I don't know. It's pretty hard to debate politics and be diplomatic when you
can have a punch that does 25 damage automatically plus rolling 12
additional die or a Quantum (Energy) Bolt that does 15 damage automatically
plus rolling 20 additional die.
But beyond Superpowers, here's how it can relate to Street Fighter:
The Appendixes provide stats for ballistic armor (bullet-proof vests), and
vehicles (For example:
Sports Car, Safe Speed:200kph, Top Speed: 420kph, Maneuver: 6, Passengers:
2, Armor: 2, Cost: 4
Main Battle Tank, Safe Speed:60kph, Top Speed: 90kph, Maneuver: 2,
Passengers: 4, Armor: 6 [12], Cost: 5.
Maneuver: maximum dice pool allowable by the vehicle type, for example, Even
if you have a Dex of 4 and a Driving of 5, your max dice pool in a Sports
Car is still 6.
Armor: Vehicle's Soak. Numbers in brackets represent the minimum amount of
damage needed to scratch the vehicle. For instance, even though the Tank has
a soak of 6, you would have to do 13 damage to it past that to do only 1
point of damage to the vehicle. Of course, if the above Nova used their 20
dice [15 auto] Quantum Bolt on a Main Battle Tank, 6 of the dice would be
soaked and the Nova would roll 14 dice. If they scored 7 successes, that's
7+15=22 damage. The tank just took 22-12=10 damage, destroying it
completely.
By contrast, a 105mm tank gun does 15 dice [10 auto] damage. So if a tank
attacked another tank, it would roll 15-6=9 dice. Let's say 3 successes for
3+10=13 damage. The target tank just took 13-12=1 damage.
Of course, vehicles can take 7 hits (scraped, dented -1, battered -1,
Smashed -2, breached -3, wrecked -4, broken down, destroyed) but this can be
adapted to the plain old 10 hits (or more or less) for Street Fighter for
slightly longer-lasting vehicles.
Also included are good rules for drugs and their effects, and some good
Ability ideas.
-
---------------
Christian Conkle
conkle@...
conkle@...
----------
>From: "Steve Karstensen" <skarsten@...>
>To: <streetfighter@egroups.com>
>Subject: [streetfighter] Re: Aberrants
>Date: Sun, 25 Jul 1999 13:57:58 -0400
>
>...and as is typical of most White Wolf gamers, it will be used as an
excuse to "role-play" debating politics between the various organizations,
over and over again, with nothing exciting actually happening.
>
>heh heh.
>
>-----Original Message-----
>From: Christian Conkle <conkle@...>
>To: streetfighter@egroups.com <streetfighter@egroups.com>
>Date: Sunday, July 25, 1999 11:54 AM
>Subject: [streetfighter] Re: Aberrants
>
>
>
>
>
>----------
>>From: "Eric Thayer" <lord_kirtan@...>
>>To: streetfighter@egroups.com
>>Subject: [streetfighter] Aberrants
>>Date: Sat, 24 Jul 1999 21:22:18 PDT
>>
>>So tell me, does it have anything to do with the Aberrants from White
>Wolf's
>>Trinity game? Those evil mutant psionic gods?
>>
>
>Yes, it's a Prequel game. It's set in 2008, 100 years before Trinity,
before
>all the Aberrants became slimy tentacled mutants, back when they were just
>superheroes and supervillains. Well, not so much heroes and villains, the
>game premise is more different organizations of Novas (supers), neither
>heroes nor villains, with conflicting aggendas.
>
>Project Utopia is a quasi-governmental organization that is trying to
>control the Novas. Team Tomorrow is the Nova arm of Project Utopia, they're
>the equivalent of the Avengers, but they're a little TOO goody-two-shoes.
>They represent "the MAN."
>
>Opposing them is Teragen, who espouse Nova independence and superiority.
>Therefore, they fight a lot. Teragen are the freedom fighters, but they're
a
>pretty nasty lot.
>
>In between, there are various independent Novas who try to cope with their
>powers and try to deal with both sides who want to control them.
>----------------
>Christian Conkle
>conkle@...
>conkle@...
>
>
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