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Group: streetfighter Message: 9663 From: TIGHEZena@qesmansfield.schoolzone.co.uk Date: 11/9/2000
Subject: Re: Digest Number 258
Group: streetfighter Message: 9664 From: Fred Chagnon Date: 11/9/2000
Subject: Re: Fighting Stance
Group: streetfighter Message: 9665 From: Fred Chagnon Date: 11/9/2000
Subject: Re: Digest Number 258
Group: streetfighter Message: 9666 From: J. Scott Pittman Date: 11/9/2000
Subject: Re: some things had to be tweaked....
Group: streetfighter Message: 9667 From: Knight of the Black Rose Date: 11/9/2000
Subject: Re: some things had to be tweaked....
Group: streetfighter Message: 9668 From: Knight of the Black Rose Date: 11/9/2000
Subject: Re: Fighting Stance
Group: streetfighter Message: 9669 From: Steve Karstensen Date: 11/9/2000
Subject: Re: Fighting Stance
Group: streetfighter Message: 9670 From: St�le Tevik Date: 11/10/2000
Subject: SF-mailinglist
Group: streetfighter Message: 9671 From: razaarfxz@hotmail.com Date: 11/10/2000
Subject: Re: hello...? -and XP
Group: streetfighter Message: 9672 From: razaarfxz@hotmail.com Date: 11/10/2000
Subject: Re: Fighting Stance
Group: streetfighter Message: 9673 From: razaarfxz@hotmail.com Date: 11/10/2000
Subject: Campaigns
Group: streetfighter Message: 9674 From: Steve Karstensen Date: 11/10/2000
Subject: Re: Campaigns
Group: streetfighter Message: 9675 From: Steve Karstensen Date: 11/10/2000
Subject: Re: hello...? -and XP
Group: streetfighter Message: 9676 From: cliff rice Date: 11/10/2000
Subject: Re: Campaigns
Group: streetfighter Message: 9677 From: Eric Ruiz Date: 11/10/2000
Subject: Re: Fighting Stance
Group: streetfighter Message: 9678 From: cliff rice Date: 11/10/2000
Subject: Re: Fighting Stance
Group: streetfighter Message: 9679 From: arkondloc@aol.com Date: 11/10/2000
Subject: Re: Campaigns
Group: streetfighter Message: 9680 From: Steve Karstensen Date: 11/10/2000
Subject: Re: Campaigns
Group: streetfighter Message: 9681 From: arkondloc@aol.com Date: 11/10/2000
Subject: Re: Campaigns
Group: streetfighter Message: 9682 From: mesmeron@hotmail.com Date: 11/10/2000
Subject: Re: Campaigns
Group: streetfighter Message: 9683 From: Josh Diemert Date: 11/10/2000
Subject: Re: Campaigns
Group: streetfighter Message: 9684 From: gero24@hotmail.com Date: 11/10/2000
Subject: Re: Campaigns
Group: streetfighter Message: 9685 From: Jonathan Broster Date: 11/10/2000
Subject: Copy of SF rules wanted
Group: streetfighter Message: 9686 From: Fred Chagnon Date: 11/10/2000
Subject: Re: Copy of SF rules wanted
Group: streetfighter Message: 9687 From: Jens-Arthur Leirbakk Date: 11/10/2000
Subject: Re: About styles.
Group: streetfighter Message: 9688 From: Jens-Arthur Leirbakk Date: 11/10/2000
Subject: Re: question for the undead background..
Group: streetfighter Message: 9689 From: mesmeron@hotmail.com Date: 11/11/2000
Subject: here's another question..
Group: streetfighter Message: 9690 From: Mike Date: 11/11/2000
Subject: Re: here's another question..
Group: streetfighter Message: 9691 From: mesmeron@hotmail.com Date: 11/11/2000
Subject: Re: here's another question..
Group: streetfighter Message: 9692 From: Bill Stagge Date: 11/12/2000
Subject: Re: Campaigns
Group: streetfighter Message: 9693 From: razaarfxz@hotmail.com Date: 11/12/2000
Subject: Re: Campaigns
Group: streetfighter Message: 9694 From: razaarfxz@hotmail.com Date: 11/12/2000
Subject: Re: Fighting Stance
Group: streetfighter Message: 9695 From: mesmeron@hotmail.com Date: 11/12/2000
Subject: does anybody have any cool adv. ideas?
Group: streetfighter Message: 9696 From: Steve Karstensen Date: 11/12/2000
Subject: Re: Copy of SF rules wanted
Group: streetfighter Message: 9697 From: Fred Chagnon Date: 11/12/2000
Subject: Re: here's another question..
Group: streetfighter Message: 9698 From: cliff rice Date: 11/12/2000
Subject: Digimon
Group: streetfighter Message: 9699 From: cliff rice Date: 11/13/2000
Subject: Re: does anybody have any cool adv. ideas?
Group: streetfighter Message: 9700 From: Jeff Yurkiw Date: 11/13/2000
Subject: Re: does anybody have any cool adv. ideas?
Group: streetfighter Message: 9701 From: postmaster@qesmansfield.schoolzone.co.uk Date: 11/13/2000
Subject: subscriptions made in error
Group: streetfighter Message: 9702 From: razaarfxz@hotmail.com Date: 11/13/2000
Subject: Re: does anybody have any cool adv. ideas?
Group: streetfighter Message: 9703 From: Steve Karstensen Date: 11/13/2000
Subject: Re: does anybody have any cool adv. ideas?
Group: streetfighter Message: 9704 From: mesmeron@hotmail.com Date: 11/13/2000
Subject: Re: does anybody have any cool adv. ideas?
Group: streetfighter Message: 9705 From: Steve Karstensen Date: 11/13/2000
Subject: Re: does anybody have any cool adv. ideas?
Group: streetfighter Message: 9706 From: gero24@hotmail.com Date: 11/13/2000
Subject: Re: does anybody have any cool adv. ideas?
Group: streetfighter Message: 9707 From: Steve Karstensen Date: 11/13/2000
Subject: Re: does anybody have any cool adv. ideas?
Group: streetfighter Message: 9708 From: J. Scott Pittman Date: 11/13/2000
Subject: Re: does anybody have any cool adv. ideas?
Group: streetfighter Message: 9709 From: Steve Karstensen Date: 11/13/2000
Subject: Re: does anybody have any cool adv. ideas?
Group: streetfighter Message: 9710 From: Mike Date: 11/13/2000
Subject: Re: does anybody have any cool adv. ideas?
Group: streetfighter Message: 9711 From: Steve Karstensen Date: 11/13/2000
Subject: Re: does anybody have any cool adv. ideas?
Group: streetfighter Message: 9712 From: Mike Date: 11/13/2000
Subject: WEG [OT]



Group: streetfighter Message: 9663 From: TIGHEZena@qesmansfield.schoolzone.co.uk Date: 11/9/2000
Subject: Re: Digest Number 258
>
> There are 12 messages in this issue.
>
> Topics in this digest:
>
> 1. RE: [TEST]
> From: Chris Hoffmann <staredown@...>
> 2. RE: [TEST]
> From: Chris Hoffmann <staredown@...>
> 3. RE: [TEST]
> From: Steve Karstensen <skarstensen@...>
> 4. some things had to be tweaked....
> From: mesmeron@...
> 5. RE: some things had to be tweaked....
> From: Steve Karstensen <skarstensen@...>
> 6. Re: some things had to be tweaked....
> From: arkondloc@...
> 7. Re: some things had to be tweaked....
> From: cliff rice <shinzite@...>
> 8. Re: some things had to be tweaked....
> From: "J. Scott Pittman" <joespitt@...>
> 9. Backflip
> From: Knight of the Black Rose <anton_figueroa@...>
> 10. RE: Backflip
> From: "Mike" <morg@...>
> 11. Fighting Stance
> From: Knight of the Black Rose <anton_figueroa@...>
> 12. Re: Fighting Stance
> From: cliff rice <shinzite@...>
>
>
> ________________________________________________________________________
> ________________________________________________________________________
>
> Message: 1
> Date: Wed, 8 Nov 2000 06:49:22 -0800 (PST)
> From: Chris Hoffmann <staredown@...>
> Subject: RE: [TEST]
>
> --- Steve Karstensen <skarstensen@...> wrote:
> >
> > urm...
> >
> > when has this EVER been a problem, again?
>
> It's happened a few times here, though not in a long while, I grant you.
>
> =====
> staredown@... http://www.workspot.net/~staredown
>
> "We don't expect kittens to fight wildcats and win
> --we merely expect them to try."
> -- Robert Heinlein
>
> __________________________________________________
> Do You Yahoo!?
> Thousands of Stores. Millions of Products. All in one Place.
> http://shopping.yahoo.com/
>
>
> ________________________________________________________________________
> ________________________________________________________________________
>
> Message: 2
> Date: Wed, 8 Nov 2000 06:50:25 -0800 (PST)
> From: Chris Hoffmann <staredown@...>
> Subject: RE: [TEST]
>
> --- Mike <morg@...> wrote:
> > Yeah, but I AM the moderator AND owner. ;)
>
> Nah, you're more of a Supreme Dictator for life. Mostly because no one else
> wants your job.
>
> =====
> staredown@... http://www.workspot.net/~staredown
>
> "We don't expect kittens to fight wildcats and win
> --we merely expect them to try."
> -- Robert Heinlein
>
> __________________________________________________
> Do You Yahoo!?
> Thousands of Stores. Millions of Products. All in one Place.
> http://shopping.yahoo.com/
>
>
> ________________________________________________________________________
> ________________________________________________________________________
>
> Message: 3
> Date: Wed, 8 Nov 2000 09:50:44 -0500
> From: Steve Karstensen <skarstensen@...>
> Subject: RE: [TEST]
>
>
> I'm getting a mental image of Calvin and Hobbes in their treehouse sorting
> through piles of mail right about now, and that's not a path I want to go
> down.
>
> -----Original Message-----
> From: Chris Hoffmann [mailto:staredown@...]
> Sent: Wednesday, November 08, 2000 9:50 AM
> To: streetfighter@egroups.com
> Subject: RE: [streetfighter] [TEST]
>
>
> --- Mike <morg@...> wrote:
> > Yeah, but I AM the moderator AND owner. ;)
>
> Nah, you're more of a Supreme Dictator for life. Mostly because no one else
> wants your job.
>
> =====
> staredown@... http://www.workspot.net/~staredown
>
> "We don't expect kittens to fight wildcats and win
> --we merely expect them to try."
> -- Robert Heinlein
>
> __________________________________________________
> Do You Yahoo!?
> Thousands of Stores. Millions of Products. All in one Place.
> http://shopping.yahoo.com/
>
>
>
>
>
> ________________________________________________________________________
> ________________________________________________________________________
>
> Message: 4
> Date: Wed, 08 Nov 2000 15:42:03 -0000
> From: mesmeron@...
> Subject: some things had to be tweaked....
>
>
> some things in the system had to be tampered with
>
> the 20 health rule:
>
> I know that 20 health is the limit..but no one said how much damage 1
> point of damage is...so this prevents players from hitting a villian
> and calculating the damage themselves
>
> i could say that 10 hits= 1 point of damage
> this enables you to create the hulk, juggernaut..etc
> and the players will realize that "monsters" take "monstrous" efforts
> to stop
>
> very effective against those "cartwheel kickers" one guy tried that
> move..wow..14 health...I was still standing..face slams are but so
> deadly!!
>
>
>
> ________________________________________________________________________
> ________________________________________________________________________
>
> Message: 5
> Date: Wed, 8 Nov 2000 10:54:03 -0500
> From: Steve Karstensen <skarstensen@...>
> Subject: RE: some things had to be tweaked....
>
>
> I'm confused.
>
> -----Original Message-----
> From: mesmeron@... [mailto:mesmeron@...]
> Sent: Wednesday, November 08, 2000 10:42 AM
> To: streetfighter@egroups.com
> Subject: [streetfighter] some things had to be tweaked....
>
>
>
> some things in the system had to be tampered with
>
> the 20 health rule:
>
> I know that 20 health is the limit..but no one said how much damage 1
> point of damage is...so this prevents players from hitting a villian
> and calculating the damage themselves
>
> i could say that 10 hits= 1 point of damage
> this enables you to create the hulk, juggernaut..etc
> and the players will realize that "monsters" take "monstrous" efforts
> to stop
>
> very effective against those "cartwheel kickers" one guy tried that
> move..wow..14 health...I was still standing..face slams are but so
> deadly!!
>
>
>
>
>
>
> ________________________________________________________________________
> ________________________________________________________________________
>
> Message: 6
> Date: Wed, 8 Nov 2000 13:47:09 EST
> From: arkondloc@...
> Subject: Re: some things had to be tweaked....
>
> In a message dated 11/8/00 10:01:37 AM Central Standard Time,
> skarstensen@... writes:
>
> > I'm confused.
>
> We all are.
>
>
> ________________________________________________________________________
> ________________________________________________________________________
>
> Message: 7
> Date: Wed, 8 Nov 2000 11:41:04 -0800 (PST)
> From: cliff rice <shinzite@...>
> Subject: Re: some things had to be tweaked....
>
> I get it to make the huck the FREAKING HULK he has 10
> times the health efectivly. This is in theory accurate
> considering wgat i have seen the hulk can take massive
> punishment like haveing mountains dropped on him and
> the such. Personally i wouldent it that way but thats
> just me.
>
> Cliff
> --- arkondloc@... wrote:
> > In a message dated 11/8/00 10:01:37 AM Central
> > Standard Time,
> > skarstensen@... writes:
> >
> > > I'm confused.
> >
> > We all are.
> >
>
>
> __________________________________________________
> Do You Yahoo!?
> Thousands of Stores. Millions of Products. All in one Place.
> http://shopping.yahoo.com/
>
>
> ________________________________________________________________________
> ________________________________________________________________________
>
> Message: 8
> Date: Wed, 8 Nov 2000 15:16:08 -0800
> From: "J. Scott Pittman" <joespitt@...>
> Subject: Re: some things had to be tweaked....
>
> I did this a long time ago, but with strength and stamina/health. I have rules for lots of other goodies too.
>
> http://www.tsixroads.com/~joespitt/Legends.htm
>
> J. Scott Pittman
> EPICS game designer and professional artist
> www.dragonslayergames.com
> "Deserve to Survive"
> ----- Original Message -----
> From: mesmeron@...
> To: streetfighter@egroups.com
> Sent: Wednesday, November 08, 2000 7:42 AM
> Subject: [streetfighter] some things had to be tweaked....
>
>
>
> some things in the system had to be tampered with
>
> the 20 health rule:
>
> I know that 20 health is the limit..but no one said how much damage 1
> point of damage is...so this prevents players from hitting a villian
> and calculating the damage themselves
>
> i could say that 10 hits= 1 point of damage
> this enables you to create the hulk, juggernaut..etc
> and the players will realize that "monsters" take "monstrous" efforts
> to stop
>
> very effective against those "cartwheel kickers" one guy tried that
> move..wow..14 health...I was still standing..face slams are but so
> deadly!!
>
>
> eGroups Sponsor
>
>
>
>
> [This message contained attachments]
>
>
>
> ________________________________________________________________________
> ________________________________________________________________________
>
> Message: 9
> Date: Wed, 8 Nov 2000 20:22:41 -0500
> From: Knight of the Black Rose <anton_figueroa@...>
> Subject: Backflip
>
> Just a quick question, what is the Speed of the Backflip move? I assume
> the game shield is wrong with it's listed 4?
> I looked through several web books for particular mention of this error.
> Should this be listed as another "game shield" screw up?
>
> Sorry if this has been mentioned 1 million times,
> Knight of the Black Rose
> Street Fighter: http://members.nbci.com/shliff/countdown/
> "Absolute Destiny Tango"
>
>
> ________________________________________________________________________
> ________________________________________________________________________
>
> Message: 10
> Date: Wed, 8 Nov 2000 20:31:06 -0500
> From: "Mike" <morg@...>
> Subject: RE: Backflip
>
> Backflip
> Prerequisites: Athletics 3
> Power Points: Capoeira, Spanish Ninjitsu, Wu Shu 2, Wu Shu 3, Any 4
> Cost: 1 Willpower
> Speed: 3
> Damage: None
> Move: 2
>
> Why Wu Shu is listed twice is beyond me.
>
> That was directly from Secrets of Shadoloo
>
> MikeM
>
> -----Original Message-----
> From: Knight of the Black Rose [mailto:anton_figueroa@...]
> Sent: Wednesday, November 08, 2000 8:23 PM
> To: streetfighter@egroups.com
> Subject: [streetfighter] Backflip
>
>
> Just a quick question, what is the Speed of the Backflip move? I assume
> the game shield is wrong with it's listed 4?
> I looked through several web books for particular mention of this error.
> Should this be listed as another "game shield" screw up?
>
> Sorry if this has been mentioned 1 million times,
> Knight of the Black Rose
> Street Fighter: http://members.nbci.com/shliff/countdown/
> "Absolute Destiny Tango"
>
>
>
>
>
>
>
> ________________________________________________________________________
> ________________________________________________________________________
>
> Message: 11
> Date: Wed, 8 Nov 2000 21:43:11 -0500
> From: Knight of the Black Rose <anton_figueroa@...>
> Subject: Fighting Stance
>
> One of the recent things I added to my Final Countdown page was fighting
> with stances. I've included the Stance maneuver/concept in this e-mail
> for your curiosity. Feel free to like/hate/comment.
>
> Special Stances
> Power Points: Any 3 (Pick it's Technique when purchased)
> Speed: 2
> Damage: Nil
> Move: -2
> You've seen many martial arts and fighting games where a character goes
> into a specific stance to prepare
> for a special strike or that provides a distinct advantage in combat.
> This is a maneuver to represent
> such stances.
>
> System: A Special Stance is a stance that pertains to a specific
> Technique such as Punch or Kick.
> To go into a Stance is a combat maneuver. The benefit of a Stance is that
> on the following turn, any
> maneuver of the Stance's Technique will gain a bonus of 1 Speed. So if
> Robby a Kung Fu fighter
> learns a Punch Stance, he may perform the Punch Stance maneuver in
> combat. If on the next turn he
> plays any Punch maneuver, that maneuver gains a 1 Speed due to the
> Stance's preparation to
> strike. Why not just play a Block to gain a Speed bonus? A Stance has
> movement and also has
> special advantages when comboed.
>
> Naming the Stance: Stances have names beyond Punch Stance or Kick Stance.
> The Stance must
> be given a real name, such as Tiger Stance, Crouching Dragon Stance,
> Crane Stance, or something
> else appropriate.
>
> Stance Combos: The Power Point cost for buying a Stance Combo is the same
> as a regular
> Combo. A 1 PP Combo consists of a Special Stance Attack (at 1) followed
> by a second move (at
> 3 if of the Stance Technique, 2 otherwise). A third move, if purchased
> for the combo, is made at
> 3 Speed. A Special Stance Attack has other modifiers. See the following
> for making a Special
> Stance Attack:
>
> A Special Stance Attack is made by combining the Stance move and any
> maneuver of the
> Stance's Technique. It has a -2 Move just as the regular Stance Maneuver
> (cumulative with the
> modifier of the maneuver being used with the stance). Grabs can't be made
> to have a Move of less
> than One. Maneuvers with a set movement of Two or One are reduced to
> zero. If this penalty
> makes any other Maneuver have a negative movement (penalty greater than
> fighter's Athletics) the
> Maneuver is illegal and another must be chosen (or raise the fighter's
> athletics). Example: A Dragon
> Punch Special Stance Attack would have the final modifiers of Speed 1,
> Damage 6, Move -4.
>
>
> Knight of the Black Rose
> Street Fighter: http://members.nbci.com/shliff/countdown/
> "Absolute Destiny Tango"
>
>
> ________________________________________________________________________
> ________________________________________________________________________
>
> Message: 12
> Date: Wed, 8 Nov 2000 19:24:25 -0800 (PST)
> From: cliff rice <shinzite@...>
> Subject: Re: Fighting Stance
>
> Irealy like these rules and i am going to use them in
> my game, they rule.
>
> cliff
>
> --- Knight of the Black Rose <anton_figueroa@...>
> wrote:
> > One of the recent things I added to my Final
> > Countdown page was fighting
> > with stances. I've included the Stance
> > maneuver/concept in this e-mail
> > for your curiosity. Feel free to like/hate/comment.
> >
> > Special Stances
> > Power Points: Any 3 (Pick it's Technique when
> > purchased)
> > Speed: 2
> > Damage: Nil
> > Move: -2
> > You've seen many martial arts and fighting games
> > where a character goes
> > into a specific stance to prepare
> > for a special strike or that provides a distinct
> > advantage in combat.
> > This is a maneuver to represent
> > such stances.
> >
> > System: A Special Stance is a stance that pertains
> > to a specific
> > Technique such as Punch or Kick.
> > To go into a Stance is a combat maneuver. The
> > benefit of a Stance is that
> > on the following turn, any
> > maneuver of the Stance's Technique will gain a bonus
> > of 1 Speed. So if
> > Robby a Kung Fu fighter
> > learns a Punch Stance, he may perform the Punch
> > Stance maneuver in
> > combat. If on the next turn he
> > plays any Punch maneuver, that maneuver gains a 1
> > Speed due to the
> > Stance's preparation to
> > strike. Why not just play a Block to gain a Speed
> > bonus? A Stance has
> > movement and also has
> > special advantages when comboed.
> >
> > Naming the Stance: Stances have names beyond Punch
> > Stance or Kick Stance.
> > The Stance must
> > be given a real name, such as Tiger Stance,
> > Crouching Dragon Stance,
> > Crane Stance, or something
> > else appropriate.
> >
> > Stance Combos: The Power Point cost for buying a
> > Stance Combo is the same
> > as a regular
> > Combo. A 1 PP Combo consists of a Special Stance
> > Attack (at 1) followed
> > by a second move (at
> > 3 if of the Stance Technique, 2 otherwise). A
> > third move, if purchased
> > for the combo, is made at
> > 3 Speed. A Special Stance Attack has other
> > modifiers. See the following
> > for making a Special
> > Stance Attack:
> >
> > A Special Stance Attack is made by combining the
> > Stance move and any
> > maneuver of the
> > Stance's Technique. It has a -2 Move just as the
> > regular Stance Maneuver
> > (cumulative with the
> > modifier of the maneuver being used with the
> > stance). Grabs can't be made
> > to have a Move of less
> > than One. Maneuvers with a set movement of Two or
> > One are reduced to
> > zero. If this penalty
> > makes any other Maneuver have a negative movement
> > (penalty greater than
> > fighter's Athletics) the
> > Maneuver is illegal and another must be chosen (or
> > raise the fighter's
> > athletics). Example: A Dragon
> > Punch Special Stance Attack would have the final
> > modifiers of Speed 1,
> > Damage 6, Move -4.
> >
> >
> > Knight of the Black Rose
> > Street Fighter:
> > http://members.nbci.com/shliff/countdown/
> > "Absolute Destiny Tango"
> >
>
>
> __________________________________________________
> Do You Yahoo!?
> Thousands of Stores. Millions of Products. All in one Place.
> http://shopping.yahoo.com/
>
>
> ________________________________________________________________________
> ________________________________________________________________________
>
>
>
Group: streetfighter Message: 9664 From: Fred Chagnon Date: 11/9/2000
Subject: Re: Fighting Stance
| somebody's been watching a little too much Lei Wulong in Tekken 3.

I think Gen from the SF series would adopt this skill as well though.

_______________________________________________________
Fred Chagnon "Only in RPGs does fighting
fchagnon@... make you a better person."
fchagnon@... - Peter Olafson
Group: streetfighter Message: 9665 From: Fred Chagnon Date: 11/9/2000
Subject: Re: Digest Number 258
pardon me sir, but what are you doing?

_______________________________________________________
Fred Chagnon "Only in RPGs does fighting
fchagnon@... make you a better person."
fchagnon@... - Peter Olafson


----- Original Message -----
From: <TIGHEZena@...>
To: <streetfighter@egroups.com>
Sent: Thursday, November 09, 2000 8:20 AM
Subject: Re: [streetfighter] Digest Number 258


| >
| > There are 12 messages in this issue.
| >
| > Topics in this digest:


<<<< snip useless info >>>>
Group: streetfighter Message: 9666 From: J. Scott Pittman Date: 11/9/2000
Subject: Re: some things had to be tweaked....

Here is a portion of the Legends game power Ultra-Effect which allows characters to do what this thread is talking about. If you're interested, you can download the Legends .doc file at:

http://www.tsixroads.com/~joespitt/Legends.htm

ULTRA - EFFECT

Power Rating: Extreme

Game Effect: This is not a power, really, but instead a Boost that makes a Power "super". It is listed here because it can give a character such "super powers" as Super Strength, Super Resistance to damage, and the like. The Ultra effect is purchased one time for each Attribute or Power that it augments. Note that normally this will only apply to Strength, Stamina or an Attack Power. Other Ultra Effects can cause serious game problems. Be careful when allowing players to choose Ultra Effects. In some campaigns it might not be allowed for player characters at all.

Each dot of Ultra Effect makes each success worth many more successes. the following chart shows the multiplier:

level one x 2

level two x 5

level three x 10

level four x 15

level five x 25

So a character with a Ultra Effect: Strength (level 3) that rolls for damage using his own Strength of 4, and gets 2 successes, now has 20 successes! if he would have had Ultra Effect at 5, he would have had 50 successes!

Player characters are normally not allowed to have Ultra Effects on powers that are not basely physical. Mental attacks, attacks that bind or capture, and the like are not candidates for Ultra Effects. This is basically a "hack and slash" type of boost.

SUPER STRENGTH

The character is super-strong. The character would be able to lift vast amount of weight and cause unbelievable damage using his bare hands.

SUPER STAMINA

Usually purchased right along with super-strength, this allows the character to soak Deadly attacks, and also multiplies the effect of health points. Each health point is multiplied by the same factor as Stamina, so a character that has Super-Stamina 3 has Health points worth 10 health each. If a character hit such a sturdy being for 20 levels of Health, he would actually only take 2 Health in damage. Any remaining damage is "lost". If the same character took 32 points of damage, he would take three Health, and "lose the remaining 2 points. If you want to hit a character with super-stamina, you better hit him good.

SUPER ATTACK

This is just an attack Power with Ultra-Effect. the Storyteller should remember the basis of the attack carefully when applying the effects of an Ultra-Attack. For example, Ultra-fire might be more likely to spread.

SUPER RESIST

This is simply the Resist Power with an Ultra-Effect.

J. Scott Pittman
EPICS game designer and professional artist
www.dragonslayergames.com
"Deserve to Survive"
----- Original Message -----
Sent: Thursday, November 09, 2000 7:01 AM
Subject: RE: [streetfighter] some things had to be tweaked....


I *still* don't get it.

You don't take one point of damage per "hit" (strike?), you take one point
of damage per success rolled.  You make one roll per hit, however.

However, if you want to say that regardless of damage rolled, each level of
health can only be lost by being successfully struck a certain number of
times, I can wrap my brain around that.  am I correct?

-----Original Message-----
From: Bill Stagge [mailto:jynxboy316@...]
Sent: Wednesday, November 08, 2000 10:16 PM
To: streetfighter@egroups.com
Subject: Re: [streetfighter] some things had to be tweaked....



>In a message dated 11/8/00 10:01:37 AM Central Standard Time,
>skarstensen@... writes:
>
> > I'm confused.
>
>We all are.

I'm not. hes basically saying that it never says that 1 health level is
taken per hit. he said, it doesn't say that 10 hits = 1 level of damage" or
something. trying to increase the amount of health without taking it over
20, by saying he can take X hits per level of health...

Luck? Its just a roll of the dice...
Jynx

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Group: streetfighter Message: 9667 From: Knight of the Black Rose Date: 11/9/2000
Subject: Re: some things had to be tweaked....
About he confusing how many hits it takes to equal a health level, I'm
pretty sure it says somewhere that each success on the damage roll counts
as one health level (it does on page 136). However, if you want to change
that to run a different sort of game, that's pretty cool (making combat
take longer could also be a bad thing -but heh)

Knight of the Black Rose
Street Fighter: http://members.nbci.com/shliff/countdown/
"Absolute Destiny Tango"
Group: streetfighter Message: 9668 From: Knight of the Black Rose Date: 11/9/2000
Subject: Re: Fighting Stance
On Thu, 9 Nov 2000 10:02:43 -0500 Steve Karstensen
<skarstensen@...> writes:
>
> somebody's been watching a little too much Lei Wulong in Tekken 3.

I've been playing a bit of Helena in DOA2 but am familiar with the Tekken
chinese girl with the neat stances (is that her?)

>
> regardless, I have been trying to figure out a game-mechanics way to >
handle> a fighter who switches styles in this fashion, and this is as
good a > setup> as any. :)

Actually, I'm thinking that for the Stance Combo, the +1 speed for the
first maneuver may be a bit abusable - even with the move penalty. I'll
probably change it the stance combo speeds to +0/+3/+5 (if using the
stance's technique). I'll have the final version up on the web page in a
day or so (or today) although it will probably end up being what I've
just said.

Knight of the Black Rose
Street Fighter: http://members.nbci.com/shliff/countdown/
"Absolute Destiny Tango"
Group: streetfighter Message: 9669 From: Steve Karstensen Date: 11/9/2000
Subject: Re: Fighting Stance
na, that's Xiaoyu Ling. Lei Wulong is the Jackie Chan clone.

-----Original Message-----
From: Knight of the Black Rose [mailto:anton_figueroa@...]
Sent: Thursday, November 09, 2000 7:08 PM
To: streetfighter@egroups.com
Subject: Re: [streetfighter] Fighting Stance


On Thu, 9 Nov 2000 10:02:43 -0500 Steve Karstensen
<skarstensen@...> writes:
>
> somebody's been watching a little too much Lei Wulong in Tekken 3.

I've been playing a bit of Helena in DOA2 but am familiar with the Tekken
chinese girl with the neat stances (is that her?)

>
> regardless, I have been trying to figure out a game-mechanics way to >
handle> a fighter who switches styles in this fashion, and this is as
good a > setup> as any. :)

Actually, I'm thinking that for the Stance Combo, the +1 speed for the
first maneuver may be a bit abusable - even with the move penalty. I'll
probably change it the stance combo speeds to +0/+3/+5 (if using the
stance's technique). I'll have the final version up on the web page in a
day or so (or today) although it will probably end up being what I've
just said.

Knight of the Black Rose
Street Fighter: http://members.nbci.com/shliff/countdown/
"Absolute Destiny Tango"
Group: streetfighter Message: 9670 From: St�le Tevik Date: 11/10/2000
Subject: SF-mailinglist
So this is where they all are.

write me up.

Herr Tevik
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Group: streetfighter Message: 9671 From: razaarfxz@hotmail.com Date: 11/10/2000
Subject: Re: hello...? -and XP
Hm.

I just joined, read Kristoffer's note and the replies.

We also play with the basic WoD rules,
rolling to hit, rolling for speed,
-to make things good and realistic.
Nobody hits every time.
Speed is not equal to accuracy.
Accuracy is technique.

World warriors: <sigh>
They're people too, right?
World warriors evolve with
time, just like the characters...
So do NPCs.
Major NPCs should receive xp as well.
If you're gonna meet Kay the Evil Sub-overlord
again, you want him to be a challenge, right?
So, to avoid have NPCs that seem to have been
frozen, then thawed up just in time to be beaten,
give them some of that juice the players are having.
*Major NPCs should get half of what the players get.-xp.
*Not-so-major, but potentially growing characters
could get one third.
How major they'd be based on how frequently they meet
the guy-or-girl, of course.

This is a GM-thing, though.

And on distributing the XP;
I, and the folks GM-ing for me,
give basically five for a session,
plus points for problems solved, one to three,
plus points for roleplaying, one or two.
-this is not a system, more of a way to do it.
I don't want to calculate xp from a formula
more complicated than this.

Onwards;
The players tell the GM where they want to spend
their points, and if they've used their abilities
or whatnot during play, they can place points there.
Not reading chemistry does NOT improve your chemistry knowledge.
Not doing backflips does NOT teach you Backflip Kick.
-and so on.
Is this harsh? I don't think so.
Unless, of course, reality is harsh. hm...

Attributes;
Yes, I've experienced this Speed-Freak-phenomenon.
I got out of it, but for some it's
a reocurring event.
However, as above, to improve takes practice
and challenge. Push-ups, qui gong, weights for Strength.
One could actually use push-ups for
punching-speed as well, but there are
many ways to increase dexterity, like reflex-reactive
apparatuses (know no proper name for them)
and sparring.
Running or sparring for Stamina.
The other stats are also quite obvious, I won't continue.

Controlling character development this way
should enforce roleplaying (-sounds harsh?) ,because players
have to find ways to have their characters do things to improve
in the manner their players wish. ...yes...
So it's all in; "You are what you do."
(-who said that? I don't know.)

The glory days of the SF-RPG are past
in my roleplaying circuit, but a few
of us are tenaciously holding on.
To play with several groups is VERY good,
and helps develop roleplaying depth,
and a diversity of challenges.

Think you actually COULD phrase that line in english, Kristoffer.
No ick.
Hope anyone reads this far without croaking.

Finally,
I'm glad to see that there are not
only five persons left in the world
playing street fighter.
Keep fighting!

Herr Tevik, recently joined, from Norway.

"Kom street-fighter ut paa svensk?"
Group: streetfighter Message: 9672 From: razaarfxz@hotmail.com Date: 11/10/2000
Subject: Re: Fighting Stance
Yes.

But stances should differ more.
I would call horse stance a kick stance,
but the Horse stance enables you to
make long steps (+ move) and makes you
harder to hit, with only your hip exposed in midstride.
( In our campaigns, you roll dex+technique with
the opponent's dex+athletics as difficulty.
Makes Vega a real pain to try and hit.)
-I like the rule, thoug, and will seek to improve it
to fit my campaign. Must make several different ones, then.
Research is important, and encourage players and GM's
to do research, or else someone will make up things like
"Ranged Chi Kung healing" and such idiocies. <sigh>

So, Horse stance would be;
Power points: Kung Fu (and related) 3, other 4
Speed: -1
Damage: +1 (due to body weight)
move: +1

-possibly. I must test this. Do comment and propose.

For now.
Herr Tevik

<anton_figueroa@j...> wrote:
> One of the recent things I added to my Final Countdown page was
fighting
> with stances.
>
> Special Stances
> Power Points: Any 3 (Pick it's Technique when purchased)
> Speed: +2
> Damage: Nil
> Move: -2
> You've seen many martial arts and fighting games where a character
goes
> into a specific stance to prepare
> for a special strike or that provides a distinct advantage in
combat.
> This is a maneuver to represent
> such stances.
>
> System: A Special Stance is a stance that pertains to a specific
> Technique such as Punch or Kick.
> To go into a Stance is a combat maneuver. The benefit of a Stance
is that
> on the following turn, any
> maneuver of the Stance's Technique will gain a bonus of +1 Speed.
Group: streetfighter Message: 9673 From: razaarfxz@hotmail.com Date: 11/10/2000
Subject: Campaigns
hm. (short version at bottom)

Is it really so that there are many
of you players out there that don't
play campaigns?
Strange. Fascinating.
I assume this is because the SF-RPG is
their first RPG. Anyone? I'm new on the list.

However, what I want to say is;
To take the SF-system to a Non-StreetFighter
setting works fine.
The difference being possibly encountering
more people without fighter skills,
dependinig on the campaign genre.
(If it's not going to be much combat....)
I've been GMing a campaign set in an
Oriental fantasy world loosely based
on ancient China plus medevial Japan.
Having done some resarch on Oriental
mythology and some cultural research,
(warning; self-loving subjective statement:)
I managed to get together a good,
stable, exciting, diverse and
challenging campaign, both for
the players and me.

With fantasy added, some may go on in
traditional AD&D munchkin manner and
kill every mythological being in alphabetcial order.
Keep in mind that most faerie beings
stay out of human business, and
are rarely found if searched for.
If searched for, they will avoid the human,
or present a challenge, secretely.
Devious or magical minds may be
more perceptive of these signs.

Humans should be, and are challenge enough.
In my campaign, there are seven clans
fighting for supremacy.
A counsel consisting of close relatives of
each clans supreme head rules all the clans.
The ruling clan's counsel member
nominates the other members, one from each
clan. The ruling clan's member also has
two votes. Officially, there is peace.
But constant bickering about border provinces
keeps the warrior caste in shape and on top.
Farmers seldom aspire beyond peasants with weapons.

The campaign has evolved far beyond this,
and is only one way of building a campaign.
The players were the Elite warriors of
Red Blossoming Flower Clan, trained from
early childhood (3-5 years old) by the
most supreme warrior of Clan Red.
Alternate groups were played sometimes,
and a tournament was arranged at the great
summer festival, pitting elite warriors
against elite warriors, then it was the
challenges.
And so many things could happen on travels.
Oh, joy.

This is getting long.

Short version;
Play campaigns.
Use Street Fighter System.
Research background.
Have fun.

Herr Tevik
Group: streetfighter Message: 9674 From: Steve Karstensen Date: 11/10/2000
Subject: Re: Campaigns
a friend of mine did this once. He set his campaign in a post-holocaust
world where everyone was huddled up into tribes and each tribe practiced a
different fighting style. The main rivalry was between the Northern and
Southern Stars, both of whom practiced similar styles of Shotokan. Me, I
played a Jackie Chan-esque con man. It didn't last very long, though. He
also planned on doing the medieval Orient thing, but never got to it, sorry
to say.

Me, I've been running a modern SF campaign with periodic breaks for about
one-and-a-half to two years now.

-----Original Message-----
From: razaarfxz@... [mailto:razaarfxz@...]
Sent: Friday, November 10, 2000 9:43 AM
To: streetfighter@egroups.com
Subject: [streetfighter] Campaigns


hm. (short version at bottom)

Is it really so that there are many
of you players out there that don't
play campaigns?
Strange. Fascinating.
I assume this is because the SF-RPG is
their first RPG. Anyone? I'm new on the list.

However, what I want to say is;
To take the SF-system to a Non-StreetFighter
setting works fine.
The difference being possibly encountering
more people without fighter skills,
dependinig on the campaign genre.
(If it's not going to be much combat....)
I've been GMing a campaign set in an
Oriental fantasy world loosely based
on ancient China plus medevial Japan.
Having done some resarch on Oriental
mythology and some cultural research,
(warning; self-loving subjective statement:)
I managed to get together a good,
stable, exciting, diverse and
challenging campaign, both for
the players and me.

With fantasy added, some may go on in
traditional AD&D munchkin manner and
kill every mythological being in alphabetcial order.
Keep in mind that most faerie beings
stay out of human business, and
are rarely found if searched for.
If searched for, they will avoid the human,
or present a challenge, secretely.
Devious or magical minds may be
more perceptive of these signs.

Humans should be, and are challenge enough.
In my campaign, there are seven clans
fighting for supremacy.
A counsel consisting of close relatives of
each clans supreme head rules all the clans.
The ruling clan's counsel member
nominates the other members, one from each
clan. The ruling clan's member also has
two votes. Officially, there is peace.
But constant bickering about border provinces
keeps the warrior caste in shape and on top.
Farmers seldom aspire beyond peasants with weapons.

The campaign has evolved far beyond this,
and is only one way of building a campaign.
The players were the Elite warriors of
Red Blossoming Flower Clan, trained from
early childhood (3-5 years old) by the
most supreme warrior of Clan Red.
Alternate groups were played sometimes,
and a tournament was arranged at the great
summer festival, pitting elite warriors
against elite warriors, then it was the
challenges.
And so many things could happen on travels.
Oh, joy.

This is getting long.

Short version;
Play campaigns.
Use Street Fighter System.
Research background.
Have fun.

Herr Tevik
Group: streetfighter Message: 9675 From: Steve Karstensen Date: 11/10/2000
Subject: Re: hello...? -and XP
"Think you actually COULD phrase that line in english, Kristoffer.
No ick.
Hope anyone reads this far without croaking.

Herr Tevik, recently joined, from Norway.

"Kom street-fighter ut paa svensk?"
"

unfortunately, Kris left the list several months ago. I don't know if we'll
be hearing from him again anytime soon.
Group: streetfighter Message: 9676 From: cliff rice Date: 11/10/2000
Subject: Re: Campaigns
I know this sounds stupid but i am planning to make a
Digimon Rpg using streetfighter.

Cliff

--- Steve Karstensen
<skarstensen@...> wrote:
>
> a friend of mine did this once. He set his campaign
> in a post-holocaust
> world where everyone was huddled up into tribes and
> each tribe practiced a
> different fighting style. The main rivalry was
> between the Northern and
> Southern Stars, both of whom practiced similar
> styles of Shotokan. Me, I
> played a Jackie Chan-esque con man. It didn't last
> very long, though. He
> also planned on doing the medieval Orient thing, but
> never got to it, sorry
> to say.
>
> Me, I've been running a modern SF campaign with
> periodic breaks for about
> one-and-a-half to two years now.
>
> -----Original Message-----
> From: razaarfxz@...
> [mailto:razaarfxz@...]
> Sent: Friday, November 10, 2000 9:43 AM
> To: streetfighter@egroups.com
> Subject: [streetfighter] Campaigns
>
>
> hm. (short
> version at bottom)
>
> Is it really so that there are many
> of you players out there that don't
> play campaigns?
> Strange. Fascinating.
> I assume this is because the SF-RPG is
> their first RPG. Anyone? I'm new on the list.
>
> However, what I want to say is;
> To take the SF-system to a Non-StreetFighter
> setting works fine.
> The difference being possibly encountering
> more people without fighter skills,
> dependinig on the campaign genre.
> (If it's not going to be much combat....)
> I've been GMing a campaign set in an
> Oriental fantasy world loosely based
> on ancient China plus medevial Japan.
> Having done some resarch on Oriental
> mythology and some cultural research,
> (warning; self-loving subjective statement:)
> I managed to get together a good,
> stable, exciting, diverse and
> challenging campaign, both for
> the players and me.
>
> With fantasy added, some may go on in
> traditional AD&D munchkin manner and
> kill every mythological being in alphabetcial order.
> Keep in mind that most faerie beings
> stay out of human business, and
> are rarely found if searched for.
> If searched for, they will avoid the human,
> or present a challenge, secretely.
> Devious or magical minds may be
> more perceptive of these signs.
>
> Humans should be, and are challenge enough.
> In my campaign, there are seven clans
> fighting for supremacy.
> A counsel consisting of close relatives of
> each clans supreme head rules all the clans.
> The ruling clan's counsel member
> nominates the other members, one from each
> clan. The ruling clan's member also has
> two votes. Officially, there is peace.
> But constant bickering about border provinces
> keeps the warrior caste in shape and on top.
> Farmers seldom aspire beyond peasants with weapons.
>
> The campaign has evolved far beyond this,
> and is only one way of building a campaign.
> The players were the Elite warriors of
> Red Blossoming Flower Clan, trained from
> early childhood (3-5 years old) by the
> most supreme warrior of Clan Red.
> Alternate groups were played sometimes,
> and a tournament was arranged at the great
> summer festival, pitting elite warriors
> against elite warriors, then it was the
> challenges.
> And so many things could happen on travels.
> Oh, joy.
>
> This is getting long.
>
> Short version;
> Play campaigns.
> Use Street Fighter System.
> Research background.
> Have fun.
>
> Herr Tevik
>
>
>
>
>
>


__________________________________________________
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Group: streetfighter Message: 9677 From: Eric Ruiz Date: 11/10/2000
Subject: Re: Fighting Stance
Hey... isn't every one other than brawlers martial artist? and if so
shouldn't the automaticly be in stances that would most optimize
thier chosen attack? I can understand the validety of your idea
after all a cat stance does work best for kicks, but youwould think
this is all ready incorperated in the move, no? well thats my opinion
what's yours.

The Warmaster
Abbadon
Group: streetfighter Message: 9678 From: cliff rice Date: 11/10/2000
Subject: Re: Fighting Stance
Yeah but the mantace stance is good for strikes and
sence the book wads all kung fu into one big lump.
You could incorpirate that they automaticly assume the
proper stance but i would lower all style lore
difficulties by one cause everyone knows the cat
stance is good for kicks and that the crane stance is
good for punches. The +1 speed is a small bonus
consitering that the opponent has a damn good idea
what type of move the player will use.

Cliff

--- Eric Ruiz <Abbadon240@...> wrote:
> Hey... isn't every one other than brawlers martial
> artist? and if so
> shouldn't the automaticly be in stances that would
> most optimize
> thier chosen attack? I can understand the validety
> of your idea
> after all a cat stance does work best for kicks, but
> youwould think
> this is all ready incorperated in the move, no? well
> thats my opinion
> what's yours.
>
> The Warmaster
> Abbadon
>
>


__________________________________________________
Do You Yahoo!?
Thousands of Stores. Millions of Products. All in one Place.
http://shopping.yahoo.com/
Group: streetfighter Message: 9679 From: arkondloc@aol.com Date: 11/10/2000
Subject: Re: Campaigns
In a message dated 11/10/00 12:10:06 PM Central Standard Time,
shinzite@... writes:

> I know this sounds stupid but i am planning to make a
> Digimon Rpg using streetfighter.
>
> Cliff

Little favor...

Please send me a copy of the Rules; I want to see how they might work for
Pokemon...

"Soon, the Paths shall stand revealed."

Arkon, Dark Lord of Chaos; Keeper of Mysteries; Circuit Folklorist; Seeker of
the Lost Paths
Group: streetfighter Message: 9680 From: Steve Karstensen Date: 11/10/2000
Subject: Re: Campaigns
"Piiii-kaaaaa-yuuuuu-ken!"

Somebody shoot me.

-----Original Message-----
From: arkondloc@... [mailto:arkondloc@...]
Sent: Friday, November 10, 2000 2:37 PM
To: streetfighter@egroups.com
Subject: Re: [streetfighter] Campaigns


In a message dated 11/10/00 12:10:06 PM Central Standard Time,
shinzite@... writes:

> I know this sounds stupid but i am planning to make a
> Digimon Rpg using streetfighter.
>
> Cliff

Little favor...

Please send me a copy of the Rules; I want to see how they might work for
Pokemon...

"Soon, the Paths shall stand revealed."

Arkon, Dark Lord of Chaos; Keeper of Mysteries; Circuit Folklorist; Seeker
of
the Lost Paths
Group: streetfighter Message: 9681 From: arkondloc@aol.com Date: 11/10/2000
Subject: Re: Campaigns
In a message dated 11/10/00 1:48:52 PM Central Standard Time,
skarstensen@... writes:

> "Piiii-kaaaaa-yuuuuu-ken!"
>
> Somebody shoot me.

Consider it done.
Group: streetfighter Message: 9682 From: mesmeron@hotmail.com Date: 11/10/2000
Subject: Re: Campaigns
--- In streetfighter@egroups.com, arkondloc@a... wrote:
> In a message dated 11/10/00 1:48:52 PM Central Standard Time,
> skarstensen@c... writes:
>
> > "Piiii-kaaaaa-yuuuuu-ken!"
> >
> > Somebody shoot me.
>
> Consider it done.


long time ago..our gm's tried to run "quantum leap"
didn't really go far though

I ran an adv where the players had to rescue a scientist trapped in an
alternate world..only the world warriors were evil...and bison was a
hero known as the protector..go figure

mes
Group: streetfighter Message: 9683 From: Josh Diemert Date: 11/10/2000
Subject: Re: Campaigns
--- Steve Karstensen
<skarstensen@...> wrote:
>
> "Piiii-kaaaaa-yuuuuu-ken!"
>
> Somebody shoot me.
>


BANG!

heh-heh-heh...

__________________________________________________
Do You Yahoo!?
Thousands of Stores. Millions of Products. All in one Place.
http://shopping.yahoo.com/
Group: streetfighter Message: 9684 From: gero24@hotmail.com Date: 11/10/2000
Subject: Re: Campaigns
Pokemon? . . soon I could hunt the ever elusive evolving pokemon?

my little niece would have a riot, she is playing the Wizards of the
coast version and she says there is no room for growth.

if ya make it to digimon, than to pokemon. Then please send me a copy
too

Well thats my two cents,
Gero

--- In streetfighter@egroups.com, arkondloc@a... wrote:
> In a message dated 11/10/00 12:10:06 PM Central Standard Time,
> shinzite@y... writes:
>
> > I know this sounds stupid but i am planning to make a
> > Digimon Rpg using streetfighter.
> >
> > Cliff
>
> Little favor...
>
> Please send me a copy of the Rules; I want to see how they might
work for
> Pokemon...
>
> "Soon, the Paths shall stand revealed."
>
> Arkon, Dark Lord of Chaos; Keeper of Mysteries; Circuit Folklorist;
Seeker of
> the Lost Paths
Group: streetfighter Message: 9685 From: Jonathan Broster Date: 11/10/2000
Subject: Copy of SF rules wanted
Hi

I am new to the list, mainly because SF was never really distributed in
England and I have never actually seen a copy, but I would like to get hold
of one.

So could anyone out there sell me a copy or even a photocopy or tell me if
there is an online copy of the rules somewhere.

Thanks

Jon

http://www.geocities.com/jonbroster

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Group: streetfighter Message: 9686 From: Fred Chagnon Date: 11/10/2000
Subject: Re: Copy of SF rules wanted
| Hi
|
| I am new to the list, mainly because SF was never really distributed in
| England and I have never actually seen a copy, but I would like to get
| hold
| of one.
|
| So could anyone out there sell me a copy or even a photocopy or tell me
| if
| there is an online copy of the rules somewhere.

You've just asked the most popular question on this list.
Steve, is this covered in the FAQ?

The books are out print now, so if you can't find them in your local comic
book/hobby shops then you'll have to look online.
I suggest www.ebay.com

I found 3 of the sourcebooks there, and have since completed my collection.


Good luck.

___________________________________________________
Fred Chagnon "Only in RPGs does fighting
fchagnon@... make you a better person."
fchagnon@... - Peter Olafson
Group: streetfighter Message: 9687 From: Jens-Arthur Leirbakk Date: 11/10/2000
Subject: Re: About styles.
Actually, when talking about styles - Norway has actually two. Sure, Glima
is "from Iceland", but in reality it's a relic from the ancient Viking
times - it's really Norse. Anyways, there's a "special forces" variant
called Verndari which some joker in Oslo (capital of Norway) seems to
think is a good idea. Me, I'd lump it with special forces, together with
CQB, Krav Maga, Combato and all the others ;)

---
Jens-Arthur Leirbakk
leirbakk@...
Group: streetfighter Message: 9688 From: Jens-Arthur Leirbakk Date: 11/10/2000
Subject: Re: question for the undead background..
Sure, why not make him undead? Make him immune to dizzy, give him some
really hefty mods on social skills, subtract a few points mentally, and
you'd have a super-zombie. Heh. Perhaps I'll even do it in my campaign
some day.

---
Jens-Arthur Leirbakk
leirbakk@...
Group: streetfighter Message: 9689 From: mesmeron@hotmail.com Date: 11/11/2000
Subject: here's another question..
anybody run any cool adv. from movies??

or did anybody elsr run "perfect warrior?" if so what happened??

mes
Group: streetfighter Message: 9690 From: Mike Date: 11/11/2000
Subject: Re: here's another question..
I ran perfect warrior. It was cool. At one point one of the pcs got thrown
off the train during the fight. I had to run a little side thing with him
until he caught up with the team. It was actually really cool. The other
pcs thought he was dead. It was a whole seperate adventure with the one pc,
me as the gm and a few other players who joined. So during the final fight
with the main bad guy, theyre old team mate shows up with some other street
fighters as back up. It was pretty dramatic entrance. Which was good
because the main team was losing pretty badly.

-----Original Message-----
From: mesmeron@... [mailto:mesmeron@...]
Sent: Saturday, November 11, 2000 12:13 PM
To: streetfighter@egroups.com
Subject: [streetfighter] here's another question..



anybody run any cool adv. from movies??

or did anybody elsr run "perfect warrior?" if so what happened??

mes
Group: streetfighter Message: 9691 From: mesmeron@hotmail.com Date: 11/11/2000
Subject: Re: here's another question..
--- In streetfighter@egroups.com, "Mike" <morg@m...> wrote:
> I ran perfect warrior. It was cool. At one point one of the pcs
got thrown
> off the train during the fight. I had to run a little side thing
with him
> until he caught up with the team. It was actually really cool. The
other
> pcs thought he was dead. It was a whole seperate adventure with the
one pc,
> me as the gm and a few other players who joined. So during the
final fight
> with the main bad guy, theyre old team mate shows up with some other
street
> fighters as back up. It was pretty dramatic entrance. Which was
good
> because the main team was losing pretty badly.

cool I'm working on perfect warrior 2, when I ran it so much stuff
happened you just wouldn't believe!! I tried to combine a little bit
of "double team" with just a pinch of "replacement killers" (for pw2)
I think it'll be action packed..i'll tell you the results when I run
it!!
mes
>
> -----Original Message-----
> From: mesmeron@h... [mailto:mesmeron@h...]
> Sent: Saturday, November 11, 2000 12:13 PM
> To: streetfighter@egroups.com
> Subject: [streetfighter] here's another question..
>
>
>
> anybody run any cool adv. from movies??
>
> or did anybody elsr run "perfect warrior?" if so what happened??
>
> mes
Group: streetfighter Message: 9692 From: Bill Stagge Date: 11/12/2000
Subject: Re: Campaigns
BANG!!!!!!!!!!!!!!!!!!!!!!

>From: Steve Karstensen <skarstensen@...>
>Reply-To: streetfighter@egroups.com
>To: streetfighter@egroups.com
>Subject: RE: [streetfighter] Campaigns
>Date: Fri, 10 Nov 2000 14:40:52 -0500
>
>
>"Piiii-kaaaaa-yuuuuu-ken!"
>
>Somebody shoot me.
>
>-----Original Message-----
>From: arkondloc@... [mailto:arkondloc@...]
>Sent: Friday, November 10, 2000 2:37 PM
>To: streetfighter@egroups.com
>Subject: Re: [streetfighter] Campaigns
>
>
>In a message dated 11/10/00 12:10:06 PM Central Standard Time,
>shinzite@... writes:
>
> > I know this sounds stupid but i am planning to make a
> > Digimon Rpg using streetfighter.
> >
> > Cliff
>
>Little favor...
>
>Please send me a copy of the Rules; I want to see how they might work for
>Pokemon...
>
>"Soon, the Paths shall stand revealed."
>
>Arkon, Dark Lord of Chaos; Keeper of Mysteries; Circuit Folklorist; Seeker
>of
>the Lost Paths
>
>
>
>
>
>
>

_________________________________________________________________________
Get Your Private, Free E-mail from MSN Hotmail at http://www.hotmail.com

Share information about yourself, create your own public profile at
http://profiles.msn.com
Group: streetfighter Message: 9693 From: razaarfxz@hotmail.com Date: 11/12/2000
Subject: Re: Campaigns
>cliff rice <shinzite@y...> wrote:
> I know this sounds stupid but i am planning to make a
> Digimon Rpg using streetfighter.
>
> Cliff

heh.

Pokemon-bashing?
I want.
yay!
Give rules here!
pleez!

Herr Tevik
Group: streetfighter Message: 9694 From: razaarfxz@hotmail.com Date: 11/12/2000
Subject: Re: Fighting Stance
--- In streetfighter@egroups.com, cliff rice <shinzite@y...> wrote:
> Yeah but the mantace stance is good for strikes and
> sence the book wads all kung fu into one big lump.
> You could incorpirate that they automaticly assume the
> proper stance but i would lower all style lore
> difficulties by one cause everyone knows the cat
> stance is good for kicks and that the crane stance is
> good for punches. The +1 speed is a small bonus
> consitering that the opponent has a damn good idea
> what type of move the player will use.
>
> Cliff

Agreed.
I experience Irritation at this
generalization of Kung Fu.
It's all about effectivity.
You want to kick hard, stand like this.
You want to kick fast, stand like this.
You want good range, stand like this.
et cetera.
Also, it looks a lot cooler (imagined).
As suggested, you spend one round changing
stance, so basically you give your
opponent TWO rounds preparing for your attack.
I must try this.

-Herr Tevik
Group: streetfighter Message: 9695 From: mesmeron@hotmail.com Date: 11/12/2000
Subject: does anybody have any cool adv. ideas?
you know some action stuff that really worked in your adv.

mes
Group: streetfighter Message: 9696 From: Steve Karstensen Date: 11/12/2000
Subject: Re: Copy of SF rules wanted
it will be, yes. :)

-----Original Message-----
From: Fred Chagnon <fchagnon@...>
To: streetfighter@egroups.com <streetfighter@egroups.com>
Date: Friday, November 10, 2000 4:47 PM
Subject: Re: [streetfighter] Copy of SF rules wanted


>| Hi
>|
>| I am new to the list, mainly because SF was never really distributed in
>| England and I have never actually seen a copy, but I would like to get
>| hold
>| of one.
>|
>| So could anyone out there sell me a copy or even a photocopy or tell me
>| if
>| there is an online copy of the rules somewhere.
>
>You've just asked the most popular question on this list.
>Steve, is this covered in the FAQ?
>
>The books are out print now, so if you can't find them in your local comic
>book/hobby shops then you'll have to look online.
>I suggest www.ebay.com
>
>I found 3 of the sourcebooks there, and have since completed my collection.
>
>
>Good luck.
>
>___________________________________________________
>Fred Chagnon "Only in RPGs does fighting
>fchagnon@... make you a better person."
>fchagnon@... - Peter Olafson
>
>
>
>
>
Group: streetfighter Message: 9697 From: Fred Chagnon Date: 11/12/2000
Subject: Re: here's another question..
| I ran perfect warrior. It was cool. At one point one of the pcs got
| thrown
| off the train during the fight. I had to run a little side thing with
| him
| until he caught up with the team. It was actually really cool. The other
| pcs thought he was dead. It was a whole seperate adventure with the one
| pc,
| me as the gm and a few other players who joined. So during the final
| fight
| with the main bad guy, theyre old team mate shows up with some other
| street
| fighters as back up. It was pretty dramatic entrance. Which was good
| because the main team was losing pretty badly.

When PCs get seperated like that, do you experienced GMs actually speerate
the players? I played an AD&D campaign where, when the team (8 of us) split
up, we would actually split up the gametime so that while one group was
role playing, the other group was off doing other stuff, playing video
games or other exiting crap.

Basically one group never knew what the other group was doing.

It worked out well.

___________________________________________________
Fred Chagnon "Only in RPGs does fighting
fchagnon@... make you a better person."
fchagnon@... - Peter Olafson
Group: streetfighter Message: 9698 From: cliff rice Date: 11/12/2000
Subject: Digimon
The rules draft one.

Every digimon would have a groupe of maneuvers that
they could use naturallt when a creature digivolves
it it would gain access to bigger and better
maneuvers.

In the cartoon it seems that digimon dont instantly
digivolve they have to work into it sort of. So the
supermove rules work wonders in digimon. (the ones
from both Chris Hofmans Sf alpha conversion and from
the masters secrets. Digivolving costs a ceratin
ammount of super meter to use. The levels are as such.

Rooke:(lv 0) starting level at the beginning of the
fight. Normal character creation rules from SF.

Champion: (lv 1) At this level the digimon would gain
+3 pips to spread around Any attribute depending on
the Type of digimon it is. (ie agumon might gain +2
strength and +1 Stamina for digivolving into Greymon)

Ultimate: (lv 2) At this level the digimon gains
another +3 pips. So for Greymon digivolving to
metalgreymon he might gain a +1 to strength and a +2
to to stamina.

Mega: (lv 3) At this level the digimon becomes much
more powerfull Gaining an aditional +6 to to spread
arround attributes. And an aditonal 3 maneuvers he may
gain acces to. For example metal grey mon digivolvs to
war greymon and gains a +2 to all physical attributes.


Digivolving maneuvers:
a digimons attack stays relativly the same throughout
the digimons life. when he digivolvs into a stronger
form his powers also change. here is an example.

Agumon = Greymon = MetalGreymon = Wargreymon
fireball = Imp fireball = Inferno strike = Kaiser
wave
(peper flaim) = Nova flaim = Gigablaster= Tera Force

Form spacific maneuvers.
Certain maneuvers can only be used certain forms for
example. both metal and war gerymon could fly while
the others could not. The character may but the move
but may only use it on a specific form.

Sample digimon format.
Agumon

Chi: 4
Will: 3

Maneuvers
Punch
Claw slash. 1
Buffalo Punch. 1
Kick
None
Grab
None
Block
None
Athletics
Jump 1
Focus
Fireball 3 (digivolve maneuver)
(imp fireball, inferno strike, Kaiser wave.)
Yoga Flaim 3
Repeating Fireball 5

Form spacific moves
Metal greymon, wargreymon
Focus
Flight 3
War greymon only
Psycho Crusher 5
Pk Channeling 3

Sample digimon

Agumon
Str: 4 (6/7/9) Dex: 4 (4/4/6), Sta: 5 (6/8/10)
Cha: 3, Man: 2, App: 1, Per: 3, Int: 4, Wits: 4

Abilitys
Forage: 3, Intimidate: 3, Digilore: 4, Interogation: 2
Survival: 3

Techniques: Punch: 4, Block, 4, Athletics: 3, Grab: 1
Focus: 5

Maneuvers: Claw slash, Jump, Fireball(digivolve),
(fly),(Psycho Crusher),(Pk Channeling)

Chi: 8, Will: 9 Health: 19

Combos: Cwaw slash to fireball (dizzy.)


__________________________________________________
Do You Yahoo!?
Yahoo! Calendar - Get organized for the holidays!
http://calendar.yahoo.com/
Group: streetfighter Message: 9699 From: cliff rice Date: 11/13/2000
Subject: Re: does anybody have any cool adv. ideas?
This goes against the grain of streetfighter but a
comidy game where the fights take a back seat to
humor.
the character have but one fight on the average per 6
or so sessions. and the rest of the time its like love
triangles and rivalrys that cannot be easily disputed
by fights. For example lets say that ryu is in love
with chun-li. But this friend of chun-li also loves
her but he cant fight Ryu can instantly cream this guy
but chun-li would feel sorry for him and Nurse him
back to healt every time Ryu beat his bottom so ryu
would have to come up with other ways to take care of
him. Perhaps set him up with ryu's sumor wrestling
cousin Nyoko "GoddesZilla" Hitome, The humor would fly
bot the trick would be to make it by the end of the
adventure that as far as the relationship went nothing
changed but ryu would have to try newer increasingly
funny crap.

Cliff
--- mesmeron@... wrote:
>
>
> you know some action stuff that really worked in
> your adv.
>
> mes
>
>


__________________________________________________
Do You Yahoo!?
Yahoo! Calendar - Get organized for the holidays!
http://calendar.yahoo.com/
Group: streetfighter Message: 9700 From: Jeff Yurkiw Date: 11/13/2000
Subject: Re: does anybody have any cool adv. ideas?
I did a short lived ranma 1/2 campaign once. the majority of the adventures consisted of beating the hell out of Happy and keeping him off of the female characters.
 
I never actually did get around to getting the male characters engaged to hords of availiable single (completely nuts) women... Oh well...
 
Jeff
----- Original Message -----
From: cliff rice
Sent: Sunday, November 12, 2000 9:21 PM
Subject: Re: [streetfighter] does anybody have any cool adv. ideas?

This goes against the grain of streetfighter but a
comidy game where the fights take a back seat to
humor.
the character have but one fight on the average per 6
or so sessions. and the rest of the time its like love
triangles and rivalrys that cannot be easily disputed
by fights. For example lets say that ryu is in love
with chun-li. But this friend of chun-li also loves
her but he cant fight Ryu can instantly cream this guy
but chun-li would feel sorry for him and Nurse him
back to healt every time Ryu beat his bottom so ryu
would have to come up with other ways to take care of
him. Perhaps set him up with ryu's sumor wrestling
cousin Nyoko "GoddesZilla" Hitome, The humor would fly
bot the trick would be to make it by the end of the
adventure that as far as the relationship went nothing
changed but ryu would have to try newer increasingly
funny crap.

Cliff
--- mesmeron@... wrote:
>
>
> you know some action stuff that really worked in
> your adv.
>
> mes
>
>


__________________________________________________
Do You Yahoo!?
Yahoo! Calendar - Get organized for the holidays!
http://calendar.yahoo.com/

Group: streetfighter Message: 9701 From: postmaster@qesmansfield.schoolzone.co.uk Date: 11/13/2000
Subject: subscriptions made in error
Please remove from your mailing lists all requests for newsletters from everyone@...
These requests were made in error by some of our pupils.
Thank You.
Group: streetfighter Message: 9702 From: razaarfxz@hotmail.com Date: 11/13/2000
Subject: Re: does anybody have any cool adv. ideas?
--- In streetfighter@egroups.com, mesmeron@h... wrote:
>
>
> you know some action stuff that really worked in your adv.
>
> mes

Was thinking of doing Star Wars with
the SF-RPG system.
Focus for Force.
The trouble started with alien martial arts,
but this needn't be a problem as
one could rename some of the styles.

Haven't had the opportunity to
try this yet, maybe soon.

Herr Tevik
Group: streetfighter Message: 9703 From: Steve Karstensen Date: 11/13/2000
Subject: Re: does anybody have any cool adv. ideas?
been there, done that. :)

I've run an SF/Star Wars crossover, and I've also adapted Star Wars to the
regular Storyteller system using a hybrid of the original West End Force
rules and the ranking system from Mage: the Ascension.

One of these days I'll post it to my site.

-----Original Message-----
From: razaarfxz@... [mailto:razaarfxz@...]
Sent: Monday, November 13, 2000 5:34 AM
To: streetfighter@egroups.com
Subject: [streetfighter] Re: does anybody have any cool adv. ideas?


--- In streetfighter@egroups.com, mesmeron@h... wrote:
>
>
> you know some action stuff that really worked in your adv.
>
> mes

Was thinking of doing Star Wars with
the SF-RPG system.
Focus for Force.
The trouble started with alien martial arts,
but this needn't be a problem as
one could rename some of the styles.

Haven't had the opportunity to
try this yet, maybe soon.

Herr Tevik
Group: streetfighter Message: 9704 From: mesmeron@hotmail.com Date: 11/13/2000
Subject: Re: does anybody have any cool adv. ideas?
--- In streetfighter@egroups.com, Steve Karstensen <skarstensen@c...>
wrote:
>
> been there, done that. :)
>
> I've run an SF/Star Wars crossover, and I've also adapted Star Wars
to the
> regular Storyteller system using a hybrid of the original West End
Force
> rules and the ranking system from Mage: the Ascension.
>
> One of these days I'll post it to my site.


why not just run the actual star wars rpg, and avoid the headache??
some things just take too much work to convert to street fighter
mes
>
> -----Original Message-----
> From: razaarfxz@h... [mailto:razaarfxz@h...]
> Sent: Monday, November 13, 2000 5:34 AM
> To: streetfighter@egroups.com
> Subject: [streetfighter] Re: does anybody have any cool adv. ideas?
>
>
> --- In streetfighter@egroups.com, mesmeron@h... wrote:
> >
> >
> > you know some action stuff that really worked in your adv.
> >
> > mes
>
> Was thinking of doing Star Wars with
> the SF-RPG system.
> Focus for Force.
> The trouble started with alien martial arts,
> but this needn't be a problem as
> one could rename some of the styles.
>
> Haven't had the opportunity to
> try this yet, maybe soon.
>
> Herr Tevik
Group: streetfighter Message: 9705 From: Steve Karstensen Date: 11/13/2000
Subject: Re: does anybody have any cool adv. ideas?
because I *have* run the actual Star Wars RPG and the resulting headache was
what inspired me to convert it to Storyteller. The West End system is ugly
as hell, and it didn't work any better for Men in Black than it did for Star
Wars...

-----Original Message-----
From: mesmeron@... [mailto:mesmeron@...]
Sent: Monday, November 13, 2000 12:15 PM
To: streetfighter@egroups.com
Subject: [streetfighter] Re: does anybody have any cool adv. ideas?


--- In streetfighter@egroups.com, Steve Karstensen <skarstensen@c...>
wrote:
>
> been there, done that. :)
>
> I've run an SF/Star Wars crossover, and I've also adapted Star Wars
to the
> regular Storyteller system using a hybrid of the original West End
Force
> rules and the ranking system from Mage: the Ascension.
>
> One of these days I'll post it to my site.


why not just run the actual star wars rpg, and avoid the headache??
some things just take too much work to convert to street fighter
mes
>
> -----Original Message-----
> From: razaarfxz@h... [mailto:razaarfxz@h...]
> Sent: Monday, November 13, 2000 5:34 AM
> To: streetfighter@egroups.com
> Subject: [streetfighter] Re: does anybody have any cool adv. ideas?
>
>
> --- In streetfighter@egroups.com, mesmeron@h... wrote:
> >
> >
> > you know some action stuff that really worked in your adv.
> >
> > mes
>
> Was thinking of doing Star Wars with
> the SF-RPG system.
> Focus for Force.
> The trouble started with alien martial arts,
> but this needn't be a problem as
> one could rename some of the styles.
>
> Haven't had the opportunity to
> try this yet, maybe soon.
>
> Herr Tevik
Group: streetfighter Message: 9706 From: gero24@hotmail.com Date: 11/13/2000
Subject: Re: does anybody have any cool adv. ideas?
perhaps, but it works very well with the DC Heros rules, and they
have an exstensive maneuver area that characters can learn

thats my two cents . .
Gero

** Steve Karstensen wrote:
because I *have* run the actual Star Wars RPG
and the resulting headache was what inspired
me to convert it to Storyteller. The West End
system is ugly as hell, and it didn't work any
better for Men in Black than it did for Star Wars...
Group: streetfighter Message: 9707 From: Steve Karstensen Date: 11/13/2000
Subject: Re: does anybody have any cool adv. ideas?
DC Heroes? Isn't that the one where you use a matrix table to figure out
the result of any skill check, and the attributes progress geometrically so
that a guy with Str 4 can mildly irritate a small child with a full-on
punch, but a Str 5 guy can knock out Mike Tyson with a sneeze?

I'll pass. ;)

-----Original Message-----
From: gero24@... [mailto:gero24@...]
Sent: Monday, November 13, 2000 1:48 PM
To: streetfighter@egroups.com
Subject: [streetfighter] Re: does anybody have any cool adv. ideas?


perhaps, but it works very well with the DC Heros rules, and they
have an exstensive maneuver area that characters can learn

thats my two cents . .
Gero

** Steve Karstensen wrote:
because I *have* run the actual Star Wars RPG
and the resulting headache was what inspired
me to convert it to Storyteller. The West End
system is ugly as hell, and it didn't work any
better for Men in Black than it did for Star Wars...
Group: streetfighter Message: 9708 From: J. Scott Pittman Date: 11/13/2000
Subject: Re: does anybody have any cool adv. ideas?
DC Heroes is one of the best systems ever! Why?
 
1. The effects are much more realistic than those mentioned by Steve (no offense).
2. It can be very easily converted to almost any system.
3. You can make characters with almost any power level and the numbers stay small
4. It's a simple system
5. It has rules for role-playing as well as combat mechanics, like player-initiated subplots
 
J. Scott Pittman
EPICS game designer and professional artist
Get the EPICS RPG and your own professional character sketch at:
www.dragonslayergames.com
"Deserve to Survive"
----- Original Message -----
Sent: Monday, November 13, 2000 12:10 PM
Subject: RE: [streetfighter] Re: does anybody have any cool adv. ideas?


DC Heroes?  Isn't that the one where you use a matrix table to figure out
the result of any skill check, and the attributes progress geometrically so
that a guy with Str 4 can mildly irritate a small child with a full-on
punch, but a Str 5 guy can knock out Mike Tyson with a sneeze?

I'll pass. ;)

-----Original Message-----
From: gero24@... [mailto:gero24@...]
Sent: Monday, November 13, 2000 1:48 PM
To: streetfighter@egroups.com
Subject: [streetfighter] Re: does anybody have any cool adv. ideas?


perhaps, but it works very well with the DC Heros rules, and they
have an exstensive maneuver area that characters can learn

thats my two cents . .
Gero

** Steve Karstensen wrote:
because I *have* run the actual Star Wars RPG
and the resulting headache was what inspired
me to convert it to Storyteller.  The West End
system is ugly as hell, and it didn't work any
better for Men in Black than it did for Star Wars...






Group: streetfighter Message: 9709 From: Steve Karstensen Date: 11/13/2000
Subject: Re: does anybody have any cool adv. ideas?
hehe, I'm prone to exaggerate.  But all I remember of the DC system is looking over the rules and seeing many matrices, and that the attribute system was "1: character can be slaughtered by a small rodent.  30: Character can obliterate the galaxt when he farts."
 
good for a superheroes game where the universe has near-Godlike beings, I suppose... just stick with the up-to-10 ratings for the mere mortals.
 
And it was funny how they went out of their way to remind you that while Batman was mortal, he had tens in everything. :)
-----Original Message-----
From: J. Scott Pittman [mailto:joespitt@...]
Sent: Monday, November 13, 2000 5:31 PM
To: streetfighter@egroups.com
Subject: Re: [streetfighter] Re: does anybody have any cool adv. ideas?

DC Heroes is one of the best systems ever! Why?
 
1. The effects are much more realistic than those mentioned by Steve (no offense).
2. It can be very easily converted to almost any system.
3. You can make characters with almost any power level and the numbers stay small
4. It's a simple system
5. It has rules for role-playing as well as combat mechanics, like player-initiated subplots
 
J. Scott Pittman
EPICS game designer and professional artist
Get the EPICS RPG and your own professional character sketch at:
www.dragonslayergames.com
"Deserve to Survive"
----- Original Message -----
Sent: Monday, November 13, 2000 12:10 PM
Subject: RE: [streetfighter] Re: does anybody have any cool adv. ideas?


DC Heroes?  Isn't that the one where you use a matrix table to figure out
the result of any skill check, and the attributes progress geometrically so
that a guy with Str 4 can mildly irritate a small child with a full-on
punch, but a Str 5 guy can knock out Mike Tyson with a sneeze?

I'll pass. ;)

-----Original Message-----
From: gero24@... [mailto:gero24@...]
Sent: Monday, November 13, 2000 1:48 PM
To: streetfighter@egroups.com
Subject: [streetfighter] Re: does anybody have any cool adv. ideas?


perhaps, but it works very well with the DC Heros rules, and they
have an exstensive maneuver area that characters can learn

thats my two cents . .
Gero

** Steve Karstensen wrote:
because I *have* run the actual Star Wars RPG
and the resulting headache was what inspired
me to convert it to Storyteller.  The West End
system is ugly as hell, and it didn't work any
better for Men in Black than it did for Star Wars...







Group: streetfighter Message: 9710 From: Mike Date: 11/13/2000
Subject: Re: does anybody have any cool adv. ideas?
Are we talking about the old DC system by Mayfair now called Blood of Heroes by Pulsar games or the new DC Heroes by WEG? WEG uses a modified version of the old Star Wars rules. Works much better in my opinion.
-----Original Message-----
From: Steve Karstensen [mailto:skarstensen@...]
Sent: Monday, November 13, 2000 3:44 PM
To: streetfighter@egroups.com
Subject: RE: [streetfighter] Re: does anybody have any cool adv. ideas?

hehe, I'm prone to exaggerate.  But all I remember of the DC system is looking over the rules and seeing many matrices, and that the attribute system was "1: character can be slaughtered by a small rodent.  30: Character can obliterate the galaxt when he farts."
 
good for a superheroes game where the universe has near-Godlike beings, I suppose... just stick with the up-to-10 ratings for the mere mortals.
 
And it was funny how they went out of their way to remind you that while Batman was mortal, he had tens in everything. :)
-----Original Message-----
From: J. Scott Pittman [mailto:joespitt@...]
Sent: Monday, November 13, 2000 5:31 PM
To: streetfighter@egroups.com
Subject: Re: [streetfighter] Re: does anybody have any cool adv. ideas?

DC Heroes is one of the best systems ever! Why?
 
1. The effects are much more realistic than those mentioned by Steve (no offense).
2. It can be very easily converted to almost any system.
3. You can make characters with almost any power level and the numbers stay small
4. It's a simple system
5. It has rules for role-playing as well as combat mechanics, like player-initiated subplots
 
J. Scott Pittman
EPICS game designer and professional artist
Get the EPICS RPG and your own professional character sketch at:
www.dragonslayergames.com
"Deserve to Survive"
----- Original Message -----
Sent: Monday, November 13, 2000 12:10 PM
Subject: RE: [streetfighter] Re: does anybody have any cool adv. ideas?


DC Heroes?  Isn't that the one where you use a matrix table to figure out
the result of any skill check, and the attributes progress geometrically so
that a guy with Str 4 can mildly irritate a small child with a full-on
punch, but a Str 5 guy can knock out Mike Tyson with a sneeze?

I'll pass. ;)

-----Original Message-----
From: gero24@... [mailto:gero24@...]
Sent: Monday, November 13, 2000 1:48 PM
To: streetfighter@egroups.com
Subject: [streetfighter] Re: does anybody have any cool adv. ideas?


perhaps, but it works very well with the DC Heros rules, and they
have an exstensive maneuver area that characters can learn

thats my two cents . .
Gero

** Steve Karstensen wrote:
because I *have* run the actual Star Wars RPG
and the resulting headache was what inspired
me to convert it to Storyteller.  The West End
system is ugly as hell, and it didn't work any
better for Men in Black than it did for Star Wars...








Group: streetfighter Message: 9711 From: Steve Karstensen Date: 11/13/2000
Subject: Re: does anybody have any cool adv. ideas?
...
 
I *think* we're talking two different systems.  I haven't seen a copy of DC Heroes in years.
 
I'm talking about the old one.  If it's changed since then, I have no comment.
 
:)
 
using the WEG d6-based system isn't as bad, but I never liked the WEG system.  didn't work for Star Wars, didn't work for MiB, dunno how it works for DCH.
-----Original Message-----
From: Mike [mailto:morg@...]
Sent: Monday, November 13, 2000 4:47 PM
To: streetfighter@egroups.com
Subject: RE: [streetfighter] Re: does anybody have any cool adv. ideas?

Are we talking about the old DC system by Mayfair now called Blood of Heroes by Pulsar games or the new DC Heroes by WEG? WEG uses a modified version of the old Star Wars rules. Works much better in my opinion.
-----Original Message-----
From: Steve Karstensen [mailto:skarstensen@...]
Sent: Monday, November 13, 2000 3:44 PM
To: streetfighter@egroups.com
Subject: RE: [streetfighter] Re: does anybody have any cool adv. ideas?

hehe, I'm prone to exaggerate.  But all I remember of the DC system is looking over the rules and seeing many matrices, and that the attribute system was "1: character can be slaughtered by a small rodent.  30: Character can obliterate the galaxt when he farts."
 
good for a superheroes game where the universe has near-Godlike beings, I suppose... just stick with the up-to-10 ratings for the mere mortals.
 
And it was funny how they went out of their way to remind you that while Batman was mortal, he had tens in everything. :)
-----Original Message-----
From: J. Scott Pittman [mailto:joespitt@...]
Sent: Monday, November 13, 2000 5:31 PM
To: streetfighter@egroups.com
Subject: Re: [streetfighter] Re: does anybody have any cool adv. ideas?

DC Heroes is one of the best systems ever! Why?
 
1. The effects are much more realistic than those mentioned by Steve (no offense).
2. It can be very easily converted to almost any system.
3. You can make characters with almost any power level and the numbers stay small
4. It's a simple system
5. It has rules for role-playing as well as combat mechanics, like player-initiated subplots
 
J. Scott Pittman
EPICS game designer and professional artist
Get the EPICS RPG and your own professional character sketch at:
www.dragonslayergames.com
"Deserve to Survive"
----- Original Message -----
Sent: Monday, November 13, 2000 12:10 PM
Subject: RE: [streetfighter] Re: does anybody have any cool adv. ideas?


DC Heroes?  Isn't that the one where you use a matrix table to figure out
the result of any skill check, and the attributes progress geometrically so
that a guy with Str 4 can mildly irritate a small child with a full-on
punch, but a Str 5 guy can knock out Mike Tyson with a sneeze?

I'll pass. ;)

-----Original Message-----
From: gero24@... [mailto:gero24@...]
Sent: Monday, November 13, 2000 1:48 PM
To: streetfighter@egroups.com
Subject: [streetfighter] Re: does anybody have any cool adv. ideas?


perhaps, but it works very well with the DC Heros rules, and they
have an exstensive maneuver area that characters can learn

thats my two cents . .
Gero

** Steve Karstensen wrote:
because I *have* run the actual Star Wars RPG
and the resulting headache was what inspired
me to convert it to Storyteller.  The West End
system is ugly as hell, and it didn't work any
better for Men in Black than it did for Star Wars...









Group: streetfighter Message: 9712 From: Mike Date: 11/13/2000
Subject: WEG [OT]
Yeah, your thinking of the old Mayfair game that used the MEGS system. I personally dont mind it.
 
The new DC Heroes has changed the WEG system a bit. Instead of adding up what you roll, you added up successes and they actually have health points wich was one of my biggest problems with the old d6 system.
-----Original Message-----
From: Steve Karstensen [mailto:skarstensen@...]
Sent: Monday, November 13, 2000 4:43 PM
To: streetfighter@egroups.com
Subject: RE: [streetfighter] Re: does anybody have any cool adv. ideas?

...
 
I *think* we're talking two different systems.  I haven't seen a copy of DC Heroes in years.
 
I'm talking about the old one.  If it's changed since then, I have no comment.
 
:)
 
using the WEG d6-based system isn't as bad, but I never liked the WEG system.  didn't work for Star Wars, didn't work for MiB, dunno how it works for DCH.
-----Original Message-----
From: Mike [mailto:morg@...]
Sent: Monday, November 13, 2000 4:47 PM
To: streetfighter@egroups.com
Subject: RE: [streetfighter] Re: does anybody have any cool adv. ideas?

Are we talking about the old DC system by Mayfair now called Blood of Heroes by Pulsar games or the new DC Heroes by WEG? WEG uses a modified version of the old Star Wars rules. Works much better in my opinion.
-----Original Message-----
From: Steve Karstensen [mailto:skarstensen@...]
Sent: Monday, November 13, 2000 3:44 PM
To: streetfighter@egroups.com
Subject: RE: [streetfighter] Re: does anybody have any cool adv. ideas?

hehe, I'm prone to exaggerate.  But all I remember of the DC system is looking over the rules and seeing many matrices, and that the attribute system was "1: character can be slaughtered by a small rodent.  30: Character can obliterate the galaxt when he farts."
 
good for a superheroes game where the universe has near-Godlike beings, I suppose... just stick with the up-to-10 ratings for the mere mortals.
 
And it was funny how they went out of their way to remind you that while Batman was mortal, he had tens in everything. :)
-----Original Message-----
From: J. Scott Pittman [mailto:joespitt@...]
Sent: Monday, November 13, 2000 5:31 PM
To: streetfighter@egroups.com
Subject: Re: [streetfighter] Re: does anybody have any cool adv. ideas?

DC Heroes is one of the best systems ever! Why?
 
1. The effects are much more realistic than those mentioned by Steve (no offense).
2. It can be very easily converted to almost any system.
3. You can make characters with almost any power level and the numbers stay small
4. It's a simple system
5. It has rules for role-playing as well as combat mechanics, like player-initiated subplots
 
J. Scott Pittman
EPICS game designer and professional artist
Get the EPICS RPG and your own professional character sketch at:
www.dragonslayergames.com
"Deserve to Survive"
----- Original Message -----
Sent: Monday, November 13, 2000 12:10 PM
Subject: RE: [streetfighter] Re: does anybody have any cool adv. ideas?


DC Heroes?  Isn't that the one where you use a matrix table to figure out
the result of any skill check, and the attributes progress geometrically so
that a guy with Str 4 can mildly irritate a small child with a full-on
punch, but a Str 5 guy can knock out Mike Tyson with a sneeze?

I'll pass. ;)

-----Original Message-----
From: gero24@... [mailto:gero24@...]
Sent: Monday, November 13, 2000 1:48 PM
To: streetfighter@egroups.com
Subject: [streetfighter] Re: does anybody have any cool adv. ideas?


perhaps, but it works very well with the DC Heros rules, and they
have an exstensive maneuver area that characters can learn

thats my two cents . .
Gero

** Steve Karstensen wrote:
because I *have* run the actual Star Wars RPG
and the resulting headache was what inspired
me to convert it to Storyteller.  The West End
system is ugly as hell, and it didn't work any
better for Men in Black than it did for Star Wars...