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	<title>Comments on: Sample Characters, Abusive and Otherwise</title>
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	<link>http://mu.ranter.net/street-fighter-the-storytelling-game/sample-characters-abusive-and-otherwise</link>
	<description>I miss my frames.</description>
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		<title>By: Mu</title>
		<link>http://mu.ranter.net/street-fighter-the-storytelling-game/sample-characters-abusive-and-otherwise/comment-page-1#comment-405</link>
		<dc:creator>Mu</dc:creator>
		<pubDate>Fri, 07 May 2010 10:21:55 +0000</pubDate>
		<guid isPermaLink="false">http://mu.ranter.net/wordpress/?p=671#comment-405</guid>
		<description>The turbo spinning clotheline cheese might be invalid if the ST rules that a knocked down opponent is crouching, since the TSC doesn&#039;t hit crouchers, but there are similar cheesoid tactics that can apply similarly.</description>
		<content:encoded><![CDATA[<p>The turbo spinning clotheline cheese might be invalid if the ST rules that a knocked down opponent is crouching, since the TSC doesn&#8217;t hit crouchers, but there are similar cheesoid tactics that can apply similarly.</p>
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		<title>By: Fredrik</title>
		<link>http://mu.ranter.net/street-fighter-the-storytelling-game/sample-characters-abusive-and-otherwise/comment-page-1#comment-218</link>
		<dc:creator>Fredrik</dc:creator>
		<pubDate>Mon, 26 Oct 2009 10:09:16 +0000</pubDate>
		<guid isPermaLink="false">http://mu.ranter.net/wordpress/?p=671#comment-218</guid>
		<description>If you&#039;re a real rule freak (like me) the rules does say that a starting character can not begin with more than three dots in a technique. The rules do say: &quot;You can supersede three dots by spending &#039;freebie&#039; points&quot;.

But! And this is a big but: It also states that freebie points are spent last in the character process.

While it doesn&#039;t stop the really cheesy ones such as a &quot;Mr. Elbow Smash&quot;, &quot;Improved Pin Guy&quot; or even the ultra-cheesy willpower-heavy virtually unblockable &quot;Mr. Block to Tiger Knee&quot; it would invalidate some of your starting characters.

Enforcing this rule strictly and not allowing saving maneuver or technique points to use in conjunction with freebie points does prevent a starting character from picking up Improved Fireball, Yoga Flame and Dragon Punch. Saves some for the actual development of the character through experience point and role-playing.

Another nitpick is that none of these builds do elaborate on the cheese you get when sticking a +2 speed, +3 Damage Katar into a 5 Dex character. Which is totally legit with the rulebooks and is even worse than a Tiger knee . +4 speed and no willpower. And the same movement. Avoiding projectiles isn&#039;t an issue. Comboing this of a block will negate the need of ever interrupting a projectile. Suffice to say that Duelists just weren&#039;t any fun after we figured this one out in our campaign.</description>
		<content:encoded><![CDATA[<p>If you&#8217;re a real rule freak (like me) the rules does say that a starting character can not begin with more than three dots in a technique. The rules do say: &#8220;You can supersede three dots by spending &#8216;freebie&#8217; points&#8221;.</p>
<p>But! And this is a big but: It also states that freebie points are spent last in the character process.</p>
<p>While it doesn&#8217;t stop the really cheesy ones such as a &#8220;Mr. Elbow Smash&#8221;, &#8220;Improved Pin Guy&#8221; or even the ultra-cheesy willpower-heavy virtually unblockable &#8220;Mr. Block to Tiger Knee&#8221; it would invalidate some of your starting characters.</p>
<p>Enforcing this rule strictly and not allowing saving maneuver or technique points to use in conjunction with freebie points does prevent a starting character from picking up Improved Fireball, Yoga Flame and Dragon Punch. Saves some for the actual development of the character through experience point and role-playing.</p>
<p>Another nitpick is that none of these builds do elaborate on the cheese you get when sticking a +2 speed, +3 Damage Katar into a 5 Dex character. Which is totally legit with the rulebooks and is even worse than a Tiger knee . +4 speed and no willpower. And the same movement. Avoiding projectiles isn&#8217;t an issue. Comboing this of a block will negate the need of ever interrupting a projectile. Suffice to say that Duelists just weren&#8217;t any fun after we figured this one out in our campaign.</p>
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		<title>By: Peter Eng</title>
		<link>http://mu.ranter.net/street-fighter-the-storytelling-game/sample-characters-abusive-and-otherwise/comment-page-1#comment-196</link>
		<dc:creator>Peter Eng</dc:creator>
		<pubDate>Mon, 17 Aug 2009 17:09:29 +0000</pubDate>
		<guid isPermaLink="false">http://mu.ranter.net/wordpress/?p=671#comment-196</guid>
		<description>Have you looked at the sheer cheese of a Native American who starts out as a ballet dancer (Athletics 5, Kick 3) and switches to Native American Wrestling (Jump, Thunderstrike, and various combos)?  Thunderstrike can interrupt any other Dragon Punch-like effect.  If you want a distance closer, trade a dot of Kick for Focus, and grab the Diving Hawk instead of combination attacks, assuming the Storyteller is fool enough to let that happen.

Another bad thought:  The three-man Sanbo team, focused on team brawls.  Two of them have Suplex -&gt; Throw, the third has Strong -&gt; Turbo Spinning Clothesline (Dizzy).  The wing men have five dots in Strength, so they can toss their foes into Clothesline range...</description>
		<content:encoded><![CDATA[<p>Have you looked at the sheer cheese of a Native American who starts out as a ballet dancer (Athletics 5, Kick 3) and switches to Native American Wrestling (Jump, Thunderstrike, and various combos)?  Thunderstrike can interrupt any other Dragon Punch-like effect.  If you want a distance closer, trade a dot of Kick for Focus, and grab the Diving Hawk instead of combination attacks, assuming the Storyteller is fool enough to let that happen.</p>
<p>Another bad thought:  The three-man Sanbo team, focused on team brawls.  Two of them have Suplex -&gt; Throw, the third has Strong -&gt; Turbo Spinning Clothesline (Dizzy).  The wing men have five dots in Strength, so they can toss their foes into Clothesline range&#8230;</p>
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