Street Fighter II [SPEED MAFIA]

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Epignosis
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Street Fighter II [SPEED MAFIA]

#1

Post by Epignosis »

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For 16.

The World Warriors

Abilities in red are one-time uses.

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Ryu
Japan
Hadoken - Ryu’s fireball makes his vote worth 2.
Tatsumaki Senpukyaku - The hurricane kick will redirect someone's target.

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Ken
USA
Shoryuken - Ken’s uppercut makes the recipient of his vote worth 0.
Tatsumaki Senpukyaku - The hurricane kick will redirect someone's target.

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Chun Li
China
Spinning Bird Kick - Chun-Li can move a vote against her somewhere else.
Lightning Kick - Anyone who votes for Chun-Li will not have his or her vote counted that Day.

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E. Honda
Japan
Sumo Head Butt - E. Honda forces his victim to miss the vote while recovering.
Hundred Hand Slap - E. Honda can add 100 votes to one person.

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Blanka
Brazil
Roll Attack - Blanka knocks someone off the poll the next Day.
Electric Thunder - Blanka will incapacitate everyone who votes for him. These people are silenced and cannot vote the next Day.

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Zangief
U.S.S.R.
Spinning Clothesline - Role block
Spinning Pile-Driver - Zangief will cause the victim of his backbreaking spinning Pile-Driver to lose all special abilities for good.

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Guile
USA
Sonic Boom - Guile deafens his opponent. His target will lose BTSC for the next Day and Night period.
Flash Kick - All BTSC is eliminated for the next Day and Night period.

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Dhalsim
India
Yoga Fire- Dhalsim will learn who targeted him.
Teleport - All targets against Dhalsim shall fail.

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Cammy
England
Cannon Drill - Using British "intelligence" methods, Cammy will identify all those who targeted her target that Night.
Thrust Kick - Cammy can block someone.

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Dee Jay
Jamaica
Machine Gun Uppercut - The first person who votes for Dee Jay is automatically blocked.
Max Out - Dee Jay can enable his target to target two players the next Night instead of one.

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Fei Long
Hong Kong
Kindling Blaze Kick- Fei Long will rise up and protect his target from death.
Rekka Ken - Fei Long will jab three individuals and find out if one of them were responsible for the most recent kill.

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T. Hawk
Mexico
Condor Dive - T. Hawk can target someone and kick their target down to the next person on the previous Day’s poll.
Mexican Typhoon - This devastating effect permanently injures someone, making that person’s vote worth 0 forever.

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Shadaloo
Has BTSC
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Balrog
USA
Dash Straight - This should shut ‘em up. Balrog silences someone and makes him unable to vote.
Turn Punch - Kills on Night 1, 5, etc.

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Vega
Spain
Backflip - Vega is agile and dodges all Night actions against him.
Flying Barcelona Attack - Kills on Night 2, 6, etc.

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Sagat
Thailand
Tiger Shot - Sagat’s target is stunned and therefore blocked.
Tiger Uppercut - Kills on Night 3, 7, etc.

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M. Bison
Thailand
Scissor Kick - Kills on Night 4, 8, etc.
Psycho Crusher - *Secrets*
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Epignosis
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Re: Street Fighter II [SPEED MAFIA]

#2

Post by Epignosis »

Hello all. :)

I designed this to be a much simpler Mafia experience, in which each role has an ability, but with minimal behind-the-scenes vote manipulation.

I'll tweak this game based on feedback and test runs.
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Tangrowth
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Re: Street Fighter II [SPEED MAFIA]

#3

Post by Tangrowth »

Awesome theme! I would love to play this one.

It seems, especially for a speed game, this game could be pretty wild. The mafia has an insane balance (4 v. 8), but there is a civ BTSC grower and some pretty crazy civvie powers, so it would be an interesting dynamic for sure.
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Tangrowth
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Re: Street Fighter II [SPEED MAFIA]

#4

Post by Tangrowth »

I do have a question though, is this fixed as a 12 player game or have you considered making it larger/smaller?
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Epignosis
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Re: Street Fighter II [SPEED MAFIA]

#5

Post by Epignosis »

MovingPictures07 wrote:I do have a question though, is this fixed as a 12 player game or have you considered making it larger/smaller?
Why do you ask?

I've considered Super Street Fighter 2, which has 16 players, but the damn artist who did these awesome B&W portraits only did the original 12. :smile:
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Re: Street Fighter II [SPEED MAFIA]

#6

Post by Tangrowth »

Epignosis wrote:
MovingPictures07 wrote:I do have a question though, is this fixed as a 12 player game or have you considered making it larger/smaller?
Why do you ask?

I've considered Super Street Fighter 2, which has 16 players, but the damn artist who did these awesome B&W portraits only did the original 12. :smile:
I'm only curious because I was thinking the 16 player version might be even more interesting, and because I was wondering if you had any flexibility built into this version, but this would still be pretty neat regardless.
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Epignosis
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Re: Street Fighter II [SPEED MAFIA]

#7

Post by Epignosis »

I don't know if it matters, regarding your perception of balance, but if M. Bison is lynched, killed by Dhalsim, or broken by Zangief, the Mafia has no Night kill except the one that comes after a Vega lynch.
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Re: Street Fighter II [SPEED MAFIA]

#8

Post by Tangrowth »

Epignosis wrote:I don't know if it matters, regarding your perception of balance, but if M. Bison is lynched, killed by Dhalsim, or broken by Zangief, the Mafia has no Night kill except the one that comes after a Vega lynch.
This is true. I think the balance seems risky but I'm not particularly concerned about it; I think this could easily work. Would definitely be a zany game that I would love to play either way.
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Epignosis
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Re: Street Fighter II [SPEED MAFIA]

#9

Post by Epignosis »

Now...finally...I think this is ready to go. :)
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Re: Street Fighter II [SPEED MAFIA]

#10

Post by Tangrowth »

HADOKEN
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