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Group: streetfighter Message: 803 From: Dennis Bryant Date: 2/27/1999
Subject: Re: And yes...
Group: streetfighter Message: 804 From: Dennis Bryant Date: 2/27/1999
Subject: Re: dizzy
Group: streetfighter Message: 805 From: Dennis Bryant Date: 2/27/1999
Subject: Re: Submission holds
Group: streetfighter Message: 806 From: Ryan M Rich Date: 2/27/1999
Subject: 4+ Maneuver Combos
Group: streetfighter Message: 807 From: Kristofer Lundstr�m Date: 2/27/1999
Subject: Re: And yes...
Group: streetfighter Message: 808 From: Kristofer Lundstr�m Date: 2/27/1999
Subject: Re: dizzy
Group: streetfighter Message: 809 From: Kristofer Lundström Date: 2/27/1999
Subject: Re: 4+ Maneuver Combos and other abominations
Group: streetfighter Message: 810 From: Darrick Chen Date: 2/27/1999
Subject: ICQ
Group: streetfighter Message: 811 From: Wayne French Date: 2/28/1999
Subject: Re: And yes...
Group: streetfighter Message: 812 From: Dennis Bryant Date: 2/28/1999
Subject: Re: dizzy
Group: streetfighter Message: 813 From: Dennis Bryant Date: 2/28/1999
Subject: Re: Vega
Group: streetfighter Message: 814 From: Dennis Bryant Date: 2/28/1999
Subject: Re: ICQ
Group: streetfighter Message: 815 From: Dennis Bryant Date: 2/28/1999
Subject: Re: And yes...
Group: streetfighter Message: 816 From: Kristofer Lundström Date: 2/28/1999
Subject: Re: And yes...
Group: streetfighter Message: 817 From: Darrick Chen Date: 2/28/1999
Subject: Online Campaign
Group: streetfighter Message: 818 From: Steve Karstensen Date: 2/28/1999
Subject: Re: ICQ
Group: streetfighter Message: 819 From: Wayne French Date: 3/1/1999
Subject: Re: And yes...
Group: streetfighter Message: 820 From: Christian Conkle Date: 3/1/1999
Subject: Help me out with something..
Group: streetfighter Message: 821 From: Nelson, Christopher T Date: 3/1/1999
Subject: Re: Help me out with something..
Group: streetfighter Message: 822 From: Pedro Longo (2029) Date: 3/1/1999
Subject: Re: Help me out with something..
Group: streetfighter Message: 823 From: Wayne French Date: 3/1/1999
Subject: Re: Help me out with something..
Group: streetfighter Message: 824 From: Dennis Bryant Date: 3/1/1999
Subject: Re: Help me out with something..
Group: streetfighter Message: 825 From: Christian Conkle Date: 3/2/1999
Subject: interpol in streetfighter
Group: streetfighter Message: 826 From: Chris Hoffmann Date: 3/3/1999
Subject: Re: interpol in streetfighter
Group: streetfighter Message: 827 From: Luai Taga Date: 3/4/1999
Subject: Re: interpol in streetfighter
Group: streetfighter Message: 828 From: Kristofer Lundstr�m Date: 3/4/1999
Subject: Re: Help me out with something..
Group: streetfighter Message: 829 From: Dennis Bryant Date: 3/6/1999
Subject: Re: Online Campaign
Group: streetfighter Message: 830 From: Steve Karstensen Date: 3/6/1999
Subject: Re: Online Campaign
Group: streetfighter Message: 831 From: Kristofer Lundstr�m Date: 3/7/1999
Subject: Re: Online Campaign
Group: streetfighter Message: 832 From: Ryan M Rich Date: 3/9/1999
Subject: welcome.to/TheSFDojo
Group: streetfighter Message: 833 From: Kristofer Lundstr�m Date: 3/13/1999
Subject: Alcohol
Group: streetfighter Message: 834 From: Wayne French Date: 3/13/1999
Subject: Re: Alcohol
Group: streetfighter Message: 835 From: Kristofer Lundstr�m Date: 3/15/1999
Subject: Re: Alcohol
Group: streetfighter Message: 836 From: Wayne French Date: 3/15/1999
Subject: Re: Alcohol
Group: streetfighter Message: 837 From: Darrick Chen Date: 3/16/1999
Subject: More details.
Group: streetfighter Message: 838 From: Steve Karstensen Date: 3/16/1999
Subject: Re: More details.
Group: streetfighter Message: 839 From: ArkonDLoC@aol.com Date: 3/16/1999
Subject: Re: More details.
Group: streetfighter Message: 840 From: Kristofer Lundstr�m Date: 3/16/1999
Subject: Duh...
Group: streetfighter Message: 841 From: Christian Conkle Date: 3/16/1999
Subject: WW Crossovers
Group: streetfighter Message: 842 From: Kristofer Lundstr�m Date: 3/16/1999
Subject: Re: WW Crossovers
Group: streetfighter Message: 843 From: Christian Conkle Date: 3/16/1999
Subject: Re: WW Crossovers
Group: streetfighter Message: 844 From: Nelson, Christopher T Date: 3/16/1999
Subject: Re: WW Crossovers
Group: streetfighter Message: 845 From: Kristofer Lundström Date: 3/16/1999
Subject: Re: WW Crossovers
Group: streetfighter Message: 846 From: Christian Conkle Date: 3/16/1999
Subject: Re: WW Crossovers
Group: streetfighter Message: 847 From: ArkonDLoC@aol.com Date: 3/16/1999
Subject: Re: More details.
Group: streetfighter Message: 848 From: Christian Conkle Date: 3/16/1999
Subject: Re: WW Crossovers
Group: streetfighter Message: 849 From: Christian Conkle Date: 3/16/1999
Subject: Re: More details.
Group: streetfighter Message: 850 From: J.J. Date: 3/16/1999
Subject: Re: WW Crossovers
Group: streetfighter Message: 851 From: REMO DISCONZI Date: 3/16/1999
Subject: Re: WW Crossovers
Group: streetfighter Message: 852 From: Ryan M Rich Date: 3/17/1999
Subject: Re: WW Crossovers



Group: streetfighter Message: 803 From: Dennis Bryant Date: 2/27/1999
Subject: Re: And yes...
"you-arrogant-son-of-a-bitch-with-the-pony-tail?"
Wow. I thorght I was the only one.

Dennis

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Group: streetfighter Message: 804 From: Dennis Bryant Date: 2/27/1999
Subject: Re: dizzy
well, a one hit combo is kinda a contradiction in terms.

But on a slightly differn't note, what do you all think about people
linking combos? i.e. for instance, combo 1: Jab to hurricane kick to
strong, & combo 2: Strong to Dragon punch to jab. Thus making an
infinate combo by linking one to the other, or just making some big 4 or
5 hit combos.

Dennis

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Group: streetfighter Message: 805 From: Dennis Bryant Date: 2/27/1999
Subject: Re: Submission holds
> hey everyone, got any ideas about submission holds for Street
>fighter, obviously its a type of sustained hold (Str vs Str) but what
>makes the other give in? something about Stamina, maybe if damage
equals
>Stamina in one round, or the fighter has been in the hold for Stamina
>rounds.
>
>
> Well?
>
>RMR
How about once the fighter in the hold has taken damage = to his health,
he gives in.

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Group: streetfighter Message: 806 From: Ryan M Rich Date: 2/27/1999
Subject: 4+ Maneuver Combos
For tekken and its 10 hit combos I think I am going to use a
slightly modified version of the combo rules in SF. no linking combos,
that makes for infinite ass kicking.
I suggest for the 4th, 5th and 6th maneuvers in combos that each costs 2
Power Points. Then for the 7th 8th and 9th maneuver it costs 3 points
each to add them to your combo, and the 10th costs 4Power Points.

Dizzying combos, if they are going to be combined for dizzy EACH
maneuver in the combo costs one for each maneuver over the 3rd (if you
can't dizzy someone with 3 maneuvers you are pretty sad inthe first
place.) Plus the standard 1Power Point to combine to dizzy (for a normal
dizzy combo.)

Sorta expensive, but 10 hit combos, thats a whole fight in a
normal tourney.


RMR


On Sat, 27 Feb 1999 05:01:03 PST "Dennis Bryant" <dl_bryant@...>
writes:
>
>
>well, a one hit combo is kinda a contradiction in terms.
>
>But on a slightly differn't note, what do you all think about people
>linking combos? i.e. for instance, combo 1: Jab to hurricane kick to
>strong, & combo 2: Strong to Dragon punch to jab. Thus making an
>infinate combo by linking one to the other, or just making some big 4
>or
>5 hit combos.
>
>Dennis
>
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Group: streetfighter Message: 807 From: Kristofer Lundstr�m Date: 2/27/1999
Subject: Re: And yes...
>"you-arrogant-son-of-a-bitch-with-the-pony-tail?"
>Wow. I thorght I was the only one.

How many SF gamers with too long hair are out there? Just curious...

Kristofer

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Group: streetfighter Message: 808 From: Kristofer Lundstr�m Date: 2/27/1999
Subject: Re: dizzy
>well, a one hit combo is kinda a contradiction in terms.
>
>But on a slightly differn't note, what do you all think about people
>linking combos? i.e. for instance, combo 1: Jab to hurricane kick to
>strong, & combo 2: Strong to Dragon punch to jab. Thus making an
>infinate combo by linking one to the other, or just making some big 4
or
>5 hit combos.

OUTLAWED!!!

You can't put a Combo in a Combo. You can't link Combos. You can however
have two Combos like:

1) Strong - Fierce - Jab
2) Strong - Fierce - Pile Driver

and get to chose which one to play on turn three. It's an expensive
thing to buy so I have allowed. But imagine a fighter with, say half a
dossen Combos all starting with a Strong punch. You never know what to
expect...

Kristofer

P.S. While on Outlaws. I'm stuck in the Lucas Arts shooter with the same
name. Level 8. Anyone care to un-stuck me? And don't laugh.

>
>Dennis
>
>______________________________________________________
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Group: streetfighter Message: 809 From: Kristofer Lundström Date: 2/27/1999
Subject: Re: 4+ Maneuver Combos and other abominations
For tekken and its 10 hit combos I think I am going to use a
>slightly modified version of the combo rules in SF. no linking combos,
>that makes for infinite ass kicking.
>I suggest for the 4th, 5th and 6th maneuvers in combos that each costs
2
>Power Points. Then for the 7th 8th and 9th maneuver it costs 3 points
>each to add them to your combo, and the 10th costs 4Power Points.
>
> Dizzying combos, if they are going to be combined for dizzy EACH
>maneuver in the combo costs one for each maneuver over the 3rd (if you
>can't dizzy someone with 3 maneuvers you are pretty sad inthe first
>place.) Plus the standard 1Power Point to combine to dizzy (for a
normal
>dizzy combo.)
>
> Sorta expensive, but 10 hit combos, thats a whole fight in a
>normal tourney.
>

I suddenly got the feeling we're moving into the area of "Rules fun to
make up but never to be used". I have a set of rules for Super
Attacks/Combos/Projectiles/Moves that fall in to that category. And I
will probably make rules for Beast morphs � la Bloody Roar (a k a
Hyperbeast Duel or whatever, I know that PSX title tend to alter
depending on continent).

However. Those rule do serve a purpose: The players don't know I wont
use 'em. (I am an evil Storyteller, remember?) If I hint that Vega can
do a triple Bull Crusher (Wall Springing aerial Suplex with +7 damage,
my own :), PC tend to treat him with respect. On the other hand, one of
my troups were scared shit-less of Gen, and he never even moved, he just
stood there and told 'em they should leave Hong Kong now if they ever
wished leave Hong Kong in one piece.

Kristofer

>
>RMR
>
>
>On Sat, 27 Feb 1999 05:01:03 PST "Dennis Bryant"
<dl_bryant@...>
>writes:
>>
>>
>>well, a one hit combo is kinda a contradiction in terms.
>>
>>But on a slightly differn't note, what do you all think about people
>>linking combos? i.e. for instance, combo 1: Jab to hurricane kick to
>>strong, & combo 2: Strong to Dragon punch to jab. Thus making an
>>infinate combo by linking one to the other, or just making some big 4
>>or
>>5 hit combos.
>>
>>Dennis
>>
>>______________________________________________________
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>>
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>>
>>
>>
>
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Group: streetfighter Message: 810 From: Darrick Chen Date: 2/27/1999
Subject: ICQ
I am finally on ICQ! Hopefully this means I can chat with some of you
guys eventually. I'm even wondering about running a campaign online!
What do you guys think?

MY ICQ is 32368091

Darrick

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Group: streetfighter Message: 811 From: Wayne French Date: 2/28/1999
Subject: Re: And yes...
My hair is about 15" long
make your own choice if it too long

Gero

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Group: streetfighter Message: 812 From: Dennis Bryant Date: 2/28/1999
Subject: Re: dizzy
>>But on a slightly differn't note, what do you all think about people
>>linking combos? i.e. for instance, combo 1: Jab to hurricane kick to
>>strong, & combo 2: Strong to Dragon punch to jab. Thus making an
>>infinate combo by linking one to the other, or just making some big 4
>or
>>5 hit combos.
>
>OUTLAWED!!!

Yeah, thats what I thorght, but luckily my players never thorght of it.
I was just wondering if other GM's had encountered it.

>You can't put a Combo in a Combo. You can't link Combos. You can
however
>have two Combos like:
>
>1) Strong - Fierce - Jab
>2) Strong - Fierce - Pile Driver
>
>and get to chose which one to play on turn three. It's an expensive
>thing to buy so I have allowed. But imagine a fighter with, say half a
dossen Combos all starting with a Strong punch. You never know what to
>expect...

Yeah, I had a shotokan character with Block to hurricane kick, Block to
Dragon punch & Block to improved fireball. So, if I blocked, my opponent
was in for a kicking(or punching, or Ki blasting).

> Kristofer

>>Dennis


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Group: streetfighter Message: 813 From: Dennis Bryant Date: 2/28/1999
Subject: Re: Vega
Those rule do serve a purpose: The players don't know I wont
>use 'em. (I am an evil Storyteller, remember?) If I hint that Vega can
>do a triple Bull Crusher (Wall Springing aerial Suplex with +7 damage,
>my own :), PC tend to treat him with respect.

How many GM's out there have used Vega a lot? He turned up in the first
game I ran, destroyed one characters mansion, slaughtered his parents, &
sliced open the main good NPC(one of my old characters...the one with
all the block combos). Of course, he was discrete, & the characters had
to figure out who he was(they still haven't)

Dennis

P.S. being discrete was: the character arives home, checks the mail, &
finds a wax sealed envolope(prop included). He opens the envelope just
as a tall man who he gets bad feelings off passes, the letter reads:
BOOM. He looks up just in time to see his mother waving at the window,
& then......

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Group: streetfighter Message: 814 From: Dennis Bryant Date: 2/28/1999
Subject: Re: ICQ
>I am finally on ICQ! Hopefully this means I can chat with some of you
>guys eventually. I'm even wondering about running a campaign online!
>What do you guys think?
>
>MY ICQ is 32368091
>
>Darrick

This will almost definatly make me sound ignorrant, what the hell is
ICQ, & how do you get on it. A game sounds cool.

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Group: streetfighter Message: 815 From: Dennis Bryant Date: 2/28/1999
Subject: Re: And yes...
>My hair is about 15" long
>make your own choice if it too long
>
>Gero

15", man, I thorght the call was for people with LONG hair.

Dennis (24")

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Group: streetfighter Message: 816 From: Kristofer Lundström Date: 2/28/1999
Subject: Re: And yes...
>
>>My hair is about 15" long
>>make your own choice if it too long
>>
>>Gero
>
>15", man, I thorght the call was for people with LONG hair.
>
>Dennis (24")

I'm about 15" too (hair, nothing else) and generally people think that's
*way* too long :)

About two years ago, long-haired guys were common in Sweden. Something
happened and now we're down by half, or even less! Hard times...

Kristofer

P.S. ICQ is an on-line chat'n'mail program which you can collect at
http://www.mirabilis.com (version 99a or sumthin)

When ICQ was mentioned the first time, I stated that since I wasn't the
only one using this computer, I wouldn't tell my ICQ number. Fuck it.

ICQ: 25171682 (name: Lundstr�m)

But if you plan on beeping me, check if it's really me first
("Kristofer?" will usually do the trick). If you're unlucky you'll get
taunted by my littil bro ;p

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Group: streetfighter Message: 817 From: Darrick Chen Date: 2/28/1999
Subject: Online Campaign
Guys-

All right, plans are now underway to establish an online gaming session.
Anyone is welcome to this (though I do prefer experienced SF gamers)
The game will most likely be run over ICQ Chat. The ICQ program can be
downloaded from www.mirabilis.com. I, of course, will be GMing this
game. So, bring your best characters to engage in a special campaign I
am running just for online!
There are a few stipulations:

This game will probably not be for a couple of weeks
(notification/invitations will be sent out via the List) due to the fact
I am only online while at school, and I go home every other weekend.

This game will have to be on a weekend (duh). Most likely a Friday or
Saturday night. And it will probably be quite late (around 11 or
midnight) and will go for the customary 4-5 hours that games take up.
There will be break midway through of course, for you all to check phone
lines, take a BR break, and ingest a hearty helping of No-Doz.

As far as gameplay goes, this will of course be different.

1) Seeing as how a hexmap is not possible for this game, we will be
rolling TO HITs in order to succeed in an attack. Unfortunately, this
also means there is only 1 attack per round per character. So, anyone
with a combo monster is severely out of luck.

2) We will be playing within my New Legends campaign world. If any of
you are unfamiliar with it, check out the webpage at

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

for a (beginning) sourcebook. I will also be using Warrior's World.

3) How can we tell what a person is rolling? Simple: the honor system.
You can either be honest or not when it comes to results. But if a
character seems to be having a little *too* much luck, then bad things
will happen. But, I tend to give people the benefit of the doubt.

4) Character creation is up to you guys. I will tell you that this
campaign will most likely be for mid-higher level players. So, you can
use the higher-level character creation rules that were posted about two
weeks ago or so. The only other thing is that if you inted to play, then
you should e-mail me a copy of your character so I can see if he/she
will work and whatnot.

5) All I really need is 5 players, but I might be able to handle more.
If you want to play, you must respond in the affirmative at least 3 days
before the decided date.

All right, that's about it, but more details will follow later.

Let me know what you guys think,

Darrick

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Group: streetfighter Message: 818 From: Steve Karstensen Date: 2/28/1999
Subject: Re: ICQ
1079094. :)
 
-----Original Message-----
From: Dennis Bryant <dl_bryant@...>
To: streetfighter@egroups.com <streetfighter@egroups.com>
Date: Sunday, February 28, 1999 5:59 AM
Subject: [streetfighter] Re: ICQ

>I am finally on ICQ! Hopefully this means I can chat with some of you 
>guys eventually. I'm even wondering about running a campaign online! >What do you guys think? > >MY ICQ is 32368091 > >Darrick
This will almost definatly make me sound ignorrant, what the hell is ICQ, & how do you get on it. A game sounds cool. ______________________________________________________


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Group: streetfighter Message: 819 From: Wayne French Date: 3/1/1999
Subject: Re: And yes...
man I always get that about my hair, it is either too long or not long
enough for any one to give a damn

no problem i grow it some more . . .

when it's 24" i'll tell ya!

Geor

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Group: streetfighter Message: 820 From: Christian Conkle Date: 3/1/1999
Subject: Help me out with something..
In our Street Fighter game this weekend, a question came up. Somewhere, we
got into our heads that characters had the ability to spend a Willpower to
get a guarranteed success. We never use it, but when the question came up
and we tried to find it in the book, we couldn't.

Are we just making up memories? Did I really see this somewhere? Can anyone
help me verify or squash this idea? Please provide page number reference. I
swear that I remember seeing this rule, though.

One rule that I KNOW is a house rule, but I thought I'd shoot you guys' way
anyhow, is the ability to spend 1 Will for 1 Health if you are down to Zero
Health. The catch is, every temporary health you get in this way will result
as 1 Aggravated Damage after the fight. Anyone out there do anything like
that? We've had that rule for a while and we rarely use it.

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

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



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Group: streetfighter Message: 821 From: Nelson, Christopher T Date: 3/1/1999
Subject: Re: Help me out with something..
Yeah, we use the same rule. I had assumed it was in the base book
somewhere, but maybe it's just a hold over from back when we
used to play Vampire/Werewolf. Dunno. If it's from one of those
books, I couldn't tell you where it is. But you aren't just making it up.

As for the 1WP @ 0 health... well... seems to me that you're
putting your characters 1 step closer to getting killed by a lucky
punch, but if they're okay with that, well, more power to ya.
-Laters!
-Chris!


> ----------
> From: Christian Conkle[SMTP:ConkleC@...]
> Reply To: streetfighter@egroups.com
> Sent: Monday, March 01, 1999 8:30 AM
> To: 'streetfighter@egroups.com'
> Subject: [streetfighter] Help me out with something..
>
> In our Street Fighter game this weekend, a question came up. Somewhere, we
> got into our heads that characters had the ability to spend a Willpower to
> get a guarranteed success. We never use it, but when the question came up
> and we tried to find it in the book, we couldn't.
>
> Are we just making up memories? Did I really see this somewhere? Can anyone
> help me verify or squash this idea? Please provide page number reference. I
> swear that I remember seeing this rule, though.
>
> One rule that I KNOW is a house rule, but I thought I'd shoot you guys' way
> anyhow, is the ability to spend 1 Will for 1 Health if you are down to Zero
> Health. The catch is, every temporary health you get in this way will result
> as 1 Aggravated Damage after the fight. Anyone out there do anything like
> that? We've had that rule for a while and we rarely use it.
>
> -----------------------------------------------------
> Christian Conkle
> Web Development Specialist
> Northwest Regional Educational Laboratory
>
> work: conklec@...
> home: conkle@...
> -----------------------------------------------------
>
>
>
> ------------------------------------------------------------------------
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Group: streetfighter Message: 822 From: Pedro Longo (2029) Date: 3/1/1999
Subject: Re: Help me out with something..
Christian Conkle wrote:
>
> In our Street Fighter game this weekend, a question came up. Somewhere, we
> got into our heads that characters had the ability to spend a Willpower to
> get a guarranteed success. We never use it, but when the question came up
> and we tried to find it in the book, we couldn't.
>
> Are we just making up memories? Did I really see this somewhere? Can anyone
> help me verify or squash this idea? Please provide page number reference. I
> swear that I remember seeing this rule, though.
>
> One rule that I KNOW is a house rule, but I thought I'd shoot you guys' way
> anyhow, is the ability to spend 1 Will for 1 Health if you are down to Zero
> Health. The catch is, every temporary health you get in this way will result
> as 1 Aggravated Damage after the fight. Anyone out there do anything like
> that? We've had that rule for a while and we rarely use it.
>
> -----------------------------------------------------
> Christian Conkle
> Web Development Specialist
> Northwest Regional Educational Laboratory
>
> work: conklec@...
> home: conkle@...
> -----------------------------------------------------
>
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Hey, there is a part on the book that says something like that. it is on
the Example of Play page 141 on the basic book.look at Turn 6. But i
have never seen this in the rules.

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Group: streetfighter Message: 823 From: Wayne French Date: 3/1/1999
Subject: Re: Help me out with something..
streetfighter: the storytelling game
page 33 Automatic successes section

there ya go on the 4th paragraph

Gero

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Group: streetfighter Message: 824 From: Dennis Bryant Date: 3/1/1999
Subject: Re: Help me out with something..
>Christian Conkle wrote:
>>
>> In our Street Fighter game this weekend, a question came up.
Somewhere, we
>> got into our heads that characters had the ability to spend a
Willpower to
>> get a guarranteed success. We never use it, but when the question
came up
>> and we tried to find it in the book, we couldn't.
>>
>> Are we just making up memories? Did I really see this somewhere? Can
anyone
>> help me verify or squash this idea? Please provide page number
reference. I
>> swear that I remember seeing this rule, though.

Your memory is not failing, the rule in question is on page 33 (in the
RULES section) under the subsection "Automatic Successes", paragraph 4.

Dennis.

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Group: streetfighter Message: 825 From: Christian Conkle Date: 3/2/1999
Subject: interpol in streetfighter
Interpol in Street Fighter
Interpol is a commonly used organization in Street Fighter. They are
a convenient international law enforcement organization and make the perfect
foil to Shadoloo, an international criminal syndicate. The fictional
Interpol differs from it's real life counterpart in several ways, however.
Ignoring these discrepancies, Interpol can be one of the most exciting
aspects of any Street Fighter story.
Real Life
The real life Interpol was founded in 1928 and is headquarted in
Lyon, France It serves as a clearinghouse for information, disseminating
data on international criminals to its member states. Interpol has no arrest
authority and does no investigation. Investigations and arrests are left to
the pervue of the member state's police authority. Interpol simply acts as
consultants in cases of international crime. Most of Interpol's activities
concern organized crime, counterfeiting, vehicle theft, and smuggling; all
of which are often international in nature. Realistically, Interpol is
pretty boring. They can't arrest or investigate, so you're more likely to
sit in an office and collate data or give a seminar as an Interpol agent
than bust crooks or get in a car chase.
Fiction
However, the world of Street Fighter knows no such limitations, and
Interpol can easily be adapted to become an effective international
crime-stopping force. To make Interpol fun and exciting in your Street
Fighter story, several small changes have to be made.
Arrest
Interpol in Street Fighter are a much more proactive and adventurous
bunch. Though still lacking official arrest powers, or an issued firearm,
they nonetheless are on the trail of criminals worldwide. Street Fighter
Interpol agents work with local police authorities to make arrests and
conduct investigations. Though still nominally prohibited from conducting
investigations, this doesn't stop Interpol agents from doing all the
investigative work then allowing the local authorities to make the bust and
take all the credit. Additionally, even though prohibited from making
arrests, this doesn't stop Interpol agents from apprehending a criminal and
bringing them in to the local authorities who then make an "official"
arrest. Further, despite not being issued an official Interpol firearm, this
does not restrict the Interpol agent from using a personal firearm for
protection persuant to local gun laws and regulations. In fact, the
restriction on firearms is perfect for the recruitment of skilled Martial
Artists and hand to hand combatants like Street Fighter characters.
Equipment
Interpol agents in Street Fighter are also a much better equipped
group than their real life counterparts. Street Fighter Interpol Agents are
more like secret agents than police officers. Expect Interpol agents to have
wrist communicators, GPS/Cellular tracking devices, hand-held computers,
credit-card-sized photographic equipment, etc. Interpol is just as much an
intelligence agency as the CIA or KGB. Their job is to gather intelligence
on criminal organizations to use as evidence. Any high tech toy or gizmo
that will help them in this pursuit will be used. Using spy-tech enhances
the mystery and fun of an Interpol story, further elevating the fictional
Interpol above their real life counterpart.
Almost all Interpol equipment is small and easily concealable with
the occasional vehicle or aircraft. When numbers of vehicles or aircraft are
necessary, Interpol simply calls for assistance from the local authorities.
Likewise, Interpol bases may appear to be the boring information
collation offices of their real life counterpart, but somewhere there will
be a secret door to the underground base of operations with large computer
displays, banks of whirring computers, and spy-tech testing laboratories.
Entrance to these secret facilities may require special biometric scans such
as X-Ray, retinas, fingerprints, voice-pattern recognition, etc., to gain
entry.
In Street Fighter, Interpol is a well-funded agency with links to
the United Nations (In real life, Interpol was granted Permanent Observer
status to the U.N. General Assembly in 1996). Funding comes from its 177
member nations and is controlled by the Financial Controller section which
reports to the General Assembly comprised of delegates from each member
nation.
Cooperation
Most law-abiding governments will welcome Interpol's assistance,
especially if they get the credit for the investigation and the arrest. In
turn, they will provide assistance to the Interpol agent. Helicopter
deployment or extraction, searches, communication, arrest raids, etc. So
long as the request in in accordance with stopping criminal activity, most
local nations are glad to assist. Conversely, if the local law enforcement
authorities are left out of the loop, are circumvented, ignored, or
disrespected, then local assistance will dry up and even resistance may
develop. A few dots of Resources on a character sheet can be used to procure
local government assistance.Simply roll a number of dice equal to their
Resources dots. The number of successes indicate the quality and kind of
assistance provided.
Contacts
Interpol agents are also rare. What few Interpol agents there are
are highly trained and represent the best agent the member nation has to
offer. To this end, Interpol agents will often recruit outsiders to help. A
network of friendlies is an important asset to any Interpol agent. For PC
Interpol agents, a few dots in Contacts can represent knowing someone or
having a friendly in whatever nation they go to. Simply roll a number of
dice equal to their Contacts dots. The number of successed indicate the
quality and kind of contacts available to the agent. When lacking, some
judicious use of Streetwise can procure some local assistance, though their
trustworthiness may be questionable. Non-Interpol PC's may find themselves
the subjects of just such a search for aid. In which case, successfully
helping Interpol investigate a case will often result in further requests in
the future.
Recruitment
To become an Interpol agent, one must be appointed by their
government's Interpol liason. Interpol has no restriction on who can be an
agent. One might find a Chinese village constable, or a U.S. Special Forces
soldier, or a British M.I.6 Agent, or even someone with no offical police
background whatsoever, all working side by side providing assistance to the
F.B.I. in the apprehension of an international criminal. The Interpol liason
reccomends a potential agent to Headquarters who then does a full background
check on the potential recruit. Should the recuit pass the initial
background check, the liason then approaches the potential agent and offers
them a position in Interpol. If the recuit declines, the invitation remains
open. Should the recuit accept, they are then sent to France for 3 months
training and are instructed in the operations and activities of Interpol.
The new agent retains their former position, whether that be Chinese
village constable, U.S. Special Forces soldier, or British M.I.6 Agent, with
their superiors and peers in full knowledge and acceptance of their new
membership. When Interpol requires the agent's expertise, they are detached
from their "day job" for the duration of their Interpol mission. This often
results in late-night calls to duty or suddent trips around the world, but
to Interpol agents, it's a small price to pay.
Though being an Interpol agent can be a thankless and obscure
profession, the agent can take pride in their accomplishment, even though
local authorities take credit for the work. Interpol agents are also paid
well, compensation for sudden and often dangerous missions. But to an
Interpol agent, the pay is secondary to the service they provide to the
stability of the world.
Cliche's
In order to achieve the right effect for Interpol adventures in
Street Fighter, several cliche'd elements must be included:
The Top Secret underground base.
The Chief of Operations with an eyepatch
The sexy female British Agent in skin-tight outfit.
The buff veteran German agent with unshaven face and cropped
hair.
The absent-minded technician in charge of spy-tech.
The spy-tech car with oil-slick, smoke-screen, and land
mines.
Wrist cameras.
Hand-held communicators.
For more information on the real life Interpol, check out their Web site at
<http://193.123.144.14/interpol-pr/>.


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

work: conklec@...
home: conkle@...
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Group: streetfighter Message: 826 From: Chris Hoffmann Date: 3/3/1999
Subject: Re: interpol in streetfighter
---Christian Conkle <ConkleC@...> wrote:

Interpol in Street Fighter
Interpol is a commonly used organization in Street Fighter. They are
a convenient international law enforcement organization and make the
perfect
foil to Shadoloo, an international criminal syndicate. The fictional
Interpol differs from it's real life counterpart in several ways,
however.
Ignoring these discrepancies, Interpol can be one of the most exciting
aspects of any Street Fighter story.
Real Life
The real life Interpol was founded in 1928 and is headquarted in
Lyon, France It serves as a clearinghouse for information, disseminating
data on international criminals to its member states. Interpol has no
arrest
authority and does no investigation. Investigations and arrests are
left to
the pervue of the member state's police authority. Interpol simply
acts as
consultants in cases of international crime. Most of Interpol's
activities
concern organized crime, counterfeiting, vehicle theft, and smuggling;
all
of which are often international in nature. Realistically, Interpol is
pretty boring. They can't arrest or investigate, so you're more likely
to
sit in an office and collate data or give a seminar as an Interpol agent
than bust crooks or get in a car chase.

[Actually, I remember reading somewhere that the UN granted interpol
more power do deal with shadoloo. Can't remember where, maybe just in
a fanfic]

[big snip]

Cooperation
Most law-abiding governments will welcome Interpol's assistance,
especially if they get the credit for the investigation and the
arrest. In
turn, they will provide assistance to the Interpol agent. Helicopter
deployment or extraction, searches, communication, arrest raids, etc. So
long as the request in in accordance with stopping criminal activity,
most
local nations are glad to assist. Conversely, if the local law
enforcement
authorities are left out of the loop, are circumvented, ignored, or
disrespected, then local assistance will dry up and even resistance may
develop. A few dots of Resources on a character sheet can be used to
procure
local government assistance.Simply roll a number of dice equal to their
Resources dots. The number of successes indicate the quality and kind of
assistance provided.

[Wouldn't it make more sense to have them roll backing?]

[snip]

Cliche's
In order to achieve the right effect for Interpol adventures in
Street Fighter, several cliche'd elements must be included:
The Top Secret underground base.

[Which, of course, doubles as an arena]

The Chief of Operations with an eyepatch

[Mr. Bond, I have an odd job for you.]

[snip]

For more information on the real life Interpol, check out their Web
site at
<http://193.123.144.14/interpol-pr/>.


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

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

===
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.
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Group: streetfighter Message: 827 From: Luai Taga Date: 3/4/1999
Subject: Re: interpol in streetfighter
Hmm. Interesting.

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Group: streetfighter Message: 828 From: Kristofer Lundstr�m Date: 3/4/1999
Subject: Re: Help me out with something..
>streetfighter: the storytelling game
>page 33 Automatic successes section
>
>there ya go on the 4th paragraph
>
>Gero

How I use the Willpower and Automatic Success rules:
(And my word is THE LAW, and you know it)

* Out of fights *
When making any kind of roll, 1 Willpower point is one automatic
success, in addition to the dice you roll.

Example: You have 5 dice and you spend 1 WP. You now roll 5 dice and add
one success to the final result. If you roll 0 (zero) successes, the WP
still gives you 1 (one) success. If you roll a botch of "-1", the WP
turn the botch into a simple failure. If you botch by "-2" or worse, you
can disregard the WP. You're screwed anyway.

* In fights *
One free Damage would be too cheesy, when U know the opponent has only 1
Health left for instance. It wouldn't matter if he Blocked. He'd still
lose 1 Health and go down. No.
In fights, 1 Willpower point gives you one extra die for your dice pool.

Example: Roundhouse, Damage 10. You spend a WP. Damage 10 + 1 = 11.
That wasn't so hard! (duh)

* To regain Health *
1 WP to regain the last Health point. Turns into an Aggravated Damage
after the fight.
Why not? It's dead expensive...

Kristofer

P.S. Anyone got a "boot program"? (A program that displays one serious
piece of out-door footwear in one corner of the screen, and when you
click it, makes a gratifying kicking sound and forces your lame-arse
computer to start working again. Wouldn't it be nice?)

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Group: streetfighter Message: 829 From: Dennis Bryant Date: 3/6/1999
Subject: Re: Online Campaign
Much as I would like to play in an online campagin, my computer won't
run the ICQ program I got from mirabilis, anyone out there know why that
might be?

Dennis

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Group: streetfighter Message: 830 From: Steve Karstensen Date: 3/6/1999
Subject: Re: Online Campaign
I'm definitely interested in this, so if you'd like me to join, E-mail me off-list.  :)
 
-----Original Message-----
From: Darrick Chen <dare2live@...>
To: streetfighter@egroups.com <streetfighter@egroups.com>
Date: Sunday, February 28, 1999 2:52 PM
Subject: [streetfighter] Online Campaign

Guys-

All right, plans are now underway to establish an online gaming session. 
Anyone is welcome to this (though I do prefer experienced SF gamers)
The game will most likely be run over ICQ Chat. The ICQ program can be 
downloaded from www.mirabilis.com. I, of course, will be GMing this 
game. So, bring your best characters to engage in a special campaign I 
am running just for online!
There are a few stipulations:

This game will probably not be for a couple of weeks 
(notification/invitations will be sent out via the List) due to the fact 
I am only online while at school, and I go home every other weekend.

This game will have to be on a weekend (duh). Most likely a Friday or 
Saturday night. And it will probably be quite late (around 11 or 
midnight) and will go for the customary 4-5 hours that games take up.
There will be break midway through of course, for you all to check phone 
lines, take a BR break, and ingest a hearty helping of No-Doz.

As far as gameplay goes, this will of course be different. 

1) Seeing as how a hexmap is not possible for this game, we will be 
rolling TO HITs in order to succeed in an attack. Unfortunately, this 
also means there is only 1 attack per round per character. So, anyone 
with a combo monster is severely out of luck.

2) We will be playing within my New Legends campaign world. If any of 
you are unfamiliar with it, check out the webpage at 

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

for a (beginning) sourcebook. I will also be using Warrior's World.

3) How can we tell what a person is rolling? Simple: the honor system. 
You can either be honest or not when it comes to results. But if a 
character seems to be having a little *too* much luck, then bad things 
will happen. But, I tend to give people the benefit of the doubt.

4) Character creation is up to you guys. I will tell you that this 
campaign will most likely be for mid-higher level players. So, you can 
use the higher-level character creation rules that were posted about two 
weeks ago or so. The only other thing is that if you inted to play, then 
you should e-mail me a copy of your character so I can see if he/she 
will work and whatnot.

5) All I really need is 5 players, but I might be able to handle more.
If you want to play, you must respond in the affirmative at least 3 days 
before the decided date.

All right, that's about it, but more details will follow later.

Let me know what you guys think,

Darrick

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Group: streetfighter Message: 831 From: Kristofer Lundstr�m Date: 3/7/1999
Subject: Re: Online Campaign
[streetfighter] Online Campaign

Just to make things clear: 11pm to midnight is 4-5 am to me. No, I wont
be joining this one.

Kristofer


>
>Guys-
>
>All right, plans are now underway to establish an online gaming
session.
>Anyone is welcome to this (though I do prefer experienced SF gamers)
>The game will most likely be run over ICQ Chat. The ICQ program can be
>downloaded from www.mirabilis.com. I, of course, will be GMing this
>game. So, bring your best characters to engage in a special campaign I
>am running just for online!
>There are a few stipulations:
>
>This game will probably not be for a couple of weeks
>(notification/invitations will be sent out via the List) due to the
fact
>I am only online while at school, and I go home every other weekend.
>
>This game will have to be on a weekend (duh). Most likely a Friday or
>Saturday night. And it will probably be quite late (around 11 or
>midnight) and will go for the customary 4-5 hours that games take up.
>There will be break midway through of course, for you all to check
phone
>lines, take a BR break, and ingest a hearty helping of No-Doz.
>
>As far as gameplay goes, this will of course be different.
>
>1) Seeing as how a hexmap is not possible for this game, we will be
>rolling TO HITs in order to succeed in an attack. Unfortunately, this
>also means there is only 1 attack per round per character. So, anyone
>with a combo monster is severely out of luck.
>
>2) We will be playing within my New Legends campaign world. If any of
>you are unfamiliar with it, check out the webpage at
>
>members.tripod.com/~dare2live/sfpage.html
>
>for a (beginning) sourcebook. I will also be using Warrior's World.
>
>3) How can we tell what a person is rolling? Simple: the honor system.
>You can either be honest or not when it comes to results. But if a
>character seems to be having a little *too* much luck, then bad things
>will happen. But, I tend to give people the benefit of the doubt.
>
>4) Character creation is up to you guys. I will tell you that this
>campaign will most likely be for mid-higher level players. So, you can
>use the higher-level character creation rules that were posted about
two
>weeks ago or so. The only other thing is that if you inted to play,
then
>you should e-mail me a copy of your character so I can see if he/she
>will work and whatnot.
>
>5) All I really need is 5 players, but I might be able to handle more.
>If you want to play, you must respond in the affirmative at least 3
days
>before the decided date.
>
>All right, that's about it, but more details will follow later.
>
>Let me know what you guys think,
>
>Darrick
>

>
>


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Group: streetfighter Message: 832 From: Ryan M Rich Date: 3/9/1999
Subject: welcome.to/TheSFDojo
my new redirecter, plus I'm updated.

www.geocitie.com/TimesSquare/Ring/9913

Ryan

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Group: streetfighter Message: 833 From: Kristofer Lundstr�m Date: 3/13/1999
Subject: Alcohol
I'm currently drunk and I find it *slightly* disturbing that nothing is
happening on this e-group.

Why not discuss why Combat Cards suck, or why you shouldn't crossover SF
with WoD, or whatever... ;p

Kristofer

P.S. Spell pretty good for being drunk no?

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Group: streetfighter Message: 834 From: Wayne French Date: 3/13/1999
Subject: Re: Alcohol
how about how alcohol adjust combat?

or other drugs?

anyone got any write ups on these?

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Group: streetfighter Message: 835 From: Kristofer Lundstr�m Date: 3/15/1999
Subject: Re: Alcohol
>
>how about how alcohol adjust combat?
>
>or other drugs?
>
>anyone got any write ups on these?

Since I was the one drunk enough to start the subject, I feel obliged
to answer.

* Depending on Level of Intoxication (duh).

* No point in adjusting any other combat traits than Dexterity (i.e.
only Speed is affected).

* Er... Ok. If the LoI exceeds a character's Athletics trait, he must
make Dexterity + Athletics roll to perform pretty much any physical
task. Storyteller decides appropriate difficulty level.

* When not in fights one might consider adjusting Charisma (compared to
sober individuals of course, we all know how charming the drunk person
thinks he is), Manipulation, Perception, Intelligence and Wits.

* Decide intoxication on this rough scale:

1 - Person still doesn't feel affected at all
2 - Do not get up fast, or you'll fall over
3 - Very happy individual, might do things one wouldn't dream of
otherwise
4 - Probable memory-loss, and one severe hungover
5 - Looong gooone... Can barely move

The LoI is deducted from all dice pools involving the traits above.
(Including when rolling to move as under the third * above)

* There is one advantage of being drunk though (punch me if I'm out of
line).

1) A drunk person can't spend Willpower, but
2) he can still attempt to do so.

When trying, he rolls his LoI, diff 9. A success (one is enough) he is
granted a free WP from the almighty God of Alcohol! This point can never
be kept, it must be spent immediately.

* But do remember that when the LoI is at 3 or higher, the player isn't
in that much control as he would like to be...

Example: "- I force the door open and hot wire the damn car!" "- You run
straight into the car while ploughing your arm through the window. You
stagger and almost fall over, all this while seeing the Shadoloo car
dissappear along the road..."

or:

"- Ok let's all just calm down and talk about this Murdoch" "- What did
you say about my mother?!?" "- What?"

Kristofer

P.S. I love making up rules as I go. Whadoya think about that?!

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Group: streetfighter Message: 836 From: Wayne French Date: 3/15/1999
Subject: Re: Alcohol
           
well i like it but ya forgot oh that didnt hurt rule when ya drunk

i have seen a guy get hit by a pickup bounced into the snowbank and get up and say "whoa that didnt hurt!!" with a smile on their face.

but dizzing them is easier [stamina -2 points, in stead of stamina] to dizzy them.

but the more damage they take they auto soak 1 damage per point of your intoxication level.

sound about right?

Gero

* Depending on Level of Intoxication (duh).

* No point in adjusting any other combat traits than Dexterity (i.e.
only Speed is affected).

* Er... Ok. If the LoI exceeds a character's Athletics trait, he must
make Dexterity + Athletics roll to perform pretty much any physical
task. Storyteller decides appropriate difficulty level.

* When not in fights one might consider adjusting Charisma (compared to sober individuals of course, we all know how charming the drunk person thinks he is), Manipulation, Perception, Intelligence and Wits.

* Decide intoxication on this rough scale:

1 - Person still doesn't feel affected at all
2 - Do not get up fast, or you'll fall over
3 - Very happy individual, might do things one wouldn't dream of otherwise
4 - Probable memory-loss, and one severe hungover
5 - Looong gooone... Can barely move

The LoI is deducted from all dice pools involving the traits above.
(Including when rolling to move as under the third * above)

* There is one advantage of being drunk though (punch me if I'm out of line).

1) A drunk person can't spend Willpower, but
2) he can still attempt to do so.

When trying, he rolls his LoI, diff 9. A success (one is enough) he is granted a free WP from the almighty God of Alcohol! This point can never be kept, it must be spent immediately.

* But do remember that when the LoI is at 3 or higher, the player isn't in that much control as he would like to be...

Example: "- I force the door open and hot wire the damn car!" "- You run straight into the car while ploughing your arm through the window. You stagger and almost fall over, all this while seeing the Shadoloo car dissappear along the road..."

or:

"- Ok let's all just calm down and talk about this Murdoch" "- What did you say about my mother?!?" "- What?"

Kristofer

P.S. I love making up rules as I go. Whadoya think about that?!

yeah dude i like making up my own stuff too


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Group: streetfighter Message: 837 From: Darrick Chen Date: 3/16/1999
Subject: More details.
Okay guys, I've got a few more details on my upcoming online campaign:

Right now we are looking at a March 27 or 28 playdate. The game will
commence at 11 PM Eastern Central Mountain Pacific Time (I live in
Illinois, if that helps any). This is of course, tentative. But any of
you who are interested in playing should view this as the actual time,
so get those characters in!

The deadline for character submission is Sunday March 21st, at 7 pm.
That's this coming Sunday. I won't be in this weekend (gotta get my
stitches out, don't you know) but I will review all submissions and send
out confirmations by Tuesday night. Eligibility to play is first come,
first serve. I need at least two players, and I can handle up to five,
or six in a special case.

With a Character Profile, I need a basic rundown of the character,
including:

Stats
Background relevant to the game.
Whether or not you have run this character before.

The campaign will be set for mid to high level players. Basically we're
looking for a Rank 5 to 7. If you are creating a chracter from scratch,
use the Higher Rank Generation Tables that were posted to this list a
while back. I might have them somewhere, but I'm not sure.

So far, I have 2 confirmed players, so get those Characters in.

The information I will be using to run this game includes the following:

All Published Material (except for Contenders, unless my mail order
arrives in time)
Ewen Cluney's Warrior's World (any one have this dude's eMail?)
New Legends (but of course)


I'm still getting the chatroom going, so everything is subject to
change. But that's the plan for the time being. If you have nothing to
do, you may as well send in a character for fun.

more details to follow,

Darrick

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Group: streetfighter Message: 838 From: Steve Karstensen Date: 3/16/1999
Subject: Re: More details.
I don't have a copy of the higher-stat tables... so if someone can send them to me, I'd appreciate it.
If not, how about a stock 15-freebie character with an assumed 6 points of experience per fight multiplied by the # of fights needed for their rank (perfect record not necessarily the case)?

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Group: streetfighter Message: 839 From: ArkonDLoC@aol.com Date: 3/16/1999
Subject: Re: More details.
Here they are.


In a message dated 2/10/1999 1:15:41 AM, ConkleC@... writes:

<<A few years ago, I did some number crunching of the characters as presented
in the main book, Player's Guide, Contenders, and Shades of Grey. I
developed this table of their average figures..

(please set fonts to Courier New 10pt)
Rank Attributes Abilities Techniques Maneuvers
Health
1 15 20 8 7 10
2 16 21 10 11 10
3 17 22 13 16 10
4 17 22 13 18 16
5 17 24 16 24 16
6 18 26 16 29 16
7 19 28 19 29 16


When making characters to start at various levels, assign them Freebie
Points according to this chart..

1= 15
2= 37
3= 79
4= 107
5= 110
6= 173
7= 197

Or, to figure out how many adventures it would take, here's the approximate
Experience Points earned per rank..

Total Experience Pointsper Level
1= 0
2= 35.4
3= 89
4= 121
5= 182.4
6= 217.6
7= 284.8



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

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

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Group: streetfighter Message: 840 From: Kristofer Lundstr�m Date: 3/16/1999
Subject: Duh...
I see people are still alive and well. I'm pleased.

Kristofer

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Group: streetfighter Message: 841 From: Christian Conkle Date: 3/16/1999
Subject: WW Crossovers
A friend of mine (woobee@...; www.teleport.com/~woobee) is thinking
of running a WoD/Trinity/Streetfighter crossover campaign with mutant
psychic undead lycanthrope martial arts bad-asses (tounge in cheek). Has
anyone run any WW crossover campaigns and what advice can you give us/him?
He's completely unfamiliar with the other WW games. I told him they weren't
well balanced against the other, but I'm not that familiar either, I'm just
going on what I've read.

Any advice on the kinds of things he can do or not do would be appreciated.

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

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




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Group: streetfighter Message: 842 From: Kristofer Lundstr�m Date: 3/16/1999
Subject: Re: WW Crossovers
>A friend of mine (woobee@...; www.teleport.com/~woobee) is
thinking
>of running a WoD/Trinity/Streetfighter crossover campaign with mutant
>psychic undead lycanthrope martial arts bad-asses (tounge in cheek).
Has
>anyone run any WW crossover campaigns and what advice can you give
us/him?
>He's completely unfamiliar with the other WW games. I told him they
weren't
>well balanced against the other, but I'm not that familiar either, I'm
just
>going on what I've read.
>
>Any advice on the kinds of things he can do or not do would be
appreciated.
>

I say what I've always, ALWAYS have said when the subject has appeared.
DO NOT CROSS OVER WoD WITH SF!!!

They don't mix! In *any* way!!!

But no-one listens...

Kristofer


>-----------------------------------------------------
>Christian Conkle
>Web Development Specialist
>Northwest Regional Educational Laboratory
>
>work: conklec@...
>home: conkle@...
>-----------------------------------------------------
>
>
>
>
>------------------------------------------------------------------------
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Group: streetfighter Message: 843 From: Christian Conkle Date: 3/16/1999
Subject: Re: WW Crossovers
>
> I say what I've always, ALWAYS have said when the subject has appeared.
> DO NOT CROSS OVER WoD WITH SF!!!
>
> They don't mix! In *any* way!!!
>
> But no-one listens...
>
> Kristofer
>

Maybe if you gave some actual REASONS why. That's what I'm looking for. Some
examples would be nice too. Just saying so doesn't cut it, unfortunately.

I'm looking for how new Vampires match up against Streetfighters. What has
been the experience of people who have tried? Kristofer, you seem to speak
with authority, therefore you must have tried it and had it fail. What went
wrong?


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

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



On Tuesday, March 16, 1999 3:28 PM, Kristofer Lundström
[SMTP:kri5tofer@...] wrote:
>
>
> >A friend of mine (woobee@...; www.teleport.com/~woobee) is
> thinking
> >of running a WoD/Trinity/Streetfighter crossover campaign with mutant
> >psychic undead lycanthrope martial arts bad-asses (tounge in cheek).
> Has
> >anyone run any WW crossover campaigns and what advice can you give
> us/him?
> >He's completely unfamiliar with the other WW games. I told him they
> weren't
> >well balanced against the other, but I'm not that familiar either, I'm
> just
> >going on what I've read.
> >
> >Any advice on the kinds of things he can do or not do would be
> appreciated.
> >

>
> >-----------------------------------------------------
> >Christian Conkle
> >Web Development Specialist
> >Northwest Regional Educational Laboratory
> >
> >work: conklec@...
> >home: conkle@...
> >-----------------------------------------------------
> >
> >
> >
> >
> >------------------------------------------------------------------------
> >Internet FileZone: Always FREE!
> >Instantly store & access your valuable PC files on the net,
> >from any Web browser. http://offers.egroups.com/click/235/0
> >
> >eGroup home: http://www.eGroups.com/list/streetfighter
> >Free Web-based e-mail groups by eGroups.com
> >
> >
> >
>
>
> ------------------------------------------------------------------------
> Internet FileZone: Always FREE!
> Instantly store & access your valuable PC files on the net,
> from any Web browser. http://offers.egroups.com/click/235/0
>
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Group: streetfighter Message: 844 From: Nelson, Christopher T Date: 3/16/1999
Subject: Re: WW Crossovers
Okay, some examples.... Guile Flashkicking the heads offa Werewolves
comes to mind. If you play them straight, they typically die in one hit.
Not for any real fault of their own, I mean, they are the badass fighters
in their world, but there are alot of combat problems that you run into
when you mix the system. The 1st is that all the other WW games
give you 7 wound levels, and you don't get any more, ever. The
second is that you don't subtract your stamina as automatic dice when
being hit. The attacker rolls full damage against you, and then you
ROLL your stamina, & every success you get reduces the damage
you take by one. Then there's the problem that Vampires & Werewolves
typcially get mulitple actions (at least in all the campaigns I've ever been
in.) Oh, and they're always doing aggrevated damage to each other..l.
Oh, and Werewolves heal all non-agg damage done to them each round
when they're frenzied & in Crinos (That might be a house rule)....
and many others that I can't think of right now.


Anyway, the biggest problem our crossovers have is finding something
big enough to motivate all the different groups to even meet each other.
Don't forget, a typical Vampire will walk into a room, do his thing, & leave,
& you'll never even give it a 2nd thought. Most werewolves would
never go into a city, & are generally too proud to work w/ the
other groups.... Plus, you have the BIG BIG BIG problem of what
happens when a Vampire/Werewolf starts learning martial arts... Oh,
and I forgot, a typical Vampire/Werewolf gets his willpower back at the
end of the session, and even then it's typically only 1WP, not his
whole pool, and that's only if he acted along his nature/demeanor path
for the session (Is that another house rule??)

Well, As for specific crossover examples, the 1st one I already mentioned
was in a SF primary campaign, and the SF's made the were-wolves look
just lame. The werewolves were quickly replaced by more competent
Shadooloo agents (Rank 1 Street Fighters w/ power uppercutt & footsweep).

The other case was a primary Werewolf campaign, & we were walking
into Hell hunting Tiamat I belive... long time ago... anyway, It was a pretty
high level campaign, & the SF was just feeble the whole time... If you
aren't fighting man-sized stuff, allota your grabs become pretty worthless.
Hard to SPD an elephant sized Monster, much less an etherial spirit that
keeps reaching thru the umbra & ripping your Chi/Gnosis out. Plus,
when the werewolves are all getting 5 actions a round & doing massive
aggrevated dammage in every swing, it doesn't matter how much bruise
dammage you do, it just isn't going to be impressive...

Anyway, that's the quick stuff that comes to mind. If you're really serious
about doing a crossover, I recomend you build them as SFs, and give
them a 'supernatural' background, that gives them some special abilities
similar to what you'd expect for that race... maybe grab the basic
source books & use them for ideas for character types & abilities.

Best of Luck, hope this helps
-Chris!


> ----------
> From: Christian Conkle[SMTP:ConkleC@...]
> Reply To: streetfighter@egroups.com
> Sent: Tuesday, March 16, 1999 2:38 PM
> To: 'streetfighter@egroups.com'
> Subject: [streetfighter] Re: WW Crossovers
>
> >
> > I say what I've always, ALWAYS have said when the subject has appeared.
> > DO NOT CROSS OVER WoD WITH SF!!!
> >
> > They don't mix! In *any* way!!!
> >
> > But no-one listens...
> >
> > Kristofer
> >
>
> Maybe if you gave some actual REASONS why. That's what I'm looking for. Some
> examples would be nice too. Just saying so doesn't cut it, unfortunately.
>
> I'm looking for how new Vampires match up against Streetfighters. What has
> been the experience of people who have tried? Kristofer, you seem to speak>
> with authority, therefore you must have tried it and had it fail. What went
> wrong?
>
>
> -----------------------------------------------------
> Christian Conkle
> Web Development Specialist
> Northwest Regional Educational Laboratory
>
> work: conklec@...
> home: conkle@...
> -----------------------------------------------------
>
>
>
> On Tuesday, March 16, 1999 3:28 PM, Kristofer Lundström
> [SMTP:kri5tofer@...] wrote:
> >
> >
> > >A friend of mine (woobee@...; www.teleport.com/~woobee) is
> > thinking
> > >of running a WoD/Trinity/Streetfighter crossover campaign with mutant
> > >psychic undead lycanthrope martial arts bad-asses (tounge in cheek).
> > Has
> > >anyone run any WW crossover campaigns and what advice can you give
> > us/him?
> > >He's completely unfamiliar with the other WW games. I told him they
> > weren't
> > >well balanced against the other, but I'm not that familiar either, I'm
> > just
> > >going on what I've read.
> > >
> > >Any advice on the kinds of things he can do or not do would be
> > appreciated.
> > >
>
> >
> > >-----------------------------------------------------
> > >Christian Conkle
> > >Web Development Specialist
> > >Northwest Regional Educational Laboratory
> > >
> > >work: conklec@...
> > >home: conkle@...
> > >-----------------------------------------------------
> > >
> > >
> > >
> > >
> > >------------------------------------------------------------------------
> > >Internet FileZone: Always FREE!
> > >Instantly store & access your valuable PC files on the net,
> > >from any Web browser. http://offers.egroups.com/click/235/0
> > >
> > >eGroup home: http://www.eGroups.com/list/streetfighter
> > >Free Web-based e-mail groups by eGroups.com
> > >
> > >
> > >
> >
> >
> > ------------------------------------------------------------------------
> > Internet FileZone: Always FREE!
> > Instantly store & access your valuable PC files on the net,
> > from any Web browser. http://offers.egroups.com/click/235/0
> >
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> >
>
> ------------------------------------------------------------------------
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Group: streetfighter Message: 845 From: Kristofer Lundström Date: 3/16/1999
Subject: Re: WW Crossovers
>Maybe if you gave some actual REASONS why. That's what I'm looking for.
Some
>examples would be nice too. Just saying so doesn't cut it,
unfortunately.
>
>I'm looking for how new Vampires match up against Streetfighters. What
has
>been the experience of people who have tried? Kristofer, you seem to
speak
>with authority, therefore you must have tried it and had it fail. What
went
>wrong?

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

Darn!!!

You seem to have gotten me started so here goes (unfortunate for me, I
should be studying...).

* The mood is *not* that similar in WoD and SF. That's why vampires and
walking dogs shouldn't appear in the same picture as Ryu and Sagat
facing off (if you mention Hybrids I *will* kill you).

* That said, it doesn't mean you can't use the SF fighting/martial arts
rules in WoD but it still feels a bit out of place. Vampires use
Brawling, Melee or Firearms if they fight. A Mage with Punch ***** just
doesn't seem like the thing.

* If you look at the WW games, they all share a common platform with the
emphaze (is that a word?) on a particular area. All WoD focus on the
Disciplines/Gifts/Magick Spheres/Arcanoi/Cantrips. SF has seperate
traits for Punch and Kick. It would be slightly against the purpose of
the different games to create a mish-mash (spelling?) with all the
focal-points elbowing for room.

* I have played a single crossover in my Chronicle. Two characters had
dead relatives, so the troupe got to play Wraiths stalking their own
regular characters. It was fun, but it was definitely one-off. The
Wraith group caused so much mayhem in the real world in just 48 hours,
imagine what could have happened if I'd allowed the Wraiths to exist
even longer...

* And besides, the WoD is already a bit too crowded with things hiding
in the shadows. If Chi wielding Street Fighters were to crowd in there
to, anything could happen! (or can your players toss Fireballs on the
town square without anyone noticing?)

I hope I made some sense.

Kristofer


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

>
>
>-----------------------------------------------------
>Christian Conkle
>Web Development Specialist
>Northwest Regional Educational Laboratory
>
>work: conklec@...
>home: conkle@...
>-----------------------------------------------------
>
>
>
>On Tuesday, March 16, 1999 3:28 PM, Kristofer Lundstr�m
>[SMTP:kri5tofer@...] wrote:
>>
>>
>> >A friend of mine (woobee@...; www.teleport.com/~woobee) is
>> thinking
>> >of running a WoD/Trinity/Streetfighter crossover campaign with
mutant
>> >psychic undead lycanthrope martial arts bad-asses (tounge in cheek).
>> Has
>> >anyone run any WW crossover campaigns and what advice can you give
>> us/him?
>> >He's completely unfamiliar with the other WW games. I told him they
>> weren't
>> >well balanced against the other, but I'm not that familiar either,
I'm
>> just
>> >going on what I've read.
>> >
>> >Any advice on the kinds of things he can do or not do would be
>> appreciated.
>> >
>
>>
>> >-----------------------------------------------------
>> >Christian Conkle
>> >Web Development Specialist
>> >Northwest Regional Educational Laboratory
>> >
>> >work: conklec@...
>> >home: conkle@...
>> >-----------------------------------------------------
>> >
>> >
>> >
>> >
>>
>------------------------------------------------------------------------
>> >Internet FileZone: Always FREE!
>> >Instantly store & access your valuable PC files on the net,
>> >from any Web browser. http://offers.egroups.com/click/235/0
>> >
>> >eGroup home: http://www.eGroups.com/list/streetfighter
>> >Free Web-based e-mail groups by eGroups.com
>> >
>> >
>> >
>>
>>
>>
------------------------------------------------------------------------
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>> Instantly store & access your valuable PC files on the net,
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>>
>
>------------------------------------------------------------------------
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>Instantly store & access your valuable PC files on the net,
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Group: streetfighter Message: 846 From: Christian Conkle Date: 3/16/1999
Subject: Re: WW Crossovers
Thanks! This is exactly what I was looking for!

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

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



On Tuesday, March 16, 1999 2:52 PM, Nelson, Christopher T
[SMTP:Christopher.Nelson@...] wrote:
>

(snip)

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Group: streetfighter Message: 847 From: ArkonDLoC@aol.com Date: 3/16/1999
Subject: Re: More details.
I don't know what happened to that last mail, I'm trying again.

In a message dated 2/10/1999 1:15:41 AM, ConkleC@... writes:

A few years ago, I did some number crunching of the characters as presented
in the main book, Player's Guide, Contenders, and Shades of Grey. I
developed this table of their average figures..

(please set fonts to Courier New 10pt)
Rank Attributes Abilities Techniques Maneuvers
Health
1 15 20 8 7 10
2 16 21 10 11 10
3 17 22 13 16 10
4 17 22 13 18 16
5 17 24 16 24 16
6 18 26 16 29 16
7 19 28 19 29 16


When making characters to start at various levels, assign them Freebie
Points according to this chart..

1= 15
2= 37
3= 79
4= 107
5= 110
6= 173
7= 197

Or, to figure out how many adventures it would take, here's the approximate
Experience Points earned per rank..

Total Experience Pointsper Level
1= 0
2= 35.4
3= 89
4= 121
5= 182.4
6= 217.6
7= 284.8



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

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

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Group: streetfighter Message: 848 From: Christian Conkle Date: 3/16/1999
Subject: Re: WW Crossovers
Thanks, Kristofer! I have forwarded this advice however..


On Tuesday, March 16, 1999 3:55 PM, Kristofer Lundström
[SMTP:kri5tofer@...] wrote:
>

> * The mood is *not* that similar in WoD and SF. That's why vampires and
> walking dogs shouldn't appear in the same picture as Ryu and Sagat
> facing off (if you mention Hybrids I *will* kill you).
> * That said, it doesn't mean you can't use the SF fighting/martial arts
> rules in WoD but it still feels a bit out of place. Vampires use
> Brawling, Melee or Firearms if they fight. A Mage with Punch ***** just
> doesn't seem like the thing.
>

I'm not sure I agree with you on this one. I think he's wanting a Night
Warriors/DarkStalkers kind of game, with Vampire and Werewolf fighters.
Creatures of the night work GREAT in that anime/game.



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

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

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Group: streetfighter Message: 849 From: Christian Conkle Date: 3/16/1999
Subject: Re: More details.
(snipped an excellent article, thouroughly researched and well presented,
heh)

Please don't send any more. I got them both. I have found that this list
will sometimes hang. Someone will get my message and reply to it long before
I get my echo bounced back to me.

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

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




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Group: streetfighter Message: 850 From: J.J. Date: 3/16/1999
Subject: Re: WW Crossovers
-----Original Message-----
From: Nelson, Christopher T <Christopher.Nelson@...>
To: 'streetfighter@egroups.com' <streetfighter@egroups.com>
Date: Tuesday, March 16, 1999 2:56 PM
Subject: [streetfighter] Re: WW Crossovers


>Okay, some examples.... Guile Flashkicking the heads offa Werewolves
>comes to mind. If you play them straight, they typically die in one hit.
>Not for any real fault of their own, I mean, they are the badass fighters
>in their world, but there are alot of combat problems that you run into
>when you mix the system. The 1st is that all the other WW games
>give you 7 wound levels, and you don't get any more, ever. The
>second is that you don't subtract your stamina as automatic dice when
>being hit. The attacker rolls full damage against you, and then you
>ROLL your stamina, & every success you get reduces the damage
>you take by one. Then there's the problem that Vampires & Werewolves
>typcially get mulitple actions (at least in all the campaigns I've ever
been
>in.) Oh, and they're always doing aggrevated damage to each other..l.
>Oh, and Werewolves heal all non-agg damage done to them each round
>when they're frenzied & in Crinos (That might be a house rule)....
>and many others that I can't think of right now.
>>


Much of this paragraph can be remedied by remembering that they ~aren't~ the
same system, and one will have to be interposed over the other. IE, either
play a WoD System with Rolled damage & soak and 7 Health levels (8 with the
Huge Size Merit) or play an SF game with everyone having damage & soak
automatic. Beyond that, it's just knowing what each is capable of. (Not
gonna go into details as to what's right and wrong in the above paragraph)

-----Original Message-----
From: Kristofer Lundström <kri5tofer@...>
To: streetfighter@egroups.com <streetfighter@egroups.com>
Date: Tuesday, March 16, 1999 3:04 PM
Subject: [streetfighter] Re: WW Crossovers

>* The mood is *not* that similar in WoD and SF. That's why vampires and
>walking dogs shouldn't appear in the same picture as Ryu and Sagat
>facing off (if you mention Hybrids I *will* kill you).
>

I am one to say that mood and feel are up to the Storytellers and Players.
BUUUT, I will say that anyone that wants to mix the settings should just
pick up the Year of the Lotus line, the Newest Vampire Core Rulebook (most
up-to-date rules), and whichever other main books they want involved in the
game. Kindred of the East and Demon Hunter X were written specifically
toward a very anime-ish feel, and WoD Combat was a shameless (and completely
failed) attempt to salvage the SF system and mish-mash it into WoD.

There are enough problems using the 5 WoD Games cohesively with eachother,
throwing Street Fighter into the mix is ALOT of headaches.

>* That said, it doesn't mean you can't use the SF fighting/martial arts
>rules in WoD but it still feels a bit out of place. Vampires use
>Brawling, Melee or Firearms if they fight. A Mage with Punch ***** just
>doesn't seem like the thing.

Except maybe an Akashic Brother.... and in any case, if despite all the
reasons to NOT use one in the other game you do anyway, use the "other
traits" section for Techniques, scratch out the Brawl & Melee (or Martial
Arts or Do if they happen to be on the sheet, and possibly let Primal-Urge
take the place of Focus on a Werewolf) and use some empty space on the sheet
for Health.

Simply put, it'll take alot more work to run an SF/WoD Crossover than a WoD
Crossover between core systems, and the latter requires PLENTY of work.

Expounding on the Year of the Lotus (and others revolving around that area
with a similar feel)

Vampire: the Masquarade -- Kindred of the East

Werewolf: the Apocalypse -- Hengeyokai: Shifters of the East; Stargazer
Tribebook (out of Print)

Mage: the Ascension -- Tradbook: Akashic Brotherhood (Possibly
reprinted in a Traditions Gathered book)

Changeling: the Dreaming -- Land of Eight Million Dreams
*Changleing is highly difficult to interpose into other WoD lines, much
less Street Fighter. Nazca (anime movie) is highly Changeling-esque to get
some idea of what it is.

Wraith: the Oblivion -- Dark Kingdom of Jade (?)

"Human" Hunter book -- WoD: Demon Hunter X
*Personal Note: The "Arsenal" Background in this book makes for a
fine replacement for the Cyborg background.

Location Suppliments: WoD: Hong Kong, WoD: Tokyo




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Group: streetfighter Message: 851 From: REMO DISCONZI Date: 3/16/1999
Subject: Re: WW Crossovers
> I say what I've always, ALWAYS have said when the subject has appeared.
> DO NOT CROSS OVER WoD WITH SF!!!
>
> They don't mix! In *any* way!!!

AGREED!

-Remo

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Group: streetfighter Message: 852 From: Ryan M Rich Date: 3/17/1999
Subject: Re: WW Crossovers
Get World of Darkness Combat for the WW/Street Fighter portion. AS for
Trinity I have no clue.

RMR

On Tue, 16 Mar 1999 14:22:06 -0800 Christian Conkle <ConkleC@...>
writes:
>A friend of mine (woobee@...; www.teleport.com/~woobee) is
>thinking
>of running a WoD/Trinity/Streetfighter crossover campaign with mutant
>psychic undead lycanthrope martial arts bad-asses (tounge in cheek).
>Has
>anyone run any WW crossover campaigns and what advice can you give
>us/him?
>He's completely unfamiliar with the other WW games. I told him they
>weren't
>well balanced against the other, but I'm not that familiar either, I'm
>just
>going on what I've read.
>
>Any advice on the kinds of things he can do or not do would be
>appreciated.
>
>-----------------------------------------------------
>Christian Conkle
>Web Development Specialist
>Northwest Regional Educational Laboratory
>
>work: conklec@...
>home: conkle@...
>-----------------------------------------------------
>
>
>
>
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