground in between.
Usually, the first kick lands low and the second kick lands high.System: The
Kick hits twice using the modifier below. Opponents executing Crouching or
Aerial Maneuvers will only be hit once.Cost: NoneSpeed: -2Damage:
+1Move: -1Double-Hit KneePrerequisites: Kick **Description: This is a
close-in move popular with Capoeira dancers. The fighter leaps into the
opponent, allowing his knee to smack the victim's stomach and continue into
the opponent's chin.System: Roll twice for damage using the modifiers below
when using this move.Cost: NoneSpeed: +0Damage: +0Move: -2Dragon
KickPrerequisites: Kick *****, Focus ****, JumpDescription: The ancient art
of Dragon Kung Fu is the only system that has preserved knowledge of this
mystical technique. The fighter taps the spirit of the celestial dragons,
rising into the air in a twirling kick while his focused Chi spurts fire
from his leg. The kick is beautiful and deadly.System: The Dragon Kick
works identically to the Flaming Dragon Punch. Like the Flaming Dragon
Punch, it is an Aerial Maneuver.Cost: 1 Chi, 1 WillpowerSpeed: -1Damage:
+6Move: -2Flash KickPrerequisites: Kick ***, Athletics **, Focus
**Description: Guile's trademark kick is one of the deadliest moves on the
Street Fighter circuit. A fighter who has mastered this move crouches down
before springing into an aerial back flip. As her body flips over, her foot
sweeps a deadly arc in front of her. Energy trails after the kicking foot,
adding sizzle to the kick. When Guile executes the kick, a blaze of sonic
energy follows his foot. Other fighters throw arcs of flame or electricity
behind their kicking feet. The Flash Kick is a tough move to learn. It
requires a combination of athletics to execute the back flip, Chi focusing
to release the energy, and kicking talent to plant the foot under an
opponent's jaw.System: Use the modifiers below. The Flash Kick will also
inflict a knockdown against opponents who were executing Aerial Maneuvers.
The Flash Kick itself is an Aerial Maneuver.Cost: 1 Chi, 1
WillpowerSpeed: -1Damage: +7Move: NoneFlying Knee ThrustPrerequisites: Kick
**, Athletics *Description: This move has quickly become a favorite among
beginning Street Fighters. It's fast, covers a lot of ground, and still
hits hard. The fighter launches into a quick broad jump and flies into the
opponent, driving a knee right into him.System: Use the modifiers below.
The Flying knee Thrust is an Aerial Maneuver.Cost: 1 WillpowerSpeed:
+1Damage: +2Move: +1Flying Thrust KickPrerequisites: Kick ****, Athletics
****, JumpDescription: This move requires strong legs! The fighter
thrust-kicks into the air so hard he actually lifts off the ground and
rockets into the air heel-first with his body inverted. In order to
perfect the move, the fighter has to develop the leg flexibility to do a
full split and must have superhuman leg muscle conditioning. One-legged
squats are popular training exercises among fighters who wish to develop the
strength to do a proper Thrust Kick.System: The Thrust Kick works just like
a Dragon Punch. It can knock down aerial opponents and be used to jump over
fireballs. The Thrust Kick is an Aerial Maneuver.Cost: 1 WillpowerSpeed:
+0Damage: +6Move: -2Foot SweepPrerequisites: Kick **Description: This low,
powerful kick is intended to knock an opponent off her feet and send her
crashing to the ground.System: Victims of a successful Foot Sweep suffer a
Knockdown in addition to normal damage. The Foot Sweep is a Crouching
Maneuver.Cost: NoneSpeed: -2Damage: +3Move: -2Forward Flip
KneePrerequisites: Kick **, Athletics **Description: This move is very
similar to the Backflip Kick, except the fighter actually launches into a
forward flip over the head of an opponent. As she drops out of the forward
flip, the fighter uses her body weight to drive her knee into the opponent's
back.System: The fighter must attack someone standing in her own hex or an
adjacent hex. The fighter moves one or two hexes forward to land in a hex
on the far side of her opponent. As the fighter lands, she rolls for
damage. If the fighter interrupted an opponent's attack with the Forward
Flip knee, the opponent cannot execute his declared attack on the fighter,
who has now flipped behind him. The Forward Flip knee is an Aerial
Maneuver.Cost: NoneSpeed: -2Damage: +4Move: TwoGreat Wall of
ChinaPrerequisites: Kick *****, Lightning LegDescription: No one in the
world is known to possess this awesome power. It is widely held that its
existence is only superstitious nonsense. After all, no one alive could
possess the kind of kicking ability necessary to execute this maneuver. No
one alive.System: When executing this maneuver, the fighter chooses three
connecting hexes adjacent to him. He then fills these hexes with a
superhuman flurry of kicks that to the naked eye appears like a solid wall
of leg and foot. Anyone in the hexes is hit three times at the damage
listed below.Cost: 2 WillpowerSpeed: -2Damage: +1Move: NoneHandstand
KickPrerequisites: Kick **, Athletics *Description: The fighter bends over,
puts his hands on the ground, and presses his legs up into a handstand. The
legs snap up with the force of a kicking mule, bringing an airborne opponent
down for a crude landing or just clipping a ground opponent under the
chin.System: Use the modifiers below. Aerial opponents will suffer a
Knockdown in addition to damage.Cost: NoneSpeed: -1Damage:
+4Move: -2Hurricane KickPrerequisites: Kick ****, Athletics ***Description:
By embracing the raw power of the hurricane, the fighter lifts himself into
the air and spins like a cyclone. As the fighter spins, his outstretched
foot carves a deadly path through his opponents, mowing them down like wheat
before a scythe.System: A character executing this move can move up to his
full Move in hexes, but must travel in a straight hex-line. Each time he
enters a new hex, anyone occupying that new hex or any of the six hexes
adjacent to it must Soak the Hurricane Kick's damage roll. The fighter must
roll a separate damage test for each person affected. Regardless of
damage, anyone in range of the kick is automatically knocked backward one
hex away from the kicking fighter (or back the way the attacker came if the
victim is in the same hex as the kicker). After all damage rolls and
knockdowns are resolved, the attacker can move again. For each hex moved,
damage rolls and knockdowns are calculated again. This process continues
until the character chooses to stop moving or uses up his Move. So, a
character with Hurricane kick could move right into a single opponent and
continue knocking her back hex by hex and inflicting damage each time, up to
the kicker's full Move in hexes. Opponents who block can continue to use
their Block against each damage roll. Multiple hits do not combine to dizzy
an opponent. The Hurricane kick is an Aerial Maneuver.Cost: 1 Chi, 1
WillpowerSpeed: +0Damage: -1Move: -1Lightning LegPrerequisites: Kick ****,
Double-Hit KickDescription: Victims who have experienced this maneuver
firsthand report hearing a loud rustling sound as their attacker's foot
rushed through the air, hitting them from all sides. This sound, the
victims continue, was quickly replaced by loss of consciousness. Street
Fighters who have the ability to use Lightning Leg have honed their kicking
ability to near-perfection. They can split the air with dozens of kicks in
the blink of an eye.System: When using this move, the Street Fighter must
remain standing in one place as she selects one opponent on whom to unleash
her flurry of kicks. The attacker makes three consecutive damage rolls
using the modifiers below.Cost: 1 WillpowerSpeed: -2Damage: +1Move:
NoneSlide KickPrerequisites: Kick **, Athletics *Description: Some fighters
have developed sliding kicks designed to take an opponent's feet right out
from under him. From a ready stance, the fighter drops to the ground,
slides an amazing distance and kicks the victim's feet.System: In addition
to regular damage, the victim of a successful Slide Kick will suffer a
knockdown, unless he was blocking.Cost: NoneSpeed: -1Damage: +3Move:
+1Spinning Foot SweepPrerequisites: Kick **, Athletics *, Foot
SweepDescription: This move is identical to a regular Foot Sweep, except
that the fighter actually spins his body and his outstretched kicking leg a
full 360 degrees around him, mowing down anyone standing near him. This
move is sometimes called an iron broom, tiger's tail, or dragon's tail sweep
by Kung Fu and Wu Shu stylists.System: The fighter rolls for damage against
everyone in her own hex and the six hexes directly adjacent to her. Any
victim who suffers damage also suffers a Knockdown (unless the victim was
blocking). The Spinning Foot Sweep is a Crouching Maneuver.Cost: 1
WillpowerSpeed: -2Damage: +3Move: NoneStepping Front KickPrerequisites: Kick
****, Double-Hit KickDescription: This kick requires some fancy footwork and
powerful legs. The fighter takes a skipping step toward her opponent and
unloads with a rising knee. This drives the opponent back, allowing the
fighter's kneeing leg to extend into a forward snap kick. The opponent is
thus struck twice.System: The fighter must move into the same hex as her
opponent, then roll one damage test for the knee. The force of the knee
will knock the opponent back one hex. The fighter can then roll for the
second damage test as the snap kick connects. If the fighter does not have
enough movement to reach her opponent's hex, she can still hit with the
front snap kick if she can reach a hex adjacent to her opponent.Cost: 1
WillpowerSpeed: +0Damage: +1Move: +1Whirlwind KickPrerequisites: Kick ****,
Athletics ****Description: Few fighters have mastered the Whirlwind Kick,
which Chun Li has made famous. The move requires superhuman athleticism and
kicking skill. The fighter begins by kicking into a handstand and then
launching herself into a spinning tornado of striking feet. The fighter
appears almost to fly (upside down, no less!) across the ground and into the
midst of her opponents.System: The Whirlwind Kick works just like the
Hurricane Kick, but its modifiers are different, making it a slower-starting
but harder-hitting maneuver. Like the Hurricane kick, the Whirlwind Kick is
an Aerial Maneuver.Cost: 2 WillpowerSpeed: -2Damage: +0Move: -1Wounded
KneePrerequisites: Kick ***Description: Native American Wrestling shares
this Special Maneuver with Western kickboxing. The Wounded Knee kick
involves the fighter executing a low, powerful kick that drives his shin
into the outside of his opponent's thigh. This kick hits the femoral nerve,
which runs down the outside of the leg, and weakens the opponent's leg,
making it hard for him to move or kick.System: In addition to normal damage,
the Wounded Knee attack causes its victim to suffer penalties of -2 to Move
on all maneuvers for the next two turns, and -2 to Speed on all kick
Maneuvers for the next two turns.Cost: NoneSpeed: -2Damage:
+3Move: -1BLOCKDeflecting PunchPrerequisites: Block ***, Punch *, Punch
DefenseDescription: Wing Chun Kung Fu is famous for quick counterpunches
that deflect an opponent's punch at the same time the fighter is himself
attacking. When the martial artist sees his opponent punching, he counters
with his own punch, deflecting his opponent's punch with his arm as his fist
continues on to strike his opponent.System: The fighter must interrupt an
opponent's Punch maneuver. The opponent rolls damage for his punch even
though he was interrupted. The fighter gets his full Block Soak against the
opponent's damage. The blocking portion of this move is only useful against
a punch. If the fighter's opponent uses any other Technique, the fighter
gets no blocking bonus to his Soak total (although he can still land his
counterpunch). Once the opponent has dealt damage, the fighter immediately
gets to land his counterpunch unless he was dizzied, knocked back, or
knocked down by his opponent's maneuver. The fighter calculates damage
using his Punch Technique.Cost: NoneSpeed: +2Damage: +0Move: NoneKick
DefensePrerequisites: Block **Description: A fighter who can guess his
opponent's next move always has a distinct advantage, unless he guesses
wrong! Kick Defense incorporates many movements that help defend the
fighter against an opponent's foot and knee attacks. However, because the
fighter's concentration is on his opponentÕs feet, he is more susceptible to
be punched or blasted with a Focus attack.System: This operates as a
standard Block Maneuver, except that the fighter is +4 to Soak kicks
(including Special Maneuver kicks) and -2 to Soak any other type of
Technique. This Soak modifier is added or subtracted to the fighter's
normal Blocking Soak total.Cost: NoneSpeed: +4Damage: NoneMove: NoneMaka
WaraPrerequisites: Block ****Description: Both Japanese and Chinese martial
arts incorporate training methods for turning a fighter's body surfaces and
bones as hard as iron. This training, called Maka Wara in Japanese,
involves the fighter striking his hands, forearms, shins, etc. into
progressively harder surfaces: padded wood, bare wood, bricks, stone, and
finally metal. The repeated blows causes the fighter's bones to harden over
time until they become like rods of iron. The training is facilitated by a
secret herbal formula called dit da jow in Chinese. The herbal remedy helps
heal the bruises that form on the fighter's arms and legs, allowing him to
train again the next day. No one likes to punch or kick a rod of iron, but
that is essentially what an opponent must do to overcome a Maka Wara
master.System: Character who possess Maka Wara do not have to fill out a
Combat Card for the power. Instead, they invoke the power whenever they use
a Blocking Technique and an opponent strikes them with a punch or kick. The
Maka Wara fighter takes damage as normal, but immediately rolls a damage
test against his opponent, who has just injured herself by striking the
iron-hard arms or legs of the Maka Wara fighter. The fighter rolls damage
using a Dice Pool of (Stamina + Block) -3. The attacker's Soak total is
then subtracted. If the defender is attacked with a weapon or Grab
Technique maneuver, the attacker does not take damage.Cost: NoneSpeed: See
description above.Damage: See description above.Move: See description
above.Punch DefensePrerequisites: Block **Description: Similar to Kick
Defense, Punch Defense incorporates a variety of ducking, bobbing, and
deflecting movements that defend a fighter against punches but leave her
open to other attacks.System: This operates as a standard Block Maneuver,
except that the fighter is +4 to Soak punches (including special move
punches) and -2 to Soak any other type of maneuver. This Soak modifier is
added or subtracted to the fighter's normal Blocking Soak total.Cost:
NoneSpeed: +4Damage: NoneMove: NoneSan HePrerequisites: Block ***, Focus
**Description: Some styles teach practitioners the ability to root their
bodies to the ground using their internal Chi energy. This same energy can
be spread out across the surface of the body, causing all the muscles to
tighten. This rigid, immovable stance is part of the San He form of Kung
Fu. Other styles refer to it by different names. When a fighter assumes
this stance, her body becomes like a single, solid piece of iron - immovable
and resistant to all attacks.System: When executing San He, the character
adds double her Block Technique to her Soak total. For example, a character
with a Stamina of 3 and a Block Technique of 4 would have a Soak total of 11
the turn she uses San He. In addition, the fighter cannot be knocked down
except by a Grab Maneuver, nor can she be knocked back out of her hex. The
San He stance roots the fighter to the ground, and even special powers like
Hurricane kick or Dragon Punch will not knock the character back. Against
truly massive moving objects, like cars, the Storyteller can have the
fighter roll Strength + Block to stand her ground. The bigger the object,
the more successes the fighter needs on her roll (a car might be four
successes, a bus might be seven successes). The fighter does not gain a +2
Speed bonus for blocking the turn after using San He.Cost: 1 ChiSpeed:
+2Damage: NoneMove: NoneMissile ReflectionPrerequisites: Block
****Description: Martial artists who have studied the intimate details of
evasion and deflection motions are able to snatch arrows out of the air and
catch thrown knives between clapped hands. Often the fighter will return
the missile weapon to its sender in one fluid catch-and-throw motion.System:
When this Special Maneuver is used, the fighter poises herself to intercept
any objects thrown or fired at her. If any missile attacks are directed at
her, she has a chance to catch them and even return them toward their sender
or in any other direction. The fighter must roll Dexterity (difficulty 6)
to catch a missile successfully. Thrown weapons like knives, shurikens, and
rocks require one success to catch, missiles from weapons like bows or
slingshots require two successes, and gunfire requires three successes to
deflect. In order to deflect gunfire, the fighter must be holding some
piece of metal or other material capable of withstanding the bullets and
bouncing them away. If the missile is reflected at another party, the new
victim suffers the same damage that the missile would have inflicted upon
the fighter who caught and returned it. Gunfire cannot be reflected at the
attacker (unless the Storyteller allows it in a heroic moment of high
drama). The fighter can reflect any number of missiles targeted at her
during the same turn. Yes, any number.Cost: NoneSpeed: +3Damage:
NoneMove: -1Energy ReflectionPrerequisites: Block ****, Focus ****, Missile
ReflectionDescription: Once a fighter has mastered the art of catching and
returning physical objects, he can begin to use the same physical
coordination to catch and reflect energy attacks. This phenomenal maneuver
also requires the fighter to have a high degree of control over his own Chi.
He must instantly summon the correct energy into his hands to "catch" energy
projected at him and reflect it away.System: This maneuver is similar to
Missile Reflection, except that the fighter can reflect any kind of energy
projectile, such as a fireball, bolt of electricity, or sonic boom. The
fighter must spend one point of his own Chi for each energy projectile
reflected and must score two or more successes on a Wits roll to gauge and
reflect the energy pattern of the projectile. If the projectile is
redirected at another victim, it will inflict the same amount of damage it
would have inflicted upon the fighter who reflected it.Cost: 1 ChiSpeed:
+1Damage: NoneMove: NoneGRABAir ThrowPrerequisites: Grab **, Athletics *,
Jump, ThrowDescription: Some Native American Wrestlers have been known to
jump into the air to catch an aerial opponent, grab the opponent like a hawk
snatching a dove, and slam the opponent to the ground. This lethal move is
also seen in Sanbo, has been picked up by many Special Forces soldiers, and
is even seen in the aerial artistry of Wu Shu. Some warriors prefer to
grab their opponents and fall with them to crush them into the ground.
Others grab their opponents and bring them down on top of themselves, while
still others prefer the finesse of grabbing opponents out of the air and
dashing them to the ground.System: To execute the move during combat, the
fighter must interrupt another character's Jump move, or must interrupt
right after any other opponent has played a special move that also acts as a
Jump (like a Vertical Rolling Attack, Dragon Punch, Flying Heel Stomp,
etc.). The fighter then must jump to where the intended victim is, enter the
same hex as the airborne victim, and execute the throw. If any damage is
scored, the fighter can pick any spot within three hexes to deposit the
victim. In addition to regular damage, the victim will suffer a Knockdown.
After executing the throw, the attacker can finish any remaining hexes of
movement.Cost: 1 WillpowerSpeed: +2Damage: +5Move: +0Back
BreakerPrerequisites: Grab ***Description: The wrestler grabs an opponent,
turns his body over and slams his head and back into the ground. Simple and
effective.System: The opponent suffers a Knockdown in addition to
damage.Cost: NoneSpeed: -1Damage: +3Move: OneBack Roll ThrowPrerequisites:
Grab **, Kick *, Athletics *, ThrowDescription: This move is an advanced
version of the Throw special move. Instead of using her shoulders or hips
to throw an opponent, the fighter grabs the opponent and then rolls backward
onto the ground, planting a foot on the opponent's chest to heft him up and
over. The victim of the Back Roll Throw ends up tossed behind the
attacker's head.System: The move is quicker than a basic Throw, and the
opponent can be thrown farther. The victim can be thrown a number of hexes
equal to the attacker's Strength Attribute + Kick Technique.Cost:
NoneSpeed: -1Damage: +4Move: OneBear HugPrerequisites: Grab **Description:
Grab that irritatingly quick little fighter and crush her into your chest
until her bones rattle. The Bear Hug is an old standby for many wrestlers,
and a few other stylists have decided to adopt it as well.System: The Bear
Hug is a Sustained Hold.Cost: NoneSpeed: -1Damage: +3Move: OneBrain
CrackerPrerequisites: Grab **, Punch *Description: Defeating an opponent
isn't enough for some fighters. They want to drive some sense into their
opponents' brains. A fighter employing the Brain Cracker Special Maneuver
grabs his opponent's hair, ear, or nose, pulls her head down, and rains
smashing punches into her skull or drives elbows into her face.System: This
is a Sustained Hold that allows the fighter to punch a held opponent each
turn the hold is maintained. The damage for the move is based on the
fighter's Punch Technique instead of his Grab Technique.Cost: NoneSpeed:
+0Damage: +2Move: OneGrappling DefensePrerequisites: Grab ****Description:
Wrestlers don't survive long unless they learn ways to escape and counter
the grabs and holds of their fellow wrestlers. Other styles, such as the
Kung Fu art of Chin Na or the Japanese art of jiu-jitsu, formalize this
grappling training.System: The Grappling Defense Special Maneuver works
similarly to a Block, but it only protects against Grab maneuvers. A
fighter employing Grappling Defense adds his Grab Technique to his Stamina
to determine his Soak total against any Grab Maneuver. For example, E.
Honda grabs his opponent and applies a Bear Hug. The opponent is using
Grappling Defense, so he adds his Stamina of 2 and his own Grab Technique of
4 to get a Soak total of 6 against the damage of Honda's Bear Hug maneuver.
Grappling Defense can even be played each turn by a fighter trapped in a
Sustained Hold, thereby minimizing the damage the hold inflicts.Cost:
NoneSpeed: +4Damage: NoneMove: -1Hair ThrowPrerequisites: Grab ***,
Athletics **, ThrowDescription: This throwing maneuver was invented hundreds
of years ago by a Mongolian tribe renowned for its acrobatic grappling
maneuvers. The tribe was assaulted by bands of thieving marauders who would
gallop in on horses and pillage the tribe's villages. Seeing that the
marauders wore their hair in long locks, the tribe invented a technique for
running at a horseman, flipping up and over the horseman's head, grabbing
his hair from behind and throwing the marauder off his horse. Various
styles of Kung Fu have since picked up the technique, and the hair-pulling
maneuver is also used by many Special Forces groups.System: The fighter must
move into and straight through an opponent's hex. The opponent can then be
thrown (per the Throw maneuver) along the same straight line the fighter
initially used to move over his opponent.Cost: NoneSpeed: -2Damage: +5Move:
TwoHead BitePrerequisites: Grab **Description: Some Street Fighters either
have a little vampirism in them or, like Blanka, are just downright savage.
It's a nasty move, but some fighters have been known to leap onto their
opponents and bite right into their necks.System: This is a Sustained Hold
and inflicts damage each turn the hold is maintained.Cost: NoneSpeed:
+1Damage: +3Move: OneIron ClawPrerequisites: Grab *****Description: The
wrestler quickly grabs her opponent with one hand, draws him in, and then
places her other hand on the opponent's face. The wrestler's hand clenches
like a vise over the opponent's face, each finger digging into some pressure
point like the temples, under the jaw, or even into the eyes. The sheer
force of the squeeze causes intense pain to the victim. Wrestlers train
for the Iron Claw by performing a variety of exercises to increase their
grip strength. One of the most popular involves dropping and catching slabs
of concrete. A wrestler takes a concrete block and raises it over her head
with both outstretched arms. She releases the block and then darts her
hands down to catch it before it hits the ground. Grasping the heavy
concrete quickly builds tremendous hand strength. Wrestlers then practice
clapping their hands together after they release the concrete, and then
still grabbing it before it hits the ground. The clapping builds
speed.System: The Iron Claw is a Sustained Hold that uses the modifiers
listed below.Cost: 1 Willpower on the first turn only.Speed: +1Damage:
+4Move: OneKnee BasherPrerequisites: Grab **, Kick *Description: This move
resembles the Brain Cracker, except that the wrestler grabs his opponent's
head and doubles the opponent over in order to knee him in the head.
Capoeira stylists practice this move by holding coconuts in one hand and
crushing them with their knees.System: This move is a Sustained Hold, and
even if the opponent is lucky enough to escape, she is considered Knocked
Down and suffers a -2 Speed penalty the turn after she frees herself.
Damage for the Knee Bash is calculated using the fighter's Kick Technique
instead of his Grab Technique.Cost: NoneSpeed: -1Damage: +4Move: OneNeck
ChokePrerequisites: Grab ***Description: The fighter grabs her opponent and
applies a strangling Neck Choke. Big fighters like T. Hawk prefer to lift
their opponents off the ground as they apply the hold.System: The Neck Choke
is a Sustained Hold.Cost: NoneSpeed: -1Damage: +3Move: OnePile
DriverPrerequisites: Grab ***, Athletics *Description: The Pile Driver is an
advanced grappling move that takes a lot of training to execute against a
live opponent. The wrestler must grab his opponent and invert her body so
that the opponent's head is between the wrestler's legs and the opponent's
legs extend above the wrestler's head. The wrestler then jumps up and
raises his own legs into a seated position. When the wrestler and his
victim land, the opponent's head hits first.System: The victim of a
successful Pile Driver also suffers a Knockdown.Cost: NoneSpeed: -2Damage:
+4Move: OneSiberian Bear CrusherPrerequisites: Grab ***, Athletics **, Back
BreakerDescription: Irritated by little capitalist opponents who would hit
and run from him, Zangief revived and perfected a maneuver he had previously
practiced on the wild bears of Siberia. In so doing, Zangief would rush at
the bear, closing inside the range of the bear's deadly claws before it
could strike. Then he lifted the bear into an airborne back breaker to
hammer the beast into submission. (Of course, Zangief acquired a lot of
claw scars trying to learn the maneuver.)System: The wrestler dashes forward
into the opponent's hex, grabs the opponent, inverts him, and leaps into the
air. In midair, the wrestler adjusts his hold to ensure the victim lands in
the Back Breaker position. The wrestler can choose any hex up to three
hexes away to land in. The victim will land in any hex adjacent to the
wrestler. The victim suffers a Knockdown in addition to damage. The
Siberian Bear Crusher is considered an Aerial Maneuver during the time the
wrestler and his prey are both airborne.Cost: 1 WillpowerSpeed: +0Damage:
+3Move: +1Siberian SuplexPrerequisites: Grab ****, Athletics **,
SuplexDescription: Russian Sanbo wrestlers invented the bouncing Siberian
Suplex in order to have more fun with their puny opponents from the West.
Sanbo wrestlers found that their opponents would usually be knocked
senseless after only one Suplex, thus ending the match before the Sanbo
fighter could work up a sweat. So Sanbo fighters invented the Siberian
Suplex. This move begins exactly like a regular Suplex, but the fighter
back-bridges the opponent's shoulders into the ground hard enough to bounce
both fighters into the air. While in the air, the Sanbo wrestler maintains
the Suplex hold. When the pair lands, the victim again suffers a Suplex
collision on the ground.System: This move is identical to a Suplex, except
that the fighters end the move one hex farther back as they land from the
second hit. The fighter rolls two damage tests using the modifiers below.
The victim also suffers a Knockdown.Cost: 1 WillpowerSpeed: +0Damage:
+2Move: OneSpinning Pile DriverPrerequisites: Grab ****, Athletics ***,
Jump, Pile DriverDescription: This advanced version of the regular Pile
Driver has carried Zangief to the title of World Warrior (often over the
mangled bodies of his opponents). Zangief perfected this move when he
wrestled wild bears. Finding that the regular Pile Driver was not forceful
enough to stun the hard-headed Siberian bears, Zangief grabbed them, upended
them into the Pile Driver position and then jumped high into the air. The
added force from the fall proved sufficient to stun the most ferocious
bears. When Zangief entered Street Fighter tournaments, he continued to
use the Spinning Pile Driver to finish his opponents. He added the spin
into the move to please the Russian crowds and disorient his victim.System:
The victim suffers a Knockdown in addition to regular damage, and is bounced
three hexes away (attacker's choice which direction) after impact. The
Spinning Pile Driver can be used like a Jump to interrupt and dodge a
projectile attack. The move counts as an Aerial Maneuver after the fighter
grabs his opponent and begins the airborne spin.Cost: 2
WillpowerSpeed: -2Damage: +7Move: TwoStomach PumpPrerequisites: Grab ****,
Punch **Description: The wrestler grabs the opponent, lifts her off her feet
with one hand and repeatedly smashes the pit of her stomach with a palm
heel. The move's name derives from the fact that many victims end up losing
their lunch before they escape from this organ squeezing hold.System: The
Stomach Pump is a Sustained Hold.Cost: NoneSpeed: +0Damage: +4Move: OneStorm
HammerPrerequisites: Grab *****, Athletics ***, JumpDescription: Unfortunate
souls who anger T. Hawk in the midst of combat are in for a disorienting,
bone-crushing experience as T. Hawk unleashes his Storm Hammer throw. T.
Hawk grabs his opponent's head in one huge hand, leaps into the air, spins
his arm (opponent included!) in a big circle and then crushes the opponent's
face into the arena floor. Very few opponents get back up.System: As with
all Grab Special Maneuvers, the fighter must move into the same hex as his
opponent. The fighter can choose to land up to three hexes away. The
opponent suffers a Knockdown in addition to damage. Fighter and opponent end
the turn in the same hex. Once the fighter has grabbed the opponent and
jumped into the air, the Storm Hammer is considered an Aerial Maneuver until
the fighter and his prey land. The move can be used it to interrupt an
incoming projectile attack and possibly dodge it (see the Jump Athletics
Maneuver).Cost: 2 WillpowerSpeed: -2Damage: +7Move: OneSuplexPrerequisites:
Grab *Description: The Suplex is a relatively fast Grab move. The fighter
lunges forward, grabs her opponent, and then twists around to fall
backwards. By arching her back, the wrestler slams the opponent's head into
the ground and simultaneously cushions the wrestler's own fall.System:
Victims of a successful Suplex also suffer a Knockdown. The victim lands
one hex behind his original position (attacker's choice which hex).Cost:
NoneSpeed: +0Damage: +2Move: OneThigh PressPrerequisites: Grab **, Athletics
**Description: This move is also called a Reverse Suplex, but many
tournament fighters began calling it the Thigh Press after they saw Cammy's
version of the move. The fighter starts by jumping onto the opponent's
shoulders, locking her feet behind the opponent's back and catching the
opponent's head between her thighs. The fighter then drops her body weight
backward, bending the opponent over. As she does so, the fighter flips
backward, doing a half back flip and landing on her stomach. Meanwhile, the
opponent is pulled over and off his feet, smashing headfirst into the
ground.System: The opponent suffers a Knockdown in addition to regular
damage. The fighter switches hexes with her opponent unless both combatants
started in the same hex, in which case the attacker can choose the adjacent
hex in which the victim lands.Cost: NoneSpeed: -1Damage: +4Move:
OneThrowPrerequisites: Grab *Description: Most martial arts teach special
techniques for grabbing and throwing an opponent. These techniques involve
using the hips, shoulders and/or arms to unbalance the opponent and leverage
him into a throw. Masters can throw opponents over 20 feet through the
air.System: If the move succeeds, the fighter can choose the hex in which
his opponent lands after the Throw. The fighter can throw an opponent a
number of hexes equal to the fighter's Strength. For example, Ken has a
Strength of 5, so he can shoulder-throw an opponent up to five hexes away.
The opponent lands in the designated hex and suffers a Knockdown. Fast
members of successful tournament teams often throw opponents to their
stronger, slower comrades, who then finish off the unfortunate with a
powerhouse Special Maneuver. The damage from a Throw is actually inflicted
when the opponent lands and hits the ground, wall, car windshield, other
fighter, etc. If the victim is thrown into another fighter, the fighter
struck by the flying body may suffer damage as well. Roll damage based on
the thrown character's Stamina minus the struck character's Soak total
(Stamina or Stamina + Block). For example, Fei Long throws Zangief into a
hex where Cammy is standing. Zangief's Stamina is 7 (he's a big guy!), and
Cammy's Soak total is equal to her Stamina of 4 (it would have been more had
she been Blocking), so Fei Long's player rolls 7 - 4 = 3 dice of damage for
Cammy.Cost: NoneSpeed: -2Damage: +2Move: OneHead Butt HoldPrerequisites:
Grab **, Head ButtDescription: Las Vegas-style boxing doesn't allow head
butts; however, some fighters don't mind banging heads in the middle of a
clinch. Street Fighter boxers take this one step further, grabbing their
opponents and smashing them with repeated head butts.System: The move is a
Sustained Hold, so the boxer gets to attack his opponent each turn until the
victim escapes.Cost: NoneSpeed: -1Damage: +3Move: OneATHLETICSAir
SmashPrerequisites: Athletics *, JumpDescription: This move is popular with
large fighters because it uses their weight to flatten an opponent into the
sparring mats. The fighter leaps into the air, high above an opponent's
head, and then falls straight down on top of her. Most fighters tend to
land in an aerial seated position, which has caused the Air Smash to be
nick-named the "Butt Crush."System: The Air Smash is an Aerial Maneuver and
acts as a Jump for purposes of interrupting and evading projectile attacks.
The fighter must move in a straight hex-line while executing the power, and
he will end the move in the same hex as the opponent on whom he landed.Cost:
NoneSpeed: -1Damage: +4Move: -1Beast RollPrerequisites: Athletics *****,
Rolling Attack, Vertical Rolling AttackDescription: Superhuman. Few
individuals have deciphered exactly how Blanka accomplishes this
gravity-defying move. He begins by springing backward into several aerial
backflips, then rolls back forward in a series of somersaulting forward
flips to ram his opponent.System: The Beast Roll is an Aerial Maneuver that
can be used like a Jump to dodge projectiles. The fighter begins by
traveling in a straight hex-line backward using the -2 Move modifier. This
backward roll can be used to attack an opponent. The fighter then reverses
direction along the same straight hex- line to strike a second opponent.
The fighter caroms oft the second opponent, ending up two hexes away in the
direction from which he came. For both attacks, the fighter must move into
the opponent's hex.Cost: 1 WillpowerSpeed: +0Damage: +3Move: -2/+2Cannon
DrillPrerequisites: Athletics *****Description: Fast and ferocious, the
Cannon Drill Special Maneuver has given Cammy an edge on her competition in
the Street Fighter tournaments. Since they saw Cammy pull off the move,
many other fighters have tried to imitate it; only a few have actually
succeeded. To execute the Cannon Drill, the fighter throws her body into a
low airborne trajectory. The fighter's body actually twists like a
horizontal tornado as she flies across the field to strike her opponent feet
first. The move is very quick, has a vicious hit, and moves the fighter
quite a distance.System: Because it flies so low to the ground, the Cannon
Drill does not count as an Aerial Maneuver.Cost: 1 WillpowerSpeed: +2Damage:
+2Move: +2Diving HawkPrerequisites: Athletics ***, Focus *, JumpDescription:
The ultimate cure for Fireball blues. The Diving Hawk maneuver allows a
fighter to soar over incoming projectiles and then dive down to crush the
missile-throwing opponent. The fighter jumps straight up into the air, then
positions her body into a gliding position, emulating a hawk diving at prey.
She then soars down to strike her chosen victim with a full-body
collision.System: The Diving Hawk is an Aerial Maneuver. It starts as a
vertical Jump (and can dodge Fireballs just like a Jump). The fighter
subsequently uses her Move to enter her opponent's hex and deal damage.Cost:
1 WillpowerSpeed: +0Damage: +5Move: +2Drunken Monkey RollPrerequisites:
Athletics **Description: It is said that the unjustly imprisoned founder of
Monkey Kung Fu invented this evasive maneuver after watching a group of
monkeys through the bars of his jail cell. The monkeys got inebriated on
wine thrown out by prison guards and began staggering and rolling around on
the ground. Copying the monkeys' drunken antics, the master developed a
series of evasive tumbles, which became the Drunken Monkey Roll.System: The
Drunken Monkey Roll is a good all-purpose evasive technique. It counts as a
Crouching Maneuver because it stays low to the ground. It can also be used
to interrupt and evade projectile attacks (use the same rules given under
the Jump Special Maneuver).Cost: NoneSpeed: +3Damage: NoneMove: +2Flying
Body SpearPrerequisites: Athletics ***, JumpDescription: Street Fighters
seem to find an unending variety of ways to use their bodies as weapons.
This Special Maneuver involves the fighter jumping into the air and twisting
his body into a rotating human torpedo as he descends on his opponent. Some
fighters like to cruise down feetfirst; others lead with their fists or even
heads. Because the fighter has his full weight behind him, the Body Spear
inflicts a fair amount of damage.System: The Flying Body Spear is an Aerial
Maneuver that acts like a Jump, enabling the user to dodge missile attacks.
The fighter can then spiral down and smash into any opponent within his Move
range. The fighter must travel in a straight hex-line and ends the move in
the hex in front of the victim.Cost: 1 WillpowerSpeed: +0Damage: +3Move:
+1Flying Head ButtPrerequisites: Athletics ***, Head Butt, JumpDescription:
This move is similar to the Flying Body Spear, except that the fighter leaps
horizontally at an opponent, ramming her headfirst. Because the fighter
does not jump up first, the move is a little quicker than the Flying Body
Spear, but the low-flying head butt doesn't give the fighter a chance to
dodge oncoming missiles.System: The Flying Head Butt is an Aerial Maneuver.
The fighter must travel in a straight line on the hex map.Cost: 1
WillpowerSpeed: +0Damage: +4M<br/><br/>(Message over 64 KB, truncated)
Group: streetfighter
Message: 1719
From: Mike Morgado
Date: 8/7/1999
Subject: Re: Long Awaited
Thanks a lot! :)
You saved me a lot of time :)
MikeM
-----Original Message-----
From: Christian Conkle <conkle@...>
To: Street Fighter <streetfighter@egroups.com>
Date: Saturday, August 07, 1999 9:46 AM
Subject: [streetfighter] Re: Long Awaited
>
>----------
>>From: ArkonDLoC@...
>>To: streetfighter@egroups.com
>>Subject: [streetfighter] Long Awaited
>>Date: Sat, 7 Aug 1999 08:21:36 EDT
>>
>>I have finished the Maneuver File. It is in Text Format. IF ANYONE HAS
>ANY
>>PROBLEMS WITH THE FILE NOTIFY ME.
>
>EXCELLENT! Simply EXCELLENT!!
>
>How bout a big round of applause and cheers for ArkonDLoC!! YAYYY!!!
>----------------
>Christian Conkle
>conkle@...
>conkle@...
>
>
>---------------------------------------------------------------------------
Since there's no to-hit roll, we increase the difficulty of
the damage roll by 2 for large target areas (arms & legs) &
you could raise the target # higher for smaller areas
(hands, face, right nostril, etc...) Anyway, now roll
damage. If the damage done is enough that it would
normally dizzy them (Their STA +1) That limb is considered
numb/broken for the round.
That's it. It's pretty simple, but it works well enough in
our system. If you play with specializations (from W.O.D.,
they let you lower your difficulty on certain rolls) then I
really DO NOT recommend this system, but perhaps it'll give
you something to play with at least.
> Hello again,
> Thanks for the earlier responses. I�ve got another
> question for any
> experienced refs, number crunchers, or other interested
> parties�
>
> Anyone out there had success modifying the Street Fighter
> combat system
> so characters can make attacks to specific hit locations?
> I really like
> the simplicity of things the way the are, but find that
> all too often,
> characters wish to pull off a stunt that shouldn�t
> require years of
> dedicated training (perfect example, an untrained street
> urchin should
> be able to kick a player in the gonad, without knowing
> �Barroom
> Brawling� style�).
>
> Again, thanks in advance
> Jason
>
>
>
>
_____________________________________________________________
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Bid and sell for free at http://auctions.yahoo.com
Group: streetfighter
Message: 1721
From: Christian Conkle
Date: 8/8/1999
Subject: Re: Long Awaited
----------
>From: "Fred Chagnon" <seagull@...>
>To: <streetfighter@egroups.com>
>Subject: [streetfighter] Re: Long Awaited
>Date: Sat, 7 Aug 1999 14:20:49 -0400
>
>I hope this involved a lot cut and paste, otherwise you're probably
>suffereing from serious carpul-tunnel syndrome. :)
>
>
>----- Original Message -----
>From: <ArkonDLoC@...>
>To: <streetfighter@egroups.com>
>Sent: Saturday, August 07, 1999 8:21 AM
>Subject: [streetfighter] Long Awaited
>
>
>| I have finished the Maneuver File. It is in Text Format. IF ANYONE HAS
>ANY
>| PROBLEMS WITH THE FILE NOTIFY ME.
>|
For that one line message you failed to cut the entire 215k previous
message?!?! HELLO!!!!
Please please PLEASE!!!! If you must reply to "Long Awaited", PLEASE cut the
original 215k message from the reply!!! My GOD! I'm on a modem, unlike SOME
people! And I have other e-mails to read!!!
I have to say that by far, this was the most annoying thing I've seen all
week!
> >I hope this involved a lot cut and paste, otherwise you're probably
> >suffereing from serious carpul-tunnel syndrome. :)
> >
>
>For that one line message you failed to cut the entire 215k previous
>message?!?! HELLO!!!!
>
>Please please PLEASE!!!! If you must reply to "Long Awaited", PLEASE cut
>the
>original 215k message from the reply!!! My GOD! I'm on a modem, unlike SOME
>people! And I have other e-mails to read!!!
>
>I have to say that by far, this was the most annoying thing I've seen all
>week!
>
>----------------
>Christian Conkle
Conkle must be on a slow modem but I support his general idea. Cut more in
your replies!
And to ArkonDLoC. Could you be so kind and mail me a copy of the move-file,
off-list and (important!) zipped. Otherwise it just turns up as a huge text
mass at the bottom of the mail. I want it as a "real" document, and without
pasting and stuff. If you'd do that, it'd be just splendid :)
Subject: Re: Seein' as how there aren't any more SF books...
MAGE ROCKS :) The Akashics (and many others) fit great into a SF game ...
minor ones make great (really tough) mooks. Good cinamagraphic action.
Magikal rotes and talisman can have the effects of Disciplines and SF Powers
alike (Celerity, focus powers, etc).
Warning: I would suggest not using Aberrant in SF unless its only Aberrant
vs Aberrant...and even then you have to be careful. I just finished reading
the book cover to cover and Aberrants are more powerful than anything in
both SF and World of Darkness. A starting level Aberrant could take on
Bison hands down. Reason is that Mega Attributes (special attributes
Aberrants can buy) and the Enhancements that go with them logarithmically
add dice (at least 2 per dot) to initiative and actions. 2 Mega-Dex, 2
Mega-Str will out speed any World Class champion and send them into next
week with one punch.
Fun but ick! :)
Lastly, Demonhunter X is also a great book (all of the year of the Lotus
stuff is well done). Good cyberwear and gear as well as "agg with bear
hands" kung fu/toaist preist sort of stuff.
Don
Group: streetfighter
Message: 1724
From: Mike Morgado
Date: 8/9/1999
Subject: ah nuts
Uhm, can someone send me the maneuvers compendium again? I lost all my
email. :(
Thanks
MikeM
Group: streetfighter
Message: 1725
From: Dark Light
Date: 8/10/1999
Subject: Re: Seein' as how there aren't any more SF books...
>I just finished reading the book cover to cover and Aberrants are >more
>powerful than anything in both SF and World of Darkness.
Yes, they are tough. But they are insignificant weaklings when compared to
a mage, mages can do anything, literally.
Subject: Re: Seein' as how there aren't any more SF books...
On Tue, 10 Aug 1999, Dark Light wrote:
>
> >I just finished reading the book cover to cover and Aberrants are >more
> >powerful than anything in both SF and World of Darkness.
>
> Yes, they are tough. But they are insignificant weaklings when compared to
> a mage, mages can do anything, literally.
>
> DarkLight
>
I see that somebody has believed the hype! <g> Though it is true that
mages are _supposed_ to be able to do anything, try any of the stuff in
aberrant in practice, and well you'll blow your head up, or get taken to
some nether realm by a paradox spirit. And that's just in story terms.
In game terms, mages are _not_really_all_that_powerful_. They fit in just
well with all other WOD creatures, so that by default makes them less
powerful in the games system.
Thoughts?
Group: streetfighter
Message: 1727
From: Eric Thayer
Date: 8/10/1999
Subject: Mages v. Aberrants
Well, I wouldn't say aberrants are insignificant weaklings compared to mages
but I did once develop the nastiest mage NPC imaginable who was the most
powerful creature in existence. A Marauder Oracle whose quiet (or madness)
is the belief that he is God... unfortunately he can prove it. Maxed out in
spheres... no paradox... failures bring him further into quiet- oh yeah...
not to mention he has multiple clones of himself from all different time
period continuums... Omniscience and Omnipotence... he was so icky I had to
end the game because the players were quitting... so really it depends on
the mage or the aberrant... I'd say in general Mages have the capacity to be
more powerful but the average aberrant is MUCH more powerful than the
average mage.
-Kirtan
_______________________________________________________________
Get Free Email and Do More On The Web. Visit http://www.msn.com
Group: streetfighter
Message: 1728
From: ArkonDLoC@aol.com
Date: 8/10/1999
Subject: Re: ah nuts
Attachments :
In a message dated 8/9/1999 9:40:24 PM, morg@... writes:
<<Uhm, can someone send me the maneuvers compendium again? I lost all my
email. :(
>>
Ok.
Group: streetfighter
Message: 1729
From: Mike Morgado
Date: 8/11/1999
Subject: Re: Mages v. Aberrants
I agree. I think a starting Aberrant is a lot more powerful than a starting
Mage. I mean one of the purposes of Aberrant is 'what would a human do with
the power of a god!"
>Well, I wouldn't say aberrants are insignificant weaklings compared to
mages
>but I did once develop the nastiest mage NPC imaginable who was the most
>powerful creature in existence. A Marauder Oracle whose quiet (or madness)
>is the belief that he is God... unfortunately he can prove it. Maxed out in
>spheres... no paradox... failures bring him further into quiet- oh yeah...
>not to mention he has multiple clones of himself from all different time
>period continuums... Omniscience and Omnipotence... he was so icky I had to
>end the game because the players were quitting... so really it depends on
>the mage or the aberrant... I'd say in general Mages have the capacity to
be
>more powerful but the average aberrant is MUCH more powerful than the
>average mage.
>
>-Kirtan
>
>
>_______________________________________________________________
>Get Free Email and Do More On The Web. Visit http://www.msn.com
>
>
>---------------------------------------------------------------------------
>I see that somebody has believed the hype! <g> Though it is true >that
>mages are _supposed_ to be able to do anything, try any of the >stuff in
>aberrant in practice, and well you'll blow your head up, or >get taken to
>some nether realm by a paradox spirit. And that's just >in story terms. In
>game terms, mages >are_not_really_all_that_powerful_. They fit in just
>well with all >other WOD creatures, so that by default makes them less
>powerful in the games system.
>
>Thoughts?
The Key to Mages power is thinking & being Subtle, not nuking cities.
scene 1: An Aberant is flying over head, suddenly, he realises he can't fly,
& falls to the ground & dies(coincidental life effect, no paradox)
Scene 2:An Aberant opens up with a huge plasma blast, which misses the
mage(coincedental entrophy effect, no paradox), the mage picks up a piece of
concrete from the debris caused by the explosion, & throughs it at the
Aberant, who is so shocked at someone throwing things at him that he dosn't
do anything(coincidental Time, Mind effect, no paradox). The debris hits
him in the head & Kills him(coincedental life entrophy effect, no paradox)
Scene 3: A 747 falls on the abberant & Kils him(matter, prime, Life effect,
rolls succesfully, 1 Paradox).
Scene 4: the mage & abberant are the only one in the room, The abberant goes
to threaten the mage, but finds he is unable to, due to the fact he is now a
deck chair(Life, Matter effect, succesful, 1 Paradox).
Scene 5:The abberants power Kills him(coincedental Life effect, no paradox)
Shall I go on? With thinking, a mage can do anything.
I challange you to come up with any situation where a mage couldn't come out
on top.
Subject: Re: Mage vs Aberrant (or any other SF match)
Mages more powerful? Not in a realistic sense... if you think about it a
Mage is VERY powerful if prepared and knows what to expect but even a
reasonable generation Vampire can snuff one pretty quick if the MAGE is not
on the ball. "Celerity, Potence, I crush your skull"... this is based on
the concept that you need foci without high levels of Arete and spontanious
Magik is (and should be) time consuming... oh, and Aberrants (if comparing
the two) don't have to worry about Paradox :) mages only have a limited
number of spheres (God-boy is the exception, not the rule) and can only have
a limited effect via game mechanics. Remember that each dot in a sphere
conveys only a limited level of damage and the Aberrant (or anyone else)
does get resistance dice against the action. Body alterations off soak and
mind changes off Willpower, etc. Especially with Mega-Attributes, a Mage
will not be able to get beyond those defenses (again, we are talking about
starting character to starting character). No other character in the White
Wolf library can take on a World Champion level SF fighter with such ease as
an Aberrant.
No if the MAge is prepared and knows what to expect then I would say they
have a significant advantage, but ultimately Mages are just mortals with
cool powers. In a face-off where the Mage does not know who he's up
against, in a empty room the fight would go more like:
Mage tries to turn Aberrant into a chair (partial transformation might wound
the Aberrant (assuming the Aberrant is not a speedster and doesn't hit the
Mage four times before the Mage blinks)), Aberrant fills the room with
Nuclear Fire, mage dies.
In an Arena/SF setting I have developed a Mage crib sheet for spontanious
magik. It gives the player a set amount of tiem per action to develop a
spontanious effect. You go through the mechanics to determine the
difficulty, damage, speed, duration, range, etc and the subsequent Paradox.
Usually the spontanious stuff comes out much slower than most standard SF
manuevers.
JMNSHO
Group: streetfighter
Message: 1732
From: Charles Little
Date: 8/11/1999
Subject: Re: Mage Vs. Aberant
On Wed, 11 Aug 1999, Dark Light wrote:
> >I see that somebody has believed the hype! <g> Though it is true >that
> >mages are _supposed_ to be able to do anything, try any of the >stuff in
> >aberrant in practice, and well you'll blow your head up, or >get taken to
> >some nether realm by a paradox spirit. And that's just >in story terms. In
> >game terms, mages >are_not_really_all_that_powerful_. They fit in just
> >well with all >other WOD creatures, so that by default makes them less
> >powerful in the games system.
> >
> >Thoughts?
>
> The Key to Mages power is thinking & being Subtle, not nuking cities.
>
> scene 1: An Aberant is flying over head, suddenly, he realises he can't fly,
> & falls to the ground & dies(coincidental life effect, no paradox)
> Scene 2:An Aberant opens up with a huge plasma blast, which misses the
> mage(coincedental entrophy effect, no paradox), the mage picks up a piece of
> concrete from the debris caused by the explosion, & throughs it at the
> Aberant, who is so shocked at someone throwing things at him that he dosn't
> do anything(coincidental Time, Mind effect, no paradox). The debris hits
> him in the head & Kills him(coincedental life entrophy effect, no paradox)
> Scene 3: A 747 falls on the abberant & Kils him(matter, prime, Life effect,
> rolls succesfully, 1 Paradox).
> Scene 4: the mage & abberant are the only one in the room, The abberant goes
> to threaten the mage, but finds he is unable to, due to the fact he is now a
> deck chair(Life, Matter effect, succesful, 1 Paradox).
> Scene 5:The abberants power Kills him(coincedental Life effect, no paradox)
>
> Shall I go on? With thinking, a mage can do anything.
>
> I challange you to come up with any situation where a mage couldn't come out
> on top.
>
> DarkLight.
All well and good, except for the face that all of the effects are
opposed, and it is well stated in aberrant that mega-attributes
automatically beat non-mega attributes... Mage loses every time....
But, good try theoretically, the system just does not support what you are
trying to do...
Study the target, and you may be able to attack him where he's weak, but
it is not always obvious...and even without mega-atributes, most aberrants
have much higher baseline stats than anyone in the WOD...even a weak
aberrant is hard to defeat...
Thoughts?
Group: streetfighter
Message: 1733
From: Morgado, Mike
Date: 8/11/1999
Subject: [ADMIN] Mage Vs. Aberant
If you guys want to argue who is tougher between an Aberrant or Mage, please
take it off the list. These arguments are really a persons own perspective.
If you think a mage is tougher, fine. If you think an aberrant is more
powerful fine. Everyone is allowed their own opinion.
Mike Morgado mmorgado@...
ext. 642
(519) 383-3642
PC/ITS
> -----Original Message-----
> From: Dark Light [SMTP:dl_bryant@...]
> Sent: Wednesday, August 11, 1999 6:26 AM
> To: streetfighter@egroups.com
> Subject: [streetfighter] Re: Mage Vs. Aberant
>
> >I see that somebody has believed the hype! <g> Though it is true >that
> >mages are _supposed_ to be able to do anything, try any of the >stuff in
> >aberrant in practice, and well you'll blow your head up, or >get taken to
>
> >some nether realm by a paradox spirit. And that's just >in story terms.
> In
> >game terms, mages >are_not_really_all_that_powerful_. They fit in just
> >well with all >other WOD creatures, so that by default makes them less
> >powerful in the games system.
> >
> >Thoughts?
>
> The Key to Mages power is thinking & being Subtle, not nuking cities.
>
> scene 1: An Aberant is flying over head, suddenly, he realises he can't
> fly,
> & falls to the ground & dies(coincidental life effect, no paradox)
> Scene 2:An Aberant opens up with a huge plasma blast, which misses the
> mage(coincedental entrophy effect, no paradox), the mage picks up a piece
> of
> concrete from the debris caused by the explosion, & throughs it at the
> Aberant, who is so shocked at someone throwing things at him that he
> dosn't
> do anything(coincidental Time, Mind effect, no paradox). The debris hits
> him in the head & Kills him(coincedental life entrophy effect, no paradox)
> Scene 3: A 747 falls on the abberant & Kils him(matter, prime, Life
> effect,
> rolls succesfully, 1 Paradox).
> Scene 4: the mage & abberant are the only one in the room, The abberant
> goes
> to threaten the mage, but finds he is unable to, due to the fact he is now
> a
> deck chair(Life, Matter effect, succesful, 1 Paradox).
> Scene 5:The abberants power Kills him(coincedental Life effect, no
> paradox)
>
> Shall I go on? With thinking, a mage can do anything.
>
> I challange you to come up with any situation where a mage couldn't come
> out
> on top.
>
> DarkLight.
>
>
> ______________________________________________________
>
> ------------------------------------------------------------------------
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>
Group: streetfighter
Message: 1734
From: Will Dixon
Date: 8/11/1999
Subject: Characters
I have been playing this damn game for 3 and a half years. I was just
curious if anybody wanted to share their personal characters so we can
see where everybody is. -Will
Group: streetfighter
Message: 1735
From: Rinaldo Gambetta
Date: 8/11/1999
Subject: Re: About Aberrant against Mage
Only a question is a inital mage or expert mage. If is a inital mage, no chance
against a aberrant guy. There is a page about aberrant? and Conkle page, I don´t
know the adress. Well the list manuver from Arkon, are the true moves from books,
but the conversions from others?
Group: streetfighter
Message: 1736
From: Don Corcoran
Date: 8/11/1999
Subject: Re: Characters
I would love to share character ideas (and I did look at the Ultra
Streetfighter page...good stuff) but my problem is that I make very
conceptual characters which make them less cometetive in the Arena because
they do not all have 4+ Dexterity. It has been our experience that it is
those characters that have high Dexterities that rule the Arena. I have two
characters that I am particularly happy with ... one is based off of a
character in Drunken Master, a big Italian thug with a chain as a weapon,
and the other is an old master that uses a Bokken (even against sword
weilding opponents).
----- Original Message -----
From: Will Dixon <ryu_sui_sen@...>
To: <streetfighter@egroups.com>
Sent: August 11, 1999 10:08 AM
Subject: [streetfighter] Characters
> I have been playing this damn game for 3 and a half years. I was just
> curious if anybody wanted to share their personal characters so we can
> see where everybody is. -Will
> ------------------------------------------------------------------------
> ebates.com. Earn up to 25% cash back for shopping online at 75 stores
> like Borders, CDNow and Beyond.com. Refer a friend and earn even more!
> http://clickhere.egroups.com/click/690
>
>
> eGroups.com home: http://www.egroups.com/group/streetfighter
> http://www.egroups.com - Simplifying group communications
>
>
>
>
Group: streetfighter
Message: 1737
From: Morgado, Mike
Date: 8/11/1999
Subject: Re: Characters
Thats a good idea...only problem is my mom threw out my binder of
characters. Now I have no one for the PCs to fight. :(
I was going through all my SF stuff and found Issue 50 of White Wolf
Inphobia. Its got a Shadowloo team in it. Anyone else have that issue?
Mike Morgado mmorgado@...
ext. 642
(519) 383-3642
PC/ITS
> -----Original Message-----
> From: Will Dixon [SMTP:ryu_sui_sen@...]
> Sent: Wednesday, August 11, 1999 10:08 AM
> To: streetfighter@egroups.com
> Subject: [streetfighter] Characters
>
> I have been playing this damn game for 3 and a half years. I was just
> curious if anybody wanted to share their personal characters so we can
> see where everybody is. -Will
> ------------------------------------------------------------------------
> ebates.com. Earn up to 25% cash back for shopping online at 75 stores
> like Borders, CDNow and Beyond.com. Refer a friend and earn even more!
> http://clickhere.egroups.com/click/690
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>
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> http://www.egroups.com - Simplifying group communications
>
>
>
Group: streetfighter
Message: 1738
From: Christian Conkle
Date: 8/11/1999
Subject: Re: Characters
Check out Street Fighter Ultra at http://www.mecha.com/~conkle/sfighter for
the latest stats of our characters (Win Shu, Helio Suarte, Johnny "the Top"
Diamante, Suah Tong, and my character, Kasse Napoleon).
_________________________
Christian Conkle
Webmaster - National Committee for Quality Assurance conkle@... - conkle@... - conkle@...
> -----Original Message-----
> From: Will Dixon [mailto:ryu_sui_sen@...]
> Sent: Wednesday, August 11, 1999 10:08 AM
> To: streetfighter@egroups.com
> Subject: [streetfighter] Characters
>
>
> I have been playing this damn game for 3 and a half years. I was just
> curious if anybody wanted to share their personal characters so we can
> see where everybody is. -Will
> --------------------------------------------------------------
> ----------
> ebates.com. Earn up to 25% cash back for shopping online at 75 stores
> like Borders, CDNow and Beyond.com. Refer a friend and earn even more!
> http://clickhere.egroups.com/click/690
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>
> eGroups.com home: http://www.egroups.com/group/streetfighter
> http://www.egroups.com - Simplifying group communications
>
>
>
>
Group: streetfighter
Message: 1739
From: Rinaldo Gambetta
Date: 8/11/1999
Subject: Re: Well my page didn´t work.
My page didn´t work, that´s the great "YAHOO" sites, for this reason I send some of my
stuff to the people know and when I solve my problem, I will put the page on-line and more
things like styles and manuvers. There is some style of my own, I made a research find some
names and make this. I hope this good enough for who read this.
London Pugilism:
"In one small quarter with some people looking, be sure mister there is a fight there"-
Street advice.
This style is a variant of boxing style but they have common manuvers except the famous
Queen fist (dragon punch) and some other manuvers. Students of this style are common and find
teatchers are easy too, just walk around streets and ask, but be careful if you don´t ask for
training with proper manners there a right thing you can learn while your wounds are healing
in a hospital bed.
Chi 1
Willpower 6
Quote: "The street is our ring and the floor is your destiny if you don´t get out of my way".
Concept: Tradictional boxer, tough guy, heavy hands.
Grab:
Brain Cracker (1pt)
Head Bite (1pt)
Head Butt Hold (2pts)
Stomach Pump (3pts)
Throw (1pt)
Athletics:
Jumping Head Butt (1pt)
Jumping Shoulder Butt (1pt)
Focus:
Toughskin (3pts)
Raufen:
Unarmed fighting method from Bavaria (Germany), developed for self defense for troops and
pleasure (Arena fights) for bavarian emperor, this style is better known only for tradictional
persons from noble family or high status and of course army guys, teatcher and scholls are
very dificult to find, but the better way to learn Raufen is traveling to Germany. A master of
this style call himself a "Meister"(Master), don´t using a belt rank this style uses a "Kreis
reihe" (Circle rank) it appears at left arm with the colors of Karate belts.
Quote: "I have the tradiction and honor".
Concept: Noble, tradictionalist, blue blood
.
Chi 3
Willpower 4
Punch:
Elbow Smash (1pt)
Heart Punch (2pts)
Spinning Back Fist (1pt)
Triple Strike (1pt)
Ear Pop (2pts)
Spinning Knuckle (2pts)
Buffalo Punch (1pt)
Rekka Ken (4pts)
Roman boxing, this ancient style mix a kind of techniques of boxing with Graeco-Roman
wrestling it´s developed in arenas for gladiators unarmed fights.
Quote: "We fight once for the glory of Caesar, now we only fight for ourselves".
Concept: Prize fighter, italian tradictionalist.
Initial Chi: 1
Initial Willpower: 6
Unarmed fighting method, known and used on a wide scale up to the early 20th century. It´s
easy to find a teacher the only problem is travel for Netherlands to learn it.
Example: Petter, Nicolaes: Author of 'Klare onderrichtinge der Voortreffelijcke
Worstel-konst,...' (Clear instruction on the excellent art of wrestling), Amsterdam, 1674.
Illustrated with 71 engravings, it shows Petter's system of wrestling.
Inital Chi: 1
Inital Willpower: 6
Concept: Strong man, wrestler.
Quote: "Like the tale I can make you known the strenght of the Flying Dutchman"
Kick:
Double Dread Kick (3pts)
Double Hit Kick (1pt)
Foward Back Flip Kick (2pts)
Foward Flip Knee (3pts)
Grab:
Air Throw (2pts)
Back Breaker (2pts)
Bear Hug (1pt)
Brain Cracker (1pt)
Disengage (2pts)
Dislocate Limb (3pts)
Face Slam (3pts)
Grappling Defense (3pts)
Head Bite (2pts)
Iron Claw (4pts)
Neck Choke (2pts)
Pile Driver (2pts)
Pin (2pts)
Improved Pin (2pts)
Sleeper (3pts)
Flying Dutchman (Spinning Pile Driver) (4pts)
Stomach Pump (3pts)
Suplex (1pt)
Thigh Press (2pts)
Athletics:
Air Smash (1pt)
Ground Fighting (3pts)
Group: streetfighter
Message: 1740
From: Fred Chagnon
Date: 8/11/1999
Subject: Re: Characters
> I have been playing this damn game for 3 and a
half years. I was just
> curious if anybody wanted to share their
personal characters so we can
> see where everybody
is.
-Will
Well this brings up an intersting point. I've been
intersted in the game for 2 years, but I've only played it ONCE. That's
right...once.
Okay, now that everyone thinks I'm on crack I'll say why
that is. I can't think of many friends of mine that is into paper-and-pen
Role-playing...and if they are, they aren't willing to give a new system a try.
They'd be stuck on old-school AD&D.
But I like the game system, and I love Street Fighter, so
I still pursued all the sourcebooks. (soon I'll have Player's
Guide!)
What I'd like to do, having collected all the books, is
create a program in Visual Basic that will: - Generate New
Characters and save to a file - Input NPCs and save to a
file - Edit and Update existing characters (loaded from a
file) - ...and if I'm on a roll...simulate
combat..
Yeah, that last one would be difficult.
I was mid-way through one when a fire claimed my computer
and I've been looking to get decent programming software again ever since to
start over. . Visual Basic would be nice.
That's my story. If anyone's in the Toronto area and wants
to play, let me know.
-- Fred Chagnon seagull@... "Only in RPGs does
fighting make you a better person" - Peter Olafson
Group: streetfighter
Message: 1741
From: Eric Thayer
Date: 8/11/1999
Subject: Re: Characters
Let me see... I've been playing SF for about a year or so. I've been a part
of two games. One online here with Darrick where I played Damien Nile-
Special Forces firebrand. Not going to much into him though since the game
is restarting in a few weeks... you'll just have to meet him in the game if
you're that curious. The other was my first game with my friends that got me
into SF. I played a Russian Earth Elementalist Sanbo Wrestler named Nikolai
"Goliath" Ptrovskovich. He had a habit of talking to rocks and biting
people's heads. He was extremely honorable and had no sense of material
wealth. He traced his lineage to some doxy Rasputin had his way with way
back when which accounted for his Elemental powers. He got to be a Rank 3
fighter before the game terminated. He was pretty slow but he was an
effective fighter. Worked well in team fights.
-Kirtan
_______________________________________________________________
Get Free Email and Do More On The Web. Visit http://www.msn.com
Group: streetfighter
Message: 1742
From: Kristofer Lundstr�m
Date: 8/11/1999
Subject: Re: Characters
He was pretty slow but he was an
>effective fighter. Worked well in team fights.
>
>-Kirtan
Hereby proving that Dex isn't everything. Well, it is in fights one-on-one,
I know. But in team figths, Stamina tends go further.
And concerning my character/s... I am the lifetime appointed Storyteller
around here so, no I don't even have _one_ I can call my own. But I do have
three player troups, three characters in each, total of nine characters
which are simply adorable. Two of them are online at Skarsten's fighter site
(http://mh005.infi.net/~skarsten), John Landis and Ragnar Johnsson. They are
part of a long Chronicle which has been on the roll for two years now. But
now it's going slow.
>
>Hello,
>
>This Sunday, August 15, we will be taking down the eGroups.com web
>site and mail service for nine hours while we upgrade our database
>system. During this downtime, we will be adding three new database
>servers, which should dramatically enhance the performance of the
>site. The upgrade should begin at 9am PT and continue until around
>6pm PT.
>
>Thank you for your patience. We apologize for any inconvenience this
>may cause.
>
>Thanks,
>
>Scott
>
>--
>Scott Hassan
>CTO, eGroups Inc.
>
>
Group: streetfighter
Message: 1744
From: Brian V McMichael
Date: 8/12/1999
Subject: Re: Updates All Around
Greetings.
I, too, have been away from the internet, AND my University e-mail
account. You see, my subscription is through my University account,
rather than the Hotmail address that I generally prefer to use, and so I
never learned of your new UIN on ICQ. Additionally, I have been having
to conduct aaaaaa LOT of business with my family, at the dojang (Tae Kwon
Do practise) and life in general, so I have had precious little time at
the computer until recently, when I discovered a veritable FLOOD of new
mail on my account for me to glean info on; so I understand how you're
busy on various projects, and apologise for my own lapses. I see that
some of you have been discussing your real-life martial arts experiences,
and so I think it only fitting that I should contribute mine as well. For
a few months, I dabbled in a couple of the Kung Fu systems (one of them
had some Filipino arts mixed in) a couple of years back. Then, in May of
1998, I decided to check out this Tae Kwon Do school that operated near
where I lived. Ever since, I have found my training hard, but also
enjoyable and highly rewarding. I am a brown belt now, and hope to get
my black-tip next month. (Most dojangs place the order of the belt
colours as: white, yellow, green, blue, red and black; in my school,
brown serves to deputise for red)
If any of the group wishes to contact me, my e-mail is mcmichae@... . My ICQ # is 21118572. I look forward to hearing
from you all. IT'S GREAT TO BE BACK!!!!
Peace!
Brian McMichael
On Wed, 4 Aug 1999, Darrick Chen wrote:
> Hi, guys-
>
> Sorry for the lack of posting; work and other things have just been eating
> me alive this summer. I was owrking on my own mini convention and that took
> up a lot of time.
>
> Just thought that I'd let everyone know about the cool stuff I'm going to be
> doing soon, and get some feedback.
>
> Once I get back to school, I'm hopefully going to be more active online. I
> use a family computer while at home for net stuff and there fore I don't
> have a lot of time.
>
> First off, I am going to do crazy things with my homepage. It was my
> original intent to make it THE resource site for the game. To ease my
> workload and keep things going for us as a team, I'm not going to bother
> putting up stuff like hexmaps and combat cards. For one thing, Steve has got
> all that stuff and more on his site, and goodness knows I can't compete with
> that. :)
>
> Instead, I will be doing my best to provide a site with loads of ORIGINAL
> material to help expand the game. Aftera ll, when a game goes out of print
> like SF, it's up to us fans to keep stuff new and exciting, yes?
>
> Rather than keep upadting my current sourcebook, New Legends, I am going to
> probably put all new material into "booklets", shorter files, possibly in
> text format for ease of downloading, and each with a theme of sorts. I'm
> also going to try and maybe even write an adventure.
>
> I am getting back to work on my Storyteller-Specific handbook, tentatively
> titled Shadoloo: From the Ashes or World Threat, depending if I put in
> non-Shadoloo enemies.
>
> I have that book maybe 70% done. It of course deals withmy New Legends
> setting, but has stuff that anyone can use. I am planning tio put a writeup
> for Juni and Juli. That won't be hard, considering that they will have
> essentially the same stats as Cammy from the main sourcebook, and I am going
> to try and translate their specific moves over. In fact, J&J are going to be
> the door openers for a new type of enemy in SFSTG called the Killer Dolls.
>
> Of course if anyone has any suggestions or anything concerning the above,
> feel free to let me know.
>
> ABOUT THE ONLINE CAMPAIGN:
>
> I know there have been a lot of questions concerning the campaign this
> summer (or lack thereof), and I apologize for not having written about this
> sooner. As I said, I am on a family comp at home, and for some reason I
> can't fathom, the Patriarch (I call him Dad) has a huge probelms with
> chatrooms in general. This has led to an amount of arguing and fighting that
> I have to say ultimatley didn't make an online campaign worth running this
> semester. I argued with him until I was haorse and it still didn't make a
> difference, so i decided to just lay off to give myself some peace.
>
> But, as soon as I get back to school, I will continue the campaign with our
> present storyline. All present players are still active, and I will be
> having a recap session to refresh everyone's memory as to the storyline.
>
> Well, that's about it this time.
>
> Happy brawling
>
>
> Darrick
>
>
> PS: If anyone gets this before Wednesday evening, The Quest should be
> playing at some time on TV tonight. the Quest is that Van Damme movie I keep
> going on about, the one I feel embodies the Street Fighter feel the most. Of
> course, you may feel differently. Check it out and judge for yourself. The
> Capoeira vs. Monkey style kung fu fight is the best.
>
>
> _______________________________________________________________
> Get Free Email and Do More On The Web. Visit http://www.msn.com
>
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Group: streetfighter
Message: 1745
From: Dylan Downing
Date: 8/12/1999
Subject: Re: Characters
Figured I'd start getting involved, so here goes...
I've been playing for about 3 or so years in a campaign with playing
sessions that have grown few and far between (which is a bit annoying).
Anyways you can check out the PC's of our campaign at http://prometheanstudios.freeservers.com . You'll have to make your way
to the SF:RPG section through the roleplaying page as I don't have a direct
link on hand. Ran is my character while Tai belongs to my erstwhile (and
currently unlocatable) fellow player. The rest of the characters are NPCs.
So, if you wish, check them out and the rest of the page (wouldn't mind
some constructive feedback as well as some things that people might like to
see). Afterwords, we'll probably get into a hugh discussion about the
merits and flaws of allowing players to be students of the World Warriors
(or perhaps not) :).
Now thing is, it isn't exact. It's somewhat of a 'second edition'.
1) I didn't like the Styles for a simple reason. Many fighters/martial
artists pick up bits of several styles.
2) I ~did~ like the Virtues from Vampire.
3) With support for SF no longer existant, it seemed easier to translate the
small parts of the SF ST system to the WoD ST system and use stats found in
various books for it. (Weapons, animals, etc.)
4) Without much in the way of local games, and problems using combat cards
over the net (as opposed to an mIRC dicebot), that was another factor in
deciding to utilize the WoD system.
5) It DOES have some of the basic 'crossover' merits listed. Mainly, 'just
in case'. Mostly the same reason their in the Ghoul book, the Kin book, etc.
Group: streetfighter
Message: 1753
From: Tom Pascuttini
Date: 8/14/1999
Subject: Re: Seein' as how there aren't any more SF books...
Uhhh no, sorry... They are as powerful as they seem.
The big thing about WoD Mage is that mages can do anything based upon what people
believe is possible. And if they go up against an abberant who has super
powers... then so does the mage. Its the same reason they would destroy street
fighter.
Mages find no excuse in doing fireballs when they see someone like ryu pulling
them off.
Mages are the most powerful beings in WoD. And If put against Abberants
Mages would take them apart.
As I stated before the great thing about Abberant is that you can now have Street
Fighter Vs X-men and such. but you have to increase the power of the SF'ers
or lower the power of the Heroes.
Charles Little wrote:
> On Tue, 10 Aug 1999, Dark Light wrote:
>
> >
> > >I just finished reading the book cover to cover and Aberrants are >more
> > >powerful than anything in both SF and World of Darkness.
> >
> > Yes, they are tough. But they are insignificant weaklings when compared to
> > a mage, mages can do anything, literally.
> >
> > DarkLight
> >
> I see that somebody has believed the hype! <g> Though it is true that
> mages are _supposed_ to be able to do anything, try any of the stuff in
> aberrant in practice, and well you'll blow your head up, or get taken to
> some nether realm by a paradox spirit. And that's just in story terms.
> In game terms, mages are _not_really_all_that_powerful_. They fit in just
> well with all other WOD creatures, so that by default makes them less
> powerful in the games system.
>
> Thoughts?
>
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Group: streetfighter
Message: 1754
From: Kristofer Lundstr�m
Date: 8/14/1999
Subject: Languages (was: German styles and maneuvers)
>well that sucks
>
Yeah, whadever-
A question arose. What languages do Americans usually know, apart from
English? I mean, the average European speaks his native language and another
one, usually English. In Sweden kids learn English from 4th grade (~10 years
old) for crying out loud (not to mention how much English there is on TV
here; Sweden does not dub, we use subtitles). But what do you Americans
speak?
The main reason I'm asking is that I find it convinient to play "over there"
instead of somewhere close. Basically I can invent pretty much anything
which is plausible. And yes, Hollywood is a good source of inspiration too
:)