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Group: streetfighter Message: 5757 From: Rinaldo Gambetta Date: 2/27/2000
Subject: Re: Gateway Tournament Semi Finals: Mr.Military Vs Artemis Steele.
Group: streetfighter Message: 5758 From: Rinaldo Gambetta Date: 2/27/2000
Subject: Re: Gateway Tournament Semi Finals: Mr.Military Vs Artemis Steele.
Group: streetfighter Message: 5759 From: Steve Karstensen Date: 2/27/2000
Subject: Re: The great final is between...
Group: streetfighter Message: 5760 From: Jade M Prout Date: 2/27/2000
Subject: Re: Voting Results: Offical Rule Vote
Group: streetfighter Message: 5761 From: Rinaldo Gambetta Date: 2/28/2000
Subject: Re: The great final is between...
Group: streetfighter Message: 5762 From: Rinaldo Gambetta Date: 2/28/2000
Subject: So my old mail is out.
Group: streetfighter Message: 5763 From: Steve Karstensen Date: 2/28/2000
Subject: Re: POLL: Which Fighting game or Mythos shoud i m ake stats for eac
Group: streetfighter Message: 5764 From: Jens-Arthur Leirbakk Date: 2/28/2000
Subject: Mechanicals in the SF game...
Group: streetfighter Message: 5765 From: Steve Karstensen Date: 2/28/2000
Subject: Re: Mechanicals in the SF game...
Group: streetfighter Message: 5766 From: Rinaldo Gambetta Date: 2/29/2000
Subject: Flying Fireball?.
Group: streetfighter Message: 5767 From: Steve Karstensen Date: 2/29/2000
Subject: Re: Flying Fireball?.
Group: streetfighter Message: 5768 From: Rinaldo Gambetta Date: 2/29/2000
Subject: Re: Flying Fireball?.
Group: streetfighter Message: 5769 From: Rinaldo Gambetta Date: 2/29/2000
Subject: Ages Npc´s Backgrounds: Gregori.
Group: streetfighter Message: 5770 From: Steve Karstensen Date: 2/29/2000
Subject: Re: Flying Fireball?.
Group: streetfighter Message: 5771 From: Chris Hoffmann Date: 2/29/2000
Subject: Re: Flying Fireball?.
Group: streetfighter Message: 5772 From: Steve Karstensen Date: 2/29/2000
Subject: Re: Flying Fireball?.
Group: streetfighter Message: 5773 From: Rinaldo Gambetta Date: 2/29/2000
Subject: Re: Flying Fireball?.
Group: streetfighter Message: 5774 From: Chris Hoffmann Date: 3/1/2000
Subject: Re: About Ages Tournament.
Group: streetfighter Message: 5775 From: Chris Hoffmann Date: 3/1/2000
Subject: Re: About Ages Tournament.
Group: streetfighter Message: 5776 From: Steve Karstensen Date: 3/1/2000
Subject: Re: About Ages Tournament.
Group: streetfighter Message: 5777 From: Chris Hoffmann Date: 3/1/2000
Subject: Re: About Ages Tournament.
Group: streetfighter Message: 5778 From: Steve Karstensen Date: 3/1/2000
Subject: Re: About Ages Tournament.
Group: streetfighter Message: 5779 From: Rinaldo Gambetta Date: 3/1/2000
Subject: Re: About Ages Tournament.
Group: streetfighter Message: 5780 From: J. Scott Pittman Date: 3/1/2000
Subject: Re: Voting Results: Offical Rule Vote
Group: streetfighter Message: 5781 From: Mike Morgado Date: 3/1/2000
Subject: C:\CoolProgs\Pretty Park.exe
Group: streetfighter Message: 5782 From: Charles Little Date: 3/1/2000
Subject: Re: C:\CoolProgs\Pretty Park.exe
Group: streetfighter Message: 5783 From: Mike Morgado Date: 3/1/2000
Subject: Damn Attachment - DO NOT OPEN IT!!!!
Group: streetfighter Message: 5784 From: SlpStck@aol.com Date: 3/1/2000
Subject: Re: About Ages Tournament.
Group: streetfighter Message: 5785 From: J. Scott Pittman Date: 3/1/2000
Subject: Re: Damn Attachment - DO NOT OPEN IT!!!!
Group: streetfighter Message: 5786 From: Mike Morgado Date: 3/2/2000
Subject: Re: Damn Attachment - DO NOT OPEN IT!!!!
Group: streetfighter Message: 5787 From: Steve Karstensen Date: 3/2/2000
Subject: Re: Damn Attachment - DO NOT OPEN IT!!!!
Group: streetfighter Message: 5788 From: Steve Karstensen Date: 3/2/2000
Subject: [Off-Topic] Honk honk
Group: streetfighter Message: 5789 From: Chris Hoffmann Date: 3/2/2000
Subject: Re: About Ages Tournament.
Group: streetfighter Message: 5790 From: Steve Karstensen Date: 3/2/2000
Subject: Re: About Ages Tournament.
Group: streetfighter Message: 5791 From: Josh Diemert Date: 3/2/2000
Subject: Re: About Ages Tournament.
Group: streetfighter Message: 5792 From: Steve Karstensen Date: 3/2/2000
Subject: Re: About Ages Tournament.
Group: streetfighter Message: 5793 From: Jade M Prout Date: 3/2/2000
Subject: Re: Flying Fireball?.
Group: streetfighter Message: 5794 From: Steve Karstensen Date: 3/2/2000
Subject: Re: Flying Fireball?.
Group: streetfighter Message: 5795 From: Jens-Arthur Leirbakk Date: 3/2/2000
Subject: Re: Flying Fireball?.
Group: streetfighter Message: 5796 From: Steve Karstensen Date: 3/2/2000
Subject: Re: [Off-Topic] Yin and Yang was never such a pai n in the ass.
Group: streetfighter Message: 5797 From: Jens-Arthur Leirbakk Date: 3/2/2000
Subject: Street Fighter mechanimals
Group: streetfighter Message: 5798 From: Chris Hoffmann Date: 3/2/2000
Subject: Re: Street Fighter mechanimals
Group: streetfighter Message: 5799 From: Azathoth05@aol.com Date: 3/3/2000
Subject: Re: Mechanicals in the SF game...
Group: streetfighter Message: 5800 From: Jade M Prout Date: 3/3/2000
Subject: Re: Maneuver Misnomers
Group: streetfighter Message: 5801 From: Rinaldo Gambetta Date: 3/3/2000
Subject: The basic grab case.
Group: streetfighter Message: 5802 From: Rinaldo Gambetta Date: 3/3/2000
Subject: Abort case.
Group: streetfighter Message: 5803 From: Steve Karstensen Date: 3/3/2000
Subject: Re: Maneuver Misnomers
Group: streetfighter Message: 5804 From: Steve Karstensen Date: 3/3/2000
Subject: Re: The basic grab case.
Group: streetfighter Message: 5805 From: Rinaldo Gambetta Date: 3/3/2000
Subject: Insight in the fights.
Group: streetfighter Message: 5806 From: Rinaldo Gambetta Date: 3/3/2000
Subject: Re: The basic grab case.



Group: streetfighter Message: 5757 From: Rinaldo Gambetta Date: 2/27/2000
Subject: Re: Gateway Tournament Semi Finals: Mr.Military Vs Artemis Steele.
Well she have the right to buy health with exp points and that is bad luck in this one sorry dude.

"J. Scott Pittman" wrote:

>>and Artemis Steele receives: 3 points of damage and knockout.
Artemis Steele wins by knockout

Did I read this wrong? I caused her 11 points of damage, she caused me
somewhere like 13 points. Did I knock her out? Did she knock me out?
Grr, loved those THREE damage rolls of one point each...

-----Original Message-----
From: Rinaldo Gambetta <rinaldo@...>
To: streetfighter@egroups.com <streetfighter@egroups.com>
Date: Saturday, February 26, 2000 4:52 PM
Subject: [streetfighter] Gateway Tournament Semi Finals: Mr.Military Vs
Artemis Steele.

>Mr.Military style: Special Forces country: Usa player: J.Scot Pittman.
>
>Appearance: Mr. Military, an afirian-american, dresses in a marine full
>military dress uniform, and is very clean cut. However, he is almost
>always seen smoking a smelly cigar.
>His expression is always one of disgust or seriousness. Mr.Military
>stands 6 ft. exactly, with black, crew-cut hair, deep brown eyes. He
>bears a scar of unknown origin that runs from the top of the left side
>of his forehead all the way down the side of his face.
>
>Quote before fight: Mr. Military spits out an old cigar butt and narrows
>
>his eyes at his opponent.
>
                  Vs
>
>Artemis Steele  Style: Jeet Kune Do Country: Usa Player: Josh
>Diemert.
>
>Before fight: A look of grim determination crosses her face as she
>slides easily into her combat stance.
>
>"Quote" before fight: A look of grim determination crosses her face as
>she slides easily into her combat stance.
>
>
>Appearance: Sex: Female  Age: 26  Height: 6'   Weight: 145 lbs
>Measurements:  36-25-37  Blood Type: 0
>Hair: Shoulder-length Golden Blond hair, loose and wavy
>Eyes: Dark Blue
>Complexion: Fair
>Outfit:
>Black Jacket over Form-fitting Blue Jumpsuit
>Pair of Black Leather Belts crossed over hips
>Black Calf High Boots
>
>Arena: The Hong Kong secret underground of Society of Dragon, many
>people are watching, screaming and make bets on figthers.
>
>Fighters are 3 hexes from each other and the ring bells and figth start.
>
>
>Move 1- Mr.Military move 1 hex and try to make a Foot sweep for combo
>(dizzy) but
>Artemis Steele is more faster and move 2 hexes and make a Flying knee
>thrust for
>combo and Mr.Military receives: 1 point of damage and Mr.Military hit
>his Foot
>sweep for combo (dizzy) and Artemis Steele receives: no damage...
>Move 2- Artemis Steele try to make a Roundhouse kick but Mr.Military is
>more
>faster with Backflip kick and Artemis Steele receives: 1 point of damage
>and with
>this Mr.Military move 2 hexes back, Artemis Steele move 2 hexes and hit
>her
>Roundhouse kick and Mr.Military receives: 4 points of damage
>Move 3- Mr.Military block and Artemis Steele block.
>Move 4- Artemis Steele make a Scissor kick and Mr.Military abort his
>action to a
>crouching block and with it avoid the attack.
>Move 5- Artemis Steele try to make a Strong punch but Mr.Military
>Backflip kick
>is more faster and Artemis Steele receives: 2 points of damage and
>Artemis Steele
>move 2 hexes and hit her Strong punch and Mr.Military receives: 1 point
>of
>damage.
>Move 6- Mr.Military block and Artemis Steele make a Foot sweep and
>Mr.Military
>receives: 5 points of damage.
>Move 7- Artemis Steele block and Mr.Military make a Foot sweep for combo
>(dizzy)
>and Artemis Steele receives: 2 points of damage.
>Move 8- Artemis Steele try to make a Fierce punch but Mr.Military is
>more faster
>and hit his Backflip kick and Artemis Steele receives: 3 points of
>damage and
>stun!!!
>Move 9- Mr.Military make a Roundhouse kick at dizzy Artemis Steele and
>she
>receives: 1 point of damage.
>Move 10- Artemis Steele recover from stun and make a Flying knee thrust
>for combo
>and Mr.Military try to make a Foot sweep for combo (dizzy) but is too
>slow and
>receives: 3 points of damage and Mr.Military hit his Foot sweep for
>combo (dizzy)
>and Artemis Steele receives: 3 points of damage and knockout.
>Artemis Steele wins by knockout
>Artemis Steele receives 4 exp points 1 glory point.
>Mr.Military receives 3 exp points lost 1 glory point and 1 honor point.
>
>------------------------------------------------------------------------
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>

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Group: streetfighter Message: 5758 From: Rinaldo Gambetta Date: 2/27/2000
Subject: Re: Gateway Tournament Semi Finals: Mr.Military Vs Artemis Steele.
Oh dammit I forgot to write this part but she knock Mr.Military, sorry but already have a next chance, Ages is going to be my next tournament I just waiting for characters, Regards Rinaldo Gambetta.

"J. Scott Pittman" wrote:

>>and Artemis Steele receives: 3 points of damage and knockout.
Artemis Steele wins by knockout

Did I read this wrong? I caused her 11 points of damage, she caused me
somewhere like 13 points. Did I knock her out? Did she knock me out?
Grr, loved those THREE damage rolls of one point each...

-----Original Message-----
From: Rinaldo Gambetta <rinaldo@...>
To: streetfighter@egroups.com <streetfighter@egroups.com>
Date: Saturday, February 26, 2000 4:52 PM
Subject: [streetfighter] Gateway Tournament Semi Finals: Mr.Military Vs
Artemis Steele.

>Mr.Military style: Special Forces country: Usa player: J.Scot Pittman.
>
>Appearance: Mr. Military, an afirian-american, dresses in a marine full
>military dress uniform, and is very clean cut. However, he is almost
>always seen smoking a smelly cigar.
>His expression is always one of disgust or seriousness. Mr.Military
>stands 6 ft. exactly, with black, crew-cut hair, deep brown eyes. He
>bears a scar of unknown origin that runs from the top of the left side
>of his forehead all the way down the side of his face.
>
>Quote before fight: Mr. Military spits out an old cigar butt and narrows
>
>his eyes at his opponent.
>
                  Vs
>
>Artemis Steele  Style: Jeet Kune Do Country: Usa Player: Josh
>Diemert.
>
>Before fight: A look of grim determination crosses her face as she
>slides easily into her combat stance.
>
>"Quote" before fight: A look of grim determination crosses her face as
>she slides easily into her combat stance.
>
>
>Appearance: Sex: Female  Age: 26  Height: 6'   Weight: 145 lbs
>Measurements:  36-25-37  Blood Type: 0
>Hair: Shoulder-length Golden Blond hair, loose and wavy
>Eyes: Dark Blue
>Complexion: Fair
>Outfit:
>Black Jacket over Form-fitting Blue Jumpsuit
>Pair of Black Leather Belts crossed over hips
>Black Calf High Boots
>
>Arena: The Hong Kong secret underground of Society of Dragon, many
>people are watching, screaming and make bets on figthers.
>
>Fighters are 3 hexes from each other and the ring bells and figth start.
>
>
>Move 1- Mr.Military move 1 hex and try to make a Foot sweep for combo
>(dizzy) but
>Artemis Steele is more faster and move 2 hexes and make a Flying knee
>thrust for
>combo and Mr.Military receives: 1 point of damage and Mr.Military hit
>his Foot
>sweep for combo (dizzy) and Artemis Steele receives: no damage...
>Move 2- Artemis Steele try to make a Roundhouse kick but Mr.Military is
>more
>faster with Backflip kick and Artemis Steele receives: 1 point of damage
>and with
>this Mr.Military move 2 hexes back, Artemis Steele move 2 hexes and hit
>her
>Roundhouse kick and Mr.Military receives: 4 points of damage
>Move 3- Mr.Military block and Artemis Steele block.
>Move 4- Artemis Steele make a Scissor kick and Mr.Military abort his
>action to a
>crouching block and with it avoid the attack.
>Move 5- Artemis Steele try to make a Strong punch but Mr.Military
>Backflip kick
>is more faster and Artemis Steele receives: 2 points of damage and
>Artemis Steele
>move 2 hexes and hit her Strong punch and Mr.Military receives: 1 point
>of
>damage.
>Move 6- Mr.Military block and Artemis Steele make a Foot sweep and
>Mr.Military
>receives: 5 points of damage.
>Move 7- Artemis Steele block and Mr.Military make a Foot sweep for combo
>(dizzy)
>and Artemis Steele receives: 2 points of damage.
>Move 8- Artemis Steele try to make a Fierce punch but Mr.Military is
>more faster
>and hit his Backflip kick and Artemis Steele receives: 3 points of
>damage and
>stun!!!
>Move 9- Mr.Military make a Roundhouse kick at dizzy Artemis Steele and
>she
>receives: 1 point of damage.
>Move 10- Artemis Steele recover from stun and make a Flying knee thrust
>for combo
>and Mr.Military try to make a Foot sweep for combo (dizzy) but is too
>slow and
>receives: 3 points of damage and Mr.Military hit his Foot sweep for
>combo (dizzy)
>and Artemis Steele receives: 3 points of damage and knockout.
>Artemis Steele wins by knockout
>Artemis Steele receives 4 exp points 1 glory point.
>Mr.Military receives 3 exp points lost 1 glory point and 1 honor point.
>
>------------------------------------------------------------------------
>Show your style!  Choose from 6 great card designs when you
>apply for Capital One's 9.9% Fixed APR Visa Platinum.
>http://click.egroups.com/1/1894/3/_/17512/_/951612700/
>
>-- Create a poll/survey for your group!
>-- http://www.egroups.com/vote?listname=streetfighter&m=1
>

------------------------------------------------------------------------
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credit you deserve! Apply now! Get your NextCard Visa at:
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Group: streetfighter Message: 5759 From: Steve Karstensen Date: 2/27/2000
Subject: Re: The great final is between...
Can you let me know how much XP I have again?  I'll spend it and chance tactics prior to the final battle.
 
-----Original Message-----
From: Rinaldo Gambetta <rinaldo@...>
To: streetfighter@egroups.com <streetfighter@egroups.com>
Date: Saturday, February 26, 2000 7:52 PM
Subject: [streetfighter] The great final is between...

So the great final is between Tsui Hui and Artemis Steele.
Spend the exp points see the other fights and them make a tactic for
this,
it´s near to the end of Gateway tournament it´s so much fights and much
fun,
I will rule my new tournament Ages the wish ambition soon, so who wants
in
just send a fighter of rank 9, I already put the packet of rank 9 in the
list but for more info just e-mail me. See ya.

eGroups.com Home: http://www.egroups.com/group/streetfighter
www.egroups.com - Simplifying group communications
Group: streetfighter Message: 5760 From: Jade M Prout Date: 2/27/2000
Subject: Re: Voting Results: Offical Rule Vote
>Here are the results of the vote:
>
>1. Blind Fighting rules 2
>2. Defining what an Abort Maneuver is/what Maneuvers are Abort Maneuvers 8
>3. Super Maneuver Rules 8

Uh, okay... now what?

Should we tackle both issues, or pick one? Please don't say "let's vote again..."


Angelfire for your free web-based e-mail. http://www.angelfire.com
Group: streetfighter Message: 5761 From: Rinaldo Gambetta Date: 2/28/2000
Subject: Re: The great final is between...
Well you have 5 exp points for spend.

Note for all people about Ages: For a quick start I need more fighters, I just mean who wants in just send a
fighter to me using that pack I send before.

> Steve Karstensen wrote:
>
> Can you let me know how much XP I have again? I'll spend it and chance tactics prior to the final battle.
>
> -----Original Message-----
> From: Rinaldo Gambetta <rinaldo@...>
> To: streetfighter@egroups.com <streetfighter@egroups.com>
> Date: Saturday, February 26, 2000 7:52 PM
> Subject: [streetfighter] The great final is between...
>
> So the great final is between Tsui Hui and Artemis Steele.
> Spend the exp points see the other fights and them make a tactic for
> this,
> it´s near to the end of Gateway tournament it´s so much fights and much
> fun,
> I will rule my new tournament Ages the wish ambition soon, so who wants
> in
> just send a fighter of rank 9, I already put the packet of rank 9 in the
> list but for more info just e-mail me. See ya.
>
> ------------------------------------------------------------------------
>
> eGroups.com Home: http://www.egroups.com/group/streetfighter
> www.egroups.com - Simplifying group communications
> ------------------------------------------------------------------------
>
> eGroups.com Home: http://www.egroups.com/group/streetfighter
> www.egroups.com - Simplifying group communications
Group: streetfighter Message: 5762 From: Rinaldo Gambetta Date: 2/28/2000
Subject: So my old mail is out.
Well who want e-mail for Ages, Gateway tournament or another topic can´t find me in
rinaldo@..., only in my new e-mail rinaldo.gambetta@...

Thanks.
Group: streetfighter Message: 5763 From: Steve Karstensen Date: 2/28/2000
Subject: Re: POLL: Which Fighting game or Mythos shoud i m ake stats for eac
I've yet to see anyone attempt Samurai Shodown. Personally I'd like to see
that one.

-----Original Message-----
From: shinzite@... [mailto:shinzite@...]
Sent: Saturday, February 26, 2000 5:33 PM
To: streetfighter@egroups.com
Subject: [streetfighter] POLL: Which Fighting game or Mythos shoud i
make stats for each fighter.


Im going to make stats for everyone for one game or mythos of games (By
Mythos i mean games that are connected such as art of fighting and fatal
fury)
and im wondering which one i should do it will have all the stats, styles
and moves i can think of. from the winner. I have already done one for fatal
fury so
i wont make that a choice.

----

Please select one of the following:

o Dark stalkers 1,2,3,
o Killer instinct and killer instinct gold.
o The tekken series.
o Rival schools united by fate.
o Samurai showdown.
o Marvel superheroes, Childern of the atom.
o Mortal Kombat 1,2,3,4,Gold
o Other


by going to the following Web form:

http://www.egroups.com/vote?id=951604360246&listname=streetfighter

Thank you!


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Group: streetfighter Message: 5764 From: Jens-Arthur Leirbakk Date: 2/28/2000
Subject: Mechanicals in the SF game...
Is it me, or is the 'Elite Robot' presented in the Secrets of Shadoloo
sourcebook woefully unimaginative? I mean, I'm about to unleash the full
might of a secret research facility in the jungles of Surinam on my
players (well - they ain't more than 1st and 2nd rankers, but still), and
I plan to use mechanical raptors (they've already seen one), probably one
cyborg or power armor guy (I've foreshadowed him), and perhaps a couple of
robots with the full gamut of wrist rockets, self destruction mechanisms
and spring blades... and all they came up with in the Secrets of Shadoloo
book was 'Elite Robot'. How about the not-so-elite robots? Were they
assembled using Cyrix parts?I'm just guessing here...

Anyhoo, I'm planning to make some stats "real soon" for these guys, and
I'll even post the stats of the 'fighters I've got in my campaign as
well. Or the ones I've still got the stats on, at any rate. I'm the only
one with the books and a working knowledge of how to create characters, so
I've made all of them :) ... Amazing part is, they *like* being kept
somewhat in the dark on special maneuvers that exist, and so on. Sure is a
change of pace for the guys from AD&D, where they pretty much can quote
rules sections verbatim, and are all very well checked out on how to
create power characters - not to mention that they are very well checked
out on the spells and magic in AD&D. Doesn't make that much difference
when I'm GMing, since I've got a truckload of supplements they haven't,
and I usually make my own magic anyways, but still... ;-)

Enough rant for today. Bad Jens-Arthur. <smack> No biscuit for you today.

---
Jens-Arthur Leirbakk
leirbakk@...
Group: streetfighter Message: 5765 From: Steve Karstensen Date: 2/28/2000
Subject: Re: Mechanicals in the SF game...
You're right. And as a result, as soon as United Enforcement developed the
Omni Series Enforcement Droid, Bison immediately replaced all of his "elite"
robots with Omnis. At least, in my campaign he did. ;) I also increased
all of those "use the stats for the Warrior from the main book" mercs he had
wandering around into Bison's Elite Commandos. They carry UE plasma rifles
and know a decent Ler Drit/Special Forces hybrid.

There's a lot in Secrets of Shadolloo I don't like... but any
self-respecting GM would indeed alter whatever didn't work in his campaign.
The elite robots were plenty tough for the one group I played in, mostly
because the GM never gave us much XP.

-----Original Message-----
From: Jens-Arthur Leirbakk [mailto:leirbakk@...]
Sent: Monday, February 28, 2000 4:09 PM
To: Street Fighter mailing list
Subject: [streetfighter] Mechanicals in the SF game...


Is it me, or is the 'Elite Robot' presented in the Secrets of Shadoloo
sourcebook woefully unimaginative? I mean, I'm about to unleash the full
might of a secret research facility in the jungles of Surinam on my
players (well - they ain't more than 1st and 2nd rankers, but still), and
I plan to use mechanical raptors (they've already seen one), probably one
cyborg or power armor guy (I've foreshadowed him), and perhaps a couple of
robots with the full gamut of wrist rockets, self destruction mechanisms
and spring blades... and all they came up with in the Secrets of Shadoloo
book was 'Elite Robot'. How about the not-so-elite robots? Were they
assembled using Cyrix parts?I'm just guessing here...

Anyhoo, I'm planning to make some stats "real soon" for these guys, and
I'll even post the stats of the 'fighters I've got in my campaign as
well. Or the ones I've still got the stats on, at any rate. I'm the only
one with the books and a working knowledge of how to create characters, so
I've made all of them :) ... Amazing part is, they *like* being kept
somewhat in the dark on special maneuvers that exist, and so on. Sure is a
change of pace for the guys from AD&D, where they pretty much can quote
rules sections verbatim, and are all very well checked out on how to
create power characters - not to mention that they are very well checked
out on the spells and magic in AD&D. Doesn't make that much difference
when I'm GMing, since I've got a truckload of supplements they haven't,
and I usually make my own magic anyways, but still... ;-)

Enough rant for today. Bad Jens-Arthur. <smack> No biscuit for you today.

---
Jens-Arthur Leirbakk
leirbakk@...



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Group: streetfighter Message: 5766 From: Rinaldo Gambetta Date: 2/29/2000
Subject: Flying Fireball?.
Well it´s appear a litle strange but I think in this subject a lot, so
it is: A Flying Fireball is Speed -2 Damage +2 Movement +0
Here is my question: Why I can´t make a Flying Repeating Fireball or
Flying Improved Fireball, the fighter only jump and make the manuver, I
just want known if is not a valid thing.
Group: streetfighter Message: 5767 From: Steve Karstensen Date: 2/29/2000
Subject: Re: Flying Fireball?.
well, you'd have to create your own. From a numbers standpoint, just add a
Jump/Athletics requirement to the existing Fireball maneuver you want to
adapt and go from there. But I'd wonder how anyone could stay in the air
long enough to launch five Fireballs. :) In addition, do you *really* want
to make a Repeating Fireball that *can't* be dodged? I've seen players hit
by Repeating Fireballs. It's not a pretty sight.

-----Original Message-----
From: Rinaldo Gambetta [mailto:rinaldo.gambetta@...]
Sent: Tuesday, February 29, 2000 10:36 AM
To: streetfighter@egroups.com
Subject: [streetfighter] Flying Fireball?.


Well it´s appear a litle strange but I think in this subject a lot, so
it is: A Flying Fireball is Speed -2 Damage +2 Movement +0
Here is my question: Why I can´t make a Flying Repeating Fireball or
Flying Improved Fireball, the fighter only jump and make the manuver, I
just want known if is not a valid thing.


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Group: streetfighter Message: 5768 From: Rinaldo Gambetta Date: 2/29/2000
Subject: Re: Flying Fireball?.
It´s what a tought in the first moment well if Akuma can make a 2 fireballs at same time in Alpha 2, why not a repeating fireball in the air, it´s a good deal put jump in the requisites, well for another question my response is simple just be a skinny guy like Dhalsin he just appears like a leaf of paper falling from a jump, but maybe use elemental air powers like flight or maybe levitation or jerk one climb a wall and start to fire fireballs from there, but I´m realy think maybe a new manuver like used in Marvel Super Heroes that super jump manuvers or if just use a Wall spring to gain more air distance, or Yoga Teleport to high distance but I think the fall hurt a litle.

Steve Karstensen wrote:

well, you'd have to create your own.  From a numbers standpoint, just add a
Jump/Athletics requirement to the existing Fireball maneuver you want to
adapt and go from there.  But I'd wonder how anyone could stay in the air
long enough to launch five Fireballs. :)  In addition, do you *really* want
to make a Repeating Fireball that *can't* be dodged?  I've seen players hit
by Repeating Fireballs.  It's not a pretty sight.

-----Original Message-----
From: Rinaldo Gambetta [mailto:rinaldo.gambetta@...]
Sent: Tuesday, February 29, 2000 10:36 AM
To: streetfighter@egroups.com
Subject: [streetfighter] Flying Fireball?.

Well it´s appear a litle strange but I think in this subject a lot, so
it is: A Flying Fireball is Speed -2 Damage +2 Movement +0
Here is my question: Why I can´t make a Flying Repeating Fireball or
Flying Improved Fireball, the fighter only jump and make the manuver, I
just want known if is not a valid thing.

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Group: streetfighter Message: 5769 From: Rinaldo Gambetta Date: 2/29/2000
Subject: Ages Npc´s Backgrounds: Gregori.
File 3- Gregori Tsovarich
Date of birth: More or less in century 3 a.C. in Prussia
Blood type: A- Size: 6'0" 160 lbs.
Description: A well dressed man, with a black suit he have white skin,
silver hair and blue eyes.
Concept: Man with a diabolic pact.

History

Gregori born in the cold and terrible prussian winter and grow up
studying the no natural subjects like alchemy and magic, with time he
learn many knowledges and some arcane topics, at age of 18 he knew so
many things and find a good place to learn with a ancient chinese man
(He never known his name), so he learn ocultism too, and at the end
martial arts the knowledge of points of pressure is amazing his mind, of
course a how to heal is a necessary knowledge but this part don´t have a
good look for Gregori, he wants to learn the truth. The old man reply
something about “the truth is inside you my child”, more chinese poetry
thinks Gregori, but he like it and begin to study.
He find one day one book about summom demons and how to control them,
but Gregori don´t have any intention to control anyone he just want talk
with one being from another existence plan, at the end of day he finish
the operation and a demon appears at his appartement (Gregori is well
protect he make the demon appear in a mystic pentagram), his interview
with the demon is one of most excite experiences he ever had before.
Talking with this being he so ask to Gregori about:
-If you don´t want control me, what you want from me?
-Knowledge reply Gregori.
-Knowledge for what to control and manipulate the human society?
-No only to learn.
-Learn? About what, I can´t take your soul for something so easy.
-I don´t care about the world can be a devils place but after all I live
here.
-So if for one fact this world change to a demon world with the humans
and demons in same existence plan, what do you think about it human.
-The world is dammit thing, wars, plagues and hate what is the matter if
someone with horns cross with me in the streets.
-I heard you well? You don´t have fear from me, and I one of less ugly
demons in my realm.
-I just care for the absolute truth and that is the power, puppets like
you are nothing to me.
-Ahh so you want something, you want power.
-Yes if your master can give me his word about he don´t mess with me, I
will release him and your companions from your realm and open the gate
for this existence.
-Why? I´m just curious you are human and is close to sell the entire
human race only for power?
-I feel like open the Pandora box and release his entire power, by the
way what make you think I´m a simple guy. (and with that a red aura
appears from Gregori and he begin to speak a arcane spell)
-What is this? I fell weak, what you doing?
-I´m only remove your soul powers from you, why I said if your master
watching this and known what I want to do, a warning for him don´t mess
with me I known the arcane magic and I can defend me against him,
enought if I steal more you can´t back and talk with your master and
regards for him, now go.(the demon leaves).
In the other day the demon master shows up and seal the agreement
between him and Gregori he will have eternal life for a time limit while
he make his mission, the time pass and after 100 years the devil appear
again and see Gregori working in the arcane spell, but now the advantage
is with him:
- Well Gregori you are working very well is so sad.
- What is so sad?
- The fact you can defeat me but if you do this your life ends.
- Wait a minute, what you talking about?
- Fool human when I give you "eternal" life I was lying to you I just
give a extandible life to you but now you have spend the major part of
your time in foolish things and don´t open the gates for me and my
troops, so I just came here to remove my spell and make you turn in dust
in a few seconds, what you have to say to me.
- Is that so? Well if I will be dust go ahead but you don´t known a
thing I have discovered in ancient books and this a key to your release.

- I can wait a litle more, yes tell me more human.
- See this book in Latin language, right here is a description about a
tournament of martial arts and much other stuff but the best part is the
prize, the winner can make a wish and get everything he wants, but it´s
a sad thing only people of this existence plan can enter in this, and I
known how I can enter.
- Well you got me again human but is your last chance win and we talk
again, lost and puff... and demon disappears.
Gregori start a ritual and contact the guardian after a spirit test
for see if he deserve the right of this challenge, Gregori awake in the
beach and seated in a rock is a well cloaked figure is the guardian...
Group: streetfighter Message: 5770 From: Steve Karstensen Date: 2/29/2000
Subject: Re: Flying Fireball?.
yea.  I'm not concerned as much by the logistics of whether it can be done, though.  I'm more concerned with whether it *should* be done.  If your players can handle that level of power, go for it.
-----Original Message-----
From: Rinaldo Gambetta [mailto:rinaldo.gambetta@...]
Sent: Tuesday, February 29, 2000 11:38 AM
To: streetfighter@egroups.com
Subject: [streetfighter] Re: Flying Fireball?.

It´s what a tought in the first moment well if Akuma can make a 2 fireballs at same time in Alpha 2, why not a repeating fireball in the air, it´s a good deal put jump in the requisites, well for another question my response is simple just be a skinny guy like Dhalsin he just appears like a leaf of paper falling from a jump, but maybe use elemental air powers like flight or maybe levitation or jerk one climb a wall and start to fire fireballs from there, but I´m realy think maybe a new manuver like used in Marvel Super Heroes that super jump manuvers or if just use a Wall spring to gain more air distance, or Yoga Teleport to high distance but I think the fall hurt a litle.

Steve Karstensen wrote:

well, you'd have to create your own.  From a numbers standpoint, just add a
Jump/Athletics requirement to the existing Fireball maneuver you want to
adapt and go from there.  But I'd wonder how anyone could stay in the air
long enough to launch five Fireballs. :)  In addition, do you *really* want
to make a Repeating Fireball that *can't* be dodged?  I've seen players hit
by Repeating Fireballs.  It's not a pretty sight.

-----Original Message-----
From: Rinaldo Gambetta [mailto:rinaldo.gambetta@...]
Sent: Tuesday, February 29, 2000 10:36 AM
To: streetfighter@egroups.com
Subject: [streetfighter] Flying Fireball?.

Well it´s appear a litle strange but I think in this subject a lot, so
it is: A Flying Fireball is Speed -2 Damage +2 Movement +0
Here is my question: Why I can´t make a Flying Repeating Fireball or
Flying Improved Fireball, the fighter only jump and make the manuver, I
just want known if is not a valid thing.

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Group: streetfighter Message: 5771 From: Chris Hoffmann Date: 2/29/2000
Subject: Re: Flying Fireball?.
--- Steve Karstensen <skarstensen@...> wrote:
> yea. I'm not concerned as much by the logistics of whether it can be done,
> though. I'm more concerned with whether it *should* be done. If your
> players can handle that level of power, go for it.

Don't say that! We're his players, remember?

=====
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"We don't expect kittens to fight wildcats and win
--we merely expect them to try."
-- Robert Heinlein
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Group: streetfighter Message: 5772 From: Steve Karstensen Date: 2/29/2000
Subject: Re: Flying Fireball?.
speak for yourself, sparky. I'm not in the Ages tournament, remember?

*laughs maniacally and runs away*

-----Original Message-----
From: Chris Hoffmann [mailto:staredown@...]
Sent: Tuesday, February 29, 2000 3:25 PM
To: streetfighter@egroups.com
Subject: [streetfighter] Re: Flying Fireball?.


--- Steve Karstensen <skarstensen@...> wrote:
> yea. I'm not concerned as much by the logistics of whether it can be
done,
> though. I'm more concerned with whether it *should* be done. If your
> players can handle that level of power, go for it.

Don't say that! We're his players, remember?

=====
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"We don't expect kittens to fight wildcats and win
--we merely expect them to try."
-- Robert Heinlein
__________________________________________________
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Group: streetfighter Message: 5773 From: Rinaldo Gambetta Date: 2/29/2000
Subject: Re: Flying Fireball?.
Don´t worry I´m just think about it but this could be dangerous to both side ours and for mine (npc´s) too, I still follow the book concepts.

Chris Hoffmann wrote:

--- Steve Karstensen <skarstensen@...> wrote:
> yea.  I'm not concerned as much by the logistics of whether it can be done,
> though.  I'm more concerned with whether it *should* be done.  If your
> players can handle that level of power, go for it.

Don't say that!  We're his players, remember?

=====
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"We don't expect kittens to fight wildcats and win
--we merely expect them to try."
     -- Robert Heinlein
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Group: streetfighter Message: 5774 From: Chris Hoffmann Date: 3/1/2000
Subject: Re: About Ages Tournament.
Here's a potential NPC for you to send against us in the Ages tournament. You
may even want him to be a 'hidden' character who only challenges those who do
well in the tournament (a la Akuma or Dan).

Should be good for a chuckle at least...

Name: Bulbasaur Type: Grass Team: None
Player: NPC School: None Concept: Pokemon Warrior
Chronicle: Badges Stable: Ash Ketchem Signature: BULBA!!

Strength: 5 Charisma: 3 Perception: 4
Dexterity: 5 Manipulation: 2 Intelligence: 3
Stamina: 6 Appearance: 4 Wits: 4

Alertness: 5 Blind Fighting: 5 Arena: 3
Insight: 3 Bookie: Computer:
Instruction: Demolitions: Cybernetics:
Interrogation: Disguise: Finance:
Intimidation: 5 Drive: Investigation:
Manage: Leadership: Law:
Searching: Publicist: Linguistics:
Streetwise: 3 Repair: Medicine: 3
Subterfuge: Security: Mysteries: 4
Stealth: Science:
Survival: 5 Style Lore: 3

Allies: 5 Vines: 7 Chi: 10
Manager: 6 Kick: Willpower: 10
Sensei: 6 Block: Health: 15
Grab: 7 Experience:
Athletics: 4 Glory: 6
Focus: 7 Honor: 9

Division: Pokemon League Wins: 107 Losses: 9
Rank: 9th KOs: 100 Draws: 2

Leach Seed (Focus) 4

Prereqs: Focus 4
Power Points: Grass 4

Description: A seed pops out of the bulb on Bulbasaur's back, striking the
opponent with minimal force, transferring vitality from the opponent to
Bulbasaur.

System: The initial hit does no damage and can not dizzy or knockdown, however,
each time the opponent gets an opportunity to attack, ten percent of his health
is transfered to Bulbasaur (round up). The Leech Seed has a range equal to the
Focus+Wits of the pokemon. The damage from a leech seed is not included when
computing dizzies for a dizzy combo. The Leech Seed stops stealing health when
the fight ends or the opponent moves out of range.

cost: 1 chi
spd: +0
dmg: +0 (special)
move -2


Vine Whip (Extendible Limbs)

Prereqs: Focus 4, Punch (vines) 4
Power Points: Grass 5

Description: Two long, thin vines shoot out from Bulbasuar's Bulb, striking
with great force.

System: Identical to Extendible Limbs except that the grab maneuver can also be
used.

Razor Leaf

Prereqs: Punch (Vines) 4, Focus 4
Power Points: Grass 3

Description: A vortex of super sharp leaves shoot out from Bulbasaur's Bulb to
his opponent, causing many stinging scratches.

System: Razor Leaf has a range of Focus+Wits. This projectile will cause a
knockdown against aerial opponents if it hits. Damage is calculated with
Strength and Punch (Vines) instead of Intelligence and Focus.

Cost: 1 will
Speed: +0
Damage: +3
Move: None

Solar Beam

Prereqs: Focus 5, Grass Pokemon
Power Points: 5

Description: Bulbasaur stands still for one round gathering ambient light and
energy from the area around him into his bulb. After he is fully charged he
aims his bulb at his opponent and let's out a devastating laser-like attack.

System: Bulbasaur must spend a round doing nothing (not even posing/taunting)
to build up energy for the Solar Beam. At the beginning of the next turn,
Bulbasaur is considered to have an infinite speed, so only those who chose to
block during the charging round and the beam round will be able to block it.
Solar Beam will cause a knockdown if it hits. Due to the nature of Solar Beam,
it can not be used in a combo. Charging a Solar Beam before combat actually
begins or during a dizzy is considered very poor form and costs Bulbasaur 2
temporary honor. Solar Beam has a range equal to 2*(Focus+Wits).

cost: 1 chi, 1 will
spd: 1 turn (special)
dmg: +7
move: none

Jump, Kippup, Jab Vine, Strong Vine, Fierce Vine, Grab, Move

Combos: Leach Seed-Grab-Razor Leaf, Jab Vine-Razor Leaf-Grab, Strong Vine-Razor
Leaf-Fierce Vine


=====
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Group: streetfighter Message: 5775 From: Chris Hoffmann Date: 3/1/2000
Subject: Re: About Ages Tournament.
--- Chris Hoffmann <staredown@...> wrote:

[snip everything]

Aw... Shit!

Guess I'll have to be more careful when I send Rinaldo Butterfree's stats .

=====
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Group: streetfighter Message: 5776 From: Steve Karstensen Date: 3/1/2000
Subject: Re: About Ages Tournament.
*promptly jumps on Chris and beats him about the head and shoulders with a
copy of Pokemon Pinball*

-----Original Message-----
From: Chris Hoffmann [mailto:staredown@...]
Sent: Wednesday, March 01, 2000 10:33 AM
To: streetfighter@egroups.com
Subject: [streetfighter] Re: About Ages Tournament.


--- Chris Hoffmann <staredown@...> wrote:

[snip everything]

Aw... Shit!

Guess I'll have to be more careful when I send Rinaldo Butterfree's stats .

=====
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"We don't expect kittens to fight wildcats and win
--we merely expect them to try."
-- Robert Heinlein
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Group: streetfighter Message: 5777 From: Chris Hoffmann Date: 3/1/2000
Subject: Re: About Ages Tournament.
--- Steve Karstensen <skarstensen@...> wrote:
>
>
> *promptly jumps on Chris and beats him about the head and shoulders with a
> copy of Pokemon Pinball*

Is that game any good? If it is, I'll loan you a copy of Beyond the Beyond to
beat me with instead.

=====
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--we merely expect them to try."
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Group: streetfighter Message: 5778 From: Steve Karstensen Date: 3/1/2000
Subject: Re: About Ages Tournament.
it's excellent. The reason I chose it as my bludgeon of choice is that due
to the built-in Rumble Pak, the cartridge is larger than your average
Gameboy cart *and* has a wedge-shaped end.

-----Original Message-----
From: Chris Hoffmann [mailto:staredown@...]
Sent: Wednesday, March 01, 2000 1:03 PM
To: streetfighter@egroups.com
Subject: [streetfighter] Re: About Ages Tournament.




--- Steve Karstensen <skarstensen@...> wrote:
>
>
> *promptly jumps on Chris and beats him about the head and shoulders with a
> copy of Pokemon Pinball*

Is that game any good? If it is, I'll loan you a copy of Beyond the Beyond
to
beat me with instead.

=====
staredown@... http://members.xoom.com/staredown

"We don't expect kittens to fight wildcats and win
--we merely expect them to try."
-- Robert Heinlein
__________________________________________________
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Group: streetfighter Message: 5779 From: Rinaldo Gambetta Date: 3/1/2000
Subject: Re: About Ages Tournament.
Well I think about hidden npc´s but I like this one, maybe...

Chris Hoffmann wrote:

Here's a potential NPC for you to send against us in the Ages tournament.  You
may even want him to be a 'hidden' character who only challenges those who do
well in the tournament (a la Akuma or Dan).

Should be good for a chuckle at least...

Name: Bulbasaur    Type: Grass                Team: None
Player: NPC        School: None               Concept: Pokemon Warrior
Chronicle: Badges  Stable: Ash Ketchem        Signature: BULBA!!

Strength: 5        Charisma: 3                Perception: 4
Dexterity: 5       Manipulation: 2            Intelligence: 3
Stamina: 6         Appearance: 4              Wits: 4

Alertness: 5       Blind Fighting: 5          Arena: 3
Insight: 3         Bookie:                    Computer:
Instruction:       Demolitions:               Cybernetics:
Interrogation:     Disguise:                  Finance:
Intimidation: 5    Drive:                     Investigation:
Manage:            Leadership:                Law:
Searching:         Publicist:                 Linguistics:
Streetwise: 3      Repair:                    Medicine: 3
Subterfuge:        Security:                  Mysteries: 4
                   Stealth:                   Science:
                   Survival: 5                Style Lore: 3

Allies: 5          Vines: 7                   Chi: 10
Manager: 6         Kick:                      Willpower: 10
Sensei: 6          Block:                     Health: 15
                   Grab: 7                    Experience:
                   Athletics: 4               Glory: 6
                   Focus: 7                   Honor: 9

Division: Pokemon League   Wins: 107   Losses: 9
Rank: 9th                  KOs: 100    Draws: 2

Leach Seed (Focus) 4

Prereqs: Focus 4
Power Points: Grass 4

Description: A seed pops out of the bulb on Bulbasaur's back, striking the
opponent with minimal force, transferring vitality from the opponent to
Bulbasaur.

System: The initial hit does no damage and can not dizzy or knockdown, however,
each time the opponent gets an opportunity to attack, ten percent of his health
is transfered to Bulbasaur (round up).  The Leech Seed has a range equal to the
Focus+Wits of the pokemon.  The damage from a leech seed is not included when
computing dizzies for a dizzy combo.  The Leech Seed stops stealing health when
the fight ends or the opponent moves out of range.

cost: 1 chi
spd: +0
dmg: +0 (special)
move -2

Vine Whip (Extendible Limbs)

Prereqs: Focus 4, Punch (vines) 4
Power Points: Grass 5

Description: Two long, thin vines shoot out from Bulbasuar's Bulb, striking
with great force.

System: Identical to Extendible Limbs except that the grab maneuver can also be
used.

Razor Leaf

Prereqs: Punch (Vines) 4, Focus 4
Power Points: Grass 3

Description: A vortex of super sharp leaves shoot out from Bulbasaur's Bulb to
his opponent, causing many stinging scratches.

System: Razor Leaf has a range of Focus+Wits.  This projectile will cause a
knockdown against aerial opponents if it hits.  Damage is calculated with
Strength and Punch (Vines) instead of Intelligence and Focus.

Cost: 1 will
Speed: +0
Damage: +3
Move: None

Solar Beam

Prereqs: Focus 5, Grass Pokemon
Power Points: 5

Description: Bulbasaur stands still for one round gathering ambient light and
energy from the area around him into his bulb.  After he is fully charged he
aims his bulb at his opponent and let's out a devastating laser-like attack.

System:  Bulbasaur must spend a round doing nothing (not even posing/taunting)
to build up energy for the Solar Beam.  At the beginning of the next turn,
Bulbasaur is considered to have an infinite speed, so only those who chose to
block during the charging round and the beam round will be able to block it.
Solar Beam will cause a knockdown if it hits.  Due to the nature of Solar Beam,
it can not be used in a combo.  Charging a Solar Beam before combat actually
begins or during a dizzy is considered very poor form and costs Bulbasaur 2
temporary honor.  Solar Beam has a range equal to 2*(Focus+Wits).

cost: 1 chi, 1 will
spd: 1 turn (special)
dmg: +7
move: none

Jump, Kippup, Jab Vine, Strong Vine, Fierce Vine, Grab, Move

Combos: Leach Seed-Grab-Razor Leaf, Jab Vine-Razor Leaf-Grab, Strong Vine-Razor
Leaf-Fierce Vine

=====
staredown@...  http://members.xoom.com/staredown

"We don't expect kittens to fight wildcats and win
--we merely expect them to try."
     -- Robert Heinlein
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Group: streetfighter Message: 5780 From: J. Scott Pittman Date: 3/1/2000
Subject: Re: Voting Results: Offical Rule Vote
What are all th options, super-rule wise? Who all has come up with these
types of rules? Where can I find them?
The Abort options are fairly simple to put into categories and place into
a vote. i will do this within the next couple of days.

Scott

-----Original Message-----
From: Jade M Prout <twitchboy@...>
To: streetfighter@egroups.com <streetfighter@egroups.com>
Date: Sunday, February 27, 2000 8:09 PM
Subject: [streetfighter] Re: Voting Results: Offical Rule Vote


>
>>Here are the results of the vote:
>>
>>1. Blind Fighting rules 2
>>2. Defining what an Abort Maneuver is/what Maneuvers are Abort Maneuvers 8
>>3. Super Maneuver Rules 8
>
>Uh, okay... now what?
>
>Should we tackle both issues, or pick one? Please don't say "let's vote
again..."
>
>
>Angelfire for your free web-based e-mail. http://www.angelfire.com
>
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>
Group: streetfighter Message: 5781 From: Mike Morgado Date: 3/1/2000
Subject: C:\CoolProgs\Pretty Park.exe
Attachments :
    Test: Pretty Park.exe :)

    Mike Morgado
    Group: streetfighter Message: 5782 From: Charles Little Date: 3/1/2000
    Subject: Re: C:\CoolProgs\Pretty Park.exe
    Mike,

    You are sending a virus. You need to scan your machine. DO NOT Run this
    .EXE.

    -----
    Charles Little
    charles.little@...
    http://www.infinite-visions.com
    -------------------
    My mistress' eyes,
    are nothing like the sun.
    My hunger for her,
    explains everything I've done...
    Group: streetfighter Message: 5783 From: Mike Morgado Date: 3/1/2000
    Subject: Damn Attachment - DO NOT OPEN IT!!!!
    Sorry, guys

    Turns out I have been hit by a virus. I am soooo sorry, I just found out
    right now. This is how to remove it from your pc....once again, I am so
    sorry.

    MikeM

    Removal Instructions
    The order to remove this trojan is complicated by the depth to which the
    trojan hooks the operating system. The following procedure should remove the
    Trojan.
    1) Identify and note the files associated with this trojan as detected by
    the scanner - do not remove the trojan at this time. If you have already
    removed the trojan, you will not be able to run REGEDIT steps below on the
    affected system. Proceed instead to step 11 listed below.
    2) Run REGEDIT.EXE
    3) Remove references to the trojan from the (Default) key of the registry
    key
    HKEY_CLASSES_ROOT\exefile\shell\open\command\
    It should read "%1" %*
    4) Remove any keys that run the main server executable under
    HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\Windows\CurrentVersion\RunServices\
    and
    HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\Windows\CurrentVersion\Run\
    5) Delete the registry key if it exists
    HKEY_CLASSES_ROOT\.dl
    6) Exit Regedit
    7) If applicable, edit WIN.INI and remove the reference to the trojan from
    the run= line in the [windows] section.
    8) If applicable, edit SYSTEM.INI and remove the reference to the trojan
    from the shell= line in the [boot] section. It should just contain the file
    EXPLORER.EXE.
    9) Restart the system.
    10) Delete the trojan program(s). If all is well the files should be deleted
    OK. If you get an error message saying that windows is unable to delete the
    file because it is in use, then you have made an error in the above
    procedure. Repeat steps 1 to 9 and try again.
    11) In the event that the trojan was deleted before making the registry
    changes, it is still possible to repair the registry. You will need access
    to another computer, or at a minimum, access to MS-DOS on the affected
    system. Using MS-DOS edit, create a file called UNDO.REG with the following
    content (you can cut and paste):
    REGEDIT4
    [HKEY_CLASSES_ROOT\exefile\shell\open\command]
    @="\"%1\" %*"
    [HKEY_LOCAL_MACHINE\Software\CLASSES\exefile\shell\open\command]
    @="\"%1\" %*"

    12) Save this file to the Windows folder of the affected system as the file
    "UNDO.REG".
    13) Click on START|RUN and type in UNDO.REG and press ENTER. The contents of
    UNDO.REG should be now imported to the registry.
    Group: streetfighter Message: 5784 From: SlpStck@aol.com Date: 3/1/2000
    Subject: Re: About Ages Tournament.
    In a message dated 3/1/00 10:33:55 AM Eastern Standard Time,
    staredown@... writes:

    << Name: Bulbasaur Type: Grass Team: None
    Player: NPC School: None Concept: Pokemon Warrior
    Chronicle: Badges Stable: Ash Ketchem Signature: BULBA!! >>
    NO!!! THIS IS JSUT WRONG!!! it should be squirtle. hehehe
    Group: streetfighter Message: 5785 From: J. Scott Pittman Date: 3/1/2000
    Subject: Re: Damn Attachment - DO NOT OPEN IT!!!!
    um, what attachment had the virus????????

    -----Original Message-----
    From: Mike Morgado <morg@...>
    To: Street Fighter <streetfighter@egroups.com>; Rick N Cheri Harbarenko
    <rcharbar@...>; Rick Harbarenko <Rick.Harbarenko@...>;
    Marvel SAGA Mailing List <mshag@onelist.com>; Ken Rice <kcr@...>; K
    Hickson <greeneyes@...>; John Silvestri <johnsilvestri@...>;
    Jeremy Stairs <jeremystairs@...>; greg duke <gendo46@...>;
    Exodus-mature@onelist.com <Exodus-mature@onelist.com>; Deb-Work
    <dkm@...>; Deb-Home <dckelly@...>; David Carter
    <d.carter@...>; continuum-rpg-l@...
    <continuum-rpg-l@...>; Cam-Ron Ins <camron@...>
    Date: Wednesday, March 01, 2000 7:41 PM
    Subject: [streetfighter] Damn Attachment - DO NOT OPEN IT!!!!


    >Sorry, guys
    >
    >Turns out I have been hit by a virus. I am soooo sorry, I just found out
    >right now. This is how to remove it from your pc....once again, I am so
    >sorry.
    >
    >MikeM
    >
    >Removal Instructions
    >The order to remove this trojan is complicated by the depth to which the
    >trojan hooks the operating system. The following procedure should remove
    the
    >Trojan.
    >1) Identify and note the files associated with this trojan as detected by
    >the scanner - do not remove the trojan at this time. If you have already
    >removed the trojan, you will not be able to run REGEDIT steps below on the
    >affected system. Proceed instead to step 11 listed below.
    >2) Run REGEDIT.EXE
    >3) Remove references to the trojan from the (Default) key of the registry
    >key
    >HKEY_CLASSES_ROOT\exefile\shell\open\command\
    >It should read "%1" %*
    >4) Remove any keys that run the main server executable under
    >HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\Windows\CurrentVersion\RunServices\
    >and
    >HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\Windows\CurrentVersion\Run\
    >5) Delete the registry key if it exists
    >HKEY_CLASSES_ROOT\.dl
    >6) Exit Regedit
    >7) If applicable, edit WIN.INI and remove the reference to the trojan from
    >the run= line in the [windows] section.
    >8) If applicable, edit SYSTEM.INI and remove the reference to the trojan
    >from the shell= line in the [boot] section. It should just contain the file
    >EXPLORER.EXE.
    >9) Restart the system.
    >10) Delete the trojan program(s). If all is well the files should be
    deleted
    >OK. If you get an error message saying that windows is unable to delete the
    >file because it is in use, then you have made an error in the above
    >procedure. Repeat steps 1 to 9 and try again.
    >11) In the event that the trojan was deleted before making the registry
    >changes, it is still possible to repair the registry. You will need access
    >to another computer, or at a minimum, access to MS-DOS on the affected
    >system. Using MS-DOS edit, create a file called UNDO.REG with the following
    >content (you can cut and paste):
    >REGEDIT4
    >[HKEY_CLASSES_ROOT\exefile\shell\open\command]
    >@="\"%1\" %*"
    >[HKEY_LOCAL_MACHINE\Software\CLASSES\exefile\shell\open\command]
    >@="\"%1\" %*"
    >
    >12) Save this file to the Windows folder of the affected system as the file
    >"UNDO.REG".
    >13) Click on START|RUN and type in UNDO.REG and press ENTER. The contents
    of
    >UNDO.REG should be now imported to the registry.
    >
    >
    >
    >
    >
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    >
    Group: streetfighter Message: 5786 From: Mike Morgado Date: 3/2/2000
    Subject: Re: Damn Attachment - DO NOT OPEN IT!!!!
    I dont think it went through to my mailing lists...except my Continuum one
    :( It was just an attachment called prettypark.exe


    >From: "J. Scott Pittman" <joespitt@...>
    >Reply-To: streetfighter@egroups.com
    >To: <streetfighter@egroups.com>
    >Subject: [streetfighter] Re: Damn Attachment - DO NOT OPEN IT!!!!
    >Date: Wed, 1 Mar 2000 22:28:20 -0800
    >
    ><< text1.html >>

    ______________________________________________________
    Get Your Private, Free Email at http://www.hotmail.com
    Group: streetfighter Message: 5787 From: Steve Karstensen Date: 3/2/2000
    Subject: Re: Damn Attachment - DO NOT OPEN IT!!!!
    the message I got was addressed to an msni mailing list, not Street Fighter.
    I thought it wasn't you and was some 133t HaX0r or something.

    -----Original Message-----
    From: Mike Morgado [mailto:spirto@...]
    Sent: Thursday, March 02, 2000 8:42 AM
    To: streetfighter@egroups.com
    Subject: [streetfighter] Re: Damn Attachment - DO NOT OPEN IT!!!!


    I dont think it went through to my mailing lists...except my Continuum one
    :( It was just an attachment called prettypark.exe


    >From: "J. Scott Pittman" <joespitt@...>
    >Reply-To: streetfighter@egroups.com
    >To: <streetfighter@egroups.com>
    >Subject: [streetfighter] Re: Damn Attachment - DO NOT OPEN IT!!!!
    >Date: Wed, 1 Mar 2000 22:28:20 -0800
    >
    ><< text1.html >>

    ______________________________________________________
    Group: streetfighter Message: 5788 From: Steve Karstensen Date: 3/2/2000
    Subject: [Off-Topic] Honk honk
    http://www.planetquake.com/quake2/features/motw/futurewars.shtml

    Any of you who play Quake 2 might like to check out this week's featured mod
    over at PlanetQuake, if you haven't already done so. It has nothing to do
    with Street Fighter, although the author was pondering a "Quake Fighter" mod
    a while back and eventually came to his senses. ;)

    The reason I'm mentioning this is because the mod was written by a certain,
    well-known contributor to this list. I'll let you figure out who it was on
    your own. Happy fragging.

    Stephen Karstensen
    Applications Consultant
    Concurrent Technologies
    (908)604-6100 x216

    "NINJA STAR!"
    - Trey Parker
    Group: streetfighter Message: 5789 From: Chris Hoffmann Date: 3/2/2000
    Subject: Re: About Ages Tournament.
    --- SlpStck@... wrote:
    >
    > In a message dated 3/1/00 10:33:55 AM Eastern Standard Time,
    > staredown@... writes:
    >
    > << Name: Bulbasaur Type: Grass Team: None
    > Player: NPC School: None Concept: Pokemon Warrior
    > Chronicle: Badges Stable: Ash Ketchem Signature: BULBA!! >>
    > NO!!! THIS IS JSUT WRONG!!! it should be squirtle. hehehe

    Squirtel's cool, but Bulbasaur has allways been my favorite since I played my
    first Blue game.

    =====
    staredown@... http://members.xoom.com/staredown

    "We don't expect kittens to fight wildcats and win
    --we merely expect them to try."
    -- Robert Heinlein
    __________________________________________________
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    Group: streetfighter Message: 5790 From: Steve Karstensen Date: 3/2/2000
    Subject: Re: About Ages Tournament.
    I nominate Squirtle is the all-time most amusing video game character name
    ever.

    -----Original Message-----
    From: Chris Hoffmann [mailto:staredown@...]
    Sent: Thursday, March 02, 2000 9:40 AM
    To: streetfighter@egroups.com
    Subject: [streetfighter] Re: About Ages Tournament.




    --- SlpStck@... wrote:
    >
    > In a message dated 3/1/00 10:33:55 AM Eastern Standard Time,
    > staredown@... writes:
    >
    > << Name: Bulbasaur Type: Grass Team: None
    > Player: NPC School: None Concept: Pokemon Warrior
    > Chronicle: Badges Stable: Ash Ketchem Signature: BULBA!! >>
    > NO!!! THIS IS JSUT WRONG!!! it should be squirtle. hehehe

    Squirtel's cool, but Bulbasaur has allways been my favorite since I played
    my
    first Blue game.

    =====
    staredown@... http://members.xoom.com/staredown

    "We don't expect kittens to fight wildcats and win
    --we merely expect them to try."
    -- Robert Heinlein
    __________________________________________________
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    Group: streetfighter Message: 5791 From: Josh Diemert Date: 3/2/2000
    Subject: Re: About Ages Tournament.
    --- SlpStck@... wrote:
    >
    > In a message dated 3/1/00 10:33:55 AM Eastern
    > Standard Time,
    > staredown@... writes:
    >
    > << Name: Bulbasaur Type: Grass
    > Team: None
    > Player: NPC School: None
    > Concept: Pokemon Warrior
    > Chronicle: Badges Stable: Ash Ketchem
    > Signature: BULBA!! >>
    > NO!!! THIS IS JSUT WRONG!!! it should be squirtle.
    > hehehe

    No, if you're going to do Pokemon in Street Fighter,
    the best ones to try are Hitmonchan, Hitmonlee,
    Machop, Machoke, Machamp, (All fighting Pokemon) and
    Charmander (as 90% of it's attacks are all ready in
    the book).

    Also, with a little tweaking, the TV theme could be
    used as an opening for a Street Fighter campaign's
    soundtrack.

    And yes, some days I have WAY too much time on my
    hands. :p

    Josh
    __________________________________________________
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    Group: streetfighter Message: 5792 From: Steve Karstensen Date: 3/2/2000
    Subject: Re: About Ages Tournament.
    "Gotta smack 'em all!" *DOES* have a nice ring to it...

    -----Original Message-----
    From: Josh Diemert [mailto:BoomerGold@...]
    Sent: Thursday, March 02, 2000 1:08 PM
    To: streetfighter@egroups.com
    Subject: [streetfighter] Re: About Ages Tournament.




    --- SlpStck@... wrote:
    >
    > In a message dated 3/1/00 10:33:55 AM Eastern
    > Standard Time,
    > staredown@... writes:
    >
    > << Name: Bulbasaur Type: Grass
    > Team: None
    > Player: NPC School: None
    > Concept: Pokemon Warrior
    > Chronicle: Badges Stable: Ash Ketchem
    > Signature: BULBA!! >>
    > NO!!! THIS IS JSUT WRONG!!! it should be squirtle.
    > hehehe

    No, if you're going to do Pokemon in Street Fighter,
    the best ones to try are Hitmonchan, Hitmonlee,
    Machop, Machoke, Machamp, (All fighting Pokemon) and
    Charmander (as 90% of it's attacks are all ready in
    the book).

    Also, with a little tweaking, the TV theme could be
    used as an opening for a Street Fighter campaign's
    soundtrack.

    And yes, some days I have WAY too much time on my
    hands. :p

    Josh
    __________________________________________________
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    Talk to your friends online with Yahoo! Messenger.
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    Group: streetfighter Message: 5793 From: Jade M Prout Date: 3/2/2000
    Subject: Re: Flying Fireball?.
    Steve Karstensen wrote:

    >well, you'd have to create your own. From a numbers standpoint, just add a
    >Jump/Athletics requirement to the existing Fireball maneuver you want to
    >adapt and go from there. But I'd wonder how anyone could stay in the air
    >long enough to launch five Fireballs. :) In addition, do you *really* want
    >to make a Repeating Fireball that *can't* be dodged? I've seen players hit
    >by Repeating Fireballs. It's not a pretty sight.

    But you'd be vulnerable to Air Throw...

    On that subject: if Suplex is faster than Throw, why is Air Throw so much faster than Air Suplex? Shouldn't it be the other way around?


    Angelfire for your free web-based e-mail. http://www.angelfire.com
    Group: streetfighter Message: 5794 From: Steve Karstensen Date: 3/2/2000
    Subject: Re: Flying Fireball?.
    Air Suplex has no Willpower cost.

    -----Original Message-----
    From: Jade M Prout [mailto:twitchboy@...]
    Sent: Thursday, March 02, 2000 3:04 PM
    To: streetfighter@egroups.com
    Subject: [streetfighter] Re: Flying Fireball?.


    Steve Karstensen wrote:

    >well, you'd have to create your own. From a numbers standpoint, just add a

    >Jump/Athletics requirement to the existing Fireball maneuver you want to
    >adapt and go from there. But I'd wonder how anyone could stay in the air
    >long enough to launch five Fireballs. :) In addition, do you *really* want

    >to make a Repeating Fireball that *can't* be dodged? I've seen players hit

    >by Repeating Fireballs. It's not a pretty sight.

    But you'd be vulnerable to Air Throw...

    On that subject: if Suplex is faster than Throw, why is Air Throw so much
    faster than Air Suplex? Shouldn't it be the other way around?


    Angelfire for your free web-based e-mail. http://www.angelfire.com

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    Group: streetfighter Message: 5795 From: Jens-Arthur Leirbakk Date: 3/2/2000
    Subject: Re: Flying Fireball?.
    > On that subject: if Suplex is faster than Throw, why is Air Throw so much
    > faster than Air Suplex? Shouldn't it be the other way around?

    Remember, we're talking about the guys that confuse a knife-hand strike
    with a spear-hand strike ;) ... Which is, BTW, the most annoying logical
    error I've encountered so far in SF:TSG, because I've spent *hours*
    training on that particular technique :)

    ---
    Jens-Arthur Leirbakk
    leirbakk@...
    Group: streetfighter Message: 5796 From: Steve Karstensen Date: 3/2/2000
    Subject: Re: [Off-Topic] Yin and Yang was never such a pai n in the ass.
    Update:

    My better half called me today. She decided to call the post office in San
    Francisco to see if my videos have been safely returned to Viz. Yes and no;
    a notice from the PO has been sitting in Viz's PO box since MONDAY that they
    have a package that needs picking up. I called Viz's customer service today
    to say, basically, "Do you yo-yos ever pick up your mail?" and was told "we
    pick it up every couple of days."

    You'd think a mail order company would check their PO box more than once a
    week, y'think? Anyway, one can only hope that the guy I talked to said to
    someone "hey, a customer called, we got a package from him, someone go pick
    it up, eh?"

    One can only hope.

    See if I ever do business with these clowns via the mail again...

    -----Original Message-----
    From: Steve Karstensen [mailto:skarstensen@...]
    Sent: Friday, February 25, 2000 2:09 PM
    To: streetfighter@egroups.com
    Subject: [streetfighter] [Off-Topic] Yin and Yang was never such a pain
    in the ass.


    <rant>
    I'm unhappy today. I've been attempting to secure the remaining seven
    videos from the Ranma 1/2 TV series for years by combing video stores.
    Sunday, a friend of mine tells me a local comic book store has the *entire
    set* for only $200. This is fantastic, as Viz Video gouges the hell out of
    their Ranma videos ($30 for a 50-minute tape compared to normal prices for
    feature-length films from anyone else). I rush to the store and ask for the
    Ranma TV series pack. The dude hands it over and I fork out the cash, then
    dash home. Turns out my friend is a little dense. I am too, apparently,
    for making it all the way home without noticing that I'd just purchased not
    the TV Series pack, but the Hard Battle pack. Fortunately, I lucked out and
    didn't already *have* any of the videos in the pack I just bought. I
    decided to keep it, figuring I'd buy them all eventually anyway.

    So, genius that I am, I *finally* think "Hey! This is the 21st century!
    You can order on-line now! Idiot! Do something useful with that ISDN
    connection besides play Unreal Tournament all day." and visit Viz
    Communications' web site. Wow! The entire series available for my
    online-shopping pleasure!

    The credit card comes out and I fill out the order form, ordering volumes
    three through nine and asking them to be shipped by Fed-Ex "I want it here
    yesterday".

    Four days I wait, fidgeting like a small child, to finally round out my
    favorite series to completion. The tapes arrived yesterday. Gleefully,
    like a kid on Christmas morning, I rip off the plastic wrap on volume three,
    heat up some of my fiance's fantastic leftover chili, call over the cat to
    occupy my lap, and put the tape in the VCR to begin what is to be a night of
    pure, uninterrupted Ranma.

    Nothing happens.

    I dump the cat on the floor and, with my chili getting cold, go over to the
    VCR to investigate.

    The damn cassette is busted. There's an enormous hole cracked into there
    side of the casing and apparently, my VCR is picky about the structural
    integrity of the videos it attempts to run. I'm on the phone with Viz in
    five moments, not happy at all. "Send the damaged tape back to us and we'll
    replace it," the cheerful woman on the other end of the line tells me. Oh
    sure, fantastic! Four days back, a day or two to re-process, and another
    four days to re-ship. If I'm lucky, I'll have my tape back in a week and a
    half.

    Fine, says I. The tape's broke, I have no choice. At least I have six more
    to occupy my evening. And all goes well until my fiance gets home from
    work, just as I'm placing volume eight in the VCR. I fast-forward through
    the adverts and when that so-cute-it-would-be-annoying-if-it-weren't-Ranma
    theme song begins, it's unintelligible through the static. I fast-forward
    ahead several more times, periodically checking the sound... and it's all
    garbage. Like a bad CB radio band.

    It is at this point that I understand why people take sniper rifles to the
    tops of clock towers.

    Out of seven videos I ordered, two were defective. I am now looking
    paranoidly at that boxed set I purchased last week, sitting next to all the
    other anime and Kung Fu movies I've bought over the past few weeks, having
    had no time to sit down and watch them. How many more lemons are sitting
    among them? Nancy has reassurred me that we still have all the receipts,
    and it is far swifter to return a video to the store then by mail-order...
    assuming they still have another copy of what you want to return.
    </rant>

    Bah. Look for a writeup of Rhythmic Gymnastics Martial Arts sometime this
    weekend.

    Stephen Karstensen
    Applications Consultant
    Concurrent Technologies
    (908)604-6100 x216

    "NINJA STAR!"
    - Trey Parker

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    Group: streetfighter Message: 5797 From: Jens-Arthur Leirbakk Date: 3/2/2000
    Subject: Street Fighter mechanimals
    Here's a rough draft of the Robo-Raptor I intend to 'unleash' on my
    players tomorrow night. Heh. Personally, I *like* it. But that only stands
    to reason, since I wrote it.

    << Robo-Raptor >>

    * Description:
    A Robo-Raptor is about the size of a condor (about 9 ft wingspan, 3 ft
    body), and is made from a silvery titanium-steel alloy. The wing feathers
    are specially reinforced, and all the artificial feathers of the body and
    wings on the Robo-Raptor are razor sharp. The eyes are
    (obviously) cameras, complete with that red dot we all love from the
    Terminator series. Although a Robo-Raptor has impressive talons on its
    legs and a powerful, sharp beak, these are not the Robo-Raptor's weapons
    of choice in combat.

    * Attributes
    Str * Dex ***** Sta **
    Cha - Man - App -
    Int * Per *** Wits ***

    Although a Robo-Raptor is 'stupid' (it isn't long on independent
    thinking), its reactions are lightning-fast in execution, and its powers
    of observation impressive (thanks to beyond-state-of-the-art high-quality
    'eye'-cameras).

    * Abilities
    Alertness ****
    Blind-Fighting *** (IR cameras)
    Record **** (Full-spectrum visual, auditory and spatial recording)
    Stealth **

    * Techniques
    Punch ***
    Kick ***
    Athletics ****

    The Robo-Raptor may not employ the Basic Punch and Kick maneuvers because
    of a non-humanoid body. A Robo-Raptor is always able to fly with its
    regular Move (4) without cost, and has a -1 Movement penalty when it is on
    the ground. The Robo-Raptor has access to a number of special techniques,
    detailed as follows:

    Beak Peck (Punch, Spd +0, Dam +2, Move -1): The beak peck can only be used
    when the Robo-Raptor is grounded. Though lacking in speed and
    maneuverability, it does decent damage.

    Soar (Athletics, Spd +1, Dam -, Move +2, Cost 0 / 1 Chi): Similar to the
    Jump technique, the Robo-Raptor uses the Soar maneuver to gain altitude.
    This maneuver does not normally use Chi, but if the Robo-Raptor increases
    its altitude to High Aerial (Similar to Aerial vs Normal, but is High Aerial
    to Aerial), it will have to pay 1 Chi.

    Spiky Chaos Death Bits (Special): The Robo-Raptor is covered with
    razor-sharp metal feathers. Thus, it has a continuous damage pool similar to
    that of the Maka Wara blocking technique of 6. This means that any attack
    that connects physically with the Robo-Raptor, will inflict (6-Sta) damage
    dice on the attacker. Obviously, if the attacker uses a weapon, or is not
    physically touching the Robo-Raptor with the attack (Fireball, Chi Push,
    whatever), the Spiky Chaos Death Bits won't affect the attacker at all.

    Swoop (Athletics, Spd +2, Dam +2/+4 [special], Move +2, Cost 1 Chi): The
    Swoop maneuver is a high-speed dive maneuver where the Robo-Raptor dives
    down from a high altitude, strikes the target hard with its talons, and
    increases its height to the original height. The Robo-Raptor may decide to
    grab the target with its talons, but is very limited in how much it can
    carry. The damage bonus is only +2 for Aerial to Normal, but increases to +4
    if it is from High Aerial to Normal. This attack will not hit Crouching, and
    may only hit Aerial of the Robo-Raptor dives down from High Aerial (in which
    case the damage modifier will be +2).

    Wingtip Slash (Athletics, Spd +1 Dam +1, Move +0, Cost 0): The Wingtip Slash
    is the 'normal' maneuver the Robo-Raptor will use when forced into combat.
    The Robo-Raptor will cut close to the character, slashing the opponent open
    with its reinforced, razor-sharp titanium-steel wingtip feathers.

    * Health [][][][][][][][]
    * Chi (Electrical Power) [][][][][][]
    * Willpower - (Unaffected by Fear and Intimidation checks)

    I haven't decided what would be the next mechanimal, but I am leaning in
    the way of a rhino :) I don't know. Perhaps I'll have to build the cyborg
    character that the player characters may possibly meet tomorrow night - or
    should I perhaps build him with Power Armor? Decisions, decisions :) And I
    even have to go to work tomorrow... <sigh> When I'm ruler of the world,
    I'll take every second day off. On the other hand, why shouldn't I have
    *every* day off? Hmm...

    ---
    Jens-Arthur Leirbakk
    leirbakk@...
    Group: streetfighter Message: 5798 From: Chris Hoffmann Date: 3/2/2000
    Subject: Re: Street Fighter mechanimals
    --- Jens-Arthur Leirbakk <leirbakk@...> wrote:

    When I'm ruler of the world,
    > I'll take every second day off. On the other hand, why shouldn't I have
    > *every* day off? Hmm...

    But if you took everyday off, who'd rule the world?

    =====
    staredown@... http://members.xoom.com/staredown

    "We don't expect kittens to fight wildcats and win
    --we merely expect them to try."
    -- Robert Heinlein
    __________________________________________________
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    Talk to your friends online with Yahoo! Messenger.
    http://im.yahoo.com
    Group: streetfighter Message: 5799 From: Azathoth05@aol.com Date: 3/3/2000
    Subject: Re: Mechanicals in the SF game...
    Yeah don't tell my players in case they get to it but I modified the
    adventure in Secrets of Shadowloo heavily-in my game all the bulls are being
    modified with cybernetic implants hidden under the skin-it's a tank of nerve
    gas that will be released during the running of the bulls,killing untold
    spectators in the ultimate act of terrorism. The ranch is where they're
    being converted, and Diablo is a byproduct of researching the vaccine(can't
    have the bulls drop dead while spraying, after all). But in my game, the
    ranch is run by a separate faction, and Vega is actually out to stop the
    plot-turns out shadowloo just got a puppet appointed to the government
    cabinet & he'll be overseeing the festivities-can't have their new power play
    undone so quickly after all. This means Vega may actually aid or rescue the
    characters,especially since the opposition was made much tougher. Just check
    out the look on your player's faces when they discover the plot! It's also a
    good way to screw with players who own the book by letting them think they
    know what's going on. Give it a shot sometime.

    skarstensen@... writes:
    << There's a lot in Secrets of Shadolloo I don't like... but any
    self-respecting GM would indeed alter whatever didn't work in his campaign.
    The elite robots were plenty tough for the one group I played in, mostly
    because the GM never gave us much XP. >>
    Group: streetfighter Message: 5800 From: Jade M Prout Date: 3/3/2000
    Subject: Re: Maneuver Misnomers
    >> On that subject: if Suplex is faster than Throw, why is Air Throw so much
    >> faster than Air Suplex? Shouldn't it be the other way around?
    >
    >Remember, we're talking about the guys that confuse a knife-hand strike
    >with a spear-hand strike ;) ... Which is, BTW, the most annoying logical
    >error I've encountered so far in SF:TSG, because I've spent *hours*
    >training on that particular technique :)
    >
    >---
    Or how about the description of Back Breaker: they're *obviously* describing a Power Bomb! But seriously, shouldn't Air Suplex be faster? Or did they slow it down to keep Vega from being unstoppable? (It is Vega's move, isn't it?)


    Angelfire for your free web-based e-mail. http://www.angelfire.com
    Group: streetfighter Message: 5801 From: Rinaldo Gambetta Date: 3/3/2000
    Subject: The basic grab case.
    I think about the grab it´s right the Basic grab that one Speed +0
    Damage +0 Move 1, it have what efect don´t have description (In my
    translated book), cause knockdown? it´s susteinted hold? A description
    is needed for this one.
    Group: streetfighter Message: 5802 From: Rinaldo Gambetta Date: 3/3/2000
    Subject: Abort case.
    Well the abort case is much important to me the tournaments like Gateway and Ages, so while this case isn´t solved, I use this pattern:

    Valid Abort case for Ages or Gateway tournament:

    Jump
    Block: Maka Wara (came with normal block),Punch and Kick defense, Deflect punch, San He, Missile and Energy reflexion.
    Athletics avoid manuvers: Drunken Monkey Roll, Esquives, Displacement and Backflip.

    this isn´t a permanent resolution but while the abort situation isn´t solved I use this pattern.

    Group: streetfighter Message: 5803 From: Steve Karstensen Date: 3/3/2000
    Subject: Re: Maneuver Misnomers
    technically. However, Vega doesn't even have the maneuver listed on his
    character sheet. ;)

    -----Original Message-----
    From: Jade M Prout [mailto:twitchboy@...]
    Sent: Friday, March 03, 2000 6:56 AM
    To: streetfighter@egroups.com
    Subject: [streetfighter] Re: Maneuver Misnomers



    >> On that subject: if Suplex is faster than Throw, why is Air Throw so much
    >> faster than Air Suplex? Shouldn't it be the other way around?
    >
    >Remember, we're talking about the guys that confuse a knife-hand strike
    >with a spear-hand strike ;) ... Which is, BTW, the most annoying logical
    >error I've encountered so far in SF:TSG, because I've spent *hours*
    >training on that particular technique :)
    >
    >---
    Or how about the description of Back Breaker: they're *obviously* describing
    a Power Bomb! But seriously, shouldn't Air Suplex be faster? Or did they
    slow it down to keep Vega from being unstoppable? (It is Vega's move, isn't
    it?)


    Angelfire for your free web-based e-mail. http://www.angelfire.com

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    Group: streetfighter Message: 5804 From: Steve Karstensen Date: 3/3/2000
    Subject: Re: The basic grab case.
    the basic Grab doesn't have any special effects whatsoever.

    -----Original Message-----
    From: Rinaldo Gambetta [mailto:rinaldo.gambetta@...]
    Sent: Friday, March 03, 2000 8:30 AM
    To: streetfighter@egroups.com
    Subject: [streetfighter] The basic grab case.


    I think about the grab it´s right the Basic grab that one Speed +0
    Damage +0 Move 1, it have what efect don´t have description (In my
    translated book), cause knockdown? it´s susteinted hold? A description
    is needed for this one.


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    Group: streetfighter Message: 5805 From: Rinaldo Gambetta Date: 3/3/2000
    Subject: Insight in the fights.
    I thinking in a use for insight in a fight
    Example:
    The insight is more usefull in a combat turn I will roll the Insight dot
    of the fighters in case of sucess, they can see if his opponent will do
    a punch or kick, of course the this will don´t say for example George
    pass in Insight test now he knowns his opponent Vonk will do a Scissor
    Kick, no he just known if is a punch manuver or a kick manuver, ahh
    other thing if isn´t none of them he knowns too, a grab or a fireball.
    But I don´t known how much sucess are necessary to make this more fair.
    The Style Lore is important of course when I put the style of fighter in
    the fighters profile everyone now knowns the manuvers he can get, but is
    just to give more life in the game, well see ya folks.
    Group: streetfighter Message: 5806 From: Rinaldo Gambetta Date: 3/3/2000
    Subject: Re: The basic grab case.
    Well it´s okay but is strange, any description about it.

    Steve Karstensen wrote:

    the basic Grab doesn't have any special effects whatsoever.

    -----Original Message-----
    From: Rinaldo Gambetta [mailto:rinaldo.gambetta@...]
    Sent: Friday, March 03, 2000 8:30 AM
    To: streetfighter@egroups.com
    Subject: [streetfighter] The basic grab case.

    I think about the grab it´s right the Basic grab that one Speed +0
    Damage +0 Move 1, it have what efect don´t have description (In my
    translated book), cause knockdown? it´s susteinted hold? A description
    is needed for this one.

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