Week Ending May 24, 1997
Date: Sun, 18 May 1997 15:41:04 +1000
From: Steve Clark <nahema@mailbox.uq.edu.au>
Subject: Re: Fuzion Confusion
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Brad Thurkettle wrote:
>
> That is surprising most old Hero players have gone to length in deriding
> the new 'look'. Stuff about nipples visible, background graphics and layout
> unlike any previous Hero material.
>
Hey! I'm a old hero player and I LIKE VISIBLE NIPPLES!
but maybe I'm just a sicko pervert or something.
Steve
Date: Sat, 17 May 1997 20:50:43 -1000
From: Richard Scott <rscott@hawaii.edu>
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Subject: Re: Fuzion Confusion
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No, just an anatomical realist. :)
Richard Scott (rscott@hawaii.edu)
--You were spectacular, Bob. But not very effective.
South Melbourne official with the legendary Bob Pratt failed to win
South's 1934 best and fairest despite kicking a league record 150 goals.
On Sat, 17 May 1997, Steve Clark wrote:
> Brad Thurkettle wrote:
> > That is surprising most old Hero players have gone to length in deriding
> > the new 'look'. Stuff about nipples visible, background graphics and layout
> > unlike any previous Hero material.
>
> Hey! I'm a old hero player and I LIKE VISIBLE NIPPLES!
>
> but maybe I'm just a sicko pervert or something.
>
> Steve
>
Subject: Re: The Professionals
Date: Sun, 18 May 97 07:04:55 -0500
From: Fugazi <fugazi@frontiernet.net>
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-- [ From: Fugazi * EMC.Ver #2.5.02 ] --
I don't know if you get this locally, or even know about it, but theres a
cartoon on tv called The Tick. He faces/allies with all sorts of concepts
you could use. The one that comes to mind immediately is American Maid.
Good luck!
-Fugazi
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Date: Sun, 18 May 1997 11:54:30 -0500
From: Tim Haas <wabbit@thewarren.mil.wi.us>
Subject: Re: Help
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At 08:45 PM 5/13/97 -0400, Joe Mucchiello wrote:
>Actually, based on the original question, you might want the RKA to be the
>major attack since that will cause the focus to lose its abilities.
>Unfortunately, the focus rules do not tell you how much BODY a focus has,
>only how much DEF. In your example of melting a gun, how much BODY would
>you have to Drain to destroy the gun? If it is a 2d6 RKA, it has a DEF of
>3. The first time you do 4 BODY to the gun it loses one ability, which
>should be its only ability, the RKA. (Yes, I know, gun is listed in the
>Breaking Things rules, but that's a normal gun, what do you do with the 70
>Active point monstrosity that your High-Tech hero has created?)
In my campaign, I've made body into something of a figured characteristic.
For human(oids) I use the formula:
BODY = (Wt in kg / 12.5) + (Ego/5)
and allow the player to vary by no more than 3 off of this. Also ALL
Fractions in the wt figure rd up, only .5 or better rds up in the ego section.
Based on my above formulae most foci have a BODY of 1 with a maximum of 4
for an incredibly well-built piece (assuming a wt of no more than 12.5 kg).
Almost all normal guns could be considered well built (street knock off
excepted).
What is the Def/Body of a normal gun anyways (my BBB is packed away at
the moment)?
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Date: Sun, 18 May 1997 11:54:30 -0500
To: Joe Mucchiello <why@mars.superlink.net&> champ-l@omg.org
From: Tim Haas <wabbit@thewarren.mil.wi.us>
Subject: Re: Help
X-Status:
X-UID: 15
At 08:45 PM 5/13/97 -0400, Joe Mucchiello wrote:
>Actually, based on the original question, you might want the RKA to be the
>major attack since that will cause the focus to lose its abilities.
>Unfortunately, the focus rules do not tell you how much BODY a focus has,
>only how much DEF. In your example of melting a gun, how much BODY would
>you have to Drain to destroy the gun? If it is a 2d6 RKA, it has a DEF of
>3. The first time you do 4 BODY to the gun it loses one ability, which
>should be its only ability, the RKA. (Yes, I know, gun is listed in the
>Breaking Things rules, but that's a normal gun, what do you do with the 70
>Active point monstrosity that your High-Tech hero has created?)
In my campaign, I've made body into something of a figured characteristic.
For human(oids) I use the formula:
BODY = (Wt in kg / 12.5) + (Ego/5)
and allow the player to vary by no more than 3 off of this. Also ALL
Fractions in the wt figure rd up, only .5 or better rds up in the ego section.
Based on my above formulae most foci have a BODY of 1 with a maximum of 4
for an incredibly well-built piece (assuming a wt of no more than 12.5 kg).
Almost all normal guns could be considered well built (street knock off
excepted).
What is the Def/Body of a normal gun anyways (my BBB is packed away at
the moment)?
X-Sender: wabbit@globaldialog.com (Unverified)
Date: Sun, 18 May 1997 11:54:31 -0500
From: Tim Haas <wabbit@thewarren.mil.wi.us>
Subject: Re: Hero Complicated...
Cc: champ-l@omg.org
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At 12:03 AM 5/14/97, John Turner wrote:
>Our group allows comeliness to affect certain rolls (persuasion, oratory,
>seduction) as well as Presence Attacks against friendly observers. Also,
>in cases where 2 characters have the same speed and dex, the one with the
>higher COM goes first (the camera focuses on him first... :P )
>
FOCLMAO
I like it.... I think I'll use this one!
X-Sender: wabbit@globaldialog.com (Unverified)
Date: Sun, 18 May 1997 11:54:33 -0500
From: Tim Haas <wabbit@thewarren.mil.wi.us>
Subject: Re: real world martial art
Cc: champ-l@omg.org
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>> Would anatomy class qualify him for find weakness?? ;)
If it wouldn't I want to know the justification for all those VIPER
agents having Find Weakness.... Actually I want to know anyways.
Date: Sun, 18 May 1997 12:07:08 -0700
From: michael <jonesmj@topaz.cqu.edu.au>
Subject: CAN ANYBODY HEAR ME???
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hi!! i know this is a wierd queston, but can someone respond to this post
and tell me how many copies were posted to the list?? i must determine
wether my system is botched or not.
Date: Sun, 18 May 1997 13:51:23 -0700
From: michael <jonesmj@topaz.cqu.edu.au>
Subject: Re: CAN ANYBODY HEAR ME???
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ok, thats that problem out of the way, thanks for all your help!!
btw, has anyone read my ship rules yet?? guess not
on to champions stuff, i have come across a minor quandry in the follower rules.
the thing is this: shouldn't the psyc lims of the follower be to the detriment of the
'owner?' is 'fanatically loyal' really a limitation, considering it actually helps the
player? shouldn't it be something like "disloyal- often chickens out' to be worth
points???
if the points come from the player, shouldn't the disadvantages hinder him, or at least
not help him???
Kim Foster wrote:
>
> At 12:07 PM 5/18/97 -0700, you wrote:
> >hi!! i know this is a wierd queston, but can someone respond to this post
> >and tell me how many copies were posted to the list?? i must determine
> >wether my system is botched or not.
>
> I recieved just one copy from the list.
>
> Can God make a plot so twisted even he can't figure it out?
> Tom Servo -MST 3K "The Island of Dr Fu Manchu"
Date: Sun, 18 May 1997 17:12:08 -0400 (EDT)
From: Michael Surbrook <susano@access.digex.net>
cc: Hero Character Adaption <catdrag@vnet.net&> champion@cyberhighway.net,
Champions Character List <deejay@cu-online.com&>
greenlucifer@geocities.com, jdriscol@vt.edu,
Rob Rutherford <mirage@hpserv.keh.utulsa.edu&> sourdust@ix.netcom.com,
robertni@us.ibm.com, teriaca@omnifest.uwm.edu, vances@sympatico.ca,
Weasel Attack!!! <weasel-patrol@otd.com>
Subject: CHAR: Bludgeon
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This is the first of a series of posts of characters adapted from GURPS
Wildcards. I'm planning on doing... oh... as many of them as interests me
so if you haven't seen you favorite character yet, just wait. I'll post
my conversion notes when I get around to it, but I haven't really written
them up into something coherant yet. Note that these conversions are of
the 'quick and dirty' variety and as with all character adaptions, YMMV.
BLUDGEON
(Robert Sievers)
Description:
Bludgeon is huge, standing about 7' tall and weighing over 300 pounds. His
right arm and hand are a malformed mass of muscle and bone. His fist is
described as being: "the size and color of a smoked Virginia ham". Bludgeon's
face is scared and pockmarked, and he has one blue eye and one red one. His
scalp is covered with boils and sores. Bludgeon's 'ace' power is immense
physical strength and to be able to absorb tremendous punishment. As noted in
his Psych Lims, Bludgeon is aggressive, violent and brutal. He is the perfect
thug, especially since he's not all that bright, either.
The Character:
STAT VAL COST
Str 38 23
Dex 9 -3
Con 20 20
Body 20 18
Int 8 -2
Ego 10 0
Pre 15 5
Com 6 -2
PD 9 2
ED 6 2
Spd 3 11
Rec 11 0
End 40 0
Stun 48 0
Char Total 74
Power Total 55
Total Cost 129
COST POWERS & SKILLS
7 Growth: 1 Level, 0 END, Persistant, Always On
+5 STR, +1 BODY, +1 STUN, -1" KB, 7' Tall, 310 lbs
6 HA: +2d6, 0 END, Right hand only (-1/2)
9 Armor: 3 DEF (Thick skin)
10 Damage Resistance: 1/4 Physical, Resistant, vs Stun Only (-1/2)
2 AK: Jokertown 11-
2 AK: New York City 11-
3 Interrogation 12-
1 KS: Mafia 8-
1 KS: Shadow Fist Society 8-
3 Streetwise 12-
5 CSL: +1 HTH
6 CSL: +2 with Block, Haymaker, Punch
Disadvantages
100 Base
20 DF: Huge, ugly joker with a deformed right hand/arm
5 DF: Constant use of foul language
15 Psych: Bad Tempered, Prone to fits of rage
15 Psych: Bully, Likes to hurt others
10 Rep: Violent Thug 11-
(Bludgeon created by George R. R. Martin, character sheet created by Michael
Surbrook)
***************************************************************************
* "'Cause I'm the god of destruction, that's why!" - Susano Orbatos,Orion *
* Michael Surbrook / susano@access.digex.net *
* Attacked Mystification Police / AD Police / ESWAT *
* Society for Creative Anachronism / House ap Gwystl / Company of St.Mark *
***************************************************************************
Date: Sun, 18 May 1997 17:12:39 -0400 (EDT)
From: Michael Surbrook <susano@access.digex.net>
cc: Hero Character Adaption <catdrag@vnet.net&> champion@cyberhighway.net,
Champions Character List <deejay@cu-online.com&>
greenlucifer@geocities.com, jdriscol@vt.edu,
Rob Rutherford <mirage@hpserv.keh.utulsa.edu&> sourdust@ix.netcom.com,
robertni@us.ibm.com, teriaca@omnifest.uwm.edu, vances@sympatico.ca,
Weasel Attack!!! <weasel-patrol@otd.com>
Subject: CHAR: Carnifex
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CARNIFEX
(William "Billy" Ray)
Description:
Carnifex is over average height, standing 5'10" and weighs about 165. His face
is a little off; the eyes aren't level, his jaw is canted, there is too much
nose and his chin is lacking a bit. His costume consists of a white body suit
with a black hood, gloves and boots. Carnifex's ace powers include increased
strength, speed and the ability to regenerate from massive amounts of damage.
Carnifex is also a master of hand to hand combat, although he hasn't studied any
formal martial art, he just knows what move to make when he needs to make it.
Thus, Carnifex's martial maneuvers function both as punches and kicks.
The Character:
STAT VAL COST
Str 25 15
Dex 34 72
Con 18 16
Body 20 20
Int 12 2
Ego 18 16
Pre 20 10
Com 8 -1
PD 12 7
ED 10 6
Spd 6 16
Rec 10 2
End 36 0
Stun 42 0
Char Total 181
Power Total 153
Total Cost 334
COST POWERS & SKILLS
Martial Arts: Free-form Mayhem
4 Block +2 OCV +2 DCV Block, Abort
4 Dodge +0 OCV +5 DCV Dodge vs All, Abort
4 Counterstrike +2 OCV +2 DCV 7d6 Strike; Must follow successful Block
4 Fast Strike +2 OCV +0 DCV 7d6 Strike
3 Legsweep +2 OCV -1 DCV 6d6 Strike; Target Falls
4 Martial Strike +0 OCV +2 DCV 7d6 Strike
5 Offensive Strike -2 OCV +1 DCV 9d6 Strike
20 Damage Resistance: 1/2 Energy, Resistant, vs Stun Only (-1/2)
20 Damage Resistance: 1/2 Physical, Resistant, vs Stun Only (-1/2)
8 Regeneration: 1 BODY per Minute (-1/4)
8 Running: +4" (10" total)
9 Enhanced Perception: +3 PER
3 Perk: Federal Police Powers
3 Ambidexterity
3 Breakfall 16-
5 Deduction 13-
3 Interrogation 13-
3 KS: Law 12-
5 KS: Football 14-
3 PS: Football Player (DEX) 16-
2 PS: Dept of Justice Agent 11-
5 Shadowing 12-
3 Stealth 16-
3 Streetwise 13-
7 Tactics 14-
2 WF: Small Arms
10 CSL: +2 with HTH
Disadvantages
100 Base
15 Berserk: Combat, 8-/14-
10 DF: Mismatched features
15 Psych: Overconfident, Likes to fight tough, powerful foes
15 Psych: Impulsive and Reckless, Tends to act without thinking
10 Psych: Lecherousness, 'Skirt chaser'
5 Psych: Neatness freak
15 Rep: Powerful, dangerous Government Ace 14-
15 Watched: US Justice Dept, (Mopow, NCI) 14-
134 Executioner Bonus
(Carnifex created by John J Miller, character sheet created by Michael
***************************************************************************
* "'Cause I'm the god of destruction, that's why!" - Susano Orbatos,Orion *
* Michael Surbrook / susano@access.digex.net *
* Attacked Mystification Police / AD Police / ESWAT *
* Society for Creative Anachronism / House ap Gwystl / Company of St.Mark *
***************************************************************************
Date: Sun, 18 May 1997 17:13:03 -0400 (EDT)
From: Michael Surbrook <susano@access.digex.net>
cc: Hero Character Adaption <catdrag@vnet.net&> champion@cyberhighway.net,
Champions Character List <deejay@cu-online.com&>
greenlucifer@geocities.com, jdriscol@vt.edu,
Rob Rutherford <mirage@hpserv.keh.utulsa.edu&> sourdust@ix.netcom.com,
robertni@us.ibm.com, teriaca@omnifest.uwm.edu, vances@sympatico.ca,
Weasel Attack!!! <weasel-patrol@otd.com>
Subject: CHAR: Chickenhawk
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CHICKENHAWK
(Gus Wenninger)
Description:
Chickenhawk is short, standing only about 5'3", and very light, weighing about
60 lbs. He has wings that are formed from flaps of skin between his
fingerbones, these flaps are anchored at his wrists and ankles. Hew also has a
long, barbed tail, dirty clumps of feathers scattered over his body and wattles
under his chin. Chickenhawk's main ability is to be able to glide on air
currents. He also has very acute vision and can use his feet in place of his
weak hands.
The Character:
STAT VAL COST
Str 5 -5
Dex 14 12
Con 10 0
Body 9 -2
Int 8 -2
Ego 10 0
Pre 8 -2
Com 2 -4
PD 2 1
ED 2 0
Spd 3 6
Rec 3 0
End 20 0
Stun 17 0
Char Total 4
Power Total 48
Total Cost 52
COST POWERS & SKILLS
-10 Running: 1"
8 Gliding: 8"
6 Enhanced Perception: +3
6 Telescopic Sight: +4 vs RMod
5 Extra Limbs: Feet
3 Contact Shadow Fist Society 12-
6 AK: New York City 15-
5 Climbing 13-
1 KS: Shadow Fist Society 8-
3 Streetwise 11-
9 Survival 14-
4 CSL: +2 with Gliding
2 CSL: +1 OCV with Grab
Disadvantages
100 Base
20 DF: Hideous joker with wings and a tail
5 Phys: Weighs 60 lbs, +2" to all KB rolls
15 Phys: Virtual cripple when on the ground; 1" Running and 1/2 DCV
15 Psych: Likes his food raw and live
(Chickenhawk created by George R. R. Martin, character sheet created by Michael
Surbrook)
***************************************************************************
* "'Cause I'm the god of destruction, that's why!" - Susano Orbatos,Orion *
* Michael Surbrook / susano@access.digex.net *
* Attacked Mystification Police / AD Police / ESWAT *
* Society for Creative Anachronism / House ap Gwystl / Company of St.Mark *
***************************************************************************
Date: Sun, 18 May 1997 17:27:02 -0400
X-Sender: absga@elbertonga.com
From: Patrick Barden <absga@elbertonga.com>
Subject: The Pretender
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Can anyone suggest some ideas about how to duplicate the effect of the
Pretender. I have a few ideas but I'd like to see how others might handle this.
For those who may not be familiar with the character it is a man who can not
only assume any personality but also any profession. He can basically be
any person or profession he wants anytime he wants.
Patrick B.
Date: Sun, 18 May 1997 17:34:28 -0400
X-Sender: absga@elbertonga.com (Unverified)
From: Patrick Barden <absga@elbertonga.com>
Subject: Re: Name needed
Cc: champ-l@omg.org
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At 05:05 PM 5/17/97 -0700, Bob Greenwade wrote:
>At 09:12 PM 5/7/97 -0400, Richard D. Bergstresser Jr. wrote:
>>> Somehow, I don't think that a macho, male Irish hero (at least, I
>>> *assume* that this character is male) would take the name Bain Sidhe (Gaelic
>>> for "female fairy").
>>
>>But that does bring up a good idea. My faerie lore just shut off, so what's
>the
>>Irish equivalent of the Wendigo or the Will o'Wisp?
>
> That one, I don't happen to know... and, judging from the deafening
>silence, I'm guessing that nobody else on the list knows either.
> I got my information above (Bain Sidhe) from "Kingdom of Champions"
>(which, I might add, I find to be a good resource when I wear my writer's
>hat as well as when I wear my GM's hat). Maybe you can find some help there
>as well.
>---
The Irish Male equivalent of the Wendifo or the Will of the Wisp is the Jack
O' The Lantern.
Patrick B.
Date: Sun, 18 May 1997 12:29:55 -1000
From: Richard Scott <rscott@hawaii.edu>
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Subject: Re: The Pretender
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some sort of intelligence based power that lets you learn skills
instantly? A sort of skills reflex like the Taskmaster's combat reflex.
Richard Scott (rscott@hawaii.edu)
--You were spectacular, Bob. But not very effective.
South Melbourne official when the legendary Bob Pratt failed to win
South's 1934 best and fairest despite kicking a league record 150 goals.
On Sun, 18 May 1997, Patrick Barden wrote:
> Can anyone suggest some ideas about how to duplicate the effect of the
> Pretender. I have a few ideas but I'd like to see how others might handle this.
>
> For those who may not be familiar with the character it is a man who can not
> only assume any personality but also any profession. He can basically be
> any person or profession he wants anytime he wants.
>
> Patrick B.
>
>
>
Date: Sun, 18 May 1997 13:34:14 -1000
From: Richard Scott <rscott@hawaii.edu>
X-Sender: rscott@uhunix4
cc: champ-l@omg.org, Hero Character Adaption <catdrag@vnet.net&>
champion@cyberhighway.net,
Champions Character List <deejay@cu-online.com&>
greenlucifer@geocities.com, jdriscol@vt.edu,
Rob Rutherford <mirage@hpserv.keh.utulsa.edu&> sourdust@ix.netcom.com,
robertni@us.ibm.com, teriaca@omnifest.uwm.edu, vances@sympatico.ca
Subject: Re: CHAR: Chickenhawk
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thanks Michael, keep up the good work. Have you done
Fortunato/Turtle/Yeoman? Maybe we can compare notes on those.
Richard Scott (rscott@hawaii.edu)
--You were spectacular, Bob. But not very effective.
South Melbourne official when the legendary Bob Pratt failed to win
South's 1934 best and fairest despite kicking a league record 150 goals.
Date: Sun, 18 May 1997 13:39:57 -1000
From: Richard Scott <rscott@hawaii.edu>
X-Sender: rscott@uhunix4
cc: champ-l@omg.org, Hero Character Adaption <catdrag@vnet.net&>
champion@cyberhighway.net,
Champions Character List <deejay@cu-online.com&>
greenlucifer@geocities.com, jdriscol@vt.edu,
Rob Rutherford <mirage@hpserv.keh.utulsa.edu&> sourdust@ix.netcom.com,
robertni@us.ibm.com, teriaca@omnifest.uwm.edu, vances@sympatico.ca
Subject: Re: CHAR: Carnifex
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Looks good Michael. 25 strength is what, 8 times as strong as the average
guy? Or thereabouts.
Richard Scott (rscott@hawaii.edu)
--You were spectacular, Bob. But not very effective.
South Melbourne official when the legendary Bob Pratt failed to win
South's 1934 best and fairest despite kicking a league record 150 goals.
X-Sender: avery1@pop.flash.net
Date: Mon, 19 May 1997 01:27:51
From: John Turner <Avery1@flash.net>
Subject: Re: real world martial art
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At 10:58 AM 5/17/97 +1000, jonesmj@topaz.cqu.edu.au wrote:
>how about thai, cross-trained with judo? the best fighter is always a
hybrid, and i don't mean those fat boys in the ucf who pretend they can kick.
Um, just to point out something, judo is the sport form of juijitsu.
:)
From: Firelynx16@aol.com
Date: Mon, 19 May 1997 01:31:51 -0400 (EDT)
cc: champ-l@omg.org
Subject: Re: The Pretender
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In a message dated 97-05-18 17:47:20 EDT, you write:
<< Can anyone suggest some ideas about how to duplicate the effect of the
Pretender. I have a few ideas but I'd like to see how others might handle
this.
For those who may not be familiar with the character it is a man who can not
only assume any personality but also any profession. He can basically be
any person or profession he wants anytime he wants.
Patrick B.
>>
This sounds like a case where a VPP based just on Skills geared toward a
profession would be allowable. The personality could be accomplished with
Acting, Oratory, Disguise (for the body language and facial expressions), and
maybe even Mimicry or Seduction.
From: HoosierJA@aol.com
Date: Mon, 19 May 1997 02:57:22 -0400 (EDT)
Subject: Re: Name needed
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In a message dated 97-05-18 17:55:14 EDT, absga@elbertonga.com (Patrick
Barden) writes:
> The Irish Male equivalent of the Wendifo or the Will of the Wisp is the
Jack
> O' The Lantern.
>
> Patrick B.
Isn't "Will of the Wisp" Irish? My sources attribute it to all of the
british isles.
Jay Albright (not Irish...I'm told I've got a little Manx blood in me.)
Date: Sun, 18 May 1997 21:32:56 -1000
From: Richard Scott <rscott@hawaii.edu>
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Subject: Re: The Pretender
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yes, that was what I was tyring to think of being rusty, no tmultipower
etc., variable power pool deal. Well done. :) That would work fine, can
grab the skills as he needs them, and some process to keep them too if you
want, I guess.
Richard Scott (rscott@hawaii.edu)
--You were spectacular, Bob. But not very effective.
South Melbourne official when the legendary Bob Pratt failed to win
South's 1934 best and fairest despite kicking a league record 150 goals.
On Sun, 18 May 1997 Firelynx16@aol.com wrote:
> In a message dated 97-05-18 17:47:20 EDT, you write:
>
> << Can anyone suggest some ideas about how to duplicate the effect of the
> Pretender. I have a few ideas but I'd like to see how others might handle
> this.
>
> For those who may not be familiar with the character it is a man who can not
> only assume any personality but also any profession. He can basically be
> any person or profession he wants anytime he wants.
>
> Patrick B.
> >>
>
> This sounds like a case where a VPP based just on Skills geared toward a
> profession would be allowable. The personality could be accomplished with
> Acting, Oratory, Disguise (for the body language and facial expressions), and
> maybe even Mimicry or Seduction.
>
Subject: Re: The Pretender
Date: Mon, 19 May 97 08:35:23 -0400
x-sender: DFair@pop.worldweb.net
From: "David A. Fair" <DFair@sdslink.com>
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On 5/18/97 5:27 PM, Patrick Barden (absga@elbertonga.com) Said:
>Can anyone suggest some ideas about how to duplicate the effect of the
>Pretender. I have a few ideas but I'd like to see how others might handle
>this.
>
>For those who may not be familiar with the character it is a man who can not
>only assume any personality but also any profession. He can basically be
>any person or profession he wants anytime he wants.
Buy all the skill enhancers, and some perks & contacts. Buy forgery and
disguise skills. Oratory & Persuasion would be a good bet. And throw in
the Cramming Talent bought multiple times, and allow bonuses to it for
whatever you feel appropriate (extra time, related skills, etc.) and
maybe, 8-10 overall skill levels.
.oooO |
( ) Oooo. | David A. Fair
\ ( ( ) | SDS International
\_) ) / | dfair@sdslink.com
(_/ |
Date: Mon, 19 May 1997 10:21:47 -0400 (EDT)
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From: wga@po.cwru.edu (Will Austin)
Subject: Re: whispering vault
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>Revenant said:
> One of the big problems I found is the initiative system - the way
>(for example) Speed 7 translates to an action on segments
>2,4,6,7,9,11,12.
>Not only is it a pain to keep track of when your turn is, but it's a
>pain
>to keep track of what segment you're actually up to.
I've never found this to be true. . .each character sheet has a
little section where you can mark off the phases your character moves on,
and (usually) the GM monitors the passing of phases. . .not a pain at all,
unless you're new to the system. . .
Date: Mon, 19 May 1997 10:47:00 -0400 (EDT)
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From: wga@po.cwru.edu (Will Austin)
Subject: Re: CHAR: Carnifex
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Bravo, Michael!! I'd love to see more!
X-Forwarding-Note: Was sent to herolist@october.com; forwarding to hero-l@omg.org
From: Tim Statler <tstatler@igateway.net>
Date: Mon, 19 May 1997 09:06:35 -0700
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Subject: Re: real world martial art
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Stephen B. Mann wrote:
>
> > From: Todd Hanson <badtodd@dacmail.net>
> > What is the Mossad?
>
> Israeli spy agency. Small, but with an impressive reputation. I've
> heard it referred to as the best in the world. YMMV
As to their reputation:
After the Israeli atheltes were killed at the Munich olympics (Do I
have the right one, I'm going from memory), the Mossad vowed revenge.
10 years later, the last terrorist turned himself in to either Israeli
or Western European police and admitted his crimes. It seems that all
the others hafd been killed, no matter what safety precautions taken.
Mossad isn't fast but they ARE lethal.
Tim Statler
X-Sender: ctaylor@mailhost.cyberhighway.net
Date: Mon, 19 May 1997 11:31:45 -0700
From: Christopher Taylor <ctaylor@cyberhighway.net>
Subject: Hughes Academy Game
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Okay, I am going to run a PBEM game of young students in a private school
that teaches how to safely use powers. The game will be based on Hero rules
(but as it is Email, that is less important than it is face to face), and
will likely follow the once turn per week pattern used by most games. I
presently have 6 people interested, and can have more (how many more will
depend on how complex this gets, for now 10 is a limit I will stay at).
My home page is not yet up, but will be soon, I will post the URL when I get
it up. The game information and some pix will be on there for players, and
I will post the turns there as well.
For basic information, no student can be older than a 12th grader, and none
should be younger than a 7th grader. The students can have any background
that does not involve some sort of history, training, or technology (like
armor). The students should, in other words, need to learn with their
powers, and the powers should be inherent. This can range from the vanilla
Mutant to a Vampire, an Alien, a little confused Cyborg, etc etc... as long
as the character is new to this, needs some help with the powers, and is a teen.
In other words, I want no one like 'M' in the Generation X comic...
Characters are 75 pts + up to 75 pts in disadvantages. For each 15 points
of disads over the max, you get a coolness point (which helps your status in
the school with the other students, more will be explained on this later).
You also get coolness points for taking some limitations on your powers that
simluate poor control and difficulty of use (such as activation cost, Skill
rolls based on a stat, increased END cost, etc). For each -1/2 of these
limitations, you get another coolness point.
Coolness points add to your status in the eyes of other students, they act
as sort of extra Presence only to peers. Lots of COOL means you are very
popular, less means you are just known. Characters can take negative cool
for extra points, for each 1 cool you are in the red, you get 5 points, but
you can only go to -5 cool before you implode into a black hole of insecurity.
The Hughes Acadmey has many more students than just the characters, and only
a handful of them have powers like your characters will. The Academy is a
prestigious private school for grades 7-12, and costs quite a bit. However,
any student with acedemic promise or unusual powers gets in free, as Gilbert
Hughes was the sole recipient of Howard Hughes' fortunes.
More will follow, and the Home Page will have all you need on it.
----------------------------------------------------------
Sola Gracia Sola Scriptura Sola Fide
Soli Gloria Deo Solus Christus Corum Deo
-----------------------------------------------------------
X-Sender: ghost@softfarm.com
Date: Mon, 19 May 1997 13:34:59 -0500
From: ghost@softfarm.com (Bryce Berggren)
Subject: Re: CHAR: Carnifex
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At 04:16 PM 5/19/97 -0400, Michael Surbrook wrote:
>On Mon, 19 May 1997, Will Austin wrote:
>
>> Bravo, Michael!! I'd love to see more!
>
>Thanks. I'm mostly done with Captain Trips... can you say "Point
>Monster"?
If you can build Trips on less than a thousand points, you are a god ...
well, demi-god now, since he's lost Starshine & Moonchild.
>BTW: Wildcards has the most incredible extreme'sI've ever seen in
>character design. On one hand we have 52 point Chickenhawk, while *all*
>of Trip's 'friends' are at least 370 points or better. I also have to
>deal with such things at 170 Active Point attacks! (yes, you read that
>right...)
Only 170?? :) Have you tried Popinjay yet? Just your normal everyday
heroic-level
character ... except for a 420 pt. Active Point power. And I actually think
my version of him may have skimped.
The other interesting thing is DEX, or lack their of. Most of
>these guys look to have a DEX of about 18 and a SPD of 4, which means that
>true stat monsters like Carnifex and Moonchild *really* stand out.
True ... although I've noted your conversions are coming out a bit more zapped
up then my own. I've deflated the DEX/SPD equation a bit, which means someone
like Turtle is likely to end up with around 11 DEX/3 SPD ... but Carnifex is
still 24/6.
On a secondary note, I'd be curious to see someone take on the characters that
/weren't/ in GURPS Wildcards, particularly Will o' the Wisp, Shad, Crypt-Kicker,
and Cameo. (I'd try it myself, but stupidly I traded my Card Sharks books at
a paperback exchange, and now I can't seem to get them back).
H. G.
Date: Mon, 19 May 1997 16:16:10 -0400 (EDT)
From: Michael Surbrook <susano@access.digex.net>
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Subject: Re: CHAR: Carnifex
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On Mon, 19 May 1997, Will Austin wrote:
> Bravo, Michael!! I'd love to see more!
Thanks. I'm mostly done with Captain Trips... can you say "Point
Monster"?
BTW: Wildcards has the most incredible extreme'sI've ever seen in
character design. On one hand we have 52 point Chickenhawk, while *all*
of Trip's 'friends' are at least 370 points or better. I also have to
deal with such things at 170 Active Point attacks! (yes, you read that
right...) The other interesting thing is DEX, or lack their of. Most of
these guys look to have a DEX of about 18 and a SPD of 4, which means that
true stat monsters like Carnifex and Moonchild *really* stand out.
Following the character posts, I'll post my notes explaining "How I Did
it". It should help with anyone wanting a 'rough and ready' meathod of
conversion.
***************************************************************************
* "'Cause I'm the god of destruction, that's why!" - Susano Orbatos,Orion *
* Michael Surbrook / susano@access.digex.net *
* Attacked Mystification Police / AD Police / ESWAT *
* Society for Creative Anachronism / House ap Gwystl / Company of St.Mark *
***************************************************************************
Date: Mon, 19 May 1997 17:28:30 -0400 (EDT)
From: Michael Surbrook <susano@access.digex.net>
Subject: Re: CHAR: Carnifex
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On Mon, 19 May 1997, Bryce Berggren wrote:
> >Thanks. I'm mostly done with Captain Trips... can you say "Point
> >Monster"?
>
> If you can build Trips on less than a thousand points, you are a god ...
> well, demi-god now, since he's lost Starshine & Moonchild.
Lost Moonchild? When did that happen, who did it?
BTW: what is the total count of WC books? Are they still avaliable?
> >BTW: Wildcards has the most incredible extreme'sI've ever seen in
> >character design. On one hand we have 52 point Chickenhawk, while *all*
> >of Trip's 'friends' are at least 370 points or better. I also have to
> >deal with such things at 170 Active Point attacks! (yes, you read that
> >right...)
>
> Only 170?? :) Have you tried Popinjay yet? Just your normal everyday
> heroic-level
> character ... except for a 420 pt. Active Point power. And I actually think
> my version of him may have skimped.
Well, no, but I can see how it is a disgustingly powerful attack. What
did you do? I was going to try Extra-Dimensional Movement, Ranged,
Useable on Others.
> The other interesting thing is DEX, or lack their of. Most of
> >these guys look to have a DEX of about 18 and a SPD of 4, which means that
> >true stat monsters like Carnifex and Moonchild *really* stand out.
>
> True ... although I've noted your conversions are coming out a bit more zapped
> up then my own. I've deflated the DEX/SPD equation a bit, which means someone
> like Turtle is likely to end up with around 11 DEX/3 SPD ... but Carnifex is
> still 24/6.
I'm using the conversion notes from Fantasy Hero for stats. Basically you
do this: (GURPS stat x 2) - 10. It sorta works, except for STR.
> On a secondary note, I'd be curious to see someone take on the characters that
> /weren't/ in GURPS Wildcards, particularly Will o' the Wisp, Shad, Crypt-Kicker,
> and Cameo. (I'd try it myself, but stupidly I traded my Card Sharks books at
> a paperback exchange, and now I can't seem to get them back).
Problem is, most of these guys didn't get a lot of screen time. The guy
that would scare me would be, uh... what ever Snotman called himself after
Typhod Croyd got done with him. *HE* was scary!.
***************************************************************************
* "'Cause I'm the god of destruction, that's why!" - Susano Orbatos,Orion *
* Michael Surbrook / susano@access.digex.net *
* Attacked Mystification Police / AD Police / ESWAT *
* Society for Creative Anachronism / House ap Gwystl / Company of St.Mark *
***************************************************************************
Date: Mon, 19 May 1997 12:00:07 -1000
From: Richard Scott <rscott@hawaii.edu>
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Subject: Re: CHAR: Carnifex
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well, chickenhawk is just a joker though, they will be lower levels.
cf DC first edition Superman. :)
Captain Trips foci must cut down the points a lot though, with all those
limitations?
Richard Scott (rscott@hawaii.edu)
--You were spectacular, Bob. But not very effective.
South Melbourne official when the legendary Bob Pratt failed to win
South's 1934 best and fairest despite kicking a league record 150 goals.
X-Sender: naneiden@iswest.com
Date: Mon, 19 May 1997 15:21:52 -0700
From: Nic Neidenbach <naneiden@iswest.com>
Subject: Re: CHAR: Carnifex
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At 05:28 PM 5/19/97 -0400, Michael Surbrook wrote:
>On Mon, 19 May 1997, Bryce Berggren wrote:
>
>> >Thanks. I'm mostly done with Captain Trips... can you say "Point
>> >Monster"?
>>
>> If you can build Trips on less than a thousand points, you are a god ...
>> well, demi-god now, since he's lost Starshine & Moonchild.
>
>Lost Moonchild? When did that happen, who did it?
>
Actually, in the lastest WC book. Cap'n Trips united his 'friends' and has
permanently become the Radical now.
>BTW: what is the total count of WC books? Are they still avaliable?
>
Not sure. I'll see if I can find out though.
-Nic
+-------------------------------------------------+
| naneiden@iswest.com |
| http://www.iswest.com/~naneiden/ |
| "Kame...hame..ha!" - Goku, Gohan & Goten |
+-------------------------------------------------+
From: "Larian" <vmsmith@execpc.com>
Subject: Re: CHAR: Carnifex
Date: Mon, 19 May 1997 17:32:11 -0500
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----------
> From: Michael Surbrook <susano@access.digex.net>
> To: champ-l@omg.org
> Subject: Re: CHAR: Carnifex
> Date: Monday, May 19, 1997 4:28 PM
>
> Lost Moonchild? When did that happen, who did it?
That one is a mystery to me, as far as i know she was still around as of
the end of "Double Solitair" (WC #10)
> BTW: what is the total count of WC books? Are they still avaliable?
There are 12 original wildcards books, and at least 3 "Card Sharks" books
I have 1-10, and im sorry to say they are out of print at the current time.
I have tryed every major book store chain i know of to find 11 and 12, but
sofar NADA!! maby thats where Moonchild dies, but i don't know!
LATER :)
From: Curt Hicks <exucurt@exu.ericsson.se>
Date: Mon, 19 May 1997 18:08:41 -0500 (CDT)
Subject: Wild Cards Characters
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There's a pretty good version of Black Shadow available on the net somewhere.
Unfortunately I don't remember the location. If I remember right, it's
around 600 or 700 points.
I disagree that jokers would always be lower levels than aces.
I used Bludgeon for quite a while as a goon / thug in my game. His speed
and dex were closer to average for supers in my game to keep him competitive.
I'd like to see The Sleeper written up....
Curt
X-Sender: ghost@softfarm.com
Date: Mon, 19 May 1997 19:22:15 -0500
From: ghost@softfarm.com (Bryce Berggren)
Subject: Re: CHAR: Carnifex
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At 05:28 PM 5/19/97 -0400, Michael Surbrook wrote:
>On Mon, 19 May 1997, Bryce Berggren wrote:
>
>> >Thanks. I'm mostly done with Captain Trips... can you say "Point
>> >Monster"?
>>
>> If you can build Trips on less than a thousand points, you are a god ...
>> well, demi-god now, since he's lost Starshine & Moonchild.
>
>Lost Moonchild? When did that happen, who did it?
In the Card Sharks series. My memories are fuzzy (time to track these books
down again), but essentially Moonchild was forced to do something nasty she
hadn't wanted to, and went catatonic on poor Mark.
>BTW: what is the total count of WC books? Are they still avaliable?
Lessee ... Wildcards, Aces High, Jokers Wild, Aces Abroad, Down & Dirty, Ace
In the Hole, Dead Man's Hand, One-Eyed Jacks, Jokertown Shuffle, Assault on
the Rox, the Tachyon goes home novel, and the three Card Sharks ... I think
that's all of them.
>> Only 170?? :) Have you tried Popinjay yet? Just your normal everyday
>> heroic-level
>> character ... except for a 420 pt. Active Point power. And I actually think
>> my version of him may have skimped.
>
>Well, no, but I can see how it is a disgustingly powerful attack. What
>did you do? I was going to try Extra-Dimensional Movement, Ranged,
>Useable on Others.
EDM? Kinduva cheat ... 'course, I had kinduva cheat too, so pot/kettle. I
bit the bullet and gave him Teleport, tons of noncombat, Invisible to Sight
(it makes a sound and it has a psychic signature, but if you don't know
Jay's around you don't know what happened), UAO but only UAO, with Gestures
and a -1/4 limitation to represent the fact that he has to be familiar with
the location. Hmmm ... come to think of it, I should have bought him a bunch
of floating locations instead of the -1/4. (Of course, this construction
only works because my group dumped the pointless extra phase bit on
noncombat teleport, which a lot of people wouldn't agree with, so ...).
>> The other interesting thing is DEX, or lack their of. Most of
>> >these guys look to have a DEX of about 18 and a SPD of 4, which means that
>> >true stat monsters like Carnifex and Moonchild *really* stand out.
>>
>> True ... although I've noted your conversions are coming out a bit more
zapped
>> up then my own. I've deflated the DEX/SPD equation a bit, which means someone
>> like Turtle is likely to end up with around 11 DEX/3 SPD ... but Carnifex is
>> still 24/6.
>
>I'm using the conversion notes from Fantasy Hero for stats. Basically you
>do this: (GURPS stat x 2) - 10. It sorta works, except for STR.
Ahh ... I'd wondered about that ... for STR, I've been using Extra Effort
Lift (normal lift is multiplied by 10% x STR-16) to compare to the STR chart
in HERO.
>> On a secondary note, I'd be curious to see someone take on the characters
that
>> /weren't/ in GURPS Wildcards, particularly Will o' the Wisp, Shad,
Crypt-Kicker,
>> and Cameo. (I'd try it myself, but stupidly I traded my Card Sharks books at
>> a paperback exchange, and now I can't seem to get them back).
>
>Problem is, most of these guys didn't get a lot of screen time. The guy
>that would scare me would be, uh... what ever Snotman called himself after
>Typhod Croyd got done with him. *HE* was scary!.
Reflector. Iggghh ...
Actually, Cameo gets quite a bit of play in CardSharks as I recall, and Shad
and Crypt-Kicker play fairly big roles in the Rox cycle. Will o' the Wisp
has a story to himself in the first Sharks novel, but he dies, so that puts
a damper on his usefulness. :)
> >> If you can build Trips on less than a thousand points, you are a god ...
> >> well, demi-god now, since he's lost Starshine & Moonchild.
> >
> >Lost Moonchild? When did that happen, who did it?
>
>> Actually, in the lastest WC book. Cap'n Trips united his 'friends' and has
>> permanently become the Radical now.
>What do you know, a happy ending for someone!
You've got a funny idea of a happy ending. :) Basically put, the Radical's a
24 karat jerk. Almost any of his 'friends' are better people ... and when
that includes CT and Aquarian, those are strong words.
> And what's a Cardshark Book?
I'd like to think they're an apology for One-Eyed Jacks and Jokertown
Shuffle. :) Seriously, to make this as short as possible, the Wild Cards
Trust switched publishers, and their first trilogy (only trilogy? say it
ain't so!) with the new publisher involved a worldwide conspiracy called the
Card Sharks, who are trying to eradicate the Wild Card virus and anyone
infected by it. The first book traces the history of the Card Sharks to
present day, and the next two deal with their present plan. Hartmann,
Bradley Finn, the Ackroyd agency, and a couple other people find out what's
going on, and try to stop it.
H. G.
X-Sender: ctaylor@mailhost.cyberhighway.net
Date: Mon, 19 May 1997 18:27:13 -0700
From: Christopher Taylor <ctaylor@cyberhighway.net>
Subject: Hughes Academy Game
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Okay, the game is on, I have 10 people interested in playing (?!), but I
will take more people as I don't have character ideas from everybody. The
ones I have seen so far have been pretty interesting (hard to believe from
this group, eh? :) no creativity in Champs players).
My web page (that feels wierd to say) is at www.cyberhighway.net/~lancec/
It is not complete yet, but is on it's way rapidly. The campaign
information and lots of extraneous info is on there. My House Rules are
there too, they aren't particularly key for the game, but they should
provide a laugh at least.
Let me know what you think (I know some of the links are dead, give me time! :)
----------------------------------------------------------
Sola Gracia Sola Scriptura Sola Fide
Soli Gloria Deo Solus Christus Corum Deo
-----------------------------------------------------------
Subject: Re: CHAR: Carnifex
X-Juno-Line-Breaks: 0-11,13-16
From: dwtoomey@juno.com (David W Toomey)
Date: Mon, 19 May 1997 21:29:15 EDT
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>On a secondary note, I'd be curious to see someone take on the
>characters that
>/weren't/ in GURPS Wildcards, particularly Will o' the Wisp, Shad,
>Crypt-Kicker,
>and Cameo. (I'd try it myself, but stupidly I traded my Card Sharks
>books at
>a paperback exchange, and now I can't seem to get them back).
I know Cameo was in Aces Abroad, GURPS second WC sourcebook/adventure.
I'm not sure on the others. Lots of other interesting characters,
though.
David Toomey
dwtoomey@juno.com
Date: Mon, 19 May 1997 21:35:18 -0400 (EDT)
From: Michael Surbrook <susano@access.digex.net>
Subject: Re: CHAR: Carnifex
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To: champ-l@omg.org
On Mon, 19 May 1997, Richard Scott wrote:
> Captain Trips foci must cut down the points a lot though, with all those
> limitations?
Well, Captain Trips is obviously Multiform, I guess IIF (little bottles)
and x number of 1 hour charges. Yeah, the final cost won't be all *that*
bad.
***************************************************************************
* "'Cause I'm the god of destruction, that's why!" - Susano Orbatos,Orion *
* Michael Surbrook / susano@access.digex.net *
* Attacked Mystification Police / AD Police / ESWAT *
* Society for Creative Anachronism / House ap Gwystl / Company of St.Mark *
***************************************************************************
Date: Mon, 19 May 1997 21:36:59 -0400 (EDT)
From: Michael Surbrook <susano@access.digex.net>
cc: champ-l@omg.org
Subject: Re: CHAR: Carnifex
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
On Mon, 19 May 1997, Nic Neidenbach wrote:
> >> If you can build Trips on less than a thousand points, you are a god ...
> >> well, demi-god now, since he's lost Starshine & Moonchild.
> >
> >Lost Moonchild? When did that happen, who did it?
>
> Actually, in the lastest WC book. Cap'n Trips united his 'friends' and has
> permanently become the Radical now.
What do you know, a happy ending for someone!
> >BTW: what is the total count of WC books? Are they still avaliable?
> >
>
> Not sure. I'll see if I can find out though.
And what's a Cardshark Book?
***************************************************************************
* "'Cause I'm the god of destruction, that's why!" - Susano Orbatos,Orion *
* Michael Surbrook / susano@access.digex.net *
* Attacked Mystification Police / AD Police / ESWAT *
* Society for Creative Anachronism / House ap Gwystl / Company of St.Mark *
***************************************************************************
Date: Mon, 19 May 1997 21:39:21 -0400 (EDT)
From: Michael Surbrook <susano@access.digex.net>
Subject: Re: Wild Cards Characters
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
On Mon, 19 May 1997, Curt Hicks wrote:
>
> There's a pretty good version of Black Shadow available on the net somewhere.
> Unfortunately I don't remember the location. If I remember right, it's
> around 600 or 700 points.
The Unoffical Champions Character Archive.
> I disagree that jokers would always be lower levels than aces.
So far, quite a few jokers and aces are all around 200 points. Ti Malice,
who is a joker/ace looks to be a whopper in the points department.
> I used Bludgeon for quite a while as a goon / thug in my game. His speed
> and dex were closer to average for supers in my game to keep him competitive.
The version I posted was ment to be a seriously dangerous thug. I tired
to give him good defenses to make up for the low DEX.
> I'd like to see The Sleeper written up....
Wait for it...
***************************************************************************
* "'Cause I'm the god of destruction, that's why!" - Susano Orbatos,Orion *
* Michael Surbrook / susano@access.digex.net *
* Attacked Mystification Police / AD Police / ESWAT *
* Society for Creative Anachronism / House ap Gwystl / Company of St.Mark *
***************************************************************************
Date: Mon, 19 May 1997 21:50:31 -0400 (EDT)
From: Michael Surbrook <susano@access.digex.net>
cc: Hero Character Adaption <catdrag@vnet.net&> champion@cyberhighway.net,
Champions Character List <deejay@cu-online.com&>
greenlucifer@geocities.com, jdriscol@vt.edu,
Rob Rutherford <mirage@hpserv.keh.utulsa.edu&> sourdust@ix.netcom.com,
robertni@us.ibm.com, teriaca@omnifest.uwm.edu, vances@sympatico.ca,
Weasel Attack!!! <weasel-patrol@otd.com>
Subject: CHAR: Cordelia Chassion
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
This character is one of the first of the mega-point monsters. Although
her actual point total is low (228) most of that is taken up by her RKA
power. Cordilia is similar to at least two other characters in this
series (Demise and Water Lilly) in that they have massivly powerful
killing attacks that are almost impossible for people to defend against.
I've decided to go with the final result of these powers (you die) in
determining exactly how to build them. If you've got another way, please,
let me know.
Anyway:
CORDELIA CHAISSON
Designers Notes:
Cordelia is the young niece of "Sewer" Jack Robinson. She is tall and
slim, standing 5'7"and weighing 115 lbs. She has black hair, dark eyes
and a pronounced Cajun accent. Her ace power is the ability to stop her
target's respitory and cardiac systems, causeing an almost instant (and
painful) death. She can also use her power to revive someone who is
suffering from shock or similar effects, she cannot heal actual wounds.
Note: Her power could also be simulated by a Body Drain, although some GMs
may balk at allowing a Drain to actually kill someone. One could also go
with a smalller RKA, but add in the Continous advantage.
The Character:
STAT VAL COST
Str 8 -2
Dex 13 9
Con 13 6
Body 11 2
Int 15 5
Ego 15 10
Pre 10 0
Com 14 2
PD 2 0
ED 2 -1
Spd 2 0
Rec 4 0
End 26 0
Stun 22 0
Char Total 31
Power Total 197
Total Cost 228
COST POWERS & SKILLS
135 3d6 RKA, NND (Defenses: Not needing to breathe, non-human cardiac
system, not being 'alive'), Does Body (+1), Invisible to Sight
(+1/2), 1/2 END, No KB, END 8
27 9d6 Healing, Invisible to Sight (+1/2), No Range, Not vs actual
wounds, only vs shock or similar damage (-1), END 7
3 Bureacratics 11-
7 Conversation 13-
2 KS: Cable TV Industry 11-
3 KS: Rock Music 12-
3 Persuasion 11-
2 PS: TV Producer 11-
3 Seduction 11-
4 Lang: Cajun French
8 CSL: +4 with RKA
Disadvantages
100 Base
5 DF: Pronounced Cajun Accent
15 Psych: Stubborn
15 Psych: Will only use power in dire emergencies
93 Experience
(Cordelia Chaisson created by Edward Bryant and Leanne C Harper, character
sheet created by Michael Surbrook)
***************************************************************************
* "'Cause I'm the god of destruction, that's why!" - Susano Orbatos,Orion *
* Michael Surbrook / susano@access.digex.net *
* Attacked Mystification Police / AD Police / ESWAT *
* Society for Creative Anachronism / House ap Gwystl / Company of St.Mark *
***************************************************************************
Date: Mon, 19 May 1997 21:52:05 -0400 (EDT)
From: Michael Surbrook <susano@access.digex.net>
cc: Hero Character Adaption <catdrag@vnet.net&> champion@cyberhighway.net,
Champions Character List <deejay@cu-online.com&>
greenlucifer@geocities.com, jdriscol@vt.edu,
Rob Rutherford <mirage@hpserv.keh.utulsa.edu&> sourdust@ix.netcom.com,
robertni@us.ibm.com, teriaca@omnifest.uwm.edu, vances@sympatico.ca,
Weasel Attack!!! <weasel-patrol@otd.com>
Subject: CHAR: Father Squid
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
FATHER SQUID
Description:
Father Squid stands about 6' tall and is very broad, weighing close to 270
lbs. He is gray skinned , with large hands lined with vestigial suckers.
Instead of a nose he has a short fall of tentacles. He is always dressed
in the manner of a priest and smells faintly like the ocean. Father
Squid's powers include immense physical strength and the ability to remain
underwater for extended periods of time.
The Character:
STAT VAL COST
Str 33 23
Dex 14 12
Con 23 26
Body 16 12
Int 14 4
Ego 14 8
Pre 15 5
Com 6 -2
PD 10 3
ED 6 1
Spd 4 16
Rec 12 0
End 46 0
Stun 45 0
Char Total 108
Power Total 70
Total Cost 178
COST POWERS & SKILLS
9 Armor: 3 DEF (Thick skin)
10 Life Support: No Need to Breath, 1 Recoverable Charge of 1 Hour
8 Running: +4" (Total 10"), END 2
1 Swimming: +1" (Total: 3")
1 Perk: Priest
9 Demolitions 14-
6 KS: Theology 15-
5 Oratory 13-
3 Paramedic 12-
3 Streetwise 12-
5 Survival 13-
2 WF: Small Arms
2 Lang: Church Latin
6 CSL: +2 with Block, Disarm, Punch
Disadvantages
100 Base
5 DF: Smells faintly of the sea
10 DF: Gray skinned joker with tentacles where his nose should be
15 Psych: Sense of Duty to help _all_ jokers
10 Psych: Secretive about past
38 Experience
(Father Squid created by John J Miller, character sheet created by Michael
Surbrook)
***************************************************************************
* "'Cause I'm the god of destruction, that's why!" - Susano Orbatos,Orion *
* Michael Surbrook / susano@access.digex.net *
* Attacked Mystification Police / AD Police / ESWAT *
* Society for Creative Anachronism / House ap Gwystl / Company of St.Mark *
***************************************************************************
Date: Mon, 19 May 1997 21:54:09 -0400 (EDT)
From: Michael Surbrook <susano@access.digex.net>
cc: Hero Character Adaption <catdrag@vnet.net&> champion@cyberhighway.net,
Champions Character List <deejay@cu-online.com&>
greenlucifer@geocities.com, jdriscol@vt.edu,
Rob Rutherford <mirage@hpserv.keh.utulsa.edu&> sourdust@ix.netcom.com,
robertni@us.ibm.com, teriaca@omnifest.uwm.edu, vances@sympatico.ca,
Weasel Attack!!! <weasel-patrol@otd.com>
Subject: CHAR: Golden Boy
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
GOLDEN BOY
(Jack Braun)
Description:
Golden Boy is tall, standing 6'2" and broad, weighing 190 lbs. He's blond
haired, blue eyed, muscular and good looking. He's possibly the strongest
man in the world. His force field, which has a golden glow when it's
active, grants him immunity from just about *anything*. He is especially
resistant to physical impacts, such as bullets and fists. (Note the extra
PD should only be applied to 'blunt' impacts, such as bullets, fists, most
thrown objects, etc. Golden Boy should not get this extra PD vs sonic
attacks, falls or any physical attack with the AP advantage.) Golden Boy
doesn't age, and looks to be 25, despite being born in 1924. As one of
the original Four Aces (aka the Exotics for Democracy), he fought fascism
in the late 40's. When dragged before HUAC in the 50's, he collapsed and
became a "friendly" witness. This has resulted in him being a 'marked
man' in the ace community, an image that hasn't totally left him with
time.
The Character:
STAT VAL COST
Str 53 43
Dex 21 33
Con 20 20
Body 14 8
Int 10 0
Ego 8 -2
Pre 18 8
Com 18 4
PD 10 -1
ED 10 6
Spd 5 19
Rec 15 0
End 40 0
Stun 51 0
Char Total 138
Power Total 171
Total Cost 309
COST POWERS & SKILLS
60 Force Field: +20 PD/ED, 0 END
33 +50 PD vs physical impacts only (-1/4), Not vs falls (-1/4)
6 Life Support: Immune to Aging, Immune to Disease
4 Running: +2" (8" total)
13 1/2 END on STR, END 3
15 Wealth
3 Acrobatics 13-
3 Acting 13-
3 Breakfall 13-
5 Gambling 12-
7 KS: Politics 16-
1 PS: Actor 8-
1 PS: Farming 8-
2 PS: Real Estate 11-
3 Seduction 13-
3 Tactics 11-
5 Trading 14-
1 TF: Small Planes
2 WF: Small Arms
1 Lang: German
Disadvantages
100 Base
20 Psych: Overconfident, willing to tackle anything singlehandedly
10 Psych: Lecherous, prides himself as a 'ladies man'
10 Psych: Reckless, tends to act first, think later
10 Psych: Guilt complex over his past
10 Rep: The 'Judas' Ace, ext 8-
149 Experience
(Golden Boy created by Walter John Williams, character sheet created by
Michael Surbrook)
***************************************************************************
* "'Cause I'm the god of destruction, that's why!" - Susano Orbatos,Orion *
* Michael Surbrook / susano@access.digex.net *
* Attacked Mystification Police / AD Police / ESWAT *
* Society for Creative Anachronism / House ap Gwystl / Company of St.Mark *
***************************************************************************
Date: Mon, 19 May 1997 21:56:27 -0400 (EDT)
From: Michael Surbrook <susano@access.digex.net>
cc: Hero Character Adaption <catdrag@vnet.net&> champion@cyberhighway.net,
Champions Character List <deejay@cu-online.com&>
greenlucifer@geocities.com, jdriscol@vt.edu,
Rob Rutherford <mirage@hpserv.keh.utulsa.edu&> sourdust@ix.netcom.com,
robertni@us.ibm.com, teriaca@omnifest.uwm.edu, vances@sympatico.ca,
Weasel Attack!!! <weasel-patrol@otd.com>
Subject: CHAR: The Harlem Hammer
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
THE HARLEM HAMMER
(Mordecai Albert "Kai" Jones)
Description:
The Hammer is tall and *very* heavy, standing 6'1" and weighing 475 lbs.
His wildcard power has granted massive physical strength, and virtual
immunity to physical harm. It has also altered his metabolism, replacing
his skeletal structure with heavy metal compounds and allowing him to
regenerate from any actually physical damage that does occur to him. He
barely has to sleep, is virtually tireless and is somewhat faster than
normal people. The Hammer prefers to keep out of the public eye. He
thinks of himself as a joker and wants little to do with the typical ace
'heroics'. Note: the Hammer's regeneration wil not work on damage due to
his dependency.
The Character:
STAT VAL COST
Str 53 38
Dex 17 21
Con 25 30
Body 25 30
Int 23 13
Ego 18 16
Pre 20 10
Com 12 1
PD 30 19
ED 30 25
Spd 4 13
Rec 15 0
End 50 0
Stun 62 0
Char Total 216
Power Total 94
Total Cost 310
COST POWERS & SKILLS
7 Density Increase: 1 Level, 0 END, Persistant, Always On
+5 STR, +1 PD/ED, -1" KB, x2 Mass; 6'1" Tall, 475 lbs
30 Damage Resistance: Full
6 Life Support: Immune to Disease, Doesn't Sleep
8 Regeneration: 1 BODY per Minute (-1/4)
13 1/2 END on STR, END 3
5 Perk: Wealth
3 KS: Automobiles and Automotive repair 14-
3 KS: Assorted esoteric information and trivia 14-
9 Mechanics 14-
2 PS: Auto Mechanic 11-
3 Trading 13-
2 TF: Large Ground Vehicles, Tracked Vehicles
3 CSL: +1 with Block, Haymaker, Punch
Disadvantages
100 Base
15 Phys: Dependence upon heavy metal salts once per day, or take 1
BODY per hour (Regen will *not* heal this damage)
10 Phys: Increased metabolism: eats four times the human norm, body
temperature of 106 degrees
15 Psych: Dislikes Doctors, Scientists, Hospitals and Laboratories
10 Psych: Prefers to be left to himself
10 Rep: Harlem Hammer; One of the worlds strongest men 11-
150 Experience Bonus
(Harlem Hammer created by Victor Milan, character sheet created by Michael
Surbrook)
***************************************************************************
* "'Cause I'm the god of destruction, that's why!" - Susano Orbatos,Orion *
* Michael Surbrook / susano@access.digex.net *
* Attacked Mystification Police / AD Police / ESWAT *
* Society for Creative Anachronism / House ap Gwystl / Company of St.Mark *
***************************************************************************
Cc: champ-l@omg.org
Subject: Re: real world martial art
X-Juno-Line-Breaks: 1-7,9-37
From: tamolyn@juno.com (Michael S Mears)
Date: Mon, 19 May 1997 22:28:14 EDT
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
High-level military in the US also are given exposure to JKD and
Hwarangdo.
Michael Scott Mears
TamOlyn@juno.com
SB,>--
On Wed, 14 May 1997 22:45:39 -0500 Todd Hanson <badtodd@dacmail.net>
writes:
>Rafael Sant'Anna Meyer wrote:
>>
>> Well if he is member of Mossad he'll receive Krav Manga
>training. If he's
>> member of MI-5 ,MI-6 or any type of Military Secret Service he'll
>receive a
>> military training and some training in Jiu Jitsu or Aikido. If he'll
>be
>> member of CIA he'll receive Aikido and Karate training and a lot of
>anatomy
>> class to learn where really hurts B) .
>
>What is the Mossad?
>
>This character is actually one I'm helping another player build.
>Interestingly enough, in the draft that *I* did of the character, I
>gave
>him Jujutsu (spelled as in UMA.. not sure if its correct). The player
>ended up using Aikido (mainly because its the 'art' that Steven Segal
>uses in his movies, and thats basically the type of character he
>wanted).
>
>Would anatomy class qualify him for find weakness?? ;)
>
>
>
>Todd
>
Cc: champ-l@omg.org
Subject: Re: real world martial art
X-Juno-Line-Breaks: 0-6,8-32
From: tamolyn@juno.com (Michael S Mears)
Date: Mon, 19 May 1997 22:28:14 EDT
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
"Best" how?
Michael Scott Mears
TamOlyn@juno.com
SB,>--
On Fri, 16 May 1997 14:05:05 +0200 (MET DST) Jens-Arthur Leirbakk
<leirbakk@stud.ntnu.no> writes:
>
>
>On Thu, 15 May 1997, Stephen B. Mann wrote:
>> > From: Todd Hanson <badtodd@dacmail.net>
>> > What is the Mossad?
>>
>> Israeli spy agency. Small, but with an impressive reputation.
>I've
>> heard it referred to as the best in the world. YMMV
>>
>
>Bah :) The best agency in the world, is Kempai. *They're* small, and
>the
>best in the world. :))
>
> ===============================================
> = Jens-Arthur Leirbakk =
> = e-mail: leirbakk@stud.ntnu.no =
> = http://www.pvv.ntnu.no/~leirbakk/index.html =
> = Smash forehead on keyboard to continue =
> ===============================================
>
>
>
Cc: champ-l@omg.org
Subject: Re: real world martial art
X-Juno-Line-Breaks: 1-7,9-28
From: tamolyn@juno.com (Michael S Mears)
Date: Mon, 19 May 1997 22:28:14 EDT
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
The Israelis also use their extremely fine Paratroops for covert
operations.
Michael Scott Mears
TamOlyn@juno.com
SB,>--
On Wed, 14 May 1997 23:27:48 -0700 Christopher Taylor
<ctaylor@cyberhighway.net> writes:
>
>
>>> What is the Mossad?
>>
>> Israeli spy agency. Small, but with an impressive reputation.
>I've
>>heard it referred to as the best in the world. YMMV
>
>Their reputation got greatly inflated after a hostage event in the
>70's.
>Mossad is certainly the best for their budget and size.
>
>----------------------------------------------------------
>Sola Gracia Sola Scriptura Sola Fide
>Soli Gloria Deo Solus Christus Corum Deo
>-----------------------------------------------------------
>
>
>
Cc: champ-l@omg.org
Subject: Re: real world martial art
X-Juno-Line-Breaks: 1-2,8-9,12-17,19-56
From: tamolyn@juno.com (Michael S Mears)
Date: Mon, 19 May 1997 22:28:14 EDT
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
I'm sorry, but tae kwon do is really more a sport than a style of
fighting. If you've seen their olympic contests, you can understand why.
A really integrated, effective, martial art needs to be good in all four
ranges, and must include a study of transitional techniques. It simply
isn't good enough to be a puncher, a kicker, a trapper, or a grappler.
These ranges are important, but transition from one to the other smoothly
is more important. And overarching these considerations is your ability
to gauge your opponent.
So I wind up evaluating Role-Playing games by how well they consider
hand-to-hand combat. Everyone has a hobby, and a different set of
criteria. SB,>--
Michael Scott Mears
TamOlyn@juno.com
SB,>--
On Fri, 16 May 1997 13:07:59 +1000 michael <jonesmj@topaz.cqu.edu.au>
writes:
>
>>> 'tough man'- neither of these people are in any way practically
>trained -
>>> why do you think that gracy guy made dog-meat of the competition in
>that
>>> goofy UFC thing you had?
>>
>>Actually, Royce Gracie made dog meat out of those guys because in
>>champions terms he had a style they were totally unfamiliar with and
>they
>>could not handle. Ryoce has not competed in years and others with
>his
>>style do not do nearly so well since people know what to expect.
>>
>
>I think they would have the same problem with any real artist.
>
>
>>Anyway, what was so goofy about it. NHB fighting is the closest
>thing you
>>will get to a sport that shows what martial arts style -really- works
>one
>>on one:)
>>
>>
>how about thai-style kickboxing? and besides, the nhb styles i've seen
>are crap,
>particularly they don't have any technique - if there was good
>technique, every second
>fight would include a serious injury, like taekwondo in korea, only
>worse.AND they still have refs, and it's pretty obvious that the
>fighters are told to 'take yer time', as the saying goes.
>
>
>
>
>
Cc: champ-l@omg.org
Subject: Re: real world martial art
X-Juno-Line-Breaks: 1-7,9-41
From: tamolyn@juno.com (Michael S Mears)
Date: Mon, 19 May 1997 22:28:14 EDT
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
The problem with muay thai is that they don't practice ground-fighting.
If you shoot their legs, they're in trouble. Not that it's easy to do.
Michael Scott Mears
TamOlyn@juno.com
SB,>--
On Fri, 16 May 1997 01:39:45 -0500 (EST) Tokyo Mark <bastet@iquest.net>
writes:
>> I once saw via satellite a competition that was from Thailand.
>(Mind
>> you that this was a real competition and not a movie) After a small
>warm
>> up for the fighters (All of which were using various forms but not
>over
>> 5'8") which for the Kick Boxers were a good few kicks to a concrete
>> column. In the very first fight the first move was a kick to the
>head
>> that not only broke the opponents arm (he blocked) but it smashed up
>his
>> nose as well. The second kick Ko'ed him real quick. The whole
>thing
>> lasted for less than 10 seconds. There was a no killing rule from
>what
>> I could tell, but it didn't matter how close they were to death only
>> that they didn't die. In ten fights there were more broken bones
>and
>> major medical problems than Seeker has had on all the covers of all
>the
>> Champs books. It was certainly not a "take your time" competition.
>
>Sounds alot like muy thai. I recall they used to fight those with
>ground
>glass in their hand wrappings. Very brutal fights. The muy thai
>fighers
>who have crossed over into boxing have usually shown the same high
>resistence to pain that this sort of fighting requires.
>
>TokyoMark
>
>
Cc: champ-l@omg.org
Subject: Re: real world martial art
X-Juno-Line-Breaks: 2-8,10-131
From: tamolyn@juno.com (Michael S Mears)
Date: Mon, 19 May 1997 22:28:14 EDT
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
Lots of cops take hapkido -- lots of joint techniques, comealongs, etc.
Prevents, or at least lessens lawsuits. This is not a consideration in
the military, but is for Secret Service.
Michael Scott Mears
TamOlyn@juno.com
SB,>--
On Tue, 13 May 1997 12:49:10 +1000 michael <jonesmj@topaz.cqu.edu.au>
writes:
>At 08:37 PM 5/12/97 -0500, you wrote:
>>Todd Hanson wrote:
>>>
>>> This question is more for the martial arts experts than the hero
>>> experts..
>>
>>> I'm working on a character whose background is kind of a
>>> secret-service/govt agent type. I want to give him martial arts,
>but
>>> I'm not sure what 'real world' martial art would be appropriate.
>What
>>> kind of training would a govt agent (or secret serviceman) receive?
>>
>>I have a fairly diverse background in the martial arts and have
>trained
>>in several schools. I think the real snswer to your question
>involves
>>your character concept more than anything else. The martial arts
>rules
>>in Champions are not very diverse.. i.e. you take a particular move
>or
>>set of moves that is the same regardless what martial art style you
>>practice.. Offensive strike is offensive strike no matter what your
>>school calls it.
>
>no, you can furnish a strike with extra dc's and csl's if you want:
>i'ts the
>point of the game-yes?
>
>
>>The real answer to your question lies in your
>>character's attitude. Why is he a student of the martial arts? What
>>school did he choose to study in? Why did he pick this school? I
>have
>>seen everything from instructors who consider the martial arts more
>of a
>>self development art or sport and neglect the finer details of
>fighting
>>and confrontation .. and I have seen schools where a bloody nose is a
>>nightly occurrance.
>>
>haw about: which school did his agency choose to study, based on real
>practical value?
>
>
>
>
>>Every martial artist is influenced by his instructor in some way. I
>>knew one junior instructor who was a street scrapper as a kid. His
>>total focus was on hitting and taking a hit. Certain students
>>gravitated towards him and others he drove away like flies. Another
>>instructor was very calm, patient and gentle. His students were
>>technically perfect but could not last five minutes in the sparring
>>ring. They were not prepared for conflict and had not been taught to
>>look for weaknesses in their opponents.
>
>
>actually, if they were "perfect", they should have been able to do
>just
>that- as well as hitting a lot harder than less 'technical' students .
>..
>
>
>>I stood somewhere in the
>>middle. My students were taught fighting as an art for self-defense.
>
>>Dynamics such as taking the initiative, where to strike to take the
>>fight out of your opponent, and above all control of their emotions
>and
>>techniques. I am not saying my way is right.. the point I am making
>is
>>that three separate instructors are going to turn out three different
>>types of martial artists and all from the same school.
>>
>
>but are all of them practical? no, and only a good, skilled, and
>practical
>style
>would be adopted by such an agency- yours, in other words, is the only
>one
>which need apply.
>
>
>>For a government agent.. control is the most important element. You
>>have to be able to decide whether your opponent is truly a threat or
>>not. You have to decide this in a split second and you have to react
>on
>>that decision. Obviously the wrong decision is disasterous.
>
>are we talkin' spooks or nurses?? the agent in question is not going
>to
>bother trying
>to be gantle- if they are cleared to kill(in self-defense) they will,
>no
>question.
>
>
>
>>Decide on
>>who your character is and how the martial arts relate to his personal
>>beliefs and your question will be answered. Did he just walk out of
>a
>>tough-man competition, is he the national forms champion, or does he
>>possess the wisdom and patience of a true master?
>>
>he's an agent, isn't he?? he will have been trained to kill and
>restrain,
>and he would not be trained by a wimpy forms expert, or an even
>wimpier
>'tough man'- neither of these people are in any way practically
>trained -
>why do you think that gracy guy made dog-meat of the competition in
>that
>goofy UFC thing you had?
>
>PS: there is no such thing as a true master.
>
>
>
>
>
X-Forwarding-Note: Was sent to herolist@october.com; forwarding to hero-l@omg.org
From: tamolyn@juno.com (Michael S Mears)
Date: Mon, 19 May 1997 22:28:14 EDT
X-To: hero-l@october.com
X-Cc: champ-l@omg.org
Subject: Re: real world martial art
X-Listname: Hero
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"Best" how?
Michael Scott Mears
TamOlyn@juno.com
SB,>--
On Fri, 16 May 1997 14:05:05 +0200 (MET DST) Jens-Arthur Leirbakk
<leirbakk@stud.ntnu.no> writes:
>
>
>On Thu, 15 May 1997, Stephen B. Mann wrote:
>> > From: Todd Hanson <badtodd@dacmail.net>
>> > What is the Mossad?
>>
>> Israeli spy agency. Small, but with an impressive reputation.
>I've
>> heard it referred to as the best in the world. YMMV
>>
>
>Bah :) The best agency in the world, is Kempai. *They're* small, and
>the
>best in the world. :))
>
> ===============================================
> = Jens-Arthur Leirbakk =
> = e-mail: leirbakk@stud.ntnu.no =
> = http://www.pvv.ntnu.no/~leirbakk/index.html =
> = Smash forehead on keyboard to continue =
> ===============================================
>
>
>
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From: tamolyn@juno.com (Michael S Mears)
Date: Mon, 19 May 1997 22:28:14 EDT
X-To: hero-l@october.com
X-Cc: champ-l@omg.org
Subject: Re: real world martial art
X-Listname: Hero
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The Israelis also use their extremely fine Paratroops for covert
operations.
Michael Scott Mears
TamOlyn@juno.com
SB,>--
On Wed, 14 May 1997 23:27:48 -0700 Christopher Taylor
<ctaylor@cyberhighway.net> writes:
>
>
>>> What is the Mossad?
>>
>> Israeli spy agency. Small, but with an impressive reputation.
>I've
>>heard it referred to as the best in the world. YMMV
>
>Their reputation got greatly inflated after a hostage event in the
>70's.
>Mossad is certainly the best for their budget and size.
>
>----------------------------------------------------------
>Sola Gracia Sola Scriptura Sola Fide
>Soli Gloria Deo Solus Christus Corum Deo
>-----------------------------------------------------------
>
>
>
Date: Mon, 19 May 1997 16:56:54 -1000
From: Richard Scott <rscott@hawaii.edu>
X-Sender: rscott@uhunix4
cc: champ-l@omg.org
Subject: Captain Trips
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also with the limitation of consecutive uses causes
personality/psychological problems, as well?
Richard Scott (rscott@hawaii.edu)
--You were spectacular, Bob. But not very effective.
South Melbourne official when the legendary Bob Pratt failed to win
South's 1934 best and fairest despite kicking a league record 150 goals.
On Mon, 19 May 1997, Michael Surbrook wrote:
> On Mon, 19 May 1997, Richard Scott wrote:
>
> > Captain Trips foci must cut down the points a lot though, with all those
> > limitations?
>
> Well, Captain Trips is obviously Multiform, I guess IIF (little bottles)
> and x number of 1 hour charges. Yeah, the final cost won't be all *that*
> bad.
>
> ***************************************************************************
> * "'Cause I'm the god of destruction, that's why!" - Susano Orbatos,Orion *
> * Michael Surbrook / susano@access.digex.net *
> * Attacked Mystification Police / AD Police / ESWAT *
> * Society for Creative Anachronism / House ap Gwystl / Company of St.Mark *
> ***************************************************************************
>
>
Date: Mon, 19 May 1997 17:03:59 -1000
From: Richard Scott <rscott@hawaii.edu>
X-Sender: rscott@uhunix4
cc: champ-l@omg.org
Subject: Re: CHAR: Carnifex
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yes, we could take a whack at them - I have some books here, but not the
Champions ones. :)
Richard Scott (rscott@hawaii.edu)
--You were spectacular, Bob. But not very effective.
South Melbourne official when the legendary Bob Pratt failed to win
South's 1934 best and fairest despite kicking a league record 150 goals.
On Mon, 19 May 1997, David W Toomey wrote:
>
> >On a secondary note, I'd be curious to see someone take on the
> >characters that
> >/weren't/ in GURPS Wildcards, particularly Will o' the Wisp, Shad,
> >Crypt-Kicker,
> >and Cameo. (I'd try it myself, but stupidly I traded my Card Sharks
> >books at
> >a paperback exchange, and now I can't seem to get them back).
>
>
> I know Cameo was in Aces Abroad, GURPS second WC sourcebook/adventure.
>
> I'm not sure on the others. Lots of other interesting characters,
> though.
>
> David Toomey
> dwtoomey@juno.com
>
X-Sender: avery1@pop.flash.net
Date: Tue, 20 May 1997 03:04:05
From: John Turner <Avery1@flash.net>
Subject: Re: real world martial art
Errors-To: owner-champ-l@omg.org
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I beg to differ. Read the alt.rec.martial-arts FAQ. Read the history of
Judo and Jujitsu.
At 02:36 PM 5/20/97 +1000, jonesmj@topaz.cqu.edu.au wrote:
>At 01:27 AM 5/19/97 +0000, you wrote:
>>At 10:58 AM 5/17/97 +1000, jonesmj@topaz.cqu.edu.au wrote:
>>>how about thai, cross-trained with judo? the best fighter is always a
>>hybrid, and i don't mean those fat boys in the ucf who pretend they can
kick.
>>
>>
>>Um, just to point out something, judo is the sport form of juijitsu.
>>
>WRONG. jujitsu is a completly different art, and not nearly as effective.
>
>
>>:)
>>
>>
>>
>
>
Date: Mon, 19 May 1997 17:05:00 -1000
From: Richard Scott <rscott@hawaii.edu>
X-Sender: rscott@uhunix4
cc: champ-l@omg.org
Subject: Re: CHAR: Carnifex
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guess I haven't seen that one yet. Card Sharks is the second cycle of
Wild Cards books, the next however many up to 12, I guess. Good stuff. :)
Richard Scott (rscott@hawaii.edu)
--You were spectacular, Bob. But not very effective.
South Melbourne official when the legendary Bob Pratt failed to win
South's 1934 best and fairest despite kicking a league record 150 goals.
On Mon, 19 May 1997, Michael Surbrook wrote:
> On Mon, 19 May 1997, Nic Neidenbach wrote:
>
> > >> If you can build Trips on less than a thousand points, you are a god ...
> > >> well, demi-god now, since he's lost Starshine & Moonchild.
> > >
> > >Lost Moonchild? When did that happen, who did it?
> >
> > Actually, in the lastest WC book. Cap'n Trips united his 'friends' and has
> > permanently become the Radical now.
>
> What do you know, a happy ending for someone!
>
> > >BTW: what is the total count of WC books? Are they still avaliable?
> > >
> >
> > Not sure. I'll see if I can find out though.
>
> And what's a Cardshark Book?
>
> ***************************************************************************
> * "'Cause I'm the god of destruction, that's why!" - Susano Orbatos,Orion *
> * Michael Surbrook / susano@access.digex.net *
> * Attacked Mystification Police / AD Police / ESWAT *
> * Society for Creative Anachronism / House ap Gwystl / Company of St.Mark *
> ***************************************************************************
>
>
Date: Mon, 19 May 1997 17:08:51 -1000
From: Richard Scott <rscott@hawaii.edu>
X-Sender: rscott@uhunix4
cc: champ-l@omg.org
Subject: Re: Wild Cards Characters
Errors-To: owner-champ-l@omg.org
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No, no talways, but your average joker is just a person with some oddities
that might give 'powers' i.e. claws, scaly hide, whatever.
Richard Scott (rscott@hawaii.edu)
--You were spectacular, Bob. But not very effective.
South Melbourne official when the legendary Bob Pratt failed to win
South's 1934 best and fairest despite kicking a league record 150 goals.
On Mon, 19 May 1997, Curt Hicks wrote:
>
> There's a pretty good version of Black Shadow available on the net somewhere.
> Unfortunately I don't remember the location. If I remember right, it's
> around 600 or 700 points.
>
> I disagree that jokers would always be lower levels than aces.
>
> I used Bludgeon for quite a while as a goon / thug in my game. His speed
> and dex were closer to average for supers in my game to keep him competitive.
>
> I'd like to see The Sleeper written up....
>
> Curt
>
Date: Mon, 19 May 1997 23:23:48 -0400 (EDT)
From: Michael Surbrook <susano@access.digex.net>
Subject: Re: CHAR: Carnifex
Errors-To: owner-champ-l@omg.org
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On Mon, 19 May 1997, Bryce Berggren wrote:
> >> If you can build Trips on less than a thousand points, you are a god ...
> >> well, demi-god now, since he's lost Starshine & Moonchild.
> >
> >Lost Moonchild? When did that happen, who did it?
>
> In the Card Sharks series. My memories are fuzzy (time to track these books
> down again), but essentially Moonchild was forced to do something nasty she
> hadn't wanted to, and went catatonic on poor Mark.
That's depressing. Moonchild was one of my favorite Cpt Trips 'friends'
> >BTW: what is the total count of WC books? Are they still avaliable?
>
> Lessee ... Wildcards, Aces High, Jokers Wild, Aces Abroad, Down & Dirty, Ace
> In the Hole, Dead Man's Hand, One-Eyed Jacks, Jokertown Shuffle, Assault on
> the Rox, the Tachyon goes home novel, and the three Card Sharks ... I think
> that's all of them.
Hmmm... I've got books 1-10. Tachyon goes home is "Double Solitaire",
while the assualt on the Rox book is "Dealer's Choice". There's also a
Captain Trips book, with him going to Nam... we get to meat another
friend.. "Monster" (who reminded me of the Overfeind). I should try and
permenently 'borrow' the ones I'm missing from a friend of mine...
> >Well, no, but I can see how it is a disgustingly powerful attack. What
> >did you do? I was going to try Extra-Dimensional Movement, Ranged,
> >Useable on Others.
>
> EDM? Kinduva cheat ...
Well, Popinjay is going to be described as a "GMs Special" anyway...
> >I'm using the conversion notes from Fantasy Hero for stats. Basically you
> >do this: (GURPS stat x 2) - 10. It sorta works, except for STR.
>
> Ahh ... I'd wondered about that ... for STR, I've been using Extra Effort
> Lift (normal lift is multiplied by 10% x STR-16) to compare to the STR chart
> in HERO.
I forget what I used exactly to figure my STR chart, but I do have one.
I'll post it when I'm all done. BTW: using the FH conversion formula,
Turtle will have an 11 DEX and a 3 SPD.
> >Problem is, most of these guys didn't get a lot of screen time. The guy
> >that would scare me would be, uh... what ever Snotman called himself after
> >Typhod Croyd got done with him. *HE* was scary!.
>
> Reflector. Iggghh ...
The scene that got me was where he absorbed the impact of a *train* and
all the extra energy bled off of him in the form of lightning...
> > >Lost Moonchild? When did that happen, who did it?
> >
> >> Actually, in the lastest WC book. Cap'n Trips united his 'friends' and has
> >> permanently become the Radical now.
>
> >What do you know, a happy ending for someone!
>
> You've got a funny idea of a happy ending. :) Basically put, the Radical's a
> 24 karat jerk. Almost any of his 'friends' are better people ... and when
> that includes CT and Aquarian, those are strong words.
Oh well, I hadn't read the book, I just guessed.
> > And what's a Cardshark Book?
>
> I'd like to think they're an apology for One-Eyed Jacks and Jokertown
> Shuffle. :) Seriously, to make this as short as possible, the Wild Cards
> Trust switched publishers, and their first trilogy (only trilogy? say it
> ain't so!) with the new publisher involved a worldwide conspiracy called the
> Card Sharks, who are trying to eradicate the Wild Card virus and anyone
> infected by it. The first book traces the history of the Card Sharks to
> present day, and the next two deal with their present plan. Hartmann,
> Bradley Finn, the Ackroyd agency, and a couple other people find out what's
> going on, and try to stop it.
Sounds pretty cool.
***************************************************************************
* "'Cause I'm the god of destruction, that's why!" - Susano Orbatos,Orion *
* Michael Surbrook / susano@access.digex.net *
* Attacked Mystification Police / AD Police / ESWAT *
* Society for Creative Anachronism / House ap Gwystl / Company of St.Mark *
***************************************************************************
X-Sender: avery1@pop.flash.net
Date: Tue, 20 May 1997 03:38:49
From: John Turner <Avery1@flash.net>
Subject: Re: real world martial art
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
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At 02:36 PM 5/20/97 +1000, jonesmj@topaz.cqu.edu.au wrote:
>At 01:27 AM 5/19/97 +0000, you wrote:
>>At 10:58 AM 5/17/97 +1000, jonesmj@topaz.cqu.edu.au wrote:
>>>how about thai, cross-trained with judo? the best fighter is always a
>>hybrid, and i don't mean those fat boys in the ucf who pretend they can
kick.
>>
>>Um, just to point out something, judo is the sport form of juijitsu.
>>
>WRONG. jujitsu is a completly different art, and not nearly as effective.
Well, gee aren't you just captain kung fu? Judo was derived from juijitsu
in the 1800s. Juijitsu is the form from which Judo, Aikido and Hapkido all
came.
>From the alt.rec.martial-arts FAQ:
"Judo is derived from Jujutsu (see Jujutsu). It was created by Professor
Jigoro Kano who was born in Japan in 1860 and who died in 1938 after a
lifetime of promoting Judo. Mastering several styles of jujutsu in his
youth he began to develop his own system based on modern sports principles.
In 1882 he founded the Kodokan Judo Institute in Tokyo where he began
teaching and which still is the international authority for Judo. The name
Judo was chosen because it means the "gentle way". Kano emphasised the
larger educational value of training in attack and defense so that it could
be a path or way of life that all people could participate in and benefit
from. He eliminated some of the traditional jujutsu techniques and changed
training methods so that most of the moves could be done with full force to
create a decisive victory without injury. "
Gee, create a decisive victory without injury? Sounds like a sport to me.
I get really sick of all the "my Flowering Pig kungfu is better than your
Festering Boil style." No one style is the be all end all of Martial Arts.
Every move has a counter move and many factors apply to the outcome of a
fight. Strength and resistance to pain are two of the greatest, as are the
rules of contact. How do you think Mike Tyson was able to defeat more
technical fighters? ALL styles have their strengths AND weaknesses.
There is also the factor of the instuctor's teaching style. You may find
that dojo A of, say, Tae Kwon Do, is nothing more than preparation for
sport competition and dojo B teaches the asthetics and philosophy of Tae
Kwon Do. Which is better? Depends on the individual taking the
instruction. Any supergrand master can be defeated. Royce Gracie has been
defeated, big deal.
Date: Mon, 19 May 1997 23:56:12 -0400 (EDT)
From: Michael Surbrook <susano@access.digex.net>
cc: Hero Character Adaption <catdrag@vnet.net&> champion@cyberhighway.net,
Champions Character List <deejay@cu-online.com&>
greenlucifer@geocities.com, jdriscol@vt.edu,
Rob Rutherford <mirage@hpserv.keh.utulsa.edu&> sourdust@ix.netcom.com,
robertni@us.ibm.com, teriaca@omnifest.uwm.edu, vances@sympatico.ca,
Weasel Attack!!! <weasel-patrol@otd.com>
Subject: CHAR: The Sleeper
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
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To: champ-l@omg.org
<snicker> This guy was easy! Reminded me of the DC Heroes write up for
the Phantom Stranger in that Ambush Bug adventure...
THE SLEEPER
(Croyd Crenson)
Designers Notes:
The Sleeper is so named due to the nature of his power; when ever he falls
asleep, his body changes into a new form. Usually, he sleeps for several
weeks, and then awakens, remaining awake for several weeks. The Sleeper
has a new body each time he wakes, often with a few joker features, and is
usually a powerful ace. His typical powers are great strength and
enhanced dexterity and speed. Due to the nature of his powers, the
Sleeper fears sleep. He is terrified of eventually waking up in a hideous
joker body that will either die before he sleeps again, or that won't need
to sleep at all. He pops pills constantly, and will usually turn into a
ravening, paranoid maniac before crashing at the end of his waking period.
The Character:
STAT VAL COST
Str varies, but usually is 30+
Dex varies, but usually is 20+
Con varies
Body varies
Int 14 4
Ego 14 8
Pre varies
Com varies
PD varies
ED varies
Spd varies, usually 4+
Rec varies
End varies
Stun varies
Char Total na
Power Total na
Total Cost na
COST POWERS & SKILLS
Powers vary from waking cycle to waking cycle. The Sleeper is
often very strong and resistant to damage. His other powers (if he has
any) vary greatly.
Standard powers and skills:
3 Life Support: Immune to aging
2 Running: +1" (often more)
10 Wealth
5 AK: New York City 14-
7 Gambling 13-
? Lockpicking 14-
? High Society 12-
5 Security Systems 13-
9 Shadowing 14-
? Sleight of Hand ?
? Stealth ?
? Streetwise 16-
15 CSL: +3 with HTH combat
Disadvantages
100 Base
20 Phys: Addicted to Amphetamines
15 Psych: Addicted to Amphetamines
15 Psych: Reckless
15 Psych: Terrified of Sleeping
15 Rep: The Sleeper, a violent freelance criminal and plague
spreader, Ext 11-
(The Sleeper created by Roger Zelazny, character sheet created by Michael
Surbrook)
***************************************************************************
* "'Cause I'm the god of destruction, that's why!" - Susano Orbatos,Orion *
* Michael Surbrook / susano@access.digex.net *
* Attacked Mystification Police / AD Police / ESWAT *
* Society for Creative Anachronism / House ap Gwystl / Company of St.Mark *
***************************************************************************
From: jonesmj@topaz.cqu.edu.au
Date: Tue, 20 May 1997 14:36:44 +1000
Date-warning: Date header was inserted by topaz.cqu.edu.au
Subject: Re: real world martial art
X-Sender: jonesmj@topaz.cqu.edu.au
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To: champ-l@omg.org
At 01:27 AM 5/19/97 +0000, you wrote:
>At 10:58 AM 5/17/97 +1000, jonesmj@topaz.cqu.edu.au wrote:
>>how about thai, cross-trained with judo? the best fighter is always a
>hybrid, and i don't mean those fat boys in the ucf who pretend they can kick.
>
>
>Um, just to point out something, judo is the sport form of juijitsu.
>
WRONG. jujitsu is a completly different art, and not nearly as effective.
>:)
>
>
>
From: jonesmj@topaz.cqu.edu.au
Date: Tue, 20 May 1997 14:48:15 +1000
Date-warning: Date header was inserted by topaz.cqu.edu.au
Subject: Re: real world martial art
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At 10:28 PM 5/19/97 -0400, you wrote:
>I'm sorry, but tae kwon do is really more a sport than a style of
>fighting. If you've seen their olympic contests, you can understand why.
yes, but that's tournament tqd, NOT meant for self-defense!!!
>
>A really integrated, effective, martial art needs to be good in all four
>ranges, and must include a study of transitional techniques. It simply
>isn't good enough to be a puncher, a kicker, a trapper, or a grappler.
>These ranges are important, but transition from one to the other smoothly
>is more important. And overarching these considerations is your ability
>to gauge your opponent.
NO! if you try to teach everything, all you get is a sloppy fighter. That
is why the best arts focus on one area - -judo, thai kickboxing, kendo,
various grappling styles, are good because they focus and dont pretend
they know everything. it is up to the individual to find their own strenths
and weaknesses - - - the gracy brothers are good at grappling, but they
don't fall down when confronted by a kicker, do they??? the same can be
said for all good artists.tradition is what you make it, nothing more. and
if you try to 'gague' your opponent in a real fight, you get your head kicked in>
From: jonesmj@topaz.cqu.edu.au
Date: Tue, 20 May 1997 14:55:17 +1000
Date-warning: Date header was inserted by topaz.cqu.edu.au
Subject: Re: real world martial art
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At 10:28 PM 5/19/97 -0400, you wrote:
>High-level military in the US also are given exposure to JKD and
>Hwarangdo.
>
>Michael Scott Mears
>TamOlyn@juno.com
>SB,>--
>
yeah?? i DO Hwa Rang Do!!! of course, we are korean-origin kick and grapple legends,
while those american hwarangdo guys completly different - - - in fact, both these
styles auffer from the same fate - - - they/we are so diverse, it takes a really good
instructor to make it work - - -otherwise it's just a sham, and no one learns anything.
this is the problem with too wide a curriculum
From: jonesmj@topaz.cqu.edu.au
Date: Tue, 20 May 1997 15:01:31 +1000
Date-warning: Date header was inserted by topaz.cqu.edu.au
Subject: Re: real world martial art
X-Sender: jonesmj@topaz.cqu.edu.au
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Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
At 10:28 PM 5/19/97 -0400, you wrote:
>The problem with muay thai is that they don't practice ground-fighting.
>If you shoot their legs, they're in trouble. Not that it's easy to do.
>
it's SIMPLE!! alll you need is a titanum skull!!! *lol*
seriously, do you really think you could go for a thai-fighters legs in a
real fight? no, you couldn't: he'd knee you in the face, and stomp on your neck.
piece of advise kids: NEVER lower your head!!! it is suicide!!! when you
take-down, ONLY use your legs!! keep upright!!! always!!!
sorry for the outburst. this concludes (hopefully) my martial arts lecture.
Date: Mon, 19 May 1997 19:48:46 -1000
From: Richard Scott <rscott@hawaii.edu>
X-Sender: rscott@uhunix4
cc: champ-l@omg.org, Hero Character Adaption <catdrag@vnet.net&>
champion@cyberhighway.net,
Champions Character List <deejay@cu-online.com&>
greenlucifer@geocities.com, jdriscol@vt.edu,
Rob Rutherford <mirage@hpserv.keh.utulsa.edu&> sourdust@ix.netcom.com,
robertni@us.ibm.com, teriaca@omnifest.uwm.edu, vances@sympatico.ca
Subject: Re: CHAR: The Sleeper
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This is cheating, we can do better than that. :)
First, I guess start with what he turns into, ace, joker/ace, joker in
descending order of probability. Like 14- ace or something like that.
Then, how do you simulate a random generator of powers? This would be a
good time to have a game when you randomly roll powers up on some table
other than technological.
I guess being basically an NPC only - would anyone play him or would they
let anyone play him?
Richard Scott (rscott@hawaii.edu)
--You were spectacular, Bob. But not very effective.
South Melbourne official when the legendary Bob Pratt failed to win
South's 1934 best and fairest despite kicking a league record 150 goals.
Date: Tue, 20 May 1997 12:47:44 -0700 (PDT)
X-Sender: bob.greenwade@klock.com
From: Bob Greenwade <bob.greenwade@klock.com>
Subject: Re: Hughes Academy Game
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
At 06:27 PM 5/19/97 -0700, Christopher Taylor wrote:
>Okay, the game is on, I have 10 people interested in playing (?!), but I
>will take more people as I don't have character ideas from everybody. The
>ones I have seen so far have been pretty interesting (hard to believe from
>this group, eh? :) no creativity in Champs players).
>
>My web page (that feels wierd to say) is at www.cyberhighway.net/~lancec/
Chris, I was interested in following this, but it crashes my browser.
This Public Library machine only has Netscape 2.01; does your page use some
of the more advanced Java stuff that NS201 can't handle? (If so, don't feel
that you have to change it; I'll probably have an upgrade before too long.)
>It is not complete yet, but is on it's way rapidly. The campaign
>information and lots of extraneous info is on there. My House Rules are
>there too, they aren't particularly key for the game, but they should
>provide a laugh at least.
>
>Let me know what you think (I know some of the links are dead, give me time! :)
Is there a link to my stuff? ;-]
---
This mail was sent from the Corvallis Public Library
X-Originating-IP: [206.39.33.197]
From: "David Graham" <dgraham882@hotmail.com>
Cc: owner-champ-l@omg.org
Subject: Fwd: The Apocalypse Parallel
Date: Tue, 20 May 1997 17:06:04 PDT
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
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To: champ-l@omg.org
The following is an advertisement for a live AOL campaign. Any AOL members who
are interested in playing, please send private mail to JQuick000@aol.com. DO
NOT reply to this list! Thank you.
______________________________________________________________________
Commander's Log
UN Gateway Recon Team, Alpha 01
Subject: Mission failed
12.28.97
*****************Start Log*************************
This transcript is eyes only. Security level Omicron. If you're not
cleared for this material, take a hike, Jack.
This is my final entry. Current locatin is Akron, Ohio, CRA. That's
Communist Republic of America, if you didn't know. And if you understand the
rest of this, then you probably didn't. Of course it's irrelevant now.
Everyone here is dead. Everyone except for them, and I don't think they can
talk.
When we came through the gateway, we expected something odd, but not what
we found. At first, it looked just like our world. Then we noticed most of the
signs were in German. And that was before thing started going really wrong.
There was a plague...it was wiping out the population of that earth at the rate
of about 20% a week. It took us three weeks to find out that the Arrowhead
Project was located in Virginia in this world, not New York. By the time we
found the gateway, half the team was dead from the plague. Marcus was dead too,
but it wasn't the plague. The Nazis got Marcus. We thought the
gateway would get us home, but we were wrong about that, too.
It's been 5 weeks and 4 worlds since then. We lost two more team
members when one world flooded. We lost the Wren unit on one that was
freezing over like a tray of ice cubes. The Wren was the one who figured out
that the gateways were randomly changing alignment.
They got Sgt. Peters this morning. I've been holed up here since then, but
they'll get in soon enough. Luckily, I've got one round left.
If you're reading this then you probably already know; the gateways just
lead on and on to different earths, each a little different from the last.
Except for the fact that they're all dying, of course. I've already seen
plague, ice, flood, and the...things...that got Sgt. Peters. What would I see if
I went on? Alien invasions? Meteor strikes? Or just empty, dead planets floating
through space like discarded tin cans?
We fought the invaders that came through the gateway when they showed up
on our planet, but I think I can understand them now. If they were running from
a place like this then I understand all too well.
They've broken through the outer door. There isn't much to left to say
anyhow, except that whoever you are, I hope that you saved yourself a bullet.
Pretty soon you'll be needing it.
****************End Log************************
The Apocalypse Parallel is a cross dimensional campaign using the Hero System
rules. The PCs are part of a multinational team sent through a mysterious
gateway after an advanced extradimensional army uses it to launch an invasion of
earth. Their objective was to recon and locate weapons or technology usable
against the enemy, but now it remains to be seen whether or not they can survive
each dying world even long enough to get to the next.
The game at this point is planned to run Sunday evenings from 4:30 to 7:30
EST in the RPG forum on AOL. EMail JQuick000 for complete campaign ground rules.
---------------------------------------------------------
Get Your *Web-Based* Free Email at http://www.hotmail.com
---------------------------------------------------------
Date: Tue, 20 May 1997 22:22:50 -0400 (EDT)
From: Michael Surbrook <susano@access.digex.net>
cc: Hero Character Adaption <catdrag@vnet.net&> champion@cyberhighway.net,
Champions Character List <deejay@cu-online.com&>
greenlucifer@geocities.com, jdriscol@vt.edu,
Rob Rutherford <mirage@hpserv.keh.utulsa.edu&> sourdust@ix.netcom.com,
robertni@us.ibm.com, teriaca@omnifest.uwm.edu, vances@sympatico.ca,
Weasel Attack!!! <weasel-patrol@otd.com>
Subject: CHAR: Howler
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
THE HOWLER
(Stan Wojpowicz)
Description:
The Howler is a large, powerfuly built man, 6'1" and 180 lbs. He has
short brown hair, brown eyes and a strong chin. His neck is very thick
due to his mutated throat. When acting as the Howler, he dresses in a
distictive yellow costume with kevlar reinforcement. His sonic powers
allow him to shatter just about anything. He can also create a 'wall' of
sound, capable of knocking down buildings.
The Character:
STAT VAL COST
Str 15 5
Dex 18 24
Con 15 10
Body 14 8
Int 12 2
Ego 11 2
Pre 15 5
Com 8 -1
PD 6 3
ED 4 1
Spd 4 12
Rec 6 0
End 30 0
Stun 30 0
Char Total 71
Power Total 173
Total Cost 244
COST POWERS & SKILLS
100 Multipower: Sonic Powers
7 u 12d6 EB (physical), 1/2 END, END 3
7 u 10d6 EB (physical), AoE: Cone (11"), No Range, END 10
7 u 3d6 RKA, Penetrating, END 7
9 Armor: 6 DEF, Act 14-, OIF: Body Armor
7 Damage Resistance: 1/4 Physical, vs Stun Only (-1/2)
5 AK: New York City 14-
5 Deduction 12-
5 PS: Longshoreman 14-
3 Stealth 13-
3 Streetwise 12-
6 CSL: +2 with Block, Dodge, Punch
9 CSL: +3 with Multipower
Disadvantages
100 Base
10 DF: *Very* thick neck and throat
10 Psych: Easy going and good natured
10 Rep: Ace crime fighter 11-
114 Experience
(The Howler created by Stephen Leigh, character sheet created by Michael
Surbrook)
***************************************************************************
* "'Cause I'm the god of destruction, that's why!" - Susano Orbatos,Orion *
* Michael Surbrook / susano@access.digex.net *
* Attacked Mystification Police / AD Police / ESWAT *
* Society for Creative Anachronism / House ap Gwystl / Company of St.Mark *
***************************************************************************
Date: Tue, 20 May 1997 22:26:05 -0400 (EDT)
From: Michael Surbrook <susano@access.digex.net>
cc: Hero Character Adaption <catdrag@vnet.net&> champion@cyberhighway.net,
Champions Character List <deejay@cu-online.com&>
greenlucifer@geocities.com, jdriscol@vt.edu,
Rob Rutherford <mirage@hpserv.keh.utulsa.edu&> sourdust@ix.netcom.com,
robertni@us.ibm.com, teriaca@omnifest.uwm.edu, vances@sympatico.ca,
Weasel Attack!!! <weasel-patrol@otd.com>
Subject: CHAR: The Oddity
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
THE ODDITY
(Patti Roberts, Evan Crozier, John Sheak)
Description:
The Oddity is three people (Patti Roberts, Evan Crozier and John Sheak)
fused into *one* body. Thus, the Oddity is a massive figure, weighing
close to 500 lbs, while only standing 6' in height. The Oddity dresses in
a floor-length, hooded black cloak, and wears a fencing mask to hide it's
constantly shifting features. It's body shifts as well, and the cloak is
constantly shifting and sliding about. The Oddity possess immense
physical strength as well as great resistance to physical damage. Because
of it's multiple personalities, it is also very hard to contact and
control telepathically. Also, due to it's multiple personalities, the
Oddity's INT can range from 11 to 15 depending upon who's currently
dominant. These changes will also affect which if the Oddity's Psych Lims
are currently in use.
The Character:
STAT VAL COST
Str 45 30
Dex 12 6
Con 20 20
Body 20 20
Int 13 3
Ego 18 16
Pre 20 10
Com 2 -4
PD 25 16
ED 20 15
Spd 4 18
Rec 12 0
End 40 0
Stun 50 0
Char Total 150
Power Total 49
Total Cost 199
COST POWERS & SKILLS
7 Density Increase: 1 Level, 0 END, Persistant, Always On
+5 STR, +1 PD/ED, -1" KB, x2 Mass; 6' Tall, 490 lbs
11 Damage Resistance: 12 PD/10 ED
7 Mental Defense: 15 DEF, Only vs Mind Control and Telepathy (-1)
6 Regeneration: 1 BODY per hour (-3/4)
2 AK: Jokertown 11-
4 AK: New York City 13-
2 KS: Art 11-
2 PS: Artist 11-
2 PS: Sculpting 11-
3 Streetwise 13-
3 CSL: +1 with Grab, Haymaker, Punch
Disadvantages
100 Base
20 DF: Tall, massive joker with piebald skin and mutable form
15 Phys: Multiple personalities - Patti is dominate, can cause
changes in INT and Psych Lims
5 Phys: In constant pain
10 Psych: Bad Tempered (John)
15 Psych: Protective of jokers and jokers rights
10 Psych: Shy (Evan)
24 Experience Bonus
(The Oddity created by Stephen Leigh, character sheet created by Michael
Surbrook)
***************************************************************************
* "'Cause I'm the god of destruction, that's why!" - Susano Orbatos,Orion *
* Michael Surbrook / susano@access.digex.net *
* Attacked Mystification Police / AD Police / ESWAT *
* Society for Creative Anachronism / House ap Gwystl / Company of St.Mark *
***************************************************************************
Date: Tue, 20 May 1997 22:28:48 -0400 (EDT)
From: Michael Surbrook <susano@access.digex.net>
cc: Hero Character Adaption <catdrag@vnet.net&> champion@cyberhighway.net,
Champions Character List <deejay@cu-online.com&>
greenlucifer@geocities.com, jdriscol@vt.edu,
Rob Rutherford <mirage@hpserv.keh.utulsa.edu&> sourdust@ix.netcom.com,
robertni@us.ibm.com, teriaca@omnifest.uwm.edu, vances@sympatico.ca,
Weasel Attack!!! <weasel-patrol@otd.com>
Subject: CHAR: Peregrine
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
PEREGRINE
Description:
Peregrine (she legally changed her name) is tall and broad-shouldered,
with a buxom build, long brown hair and blue eyes. She has brown and
white feathered wings, and looks to weigh about 140 lbs, but due to her
hollow bones, only weighs 80 lbs. Her wings grant her the ability to fly,
although her actual flight power is a form of telekinesis. She is a quite
famous ace, having her own talk show (Peregrine's Perch), cosmetic line,
designer clothing label, etc. Peregrine is also turned on by excitement
and danger and often joins in on dangerous situations and events. She
wears a set of titanium talons on each hand for such encounters.
The Character:
STAT VAL COST
Str 13 3
Dex 23 39
Con 15 10
Body 13 6
Int 17 7
Ego 15 10
Pre 18 8
Com 22 6
PD 5 2
ED 4 1
Spd 4 7
Rec 6 0
End 30 0
Stun 30 2
Char Total 101
Power Total 95
Total Cost 196
COST POWERS & SKILLS
15 HKA: 1d6 (1 1/2d6 w/STR), 0 END, OIF: Fighting claws
20 Multipower: Wings, Restrainable (-1/2)
2 u Flight: 15" (30" noncombat), END 3
1 u Gliding: 15"
2 Running: +1" (7" total)
10 Perk: Wealth
5 Acrobatics 15-
1 Bureacratics 8-
3 Conversation 13-
3 High Society 13-
3 Oratory 13-
5 PS: Model (PRE) 15-
3 PS: Talk Show Host (PRE) 13-
3 Seduction 13-
3 Trading 13-
10 CSL: +2 with HTH
6 CSL: +3 with Flight
Disadvantages
100 Base
15 DF: Extreme beauty and tendency to dress very revealingly
15 DF: Wings
10 Phys: Hollow bones, weighs 80 lbs; +1" KB and requires special
medical attention
10 Phys: Large, bulky wings
15 Psych: Reckless, craves exceitment
10 Psych: Likes to flirt
5 Psych: Fear of getting wings dirty/fouled
10 Public ID
6 Experience
(Peregrine created by Gail Gerstner-Miller, character sheet created by
Michael Surbrook)
***************************************************************************
* "'Cause I'm the god of destruction, that's why!" - Susano Orbatos,Orion *
* Michael Surbrook / susano@access.digex.net *
* Attacked Mystification Police / AD Police / ESWAT *
* Society for Creative Anachronism / House ap Gwystl / Company of St.Mark *
***************************************************************************
X-Sender: why@mars.superlink.net
Date: Wed, 21 May 1997 00:37:02 -0400
From: Joe Mucchiello <why@mars.superlink.net>
Subject: Re: Help
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
At 11:54 AM 5/18/97 -0500, Tim Haas wrote:
> What is the Def/Body of a normal gun anyways (my BBB is packed away at
>the moment)?
DEF on any focus is 1 for every 5 active points. A normal gun his a 2d6
RKA or 30 active points and thus 6 DEF. If you do 7 pbody to a gun, it is
destroyed.
The minimum DEF is 3. BBB pg 105.
Joe
X-Sender: why@mars.superlink.net
Date: Wed, 21 May 1997 00:56:09 -0400
From: Joe Mucchiello <why@mars.superlink.net>
Subject: Re: CHAR: The Sleeper
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
At 07:48 PM 5/19/97 -1000, Richard Scott wrote:
>This is cheating, we can do better than that. :)
>
>Then, how do you simulate a random generator of powers? This would be a
>good time to have a game when you randomly roll powers up on some table
>other than technological.
Alright, I don't know the books, but from the description Michael Surbrook
gave he seems simple. One power:
VPP (100-300 base, however powerful he needs to be, you know the books, you
tell me) Cosmic(+1), Can only change between games (-1/2), No Conscious
Control (-2).
Throw in the LS: Needs no sleep (-1/2 plot device limitation)
Joe
Date: Tue, 20 May 1997 23:50:20 -0600
From: Curtis Gibson <Mhoram@apeleon.net>
Subject: Humor (slightly off topic) Long
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
I know this is a little off topic but I thought the list at large would
like this....
You might be a gamer if...
...losing your dice bag would be a serious financial blow.
... " what do you mean dice bag ?" ( singular )
...you could paper you bathroom in character sheets.
...you could paper your bathroom in different versions of just one
character.
...you are unable to walk past the latest TSR supplement without leafing
through it, even though you know it's going to be bad.
...you have more entertaining "No-shit,-there-I-was-in-a-game" stories
than
you do anecdotes about your family.
...you talk about your characters as if they are real people.
...you refer to your IRL job as " Live Role Playing "
...you alternate between referring to your characters in the first and
the
third person.
... and none of your friends gets confused.
...you've ever spent a significant fraction of your life modifying game
rules that you didn't like
... and, as soon as the system worked to your satisfaction,
discarded it.
...when someone says "The blue books," you don't automatically picture
the
kind that they give you during a college final exam.
...you worship idols of Gary Gygax in your basement.
...you burn Gary Gygax in effigy in your back yard.
...you will not buy comic books with the Dragon Strike (tm) logo on the
back.
...you've ever seen the old AD&D tv series.
...you're still reading this list.
...you hang out with people you actively dislike because they give good
role-play.
...you've ever gotten into a screaming match over something that
happened
in a game.
...you have more than one photocopied bootleg of a gaming text.
...you keep old characters around because they are good company.
...you keep old characters around just in case someone might run that
system again. (Never mind that its TS: SI)
...You knew what I meant when I said TS:SI.
...you have a PhD in manipulating point systems to the best effect,even
though you failed high school geometry.
...you can consume your body weight in junk food in one gaming session.
...It's not enough to sustain you.
...you consider Altoids, Salt-&-Vinegar chips, and blue Teeni Hugs a
balanced diet. (or even an acceptable combination.)
...pizza, Coke, cheese puffs, and Sanex
...pringles, chocolet covered penuts, and moutain dew
...you have been known to drive to far away places where you paid
enormous
amounts of money for the privilege of sleeping on floors, eating crap,
buying little pewter statues of Gandalf, and meeting dozens of
psychopathic
members of the alternate (or similar) sex who will follow you around for
months, merely for the pleasure of playing with gamers you don't know.
...and then signed up en masse with all of you friends to play
in games
with game masters who you've known since high school.
...you own your own weight in gaming books.
...before or after the 'consuming own weight' thing?
...the owners of local hobby stores take your checks without ID because
they know where you live.
...And don't want to come over to collect
...you can do AD&D money conversions in your head.
...while sleeping.
...you could wallpaper your bedroom in Dragon Mirths (tm).
... you have.
...you consider the demise of "What's New With Phil & Dixie" a blow to
great literature.
...you consider the resurrection of "What's New With Phil & Dixie" the
redeeming feature of Magic: The Gathering.
...you consider the 20th century a state of mind.
...you have a random NPC generator, written in BASIC, designed to run on
the Trash-80,the Commodore 64, MSX or Apple II.
...you've ever designed your own character sheets.
...you can be more that three NPCs at the same time without generating
more
than reasonable confusion in your players.
...you have ever played a Dwarven character who did not have "axe" or
"beard" ANYWHERE in his or her name.
...you know how to sex dwarves. (chromosome typing- required a blood
sample. I'M not getting it...)
...you've ever tried to explain gaming to a school counselor, parent, or
other PW/OC (Person With/Out Clue).
...you've succeeded.
...you've played Talisman more than once.
...you've finished a game of Talisman.
...more than once.
...you're STILL reading this list.
...you can quote extensively from the Wandering Damage Tables.
...you've mistaken a d12 or a double d10 for a d20 while playing AD&D
and
had a THAC0 low enough to hit the 8HD monster, anyway...
...you understood that.
...you carry AD&D insurance.
...your AC is so low that even you can't hit yourself.
...an 87 point Balrog is no big thrill anymore.
... you bring your dicebag even to diceless roleplaying events.
... to hit people with.
...you've ever discovered, after gaming with your significant other,
that
you like their character better than you do them.
...you have friends or acquaintances gularly refer to you as "Og."
(Or something similar.)
...you've ceased responding to your birth name.
...you spend more money on dice than on food.
...you sometimes forget what century this is.
...your first response to any frustrating situation is, "I bash it with
my
axe."
...you know a lot of gaming jokes that used to be funny once.
... you still find them funny
...your friend(s) who does not game feels very left out of all of your
conversations.
...you have more gaming books than the local hobby store.
...you've discovered that spare dice make good beanbag filler.
... use the beanbag as traveling-dice bag.
...you knew that that last question was a ringer:
who has more dice than they can use?
... you have a copy of "Dark Dungeons" kicking around somewhere because
a: you thought it was funny
b: your parents got concerned that you were living in a fantasy
realm.
c: you're sort of dissapointed that you haven't reached the
level where
they start teaching you the real spells (as described in the above "Dark
Dungeons" pamphlet) yet:
d: You're sure you must be a high enough level.
...you've been gaming for more than half of your life.
...you still laugh when someone says "Hey, Dave, I think the barbarian
in
the corner wants another beer."
...the phrase "Collect Call of Cthulhu" brings back fond memories.
...you can quote the whole "Trolls! Mutants! Trolls! Mutants!" strip
from "what's New With Phil & Dixie."
...you knew a female gamer once.
...you were a female gamer once.
...you tend to play characters as different from you in race, religion,
sex, sexual orientation, and what have you as possible, just to confuse
your friends.
...(For New Englanders only) You were able to find stuff at "Flock,
Stock,
and Barrel."
...you've been known to have in-depth conversations about the relative
merits of Champions, V&V, Marvel, and DC heroes... ignoring the fact
that
all superhero systems are intrinsically sucky.
...you like one of the above systems enough that you yelped when
I called
them all, "sucky."
...you've thought of four or five additions to this list.
...you actually bought TSR's "Dungeoneer's Survival Guide" when it first
came out.
...you've ever tried to discover the strengths and weaknesses of a
hemophiliac werewolf.
...someone is attempting to explain the floor plan of a building to you
and
you immediately start thinking in terms of 10x10 squares...or 6'x6'
hexes.
...Or in terms of loot and monsters.
... you know what a "flumph" is.
... you know how to pronounce "Tscojanith" and "Drizz't."
--
-Mhoram
Why is it a penny for your thoughts, but you have to put your
two cents in. Somebody's makin' a penny somewhere. -Stephen Wright
Mhoram's Fantasy Hero Domain:
http://apeleon.net/~mhoram/hero/FHsplash1.htm
Date: Wed, 21 May 1997 05:22:54 -0400 (EDT)
From: Wayne J Shaw <shaw@IDT.NET>
X-Sender: shaw@u3.farm.idt.net
Reply-To: Wayne J Shaw <shaw@IDT.NET>
cc: HeroGames@aol.com, fuzion@pjh.org, Mike Bandoian <Bandoian@deltanet.com&>
Sean Fannon <SeanPatFan@aol.com>
Subject: Fuzion commentary (long)
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
Here's the full version of the one I popped out incompletely a while ago.
I know some of it is old news by now, but it still seemed worth sending
out:
Okay, now that C:TNM is out, I'm ready to actually make my comments on the
system.
First off, I want to make it clear that I come at it from a fairly neutral
stance: I don't think (as some people apparently do) that Hero Games is
the Antichrist because they've done something to try to break up the
sluggish movement their system has had for years, and because it doesn't
happen to be what I'd necessarily prefered. On the other hand, I'm not
going in with the assumption they've done things properly either, just
because of marketspeak. I also have pronounced opinions of where some
bugs in Hero 4th are, and this will cover my views, as you'll see.
This will largely be broken up into commentary about each rules section as
I get to it. Some of it will have been stated before, but I'm going to
still comment when I hit something worth commenting on.
Lifepath/Originpath: Unlike some people, I find these fairly harmless;
sure some people will think they're manditory, but frankly, they seem
obviously bypassable to me on reading them, and they look like they could
be a good tool for someone with no concept in mind when they start out.
They are also (at least the Origin Path) rather obviously set up for the
specifics of the C:TNM universe in mind.
Primary Characteristics: For the most part, I thought this did a good job
of breaking down the sets of characteristics in the two parent games and
making them _appoximately_ even in value. I thought the modifications to
Strength (removing the figureds) and Dexterity (splitting it in two) were
particularly good choices. I'm not sure making them all equal was
necessarily the ideal choice, but for a game that was trying to simplify
it's structre it was an understandable one. Even though I am not
altogether comfortable about the fact your Strength no longer has any
impact on your Defense or Stun, I think it makes certain of the issues
involving things like Hand-to-Hand attack much more approachable. I would
have prefered them to call Reflexes and Dexterity Dexterity and Agility,
and really think Speed should be based off of the latter, but that's
probably just me.
Adding/Removing Characteristics: I'm not nearly as sanguine about this as
they are. I suspect rolling some of these characteristics in together
would have very non-benign effects. I also think their statement about
emphasizing the importance of characteristics is ducking the issue; some
campaigns just _can't_ make all characteristics be equal. That was one of
GURPS flaws. On the other hand, there's an easy fix; it isn't hard at all
to retroduce increased cost for heavily valued characteristics.
Figured Characteristics: It's really unfortunate that they don't spell out
how to buy these seperately. It clearly can be done from the implication
of the Increasing or Decreasing Characteristics bar at the bottom of page
116. However, the only ones on the characters are either Defenses (which
were priced off of the entry in Powers on Armor) or Speed (which at 10 per
one point, seems pricey given that 10 Option Points could also buy you 2
more points of Reflex, which would _also_ give you a Speed point).
Personally, I also wish they'd have kept Stun Defense as Physical Defense.
I realize the distinction they were making, but...
Gadgets and Bought Options: These need to be spelled out in much greater
detail. It _appears_ the distinction is that Gadgets are bought as powers
with the character taking a Complication to represent the problems with
having a power on a Focus, while Bought Options are purchased with the
'money' value of an Option Point. This also strikes me as creating some
real problems, since while it's better than giving them out for free, it
still gives an enormous cost break to conventional technology.
Complications: In general, I'm actually glad about their attempts to
generalize these more (and don't let the tables fool you, that's what
they've done; the tables are exemplary for the most part, with a few of
them giving specifics for common types of complications that are not self
evident from the general rules). However, a few things could have been
clearer. For example, the Vulnerability section seems to double-dip on
frequency. My _guess_ would be that this represents how commonly the
character can expect to run into it in the environment, and how often the
GM is permitted to insert it deliberately, but it's _anything_ but clear.
And the Susceptibility does not give any numbers for how it's applies, nor
are there any examples in the sample characters. But it's still a
generally sound approach, and some things (like the 'social
disadvantages') have been long needed.
Skills: In general, the breaking down of skills more finely was a good
thing. It does, however, produce some odd results, such as the
distinction between Hand to Hand Evade and Melee Evade. It also seems
like something like the old Scientist/Scholar/etc. structure could have
been imported; I'm sorry, but I've simply never seen a campaign where the
miscellaneous Knowledge skills are as useful as a lot of functional and
combat oriented skills. Also, the business found later about using skills
with the stat appropriate for the situation should either have been here,
or at least had a 'See' reference.
Talents: Okay. I understand the desire to keep things simple here, but it
seems to me this is an area where the fixed cost mania got out of hand.
Some of these seem clearly worth more than 3 points to me (Acute Sense
comes to mind). Also, I notice one has disappeared since Bubblegum
Crises: Knack, which seemed to be the replacement for Scholar/Scientist/
Etc. Since that sort of thing belongs, if anything, more in the Superhero
genre than anywhere else, I'm a bit suprised.
Perks and Privledges: Okay, this is the first of a couple places where an
idea that should have been either implimented more fully or left the hell
alone is presented: the Dial for 'impact' of Perks influencing cost. This
should either be discussed as a general proceedure for all kinds of
purchases, or left the hell alone. Yes, wealth has very little impact in
a superhero game, but enormous in a cyberpunk game; but that's also true
of computer programming. Also, it's doubtful that Perks as a class change
from setting to setting: Wealth may not matter much in a superhero game,
but contacts and favors certainly can.
Wealth: Speaking of Wealth, the way 'regular' equipment is purchased in
C:TNM is unclear as hell; you buy a Wealth perk, but yet characters do
seem to pay a small number of option points for the privledge to hall
things around. Do you have to pay them again if you lose the equipment?
And are weapons and armor pointed differently than other everyday
equipmenet? (It seems so.) This is a very unclear area.
Superpower Plug-In: <Leans back and cracks his nuckles in preparation>.
Okay. Most of this section I had no problem with. The simpliied
purchasing of powers is in keeping with the rest of the system. Buuuut...
I even understand the idea of doing up 'canned' powers like the Armor
Pierecing Energy Blast rather than defining Advantages. But the reduced
damage rather than modified cost is, I think, a terrible idea. It
produces the effect of making powers with Advantages progressively more
attractive the more dice of it you're going to buy. A typical C:TNM
campaign might not feel this hideously, but a higher powered campaign
definitely would. In addition, it's not even implimented consistently;
the adjustment powers are adapted more or less straight across form
Champions; their advantages (Range in particular, though they talk about
extended fade time) is bought by increasing the cost of the power as a
multiplier, in effect. I think this whole idea, along with the idea of
using Compensations rather than Limitations, is dangerous at best for
balance reasons.
There are also a few annoyingly missing powers; one that has jumped out at
a number of people (Regeneration) is discussed as being done by buying up
Recovery. Unfortunately, this just won't do for actual combat-time
regenerators, which are a small but not non-existant group. The vanished
Transform is also annoying. You'd also think they could have fixed the
damn fool business about having to buy the rest of the group at full cost
on the sensory modification powers.
A few specific power problems while I'm at it:
Entangle: Surely they didn't mean for Entangle to actually cost END each
round. That bug went out back in Champs I.
Invisibility: The END cost listed on this is 1/phase. What is this
supposed to mean, or is it some sort of typo?
Force Wall: Given that Energy Blasts and Killing Attacks do damage the
same way to inanimate objects, and that Killing Defense is normally
equally effective against either, the difference between the two in the
way Force Walls are effected makes no sense at all. In addition, Force
Walls were often too easy to bring down in Champs; against a Killing
Attack of compareably power, they're _much_ too easy in the Power Plug in.
At the least they should get 3 DEF per level, and even then at higher
level totals there are going to be problems since Killing Attacks slowly
gain on the Force Wall. Personally I'm beginning to see virtue in the
idea of giving Force Walls some SDP in addition to their Armor, and then
maybe require putting one up actually be an action.
Growth: This shows all the signs of not being edited when copied over from
Hero4th. Inches of Knockback? Adding Body? Only adding 1 Stun in a
version of the game where characters often have significantly more Stun
than Champs characters?
See in the Dark: Does this really mean to go through _any_ Darkness, or is
it just effectively a Special Group targeting sense that you have to buy a
dedicated Darkness to stop? If the former, I'm very leery of neutralizing
a whole power quite that trivially.
Mental Powers Plug-In: Not much change from what we're used to here,
except for apparently dropping back to the pre-Fourth Edition, pay
Endurace each round rule. On the other hand, it only looks like you get
once shot to pull out of the effect, and then you're stuck. Hmmm.
Also, the breakout roll seems rather easy to make, and there seems to be
no way to make it harder on the target.
Martial Arts Plug-In: There are some interesting features in this, and
some things that struck me as strange. Making Breakfall a Martial Arts
manuever rather than a skill, for example. The presence of Ki Strike in
Streetfighting (and _only_ Streetfighting). The goofy Martial Arts cost
dial (see the discussion of Perks above for my problem with this.) Also,
at only two option point per extra damage class, it seems way too good a
deal. At four per DC it would have been a good deal, given the lack of
END cost.
Mekton Plug-In: This seems generally well done, but was not explained
fully, as some errata I've seen on the net indicates; in particular,
calculating the final weight is problematic with the information given.
Some thought to the proper application of the Rule of X to Mecha or
Vehicle using characters also would have been helpful. My assumption was
that you use the vehicle or the character's defenses and toughness,
whichever is higher. That makes it barely possible to build a small
battlesuit or vehicle under the system with a decent character and fit it
into a Rule of 24. Also, I think explicit discussion of the scale
targeting differences would have been helpful, otherwise one of Mekton's
more important balancing factors goes out the window.
Experience: There are some problems in this area; particularly the rules
for buying up skills after the fact mean that it's actually cheaper to buy
an underlaying Characteristic after a Skill has reached Level Five. It's
also not clear at all from the write-up how many Option Points over all
should be awarded per game.
Rule of X: A fine idea, but the implimentation in some cases is unclear.
For example, it mentions Damage of attack, not Points, which could be
interpeted to mean that a 10D6 AP attack is worth the same as a 10D6
regular attack.
Time, Turns and Speed: The various speed up options and such are nice.
The lack of half-phases is something that might take some getting used to,
and the accidental removal of the Move action isn't going to help in some
cases. I also think there were better places to mention the Post-12
Recovery than where it is, since, sure enough, some people think you only
get it when you're using Speed, even though they clearly mention that
without Speed, it' just as though you had everyone with a Speed of 4.
It's also interesting that the alternative use for Speed charg mentions
Speeds up to 24.
Distance and Movement: Perhaps it's me, but having read the movement and
accelleration rules on page 140, and additional discussion under the
movement powers in the Powers Plug-In, I _still_ can't figure out how fast
someone actually accellerates. Their combat move? Their Move score?
What? It's rather important, especially in light of some potentil effects
of the Strength tables. There are places that seem to imply that
accelleration works much more dramatically than the pokey version in Hero,
but it's simply impossible to be sure.
Taking Action/Difficulty Values: This seems generally simple and workable
enough (though you wouldn't get me to use the Interlock option on a bet;
small linear die rolls are Not A Good Thing). However, the table of
difficulites needs to be modified down by -5 if you're using the D10
option, or things are significantly harder for people using that.
Using Your Skills: Mostly good work; I particularly like the discussion of
varying the characteristic base for the skill based on the situation.
However I think the critical success and failure rules could use some
work; in practice, these don't really _matter_ as written, in the majority
of situations.
Actions: There are a few problems in this area, such as the apparent
accidental removal of the Move action (equivelent to the Champions
half-move, allowing you to move a bit and still take action). There are
also some changes that have profound effects on other parts of the rules:
Diving for Cover is a fairly trivial exercise for a super, which somewhat
reduces the utility of area and explosive effects, and Getting Up is a
full action, which makes being knocked down (by a throw or knockkback) far
more problematical.
Lifting and Throwing: There are some problems with the whole way the Lift
table is set up. For one thing, many of the high-end examples are messed
up, being _way_ too heavy. Also, with the superheroic dial setting, we're
back to the bottom end being able to lift a hell of a lot. As to throwing
things, while a cute idea, there are some problems. First off, the second
paragraph seems problematic; either it's correct as written, in which case
minimum throws (because of the STR +4 formula) are way high, or that's
supposed to be a _minus_ four...in which case teh line under Strength
feats about only throwing a quarter of your lift is probably not correct.
More importantly, in the case of high end strengths, the new table makes
it far too viable a technique to simply pick up an annoying opponent and
_throw_ him out of the area. Unless the accelleration rules for movment
powers have changed (and as I noted, its unclear) he will not likely get
back before the battle is over. This worked in DCHeroes because DCHeroes
characters can accellerate to full speed instantly, and often have
horrendously large movement powers.
Special Attacks: Some of these aren't much different that in Hero.
However:
Explosions: As I noted above, it's perhaps a trifle too easy for
high-characteristic characters to get out of these.
Autofire Attacks: The phrasing under 'Hosing it Down' is seriously
confused. It appears the intent is to use something like the Hero and
RTG autofire rules, which generally worked fairly similar; this is
supported both by the rules in BubbleGum Crises, and by how the example
reads. However, if read literally, any hit leads to a flat number of hits
equal to some divisor of the rounds fired. Also, does the rounds fired
serve any _beneficial_ purpose? It doesn't appear so.
Manuevering: The discussion of missing a manuever roll seems backward; as
listed, a lower miss seems to produce a worse result than a higher one.
Most likely the consequence of the reversed die-rolling convention.
Oh, and since they're in this area: On the guns table, since there was a
spot between medium Pistols and Magnum Pistols available, damage wise,
shouldn't the heavies have gotten it rather than setting them the same as
the Mediums?
Damage: Most of this is clear enough, and seems to fix some old problems.
The things that will be hardest for Hero players to get used to is that
it's not going to be possible to get knocked out a lot any more without
taking some real damage in the form of Hits. There's at least a couple of
problems in here though:
Melee Weapons: The strength minimums on weapons are seriously broken.
None of the Stun weapons are worth using; a STR 3 man can literally do
more damage with his hand than with a club, and neither the club nor staff
does any more damage than the person would do unarmed. Some of the
Killing Weapons suffer from the same problem if you're dealing with
armored opponents; they don't actually do any more damage than the person
expects with his strength, they just turn it from Stun to Killing.
Kills: The implimentation of this idea looks like it'll work well in
supers games and be mostly harmless elsewhere. There is an extremely
cryptic statement about Kill damage applied to humans creating extra
knockback that is never explained, however.
Knockback: Speaking of Knockback, this is an extra area that is a problem.
According to the rules as listed, a normal handgun will knockdown an
average human, even with the Everyday/realistic setting, every time. It
seems like some of this problem would go away if the D6 of knockback
bonus was subtracted, not added. Even getting rid of it would still leave
too much knockback, however, and in a game where getting up is an Action,
this can be a problem.
Defense and Armor: In general, the sample armors seem too light. It takes
chainmail, on the average, for example, to stop a shortsword wielded by a
STR 3 man.
Mecha Armor: It seems like at least some of these rules (Staged
Penetration) should be applied to normal armor too, or not at all.
Falling and Collisions: Other than the problem of the missing columns,
we're right back to having a completely unrelated system used for falling
and collusions than for Move Throughs and Movebys.
For all of the above, I think the game has genuine potential; but I think
it is seriously hindered by the bad editing and lack of blindreading and
blindtesting it obviously recieved before going out the door.
Date: Wed, 21 May 1997 08:56:41 -0500
From: James Van Sickle <khaine@swbell.net>
Reply-To: khaine@swbell.net
Subject: Re: Fuzion commentary (long)
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
I actually have to agree somewhat on this. While granted I have not
finished going through the book in its entireity, I have found some
points that have excellent potential. The revision of the attributes
was an interesting concept with splitting of the DEX characteristic.
The Life Path/Origins section was a nice addition since it helps add
some background ideas after simply designing a basic character concept.
I have had many occassions in which I or someone else has an interesting
character concept or idea, but just can't seem to pull background or
origin together. However, the powers have been the section I have
concentrated most on currently.
I liked how they explained Special Effects, and gave some common
examples of these in the beginning. I always seem to end up explaining
and explaining the concepts of Special Effects. However, I did not care
for the idea of limited amount of Advantages and Disadvantages
available. Granted Fuzion is supposed to simplify the game so that it
would be easier to play and design characters. Unfortunately I have
always felt that the huge amount of Advantages and Disadvantages which
you can add to Powers has been one of the best factors of the game. It
allows you to design almost any power you want to just about any
specifics you can possibly think of.
As for Martial Arts and Mecha sections, well I have not had a chance
to get into those yet, but I have lightly scanned through them once or
twice. From what I can see of the Martial Arts, yes I do agree that
"Breakfall" should be a common skill rather than a Martial Art; it does
not take much to learn how to fall "correctly." I would have also
preferred to seem some packages of various Martial Arts styles, much
like what was written up in the Ultimate Martial Artist. I will fully
admit that I have not even looked closely enough to give a good opinion
of the Mecha/Mekton section.
The Complication/Disadvantage section is written rather better than
others. While I am not saying it lacks typos or conflicts with the game
system, I am saying that they more general way of taking a Disadvantage
is a nice improvement in my book. The idea that a Secret ID can vary
now on how many friends, relatives, etc may come knocking or who cares
is a nice concept. The Social Disadvantages were also a good addition
to help fully flesh out a character.
Overall I have to agree that the book does have large potential, but
could do with an errata and possible rewrite in some areas. Other parts
of the game system do need to be tested a little more throroughly, or
looked into at least. One concept that did catch my eye in the Combat
section was the Alternative Speed Chart. I have always had a problem
with combat being so slow that we can only have one possibly two fights
per game. I am thinking of trying this Alternative in a regular
Champions game just to see if it might work.
Date: Wed, 21 May 1997 10:38:07 -0400 (EDT)
From: Michael Surbrook <susano@access.digex.net>
cc: champ-l@omg.org
Subject: Re: CHAR: The Sleeper
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
On Wed, 21 May 1997, Joe Mucchiello wrote:
> Alright, I don't know the books, but from the description Michael Surbrook
> gave he seems simple. One power:
>
> VPP (100-300 base, however powerful he needs to be, you know the books, you
> tell me) Cosmic(+1), Can only change between games (-1/2), No Conscious
> Control (-2).
>
> Throw in the LS: Needs no sleep (-1/2 plot device limitation)
The problem is, is that the Sleeper changes *completely* each time he
wakes. It's more like a 'cosmic' multiform, in which there are an
infinate number of forms, each usable only once. There is also the fact
that Sleeper can be anywhere from 50 to 500 points when he wakes up.
He's a great 'plot' device character, and certainly a GM's dream, but I'd
never really allow him as a PC... too much of a head ache, and his falling
asleep for weeks at a time certainly would make including him into
adventures difficult.
***************************************************************************
* "'Cause I'm the god of destruction, that's why!" - Susano Orbatos,Orion *
* Michael Surbrook / susano@access.digex.net *
* Attacked Mystification Police / AD Police / ESWAT *
* Society for Creative Anachronism / House ap Gwystl / Company of St.Mark *
***************************************************************************
X-Sender: ludator@207.40.36.2
Date: Wed, 21 May 1997 11:31:44 -0500
From: ludator@softfarm.com (Bryan Berggren)
Subject: Re: Flavor Lines!
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
At 10:56 AM 5/21/97 -0700, Nic Neidenbach wrote:
>One of my favorites is from an issue of the Hulk where he was on a
>battlefield, carrying a huge energy cannon over his shoulder. The gun made
>this huge Ba-Chooom! noise whenever it fired.
>
>At one point, the cannon ran out of ammo, and the Hulk said, "Empty.. I
>really liked that great Ba-Choom noise."
>
>Note, I don't remember the quote directly, just the general idea. :)
Ah, it's nice to see someone else remembering the classics. ;] A group I
used to play with officially renamed the VIPER Mauler cannon the "Ba-choom
Gun" after this issue came out.
--
Vox 25:17, Patron Saint of Gadflies
+-----------------------------------------------------------------+
| Files corrupt; absolute files corrupt absolutely. |
+-----------------------------------------------------------------+
Visit the SoapVox at http://www.io.com/~angilas/soapvox.html
X-Sender: champion@mailhost.cyberhighway.net
Date: Wed, 21 May 1997 10:02:57 -0700
From: Jim <champion@cyberhighway.net>
Subject: Flavor Lines!
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
Hi everyone! I am gettting a final draft of my HeroDeck ready for
web-publishing, and thought I'd add a flavor line to the cards so
that with each card comes a "traditional" comic book sound,
like
T H W A A P! KA-BOOM!
or others like that.
I'm interested in collecting as many differect Comic Book Sounds as
possible, from Big Hit Sounds, to Big MISS sounds... to "I'm Stunned"
kind of sounds, etc.
I remember people were exchanging this some time ago on the list, but I can't
find them anywhere.
I'd love to see your favorites, and add them to the cards! Send away! ;-)
Thanks
Jim
_________________________________________________________________
Jim Dickinson -=- Portland. OR USA -=- champion@cyberhighway.net
Castle Game Knight: http://www.cyberhighway.net/~jd/cgk
Join the Circle of HEROs: http://www.cyberhighway.net/~jd/coh
-----------------------------------------------------------------
Date: Wed, 21 May 1997 13:30:52 -0400 (EDT)
From: Bill Svitavsky <bsvitavs@bu.edu>
Subject: Re: Flavor Lines!
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
On Wed, 21 May 1997, Jim wrote:
> Hi everyone! I am gettting a final draft of my HeroDeck ready for
> web-publishing, and thought I'd add a flavor line to the cards so
> that with each card comes a "traditional" comic book sound,
> like
>
> T H W A A P! KA-BOOM!
>
> or others like that.
>
> I'm interested in collecting as many differect Comic Book Sounds as
> possible, from Big Hit Sounds, to Big MISS sounds... to "I'm Stunned"
> kind of sounds, etc.
>
> I remember people were exchanging this some time ago on the list, but I can't
> find them anywhere.
>
> I'd love to see your favorites, and add them to the cards! Send away! ;-)
You should check out the Dictionary of Comic Book words at
http://www.intergate.bc.ca/business/kjohn. Not only is it a great
collection of sound effect words, it cites where & when they were
(first?) used!
X-Sender: naneiden@iswest.com
Date: Wed, 21 May 1997 10:56:03 -0700
From: Nic Neidenbach <naneiden@iswest.com>
Subject: Re: Flavor Lines!
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
At 10:02 AM 5/21/97 -0700, Jim wrote:
>Hi everyone! I am gettting a final draft of my HeroDeck ready for
web-publishing, and thought I'd add a flavor line to the cards so that with
each card comes a "traditional" comic book sound, like
>
> T H W A A P! KA-BOOM!
>
>or others like that.
>
>I'm interested in collecting as many differect Comic Book Sounds as
possible, from Big Hit Sounds, to Big MISS sounds... to "I'm Stunned" kind
of sounds, etc.
>
>I remember people were exchanging this some time ago on the list, but I
can't find them anywhere.
>
One of my favorites is from an issue of the Hulk where he was on a
battlefield, carrying a huge energy cannon over his shoulder. The gun made
this huge Ba-Chooom! noise whenever it fired.
At one point, the cannon ran out of ammo, and the Hulk said, "Empty.. I
really liked that great Ba-Choom noise."
Note, I don't remember the quote directly, just the general idea. :)
-Nic
+-------------------------------------------------+
| naneiden@iswest.com |
| http://www.iswest.com/~naneiden/ |
| "Kame...hame..ha!" - Goku, Gohan & Goten |
+-------------------------------------------------+
From: "Lisa Hartjes" <psyche@ionsys.com>
Subject: Re: Flavor Lines!
Date: Wed, 21 May 1997 15:40:25 -0400
X-MSMail-Priority: Normal
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
>One of my favorites is from an issue of the Hulk where he was on a
>battlefield, carrying a huge energy cannon over his shoulder. The gun
>made this huge Ba-Chooom! noise whenever it fired.
>
>At one point, the cannon ran out of ammo, and the Hulk said, "Empty.. I
>really liked that great Ba-Choom noise."
>
>Note, I don't remember the quote directly, just the general idea. :)
Then there's always the "THOOMP!!" noise which became so loved (or rather
we loved to hate it) in one of our campaigns. It was the sound of one of
the bad guy's Entangle attacks - a huge shotgun-like weapon that when it
shot the Entangle made that noise. By the end of the campaign, just making
that noise was enough to make us cringe and look for cover. :)
Lisa Hartjes
psyche@ionsys.com
Home: http://www.ionsys.com/~psyche
Work: http://web.idirect.com/~ncg
Cc: champ-l@omg.org
Date: Wed, 21 May 1997 13:16:43 -0700
Subject: Real Martial Arts
X-Juno-Line-Breaks: 0-54
From: tamolyn@juno.com (Michael S Mears)
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
All right.
Since I have been told now on several occasions that I should not write
"one-liners", I will now lecture at length. I have tried to respond
succinctly in the past, as is my wont. However, in the interests of
polite discourse, I will curb my tendency not to wander.
I have been studying the martial arts since I was five years old. I
have, in that time, studied Kodokan judo, Shotokan karate, two different
schools of Kempo, Tae Kwon Do, Hapkido, and Jeet Kune Do. I have also
fenced, boxed, and wrestled.
I get sick of people who don't know speaking.
1. Before you use any grappling attack, you must have your opponent
off-guard. No, you do not simply shoot on a Thai-boxer. However, when
the opportunity arises, taking a Thai-boxer to the ground is your optimal
strategy.
2. If you study only kicking, or only punching, or only wrestling, you
are a sucker. You _must_ expand your ability. The aforementioned
Thai-boxer, if he had wrestling experience, would be able to counter a
shoot, or escape from the ground, in order to continue to use his boxing
skills.
3. No one art has the answers. If one art had all the answers, no one
would study anything else.
4. Jeet Kune Do is a concept, not an art. Students are encouraged to
study other arts, and incorporate useful concepts and movements. In a
sense, JKD is the only scientific approach to the martial arts. Too many
people take their martial arts on faith, without applying their reason to
what is taught. They get into endless arguments about whose art is
better that resemble religious arguments, because neither side has any
basis for argument other than faith. De gustibus non disputatem est.
5. If you don't apply reason to your art, then you will lose to someone
who does. If you take your art on faith, without question, you will lose
to someone who makes a rational inquiry. You get locked into patterns
and are at the mercy of someone trained to break those patterns. It is
for this reason that JKD has no forms.
6. It is extremely difficult to translate real fighting into a
role-playing game. Even Hero, which does it well, does not cover most of
the problems. In fact, it probably should not, as real fighting is an
intellectual exercise that requires too much work for someone who is, in
essence, at play.
7. If you don't try to gauge your opponent, you suffer from what
Clausewitz called "the fog of war." You must try, as much as possible,
to _out-think_ an enemy -- especially one you cannot beat toe-to-toe.
Michael Scott Mears
TamOlyn@juno.com
SB,>--
Date: Wed, 21 May 1997 13:58:52 -0700 (PDT)
X-Sender: bob.greenwade@klock.com
From: Bob Greenwade <bob.greenwade@klock.com>
Subject: Re: Flavor Lines!
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
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To: champ-l@omg.org
At 10:02 AM 5/21/97 -0700, Jim wrote:
>Hi everyone! I am gettting a final draft of my HeroDeck ready for
web-publishing, and thought I'd add a flavor line to the cards so that with
each card comes a "traditional" comic book sound, like
>
> T H W A A P! KA-BOOM!
>
>or others like that.
>
>I'm interested in collecting as many differect Comic Book Sounds as
possible, from Big Hit Sounds, to Big MISS sounds... to "I'm Stunned" kind
of sounds, etc.
Big Hit Sounds: Bang! Bop! Crunch! Dong! Kazow! Klang! Ouch! Pow!
Strike! Wham! Whang! Zap! Zowie!
Big Miss Sounds: Airball! Whizz! Whoosh!
Sounds of Pain: Gnungh! Homna-homna... Ohhh... Ouch!
>I remember people were exchanging this some time ago on the list, but I
can't find them anywhere.
Really? I don't remember it, but maybe I was off the list at the time....
---
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Date: Wed, 21 May 1997 13:58:58 -0700 (PDT)
X-Sender: bob.greenwade@klock.com
From: Bob Greenwade <bob.greenwade@klock.com>
Subject: Re: Flavor Lines!
Errors-To: owner-champ-l@omg.org
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At 01:30 PM 5/21/97 -0400, Bill Svitavsky wrote:
>You should check out the Dictionary of Comic Book words at
>http://www.intergate.bc.ca/business/kjohn. Not only is it a great
>collection of sound effect words, it cites where & when they were
>(first?) used!
I checked this link, and got a "Not Found" error. Are you sure this is
accurate? (I'm very interested in this one, Bill!) :-]
---
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Date: Wed, 21 May 1997 13:59:27 -0700 (PDT)
X-Sender: bob.greenwade@klock.com
From: Bob Greenwade <bob.greenwade@klock.com>
Subject: Re: Humor (slightly off topic) Long
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At 11:50 PM 5/20/97 -0600, Curtis Gibson wrote:
>I know this is a little off topic but I thought the list at large would
>like this....
This is only marginally off topic, and we're on a light spell right now,
so why not? :-]
>You might be a gamer if...
>
>...losing your dice bag would be a serious financial blow.
>
> ... " what do you mean dice bag ?" ( singular )
... losing your dice bag *was* a serious financial blow.
>...you talk about your characters as if they are real people.
... your characters talk about you as if you aren't.
>...you consider Altoids, Salt-&-Vinegar chips, and blue Teeni Hugs a
>balanced diet. (or even an acceptable combination.)
>
> ...pizza, Coke, cheese puffs, and Sanex
>
> ...pringles, chocolet covered penuts, and moutain dew
Pepsi, bubble gum, Snickers, and egg foo yung. (At the Game Alliance of
Salem, these were the Four Basic Food Groups.)
>...the phrase "Collect Call of Cthulhu" brings back fond memories.
...you own a "Cthulhu for President" bumper sticker.
>...you've thought of four or five additions to this list.
No comment. :-]
>...someone is attempting to explain the floor plan of a building to you
>and
>you immediately start thinking in terms of 10x10 squares...or 6'x6'
>hexes.
>
> ...Or in terms of loot and monsters.
...you see a traffic cop parked by the side of the road and you immediately
recognize his radar gun as Sense Movement, at Range, Discriminatory, OAF,
Single Target Only (-1).
...you know what all of that meant.
...a bully starts harassing you and, just in case it comes to blows, you
immediately try to Find Weakness on him.
---
This mail was sent from the Corvallis Public Library
Date: Wed, 21 May 1997 17:06:30 -0400 (EDT)
From: Michael Surbrook <susano@access.digex.net>
cc: champ-l@omg.org
Subject: Re: Flavor Lines!
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
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On Wed, 21 May 1997, Bob Greenwade wrote:
> At 01:30 PM 5/21/97 -0400, Bill Svitavsky wrote:
> >You should check out the Dictionary of Comic Book words at
> >http://www.intergate.bc.ca/business/kjohn. Not only is it a great
> >collection of sound effect words, it cites where & when they were
> >(first?) used!
>
> I checked this link, and got a "Not Found" error. Are you sure this is
> accurate? (I'm very interested in this one, Bill!) :-]
Yes, the address works, I went there. Make sure the end of the address
reads "kjohn" and not "kjohn." Not the period that shouldn't be used.
***************************************************************************
* "'Cause I'm the god of destruction, that's why!" - Susano Orbatos,Orion *
* Michael Surbrook / susano@access.digex.net *
* Attacked Mystification Police / AD Police / ESWAT *
* Society for Creative Anachronism / House ap Gwystl / Company of St.Mark *
***************************************************************************
Date: Wed, 21 May 1997 14:47:35 -0700 (PDT)
X-Sender: bob.greenwade@klock.com
From: Bob Greenwade <bob.greenwade@klock.com>
Subject: Re: Flavor Lines!
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
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At 05:06 PM 5/21/97 -0400, Michael Surbrook wrote:
>On Wed, 21 May 1997, Bob Greenwade wrote:
>> At 01:30 PM 5/21/97 -0400, Bill Svitavsky wrote:
>> >You should check out the Dictionary of Comic Book words at
>> >http://www.intergate.bc.ca/business/kjohn. Not only is it a great
>> >collection of sound effect words, it cites where & when they were
>> >(first?) used!
>>
>> I checked this link, and got a "Not Found" error. Are you sure this is
>> accurate? (I'm very interested in this one, Bill!) :-]
>
>Yes, the address works, I went there. Make sure the end of the address
>reads "kjohn" and not "kjohn." Not the period that shouldn't be used.
That was the problem, all right. I was using Eudora Light, and just
feeding the link directly to Netscape as you'd typed it. I tried it again
just how using the Copy feature, and I got it. Thanks. :-]
---
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Date: Wed, 21 May 1997 18:26:02 -0400 (EDT)
From: Daniel Rothman <drothman@bah.com>
cc: champ-l@omg.org
Subject: Re: Flavor Lines!
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
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On Wed, 21 May 1997, Bob Greenwade wrote:
> At 05:06 PM 5/21/97 -0400, Michael Surbrook wrote:
> >On Wed, 21 May 1997, Bob Greenwade wrote:
> >> At 01:30 PM 5/21/97 -0400, Bill Svitavsky wrote:
> >> >You should check out the Dictionary of Comic Book words at
> >> >http://www.intergate.bc.ca/business/kjohn. Not only is it a great
> >> >collection of sound effect words, it cites where & when they were
> >> >(first?) used!
> >>
> >> I checked this link, and got a "Not Found" error. Are you sure this is
> >> accurate? (I'm very interested in this one, Bill!) :-]
> >
> >Yes, the address works, I went there. Make sure the end of the address
> >reads "kjohn" and not "kjohn." Not the period that shouldn't be used.
>
> That was the problem, all right. I was using Eudora Light, and just
> feeding the link directly to Netscape as you'd typed it. I tried it again
> just how using the Copy feature, and I got it. Thanks. :-]
You might be a geek if:
...you edited the URL correctly when you copied it, without realizing it
Date: Wed, 21 May 1997 19:13:24 -0400 (EDT)
X-Sender: koko@tir.com (Unverified)
From: koko@tir.com (koko)
Subject: borg
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To: champ-l@omg.org
Has anyone done a write-up of the different races from star trek, such as
vulcans, klingons, the borg, ect???
If so could you please send them to me at koko@tir.com when you get a chance?
Thanks.
koko@tir.com
From: BeerCarboy@aol.com
Date: Wed, 21 May 1997 21:32:20 -0400 (EDT)
Subject: Re: Flavor Lines!
Errors-To: owner-champ-l@omg.org
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To: champ-l@omg.org
Okay, to bring the intellectual level of this DOWN (if you can believe it) in
an early issue of DC's Captain Carrot and his Amazing Zoo Crew, CC flies by
this huge Mecha-ish creature (the Crew was dimension hopping IIRC) and hits
it as he goes by (this is after several of the other Crew members have gone
down to this critter {or just before they do . . .}) and the sound effect is
HIT!!!! and CC thinks: "hit?"
BeerCarboy@AOL.com Carter Humphrey
Date: Thu, 22 May 1997 06:05:13 -0500 (CDT)
Posted-Date: Thu, 22 May 1997 06:05:13 -0500 (CDT)
X-Sender: rvb@visi.com
From: Rob <rvb@visi.com>
Subject: Re: Flavor Lines
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Not that it competes with an entire website, but one of my personal
favourite "sounds of pain", from, of course, the Hulk (vs. UFO Ray) being
shot in the back with a massive energy attack:
"Aaaarrrgggghhh! Higher! Higher! To the left! Ah. That's better."
(Or words to that effect.)
Date: Thu, 22 May 1997 10:58:31 -0400 (EDT)
From: Bill Svitavsky <bsvitavs@bu.edu>
Reply-To: Bill Svitavsky <bsvitavs@bu.edu>
Subject: Re: Flavor Lines!
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
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To: champ-l@omg.org
On Wed, 21 May 1997 BeerCarboy@aol.com wrote:
> Okay, to bring the intellectual level of this DOWN (if you can believe it) in
> an early issue of DC's Captain Carrot and his Amazing Zoo Crew, CC flies by
> this huge Mecha-ish creature (the Crew was dimension hopping IIRC) and hits
> it as he goes by (this is after several of the other Crew members have gone
> down to this critter {or just before they do . . .}) and the sound effect is
> HIT!!!! and CC thinks: "hit?"
>
One of my favorite uses of a sound effect was back in the great
Levitz/Giffen run on the Legion of Super-Heroes. As I recall the scene,
Wildfire's girlfriend Dawnstar had just left him, largely due to the fact
that his body was composed of formless energy. In frustration, Wildfire
blew himself up, destroying his containment suit. The sound effect to the
explosion, written in large sound effect letters, was "DAMN!"
From: boaters@ix.netcom.com
Date: Thu, 22 May 1997 11:58:42 -0400
CC: AMP2112@aol.com
Subject: [Fwd: You might be a gamer if...]
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
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To: champ-l@omg.org
The fwd. part is a friends own extra addings to the list.
You might be a gamer if........
You have ever told your girlfriend that you will be back in a segment.
you have ever actually held a martial arts tounament just to see if
people really only have a 2-4 Spd.
you still own a first ed. of some old gaming book even though you know
that you will never use it.
you have the same character written up once in enough systems to
wallpaper your bathroom.
you know that if you want to run a 6hr. game to make it 9hrs so that
you can actually play for 6.
Ah there are so many more........
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id BKS17727; Wed, 09 Apr 1997 01:12:37 EDT
To: boaters@ix.netcom.com
Date: Wed, 9 Apr 1997 01:12:12 PST
Subject: You might be a gamer if...
Message-ID: <19970409.011213.7110.1.chenszu@juno.com>
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From: chenszu@juno.com (Jennifer J O'Malley)
1) Every person that you have ever dated games.
2) You met your current love interest AT a game.
3) You still game with your ex(s).
4) You have a prepared speech in defense of gaming.
5) You're told your parents more than once that gaming has nothing to do
with Satanism.
6) You've watched children on a playground, and decided that they have
phantom hit points.
7) You've looked at everyday objects, say a very large Shakespeare book,
and decided how much damage it would inflict if used as a melee weapon.
8) You say things like, "I'm taking damage", when something upsets your
sensibilities.
9) You're ever said anything like, "Man, I have an 8 Dex", when you trip
or fall.
10) Your dice bag CAN be used as a melee weapon.
X-Forwarding-Note: Was sent to herolist@october.com; forwarding to hero-l@omg.org
From: "Richard D. Bergstresser Jr." <richberg@erols.com>
Date: Thu, 22 May 1997 14:45:01 -0400
Subject: Re: Flavor Lines!
Newsgroups: october.hero
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herolist wrote:
>
> From: Bill Svitavsky <bsvitavs@bu.edu>
> Reply-To: Bill Svitavsky <bsvitavs@bu.edu>
> Subject: Re: Flavor Lines!
> To: champ-l@omg.org
>
> On Wed, 21 May 1997 BeerCarboy@aol.com wrote:
>
> > Okay, to bring the intellectual level of this DOWN (if you can believe it) in
> > an early issue of DC's Captain Carrot and his Amazing Zoo Crew, CC flies by
> > this huge Mecha-ish creature (the Crew was dimension hopping IIRC) and hits
> > it as he goes by (this is after several of the other Crew members have gone
> > down to this critter {or just before they do . . .}) and the sound effect is
> > HIT!!!! and CC thinks: "hit?"
> >
>
> One of my favorite uses of a sound effect was back in the great
> Levitz/Giffen run on the Legion of Super-Heroes. As I recall the scene,
> Wildfire's girlfriend Dawnstar had just left him, largely due to the fact
> that his body was composed of formless energy. In frustration, Wildfire
> blew himself up, destroying his containment suit. The sound effect to the
> explosion, written in large sound effect letters, was "DAMN!"
I remember a Nightcrawler story that was vaguely derivative of Burroughs'
John Carter books. In it, when a airship exploded the sound effect was "BARSOOM".
I was definately ROTFL.
Date: Thu, 22 May 1997 14:36:21 -0700
From: Mark Lemming <icepirat@ix.netcom.com>
Reply-To: icepirat@ix.netcom.com
Subject: Re: Real Martial Arts
Errors-To: owner-champ-l@omg.org
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Michael S Mears wrote:
<Michael's experience snipped.>
> 1. Before you use any grappling attack, you must have your opponent
> off-guard. No, you do not simply shoot on a Thai-boxer. However, when
> the opportunity arises, taking a Thai-boxer to the ground is your optimal
> strategy.
When I first saw "shoot" as a term on the list, I thought whoever said
it meant shoot their legs with a gun...
> 4. Jeet Kune Do is a concept, not an art. Students are encouraged to
> study other arts, and incorporate useful concepts and movements. In a
> sense, JKD is the only scientific approach to the martial arts.
American Kenpo does a lot with the scientific approach. I would say it's
more the student & the instructor that determine how much tradition and
how much thinking go into learning an art.
<The rest of Michael's comments agreed with and snipped.>
-Mark
From: Curt Hicks <exucurt@exu.ericsson.se>
Date: Thu, 22 May 1997 18:17:23 -0500 (CDT)
Subject: CHAR: The Sleeper
Errors-To: owner-champ-l@omg.org
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Shape - shift persistent, no conscious control as to change.
After asking for a sleeper writeup, I remembered that I had actually
made one up. What I did was give the cosmic power pool with limitations,
then give an activation roll for every 10 points, in order to simulate
the range of powers. Then I gave physical limitations and distinctive
features with a 'activation roll' to simulate occasional joker disadvantages,
and decreased the points for the disadvantages appropriately.
Curt Hicks
>
> On Wed, 21 May 1997, Joe Mucchiello wrote:
>
> > Alright, I don't know the books, but from the description Michael Surbrook
> > gave he seems simple. One power:
> >
> > VPP (100-300 base, however powerful he needs to be, you know the books, you
> > tell me) Cosmic(+1), Can only change between games (-1/2), No Conscious
> > Control (-2).
> >
> > Throw in the LS: Needs no sleep (-1/2 plot device limitation)
>
> The problem is, is that the Sleeper changes *completely* each time he
> wakes. It's more like a 'cosmic' multiform, in which there are an
> infinate number of forms, each usable only once. There is also the fact
> that Sleeper can be anywhere from 50 to 500 points when he wakes up.
>
> He's a great 'plot' device character, and certainly a GM's dream, but I'd
> never really allow him as a PC... too much of a head ache, and his falling
> asleep for weeks at a time certainly would make including him into
> adventures difficult.
>
X-Sender: why@mars.superlink.net
Date: Thu, 22 May 1997 21:32:11 -0400
From: Joe Mucchiello <why@mars.superlink.net>
Subject: Re: CHAR: The Sleeper
Cc: champ-l@omg.org
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
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To: champ-l@omg.org
At 10:38 AM 5/21/97 -0400, Michael Surbrook wrote:
>On Wed, 21 May 1997, Joe Mucchiello wrote:
>
>> Alright, I don't know the books, but from the description Michael Surbrook
>> gave he seems simple. One power:
>>
>> VPP (100-300 base, however powerful he needs to be, you know the books, you
>> tell me) Cosmic(+1), Can only change between games (-1/2), No Conscious
>> Control (-2).
>>
>> Throw in the LS: Needs no sleep (-1/2 plot device limitation)
>
>The problem is, is that the Sleeper changes *completely* each time he
How does VPP not handle "changes *completely*"? Are you following the
silly rule that you can't put characteristics in a VPP? Then buy all of
his (her?) stats up to 100 and put a -1 limitation on the stats "Only
available in some forms." (use activation as a guideline: if his STR is
>20 all the time, you have no lim. if STR >30 ~90% of the time assume -1/4
on the 10 points from 21-30. if STR >40 ~75% assume -1/2 on these 10
points, etc. Personally, I would just put a simple -1 or something on the
whole stat which includes the -1/4 only this hero ID.)
>wakes. It's more like a 'cosmic' multiform, in which there are an
>infinate number of forms, each usable only once.
That's what No Conscious Control does for the VPP.
> There is also the fact
>that Sleeper can be anywhere from 50 to 500 points when he wakes up.
okay, so the VPP is 500 base points.
>He's a great 'plot' device character, and certainly a GM's dream, but I'd
>never really allow him as a PC... too much of a head ache, and his falling
>asleep for weeks at a time certainly would make including him into
>adventures difficult.
But he makes a great visiting-player-needs-a-character character.
From: jonesmj@topaz.cqu.edu.au
Date: Fri, 23 May 1997 13:22:10 +1000
Date-warning: Date header was inserted by topaz.cqu.edu.au
Subject: Re: real world martial art
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X-Status:
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you do the same!!! they share a common ancestry, nothing more. it
is just plain stupid to think they are in any way related.
At 03:04 AM 5/20/97 +0000, you wrote:
>I beg to differ. Read the alt.rec.martial-arts FAQ. Read the history of
>Judo and Jujitsu.
>
>At 02:36 PM 5/20/9
From: jonesmj@topaz.cqu.edu.au
Date: Fri, 23 May 1997 13:28:46 +1000
Date-warning: Date header was inserted by topaz.cqu.edu.au
Subject: Re: real world martial art
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WRONG AGAIN! the kido styles originated in korea, and were ripped off from the japanese.
it is not the 'sport form'- there is hardly any relationship at all.
At 03:38 AM 5/20/97 +0000, you wrote:
>At 02:36 PM 5/20/97 +1000, jonesmj@topaz.cqu.edu.au wrote:
>>At 01:27 AM 5/19/97 +0000, you wrote:
>>>At 10:58 AM 5/17/97 +1000, jonesmj@topaz.cqu.edu.au wrote:
>>>>how about thai, cross-trained with judo? the best fighter is always a
>>>hybrid, and i don't mean those fat boys in the ucf who pretend they can
>kick.
>>>
>>>Um, just to point out something, judo is the sport form of juijitsu.
>>>
>>WRONG. jujitsu is a completly different art, and not nearly as effective.
>
>Well, gee aren't you just captain kung fu? Judo was derived from juijitsu
>in the 1800s. Juijitsu is the form from which Judo, Aikido and Hapkido all
>came.
>
>From the alt.rec.martial-arts FAQ:
>"Judo is derived from Jujutsu (see Jujutsu). It was created by Professor
>Jigoro Kano who was born in Japan in 1860 and who died in 1938 after a
>lifetime of promoting Judo. Mastering several styles of jujutsu in his
>youth he began to develop his own system based on modern sports principles.
>In 1882 he founded the Kodokan Judo Institute in Tokyo where he began
>teaching and which still is the international authority for Judo. The name
>Judo was chosen because it means the "gentle way". Kano emphasised the
>larger educational value of training in attack and defense so that it could
>be a path or way of life that all people could participate in and benefit
>from. He eliminated some of the traditional jujutsu techniques and changed
>training methods so that most of the moves could be done with full force to
>create a decisive victory without injury. "
>
and hence created a different art!
>Gee, create a decisive victory without injury? Sounds like a sport to me.
WRONG. are you suggesting tear gas is a sport?
and the idea is so it can be practiced effectivley without limiting its potential.
>I get really sick of all the "my Flowering Pig kungfu is better than your
>Festering Boil style." No one style is the be all end all of Martial Arts.
> Every move has a counter move and many factors apply to the outcome of a
>fight. Strength and resistance to pain are two of the greatest, as are the
>rules of contact. How do you think Mike Tyson was able to defeat more
>technical fighters? ALL styles have their strengths AND weaknesses.
>
yes. but there ARE more and less practical styles!
>There is also the factor of the instuctor's teaching style. You may find
>that dojo A of, say, Tae Kwon Do, is nothing more than preparation for
>sport competition and dojo B teaches the asthetics and philosophy of Tae
>Kwon Do. Which is better? Depends on the individual taking the
>instruction. Any supergrand master can be defeated. Royce Gracie has been
>defeated, big deal.
>
>
*sigh* the priginal question reguarded practical fightiing techniques tought to
agents.
From: jonesmj@topaz.cqu.edu.au
Date: Fri, 23 May 1997 13:32:01 +1000
Date-warning: Date header was inserted by topaz.cqu.edu.au
Subject: Re: real world martial art
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X-UID: 2
At 07:05 PM 5/21/97 +0200, you wrote:
>On Tue, 20 May 1997 jonesmj@topaz.cqu.edu.au wrote:
>
>> >Um, just to point out something, judo is the sport form of juijitsu.
>> >
>> WRONG. jujitsu is a completly different art, and not nearly as effective.
>
>Oh. So the fact that all judoka admit/actively say that their form, judo,
>is a toned-down, less lethal "sport" version of jujitsu is insignificant,
>next to your total knowledge of jujitsu and judo?
>
>
ALL? WOW!! i must be talking to a real live psycic!! such comments are
over simplified, and do not take into account the FUNCTIONS of the styles,
only their origins.
From: jonesmj@topaz.cqu.edu.au
Date: Fri, 23 May 1997 13:45:40 +1000
Date-warning: Date header was inserted by topaz.cqu.edu.au
Subject: Re: Real Martial Arts
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At 02:36 PM 5/22/97 -0700, you wrote:
>Michael S Mears wrote:
>
><Michael's experience snipped.>
>
>> 1. Before you use any grappling attack, you must have your opponent
>> off-guard. No, you do not simply shoot on a Thai-boxer. However, when
>> the opportunity arises, taking a Thai-boxer to the ground is your optimal
>> strategy.
>
>When I first saw "shoot" as a term on the list, I thought whoever said
>it meant shoot their legs with a gun...
>
>
>> 4. Jeet Kune Do is a concept, not an art. Students are encouraged to
>> study other arts, and incorporate useful concepts and movements. In a
>> sense, JKD is the only scientific approach to the martial arts.
>
>American Kenpo does a lot with the scientific approach. I would say it's
>more the student & the instructor that determine how much tradition and
>how much thinking go into learning an art.
>
all styl;es are scientific. but some people are elitist with their
views, such as the boys at most JKD styles.
><The rest of Michael's comments agreed with and snipped.>
>
>-Mark
>
Date: Thu, 22 May 1997 23:05:40 -0500
From: Todd Hanson <badtodd@dacmail.net>
Subject: Re: real world martial art
Errors-To: owner-champ-l@omg.org
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Mr Jones,
If you feel you just HAVE to flame somebody, do it in private email.
The rest of us don't need to see your immature rantings.
And yes, I know I'm being a hypocrite sending this to the list, but
every time I've sent private email to Mr Jones in the past, he has
echoed it back to the list ANYWAY, so I figured I would save him the
step.
Todd
jonesmj@topaz.cqu.edu.au wrote:
>
> you do the same!!! they share a common ancestry, nothing more. it is
> just plain stupid to think they are in any way related.
>
> At 03:04 AM 5/20/97 +0000, you wrote:
> >I beg to differ. Read the alt.rec.martial-arts FAQ. Read the history of
> >Judo and Jujitsu.
> >
> >At 02:36 PM 5/20/9
Date: Fri, 23 May 1997 08:49:36 -0400 (EDT)
From: Michael Surbrook <susano@access.digex.net>
cc: champ-l@omg.org
Subject: Re: real world martial art
Errors-To: owner-champ-l@omg.org
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I got a great idea: Let's drop the argument of which martial art style is
best, and get back to discussing Champions and the Hero System, or at the
very least, some *more* related to comic books.
***************************************************************************
* "'Cause I'm the god of destruction, that's why!" - Susano Orbatos,Orion *
* Michael Surbrook / susano@access.digex.net *
* Attacked Mystification Police / AD Police / ESWAT *
* Society for Creative Anachronism / House ap Gwystl / Company of St.Mark *
***************************************************************************
Date: Fri, 23 May 1997 08:52:33 -0400 (EDT)
From: Michael Surbrook <susano@access.digex.net>
cc: Hero Character Adaption <catdrag@vnet.net&> champion@cyberhighway.net,
Champions Character List <deejay@cu-online.com&>
greenlucifer@geocities.com, jdriscol@vt.edu,
Rob Rutherford <mirage@hpserv.keh.utulsa.edu&> sourdust@ix.netcom.com,
robertni@us.ibm.com, teriaca@omnifest.uwm.edu, vances@sympatico.ca,
Weasel Attack!!! <weasel-patrol@otd.com>
Subject: CHAR: Cyclone
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
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To: champ-l@omg.org
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X-UID: 10
CYCLONE
(Vernon Henry Carlysle)
Designers Notes:
Cyclone is moderatly tall and muscular, standing 5'11" and weighing 170
lbs. A well known ace from the West Coast, he possess the abilty to
create and control winds. Thus, he can fly, generate powerful wind gusts,
pick up objects, are create a defensive shield. He has a daughter,
Mistral, with virtually the same powers as himself.
The Character:
STAT VAL COST
Str 13 3
Dex 17 21
Con 18 16
Body 12 4
Int 15 5
Ego 13 6
Pre 18 8
Com 18 4
PD 6 3
ED 5 1
Spd 4 13
Rec 9 0
End 46 5
Stun 30 2
Char Total 91
Power Total 211
Total Cost 302
COST POWERS & SKILLS
30 EC: Air Control
30 12d6 EB (physical), END 6
40 8d6 EB, (physical), Double KB, END 7
23 35 STR TK, 1/2 END, Requires large amounts of avaliable air, can
only really be used outside (-1/2), END 3
20 20 PD/ED Force Field, 1/2 END, +2 DCV, Requires large amounts of
avaliable air, can only really be used outside (-1/2), END 2
20 24" Flight (48" noncombat), 1/2 END, Requires large amounts of
avaliable air, can only really be used outside (-1/2), END 2
9 Armor: 6 DEF, Act 14-, OIF: Body Armor
3 IR Vision, OIF: Helmet
1 Radio Hearing, OIF: Helmet
3 Bureacratics 13-
7 High Society 15-
3 KS: Golfing 12-
3 PS: Play golf 12-
1 TF: Parachute
5 Trading 14-
1 WF: Shotguns
12 CSL: +4 with Wind Control EC
Disadvantages
100 Base
15 Psych: Egotistical
15 Psych: Glory hound, likes to be in the media eye
10 Public ID
157 Experience
(Cyclone created by Steve Perrin, character sheet created by Michael
Surbrook)
***************************************************************************
* "'Cause I'm the god of destruction, that's why!" - Susano Orbatos,Orion *
* Michael Surbrook / susano@access.digex.net *
* Attacked Mystification Police / AD Police / ESWAT *
* Society for Creative Anachronism / House ap Gwystl / Company of St.Mark *
***************************************************************************
Date: Fri, 23 May 1997 08:54:32 -0400 (EDT)
From: Michael Surbrook <susano@access.digex.net>
cc: Hero Character Adaption <catdrag@vnet.net&> champion@cyberhighway.net,
Champions Character List <deejay@cu-online.com&>
greenlucifer@geocities.com, jdriscol@vt.edu,
Rob Rutherford <mirage@hpserv.keh.utulsa.edu&> sourdust@ix.netcom.com,
robertni@us.ibm.com, teriaca@omnifest.uwm.edu, vances@sympatico.ca,
Weasel Attack!!! <weasel-patrol@otd.com>
Subject: CHAR: Fadeout
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
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To: champ-l@omg.org
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X-UID: 8
FADEOUT
(Philip Cunningham)
Designers Notes:
Fadeout is tall and athletic, standing 6' and weighing 170 lbs. He is
blonde and blue eyed, with handsome features and excellent taste in
clothing. His power is the ability to turn invisible. It should be noted
that his the 'fringe' effect on his invisibility is not a fringe outlining
his body, but the fact that he must keep his eyes visible in order to see.
He can make his eyes invisible, and lose the fringe effect, but he will
also be blind as well.
The Character:
STAT VAL COST
Str 13 3
Dex 16 18
Con 15 10
Body 13 6
Int 18 8
Ego 14 8
Pre 15 5
Com 14 2
PD 6 3
ED 4 1
Spd 4 14
Rec 6 0
End 30 0
Stun 28 0
Char Total 78
Power Total 132
Total Cost 210
COST POWERS & SKILLS
MA: Kung Fu
4 Block +2 OCV +2 DCV Block, Abort
4 Dodge +0 OCV +5 DCV Dodge vs All, Abort
4 Escape +0 OCV +0 DCV 28 STR vs Grabs
5 Kick -2 OCV +1 DCV 6 1/2d6 Strike
3 Legsweep +2 OCV -1 DCV 3 1/2d6 Strike; Target Falls
4 Punch +0 OCV +2 DCV 4 1/2d6 Strike
45 Invisibility: Sight Group, 0 END
6 Enhanced Perception: Hearing +3
3 Contact: Kien Phuc 12-
5 Wealth
5 Breakfall 13-
3 High Society 12-
2 KS: Kung Fu 11-
3 KS: Shadow Fist Society 13-
4 KS: Yoga 14-
7 Lockpicking 14-
3 Persuasion 12-
3 Security Systems 13-
11 Stealth 16-
5 Streetwise 13-
3 SL: +1 with all PRE skills
Disadvantages
100 Base
15 Psych: Greedy
15 Psych: Very ambitious
10 Watched: Shadowfist Society (MoPow) 11-
65 Experience
(Fadeout created by George R R Martin, character sheet created by Michael
Surbrook)
***************************************************************************
* "'Cause I'm the god of destruction, that's why!" - Susano Orbatos,Orion *
* Michael Surbrook / susano@access.digex.net *
* Attacked Mystification Police / AD Police / ESWAT *
* Society for Creative Anachronism / House ap Gwystl / Company of St.Mark *
***************************************************************************
Date: Fri, 23 May 1997 08:56:42 -0400 (EDT)
From: Michael Surbrook <susano@access.digex.net>
cc: Hero Character Adaption <catdrag@vnet.net&> champion@cyberhighway.net,
Champions Character List <deejay@cu-online.com&>
greenlucifer@geocities.com, jdriscol@vt.edu,
Rob Rutherford <mirage@hpserv.keh.utulsa.edu&> sourdust@ix.netcom.com,
robertni@us.ibm.com, teriaca@omnifest.uwm.edu, vances@sympatico.ca,
Weasel Attack!!! <weasel-patrol@otd.com>
Subject: CHAR: Gimili
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
X-Status:
X-UID: 11
GIMILI
(Tom Miller)
Designers Notes:
Gimili is a short, barrel-shested joker dwarf. He stands 4' tall and
weighs 130 lbs, with powerfully built arms and legs. His hair is thick
and reddish brown. Gimili is a very angry individual, and tends to prefer
radical politics and extreme measures when fighting for joker's rights.
The Character:
STAT VAL COST
Str 20 10
Dex 15 15
Con 20 20
Body 15 10
Int 14 4
Ego 14 8
Pre 18 8
Com 10 0
PD 8 4
ED 6 2
Spd 3 5
Rec 8 0
End 40 0
Stun 35 0
Char Total 86
Power Total 20
Total Cost 106
COST POWERS & SKILLS
3 Contact: Jokers for a Just Society 12-
4 KS: Politics 13-
3 Oratory 13-
3 Persuasion 13-
3 Streetwise 13-
1 WF: Pistols
3 CSL: +1 with Block, Grab, Punch
Disadvantages
100 Base
15 DF: Short, barrel chested joker
10 Phys: Dwarfism, 4' tall, 130 lbs
10 Psych: Despises 'normals'
10 Psych: Bad tempered
15 Rep: Violent joker terrorist (ext) 11-
(Gimili created by Stephen Leigh, character sheet created by Michael
Surbrook)
***************************************************************************
* "'Cause I'm the god of destruction, that's why!" - Susano Orbatos,Orion *
* Michael Surbrook / susano@access.digex.net *
* Attacked Mystification Police / AD Police / ESWAT *
* Society for Creative Anachronism / House ap Gwystl / Company of St.Mark *
***************************************************************************
Date: Fri, 23 May 1997 08:59:48 -0400 (EDT)
From: Michael Surbrook <susano@access.digex.net>
cc: Hero Character Adaption <catdrag@vnet.net&> champion@cyberhighway.net,
Champions Character List <deejay@cu-online.com&>
greenlucifer@geocities.com, jdriscol@vt.edu,
Rob Rutherford <mirage@hpserv.keh.utulsa.edu&> sourdust@ix.netcom.com,
robertni@us.ibm.com, teriaca@omnifest.uwm.edu, vances@sympatico.ca,
Weasel Attack!!! <weasel-patrol@otd.com>
Subject: CHAR: Mackie Messer
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
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To: champ-l@omg.org
X-Status:
X-UID: 12
MACKIE MESSER
(Detlev Mackintosh aka 'Mack the Knife')
Designers Notes:
Mackie is a thin, pale, hunchbacked little man. He stands 5'7" and weighs
all of 125 lbs. He has straw colored hair, sunken cheeks, bad skin, and
is prone to facial tics. He is usually very scruffily dressed.
Unfortunatly, Mackie also happens to be a very potent ace. His power is
the ability to resonate his body's molecular structure, allowing him to
walk through walls, as well as granting him the ability to make his hands
vibrate so rapidly that they can cut through anything. Note that Mackie
can use this power while remaning Desolid. Also note his Damage Shield,
which represents his using his vibrating hands to block an opponent's
strikes.
The Character:
STAT VAL COST
Str 8 -2
Dex 9 -3
Con 14 8
Body 12 4
Int 10 0
Ego 10 0
Pre 10 0
Com 8 -1
PD 4 2
ED 4 1
Spd 3 11
Rec 5 0
End 28 0
Stun 21 0
Char Total 20
Power Total 316
Total Cost 336
COST POWERS & SKILLS
135 3d6 HKA, AP, Penetrating, Affects Solid, 0 END, Not vs Force
Fields (-1/2)
56 1 1/2d6 RKA, Penetrating, Damage Shield, Affects Solid, 0 END, Not
vs Force Fields (-1/2), Must be aware of attack (-1/2)
60 Desolidification: Affected by vibrational, sonic powers, 1/2 END,
END 2
24 STR Affects Solid, 0 END
3 Ambidexterity
3 Contact: Senator Greg Hartman 12-
1 KS: Politics 8-
1 KS: Scrounging 8-
9 Streetwise 14-
1 Survival (city streets) 8-
3 Lang: English (German native)
20 CSL: +4 with HTH
Disadvantages
100 Base
10 DF: Thin, pallid hunchback
20 Psych: Hates just about everyone (Jews, jokers, homosexuals,
homeless, the rich)
15 Psych: Sadistic, likes to instill fear and cause pain
15 Psych: Likes to kill
176 Experience
(Mackie Messer created by Victor Milan, character sheet created by Michael
Surbrook)
***************************************************************************
* "'Cause I'm the god of destruction, that's why!" - Susano Orbatos,Orion *
* Michael Surbrook / susano@access.digex.net *
* Attacked Mystification Police / AD Police / ESWAT *
* Society for Creative Anachronism / House ap Gwystl / Company of St.Mark *
***************************************************************************
From: flacksd@evron.com
Date: Fri, 23 May 1997 9:14:17 -0500
Subject: RE:MELTING - resent
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
X-Status:
X-UID: 13
I am resending this e-mail about melting. It seems my e-mail server failed
X-Sender: avery1@pop.flash.net
Date: Fri, 23 May 1997 15:36:44
From: John Turner <Avery1@flash.net>
Subject: Re: real world martial art
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
At 01:28 PM 5/23/97 +1000, jonesmj@topaz.cqu.edu.au wrote:
>WRONG AGAIN! the kido styles originated in korea, and were ripped off from
the japanese.
>it is not the 'sport form'- there is hardly any relationship at all.
And your sources are what?
>At 03:38 AM 5/20/97 +0000, you wrote:
>>At 02:36 PM 5/20/97 +1000, jonesmj@topaz.cqu.edu.au wrote:
>>>At 01:27 AM 5/19/97 +0000, you wrote:
>>>>At 10:58 AM 5/17/97 +1000, jonesmj@topaz.cqu.edu.au wrote:
>>>>>how about thai, cross-trained with judo? the best fighter is always a
>>>>hybrid, and i don't mean those fat boys in the ucf who pretend they can
>>kick.
>>>>
>>>>Um, just to point out something, judo is the sport form of juijitsu.
>>>>
>>>WRONG. jujitsu is a completly different art, and not nearly as effective.
>>
>>Well, gee aren't you just captain kung fu? Judo was derived from juijitsu
>>in the 1800s. Juijitsu is the form from which Judo, Aikido and Hapkido all
>>came.
>>
>>From the alt.rec.martial-arts FAQ:
>>"Judo is derived from Jujutsu (see Jujutsu). It was created by Professor
>>Jigoro Kano who was born in Japan in 1860 and who died in 1938 after a
>>lifetime of promoting Judo. Mastering several styles of jujutsu in his
>>youth he began to develop his own system based on modern sports principles.
>>In 1882 he founded the Kodokan Judo Institute in Tokyo where he began
>>teaching and which still is the international authority for Judo. The name
>>Judo was chosen because it means the "gentle way". Kano emphasised the
>>larger educational value of training in attack and defense so that it could
>>be a path or way of life that all people could participate in and benefit
>>from. He eliminated some of the traditional jujutsu techniques and changed
>>training methods so that most of the moves could be done with full force to
>>create a decisive victory without injury. "
>>
>
>and hence created a different art!
>
>>Gee, create a decisive victory without injury? Sounds like a sport to me.
>
>WRONG. are you suggesting tear gas is a sport?
Yeah, I said that, uh huh, right. Nice display of false logical deduction...
>and the idea is so it can be practiced effectivley without limiting its
potential.
You were the one that mentioned tear gas. I thought we were talking about
martial arts. Also, did you catch the phrase in the above about 'MODERN
SPORTS PRINCIPLES?'
>>I get really sick of all the "my Flowering Pig kungfu is better than your
>>Festering Boil style." No one style is the be all end all of Martial Arts.
>> Every move has a counter move and many factors apply to the outcome of a
>>fight. Strength and resistance to pain are two of the greatest, as are the
>>rules of contact. How do you think Mike Tyson was able to defeat more
>>technical fighters? ALL styles have their strengths AND weaknesses.
>>
>
>yes. but there ARE more and less practical styles!
>
>
>
>>There is also the factor of the instuctor's teaching style. You may find
>>that dojo A of, say, Tae Kwon Do, is nothing more than preparation for
>>sport competition and dojo B teaches the asthetics and philosophy of Tae
>>Kwon Do. Which is better? Depends on the individual taking the
>>instruction. Any supergrand master can be defeated. Royce Gracie has been
>>defeated, big deal.
>>
>>
>
>*sigh* the priginal question reguarded practical fightiing techniques
tought to
>agents.
>
Yeah, and the answer to that is very little. The type of agents in
question get a basic self-defense training in their initial training, but
move on to investigative and firearm techniques. It is the individual that
takes additional training upon himself.
Date: Fri, 23 May 1997 14:35:41 -0400
X-Sender: absga@elbertonga.com
From: Patrick Barden <absga@elbertonga.com>
Subject: How many d6 does a papaer airplane do?
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
There is something I have never been able to determine satisfactorily, so I
am seeking opinions from the group. How do you figure out how much damage a
thrown object will do when it hits a person. I have been told that you do
damage based on extra strength. This doesn't seem quite right. By this
standard a paper airplane could be quite deadly in the hands of a strong
enough brick. One option I had tried was to reverse the damage rules for
hitting a solid object (ie 1d6 per body and DEF of the object thrown). Also
converting this damage to a killing equivalent if the object thrown was
sharp or similarly appropriate).
Any comments or suggestions would be appreciated.
Patrick B.
Date: Fri, 23 May 1997 14:35:45 -0400
X-Sender: absga@elbertonga.com
From: Patrick Barden <absga@elbertonga.com>
Subject: Where can I find?
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
My local hobby store just went out of business :(
Can anyone recommend a good, reliable mail order source for Champions and
hero resources. I am also looking for a good mail order source of general
RPG materials such as dice, hex paper and mats, and other materials.
Please send me the name and address of the company and if they have an 800 #
or E-mail address or URL that would also be appreciated. I would rather not
give my address at this time, but if you want to contact me by snail-mail
let me know and I will send you my address directly.
Patrick B.
Date: Fri, 23 May 1997 14:35:48 -0400
X-Sender: absga@elbertonga.com
From: Patrick Barden <absga@elbertonga.com>
Subject: Invasion!?!
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
I am soon to be lauching my first alien invasion in a Champions Campaign. I
have been putting it off because the scale seems somewhat overwhelming. I
would appreciate the advice or suggestions of anyone who has played an invasion.
Here are some of my questions:
What can I do to keep things moving?
What can I do to keep it fun and not bogged down?
What are some short cuts you have learned?
What are some mistakes that I can avoid?
Anything else you might think of would be appreciated.
Oh' in referring to manuals take note that I do not have access to more than
a handful of the newest books. (ie. Champions version 1-4, C:TNM, and
Allies and Enemies Assemble are about it.)
Patrick B.
Date: Fri, 23 May 1997 14:35:51 -0400
X-Sender: absga@elbertonga.com
From: Patrick Barden <absga@elbertonga.com>
Subject: Custom Character Drawing
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
Over the last few years I have gotten into drawing pictures of mine and my
friends characters. I enjoy doing this and have considered offering to draw
other peoples characters as well. I usually work in pen and ink as well as
colored pencil. What I want to know is; is there an interest in this kind
of work and what would be a fair price for and 8 1/2 X11 colored drawing.
Feedback wanted.
Also if you do something similar I would like to know how you handle matters.
Patrick B.
Date: Fri, 23 May 1997 12:30:04 -0700 (PDT)
X-Sender: bob.greenwade@klock.com
From: Bob Greenwade <bob.greenwade@klock.com>
Subject: Re: How many d6 does a papaer airplane do?
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
At 02:35 PM 5/23/97 -0400, Patrick Barden wrote:
>There is something I have never been able to determine satisfactorily, so I
>am seeking opinions from the group. How do you figure out how much damage a
>thrown object will do when it hits a person. I have been told that you do
>damage based on extra strength. This doesn't seem quite right. By this
>standard a paper airplane could be quite deadly in the hands of a strong
>enough brick. One option I had tried was to reverse the damage rules for
>hitting a solid object (ie 1d6 per body and DEF of the object thrown). Also
>converting this damage to a killing equivalent if the object thrown was
>sharp or similarly appropriate).
As far as I'm aware, there's no published rule covering this. If there
is, then ignore the rest of this post. :-]
On the whole, I'd rule the opposite of what you say; that is, that
objects do damage based on how much STR it takes to lift them. Thus, if it
takes 30 STR to lift an object, it does 6d6 damage when it hits.
Arguably, one could take a principle based on the Throwing Distance Table
and assign the same proportions to damage; thus, if an object is either
balanced or aerodynamic, the damage doubles, and if it's both, it
quadruples. Thus a billiard ball (which takes a *lot* less than 15 STR)
could do 3d6 damage.
Than again, one could also put STR into the throw, up to doubling the
damage from that. Whether that STR is the STR behind the throw, the STR
above what's needed to lift the object in the first place, or whatever
amount of STR the character wants to use would probably depend on the flavor
of the campaign (heroic vs superheroic, for instance).
Of course, the only hard and fast rule about this is that it's the GM's
decision.
---
This mail was sent from the Corvallis Public Library
Date: Fri, 23 May 1997 12:42:02 -0700 (PDT)
X-Sender: bob.greenwade@klock.com
From: Bob Greenwade <bob.greenwade@klock.com>
Subject: Re: Invasion!?!
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
At 02:35 PM 5/23/97 -0400, Patrick Barden wrote:
>I am soon to be lauching my first alien invasion in a Champions Campaign. I
>have been putting it off because the scale seems somewhat overwhelming. I
>would appreciate the advice or suggestions of anyone who has played an
invasion.
>
>Here are some of my questions:
>
>What can I do to keep things moving?
There are all sorts of things you can do here. If things seem to be
going too smoothly for the PCs, have a patrol of alien guards happen upon
them. (How much the PCs are surprised by this should depend on the story
needs; the scene could become just a "Quick -- hide!" kind of encounter.)
Plan the major sequence of events in advance, knowing what will happen if
the PCs don't intervene, how the enemies will react to the PCs'
intervention, and so forth. When things start slowing down, go on ahead
with the next phase of the story. That doesn't mean to not give them
breathing room or time to recover their wits; pauses like that can be just
as interesting as action. It's just when things are looking boring that you
should give them a scare or a surprise.
>What can I do to keep it fun and not bogged down?
Don't be afraid to say, "Well, this isn't working, so let's end it." For
example, if the PCs' opponents are clearly beaten, they'll probably know it,
and chances are against their fighting to the bitter end. They might
surrender, try to escape, or bring in some deus ex machina. If the PCs are
on the losing end of a combat that's getting boring besides, have a more
powerful force show up to save their bacon (giving thanks for "keeping these
guys busy until we got here," of course, just to make them feel useful).
>What are some short cuts you have learned?
I don't have any, so I can't help you there.
>What are some mistakes that I can avoid?
Most of the mistakes I've made are addressed in the Campaigning sections
of the Champions and C:NM rulebooks. There is one extra thing that I think
will help for a long, involved scenario like this, though: whenever an
event is planned, go in ahead of time knowing just what you'll do if the PCs
succeed in the encounter, and what you'll do if they fail. Think through
intermediate levels of success vs failure (such as capturing the terrorists
but failing to locate and disarm the bomb). If you make a rough flowchart
of the events on this basis, your scenario will be that much better.
>Anything else you might think of would be appreciated.
And I hope this works for you. :-]
---
This mail was sent from the Corvallis Public Library
Date: Fri, 23 May 1997 15:55:46 -0400 (EDT)
X-Sender: jprins@interhop.net
From: jprins@interhop.net (John and Ron Prins)
Subject: Re: How many d6 does a papaer airplane do?
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
>There is something I have never been able to determine satisfactorily, so I
>am seeking opinions from the group. How do you figure out how much damage a
>thrown object will do when it hits a person. I have been told that you do
>damage based on extra strength. This doesn't seem quite right. By this
>standard a paper airplane could be quite deadly in the hands of a strong
>enough brick. One option I had tried was to reverse the damage rules for
>hitting a solid object (ie 1d6 per body and DEF of the object thrown). Also
>converting this damage to a killing equivalent if the object thrown was
>sharp or similarly appropriate).
Any non-focus object (i.e. scenery) can only do as much dice of damage as
its BODY + DEF, regardless of the STR of the user. So if I pick up a piece
of paper on a superheroic (or heroic) battlefield and make a paper airplane,
I could do a max of 1D6 damage with it (piece of paper is probably 0 DEF, 1
BODY - note that dirt is 0 DEF too). You might be able to poke somebody in
the eye and do damage, but that's about it.
OTOH, if you bought a 3D6 HKA, Ranged with 'paper airplanes' as your SFX,
then Bob's your uncle - you could do as much as 6D6 RKA, provided you've got
enough STR.
----------------------------------------------------------------------------
"All right, all right! I'll sit on your crummy lap! Anything!! Just stop
disintigrating me!!"
-Gold Digger
----------------------------------------------------------------------------
John D. Prins
jprins@interhop.net
Subject: Re: How many d6 does a papaer airplane do?
Date: Fri, 23 May 97 16:00:12 -0400
x-sender: DFair@pop.worldweb.net
From: "David A. Fair" <DFair@sdslink.com>
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
On 5/23/97 2:35 PM, Patrick Barden (absga@elbertonga.com) Said:
>There is something I have never been able to determine satisfactorily, so I
>am seeking opinions from the group. How do you figure out how much damage a
>thrown object will do when it hits a person. I have been told that you do
>damage based on extra strength. This doesn't seem quite right. By this
>standard a paper airplane could be quite deadly in the hands of a strong
>enough brick. One option I had tried was to reverse the damage rules for
>hitting a solid object (ie 1d6 per body and DEF of the object thrown). Also
>converting this damage to a killing equivalent if the object thrown was
>sharp or similarly appropriate).
We have always ruled that a thrown object does 1d6 per 5 extra STR of the
thrower, up to a maximum of the BOD of the object.
.oooO |
( ) Oooo. | David A. Fair
\ ( ( ) | SDS International
\_) ) / | dfair@sdslink.com
(_/ |
From: Stainless Steel Rat <ratinox@peorth.gweep.net>
Subject: Re: How many d6 does a papaer airplane do?
X-No-Archive: yes
X-Attribution: Rat
Organization: The Happy Fun Ball Brigade
Date: 23 May 1997 23:29:12 -0400
Lines: 31
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>>>>> "PB" == Patrick Barden <absga@elbertonga.com> writes:
PB> There is something I have never been able to determine satisfactorily,
PB> so I am seeking opinions from the group. How do you figure out how
PB> much damage a thrown object will do when it hits a person.
If the character paid points for the object in question then the amount of
damage it will do is based on what he paid for. Otherwise the damage is
either a) the character's Strength/5 or b) the character's Strength beyond
what he needs to lift the object/5. Use some common sense when figuring
damage. The maximum Body damage an object can do is equal to its DEF+Body.
So, a paper airplane with 0 DEF, 1 BODY can do a maximum of 1 Body; I would
call it a 1/2d6 normal attack.
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Rat <ratinox@peorth.gweep.net> \ If Happy Fun Ball begins to smoke, get
PGP Key: at a key server near you! \ away immediately. Seek shelter and cover
\ head.
From: Stainless Steel Rat <ratinox@peorth.gweep.net>
Subject: Re: real world martial art
X-No-Archive: yes
X-Attribution: Rat
Organization: The Happy Fun Ball Brigade
Date: 23 May 1997 23:39:37 -0400
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>>>>> "j" == jonesmj <jonesmj@topaz.cqu.edu.au> writes:
j> WRONG AGAIN! the kido styles
Pardon me, but there are no "kido" styles. There are "do" styles and
"jutsu" styles, corresponding to "way" and "art". Aikijutsu is "the art of
Aiki" and Aikido is "the way of Aiki". The forms are similar, but "do"
styles encompass a philosophy: they are a way of life, whereas "jutsu"
forms tend to concentrate on the martial (combat) aspects: they are an art
of combat.
And if you are going to flame people I would suggest doing so in private
mail.
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Rat <ratinox@peorth.gweep.net> \ Do not use Happy Fun Ball on concrete.
PGP Key: at a key server near you! \
\
From: jonesmj@topaz.cqu.edu.au
Date: Sat, 24 May 1997 15:09:24 +1000
Date-warning: Date header was inserted by topaz.cqu.edu.au
Subject: Re: real world martial art
X-Sender: jonesmj@topaz.cqu.edu.au
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
well, how about this: it IS stupid to make such a comparison between
two such different arts, so all i was being is accurate. I don't give
a cold rock in orbit if someone calls me stupid, so there really isn't
much grounds for accusing me of flaming, is there?
At 11:05 PM 5/22/97 -0500, you wrote:
>Mr Jones,
>
>If you feel you just HAVE to flame somebody, do it in private email.
>The rest of us don't need to see your immature rantings.
>
>And yes, I know I'm being a hypocrite sending this to the list, but
>every time I've sent private email to Mr Jones in the past, he has
>echoed it back to the list ANYWAY, so I figured I would save him the
>step.
>
>Todd
>
>
>jonesmj@topaz.cqu.edu.au wrote:
>>
>> you do the same!!! they share a common ancestry, nothing more. it is
>> just plain stupid to think they are in any way related.
>>
>> At 03:04 AM 5/20/97 +0000, you wrote:
>> >I beg to differ. Read the alt.rec.martial-arts FAQ. Read the history of
>> >Judo and Jujitsu.
>> >
>> >At 02:36 PM 5/20/9
>
From: jonesmj@topaz.cqu.edu.au
Date: Sat, 24 May 1997 15:12:15 +1000
Date-warning: Date header was inserted by topaz.cqu.edu.au
Subject: Re: Invasion!?!
X-Sender: jonesmj@topaz.cqu.edu.au
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
At 02:35 PM 5/23/97 -0400, you wrote:
>I am soon to be lauching my first alien invasion in a Champions Campaign. I
>have been putting it off because the scale seems somewhat overwhelming. I
>would appreciate the advice or suggestions of anyone who has played an invasion.
>
>Here are some of my questions:
>
>What can I do to keep things moving?
>What can I do to keep it fun and not bogged down?
just chase the characters areund!!
>What are some short cuts you have learned?
>What are some mistakes that I can avoid?
DON'T go overboard with lots of different critters. i finnd a
single race much better, despite how cool ds's invasionstoryline was.
>
From: jonesmj@topaz.cqu.edu.au
Date: Sat, 24 May 1997 15:21:32 +1000
Date-warning: Date header was inserted by topaz.cqu.edu.au
Subject: Re: real world martial art
X-Sender: jonesmj@topaz.cqu.edu.au
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
At 03:36 PM 5/23/97 +0000, you wrote:
>At 01:28 PM 5/23/97 +1000, jonesmj@topaz.cqu.edu.au wrote:
>>WRONG AGAIN! the kido styles originated in korea, and were ripped off from
>the japanese.
>>it is not the 'sport form'- there is hardly any relationship at all.
>
>And your sources are what?
>
how valid are yours??? can either of us prove anything at all?? HEY!!! how
about we just drop it, like 90% of the list want us to do?
From: jonesmj@topaz.cqu.edu.au
Date: Sat, 24 May 1997 15:21:33 +1000
Date-warning: Date header was inserted by topaz.cqu.edu.au
Subject: Re: real world martial art
X-Sender: jonesmj@topaz.cqu.edu.au
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X-Hero: champ-l
To: champ-l@omg.org
A
>j> WRONG AGAIN! the kido styles
>
>Pardon me, but there are no "kido" styles. There are "do" styles and
>"jutsu" styles, corresponding to "way" and "art". Aikijutsu is "the art of
>Aiki" and Aikido is "the way of Aiki". The forms are similar, but "do"
>styles encompass a philosophy: they are a way of life, whereas "jutsu"
>forms tend to concentrate on the martial (combat) aspects: they are an art
>of combat.
>
hapKIDO!! aiKIDO!! And your literal interpretations were valid about
100 years ago, and no longer.
>And if you are going to flame people I would suggest doing so in private
>mail.
>
i suggest you grow a thicker skin. i get pretty insulted by a lot of the things
said on here, but i usually have the balls to grin and bear it. you do the same,
and maybe we'll even get some stuff done, yes?
X-Sender: bastet@iquest.net
Date: Sat, 24 May 1997 03:34:31 -0400
From: Tokyo Mark <bastet@iquest.net>
Subject: Re: Real Martial Arts
Cc: champ-l@omg.org
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
I've been avoiding posting more on this thread since it departed so much
from what is relevent to champions but thought I should respond to at least
a couple of things. There are no Kido styles. There are, however, do
styles. Kendo. Judo. Aikido. Hapkido. Yes, Aikido and Hapkido have kido
in them. Why?
In Japanese Aikido is written with three characters. Ai-ki-do. Do meaning
'The way' Ki meaning The spirit. Ai meaning Harmony. Thus it can be
translated 'The way of harmony with the spirit.'
Hapkido is a korean art and to be honest my knowledge of Korean is almost
non existent. However, according to an interview with Master Suh Bok Sup,
one of the first students of the founder of Hapkido, Choi Yong Suhl, Hap Ki
means total art. Later on it sounds like another translation could be
coordinated energy. It was not until 1958 that the 'Do' was added to the
name.
Hope this helps with any misunderstandings.
TokyoMark
X-Sender: bastet@iquest.net
Date: Sat, 24 May 1997 03:34:31 -0400
From: Tokyo Mark <bastet@iquest.net>
Subject: Re: Real Martial Arts
Cc: champ-l@omg.org
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
I've been avoiding posting more on this thread since it departed so much
from what is relevent to champions but thought I should respond to at least
a couple of things. There are no Kido styles. There are, however, do
styles. Kendo. Judo. Aikido. Hapkido. Yes, Aikido and Hapkido have kido
in them. Why?
In Japanese Aikido is written with three characters. Ai-ki-do. Do meaning
'The way' Ki meaning The spirit. Ai meaning Harmony. Thus it can be
translated 'The way of harmony with the spirit.'
Hapkido is a korean art and to be honest my knowledge of Korean is almost
non existent. However, according to an interview with Master Suh Bok Sup,
one of the first students of the founder of Hapkido, Choi Yong Suhl, Hap Ki
means total art. Later on it sounds like another translation could be
coordinated energy. It was not until 1958 that the 'Do' was added to the
name.
Hope this helps with any misunderstandings.
TokyoMark
From: S McGinness <smcginn@csm.ex.ac.uk>
Date: Sat, 24 May 97 12:23:40 GMT
Subject: Re: Invasion!?!
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
At 02:35 PM 5/23/97 -0400, Patrick Barden wrote:
>I am soon to be lauching my first alien invasion in a Champions Campaign. I
>have been putting it off because the scale seems somewhat overwhelming. I
>would appreciate the advice or suggestions of anyone who has played an
invasion.
>
>Here are some of my questions:
>
>What can I do to keep things moving?
Have you read the Harry Turtledove alien invasion books??
In the balance/Tilting the balance/ and something else about balance :-)
There should be enough material for stuff to use in various
scenarios to base a campaign around.
Stephen
Date: Sat, 24 May 1997 07:43:38 -0600
From: Curtis Gibson <Mhoram@apeleon.net>
Subject: Re: Invasion!?!
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
S McGinness wrote:
>
> At 02:35 PM 5/23/97 -0400, Patrick Barden wrote:
> >I am soon to be lauching my first alien invasion in a Champions Campaign. I
> >have been putting it off because the scale seems somewhat overwhelming. I
> >would appreciate the advice or suggestions of anyone who has played an
> invasion.
> >
>
> Have you read the Harry Turtledove alien invasion books??
>
> In the balance/Tilting the balance/ and something else about balance :-)
>
Worldwar: In the balance, Tilting the balance, upsetting the balance,
Finding the balance.
Highly recomemnded reading.
Also:
Footfall by Niven & Pournell
The Invasion: Target Earth Module has some basic advice on running
invasions. I found it usefull as a guide.
Basic problems in running invasion stories... Why can this race defeat
Humanity, and if it is "nearly unbeatable", how is it that the humans
can actually win, all the while keeping a willing suspension of
disbelief. That was the problem a lot of people had with "Independance
Day".
> There should be enough material for stuff to use in various
> scenarios to base a campaign around.
>
> Stephen
--
-Mhoram
Why is it a penny for your thoughts, but you have to put your
two cents in. Somebody's makin' a penny somewhere. -Stephen Wright
Mhoram's Fantasy Hero Domain:
http://apeleon.net/~mhoram/hero/FHsplash1.htm
Comments: Authenticated sender is <korthmat@pilot.msu.edu>
From: "Matt Korth" <korthmat@cps.msu.edu>
Organization: ORGANIZATION?!?
Date: Sat, 24 May 1997 11:17:33 -0500
Subject: Re: real world martial art
CC: hero-l@omg.org
Priority: normal
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
> well, how about this: it IS stupid to make such a comparison between two
> such different arts, so all i was being is accurate.
Despite the accuracy of your comments (or lack thereof--I have no
knowledge with which to confirm or dispute them), your lack of tact, and
apparent immaturity, were inexcusable.
> I don't give a cold
> rock in orbit if someone calls me stupid, so there really isn't much
> grounds for accusing me of flaming, is there?
"I don't care if someone flames me, so therefore nobody can accuse me of
flaming them"? Perhaps you should re-evaluate the statement you just
made.
And while you're at it...
*plonk*--this time, for good.
HAND.
--M
--
korthmat@cps.msu.edu http://www.cps.msu.edu/~korthmat
*** People who send me UCE or UBE will be crucified. ***
"Were you always this stupid--or did you take lessons?"
"I took lessons!" --_The Long Kiss Goodnight_
Date: Sat, 24 May 1997 14:26:57 -0500
From: Todd Hanson <badtodd@dacmail.net>
Subject: Re: real world martial art
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
jonesmj@topaz.cqu.edu.au wrote:
>
> well, how about this: it IS stupid to make such a comparison between
two such different arts, so all i was being is accurate. I don't give a
cold rock in orbit if someone calls me stupid, so there really isn't much
grounds for accusing me of flaming, is there?
Last time I checked, the purpose of this list was to discuss
Champions/Hero, not martial arts, and certainly not as a free forum for
any person to regularly insult the rest of the list. It doesnt matter
'a cold rock in orbit' how YOU feel about being called stupid, it
matters how the rest of the list feels about it.
If I remember correctly, you stayed on this list by the skin of your
teeth once before when you insisted on making an ass of yourself
repeatedly. The only thing that saved you was the requests of a few of
the respected members of the list asking that we give you a second
chance. The rest of us did, in the hopes that you would grow up.
Apparently you arent ready to do that.
Todd
Date: Sat, 24 May 1997 14:39:18 -0500
From: Todd Hanson <badtodd@dacmail.net>
Subject: Re: Invasion!?!
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
Bob Greenwade wrote:
>
> surrender, try to escape, or bring in some deus ex machina. If the PCs are
> on the losing end of a combat that's getting boring besides, have a more
> powerful force show up to save their bacon (giving thanks for "keeping these
> guys busy until we got here," of course, just to make them feel useful).
This is one thing I would definately disagree with. As a PC it would
leave me feeling like I had wasted my time if I had just fought for my
life against the aliens, only to have the big guns show up to bail me
out. I would be left with the 'why bother' attitude.
Instead, make the aliens seem unbeatable, but leave a method (or more
than one) where the PCs can discover a method to turn the tide of the
battle, kind along the lines of how in Independance Day they discovered
how to turn off the force fields of the alien ships (although I would go
for something a little more believable)
Let the PCs discover some alien technology that enhances their own
powers - giving them additional firepower and defenses. It doesnt have
to be much - adding 2 to 4 dice to a standard attack makes it a really
nasty attack.. add a 10/10 force field to their defenses and an alien
gun that would have stunned them before is no more than a nuisance. Let
the PCs feel like they defeated the aliens on their own by outsmarting
them. Of course, make the technology run off of an alien power source
so you can get rid of it after this scenario...
Todd
From: jjerles@pacificnet.net
Comments: Authenticated sender is <jjerles@pacificnet.net>
Date: Sat, 24 May 1997 21:33:26 +0000
Subject: Re: Charges
Priority: normal
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
> Subject: Charges
> Date: Sat, 24 May 97 23:20:13 -0500
> From: "John P. Weatherman" <asahoshi@nr.infi.net>
> To: champ-l@omg.org
> OK, this may seem a little strange, but can someone explain to
> me exactly why a charges limitation/advantage should EVER cost
> more that +1 for an autofire attack and +1/2 for a non-autofire
> attack? It seems a little strange that having a limited number
> of shots, even a very large number of finite shots, is more
> limiting than not having any limit at all.
>
> Actually, allong those lines, it seems that an autofire charges
> attack should max out its advantage at +3/4 and a non-autofire
> at +1/4. After all, shouldn't having a finite number of shots
> always be more limiting than not having ANY limit.
>
> Just curious what all of you are thinking on this.
>
> PAX
Well, it seems to me that while you have a limited number of shots you also
are getting those shots at no endurance. The no endurance is a 1/2 mod. off
the top and autofire makes it possible to fire off more shots than would
otherwise be given to a hero of the same speed.
I think that the way charges are, are fine. If anything, I think that the
'clips' section of the rules is a little kind, but that is a loophole I can
live with.
John
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Date: Tuesday, March 30, 1999 05:41 PM