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Group: streetfighter Message: 753 From: Christian Conkle Date: 2/13/1999
Subject: Re: New Web page
Group: streetfighter Message: 754 From: Christian Conkle Date: 2/13/1999
Subject: Re: I got hit by a car and I looked good doing it
Group: streetfighter Message: 755 From: Christian Conkle Date: 2/13/1999
Subject: Re: A question on Techniques
Group: streetfighter Message: 756 From: Steve Karstensen Date: 2/13/1999
Subject: Re: I got hit by a car and I looked good doing it
Group: streetfighter Message: 757 From: Wayne French Date: 2/13/1999
Subject: Re: I got hit by a car and I looked good doing it
Group: streetfighter Message: 758 From: Jeremy David Balsley Date: 2/14/1999
Subject: Re: I got hit by a car and I looked good doing it
Group: streetfighter Message: 759 From: Mike Morgado Date: 2/14/1999
Subject: Background Music
Group: streetfighter Message: 760 From: Dennis Bryant Date: 2/14/1999
Subject: Re: Background Music
Group: streetfighter Message: 761 From: Chris Hoffmann Date: 2/15/1999
Subject: Re: A question on Techniques
Group: streetfighter Message: 762 From: Kristofer Lundstr�m Date: 2/15/1999
Subject: Honor and Glory
Group: streetfighter Message: 763 From: Steve 'Doom Trooper' Karstensen Date: 2/15/1999
Subject: Re: Honor and Glory
Group: streetfighter Message: 764 From: Chris Hoffmann Date: 2/15/1999
Subject: Re: Honor and Glory
Group: streetfighter Message: 765 From: Kristofer Lundström Date: 2/15/1999
Subject: Re: Honor and Glory
Group: streetfighter Message: 766 From: Joshua Rogers Date: 2/16/1999
Subject: Re: Honor and Glory
Group: streetfighter Message: 767 From: Steve 'Doom Trooper' Karstensen Date: 2/16/1999
Subject: Re: Honor and Glory
Group: streetfighter Message: 768 From: Seth Hopkins Date: 2/16/1999
Subject: About Joshua's Play Style
Group: streetfighter Message: 769 From: Kristofer Lundstr�m Date: 2/16/1999
Subject: Re: Honor and Glory
Group: streetfighter Message: 770 From: Steve 'Doom Trooper' Karstensen Date: 2/16/1999
Subject: Re: Honor
Group: streetfighter Message: 771 From: Christian Conkle Date: 2/16/1999
Subject: Re: Honor
Group: streetfighter Message: 772 From: Kristofer Lundstr�m Date: 2/16/1999
Subject: Re: Honor
Group: streetfighter Message: 773 From: Joshua Rogers Date: 2/16/1999
Subject: Re: Play Style
Group: streetfighter Message: 774 From: Kristofer Lundstr�m Date: 2/17/1999
Subject: Speed and Wits and Ties
Group: streetfighter Message: 775 From: Christian Conkle Date: 2/17/1999
Subject: Re: Speed and Wits and Ties
Group: streetfighter Message: 776 From: Chris Hoffmann Date: 2/18/1999
Subject: Re: Speed and Wits and Ties
Group: streetfighter Message: 777 From: Christian Conkle Date: 2/18/1999
Subject: Grabbing idea (long)
Group: streetfighter Message: 778 From: Kristofer Lundstr�m Date: 2/18/1999
Subject: Re: Speed and Wits and Ties
Group: streetfighter Message: 779 From: Kristofer Lundstr�m Date: 2/18/1999
Subject: Re: Grabbing idea (long)
Group: streetfighter Message: 780 From: Christian Conkle Date: 2/18/1999
Subject: Street Fighter die roller
Group: streetfighter Message: 781 From: Kristofer Lundstr�m Date: 2/18/1999
Subject: Re: Street Fighter die roller
Group: streetfighter Message: 782 From: Steve Karstensen Date: 2/18/1999
Subject: Fw: I need help
Group: streetfighter Message: 783 From: Christian Conkle Date: 2/19/1999
Subject: Street Fighter Ultra Update
Group: streetfighter Message: 784 From: Dennis Bryant Date: 2/21/1999
Subject: Re: submission holds
Group: streetfighter Message: 785 From: karan.empyre@wanadoo.fr Date: 2/21/1999
Subject: france
Group: streetfighter Message: 786 From: SWForce1@aol.com Date: 2/21/1999
Subject: Re: Background Music
Group: streetfighter Message: 787 From: Darrick Chen Date: 2/23/1999
Subject: A new page.
Group: streetfighter Message: 788 From: Steve 'Doom Trooper' Karstensen Date: 2/23/1999
Subject: Re: A new page.
Group: streetfighter Message: 789 From: Kristofer Lundstr�m Date: 2/23/1999
Subject: Re: A new page.
Group: streetfighter Message: 790 From: Darrick Chen Date: 2/23/1999
Subject: Re: A new page.
Group: streetfighter Message: 791 From: Darrick Chen Date: 2/24/1999
Subject: New Legends
Group: streetfighter Message: 792 From: Pedro Longo (2029) Date: 2/25/1999
Subject: Hi there
Group: streetfighter Message: 793 From: Chris Hoffmann Date: 2/25/1999
Subject: Re: Hi there
Group: streetfighter Message: 794 From: Steve 'Doom Trooper' Karstensen Date: 2/25/1999
Subject: Re: Hi there
Group: streetfighter Message: 795 From: Kristofer Lundstr�m Date: 2/25/1999
Subject: Hi 2 U 2
Group: streetfighter Message: 796 From: Steve 'Doom Trooper' Karstensen Date: 2/25/1999
Subject: Re: Hi 2 U 2
Group: streetfighter Message: 797 From: Matt M. Date: 2/25/1999
Subject: Fwd: Fwd: chain breakers......
Group: streetfighter Message: 798 From: cam1984@hotmail.com Date: 2/25/1999
Subject: dizzy
Group: streetfighter Message: 799 From: Kristofer Lundström Date: 2/26/1999
Subject: Re: Hi 2 U 2
Group: streetfighter Message: 800 From: Kristofer Lundstr�m Date: 2/26/1999
Subject: Re: dizzy
Group: streetfighter Message: 801 From: Kristofer Lundstr�m Date: 2/26/1999
Subject: And yes...
Group: streetfighter Message: 802 From: Nelson, Christopher T Date: 2/26/1999
Subject: Re: dizzy



Group: streetfighter Message: 753 From: Christian Conkle Date: 2/13/1999
Subject: Re: New Web page
I'm afraid I've only got 30Meg with my ISP and I'm pert near full, so I
can't accept submissions at this time. Thanks for the offer though. I
scanned in drawings for most of the fighters last night, expect them to be
loaded by this afternoon.

-----------------------------------------------------
Christian Conkle
Web Development Specialist
Northwest Regional Educational Laboratory

work: conklec@...
home: conkle@...
-----------------------------------------------------



On Thursday, February 11, 1999 3:13 PM, Dennis Bryant
[SMTP:dl_bryant@...] wrote:
>
>
> >Christian Conkle
> >Web Development Specialist
> >Northwest Regional Educational Laboratory
>
> That sites really cool, I've got a bunch of stuff you might want to
> puruse through for it, like alpha characters stats, moves, & stuff.
> If you want me to send you it, just say.
> Dennis Bryant, Shotokan Karate, Nihon Karate Kyokai.
>
> ______________________________________________________
>
> ------------------------------------------------------------------------
> Searching for the man of your dreams?
> The job of your dreams? Stop dreaming
> and go to HomeArts.com for horoscopes,
> LoveScopes or CareerScopes. http://offers.egroups.com/click/212/1
>
>
>
> eGroup home: http://www.eGroups.com/list/streetfighter
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Group: streetfighter Message: 754 From: Christian Conkle Date: 2/13/1999
Subject: Re: I got hit by a car and I looked good doing it
On Thursday, February 11, 1999 11:20 AM, Nelson, Christopher T
[SMTP:Christopher.Nelson@...] wrote:
> Hey guys, I've got a rules question for ya.

> > Now, my question is, How do I resolve the damage that the PC took?
> There were 2 damage tests I really didn't know how to deal with. The
> 1st was when he landed on the pavement, & the 2nd from when he & the
> car traded 'blows'.

I would have used the "Give me all the ten-sided dice you can find" rule for
damage. Either that, or lower the damage target to 3 or 4. A Car, I would
rule, would do enough damage, on average, to maim most people (we'll define
average person as 10 health). So 15 successes would put that person at 5
Critical Damage and unconscious. Taking into account an average Soak of 3,
that makes it (mumble mumble, scribble, calculate, carry the 3...) 43 dice
damage.

Subtract 3 Soak, you've got 40 dice damage. 40 dice damage will give you an
average of 20 hits damage, with an average of 4 1's, taking it down to 16
hits damage. And you've got yourself an AVERAGE of 16 Hits damage. And at
that many dice, the bell curve is going to be so steep that anything less or
more will be statistically improbable. Besides, it'll scare the BEJESUS out
of the player as you slap down 44 dice damage!! He'll never want to get hit
by a car again.

And 44 dice damage isn't even that bad considering most characters have
either more than 10 Health or 3 Soak, and you've also got Breakfall in your
example.

As for hitting the ground at high speed, I'd say 10-15 dice of damage. Gives
you 3-5 damage on average.

-----------------------------------------------------
Christian Conkle
Web Development Specialist
Northwest Regional Educational Laboratory

work: conklec@...
home: conkle@...
-----------------------------------------------------





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Group: streetfighter Message: 755 From: Christian Conkle Date: 2/13/1999
Subject: Re: A question on Techniques
We're sort of half and half. Most of the players will just not even fill out
any maneuvers they don't have on their combat sheets. Some, if pressed, will
try a kick if they don't have kick technique, but it's so bad that maybe
they lose a temporary Glory and the crowd boos such an ugly maneuver.

-----------------------------------------------------
Christian Conkle
Web Development Specialist
Northwest Regional Educational Laboratory

work: conklec@...
home: conkle@...
-----------------------------------------------------



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Group: streetfighter Message: 756 From: Steve Karstensen Date: 2/13/1999
Subject: Re: I got hit by a car and I looked good doing it
 
-----Original Message-----
From: Kristofer Lundström <kri5tofer@...>
To: streetfighter@egroups.com <streetfighter@egroups.com>
Date: Friday, February 12, 1999 6:48 PM
Subject: [streetfighter] Re: I got hit by a car and I looked good doing it


Am I the only Storyteller around who rolls "wrong" every single time? 
>no.
Sometimes I really hate the dice. But I can't play without them (/use 
them less) because that system would be a disadvantage for the players 
who don't put all their exp in fighting traits. What's the point in 
having Subterfuge 4 if you can roleplay your ass past the security 
guard?
just because your player comes up with a good excuse doesn't mean the guard
will fall for it.  that's when the die roll comes into play; *after* you've
roleplayed to see how well you did indeed pull off what your character tried
to do.  is anyone gonna be scared of the five-foot Chinese girl, even though 
her player says she's gonna look real mean?  not unless she either puts her
fist through a concrete block or has dots in Intimidation.
           Kristofer

> > > >
______________________________________________________

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Group: streetfighter Message: 757 From: Wayne French Date: 2/13/1999
Subject: Re: I got hit by a car and I looked good doing it
this is a really excellent answer. i will probally add this to my games
and hit my PC's with vehicals more often!!!

Gero


Ryan M Rich <leonardsmalls@...>
>Subject: [streetfighter] Re: I got hit by a car and I looked good doing
it
>
> At first thought I'd say 1 die for every 10 mph up to 30, then 1 die
per 5 mph. This is assuming you aren't getting hit square on by the car,
dodging at least a little.
>
> The first portion I'd rule the same way if the fighter is thrown from
a vehicle travelling the same speed he takes that many dice of damage.
(aka he'd have taken about 12 dice, that seems low to me still, maybe 1
die per 2 mph over 50?
>
>this would give a table like this:
>
>speed of vehicle damage taken
>0-10 1 Dice
>11-20 2 Dice
>21-30 3 Dice
>31-35 4 Dice
>36-40 5 Dice
>41-45 6 Dice
>46-50 7 Dice
>51-55 8 Dice
>56-60 9 Dice
>61-65 10 Dice
>66-70 11 Dice
>71-75 12 Dice
>76-80 13 Dice
>80+ +1 Dice per 5 mph over 80.
>
>Need I really go into speed of Jets and such, its really lots and lots
of dice
>
>
>RMR
>


______________________________________________________

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Group: streetfighter Message: 758 From: Jeremy David Balsley Date: 2/14/1999
Subject: Re: I got hit by a car and I looked good doing it
On Fri, 12 Feb 1999, Kristofer Lundstr�m wrote:

>
> Am I the only Storyteller around who rolls "wrong" every single time?
> Drama just isn't allowed to exist when I pick up the dice. When the
> players more or less *must* fail for the Story to continue, I roll like
> shit. When the players are fighting the archvillain, he deals out 6
> Health per blow, out of 7 dice most of the time. And the players just
> keep botching.
>
> Sometimes I really hate the dice. But I can't play without them (/use
> them less) because that system would be a disadvantage for the players
> who don't put all their exp in fighting traits. What's the point in
> having Subterfuge 4 if you can roleplay your ass past the security
> guard?
>
> I just portrayed myself ase a slave to the dice. Not true really. I let
> the players roleplay their way out of most situations. It was the
> players who suddenly realised they had lots of expensive dots they never
> used. What to do?

I think that a GM should roll the players subterfuge (probibly behind
a shield) and give it modifiers for an exceptionally good In Character
performance. Remember, when roleplaying, it is still the characters
abilities and limitations that are displayed to the NPC, not the
players. (Example of a MIT graduate playing a character with
one dot of intelligence comes to mind)


* Jeremy Balsley * SF2 Code: c+ -> c++ T- -> T+ r- f *
* Sophomore, Computer Engineer-* g-- m s v -> v+ M+ n+: o+ *
* ing at Louisiana State * "You did well, but you need more *
* jbalsle@... * training to defeat me."--Ryu *


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Group: streetfighter Message: 759 From: Mike Morgado Date: 2/14/1999
Subject: Background Music
Hi guys.

I was just wondering if you listened to background music when you played
Streetfighter and what it is you listened to. I usually make a tape, kinda
like a soundtrack when I run SF and I dont know what to put on my new tape.
Any suggestions?

Regarding combat cards: Our group doesnt use them, we prefer the combat
sheet.

Just finished watching Tekken the motion picture....man, I really want to
play Steetfighter now. :)

Thanks

MikeM


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Group: streetfighter Message: 760 From: Dennis Bryant Date: 2/14/1999
Subject: Re: Background Music
>Hi guys.
>
>I was just wondering if you listened to background music when you
played
>Streetfighter and what it is you listened to. I usually make a tape,
kinda
>like a soundtrack when I run SF and I dont know what to put on my new
tape.
>Any suggestions?

Well, in terms of music, in my group there are three schools of
thourght:1:Black Sabbath, 2:Iron Maiden, & 3:Mettallica.
I follow all three for a great Street Fighter experiance.

______________________________________________________

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Group: streetfighter Message: 761 From: Chris Hoffmann Date: 2/15/1999
Subject: Re: A question on Techniques
---Christian Conkle <ConkleC@...> wrote:

I have a question for you Storytellers out there..

If a character lacks any points in a certain technique, do you allow
them to
still use the basic maneuvers for that technique? For example, say I
don't
have any Grab, would I still be able to grab someone? Maybe my
Attributes
alone would be enough to do some major damage with the Grab.

In our campaigns, although we never officially outlawed it, we had an
unofficial agreement that if you lacked the Technique, you wouldn't do
the
maneuver. Not couldn't, mind you, but wouldn't.

-----------------------------------------------------
Christian Conkle
Web Development Specialist
Northwest Regional Educational Laboratory

work: conklec@...
home: conkle@...
-----------------------------------------------------

The way I do it is that if you don't have the dots, you can't take the
basic maneuvers _except_ move. I always give the players plenty of
opportunity to _try_ to run. Pity that they're rarely smart enough to
use it.

As for firearms, they almost never come into play in my campaign. The
only time was when an npc assassin (not a street fighter) killed a
player's opponent before they're match and framed him. Other than
that, guns never even appear.

===
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http://www.geocities.com/tokyo/1062

"We don't expect kittens to fight wildcats and win--we
merely expect them to try."
-- Robert Heinlein

If you love what you do, you'll never work another day in your life.
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Group: streetfighter Message: 762 From: Kristofer Lundstr�m Date: 2/15/1999
Subject: Honor and Glory
>As for firearms, they almost never come into play in my campaign. The
>only time was when an npc assassin (not a street fighter) killed a
>player's opponent before they're match and framed him. Other than
>that, guns never even appear.

Unfortunately, my players tend to pick up all artillery they come
across. Including rocket-launchers, shotguns, uzis or whatever, stating
with a happy smile (here we go again) that it shouldn't be *that* hard
to hit a thug 5m (~6yds) away.

I have come to the only solution possible: Be DEAD HARD with Honor (and
Glory for that matter). Up until now, increases in Renown in my
Chronicle have been rather lame and always (97% anyway) adding dots
rather than reducing them. That time has passed. Award an subtract
Renown for anything (within bounds of reason of course). You'd be
surprised when you think of it how often high Honor fighters actually do
slightly questionable things...

Result of this zero-tolerance: the Honorable fighters will either stop
in their tracks and increase Honor very slowly in the future, or they
will soar high very fast because they ajust and turn, basically, into
VERY honorable warriors indeed. Dishonorable fighters propably wont
notice the differance.

Note: never let PCs get away with "I'm looking the other way while you
waste that gangsta" shit. Dock Honor every time they seriously injure
someone out of the ring and of course even more if they kill someone.
The important detail should be that it doesn't matter who the victim is,
Shadoloo hit-man or saint. If you act like them, you're no better than
them.

Kristofer

P.S. Should these cost a PC Honor?

* Interrogating a thug with threats of violence?

* Not giving the assassin a hand when he hangs by his fingernails off
the Empire State? (he fell)

* Pointing a firearm at some captured Shadoloo scientist to keep them
calm and steady?

* Using a melee weapon in the ring if your opponent is too? (Freestyle)

* Punching an innocent to prove the bad-guys you're trustworthy?

* Scaring an abusive and obnoxious fan who's been taunting you and your
team during the entire tournament?

* Taking part of a *highly* questionable rumour stating that a building
will be blown up, but choosing not to drop everything and rush to the
scene?

* Telling your Sensei to shuve it when he commands you to leave your
friends in a tight spot?

* Etc...

______________________________________________________

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Group: streetfighter Message: 763 From: Steve 'Doom Trooper' Karstensen Date: 2/15/1999
Subject: Re: Honor and Glory
> The important detail should be that it doesn't matter who the victim is,
> Shadoloo hit-man or saint. If you act like them, you're no better than
> them.
>

yup.

> Kristofer
>
> P.S. Should these cost a PC Honor?
>
> * Interrogating a thug with threats of violence?
>

Maybe. Depends on what the character says, and how.

> * Not giving the assassin a hand when he hangs by his fingernails off
> the Empire State? (he fell)
>

Tough choice, but I'd say no.

> * Pointing a firearm at some captured Shadoloo scientist to keep them
> calm and steady?
>

Yes, but maybe -1 tops.

> * Using a melee weapon in the ring if your opponent is too? (Freestyle)
>

no.

> * Punching an innocent to prove the bad-guys you're trustworthy?
>

yes.

> * Scaring an abusive and obnoxious fan who's been taunting you and your
> team during the entire tournament?
>

depends how you do it. Most of the time, I'd say yes.

> * Taking part of a *highly* questionable rumour stating that a building
> will be blown up, but choosing not to drop everything and rush to the
> scene?
>

huh?

> * Telling your Sensei to shuve it when he commands you to leave your
> friends in a tight spot?
>

no.

> * Etc...
>
> ______________________________________________________
>
> ----------------------------------------------------------------------
> [Click Me!]
> Click Me!
>
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Group: streetfighter Message: 764 From: Chris Hoffmann Date: 2/15/1999
Subject: Re: Honor and Glory
---Kristofer Lundstr�m <kri5tofer@...> wrote:

>As for firearms, they almost never come into play in my campaign. The
>only time was when an npc assassin (not a street fighter) killed a
>player's opponent before they're match and framed him. Other than
>that, guns never even appear.

Unfortunately, my players tend to pick up all artillery they come
across. Including rocket-launchers, shotguns, uzis or whatever, stating
with a happy smile (here we go again) that it shouldn't be *that* hard
to hit a thug 5m (~6yds) away.

I have come to the only solution possible: Be DEAD HARD with Honor (and
Glory for that matter). Up until now, increases in Renown in my
Chronicle have been rather lame and always (97% anyway) adding dots
rather than reducing them. That time has passed. Award an subtract
Renown for anything (within bounds of reason of course). You'd be
surprised when you think of it how often high Honor fighters actually
do
slightly questionable things...

Result of this zero-tolerance: the Honorable fighters will either stop
in their tracks and increase Honor very slowly in the future, or they
will soar high very fast because they ajust and turn, basically, into
VERY honorable warriors indeed. Dishonorable fighters propably wont
notice the differance.

Note: never let PCs get away with "I'm looking the other way while you
waste that gangsta" shit. Dock Honor every time they seriously injure
someone out of the ring and of course even more if they kill someone.
The important detail should be that it doesn't matter who the victim
is,
Shadoloo hit-man or saint. If you act like them, you're no better than
them.

[True]

Kristofer

P.S. Should these cost a PC Honor?

* Interrogating a thug with threats of violence?

[Threats? Hmmm...I'd say no, unless it get's to the point of
psychological abuse]

* Not giving the assassin a hand when he hangs by his fingernails off
the Empire State? (he fell)

[Yes. Part of the philosophy of most martial arts is the defense and
preservation of life]

* Pointing a firearm at some captured Shadoloo scientist to keep them
calm and steady?

[Yes..but only a little bit]

* Using a melee weapon in the ring if your opponent is too? (Freestyle)

[Hell no! I love my Zanjin characters, thank you very much!]

* Punching an innocent to prove the bad-guys you're trustworthy?

[Definately, an innocent is an innocent]

* Scaring an abusive and obnoxious fan who's been taunting you and your
team during the entire tournament?

[Um...depends on how]

* Taking part of a *highly* questionable rumour stating that a building
will be blown up, but choosing not to drop everything and rush to the
scene?

[I'd say yes, but I really have no idea where you're going with that
one]

* Telling your Sensei to shuve it when he commands you to leave your
friends in a tight spot?

[If it works for Luke...]

* Etc...

[Always]

===
staredown@... staredown@...
http://www.geocities.com/tokyo/1062

"We don't expect kittens to fight wildcats and win--we
merely expect them to try."
-- Robert Heinlein

If you love what you do, you'll never work another day in your life.
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Group: streetfighter Message: 765 From: Kristofer Lundström Date: 2/15/1999
Subject: Re: Honor and Glory
Oh my, oh my!

Rapid and genuine responses! Thankuverymuch!!!

I will now give you my answers with brief motivations. These are of
course no truths, but on the other hand, I never really thought you'd
perceive them as such either :)

Kristofer


>P.S. Should these cost a PC Honor?
>
>* Interrogating a thug with threats of violence?

Honor loss if threats are severe. Whether he means it or not is
irrelevant. The player will lie like &�%& to keep his Honor. From a law
POV, make a quick objective judgement whether the PC would have resorted
to violence or not. If the answer is "difinitely no", then he keeps his
Honor, otherwise he's done.

>
>* Not giving the assassin a hand when he hangs by his fingernails off
>the Empire State? (he fell)

Person dies. Honor loss. With the exceptions of children and acid
though. But still, don't be afraid to put the poor PCs in no win
situations. (I *am* an evil Storyteller and I've told you before)

>
>* Pointing a firearm at some captured Shadoloo scientist to keep them
>calm and steady?

Honor loss. Intent is irrelevant. The use of a firearm is severe enough
to make him pay whether he was serious or not.

>
>* Using a melee weapon in the ring if your opponent is too? (Freestyle)
>

This is a good one... Just because your opponent is dishonorable, does
it mean you can be? And what did the Spanish Ninjitsu quote say now
again? The question is open...

>* Punching an innocent to prove the bad-guys you're trustworthy?

Going - going - gone.

>
>* Scaring an abusive and obnoxious fan who's been taunting you and your
>team during the entire tournament?

Loss of Honor. I can see Bruce Lee telling his poor student never to
lose his temper... One should be strict when it comes to this!

>
>* Taking part of a *highly* questionable rumour stating that a building
>will be blown up, but choosing not to drop everything and rush to the
>scene?

Someone said "Huh?". I'm prone to agree... This is slightly far fetched.
Perhaps too far fetched. The keywords are "highly questionable". Open
for debate.

>
>* Telling your Sensei to shuve it when he commands you to leave your
>friends in a tight spot?

This is a no-win situation. If you disobey your Sensei your Honor is
definitely in question, regardless. But if you chicken out on your
pals... Dilemma. I smacked my players with a "your friends robb banks,
what will you do?" problem 6 months ago. Honor loss regardless what they
chose. Tough. (They chose to help the bankrobbers, more money in it that
way they figured :p)


______________________________________________________

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Group: streetfighter Message: 766 From: Joshua Rogers Date: 2/16/1999
Subject: Re: Honor and Glory
And now for the truly twisted side of things- i.e. what happened in our
campaigns.

1. Shooting a gun/throwing a grenade/firing a rocket launcher without
intent to kill: No Honor loss. We often did things like shoot out tires,
throw grenades to scare agents away, or lob rockets into empty machine
gun nests. One character even took points in throwing so he could knock
out people by hitting them in the head with unarmed grenades.

2. Injuring an innocent: -1 Temporary Honor. This did include things
like using Dim Mak to cut of the blood flow to the brain for
interrogation of hotel clerks to make sure they didn't have an open
room.

3. Hiring Vega, and letting him kill people at random: -2 Temporary
Honor. This was the point where we started getting tired of the 'rescue
the manager (again)' scenario. We thought some fighters at the
tournament knew what happened, so we let Vega fold a couple of them in
half and shove them in the urinals.

4. Killing people ourselves: Nada. Yup- if you kill someone, innocent,
good, or bad, no Honor loss. This led to such interesting things as Knee
Bashing an opponent through a metal cage, snapping guards' necks while
infiltrating Shadoloo camps, and removing a data entry tech's head with
a torque wrench, Mark MacGwire style.

5. Gruesome interrogation techniques: No loss. Again, this got pretty
twisted. Things like using dead thugs' faces for puppets when
interrogating their friends and positioning dead bodies in strange ways
(like sitting under a table, with the head on top of the table).

6. Telling your sensei to shove off: We never did this. Given that the
sensei we saw most often was Gouken, while Ken and Ryu were around,
there was a good reason for it.

7. Ignoring innocents in danger: -1 Temporary Honor. This happened only
once, after our Storyteller expanded the story in the back of the basic
book to cover a 2 month period. Trying to keep the Weasel safe got us
shot with everything from a .22 to a 40mm automatic grenade launcher.
After the Mob started sending in Apache helicopters and hummers equipped
with .50 caliber machine guns coaxially mounted with 4-shot rocket pods,
we decided that enough was enough.

So there ya go. Our Storyteller's take on Honor, and what we did with
it. I'd include other things, like when one of the team dropped a 55
gallon drum of gasoline on an unconcious Sagat from 8 stories up and got
2 Permanent Honor for it, but I think this is enough toilet paper for
one installment.

______________________________________________________

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Group: streetfighter Message: 767 From: Steve 'Doom Trooper' Karstensen Date: 2/16/1999
Subject: Re: Honor and Glory
oy.

Joshua Rogers wrote:
>
> And now for the truly twisted side of things- i.e. what happened in our
> campaigns.
>
> 1. Shooting a gun/throwing a grenade/firing a rocket launcher without
> intent to kill: No Honor loss. We often did things like shoot out tires,
> throw grenades to scare agents away, or lob rockets into empty machine
> gun nests. One character even took points in throwing so he could knock
> out people by hitting them in the head with unarmed grenades.
>
> 2. Injuring an innocent: -1 Temporary Honor. This did include things
> like using Dim Mak to cut of the blood flow to the brain for
> interrogation of hotel clerks to make sure they didn't have an open
> room.
>
> 3. Hiring Vega, and letting him kill people at random: -2 Temporary
> Honor. This was the point where we started getting tired of the 'rescue
> the manager (again)' scenario. We thought some fighters at the
> tournament knew what happened, so we let Vega fold a couple of them in
> half and shove them in the urinals.
>
> 4. Killing people ourselves: Nada. Yup- if you kill someone, innocent,
> good, or bad, no Honor loss. This led to such interesting things as Knee
> Bashing an opponent through a metal cage, snapping guards' necks while
> infiltrating Shadoloo camps, and removing a data entry tech's head with
> a torque wrench, Mark MacGwire style.
>
> 5. Gruesome interrogation techniques: No loss. Again, this got pretty
> twisted. Things like using dead thugs' faces for puppets when
> interrogating their friends and positioning dead bodies in strange ways
> (like sitting under a table, with the head on top of the table).
>
> 6. Telling your sensei to shove off: We never did this. Given that the
> sensei we saw most often was Gouken, while Ken and Ryu were around,
> there was a good reason for it.
>
> 7. Ignoring innocents in danger: -1 Temporary Honor. This happened only
> once, after our Storyteller expanded the story in the back of the basic
> book to cover a 2 month period. Trying to keep the Weasel safe got us
> shot with everything from a .22 to a 40mm automatic grenade launcher.
> After the Mob started sending in Apache helicopters and hummers equipped
> with .50 caliber machine guns coaxially mounted with 4-shot rocket pods,
> we decided that enough was enough.
>
> So there ya go. Our Storyteller's take on Honor, and what we did with
> it. I'd include other things, like when one of the team dropped a 55
> gallon drum of gasoline on an unconcious Sagat from 8 stories up and got
> 2 Permanent Honor for it, but I think this is enough toilet paper for
> one installment.
>

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Group: streetfighter Message: 768 From: Seth Hopkins Date: 2/16/1999
Subject: About Joshua's Play Style
uh,
that stuff's kinda sick and gruesome. those penalties seemed
incredibly lenient, considering all the stuff you did. i gotta respect
that though, real hard core action.

Seth


---Joshua Rogers <tkshockwave@...> wrote:
>
> And now for the truly twisted side of things- i.e. what happened in
our
> campaigns.
>
> 1. Shooting a gun/throwing a grenade/firing a rocket launcher without
> intent to kill: No Honor loss. We often did things like shoot out
tires,
> throw grenades to scare agents away, or lob rockets into empty
machine
> gun nests. One character even took points in throwing so he could
knock
> out people by hitting them in the head with unarmed grenades.
>
> 2. Injuring an innocent: -1 Temporary Honor. This did include things
> like using Dim Mak to cut of the blood flow to the brain for
> interrogation of hotel clerks to make sure they didn't have an open
> room.
>
> 3. Hiring Vega, and letting him kill people at random: -2 Temporary
> Honor. This was the point where we started getting tired of the
'rescue
> the manager (again)' scenario. We thought some fighters at the
> tournament knew what happened, so we let Vega fold a couple of them
in
> half and shove them in the urinals.
>
> 4. Killing people ourselves: Nada. Yup- if you kill someone,
innocent,
> good, or bad, no Honor loss. This led to such interesting things as
Knee
> Bashing an opponent through a metal cage, snapping guards' necks
while
> infiltrating Shadoloo camps, and removing a data entry tech's head
with
> a torque wrench, Mark MacGwire style.
>
> 5. Gruesome interrogation techniques: No loss. Again, this got pretty
> twisted. Things like using dead thugs' faces for puppets when
> interrogating their friends and positioning dead bodies in strange
ways
> (like sitting under a table, with the head on top of the table).
>
> 6. Telling your sensei to shove off: We never did this. Given that
the
> sensei we saw most often was Gouken, while Ken and Ryu were around,
> there was a good reason for it.
>
> 7. Ignoring innocents in danger: -1 Temporary Honor. This happened
only
> once, after our Storyteller expanded the story in the back of the
basic
> book to cover a 2 month period. Trying to keep the Weasel safe got us
> shot with everything from a .22 to a 40mm automatic grenade launcher.
> After the Mob started sending in Apache helicopters and hummers
equipped
> with .50 caliber machine guns coaxially mounted with 4-shot rocket
pods,
> we decided that enough was enough.
>
> So there ya go. Our Storyteller's take on Honor, and what we did with
> it. I'd include other things, like when one of the team dropped a 55
> gallon drum of gasoline on an unconcious Sagat from 8 stories up and
got
> 2 Permanent Honor for it, but I think this is enough toilet paper for
> one installment.
>
> ______________________________________________________
>
>
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>
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Group: streetfighter Message: 769 From: Kristofer Lundstr�m Date: 2/16/1999
Subject: Re: Honor and Glory
>oy.

That just happens to pronounced just like the Swedish word "oj", which
means, more or less, "oops".

Kristofer

>
>Joshua Rogers wrote:
>>
>> And now for the truly twisted side of things- i.e. what happened in
our
>> campaigns.
>>
>> 1. Shooting a gun/throwing a grenade/firing a rocket launcher
without
>> intent to kill: No Honor loss. We often did things like shoot out
tires,
>> throw grenades to scare agents away, or lob rockets into empty
machine
>> gun nests. One character even took points in throwing so he could
knock
>> out people by hitting them in the head with unarmed grenades.
>>
>> 2. Injuring an innocent: -1 Temporary Honor. This did include things
>> like using Dim Mak to cut of the blood flow to the brain for
>> interrogation of hotel clerks to make sure they didn't have an open
>> room.
>>
>> 3. Hiring Vega, and letting him kill people at random: -2 Temporary
>> Honor. This was the point where we started getting tired of the
'rescue
>> the manager (again)' scenario. We thought some fighters at the
>> tournament knew what happened, so we let Vega fold a couple of them
in
>> half and shove them in the urinals.
>>
>> 4. Killing people ourselves: Nada. Yup- if you kill someone,
innocent,
>> good, or bad, no Honor loss. This led to such interesting things as
Knee
>> Bashing an opponent through a metal cage, snapping guards' necks
while
>> infiltrating Shadoloo camps, and removing a data entry tech's head
with
>> a torque wrench, Mark MacGwire style.
>>
>> 5. Gruesome interrogation techniques: No loss. Again, this got
pretty
>> twisted. Things like using dead thugs' faces for puppets when
>> interrogating their friends and positioning dead bodies in strange
ways
>> (like sitting under a table, with the head on top of the table).
>>
>> 6. Telling your sensei to shove off: We never did this. Given that
the
>> sensei we saw most often was Gouken, while Ken and Ryu were around,
>> there was a good reason for it.
>>
>> 7. Ignoring innocents in danger: -1 Temporary Honor. This happened
only
>> once, after our Storyteller expanded the story in the back of the
basic
>> book to cover a 2 month period. Trying to keep the Weasel safe got
us
>> shot with everything from a .22 to a 40mm automatic grenade
launcher.
>> After the Mob started sending in Apache helicopters and hummers
equipped
>> with .50 caliber machine guns coaxially mounted with 4-shot rocket
pods,
>> we decided that enough was enough.
>>
>> So there ya go. Our Storyteller's take on Honor, and what we did
with
>> it. I'd include other things, like when one of the team dropped a 55
>> gallon drum of gasoline on an unconcious Sagat from 8 stories up and
got
>> 2 Permanent Honor for it, but I think this is enough toilet paper
for
>> one installment.
>>
>
>------------------------------------------------------------------------
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>and go to HomeArts.com for horoscopes,
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>
>
>
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>
>
>


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Group: streetfighter Message: 770 From: Steve 'Doom Trooper' Karstensen Date: 2/16/1999
Subject: Re: Honor
speaking of honor losses, has anyone else ever had to penalize a player
for sending his animal companion to harass the band providing an
opponent's musical accompaniment?

it was kinda funny given the companion was a six-foot king cobra, but
STILL...

another player pondered using a tranquilizer gun on the opponent's
manager who was holding a radio.

Christ, I never saw a group of people so freaked over a +1 bonus. :)

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Group: streetfighter Message: 771 From: Christian Conkle Date: 2/16/1999
Subject: Re: Honor
I penalized a temp. Honor for using someone else's canine animal companion
to chase away a tiger animal hybrid, allowing the opponent to win by
ringout.

It was the only way the PC could win, seeing as how the tiger animal hybrid
was way too powerful (what? An animal hybrid too powerful? You don't say!).
I felt sorry for the poor schmoe who was getting whooped, so I allowed the
other PC's watching the match to observe the barking German Shepard who
wasn't too happy with the big kitty. They snuck around and untied it. The
kitty got it's cockles in a burr, raised its back-hair on end, and ran away
with the dog chasing it. It wasn't realistic but it was a humorous moment.

-----------------------------------------------------
Christian Conkle
Web Development Specialist
Northwest Regional Educational Laboratory

work: conklec@...
home: conkle@...
-----------------------------------------------------



On Tuesday, February 16, 1999 11:40 AM, Steve 'Doom Trooper' Karstensen
[SMTP:skarsten@...] wrote:
> speaking of honor losses, has anyone else ever had to penalize a player
> for sending his animal companion to harass the band providing an
> opponent's musical accompaniment?
>
> it was kinda funny given the companion was a six-foot king cobra, but
> STILL...
>
> another player pondered using a tranquilizer gun on the opponent's
> manager who was holding a radio.
>
> Christ, I never saw a group of people so freaked over a +1 bonus. :)
>
> ------------------------------------------------------------------------
> Recipes, relationships. Horoscopes, health.
> Fashion, fitness. If it's about women, it's at HomeArts.com.
> http://offers.egroups.com/click/212/0
>
>
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Group: streetfighter Message: 772 From: Kristofer Lundstr�m Date: 2/16/1999
Subject: Re: Honor
>I penalized a temp. Honor for using someone else's canine animal
companion
>to chase away a tiger animal hybrid, allowing the opponent to win by
>ringout.
>
>It was the only way the PC could win, seeing as how the tiger animal
hybrid
>was way too powerful (what? An animal hybrid too powerful? You don't
say!).
>I felt sorry for the poor schmoe who was getting whooped, so I allowed
the
>other PC's watching the match to observe the barking German Shepard who
>wasn't too happy with the big kitty. They snuck around and untied it.
The
>kitty got it's cockles in a burr, raised its back-hair on end, and ran
away
>with the dog chasing it. It wasn't realistic but it was a humorous
moment.

Nifty.

It's the unrealistic but humorous moments that tend to be remembered. My
vote is for those.

Kristofer

>
>-----------------------------------------------------
>Christian Conkle
>Web Development Specialist
>Northwest Regional Educational Laboratory
>
>work: conklec@...
>home: conkle@...
>-----------------------------------------------------
>
>
>
>On Tuesday, February 16, 1999 11:40 AM, Steve 'Doom Trooper' Karstensen
>[SMTP:skarsten@...] wrote:
>> speaking of honor losses, has anyone else ever had to penalize a
player
>> for sending his animal companion to harass the band providing an
>> opponent's musical accompaniment?
>>
>> it was kinda funny given the companion was a six-foot king cobra, but
>> STILL...
>>
>> another player pondered using a tranquilizer gun on the opponent's
>> manager who was holding a radio.
>>
>> Christ, I never saw a group of people so freaked over a +1 bonus. :)
>>
>>
------------------------------------------------------------------------
>> Recipes, relationships. Horoscopes, health.
>> Fashion, fitness. If it's about women, it's at HomeArts.com.
>> http://offers.egroups.com/click/212/0
>>
>>
>> eGroup home: http://www.eGroups.com/list/streetfighter
>> Free Web-based e-mail groups by eGroups.com
>>
>
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>
>
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Group: streetfighter Message: 773 From: Joshua Rogers Date: 2/16/1999
Subject: Re: Play Style
>Reply-To: streetfighter@egroups.com
>Date: Tue, 16 Feb 1999 11:31:40 -0800 (PST)
>From: Seth Hopkins <sethryan1@...>

>uh,
>that stuff's kinda sick and gruesome. those penalties seemed
>incredibly lenient, considering all the stuff you did. i gotta respect
>that though, real hard core action.

>Seth

Well, that's one way to look at it, I suppose. Actually, I think
most of it was an oversight- we were kept very strictly to the
Bonuses/Penalties in the book, but if it wasn't listed...well, it was
pretty much open territory. Nobody really noticed the inconsistencies
until the first time somebody tried that Dim Mak trick. He lost the
point, and I realized it. He was quite upset about it too. So I told him
next time to just let the clerk die- no Honor losses for that.
Oddly, our Storyteller later on started giving us Rank 5 enemies to try
and keep us from killing people. Usually ninja clan leaders. What can I
say, it was a screwed up game. Fun though.

______________________________________________________

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Group: streetfighter Message: 774 From: Kristofer Lundstr�m Date: 2/17/1999
Subject: Speed and Wits and Ties
I just had an idea for a rule variation.

In fights, if two combatants tie, they immediately compare Wits to find
out who has the highest Speed for the turn. And if Wits tie, they both
roll a die.

How about not rolling that die.

If two fighters tie both Speed and Wits, leave it like that. The fighter
*who actually acts first is considered to have the lowest Speed*. Only
when the two fighters are up for the next action by Speed order should
the die decide.

Examples:

* In a group fight, fighter B and C tie. Fighter A has lower Speed than
A and B. A starts. B interrupts him. C can then interrupt B.

* In a mano-a-mano, the fighters tie. Since they can't start at the same
time a die roll solves the situation, i.e. exactly as usual.

Why do this:

* I'm not quite sure, it's really just a thought yet. It makes tactics a
bit more important, perhaps. "Should I interrupt and save my friend's
ass, even if that makes me prone to be interrupted by the last NME?"

* A die roll is removed. That appeals to me. Don't know about you.

* Some unpredictability enters the fights (...). You can't be sure about
the Speed when someone suddenly beats your Speed if you act.

* I can predict some amusing staredowns: "(You must act first!)""(No,
you must!)"

Comments? Or should I trash it without further thought?

Kristofer

P.S. Haven't had the opportunity to playtest it yet, and wont have it
for some time either. Anyone else?

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Group: streetfighter Message: 775 From: Christian Conkle Date: 2/17/1999
Subject: Re: Speed and Wits and Ties
On Wednesday, February 17, 1999 3:04 PM, Kristofer Lundström
[SMTP:kri5tofer@...] wrote:
> I just had an idea for a rule variation.
>
> In fights, if two combatants tie, they immediately compare Wits to find
> out who has the highest Speed for the turn. And if Wits tie, they both
> roll a die.
>
> How about not rolling that die.
> (snip)

We kind of do that now. If two PC's tie, the players are always deferential
to each other. ("You go first.", "No, you", "No, I insist."). In fact, we do
that even if they don't tie. In group fights, if one player's action will
affect another player's action (ganging up on one guy, foot sweeping, etc.),
we are always deferential to the last.

A quick side note. We played this weekend. We got into a barroom brawl with
a bunch of surly gay Texans (don't ask). My character, Unita Big-Punch,
picks up a pool ball and uses a Stunt to throw it at a bad guy. Having all
of Zero dice in throwing, I got to roll a whole die (Whoo-hoo!). I roll a 1.
Instead of giving me a -2 speed, my GM rules that my partner, Amazon,
fighting on the other side of the bar, gets popped in the head with a Pool
Ball or 3 dice damage.

What fun! Hee hee!

-----------------------------------------------------
Christian Conkle
Web Development Specialist
Northwest Regional Educational Laboratory

work: conklec@...
home: conkle@...
-----------------------------------------------------




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Group: streetfighter Message: 776 From: Chris Hoffmann Date: 2/18/1999
Subject: Re: Speed and Wits and Ties
---Kristofer Lundstr�m <kri5tofer@...> wrote:

I just had an idea for a rule variation.

In fights, if two combatants tie, they immediately compare Wits to find
out who has the highest Speed for the turn. And if Wits tie, they both
roll a die.

How about not rolling that die.

[If there is a potential for a double (triple, etc.) KO, then there is
no die roll and the actions are assumed to happen simultaneously.
There are too few draws in my games.]

===
staredown@... staredown@...
http://www.geocities.com/tokyo/1062

"We don't expect kittens to fight wildcats and win--we
merely expect them to try."
-- Robert Heinlein

He who desires but acts not, breeds pestilence.
-- Henry Blake




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Group: streetfighter Message: 777 From: Christian Conkle Date: 2/18/1999
Subject: Grabbing idea (long)
What follows is an idea one of my co-GM's offered as an optional rule to
escape from Blocks. The first part is all that's important.

-----------------------------------------------------
Christian Conkle
Web Development Specialist
Northwest Regional Educational Laboratory

work: conklec@...
home: conkle@...
-----------------------------------------------------



> -----Original Message-----
> From: Dusty Prothero [SMTP:k9@...]
> Sent: Thursday, February 18, 1999 11:43 AM
> To: Christian Conkle
> Subject: Re: Prototypical Streetfighter Cam.
>
>
> Using attacks for Breaking Sustained Holds....
>
> You can use certain basic attacks to break free from certain sustained
> hold
> manuevers. Of course, you want the player to come up with a good reason
> for
> this. I figure you could use basic manuvers such as jabs or short kicks
> or
> some special manuvers such as Ear Bop to escape some manuvers. All these
> may be done instead of a str vs. str roll off, and you must do more damage
> to your oppent rolls on his stamina....Example: Austin has Helio in the
> crushing embrace of a Bear Hug. Helio decides to next turn to attack with
> a
> jabbing punch instead of contest with Austin's strength. Since Helo's
> speed
> is higher, he choses to interupt Austin's automatic Bear Hug and strike.
> Helio rolls 3 succusesses on his punch. Austin only rolls 2 on his
> Stamina roll. Bringing back his fist, Helio pops Austin right between the
> eyes, stunnig the big guy into dropping him. Helio then dances away to
> rethink his strategy.
>
> If you are stunned while in the hold, you cannot attack. Austin may
> attempt
> to Re-Bear Hug Helio if he is still in range. Also, if the Bear Hug is
> faster (yea, right) than the Attack manuver then it strikes first.
>
> These are the only manuvers that can be used to escape holds ( I figure.)
> Jab, strong punch, short kick, elbow smash, head butt, ear bop,
> eyerake,
> shocktreatment, acid breath, ghost form, and Head bite. Again, they have
> to
> make sense for the character to be able to do physically.
>
> I will be going to school now, and I will be back about 3 or so.
> Later.
> _____________________________________________
> Dusty Prothero k9@...
> Woobee Low woobee@...
> visit our Unnamed Web Site at http://www.teleport.com/~woobee
>

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Group: streetfighter Message: 778 From: Kristofer Lundstr�m Date: 2/18/1999
Subject: Re: Speed and Wits and Ties
>[If there is a potential for a double (triple, etc.) KO, then there is
>no die roll and the actions are assumed to happen simultaneously.
>There are too few draws in my games.]

Hey! Good point!

Kristofer

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Group: streetfighter Message: 779 From: Kristofer Lundstr�m Date: 2/18/1999
Subject: Re: Grabbing idea (long)
>What follows is an idea one of my co-GM's offered as an optional rule
to
>escape from Blocks. The first part is all that's important.

*************************************************************

That wasn't such a bad idea really. I assume the Blanka ./. Zangief
fight from the anime inspired the Shock Treatment part. (now why did I
bother to remark on that?)

Dunno if I'll use it but it sounds reasonable.

Kristofer

*************************************************************

>> You can use certain basic attacks to break free from certain
sustained
>> hold
>> manuevers. Of course, you want the player to come up with a good
reason
>> for
>> this. I figure you could use basic manuvers such as jabs or short
kicks
>> or
>> some special manuvers such as Ear Bop to escape some manuvers. All
these
>> may be done instead of a str vs. str roll off, and you must do more
damage
>> to your oppent rolls on his stamina....Example: Austin has Helio in
the
>> crushing embrace of a Bear Hug. Helio decides to next turn to attack
with
>> a
>> jabbing punch instead of contest with Austin's strength. Since
Helo's
>> speed
>> is higher, he choses to interupt Austin's automatic Bear Hug and
strike.
>> Helio rolls 3 succusesses on his punch. Austin only rolls 2 on his
>> Stamina roll. Bringing back his fist, Helio pops Austin right
between the
>> eyes, stunnig the big guy into dropping him. Helio then dances away
to
>> rethink his strategy.
>>
>> If you are stunned while in the hold, you cannot attack. Austin may
>> attempt
>> to Re-Bear Hug Helio if he is still in range. Also, if the Bear Hug
is
>> faster (yea, right) than the Attack manuver then it strikes first.
>>
>> These are the only manuvers that can be used to escape holds ( I
figure.)
>> Jab, strong punch, short kick, elbow smash, head butt, ear bop,
>> eyerake,
>> shocktreatment, acid breath, ghost form, and Head bite. Again, they
have
>> to
>> make sense for the character to be able to do physically.
>>
>> I will be going to school now, and I will be back about 3 or so.
>> Later.
>>


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Group: streetfighter Message: 780 From: Christian Conkle Date: 2/18/1999
Subject: Street Fighter die roller
During some humorous jousting via e-mail with my friend Woobee today, he
announced a Speed and called for mine. It was Street Fightin' time! I had no
dice, so I had no way of knowing if my resulting Strong Punch worked or not.
So I grabbed some quick JavaScript and made a 1-10 random number generator.

It didn't stop there, however. I went nuts. The result is a Street Fighter
JavaScript die roller now on Street Fighter Ultra at
http://www.europa.com/~conkle/sfighter/dieroller.html.

Also added to Street Fighter Ultra is an HTML chart of the new maneuvers
from the Player's Guide and Contenders. I've also added a few new fighters
and a LOT of drawings for fighters, not all of which have stats yet, but I'm
working on them.

-----------------------------------------------------
Christian Conkle
Web Development Specialist
Northwest Regional Educational Laboratory

work: conklec@...
home: conkle@...
-----------------------------------------------------




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Group: streetfighter Message: 781 From: Kristofer Lundstr�m Date: 2/18/1999
Subject: Re: Street Fighter die roller
>During some humorous jousting via e-mail with my friend Woobee today,
he
>announced a Speed and called for mine. It was Street Fightin' time! I
had no
>dice, so I had no way of knowing if my resulting Strong Punch worked or
not.
>So I grabbed some quick JavaScript and made a 1-10 random number
generator.
>
>It didn't stop there, however. I went nuts. The result is a Street
Fighter
>JavaScript die roller now on Street Fighter Ultra at
>http://www.europa.com/~conkle/sfighter/dieroller.html.
>
>Also added to Street Fighter Ultra is an HTML chart of the new
maneuvers
>from the Player's Guide and Contenders. I've also added a few new
fighters
>and a LOT of drawings for fighters, not all of which have stats yet,
but I'm
>working on them.

U ambitious hombre.

Kristofer

>
>-----------------------------------------------------
>Christian Conkle
>Web Development Specialist
>Northwest Regional Educational Laboratory
>
>work: conklec@...
>home: conkle@...
>-----------------------------------------------------
>
>
>
>
>------------------------------------------------------------------------
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Group: streetfighter Message: 782 From: Steve Karstensen Date: 2/18/1999
Subject: Fw: I need help
-----Original Message-----
From: joseph puchol <spuchok@...>
To: skarsten@... <skarsten@...>
Date: Thursday, February 18, 1999 8:15 PM
Subject: I need help


>I am a long time fan of the street fighter video games and am currently
>interested in the storytelling game. I am wondering if their is a store
>in the hartford, Connecticut area that has the Secrets of shadowloo or
>perfect warrior books for sale. If you have any ideas please E-mail me
>at KadaeXtreme@....
> -Andrew Kadae


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Group: streetfighter Message: 783 From: Christian Conkle Date: 2/19/1999
Subject: Street Fighter Ultra Update
Today brings a lot more new additions to Street Fighter Ultra
(http://www.europa.com/~conkle/sfighter/index.html).

There has been a re-working of the arenas, including some new arenas. There
are also lots of new fighters, over a dozen in fact!
M. Bison (Not THAT one, Michelle Bison, but watch your player's
expression when they see her name on the roster).
Phillipe Monne
Killer Croc
John "The Wallaby" Crager
write-ups for the entire Muay Thai Wat fighters.
write-ups for all the Shadoloo Empire fighters from the future.
write-ups for the entire Dojo no Ichigo

and many more new full-statistic write-ups, many with illustrations!

What's truly sad is that I'm only half-way done with all the fighters I
have~!

-----------------------------------------------------
Christian Conkle
Web Development Specialist
Northwest Regional Educational Laboratory

work: conklec@...
home: conkle@...
-----------------------------------------------------




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Group: streetfighter Message: 784 From: Dennis Bryant Date: 2/21/1999
Subject: Re: submission holds
>ok I see the light, making PC's give in is no good, so they spend
>a willpower and I'll make it a little harder to make someone submit.
>
>RMR

This:

New Grab Maneuver:

Submission Techniques
Speed: N/A Prerequisites: Grab 4, and at least 2 ustained
Holds
Damage: N/A Power points: Jujutsu (Brazilian): 1;
Shootfighting/Street
Movement: N/A Fighting, Special Forces(Krav Maga),
Ler Drit, Sambo:
(DEFense: None) 2; Special Forces, Wrestling
(Professional): 3, Any 4

The player uses joint bending, pressure, leverage, brute strength and
violence to put his opponent in so much pain that he submits. The
fighter
may use this card once he has an opponent in a Sustained hold, beginning
the second round of any such maneuver the player lays the Submission
Techniques card down and the maneuver is now a Submission Hold.

>Maneuver advantage:
Submission Hold: The fighter brutalizes his opponent until she gives in.
Once the opponent has,
Has less than half his health remaining
Has been held in the submission hold for at least 1/2 his Stamina
in rounds
Has taken at least one point of damage per round in this submission
hold the opponent must roll Stamina (diff. 6) if he
fails this roll he rolls again next round at +1 difficulty. If a roll is
botched then the fighter gives in (unless he spends a Willpower, which
may be spent after the roll is botched to negate the submission. And the
difficulty modifier for any failed rolls is lost [the next round the
difficulty is again 6.])
When the fighter escapes from a submission hold he is -1 speed and
damage
next round.

Optionally and additionally Professional Wrestlers get a +2 to all dice
pools and -1 difficulty on all rolls the round following if they taunt
the round after they get out of a submission hold.

*******Sorry, but I really must say: What a load of bollocks.********
Dennis Bryant, Shotokan defender of the true path.


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Group: streetfighter Message: 785 From: karan.empyre@wanadoo.fr Date: 2/21/1999
Subject: france
hi everybody! I'm a new guy in there. Forgive my bad level in english, for I'm just a little french guy. I'm a SF:STG GM since 1994, I have every books on it, and I really enjoyed to read all of your ideas (some of it were used in my chronicles). I thank all of you for it.
Now, here's the deal. I'm french, so I really know my country (the real one, you know, not the one for US and japanese tourists, nor the 'Jean-Paul Gaultier' one... the real France). I can tell you about it : politics, real geography or history, real people's mentality, real martial arts' situation in it, and so on. Feel free to ask me for any question about France (and Kung Fu, by the way!)

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Group: streetfighter Message: 786 From: SWForce1@aol.com Date: 2/21/1999
Subject: Re: Background Music
Hey Everyone:

Just to let you know, our group does listen to backround music during fights.
It adds an atmosphere that the game doesn't have without it. Throw in some
kicking music during a fight, and the people feel like they are right there.

Here is an idea for everyone too. During tournaments, the GM of our game let
our charecters pick theme music that is played while our charecters are being
introduced. An example is like a Special Forces stylist might pick "Danger
Zone" from Top Gun, or a Kung Fu stylist might pick the theme from "Kung Fu,
The Legend Continues".

Thanks everyone,
Eric A.

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Group: streetfighter Message: 787 From: Darrick Chen Date: 2/23/1999
Subject: A new page.
Guys,

I am now in the process of establishing my own SFRPG page! I have the
page in its basic form up, but none of the links work just yet. Steve, I
was going to use the SF STG logo from your page as a header, but I
wanted to make sure it was okay with you first.

If you guys have any suggestions as to what you'd like to see on the
page, let know.

It's at http://member.tripod.com/~dare2live/sfpage.html

later!

______________________________________________________

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Group: streetfighter Message: 788 From: Steve 'Doom Trooper' Karstensen Date: 2/23/1999
Subject: Re: A new page.
sure, go ahead. all I did was scan the cover of the book and crop a
rectangle anyway. :)

try not to turn it into another list-o-moves-n-styles site. Chris
Conkle's foray into the arena is a pretty good concept that doesn't try
to be an SFC wannabe (although I gotta admit I *do* seem to cover all
the bases, don't I?)

Darrick Chen wrote:
>
> Guys,
>
> I am now in the process of establishing my own SFRPG page! I have the
> page in its basic form up, but none of the links work just yet. Steve, I
> was going to use the SF STG logo from your page as a header, but I
> wanted to make sure it was okay with you first.
>
> If you guys have any suggestions as to what you'd like to see on the
> page, let know.
>
> It's at http://member.tripod.com/~dare2live/sfpage.html
>
> later!
>
> ______________________________________________________
>
> ----------------------------------------------------------------------
> [Click Me!]
> Click Me!
>
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Group: streetfighter Message: 789 From: Kristofer Lundstr�m Date: 2/23/1999
Subject: Re: A new page.
Attachments :
    >Guys,
    >
    >I am now in the process of establishing my own SFRPG page! I have the
    >page in its basic form up, but none of the links work just yet. Steve,
    I
    >was going to use the SF STG logo from your page as a header, but I
    >wanted to make sure it was okay with you first.

    I'm sure he wont mind. Will ya Steve?

    >
    >If you guys have any suggestions as to what you'd like to see on the
    >page, let know.

    Hm... I'll think about it.

    >
    >It's at http://member.tripod.com/~dare2live/sfpage.html

    Now why couldn't I get that link to work?

    >
    >later!
    >

    This is the logo I'll use to my future SF page, which currently does not
    exist. And might never do either. Nice though, no?

    Kristofer


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    Group: streetfighter Message: 790 From: Darrick Chen Date: 2/23/1999
    Subject: Re: A new page.
    Um...correction! My page is at:

    http://members.tripod.com/~dare2live/sfpage.html

    later!

    ______________________________________________________
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    Group: streetfighter Message: 791 From: Darrick Chen Date: 2/24/1999
    Subject: New Legends
    Hey, guys,

    I've got the page going a little better. I actually have a logo up
    (Thanks, Steve!) and I have a working copy of New LEgends up (in RTF
    format). It's a bit rough, but let me know what you think. I will have
    revised versions coming soon. I am going to be putting up one of the new
    character sheets that was mailed to this list.

    Later,

    Darrick

    members.tripod.com/~dare2live/sfpage.html

    ______________________________________________________

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    Group: streetfighter Message: 792 From: Pedro Longo (2029) Date: 2/25/1999
    Subject: Hi there
    Hi all, my name is Marcos Longo and i'm from Brazil. I'm new in here
    and i really like this. I have used a lot of this on my campaings. Like
    the french guy, my english is not very good, but my open to any
    questions that may come about Brazil or South America, and local martial
    arts, like Capoeira, Blanka's Style. Thank you all. And now a question:
    i have seen somewhere a netbook for StreetFighter, but i can't find the
    URL. Can someone there tell me???


    Marcos Longo.


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    Group: streetfighter Message: 793 From: Chris Hoffmann Date: 2/25/1999
    Subject: Re: Hi there
    ---"Pedro Longo (2029)" <plongo@...> wrote:

    Hi all, my name is Marcos Longo and i'm from Brazil. I'm new in here
    and i really like this. I have used a lot of this on my campaings. Like
    the french guy, my english is not very good, but my open to any
    questions that may come about Brazil or South America, and local martial
    arts, like Capoeira, Blanka's Style. Thank you all. And now a question:
    i have seen somewhere a netbook for StreetFighter, but i can't find the
    URL. Can someone there tell me???

    Marcos Longo.

    There's actually three sourcebooks (that I know of) that is/was/will
    be on the net. One of them is my Street Fighter Alpha Conversons (the
    URL is in the sig below) and Warrior's World by Ewen. Ewen's Street
    Fighter page is no more, he's concentrating on his own game Thrash.
    If this is the book you're looking for, feel free to e-mail me
    (privately, no need to spam the list) and I'll send you a copy in
    ASCII text format. The third one is Godzilla's house rules, is over a
    megabyte, and I am currently doing the tedious task of HTMLing it by
    hand. Eventually, it will go into my Street Fighter Archive.

    PS Don't worry about your English, judging by your message it is more
    than sufficient (Certainly better than my Spanish, or, for that
    matter, my French).

    ===
    staredown@... staredown@...
    http://www.geocities.com/tokyo/1062

    "We don't expect kittens to fight wildcats and win--we
    merely expect them to try."
    -- Robert Heinlein

    Be the change that you want to see in the world.
    -- M. K. Gandhi
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    Group: streetfighter Message: 794 From: Steve 'Doom Trooper' Karstensen Date: 2/25/1999
    Subject: Re: Hi there
    welcome aboard. I know at least one or two other members of this list
    are from Brazil as well (Remo? refresh my memory.)

    just so you all know ahead of time, Contenders will be moving from my
    Injersey server sometime this month. I'm getting ISDN and neither of my
    current ISPs support it, so I'm dropping one in favor of another that
    does. SF Central will contain the new link when the move does occur.

    Pedro Longo (2029) wrote:
    >
    > Hi all, my name is Marcos Longo and i'm from Brazil. I'm new in here
    > and i really like this. I have used a lot of this on my campaings. Like
    > the french guy, my english is not very good, but my open to any
    > questions that may come about Brazil or South America, and local martial
    > arts, like Capoeira, Blanka's Style. Thank you all. And now a question:
    > i have seen somewhere a netbook for StreetFighter, but i can't find the
    > URL. Can someone there tell me???
    >
    > Marcos Longo.
    >
    > ----------------------------------------------------------------------
    > eGroup home: http://www.eGroups.com/list/streetfighter
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    Group: streetfighter Message: 795 From: Kristofer Lundstr�m Date: 2/25/1999
    Subject: Hi 2 U 2
    Hello newcomers!

    France and Brazil. We getting exotic or what? Me, I'm from Sweden (pick
    up the closest atlas and check under "too far north and too cold") and I
    have never bothered to make excuses for my English. Fun to see a name
    from this side of the Atlantic by the way :)

    I have never even bothered to tell anyone I'll gladly answer questions
    about Sweden. Why? See the note above.

    Questions... er... maybe later.

    Kristofer

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    Group: streetfighter Message: 796 From: Steve 'Doom Trooper' Karstensen Date: 2/25/1999
    Subject: Re: Hi 2 U 2
    well Kris, you gotta admit there's prolly a helluva lot more Street
    Fighters going down to Brazil than there are shipping off to Sweden.
    Personally, I really dig being able to use local color when describing
    the places my players go... one of them told me flat out "we're never
    going back to Las Vegas because I know you just got back from there and
    it was bad enough before you knew anything about it."

    Kristofer Lundström wrote:
    >
    > Hello newcomers!
    >
    > France and Brazil. We getting exotic or what? Me, I'm from Sweden (pick
    > up the closest atlas and check under "too far north and too cold") and I
    > have never bothered to make excuses for my English. Fun to see a name
    > from this side of the Atlantic by the way :)
    >
    > I have never even bothered to tell anyone I'll gladly answer questions
    > about Sweden. Why? See the note above.
    >
    > Questions... er... maybe later.
    >
    > Kristofer
    >
    > ______________________________________________________
    >
    > ----------------------------------------------------------------------
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    Group: streetfighter Message: 797 From: Matt M. Date: 2/25/1999
    Subject: Fwd: Fwd: chain breakers......
    ----Original Message Follows----
    Date: Thu, 25 Feb 1999 05:22:56 -0800 (PST)
    From: Hoang Phan <kneebarx@...>
    Subject: Fwd: Fwd: chain breakers......
    To: Joe Bianco <ruffriders@...>, Mike Bianco
    <bucktowncliq@...>,
    Dona Cantelmi <unicorn_99@...>,
    magic dreams <magic_dreams68@...>,
    Jen Lussier <jennifer_canuck@...>, Matt Meade
    <cam1984@...>,
    Hung Phan <gooberhung@...>, Frances Tampinco
    <ayanami@...>

    can i get an AMEN? lol

    note: forwarded msg attached.


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    Group: streetfighter Message: 798 From: cam1984@hotmail.com Date: 2/25/1999
    Subject: dizzy
    check out my idea,
    it takes a power point to link 2 moves together in a combo, and one power point to make it a dizzy combo.

    certain moves(sustained holds, double hit moves) hit several times but dont accumulate for a dizzy unless they are part of a dizzy combo.

    could i spend a point to make a double hit kick accumulate for dizzy,
    or spend a power point to make a sustained hold accumulate for dizzy.

    just by themselves, no combo.

    before answering,
    I KNOW THE RULES DONT SAY YOU CAN DO THIS.
    im just asking if it sounds unfair, or unbalancing, should it be allowed as an option?

    matt

    p.s. i recently started working on a BIG update, no, i havent forgot about my page, ill post the big one when its done.


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    Group: streetfighter Message: 799 From: Kristofer Lundström Date: 2/26/1999
    Subject: Re: Hi 2 U 2
    >well Kris, you gotta admit there's prolly a helluva lot more Street
    >Fighters going down to Brazil than there are shipping off to Sweden.

    True.

    Do bear Kallista in mind though. And while on Kallista. That name is
    slightly enigmatic. "Kall" is Swedish for "cold" and "is" is nothing
    else than "ice". So: Cold-Ice-ta!

    Or maybe it's plain coincidence.

    >Personally, I really dig being able to use local color when describing
    >the places my players go... one of them told me flat out "we're never
    >going back to Las Vegas because I know you just got back from there and
    >it was bad enough before you knew anything about it."

    My poor players didn't have time to react. A tourist map of central
    Paris hit 'em like a brick! As did the local Shadoloo agents.

    Kristofer

    >
    >Kristofer Lundstr�m wrote:
    >>
    >> Hello newcomers!
    >>
    >> France and Brazil. We getting exotic or what? Me, I'm from Sweden
    (pick
    >> up the closest atlas and check under "too far north and too cold")
    and I
    >> have never bothered to make excuses for my English. Fun to see a
    name
    >> from this side of the Atlantic by the way :)
    >>
    >> I have never even bothered to tell anyone I'll gladly answer
    questions
    >> about Sweden. Why? See the note above.
    >>
    >> Questions... er... maybe later.
    >>
    >> Kristofer
    >>
    >> ______________________________________________________
    >>
    >>
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    Group: streetfighter Message: 800 From: Kristofer Lundstr�m Date: 2/26/1999
    Subject: Re: dizzy
    >
    >check out my idea,
    >it takes a power point to link 2 moves together in a combo, and one
    power point to make it a dizzy combo.
    >
    >certain moves(sustained holds, double hit moves) hit several times but
    dont accumulate for a dizzy unless they are part of a dizzy combo.
    >
    >could i spend a point to make a double hit kick accumulate for dizzy,
    >or spend a power point to make a sustained hold accumulate for dizzy.
    >
    >just by themselves, no combo.
    >
    >before answering,
    >I KNOW THE RULES DONT SAY YOU CAN DO THIS.
    >im just asking if it sounds unfair, or unbalancing, should it be
    allowed as an option?

    I have a gut feeling this isn't such a good idea. Block to Double-hit
    Kick (Dizzy) is bitchy enough as it is.

    And while on that. When you have a Combo with a move that can be played
    several turns, how does it work? Examples:

    * Strong to Rekka Ken - According to me, that Combo shouldn't be valid.
    It should read "Rekka Ken Fierce" or sumthin'. And only on Rekka Ken
    (the first naturally) will receive the Speed bonus.

    * Strong to Bear Hug - The Sustained Hold receives the Speed bonus on
    turn one only.



    * And a related question: Jump is a specific add-on card which must be
    specified in the Combo's wording. But Psychokinetic Channeling? Or
    Kongjin (Warrior's World)? I have allowed those to be added without
    being specified in the Combo wording. No reason really, it's just that I
    have never thought much of Psychokinetic Channeling. Seriously; +2
    Damage for ONE CHI! It's not a clean hit.

    To me, these are the 100% obvious answers. But rules are made to be
    interpreted differently :)

    Kristofer

    >
    >matt
    >
    >p.s. i recently started working on a BIG update, no, i havent forgot
    about my page, ill post the big one when its done.
    >
    >
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    >
    >


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    Group: streetfighter Message: 801 From: Kristofer Lundstr�m Date: 2/26/1999
    Subject: And yes...
    It's Kristofer.

    Not Kris.

    It could also be you-arrogant-son-of-a-bitch-with-the-pony-tail.

    But never Kris.

    Kristofer

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    Group: streetfighter Message: 802 From: Nelson, Christopher T Date: 2/26/1999
    Subject: Re: dizzy
    > >
    > >check out my idea,
    > >it takes a power point to link 2 moves together in a combo, and one
    > power point to make it a dizzy combo.
    > >
    > >certain moves(sustained holds, double hit moves) hit several times but
    > dont accumulate for a dizzy unless they are part of a dizzy combo.
    > >
    > >could i spend a point to make a double hit kick accumulate for dizzy,
    > >or spend a power point to make a sustained hold accumulate for dizzy.
    > >
    > >just by themselves, no combo.
    > >
    > >before answering,
    > >I KNOW THE RULES DONT SAY YOU CAN DO THIS.
    > >im just asking if it sounds unfair, or unbalancing, should it be
    > allowed as an option?
    >
    Well, we play that you can do that. Pretty much it's a one maneuver combo.
    For example, you can buy

    Hundred Hand Slap (Dizzy)

    But keep in mind, it is It's own seperate combo, if you later bought

    Jab --> Hundred Hand Slap

    This Hundred Hand slap won't dizzy, b/c it is not in a dizzy combo.
    AKA, you can't put a combo inside another combo.
    You'd have to spend another power point to make this a dizzy combo.


    > I have a gut feeling this isn't such a good idea. Block to Double-hit
    > Kick (Dizzy) is bitchy enough as it is.
    >
    > And while on that. When you have a Combo with a move that can be played
    > several turns, how does it work? Examples:
    >
    > * Strong to Rekka Ken - According to me, that Combo shouldn't be valid.
    > It should read "Rekka Ken Fierce" or sumthin'. And only on Rekka Ken
    > (the first naturally) will receive the Speed bonus.
    >
    I agree here. Rekka Jab/Strong/Fierce have to be written down as
    part of the combo.

    > * Strong to Bear Hug - The Sustained Hold receives the Speed bonus on
    > turn one only.
    >
    Agreement again.



    > * And a related question: Jump is a specific add-on card which must be
    > specified in the Combo's wording. But Psychokinetic Channeling? Or
    > Kongjin (Warrior's World)? I have allowed those to be added without
    > being specified in the Combo wording. No reason really, it's just that I
    > have never thought much of Psychokinetic Channeling. Seriously; +2
    > Damage for ONE CHI! It's not a clean hit.
    >
    Disagree here. There's too many add-on maneuvers. It's much
    easier for me to just say, if you want to add it to the combo, you
    need to have it written down as part of the combo... it's made for
    some rather amuzing rants, when a player runs outa chi & can't
    finish his combo b/c he can't power his Psychokinetic Roundhouse...
    but still it simplifies things for me, so I can focus on all the other stuff
    going on. sorta.



    > To me, these are the 100% obvious answers. But rules are made to be
    > interpreted differently :)
    >
    > Kristofer
    >
    >
    Well, those are my answers, who's next?
    -Chris!


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