Rules

New Maneuver types (Atemi, Stances, Kiai)

Defense rules we added to better simulate real combat

Animal Companions

Supers ?@!

Taunts

Miscellany of rules:

Blind Fighting:

Since there are no Rules in StreetFighter (or any of the Storyteller Games as a matter of fact) for Darkness or Blind Fighting. These are based on the only reference, the vampire Power Obtenebration. The complete darkness it causes at Level 3 gives a negative Dice Pool.
Dice Penalty Situation
4 Dice Unnatural, Total Darkness, Deep in a Cave or Underwater
3 Dice Moonless Night
2 Dice Moonlight, Very Dimly lit areas, Torchlight
1 Die Dimly Lit Area, Bonfires

Ok here's some questions to other Street Fighter: STG enthusiasts, hopefully to invoke some new ideas.  Problems with my page?

1) Where is Deflecting Punch?               

2)  Adv. Grappling?                  seems the same as clinch?  Redundant?

3)  What the hell is that stupid DEFense OR S,C,A thing for?                 (or Why SAGAT gets both of his Tiger Shots!!!!!)

4) What is the Sacrifice Throw?

For Tekken players:

5) How do unblockables work?               

6) What are the counters?              

Other:

7) What about submission holds?  How should the system work?              

Answers all at the bottom


First, the Defense system, all maneuvers on this page should have a Defense written with the maneuvers statistics, it determines what a maneuver may be blocked by, Standing, Crouching or Aerial (there is also going to be a HiAerial hit.  It is for those double jump maneuvers, ala Streetfighter vs. games.)  If a maneuver is listed having None for its Defense it may not be Blocked (most Grabs and some other maneuvers.)

Taunts:

Renown Chart:

This is a compliation of the two renown charts, one from Street Fighter: the Storytelling Game, the other in Contenders is for Duelists mainly.  The third chart is an additional chart which takes into account the new rules I and others have added.

Substyles (Style Plug-Ins)

Ok, a substyle is pretty vague, but it encompasses all the styles of arts like Kung Fu, of which there are 1000's of varieties.  And Pentjak Silat is taught by many different types and cannot even begin to be seen as one 'style'.  Even the style Special Forces combines over a dozen combat systems from around the world into one style. (and I am not one for making up styles or varieties to the main rules often.)   I just list a few of the types that deserve mention (those that I know about and have a source for (other RPG's like GURPS Marial Arts, Ninja's & Superspies, Rolemaster Martial Arts Comp, TWERPS Kung Fu Dragon's, Kara Tur AD&D suplements, TMNT, and a few others)).

For those of you interested Rich and I are making plug ins for the martial arts, in place of the sub styles, maybe you'll like this name and the streamlined version of them.

blah blah blah, give me numbers and data.

Answers

1)  I put most of the counters from Tekken under the 'Guard' or Deflecting Block Maneuvers, a few I am still working on, should It have been one maneuver, counter? I don't think so, I am looking to divide up all the vague maneuvers and make them better, but only to a certain point, i don't want 1000s of maneuvers just 100s.

2)  Adv. Grappling is Nina and Paul's ability to change to a different grab, breaking multiple limbs, try it out.  if it unbalances, change it.  Clinch?  well its to go from a boxer's clinch (or wrestlers) to another sustained hold (just sust holds thats the difference!)

3)  The Defense system that Rich invented uses a lot the the mechanics from Street Fighter (from Aerial, Grab and Crouching Maneuvers modifiers). It determines what you can block and how. Aerial maneuvers can't hit Crouching opponents?  Well what about Flying Heel stomp?  Well it gets fixed.  It makes way for Unblockable maneuvers, it shows Grabs as unblockable also.  Crouching maneuvers miss Aerial opponents, what about Power Uppercut?  and what about that crazy Lightning Leg, well it hits hi o hi in the game so we changed it, and it works so good, makes many of the maneuvers like that so good.  Sagat can get BOTH if his Tiger shots (one with DEF of S, A miss C and the other S, C miss A: thats means the first can be blocked with S (standing) or A (aerial) maneuvers.  but it misses C (crouching) opponents.

4)  You throw them and end up grounded, many Judo Throws are of this type.  Sumo and Professional wrestlers all use versions of this maneuvers also.

5)  Unblockables?  An unblockable maneuver ignores Block technique when dealing damage, they almost always causes KnockDown and KnockBack.  If an Unblockable interrupts an opponent it does more damage and usually causes even more serious KnockBack.

6)  Make the other wrestler/fighter give up!!  Ever see UFC fights?  How about play home platform wrestling games?  Well I have. And, most grapplers get their opponent in a hold of some kind, these last a lot longer than a few seconds, some even up to 15 minutes!  Here's what ideas I have on submission holds.  A Submission Hold works just like a normal sustained hold until a number of turns equal to their Grab Technique.  After that the opponent gets one 'escape' roll between rounds as normal.  Make an opposed grab roll after each of the 'escape' rolls, If the grappler wins he may sustain the hold longer (until next round at least).  If the opponent grappled wins he may perform any reasonable (may have to be basic punch or kick for those who can't do reasonable.) maneuver.  The opponent grappled looses one dice on this roll per no. of rounds they have in Grab and Stamina.  When the opponent grappled has no dice left, he/she goes unconscious.  (Should I make a real sleeper hold?)

Hosted by www.Geocities.ws

1