ladyabaxa: (chaos legion)
Yep there's a new link in the links section.  It leads to my Street Fighter: The Storytelling Game resource section.  It's still a work in progress (and boy does it need ALOT of work) but at least I know that if any catastrophic should happen to my hard drive or the original word documents I've got a backup ready to go.

Any discrepencies between the master move list and the custom move list use the custom list stats.  That's the file I write to before adding new things to the master list.  It's not the file where new custom moves are born - that distinction belongs to a scratch file I can heavily comment to remind myself later of things that need to be done.

So, yeah, I try to catch discrepencies and correct them but it's not foolproof.

One particular entry of note would be Cobra Charm.  If you compare it side by side with Mind Control Cobra Charm wins hands down.  The only two advantages Mind Control have are total domination and the power continues to function over any distance because it doesn't require concentration or eye contact.  However Mind Control cannot be used on someone with any temporary Willpower left, people with a permanent Honor of 10 are immune, and any command can be negated with an Honor roll.  Mind Control acts, well, like Mind Control.  Cobra Charm, however, does NOT work like actual hypnosis.

This has been bugging me for awhile now and I have some ideas on how to rewrite Cobra Charm to function more like real world hypnosis while still being beneficial in and out of combat.  I don't begrude the original writers for the game.  Back in the 90s it was a popular misconception that hypnosis = mind control.  However it is time to correct their original error.