You can interrupt someone at any point during their action. They can also
abort at any time during *their* action up until the point they've finished
or rolled damage.
If my move rating is ten, and someone interrupts me after I've moved nine
hexes, I can still abort to a Jump and move, say, another five. I
technically haven't finished my move so this is allowed.
-----Original Message-----
From: J. Scott Pittman [mailto:joespitt@...]
Sent: Thursday, February 10, 2000 12:29 PM
To: streetfighter@egroups.com
Subject: [streetfighter] Re: Offical Rules Discussion
Steve wrote:
>>In
addition, did you know that you can play a Move, move your full allotted
movement, Abort to a Jump, then move your Jump's allotted movement? You
can. (that'll be good for another week's worth of debate...)
Sigh, and so it begins...
No way! Once you have COMPLETED the FULL movement of Move then you are
through with the Maneuver... you chose NOT to abort it, because the Maneuver
has completed doing everything it could possibly do. You can't Abort
something DURING if it's DONE. This is exactly why the character with the
highest Speed is allowed to wait to interrupt. So you can choose a Maneuver
like Move and then wait to see if that was a good idea, if not, aborting to
a defense that suits you.
>
>you're trying to give me a migraine, aren't you?
>
>-----Original Message-----
>From: Jade M Prout [mailto:twitchboy@...]
>Sent: Wednesday, February 09, 2000 7:45 PM
>To: streetfighter@egroups.com
>Subject: [streetfighter] Re: Offical Rules Discussion
>
>
>"NOW I WRITE: It has always been my understanding that the "1-Willpower per
>turn" rule was supposed to prevent you from Aborting from a Maneuver with a
>Willpower Cost... that you are so focused on and committed to the attack
>that you can't abruptly decide to do something else."
>
>whatever maneuver you abort to becomes your maneuver for that turn. You
are
>considered to never have made the other attack. You aborted it, remember?
>
>"However, until recently I wholeheartedly believed that you could make an
>attack, roll damage, then spend 1 Willpower to Abort to Jump or Block. And
>since this is apparently WRONG (despite what is written on p.139) then
there
>is NO official rule in place to prevent someone from Aborting from a
>Lightning Leg or other Will-fueled Maneuver... After all, if the attack is
>not made, no Cost is paid."
>
>exactly.
>
>"Obviously, people are now talking about the "fact" that Maneuvers with
>bonuses to Move should warrant Willpower expenditure. Why? Every Street
>Fighter in the world has a Maneuver called "Move" which gives them a PLUS
>THREE bonus to their move, and it does NOT require Willpower expenditure."
>
>it also does no damage. I don't mind if Mungo wants to run around the
arena
>twelve hexes at a time every turn. It's if he's getting a twelve-die
attack
>roll at the end of that twelve-hex move that I'm not going to be happy. In
>addition, did you know that you can play a Move, move your full allotted
>movement, Abort to a Jump, then move your Jump's allotted movement? You
>can. (that'll be good for another week's worth of debate...)
>
>"Furthermore, anyone with 4 Experience Points can learn to Jump, allowing
>them to hurtle through the air and deliver flying attacks. Isn't a Jumping
>Roundhouse extraordinarily physically demanding? Why not make THAT cost
>Willpower while we're at it? Here's why not: Rolling Attack and Beast Roll
>are UNREALISTIC! Why go out of our minds trying to make a realistic rule
to
>govern a fantasy-based Maneuver?"
>
>...
>
>"But like anything else, it's ultimately up to the Storyteller to make a
>call like that."
>
>Storyteller System games have never stood up well to intense rules
If my move rating is ten, and someone interrupts me after I've moved nine
hexes, I can still abort to a Jump and move, say, another five. I
technically haven't finished my move so this is allowed.
>
>You can interrupt someone at any point during their action. They can also
>abort at any time during *their* action up until the point they've finished
>or rolled damage.
>
>If my move rating is ten, and someone interrupts me after I've moved nine
>hexes, I can still abort to a Jump and move, say, another five. I
>technically haven't finished my move so this is allowed.
>
>-----Original Message-----
>From: J. Scott Pittman [mailto:joespitt@...]
>Sent: Thursday, February 10, 2000 12:29 PM
>To: streetfighter@egroups.com
>Subject: [streetfighter] Re: Offical Rules Discussion
>
>
>Steve wrote:
>>>In
>addition, did you know that you can play a Move, move your full allotted
>movement, Abort to a Jump, then move your Jump's allotted movement? You
>can. (that'll be good for another week's worth of debate...)
>
>Sigh, and so it begins...
>No way! Once you have COMPLETED the FULL movement of Move then you are
>through with the Maneuver... you chose NOT to abort it, because the
Maneuver
>has completed doing everything it could possibly do. You can't Abort
>something DURING if it's DONE. This is exactly why the character with the
>highest Speed is allowed to wait to interrupt. So you can choose a Maneuver
>like Move and then wait to see if that was a good idea, if not, aborting to
>a defense that suits you.
>
>J. Scott Pittman
>Game Designer, Writer, Artist
>Visit the Street Fighter:Dogs of War page at:
>http://www.tsixroads.com/~joespitt/StreetFighter.htm
>"Oh, you want a little fisticuffs?" - Mr. Furious
>
>-----Original Message-----
>From: Steve Karstensen <skarstensen@...>
>To: streetfighter@egroups.com <streetfighter@egroups.com>
>Date: Thursday, February 10, 2000 6:06 AM
>Subject: [streetfighter] Re: Offical Rules Discussion
>
>
>>
>>you're trying to give me a migraine, aren't you?
>>
>>-----Original Message-----
>>From: Jade M Prout [mailto:twitchboy@...]
>>Sent: Wednesday, February 09, 2000 7:45 PM
>>To: streetfighter@egroups.com
>>Subject: [streetfighter] Re: Offical Rules Discussion
>>
>>
>>"NOW I WRITE: It has always been my understanding that the "1-Willpower
per
>>turn" rule was supposed to prevent you from Aborting from a Maneuver with
a
>>Willpower Cost... that you are so focused on and committed to the attack
>>that you can't abruptly decide to do something else."
>>
>>whatever maneuver you abort to becomes your maneuver for that turn. You
>are
>>considered to never have made the other attack. You aborted it, remember?
>>
>>"However, until recently I wholeheartedly believed that you could make an
>>attack, roll damage, then spend 1 Willpower to Abort to Jump or Block.
And
>>since this is apparently WRONG (despite what is written on p.139) then
>there
>>is NO official rule in place to prevent someone from Aborting from a
>>Lightning Leg or other Will-fueled Maneuver... After all, if the attack
is
>>not made, no Cost is paid."
>>
>>exactly.
>>
>>"Obviously, people are now talking about the "fact" that Maneuvers with
>>bonuses to Move should warrant Willpower expenditure. Why? Every Street
>>Fighter in the world has a Maneuver called "Move" which gives them a PLUS
>>THREE bonus to their move, and it does NOT require Willpower expenditure."
>>
>>it also does no damage. I don't mind if Mungo wants to run around the
>arena
>>twelve hexes at a time every turn. It's if he's getting a twelve-die
>attack
>>roll at the end of that twelve-hex move that I'm not going to be happy.
In
>>addition, did you know that you can play a Move, move your full allotted
>>movement, Abort to a Jump, then move your Jump's allotted movement? You
>>can. (that'll be good for another week's worth of debate...)
>>
>>"Furthermore, anyone with 4 Experience Points can learn to Jump, allowing
>>them to hurtle through the air and deliver flying attacks. Isn't a
Jumping
>>Roundhouse extraordinarily physically demanding? Why not make THAT cost
>>Willpower while we're at it? Here's why not: Rolling Attack and Beast
ack. I just scanned over what I originally wrote. I didn't mean to say
"full alotted movement", I meant to say "close to full alotted movement". I
just meant you could move a fairly obscene distance with a combo of
Move/Abort to Jump.
These nitpicking discussions with Jade are frying my brain...
-----Original Message-----
From: J. Scott Pittman [mailto:joespitt@...]
Sent: Thursday, February 10, 2000 2:21 PM
To: streetfighter@egroups.com
Subject: [streetfighter] Re: Offical Rules Discussion
If my move rating is ten, and someone interrupts me after I've moved nine
hexes, I can still abort to a Jump and move, say, another five. I
technically haven't finished my move so this is allowed.
>
>You can interrupt someone at any point during their action. They can also
>abort at any time during *their* action up until the point they've finished
>or rolled damage.
>
>If my move rating is ten, and someone interrupts me after I've moved nine
>hexes, I can still abort to a Jump and move, say, another five. I
>technically haven't finished my move so this is allowed.
>
>-----Original Message-----
>From: J. Scott Pittman [mailto:joespitt@...]
>Sent: Thursday, February 10, 2000 12:29 PM
>To: streetfighter@egroups.com
>Subject: [streetfighter] Re: Offical Rules Discussion
>
>
>Steve wrote:
>>>In
>addition, did you know that you can play a Move, move your full allotted
>movement, Abort to a Jump, then move your Jump's allotted movement? You
>can. (that'll be good for another week's worth of debate...)
>
>Sigh, and so it begins...
>No way! Once you have COMPLETED the FULL movement of Move then you are
>through with the Maneuver... you chose NOT to abort it, because the
Maneuver
>has completed doing everything it could possibly do. You can't Abort
>something DURING if it's DONE. This is exactly why the character with the
>highest Speed is allowed to wait to interrupt. So you can choose a Maneuver
>like Move and then wait to see if that was a good idea, if not, aborting to
>a defense that suits you.
>
>J. Scott Pittman
>Game Designer, Writer, Artist
>Visit the Street Fighter:Dogs of War page at:
>http://www.tsixroads.com/~joespitt/StreetFighter.htm
>"Oh, you want a little fisticuffs?" - Mr. Furious
>
>-----Original Message-----
>From: Steve Karstensen <skarstensen@...>
>To: streetfighter@egroups.com <streetfighter@egroups.com>
>Date: Thursday, February 10, 2000 6:06 AM
>Subject: [streetfighter] Re: Offical Rules Discussion
>
>
>>
>>you're trying to give me a migraine, aren't you?
>>
>>-----Original Message-----
>>From: Jade M Prout [mailto:twitchboy@...]
>>Sent: Wednesday, February 09, 2000 7:45 PM
>>To: streetfighter@egroups.com
>>Subject: [streetfighter] Re: Offical Rules Discussion
>>
>>
>>"NOW I WRITE: It has always been my understanding that the "1-Willpower
per
>>turn" rule was supposed to prevent you from Aborting from a Maneuver with
a
>>Willpower Cost... that you are so focused on and committed to the attack
>>that you can't abruptly decide to do something else."
>>
>>whatever maneuver you abort to becomes your maneuver for that turn. You
>are
>>considered to never have made the other attack. You aborted it, remember?
>>
>>"However, until recently I wholeheartedly believed that you could make an
>>attack, roll damage, then spend 1 Willpower to Abort to Jump or Block.
And
>>since this is apparently WRONG (despite what is written on p.139) then
>there
>>is NO official rule in place to prevent someone from Aborting from a
>>Lightning Leg or other Will-fueled Maneuver... After all, if the attack
is
>>not made, no Cost is paid."
>>
>>exactly.
>>
>>"Obviously, people are now talking about the "fact" that Maneuvers with
>>bonuses to Move should warrant Willpower expenditure. Why? Every Street
>>Fighter in the world has a Maneuver called "Move" which gives them a PLUS
>>THREE bonus to their move, and it does NOT require Willpower expenditure."
>>
>>it also does no damage. I don't mind if Mungo wants to run around the
>arena
>>twelve hexes at a time every turn. It's if he's getting a twelve-die
>attack
>>roll at the end of that twelve-hex move that I'm not going to be happy.
In
>>addition, did you know that you can play a Move, move your full allotted
>>movement, Abort to a Jump, then move your Jump's allotted movement? You
>>can. (that'll be good for another week's worth of debate...)
>>
>>"Furthermore, anyone with 4 Experience Points can learn to Jump, allowing
>>them to hurtle through the air and deliver flying attacks. Isn't a
Jumping
>>Roundhouse extraordinarily physically demanding? Why not make THAT cost
>>Willpower while we're at it? Here's why not: Rolling Attack and Beast
The following rules have been nominated to become Offical Street Fighter
Mailing List Rules. The nomination that wins will proceed to further
discussion and a new vote on which version of that rule should become
offical. The runners up will remain and appear on future nomination votes.
The Poll will continue until either everyone has voted (please vote) or one
week has passed (sorry for the 7 day wait, but everyone deserves to have
time to see the poll and vote). Polling will end Febuary 15, at 5 my time
(or sooner if everyone votes). - Scott
----
Please select one of the following:
o Super Maneuver Rules
o Defining what an Abort Maneuver is/what Maneuvers are Abort Maneuvers
o Blind Fighting rules
>The following rules have been nominated to become Offical Street Fighter
Mailing List Rules. The nomination that wins will proceed to further
discussion and a new vote on which version of that rule should become
offical. The runners up will remain and appear on future nomination votes.
The Poll will continue until either everyone has voted (please vote) or one
week has passed (sorry for the 7 day wait, but everyone deserves to have
time to see the poll and vote). Polling will end Febuary 15, at 5 my time
(or sooner if everyone votes). - Scott
Subject: Re: repeat: OFFICIAL RULE VOTE, PLEASE VOTE
I vote to solve abort manuvers case. Regards Rinaldo Gambetta :)
"J. Scott Pittman" wrote:
The following rules have been nominated to become
Offical Street Fighter
Mailing List Rules. The nomination that wins will proceed to further
discussion and a new vote on which version of that rule should become
offical. The runners up will remain and appear on future nomination
votes.
The Poll will continue until either everyone has voted (please vote)
or one
week has passed (sorry for the 7 day wait, but everyone deserves to
have
time to see the poll and vote). Polling will end Febuary 15, at 5 my
time
(or sooner if everyone votes). - Scott
----
Please select one of the following:
o Super Maneuver Rules
o Defining what an Abort Maneuver is/what Maneuvers are
Abort Maneuvers
o Blind Fighting rules
>The following rules have been nominated to become Offical Street Fighter
Mailing List Rules. The nomination that wins will proceed to further
discussion and a new vote on which version of that rule should become
offical. The runners up will remain and appear on future nomination
votes.
The Poll will continue until either everyone has voted (please vote)
or one
week has passed (sorry for the 7 day wait, but everyone deserves to
have
time to see the poll and vote). Polling will end Febuary 15, at 5 my
time
(or sooner if everyone votes). - Scott
>----
>
>Please select one of the following:
>
> o Super Maneuver Rules
> o Defining what an Abort Maneuver is/what Maneuvers are
Abort Maneuvers
> o Blind Fighting rules
>
>
>by going to the following Web form:
>
> http://www.egroups.com/vote?id=950052254822&listname=streetfighter >
>Thank you!
>
>
>------------------------------------------------------------------------
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>-- Talk to your group with your own voice!
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In a message dated 2/9/2000 9:30:21 PM Eastern Standard Time, sfrpg@... writes:
<< Here's two generic examples of a fighter's combos:
*Jab TO Fierce
*Fierce TO Fireball (dizzy)
Now this situation:
Move1: Jab
Move2: Fierce (+2 to speed)
Move3: Fireball (+2 to speed,dizzy????)
This is problem. Peharps the most correct was:
Move1: Jab
Move2: Fierce (+2 to speed)
Move3: Fierce
Move4: Fireball (+2 to speed, dizzy)
_____________________________________________________________ >>
This one is right
Move1: Jab
Move2: Fierce (+2 to speed)
Move3: Fierce
Move4: Fireball (+2 to speed, dizzy)
Group: streetfighter
Message: 5564
From: Azathoth05@aol.com
Date: 2/10/2000
Subject: Re: Exp points Quarter finals.
I have that much experience!!! Damn!!! I never realized it! okay I'll have
to think about this one.
Group: streetfighter
Message: 5565
From: Yu Ominae
Date: 2/10/2000
Subject: Re: Dark Streets, Chapter 3, turn 1
No not yet. Where should I get it from.
>From: "J. Scott Pittman" <joespitt@...>
>Reply-To: streetfighter@egroups.com
>To: <streetfighter@egroups.com>
>Subject: [streetfighter] Re: Dark Streets, Chapter 3, turn 1
>Date: Tue, 8 Feb 2000 19:01:58 -0800
>
>To Yu Ominae:
>Do you have the Street fighter rulebook?
>
>-----Original Message-----
>From: Yu Ominae <yuominae@...>
>To: streetfighter@egroups.com <streetfighter@egroups.com>
>Date: Friday, February 04, 2000 5:48 PM
>Subject: [streetfighter] Re: Dark Streets, Chapter 3, turn 1
>
>
> >Sure I'll Send my character,But at the risk of sounding kinda silly what
> >freebie points, I'm new to this. Sorry
> >
> >
> >>From: "J. Scott Pittman" <joespitt@...>
> >>Reply-To: streetfighter@egroups.com
> >>To: <streetfighter@egroups.com>
> >>Subject: [streetfighter] Re: Dark Streets, Chapter 3, turn 1
> >>Date: Thu, 3 Feb 2000 22:28:22 -0800
> >>
> >>sure thing, just send in a character, make sure to tell me how you used
> >>your
> >>freebie points
> >>-----Original Message-----
> >>From: Yu Ominae <yuominae@...>
> >>To: streetfighter@egroups.com <streetfighter@egroups.com>
> >>Date: Wednesday, February 06, 2036 11:13 PM
> >>Subject: [streetfighter] Re: Dark Streets, Chapter 3, turn 1
> >>
> >>
> >> >Can I get into this?
> >> >
> >> >
> >> >>From: "J. Scott Pittman" <joespitt@...>
> >> >>Reply-To: streetfighter@egroups.com
> >> >>To: <streetfighter@egroups.com>
> >> >>Subject: [streetfighter] Dark Streets, Chapter 3, turn 1
> >> >>Date: Thu, 3 Feb 2000 13:13:04 -0800
> >> >>
> >> >>Dark Streets, Chapter Three, turn 1
> >> >>
> >> >>Eric looks at the others, then to the crow on his shoulder, then up
>into
> >> >>the
> >> >>sky. "I have tasted death once. Its not that good. I suggest we go in
> >> >>through
> >> >>the back. If you all decide differently, I'll go with you."
> >> >>again, I send my crow on ahead, just a bit, and slowly follow it
> >> >>
> >> >>Sago picks up the radio and answers in a tired, scratchy voice,
>"Yeah,
> >>uh,
> >> >>nothing new to report. Um... I may have to leave early, I, uh, I
>think
> >> >>I'm coming down with something."
> >> >>
> >> >>Sammi quickly stifled a giggle when Sago answered.
> >> >>"Yeah," she whispered, "a case of 'Boot to the Head'
> >> >>syndrome." She waited until Sago put the radio back
> >> >>down and looked at him. "Look, I'm sorry for turning
> >> >>'dictator' back there on the roof, but these kids are
> >> >>in trouble, and we're the only ones who can help. It
> >> >>seemed like we were just going to stand there arguing
> >> >>all night on how to get in. I had to do something."
> >> >>Sammi began rubbing her left arm, then reached down
> >> >>and searched the guard.
> >> >>OOC: You said in the description that the guard had
> >> >>half a pack of smokes. Sammi's gonna look for that,
> >> >>and a lighter or pack of matches. Might come in handy
> >> >>inside. She's also gonna snag the goggles, if they're
> >> >>still intact. (I've gotta hunch...)
> >> >>I snagged 'em in case they're polarized,
> >> >>or IR or something. Scott, Sammi does try on the
> >> >>goggles to see if her view of the world is
> >> >>'different'; if not, she tosses them.
> >> >>
> >> >>As she approached the old warehouse, she noticed some commotion, a
>quick
> >> >>fight and then some people trying to get into the place. They sure
> >>didn't
> >> >>look like the police, but the more important thing was they didn't
>look
> >> >>like
> >> >>friends of Shark.
> >> >>------- >>
> >> >>IC: Sabrina's grib on the baton tightened. It was tempting to think
> >>that
> >> >>this would be like the old days, but the cold cut shattered her
> >>temptation.
> >> >>The old days were gone, and there was no hope of anything but revenge
> >>now.
> >> >>She moved, darting from one shadow to another while watching for any
> >>other
> >> >>guards. The civilians may be against her enemy, but she didn't have
>to
> >> >>show
> >> >>herself. Not until she knew more about them. His games start to to
>die
> >> >>here, with Shark.
> >> >>"Winter's coming B******." The threat was almost loud enough to be a
> >> >>whisper.
> >> >>OOC: Sabrina will sneak to the warehouse while watching for guards.
> >> >>____________________
> >> >>
> >> >> The walkie talkie hissed more static for a few seconds. "OK, man,
>if
> >>you
> >> >>need to. Hope you start feeling better. I'll cover for you tonight,
>but
> >> >>you've got to take my shift Saturday."
> >> >>"OK", Sago replied, trying his best to copy the same voice he used,
>and
> >> >>thankful for the static on the line.
> >> >> Sammi tried on the goggles. They looked normal, like a pair of
>large
> >> >>sunglasses, but when placing them across her eyes, she could tell
>that
> >>they
> >> >>were some type of special electronic equipment. Tiny messages flashed
>in
> >> >>the
> >> >>upper left of them, and as she looked at things, they seemed to be
> >>scanned
> >> >>as if connected to a computer. Readouts of the objects appeared,
> >>describing
> >> >>them in some detail. Looking at a nearby trashcan gave the readout:
> >> >>
> >> >>METAL CONTAINER; CONTENTS UNKNOWN
> >> >>
> >> >>looking again at Sago, the readout printed in bright letters:
> >> >>
> >> >>UNKNOWN HUMAN MALE; GIVE WARNING OR DETAIN
> >> >>
> >> >> Sammi also noticed at the bottom of the glasses were smaller
> >>lettering
> >> >>that stated LIGHT SOURCE NORMAL. She decided to keep the goggles.
> >> >> Ryuu looked at Sago and Sammi, very interested in what was going
>on.
> >>His
> >> >>attention then went to Eric, who looked to be doing something of
> >>interest.
> >> >> Eric stretched out his arm, letting the crow that rested there
>fly.
> >>Then
> >> >>as Sago placed his card into the pass slot on the door, the bird
>quickly
> >> >>flew into the room beyond.
> >> >> A few seconds passed, and the bird returned and chirped a few
>sounds
> >>to
> >> >>Eric. "The interior is empoty except for two "silver men", whispered
> >>Eric.
> >> >> "Silver men? What the heck does that mean?" asked Sammi.
> >> >> Eric shrugged, looking at Sago, who looked back at Eric with the
> >>exact
> >> >>same glace of unknowing.
> >> >> "One way to find out, said Sago, and he slipped into the door as
> >>quietly
> >> >>as possible.
> >> >>-------
> >> >> Once inside, Eric could see that this was some sort of storage
>room,
> >> >>with
> >> >>lots of boxes and equipment that might be found in a mad scientist's
> >>lab,
> >> >>Bottles of strage-colored liquid, tubes running all over the place,
>and
> >> >>wires with little streams of electricity running between them. On one
> >>shelf
> >> >>he noticed two book ends with tiny metal men as the carvings that
>held
> >>each
> >> >>side.
> >> >> "Just some book ends. Come on in." Sago said with releif.
> >> >> The rest of the team entered, Eric first, then Ryuu, then Sammi,
>who
> >>was
> >> >>dragging the unconcious guard behind her. She dropped him on the
>floor
> >> >>behind some boxes.
> >> >> Sago started down the hallway that led to Shark, he thought.
> >>Suddenly,
> >> >>however, he felt a terrible pain sweep across his back, as something
> >> >>knocked
> >> >>him to the floor.
> >> >> Sammi saw the laser strike into Sago, knocking his off his feet.
>She
> >> >>diddn't know how badly he was hurt. Looking in the direction of where
> >>the
> >> >>blast came from, she saw a gigantic robot stepping from some of the
> >> >>machinery on the wall. The robot was perfectly camoflauged within. It
> >>had
> >> >>been standing there all along, almost impossible to see. It was
>filled
> >>with
> >> >>flashing lights, and made an odd WHIRR sound as it moved. It's feet
>made
> >>a
> >> >>rather deep CLOMP sound as it stepped foward, it's head shifting back
> >>and
> >> >>fourth to see the other people in the room.
> >> >> "You are unauthorized in this area." it said in a hollow,
>electronic
> >> >>voice. "Drop your weapons and surrender so that you may be detained
>for
> >> >>questioning."
> >> >> OK, Sammi thought. One giant robot and Eric and her left (and
>Ryuu,
> >>who
> >> >>she would have to look out for, he was just a kid). They might be
>able
> >>to
> >> >>take this thing, but it would be loud....
> >> >> Eric stood silently, thinking of what to do next. The thing was
>big,
> >> >>really big. But just mabye...
> >> >> Then the second robot appeared.
> >> >>-------
> >> >> Sabrina had just slid into the room. She wondered if the robots
> >>noticed
> >> >>her as well, but she was hidden near the fallen guard, and they might
> >>not
> >> >>sense her as seperate from him.
> >> >>-------
> >> >> The world was a blurr as the gooey liquid drained from around him.
> >>But
> >> >>who
> >> >>was he? He appeared to be surrounded by all kinds of machinery, with
> >> >>strange
> >> >>wires connected to his chest and head with tiny bits of surgical
>tape.
> >>The
> >> >>wires were not connected to him, but prehaps detecting his heartbeat,
> >> >>pulse,
> >> >>etc.
> >> >> "Where am I?" He asked.
> >> >> "You are in my lab. I have awakened you." The pleasent man said.
>He
> >> >>stood
> >> >>before the awakened man, very nicely dressed, but with a scientists
>garb
> >> >>on,
> >> >>or prehaps it was the gown of a doctor.
> >> >> "Who are you?"
> >> >> "My name is Donavan Sharke, but my friends call me Shark." The
> >> >>scientist/doctor replied. "I am most pleased to see you are doing
>well.
> >>You
> >> >>may feel a bit weak, it's kind of normal, I should think. Not that
>there
> >>is
> >> >>anything to compare to."
> >> >> "Who am I?"
> >> >> "Oh, yes, of course, heh, excuse me. You may call yourself Jean
>Paul,
> >>a
> >> >>victorian fellow. Here, get dressed." Shark passed Jean Paul his
> >>clothes,
> >> >>some cigars and matches, a wallet with some money, a heavy-weighted
> >>cane,
> >>a
> >> >>hat, a gold ring, a watch, and a pocket sized bible.
> >> >> "I bet you're full of questions, eh? What you're doing here, where
> >>you
> >> >>came from, all of that. Not to worry, my friend, you are safe and I
>have
> >> >>all
> >> >>of your answers."
> >> >> Jean looked around. There were more containers like the one he had
> >>come
> >> >>from, filled with a clear liquid, and containing what appeared to be
> >> >>children.
> >> >> "Who are those children, and why are they in these tanks!?" Jean
>knew
> >> >>something was wrong here, very wrong.
> >> >> "Please, don't be alarmed, my friend, they are simply -"
> >> >> There was a buzzing noise from Shark's communicator, and he
>quickly
> >> >>answered it. "What is it?"
> >> >> "Miriganka 12 here sir. Intruder in storage room 4, awaiting
>further
> >> >>orders."
> >> >>---------
> >> >>Storyteller to players:
> >> >> This turn ends chapter two. The following exp awards apply:
> >> >> 1 point: automatic
> >> >> 1 point: consistancy
> >> >>
> >> >>Honor awards:
> >> >> 1 point of temporary Honor to Sago for being harmed while
>protecting
> >>an
> >> >>innocent
> >> >>
> >> >>Special Notes:
> >> >> Sago has taken 1 Health level of damage from a glacing laser
>strike
> >>to
> >> >>his
> >> >>back. He is getting off the floor, and is concidered Knocked Down for
> >> >>purposes of his next action.
> >> >>
> >> >>J. Scott Pittman
> >> >>
> >> >>
> >> >>-----Original Message-----
> >> >>From: System Administrator <postmaster@...>
> >> >>To: streetfighter@egroups.com <streetfighter@egroups.com>
> >> >>Date: Thursday, February 03, 2000 9:47 AM
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> >>
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