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Re: [HOE] Street Fighter Background
That's so mean. Anyways, I got one, but you have to remember that i have a
job where all i can really use for fun is notepad.
----- Original Message -----
From: "Jeff Shoffner" <shoffner@esper.com>
To: <hoe@gamerz.net>
Sent: Saturday, October 19, 2002 7:31 PM
Subject: Re: [HOE] Street Fighter Background
> Joey, you need to find a girlfriend.....
>
>
> Jeff S
>
>
>
> -----Original Message-----
> From: Joey Fanning <wraith530@comcast.net>
> To: HOE mailing List <hoe@gamerz.net>
> Date: Saturday, October 19, 2002 6:51 PM
> Subject: [HOE] Street Fighter Background
>
>
> Yes, I've made another background, yes, this time a Background. Don't
take
> it too seriously, it's a background for martial artists that lets them use
> the kind of moves featured in most fighting games. Have fun with it, soon
> I'll put up a list of "specials" and "super-specials".
>
> Background:Street Fighter 3
> Your waster's a martial artist who learned his moves from old fighting
> games. This edge pretty much requires the Background:Martial Artist edge,
> but you can get it without it if you don't want anything but the special
> moves. However, if you do that, all your "specials" will do only wind
> damage. In addition, you get a few extra moves to add to your list of
> martial arts maneuvers.
> Combo:By slipping in hits with just the right timing, you can tack on one
> hit after another. To start a "combo", you must have spent your action on
> an instant-speed move or anything that is speed one. Speed two moves are
> usually too slow to combo. Roll a Deftness/Fightin':brawling versus a TN
of
> 7. If you succeed, you can take an additional 1-speed action. Each time
> you use this on the same action card, the TN raises by +1. The two
> exceptions to the speed 1 rule are "super specials", which can be used
only
> to end a string of combes, and "strikers",which will be explained next.
> Blocking:Putting your arms up in defense can be surprisingly effective.
> Blocking acts as AV 4 against Fightin':Brawlin', martial arts moves, and
> street fighter "specials and "super specials", but using it is usually
more
> difficult. It is an instant action but requires a sleeved card to use.
If
> you've been stuck in a combo, it's too late. You can drop your defense
> anytime you like, but in the middle of said combo's usually a bad idea.
> Countering:If you've just been attacked and have a sleeved card to use
> before their next attack comes up, countering may be a good idea. This is
> really just a renaming of "pulling out my sleeved card".
> Strikers:Sometimes you need to call in a friend to bring the hurt. Using
a
> "Striker" costs one sleeved card and allows one of your nearby buddies to
> help you attack in the middle of a combo. They may do one speed 1 action,
> including any special powers, speeches, or whatnot. They still, however,
> must run to hit the opponent, and it's too bad if they can't get close
> enough. If the "striker" attack hits an enemy, the TN for continuing a
> combo is reduced back to 7, due to the momentary pause your fighter's
> gotten.
> Special Bar:Street Fighters can store and charge excess enemy from their
> attacks to use for even more devastating attacks. Keep track of how much
> damage you've done to your enemy; For every 20 points of damage you've
done
> to your enemy, you gain a "special bar". Your character can store up to
> three of these; After you gain your third bar, you won't accumulate
anymore
> until you've spent at least one. These bars can be spent for different
> things, including:
> Striker Change:Use one of your special bars to call in a striker, using
your
> special bar in place of a sleeved card.
> Super-Specials:These are high-powered versions of your special moves, and
> use one or two of your special bars.
> Super-Death-Maneuver-Special:These are your most powerful moves. They
> require a full three special bars to use.
> Counter mode:This costs a single special bar and lasts two rounds. After
an
> opponent fails his combo roll or decides not to use it, you may act as
> though you had a sleeved card for the next two rounds.
>
> Street Fighter Edges/Hinderances:
>
> Bishonen 2
> This is a male-only edge. It works much like the "purty" edge, but it
> doesn't nessecarily mean the character's good-looking. It does, however,
> mean that there's something about you that girls find irresistable. Maybe
> it's the demonic possession, maybe it's the four-feet wide shoulders.
Maybe
> it's the unibang. You can't figure it out, and none of the girls'll tell
> you. You do, however, get a whoppong +6 when dealing with these girls.
>
> Combo King/Queen 1-5
> Your character's mastered the art of stringing hits together, and gets a
> bonus to their combo roll equal to their level in this edge.
>
> SNK-Glish -2
> Your english teacher walked away from their lessons with you howling with
> laughter. You mix your Rs and Ls a lot, and belive that "weenie", "dork",
> and "dweebenheimer" are great insults. English may be your first
language,
> but you only have a 1 in it.
>
> K' Syndrome -4
> You get a mysterious past. No one cares.
>
>
>
>
>
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