Week Ending June 7, 1997
Date: Sun, 25 May 1997 11:59:23 +1000 (EST)
X-Sender: bryce144@fan.net.au
From: Len Undy <bryce144@fan.net.au>
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 23/05/97 -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?
>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.
I like my invasions to be BIG. You shouldn't have too many of these
type of Invasions, they should be BIG world shaking events. The Aliens,
preferably of the same type, should hit the earth by surprise and hard.
Unless your governments in your campaign have encountered aliens before,
they really shouldn't be prepared. Perhaps they bombard the major cities of
the world first, or disrupt communication. Then they send in their
unstoppable airforce(think ID4, or even Robotech). This is where the heroes
come in. Ussaully the heroes base is in a city, so this is where you wipe
out their base(in one of those-it looks trashed, but can still be rebuilt
within a few weeks)
I like putting the heroes on the run in an Invasion, its one of the
few opportunities that you get to do so.
Keep things moving:
1: Keep the heroes on the run. The Aliens are soon going to
learn of the threat superheroes pose. Therefore their going to want to take
them down.
2: Add lots of twist. eg. A second Alien race, worse then the
first attacks both sides. Heroes must choose between the evil they know and
a possible ally. Shapeshifter that inflitrate the Hero community. The
aliens originally came from Earth and therefore have some claim over it.
Keeping it fun and not bogged down:
1: In the "On the run" Invasion, the aliens will at first seem very
powerful. To avoid the feeling of "we can't win", show that the aliens do
have major weaknesses. See below for suggestions.
2: Have lots of variety in your senarios(sp?). This is a good
excuse to send your heroes into all sorts situations around the world, and
beyond
3: Remember other heroes and villians. Have major villians side
with the heroes, and even show that the villians are human after all,
compared to the aliens. But also have villians side with the aliens. eg.
that evil corporation will build weapons for the aliens in return for
advanced tech.
4: Have you heroes hate the aliens. This is doen in several ways.
Have a hero ally die in a important fight, sacrificing himself in some way.
Thus the heroes will seek some sort of revenge. Have the heroes discover a
concentration camp, where the human prisoners are about to be processed in
food(but give the heroes a chance to save the victims before its to late).
Finally, have the aliens seem, well, ALIEN. Have there motivations seem
completly inhuman. Look to insects like ants, bees, and wasp, even spiders
for ideas on this.
Notes:
1: You must always decide how the aliens will be defeated in the
end, before you start the campaign. Are your heroes going to beat them to a
stand still, causing the aliens to either respect human kind, or just give
up. Or are the heroes going to find the Hive Queen, kill her, and destroy
the mother ship, thus wiping out all the aliens in one fell swoop. This is
the most important part of an invasion, as you can then plan the steps
leading upto it.
ALIEN ENEMIES(some sterotypes for heroes to battle)
1: Standard hovertanks, spaceship fighters, armoured infantry etc.
2: Giant robots(hey don't knock 'em until you try 'em)
3: Powerarmour troops( perhaps their the aliens commandoes)
4: STEAL from movies, go on try it. The Predator is just a powerarmoured
assassin sent to kill the heroes, the terminator is standard troops, etc.
5: Alien Superheroes, furthering the Aliens ambitions. The aliens have
their own superheroe teams, etc.
6: Shapeshifters, inflitrators
7: Genetic expimentation: All those humans, how can they resist using them
in their experiments, perhaps making a new team of villians
7: Local villians: evil corporations, just plain stupid villians
ALIEN WEAKNESS:
1: They aliens last studied the humans several hundred years ago, and
expect a very basic level of tech. Boy were they surprised when when they
see us now. However, they are still more advanced then us, but not that
much more.
2: Limited numbers. You can only fit so many soldiers on board the ship
and the world is a big place. The Aliens are slowly overextending their
lines. Combined with 1, the aliens are in big trouble.
3: Code of Honour, A Rule Book of War. The Aliens are predictable, because
of a code of honour or a strict set of rules on of war is fought. Humans
however are renowned for constantly changing the rules without consulting
the enemy. The Aliens even expect us to have the same rules, and are most
confused with gurrila warfare and terrorist attacks.
4: Superheroes? Aliens have never encountered something as strange as
superheroes. Super soldiers with thousands of different powers. How does
one plan against that.
5: Tratior!! Perhaps some of the invaders actually like human kind, and
will surply info and tech to the humans. However, their pacifist and will
not actually fight for the humans. Another slant is that the helpers are
another alien race hoping to use the humans against the invaders.
6: Drugs. Didn't relize that ginger was so addictive to the aliens did
you? Addicts are willing to do anything for a little sample of their
favoirite drug. Even give info, or smuggle you aboard the mothership.
7: Enemy alien races. Earth just happens to be the key to an intersteller
war. Whoever takes it will rule the universe. Two or more alien races are
invading. Fortunatly the aliens see each other as stronger threats then the
humans. Heroes can use each of the aliens against each other in an attemt
to weaken each of them for a final blow. But can they do it before the
earth becomes a wasteland.
8: Only one Megadeath weapon? We only need one. If the heroes can destroy
the ship carry the megadeath weapon, the aliens will severly be weakened.
9: Time Limit. The alien invasion is to prepare the earth for a colony of
aliens. The invaders must take the planet before a certain time or else.
If the heroes can delay or even defeat the invasion, the aliens may be
forced to negoitiate a peace treaty or loose thousands of alien civilians.
Well that all(!) I can think of now. I hope this helps.
BRYCE
GRANDMASTER OF THE CENTRUIN IX ASSUALT FLEET
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: 24 May 1997 22:56:49 -0400
Lines: 39
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
--text follows this line--
-----BEGIN PGP SIGNED MESSAGE-----
>>>>> "j" == jonesmj <jonesmj@topaz.cqu.edu.au> writes:
j> hapKIDO!! aiKIDO!!
Aikido is three words: ai: harmony, ki: spirit, do: way. The entire
meaning is, roughly, the way of harmony of the spirit. Hapkido is also
three words: hap: (roughly) coordinate, ki: energy, do: way. The entire
meaning roughly being, because my Korean is practically nonexistant, the
way of coordinated energy. The "do" part of Hapkido did not appear until
the late 1950s -- less than the 100 years you claim makes "my"
interpretation obsolete. This was also about the time that Aikijutsu (the
art of harmony with the spirit) mostly ceased being taught, replaced by
Aikido (there are probably a handful of Aikijutsu schools around, but not
many; an Aikijutsu practicioner is a rarity these days).
Calling "do" styles "sport forms" is a misnomer of convenience.
Competition between schools that teach a particular style is common. To
moderate these matches there are regulatory bodies that deliniate exactly
what can and cannot be done during such matches, just as (I'm blanking on
the name, the Earl of Queensbury?) did for Boxing, the manly art of
fisticufs, over a century ago.
One of the clearest examples of this is Kendo, which really is a sport form
of Kenjutsu. In the various schools of Kenjutsu, the Bushi's sword art,
almost anything goes, as long as it leaves you standing and your opponent
dead. But in Kendo there are exactly 8 ways to hit your opponent, seven
strikes to various parts of the upper body (head, torso, shoulders) and one
thrust to the torso. Anything else will cause you to be eliminated from
the match. Because Kendo rigorously enforces these in training they become
reflexive. This is a liability in a fight against anyone other than
another Kendo practicioner because Kendo teaches to block only those 8
strikes. A Kendo master that practices no other art is practically
defenseless against a 9 year old kid wearing heavy boots.
-----BEGIN PGP SIGNATURE-----
Version: 2.6.3
Charset: noconv
iQCVAwUBM4ewr56VRH7BJMxHAQFENwQAwwepkdslWlNyaDWIE4qo55klChGfZShj
IXuDgCHPDrJyyQexKVbXDBK9Upz8QUNsebSFd5Y0MWL7PFbH7+WeysOHg9pGnR51
OAOFH+y5zY9HmqTCrIq2mJf4ybO/PxcPdxbKVKC28CWLFLmJAaPKATQ0ShME9YhD
2pouCwYrk3Y=
=rhUo
-----END PGP SIGNATURE-----
--
Rat <ratinox@peorth.gweep.net> \ Warning: pregnant women, the elderly, and
PGP Key: at a key server near you! \ children under 10 should avoid prolonged
\ exposure to Happy Fun Ball.
X-Sender: ctaylor@mailhost.cyberhighway.net
Date: Sat, 24 May 1997 21:06:46 -0700
From: Christopher Taylor <ctaylor@cyberhighway.net>
Subject: Re: Charges
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
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.
I have a house rule along those lines, it's a silly holdover from the old
reduced END rules.
----------------------------------------------------------
Sola Gracia Sola Scriptura Sola Fide
Soli Gloria Deo Solus Christus Corum Deo
-----------------------------------------------------------
Subject: Charges
Date: Sat, 24 May 97 23:20:13 -0500
From: "John P. Weatherman" <asahoshi@nr.infi.net>
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
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
____________________________________________________________________
| Name: John P. Weatherman | Phone: |
| email: asahoshi@nr.infi.net | (H) (910) 785-1130 |
| fax: (910) 748-4632 | (O) (910) 545-2722 |
|_____________________________|____________________________________|
| He who walking on the sea could calm the bitter waves, who gives |
| life to the dying seeds of the earth; He who was able to loose |
| the mortal chains of death and after three days' darkness could |
| bring again to the upper world the brother of his sister Martha: |
| He, I beleive, will make Damasus rise again from the dust. |
| Pope St. Damasus I (c.305-384) |
|__________________________________________________________________|
Subject: Re: Charges
Date: Sun, 25 May 97 07:45:01 -0500
From: "John P. Weatherman" <asahoshi@nr.infi.net>
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
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.
>>
> 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.
That's actually my point. The only advantage that charges give is No END
on
the shot. So why should the charges "Advantage" cost more than the
equivilent
reduced END cost? Even the Continuing Charges Rules seem awfully
expensive.
I can have 250 charges that last 1 hour each as a +2 1/4 Advantage, or
Unlimited No END Continuous Uncontrolled Shots that never time out for
a +2 Advantage.
My thought is just that Charges as an Advantage shouldn't ever cost more
than
if you just built the power as a Reduced Endurance Construct, and IMHO
should
be a hair cheaper.
> 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.
The clips rules are the only thing that has made Charges useful at all to
me.
At least with autofire, I can build a reasonably accurate automatic weapon
that doesn't completely break Active Point limits just building a 2d6 KA,
the
standard for military grade gear in the Viper suppliment as well as
CyberHero.
I'm not sure why your considering them a loophole.
PAX
____________________________________________________________________
| Name: John P. Weatherman | Phone: |
| email: asahoshi@nr.infi.net | (H) (910) 785-1130 |
| fax: (910) 748-4632 | (O) (910) 545-2722 |
|_____________________________|____________________________________|
| He who walking on the sea could calm the bitter waves, who gives |
| life to the dying seeds of the earth; He who was able to loose |
| the mortal chains of death and after three days' darkness could |
| bring again to the upper world the brother of his sister Martha: |
| He, I beleive, will make Damasus rise again from the dust. |
| Pope St. Damasus I (c.305-384) |
|__________________________________________________________________|
Subject: Active Costs
Date: Sun, 25 May 97 07:45:04 -0500
From: "John P. Weatherman" <asahoshi@nr.infi.net>
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
Has anyone else noticed that while Hero suggests things
like a 60 Active Point limit for attack powers of beginning
characters, they also create their "standard" weapondry at
closer to 100 Active Points? I'm refering in particular to
CyberHero which is my best available Hero source for
technotoys. Does anyone have any house rules for allowing
heros to use the more powerful standard weapons that hero
releases? In particular, many of my character concepts have
military backgrounds, so it gets quite frustrating to be
unable to build military grade gear that's usable.
PAX
____________________________________________________________________
| Name: John P. Weatherman | Phone: |
| email: asahoshi@nr.infi.net | (H) (910) 785-1130 |
| fax: (910) 748-4632 | (O) (910) 545-2722 |
|_____________________________|____________________________________|
| He who walking on the sea could calm the bitter waves, who gives |
| life to the dying seeds of the earth; He who was able to loose |
| the mortal chains of death and after three days' darkness could |
| bring again to the upper world the brother of his sister Martha: |
| He, I beleive, will make Damasus rise again from the dust. |
| Pope St. Damasus I (c.305-384) |
|__________________________________________________________________|
Subject: Re: Charges
Date: Sun, 25 May 97 12:15:34 -0500
From: "John P. Weatherman" <asahoshi@nr.infi.net>
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
>The limitation is that the shots do not cost the character Endurance to
>use.. while a character without charges can rest and recuperate thus
>gaining endurance back.. the character with the charges can run out if
>the story line does not allow him the chance to recharge.
That's why I was asking about a +1/2 / +1 cap for regular/autofire
attacks. No END cost on a normal attack is a +1/2 Advantage and on
an autofire attack is a +1 advantage. Sence the only "Advantage" of
charges is No END, it seems the advantage cost should max out at the
same levels No END itself does.
PAX.
____________________________________________________________________
| Name: John P. Weatherman | Phone: |
| email: asahoshi@nr.infi.net | (H) (910) 785-1130 |
| fax: (910) 748-4632 | (O) (910) 545-2722 |
|_____________________________|____________________________________|
| He who walking on the sea could calm the bitter waves, who gives |
| life to the dying seeds of the earth; He who was able to loose |
| the mortal chains of death and after three days' darkness could |
| bring again to the upper world the brother of his sister Martha: |
| He, I beleive, will make Damasus rise again from the dust. |
| Pope St. Damasus I (c.305-384) |
|__________________________________________________________________|
From: S McGinness <smcginn@csm.ex.ac.uk>
Date: Sun, 25 May 97 17:29:09 GMT
Subject: Re: Active Costs
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
"John P. Weatherman" <asahoshi@net.infi.nr>
>Has anyone else noticed that while Hero suggests things
>like a 60 Active Point limit for attack powers of beginning
>characters, they also create their "standard" weapondry at
>closer to 100 Active Points? I'm refering in particular to
>CyberHero which is my best available Hero source for
>technotoys. Does anyone have any house rules for allowing
>heros to use the more powerful standard weapons that hero
>releases? In particular, many of my character concepts have
>military backgrounds, so it gets quite frustrating to be
>unable to build military grade gear that's usable.
My My John, we are full of questions this weekend aren't we? :-)
I have broken away completely with limiting the active point cost
of things. I don't think it is a good way to balance out the
various powers you might come up with. I'm not trying to say that
a point is not getting you a points value anywhere, though we all
realise that things aren't (and can never truly be 100% balanced),
but if you buy a 100 point power then it will give 100 point value,
if you place limitations on it then it tends to give 100 point value
_some_ of the time. Why should players be limited to either 60
points all the time, or 60 points some of the time, and in some cases
60 points none of the time?? If the utility of a power is very
limited then I'll tend to allow higher point powers. If the power
is limited in effectiveness then I'll always allow higher point
powers. The active point might be a good initial point to start
limitations but I tend to use it more as a guide than a rule.
Stephen
Date: Sun, 25 May 1997 12:37:38 -0500 (CDT)
Posted-Date: Sun, 25 May 1997 12:37:38 -0500 (CDT)
X-Sender: rvb@visi.com
From: Rob <rvb@visi.com>
Subject: Re: Charges
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
Part of the figuring of the value of limitations is in figuring the
pragmatic value, not the hypothetical one. Up around 250 charges, on a
single use attack, you're talking about over fifty turns of ordinary combat.
I don't know anyone whose single adventures go through so much combat. This
is ten or more average combats in my Champions experience. For a single
attack used routinely, about sixteen to thirty uses for even the longest
adventure would be about as much as pragmatically would be used.
Turning to the case of autofire attacks, there's a whole other kettle of
fish. Autofire attacks redistribute the odds on Stun Lotto effects of both
normal and killing attacks, skewing in favour of Stunning. The difference is
so dramatic in the case of killing attacks that my house rule doubles the
cost of autofire charges on KA's. The mathematics of this is fairly
involved, for a short reply, but it seemed to balance fairly well over a
course of five years of weekly campaigns.
As for inconsistencies in costs, sure, at the extreme limits of the rules,
things often get a bit distorted. That's why GM's exercise discretion.
Date: Sun, 25 May 1997 11:45:53 -0700
From: michael <jonesmj@topaz.cqu.edu.au>
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
Rob wrote:
>
> This isn't by way of flame, and don't take it the wrong way, but when I
> dabbled in such things, I met or studied under three people who met or
> studied under the man called the father of modern Aikido. All of them eighth
> Dan. None of them used 'kido' as a term in itself, although several times
> their lessons addressed the subjects of 'do', 'ki' and 'ai', which I'm sure
> you well know mean 'way', 'personal energy' and 'harmony' in Japanese. None
> of them mentioned Korea, either, in connection with Aikido.
>
rule of thumb: i don't consider critical comments flames. don't think i'm going to be
offended by dialogue. i tend to ignore such concepts, so i doubt i'd have any grounds
for going all high-minded on you . . .
> Perhaps I'm reading too much into what you're saying. Did you only intended
> to cover Hapkido (which a second Dan instructor did mention had some
> connection to Korea to me) in your statement?
>
it was a classification which made sense: both styles are simmilar, and deal with the
concept of 'ki', and have common ancestry - it was merly a classification, one which i
have seen used many times.
> And, while I am getting old, I promise you this happened much, much less
> than a hundred years ago. Judo only descended from Jiujitsu a little over a
> hundred years ago, and the popular explosion in the various jutsu's and do's
> began in this century. It is more like the distinction of 'do' and 'jutsu'
> was less important literally a hundred years ago. Given that - despite
> claims of 'Te' adherents to the contrary -martial arts in the Orient are
> less than eight hundred years old (much less than the four thousand year
> Western traditions of wrestling and boxing, or the approximate twenty five
> hundred year history of martial forms in India, where the Western traditions
> evolved into the roots of the Oriental martial arts) it surprises me that so
> many people get carried away to the extent that they do about all this. I
> think it's just the fascination people have with the exotic that makes them
> forget it's just another version of a sport.
>
i agree! however, the idea of "do-vs-jutsu" comes from earlier times, in feudal japan.
different schools "something-jutsu" competed in war and duels. and the "do" concept came
in with judo and the like later on. AND, there is a great deal of evidence that martial
arst originted all over the place, from very old roots, and evolved together over time.
i think it is silly to think "we(korean styles)" "them(japanese styles)" or "us(chinese
styles" were the progenetor of martial arts.
Date: Sun, 25 May 1997 12:01:02 -0700
From: michael <jonesmj@topaz.cqu.edu.au>
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.
> >
> >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.
> plus try to get hold of the old "INVASION: DCUNIVERSE" stories. they had some cool
scenes of a united superheroic front, and a good set of cool potential scenes.
Date: Sun, 25 May 1997 12:10:39 -0700
From: michael <jonesmj@topaz.cqu.edu.au>
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
Todd Hanson wrote:
>
> 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.
>
but the cavalry has to come alon once or twice: remember, the idea of global cooperation
figures very strongly here. what better way to show it than have the "soviet
supernaughts" turn up and save the characters ass, and then have the characters do the
same?? it is a war, afteral, there should be wins and losses, and lots o' dead npc
supers :->~
> 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)
>
*sigh* no i really regret deciding not to be so abrasive. This is a cliche (no flame
intended, todd) which has been done several times in billions of situations, and is one
of the few plots used in startrek (no flame intended, universal studios!). I would
aavoid it at all costs myself, but probably a better idea is to use it a littly bit
(maybe neutralise a particular race in a coalition, for instance) but keep it to a
minimum.
> 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
they did this in dc, i think(no flame intended, DC comics)
and it's a bit mean(no fl-oh, forget it) maybe they could steal a ship or two,
and maybe you could tell them to save their points before the scenario, so one or two of
them can have a radiation accident?
From: David.Berge@october.com (David Berge)
Date: 25 May 97 12:16:08 -0800
Subject: How many d6 does a papae
Organization: Fidonet: Red October Alpha * Hero Roleplaying * 408-629-4695 *
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: 4
Patrick Barden writes:
h> 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.
Terminal velocity intrudes. An object's terminal velocity depends on its
density and shape. The paper airplane simply can't go fast enough to do the
full STR damage of a normal person. (More precisely, the airplane dece-
lerates immediately when it leaves the thrower's hand.)
In game terms, I would set an upper limit on the thrown damage that any
object can generate. Anyone can probably do full damage with dense metal
objects. Bricks will hit a limit with objects of density less than, oh, 3,
and everyone else will be limited with objects less dense than water (1.0).
I don't want to assign exact numbers, though; it's really not an important
issue unless the density is very low.
Date: Mon, 26 May 1997 00:20:20 -0400 (EDT)
X-Sender: nexus@uky.campus.mci.net
From: Kim Foster <nexus@uky.campus.mci.net>
Subject: Rengeration Question
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
Does anyone have a system for derterming the length of time need to regrow
limbs/organs for characters with rengeration? Any suggestions would be well
appreciated,thanks.
Can God make a plot so twisted even he can't figure it out?
Tom Servo -MST 3K "The Island of Dr Fu Manchu"
Posted-Date: Mon, 26 May 1997 07:51:27 +0200 (MET DST)
X-Authentication-Warning: james.stud.ntnu.no: leirbakk owned process doing -bs
Date: Mon, 26 May 1997 07:51:27 +0200 (MET DST)
From: Jens-Arthur Leirbakk <leirbakk@stud.ntnu.no>
Subject: Re: Rengeration Question
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
On Mon, 26 May 1997, Kim Foster wrote:
> Does anyone have a system for derterming the length of time need to regrow
> limbs/organs for characters with rengeration? Any suggestions would be well
> appreciated,thanks.
>
> Can God make a plot so twisted even he can't figure it out?
> Tom Servo -MST 3K "The Island of Dr Fu Manchu"
Well, I'd perhaps guess something along these lines: First, figure out the
maximum amount of Body that limb can take, based on the Body multiple in
that area. For instance, I believe that an arm is .5. Thus, if a character
has 30 Body, then that character's "arm body" is 15. Then, let's say that
this number represents the number of months it takes for a character's
limb to regrow (unless you want real 4-color, then you say weeks or days
or whatever). Divide that on the Body/turn of the Regeneration power to
find the total time needed to regrow that limb. Example: The character has
a 4 Body Regeneration, and lost that arm. 15/4 is somewhat under 4 months,
so it'll take 3 months and 3 weeks to completely regrow that arm. It is
probable that the character will be able to actually use the arm in but a
fraction of that time, but it will not be back to normal strength until 3
months and 3 weeks have passed. If that seems long to you, then use weeks
as your base time unit, or what have you.
===============================================
= Jens-Arthur Leirbakk =
= e-mail: leirbakk@stud.ntnu.no =
= http://www.pvv.ntnu.no/~leirbakk/index.html =
= Smash forehead on keyboard to continue =
===============================================
Subject: Re: Rengeration Question
Date: Mon, 26 May 97 08:46:17 -0500
From: John P Weatherman <asahoshi@nr.infi.net>
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
>>On Mon, 26 May 1997, Kim Foster wrote:
>
>> Does anyone have a system for derterming the length of time need to regrow
>> limbs/organs for characters with rengeration? Any suggestions would be well
>> appreciated,thanks.
>On Mon, 26 May 1997, Jens-Arthur Leirbakk wrote:
>
>Well, I'd perhaps guess something along these lines: First, figure out the
>maximum amount of Body that limb can take, based on the Body multiple in
>that area. For instance, I believe that an arm is .5. Thus, if a character
>has 30 Body, then that character's "arm body" is 15. Then, let's say that
>this number represents the number of months it takes for a character's
>limb to regrow (unless you want real 4-color, then you say weeks or days
>or whatever). Divide that on the Body/turn of the Regeneration power to
>find the total time needed to regrow that limb. Example: The character has
>a 4 Body Regeneration, and lost that arm. 15/4 is somewhat under 4 months,
>so it'll take 3 months and 3 weeks to completely regrow that arm. It is
>probable that the character will be able to actually use the arm in but a
>fraction of that time, but it will not be back to normal strength until 3
>months and 3 weeks have passed. If that seems long to you, then use weeks
>as your base time unit, or what have you.
Another approach would be to simply slide the regeneration down to Body
per
day. In the example above, that would allow the arm to grow back in a
litle
over four days. For higher regens if would be faster and for (in my
experience
more common) slower regens it would take longer. In any case, a
regenerating
character has their arm back in 16 days. This seems about right for four
color.
About the highest regen I've ever seen actually used was 5/TURN, which
would
still require 3 days to recover (and considering the same character can
recover
from near fatal wounds, say -29 BODY, in just over 2 minutes) this still
feels
about right for a four color. In Dark Champions, I'd probably say
Jens-Arthur's
approach works better. Reguardless, depending on the special effect, it
might
be reasonable to allow for "reapplying the severed limb" assuming it
wasn't
destroyed, only lopped off, and allow normal regeneration to work.
PAX.
____________________________________________________________________
| Name: John P. Weatherman | Phone: |
| email: asahoshi@nr.infi.net | (H) (910) 785-1130 |
| fax: (910) 748-4632 | (O) (910) 545-2722 |
|_____________________________|____________________________________|
| He who walking on the sea could calm the bitter waves, who gives |
| life to the dying seeds of the earth; He who was able to loose |
| the mortal chains of death and after three days' darkness could |
| bring again to the upper world the brother of his sister Martha: |
| He, I beleive, will make Damasus rise again from the dust. |
| Pope St. Damasus I (c.305-384) |
|__________________________________________________________________|
Date: Mon, 26 May 1997 10:50:59 -0500 (CDT)
Posted-Date: Mon, 26 May 1997 10:50:59 -0500 (CDT)
X-Sender: rvb@visi.com
From: Rob <rvb@visi.com>
Subject: Re: Regeneration
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
While I can appreciate the dramatic effect of slow regeneration of limbs, my
own take on the issue is that the limb is restored as soon as all BODY taken
in the injury that severed it is restored, unless the special effects or
circumstances interfere.
This is more satisfying to me that alternatives based on 'proportion of
BODY'. After all, why should a character who loses an arm, having paid
nothing for BODY, get it back in a third the time that an otherwise
identical character, paying 40 points more for BODY, does? (To cite the
example of the 30 BODY one-armed regenerator.)
I suggest, if you need slower regeneration, just attribute it to
circumstances, and set an arbitrary duration based on measures the character
takes. Rest in bed attended by excellent caregivers being faster, trekking
through disease-infested swamps slower.
X-Sender: ctaylor@mailhost.cyberhighway.net
Date: Mon, 26 May 1997 09:33:59 -0700
From: Christopher Taylor <ctaylor@cyberhighway.net>
Subject: 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
Okay, the game is full, thanks for everyone's submissions and suggestions.
I have the following information from each player, for those of you without
a full character and a background please get those to me soon, I would like
to get started by next Monday (June 1).
Anthony MacElroy --- character
John Jerles --- character and background
Rafael Sant'Anna --- character and background
Razor Sharp --- character outline
Captain Spith --- character and background
jnealis (sorry, I neglected to write your name down) --- letter of intent
Will Austin --- character and background
Alex Rojas --- character
Bryce --- character and background
Carolyn Vaughan --- character and background
flacksd@evron.com (sorry, I neglected to write your name down) --- character
MartinTucker --- Letter of Intent
----------------------------------------------------------
Sola Gracia Sola Scriptura Sola Fide
Soli Gloria Deo Solus Christus Corum Deo
-----------------------------------------------------------
Date: Mon, 26 May 1997 23:31:56 -0400 (EDT)
X-Sender: jprins@interhop.net
From: jprins@interhop.net (John and Ron Prins)
Subject: Re: Active Costs
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: 3
>why not just ignore the llimits?? i tend to think any active points limint
is stupid . .
>. what's the difference between 60 and 63?
Last time I looked, it was 3. :-) I've always thought of the 'active point
limit' as more of a guideline. Especially with very heavily advantaged
powers, where the difference between 3D6 of effect and 4D6 of effect can
mean 15-20 points. So you either allow a 70 point power or force the PC to
take a 50 point power - heck, give him the 70 pointer. 'Raw' powers,
however, should adhere more closely to the AP limit.
----------------------------------------------------------------------------
"All right, all right! I'll sit on your crummy lap! Anything!! Just stop
disintigrating me!!"
-Gold Digger
----------------------------------------------------------------------------
John D. Prins
jprins@interhop.net
From: HoosierJA@aol.com
Date: Tue, 27 May 1997 02:57:41 -0400 (EDT)
Subject: Recoveries
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: 5
Okay,
A fellow Champions GM and friend of mine just ran a strange idea past me. He
has abolished the post segment 12 recovery in his combats. He says "If you
want a recovery, you gotta take one. I'm not handing you one on a silver
platter" (or words to that effect). He claims it greatly speeds up his
combats and does not change the feel of the game.
I'm intrigued. I'm not running a game right now and have had no opportunity
to give it a whirl. Have any of you out there tried this or anything
similar? And if so, what are your thoughts? Heck, even if you haven't tried
it what are your thoughts?
Jay A
Date: Tue, 27 May 1997 01:55:03 -0600
From: Curtis Gibson <Mhoram@apeleon.net>
Subject: Re: Recoveries
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: 6
HoosierJA@aol.com wrote:
>
> Okay,
>
> A fellow Champions GM and friend of mine just ran a strange idea past me. He
> has abolished the post segment 12 recovery in his combats. He says "If you
> want a recovery, you gotta take one. I'm not handing you one on a silver
> platter" (or words to that effect). He claims it greatly speeds up his
> combats and does not change the feel of the game.
>
> I'm intrigued. I'm not running a game right now and have had no opportunity
> to give it a whirl. Have any of you out there tried this or anything
> similar? And if so, what are your thoughts? Heck, even if you haven't tried
> it what are your thoughts?
>
> Jay A
I personally thing it would shift the balance of power off. Bricks (for
instance) usually have low speeds and high recoveries. Without a post
12, they wouldn't be able to absorb damage anywhere near as well. A
speedster or High speed MA could afford to blow a phase to recover, but
the low speed bricks couldn't.
End use could also get to be a problem.
This kind of rule could work well for a dark Champs, but I don't think
it would fly well in a Four color.
All the previous is IMHO, of course.
A question of my own, while on the subject. When we had a player that
came in from another campaign (ie we didn't teach him) we found a
differance of style, with no real basis for doing things whichever way;
to wit: Post 12's in our game were for Stun/End recoveries only. The way
his group had always run it, that if you get stunned in 12, your post 12
goes to recovering from being stunned, and thus doesn't help end/stun.
Does any of the list at large do this?
We don't have difficuties here because of the differance (we are adults
after all) but are curious as to how others do it.
--
-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: Tue, 27 May 1997 04:16:22 -0400 (EDT)
From: Wayne J Shaw <shaw@IDT.NET>
X-Sender: shaw@u3.farm.idt.net
cc: champ-l@omg.org
Subject: Re: Recoveries
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: 7
On Tue, 27 May 1997 HoosierJA@aol.com wrote:
> Okay,
>
> A fellow Champions GM and friend of mine just ran a strange idea past me. He
> has abolished the post segment 12 recovery in his combats. He says "If you
> want a recovery, you gotta take one. I'm not handing you one on a silver
> platter" (or words to that effect). He claims it greatly speeds up his
> combats and does not change the feel of the game.
>
> I'm intrigued. I'm not running a game right now and have had no opportunity
> to give it a whirl. Have any of you out there tried this or anything
> similar? And if so, what are your thoughts? Heck, even if you haven't tried
> it what are your thoughts?
Well, it'll certainly do that. But it also overly rewards a high
movement, high speed person, who can afford to duck around a corner and
recover, while his lesser bretheren can't. And it makes it impossible to
fly long distances unless your flight is at 0 END.
Date: Tue, 27 May 1997 04:44:47 -0500 (EST)
From: Tokyo Mark <bastet@iquest.net>
X-Sender: bastet@iquest7
Reply-To: Tokyo Mark <bastet@iquest.net>
cc: champ-l@omg.org
Subject: Re: Recoveries
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: 8
> A fellow Champions GM and friend of mine just ran a strange idea past
me. He
> has abolished the post segment 12 recovery in his combats. He says "If you
> want a recovery, you gotta take one. I'm not handing you one on a silver
> platter" (or words to that effect). He claims it greatly speeds up his
> combats and does not change the feel of the game.
I'm sure it would speed up combat, but at least with the groups I'm in it
would change the feel of the game. Like Hobbes 'State of Nature' combats
woudl become nasty, brutish and short. 0 End powers and aids will be
more common.
>
> I'm intrigued. I'm not running a game right now and have had no opportunity
> to give it a whirl. Have any of you out there tried this or anything
> similar? And if so, what are your thoughts? Heck, even if you haven't tried
> it what are your thoughts?
One thing the group I'm with does that helps. WE start combat at the top
of a turn, not on 12. Starting on 12 gives everyone a chance to push an
attack, then recover from their damage and end. It's almost a wasted
round. By starting either on the first phase someone goes on (me)
or having a 'start of combat' phase then starting with the first phase,
combat seems to go a little quicker. Just my thoughts.
TokyoMark
From: Chuff78002@aol.com
Date: Tue, 27 May 1997 06:15:54 -0400 (EDT)
Subject: In case anyone's interested.....
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: 9
Hi,
Look, I know that this is the hero mailer, but I'd thought I'd offer out an
invitation anyway. If anyone wishes to join an AD&D PBEM set in my own
version of the Forgotten Realms please e-mail direct rather than to the list
thankyou.
lurkers are more than welcome.
Thanx
Chuff78002.
From: Chuff78002@aol.com
Date: Tue, 27 May 1997 06:15:55 -0400 (EDT)
Subject: Uthden Troll...watch this space !
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: 10
Sorry about the delays folks, but things have gotten hectic over here and The
Uthden Troll mtg/fh conversion has been put on the back burner for a while,
however i'm almost ready to compile the data and it should be posted real
soon !
WATCH THIS SPACE !!!!!
Chuff78002.
Date: Tue, 27 May 1997 05:45:55 -0500
From: Jon Knutson <waffyjon@execpc.com>
Reply-To: waffyjon@execpc.com
Subject: Re: Recoveries
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: 12
Curtis Gibson wrote:
>
> A question of my own, while on the subject. When we had a player that
> came in from another campaign (ie we didn't teach him) we found a
> differance of style, with no real basis for doing things whichever way;
> to wit: Post 12's in our game were for Stun/End recoveries only. The way
> his group had always run it, that if you get stunned in 12, your post 12
> goes to recovering from being stunned, and thus doesn't help end/stun.
> Does any of the list at large do this?
>
> We don't have difficuties here because of the differance (we are adults
> after all) but are curious as to how others do it.
>
In my old gaming group in Washington, we'd make it an option; anyone
stunned on Phase 12 could either use their post-12 to recover STUN and
END, or to recover from being stunned. If they used it to recover
stun/end, they'd still need to use their next phase to recover from
being stunned. It worked rather well for us.
Jon
X-Sender: jrc@pop1.nai.net
Date: Tue, 27 May 1997 06:30:40 -0500
From: "Joe Claffey Jr." <jrc@mail1.nai.net>
Subject: Re: Recoveries
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
Curtis Gibson <Mhoram@apeleon.net> wrote,
>to wit: Post 12's in our game were for Stun/End recoveries only. The way
>his group had always run it, that if you get stunned in 12, your post 12
>goes to recovering from being stunned, and thus doesn't help end/stun.
>Does any of the list at large do this?
Yeah, that's how my friends and I do it. It doesn't seem to throw anything
out of balance.
We also play that if you get stunned before your DEX count, you recover
from being stunned that phase but lose your action. I don't know if that's
standard or not.
Joe Claffey | "In the end, everything is a gag."
jrc@ct1.nai.net | - Charlie Chaplin
X-Sender: avery1@pop.flash.net
Date: Tue, 27 May 1997 15:57:52
From: John Turner <Avery1@flash.net>
Subject: Re: Active Costs
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
At 12:42 PM 5/27/97 -0700, michael wrote:
>John P. Weatherman wrote:
>>
>> Has anyone else noticed that while Hero suggests things
>> like a 60 Active Point limit for attack powers of beginning
>> characters, they also create their "standard" weapondry at
>> closer to 100 Active Points? BLAH BLAH BLAH
>> PAX
>
>why not just ignore the llimits?? i tend to think any active points limint
is stupid . .
>. what's the difference between 60 and 63?
>
that would be 3. :P
X-Sender: avery1@pop.flash.net
Date: Tue, 27 May 1997 16:17:29
From: John Turner <Avery1@flash.net>
Subject: Re: Recoveries
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
At 04:44 AM 5/27/97 -0500, Tokyo Mark wrote:
>One thing the group I'm with does that helps. WE start combat at the top
>of a turn, not on 12. Starting on 12 gives everyone a chance to push an
>attack, then recover from their damage and end. It's almost a wasted
>round. By starting either on the first phase someone goes on (me)
> or having a 'start of combat' phase then starting with the first phase,
>combat seems to go a little quicker. Just my thoughts.
>
>TokyoMark
The group I play with start combat on 12, but we never let anyone push an
attack at this time. I really hate the pushing rules, they are too often
abused. We had one player that would try to push everytime he attacked,
because he figured he could mathematically risk the END. This made me
institute a rule that I, as GM, have total control of when the players can
push. I can understand if a character wants to boost a power with xps and
pushes the attack everytime for a while (while he is building up the xps to
increase the points in the power). The players have since learned that
pushing is to be used only in extreme cases, not on every phase.
Date: Tue, 27 May 1997 13:40:07 -0400 (EDT)
From: William K Bushway <wbushway@osf1.gmu.edu>
Reply-To: William K Bushway <wbushway@osf1.gmu.edu>
Subject: subscription
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
Sorry to take up bandwidth like this, but I sent in my
re-subscription request over a week ago (to hero-request@omg.org) and
haven't recieved any mail. Does it usually take this long, or do I have
the wrong address?
Thanks for any help you can provide,
William K. Bushway, wbushway@osf1.gmu.edu
http://Mason.GMU.edu/~wbushway/index.html
"I'm betting that I'm just abnormal enough to survive."
-The Tick, The Tick Vs.The Breadmaster
Date: Tue, 27 May 1997 12:42:29 -0700
From: michael <jonesmj@topaz.cqu.edu.au>
Subject: Re: Active Costs
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: 1
John P. Weatherman wrote:
>
> Has anyone else noticed that while Hero suggests things
> like a 60 Active Point limit for attack powers of beginning
> characters, they also create their "standard" weapondry at
> closer to 100 Active Points? I'm refering in particular to
> CyberHero which is my best available Hero source for
> technotoys. Does anyone have any house rules for allowing
> heros to use the more powerful standard weapons that hero
> releases? In particular, many of my character concepts have
> military backgrounds, so it gets quite frustrating to be
> unable to build military grade gear that's usable.
>
> PAX
why not just ignore the llimits?? i tend to think any active points limint is stupid . .
. what's the difference between 60 and 63?
>
> ____________________________________________________________________
> | Name: John P. Weatherman | Phone: |
>
> | email: asahoshi@nr.infi.net | (H) (910) 785-1130 |
> | fax: (910) 748-4632 | (O) (910) 545-2722 |
> |_____________________________|____________________________________|
> | He who walking on the sea could calm the bitter waves, who gives |
> | life to the dying seeds of the earth; He who was able to loose |
> | the mortal chains of death and after three days' darkness could |
> | bring again to the upper world the brother of his sister Martha: |
> | He, I beleive, will make Damasus rise again from the dust. |
> | Pope St. Damasus I (c.305-384) |
> |__________________________________________________________________|
Date: Tue, 27 May 1997 12:45:13 -0700
From: michael <jonesmj@topaz.cqu.edu.au>
Subject: Re: Rengeration Question
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: 2
I do organ damage as a plot concept, and use a ten point 'bonus' body cost for a normal
organ/limb/bit. Also you could try a bonus cost as a function of total body.
Kim Foster wrote:
>
> Does anyone have a system for derterming the length of time need to regrow
> limbs/organs for characters with rengeration? Any suggestions would be well
> appreciated,thanks.
>
> Can God make a plot so twisted even he can't figure it out?
> Tom Servo -MST 3K "The Island of Dr Fu Manchu"
From: dobrien@e-mail.com
Date: Tue, 27 May 1997 17:10:58 EDT
X-Sender-Info: Dennis L. O'Brien Class: Internal
Consulting Systems Engineer
VM Systems Software 15863 (510) 675-5594
Subject: Pacificon moved?
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
The Dunfey Hotel told me today that they have been sold, and will be
closed for renovations from 11 June to "sometime in November". Pacificon
will not be held at the Dunfey.
Has anyone heard anything on where Pacificon will be held, or if it will
be held?
Dennis
A government that robs Peter to pay Paul can always depend upon the
support of Paul. -- George Bernard Shaw
Date: Tue, 27 May 1997 14:21:46 -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 02:39 PM 5/24/97 -0500, Todd Hanson 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.
That's a little different than what I was talking about. The mechanics
of what I was saying would be the same, except that afterward the big guns
tell the PCs, "Boy, it's a good thing you guys were here to slow these guys
down, or the whole world would've been toast!" Admittedly, that's not as
satisfying as stopping the Evil One on your own, but it still can give a
sense of having made a vital contribution.
>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...
This is good advice for overall plotting. (Very good, in fact.) I was
addressing what can be done when an individual encounter bogs down.
---
This mail was sent from the Corvallis Public Library
Date: Tue, 27 May 1997 14:21:54 -0700 (PDT)
X-Sender: bob.greenwade@klock.com
From: Bob Greenwade <bob.greenwade@klock.com>
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 03:21 PM 5/24/97 +1000, jonesmj@topaz.cqu.edu.au wrote:
>>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.
Try hapkiDO and aikiDO (as per a very clear interpretation of the Korean
language originals that Rat gave you).
---
This mail was sent from the Corvallis Public Library
Date: Tue, 27 May 1997 14:21:59 -0700 (PDT)
X-Sender: bob.greenwade@klock.com
From: Bob Greenwade <bob.greenwade@klock.com>
Subject: Re: Rengeration Question
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
At 12:20 AM 5/26/97 -0400, Kim Foster wrote:
>Does anyone have a system for derterming the length of time need to regrow
>limbs/organs for characters with rengeration? Any suggestions would be well
>appreciated,thanks.
I don't think that Regeneration (or any other "enhancement Power") is
able to regrow limbs, at least in the official rules.
In my own games, I allow "Can Regrow Limbs" as a +1/2 Advantage to
[healing] Aid, Regeneration, and Transfer, and the REC Characteristic. In
this case, the amount of BODY needed to regrow a limb is equal to the amount
that it took to cut it off in the first place.
And for the curious: yes, if a character with Transfer that Can Regrow
Limbs uses that Power on someone else, the other person does lose the limb,
but only for the duration that the Transfer lasts (and none of the
applications of this Advantage will work if the person with the Power never
had the limb in question to begin with).
---
This mail was sent from the Corvallis Public Library
Date: Tue, 27 May 1997 15:03:34 -0700
From: "HAPPYELF!!!!" <jonesmj@topaz.cqu.edu.au>
Subject: Re: Active Costs
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: 4
John and Ron Prins wrote:
>
> >why not just ignore the llimits?? i tend to think any active points limint
> is stupid . .
> >. what's the difference between 60 and 63?
>
> Last time I looked, it was 3. :-) I've always thought of the 'active point
> limit' as more of a guideline. Especially with very heavily advantaged
> powers, where the difference between 3D6 of effect and 4D6 of effect can
> mean 15-20 points. So you either allow a 70 point power or force the PC to
> take a 50 point power - heck, give him the 70 pointer. 'Raw' powers,
> however, should adhere more closely to the AP limit.
>
i agree! however, i would still like to abolish the whole idea, or put it all in
gm-campagn control . . .
From: DocTough@aol.com
Date: Tue, 27 May 1997 18:23:30 -0400 (EDT)
Subject: Re: Recoveries
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
Doc sez...
Speeds up combat, eh?... Not surprised, characters must be getting
exhausted and knocked out sooner. Does your friend mention if there's been
an increase in the number of characters that have tried to purchase reduced
END on their STR and other powers?
Doc Tough
From: HoosierJA@aol.com
Date: Tue, 27 May 1997 18:43:48 -0400 (EDT)
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
X-Status:
X-UID: 1
In a message dated 97-05-27 17:46:33 EDT, bob.greenwade@klock.com (Bob
Greenwade) writes:
> >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.
>
> That's a little different than what I was talking about. The mechanics
> of what I was saying would be the same, except that afterward the big guns
> tell the PCs, "Boy, it's a good thing you guys were here to slow these
guys
> down, or the whole world would've been toast!" Admittedly, that's not as
> satisfying as stopping the Evil One on your own, but it still can give a
> sense of having made a vital contribution.
I would think that the "Queen Bee" motif would be the best for player
satisfaction. Not to mention that fact that it's easier to fight smaller
combats. Let the NPCs defend the white house (perhaps with a little help
from our heros). It's the PCs job to infiltrate, get in there and destroy
the queen mother, or the main computer, or whatever you can think of. Or
maybe even just talk 'em out of attacking...thats always fun. Or maybe
just......
You get my point. As many Earthlings as you want can stave off individual
attacks. Even win battles against incredible odds. But the PCs should be
the ones to eventually save the world. Unless you don't want the world
saved, that could be fun too.
Jay A
Comments: Authenticated sender is <aeverett@postoffice.worldnet.att.net>
From: "Al Everett" <aeverett@worldnet.att.net>
Date: Tue, 27 May 1997 18:10:53 -0500
Subject: Re: Recoveries
Reply-to: aeverett@worldnet.att.net
Priority: normal
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
On 27 May 97 at 7:55, Curtis Gibson wrote:
> A question of my own, while on the subject. When we had a player
> that came in from another campaign (ie we didn't teach him) we found
> a differance of style, with no real basis for doing things whichever
> way; to wit: Post 12's in our game were for Stun/End recoveries
> only. The way his group had always run it, that if you get stunned
> in 12, your post 12 goes to recovering from being stunned, and thus
> doesn't help end/stun. Does any of the list at large do this?
My group has traditionally done it this way, more from ignorance than
anything else. To our way of thinking, whether you recover from being
stunned and then recover END/STUN or recover END/STUN then recover
from being stunned, the end result is the same.
Never seemed to unbalance anything.
--
Al Everett | "Work is the curse of the drinking
aeverett@worldnet.att.net | classes" - Rev William A Spooner
Date: Wed, 28 May 1997 02:49:53 -0500 (EST)
From: Tokyo Mark <bastet@iquest.net>
X-Sender: bastet@iquest7
cc: champ-l@omg.org
Subject: Re: How many d6 does a papae
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: 5
> Terminal velocity intrudes. An object's terminal velocity depends on its
> density and shape. The paper airplane simply can't go fast enough to do the
> full STR damage of a normal person. (More precisely, the airplane dece-
> lerates immediately when it leaves the thrower's hand.)
>
> In game terms, I would set an upper limit on the thrown damage that any
> object can generate. Anyone can probably do full damage with dense metal
> objects. Bricks will hit a limit with objects of density less than, oh, 3,
> and everyone else will be limited with objects less dense than water (1.0).
>
> I don't want to assign exact numbers, though; it's really not an important
> issue unless the density is very low.
I believe there is a section in the book where it states that the damage
of an object can't be more then def+body of the object. It's been a long
time since I bothered to look this up so it might simply apply to a past
edition, but it seems a reasonable way to handle it.
TokyoMark
Date: Wed, 28 May 1997 07:58:08 -0700
From: Tim Statler <tstatler@igateway.net>
Reply-To: tstatler@igateway.net
Subject: Re: Some effects I am working on
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: 1
Charles T. Badger wrote:
>
> At 11:50 05/28/97 -0400, Patrick Barden wrote:
> >Have a couple of effects I am trying to duplicate.
> >
> >1) I want to create directed explosions. The attacks would be similar to
> >an explosion except that the area of the effect would be either a line or a
> >cone.
>
> since the radius advantage is +1 advantage and gives the same distance as a
> explosion with the explosion giving less damage to the outer area and also
> being a +1/2 advantage you could use those two facts to build the other area
> effect cone and line and use the same distance they would and divide the
> decrease over even increments.
A good use of the AE:Explosive Cone (+1/2) advantage is in modelling a
shotgun blast.
Tim Statler
Date: Wed, 28 May 1997 11:50:13 -0400
X-Sender: absga@elbertonga.com
From: Patrick Barden <absga@elbertonga.com>
Subject: Some effects I am working on
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: 6
Have a couple of effects I am trying to duplicate.
1) I want to create directed explosions. The attacks would be similar to
an explosion except that the area of the effect would be either a line or a
cone. Would this be a modification of the explosion advantage or the area
effect advantage?
2.) I want to duplicate the effect of a healer who absorbs the damage he
heals. What level of disadvantage would you give for a power that costs
STUN instead of or in addition to END. The character is a NPC so I am not
worried about the long term effects of such a power.
TIA, TTFN
Patrick B.
X-Sender: badger@badgerden.com
Date: Wed, 28 May 1997 12:41:58 -0400
From: badger@badgerden.com (Charles T. Badger)
Subject: Re: Some effects I am working on
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: 8
At 11:50 05/28/97 -0400, Patrick Barden wrote:
>Have a couple of effects I am trying to duplicate.
>
>1) I want to create directed explosions. The attacks would be similar to
>an explosion except that the area of the effect would be either a line or a
>cone. Would this be a modification of the explosion advantage or the area
>effect advantage?
since the radius advantage is +1 advantage and gives the same distance as a
explosion with the explosion giving less damage to the outer area and also
being a +1/2 advantage you could use those two facts to build the other area
effect cone and line and use the same distance they would and divide the
decrease over even increments. I don't have my book with me currently but
the distance is more or less based on dc in the base power.
>2.) I want to duplicate the effect of a healer who absorbs the damage he
>heals. What level of disadvantage would you give for a power that costs
>STUN instead of or in addition to END. The character is a NPC so I am not
>worried about the long term effects of such a power.
I saw one where the aid with feedback is a -1 limitation that does the same
amount of body to the user as he/she heals. Transfer would be similar to but
instead of my transfer transfering points from you to me it would be me to
you. that would be worth at least -1/2 limitation.
-----
Charles T. Badger
President Badger Internet Services, Inc.
http://www.badgerden.com
vrml page
http://vrml.badgerden.com
Date: Wed, 28 May 1997 09:43:29 -0700
From: Eric Langendorff <ericl@swiftmedia.com>
Reply-To: ericl@swiftmedia.com
Organization: AGT
Subject: Re: Some effects I am working on
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: 7
Patrick Barden wrote:
>
> Have a couple of effects I am trying to duplicate.
>
> 1) I want to create directed explosions. The attacks would be similar to
> an explosion except that the area of the effect would be either a line or a
> cone. Would this be a modification of the explosion advantage or the area
> effect advantage?
I'd say 1/4 to 1/2 less advantage: Explosive Degrade.
> 2.) I want to duplicate the effect of a healer who absorbs the damage he
> heals. What level of disadvantage would you give for a power that costs
> STUN instead of or in addition to END. The character is a NPC so I am not
> worried about the long term effects of such a power.
Transfer with a -0 SFX limitation: Only works in reverse.
-Eric
Date: Wed, 28 May 1997 10:07:14 -0700
From: Mark Lemming <icepirat@ix.netcom.com>
Reply-To: icepirat@ix.netcom.com
Subject: Re: Some effects I am working on
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: 10
Patrick Barden wrote:
>
> Have a couple of effects I am trying to duplicate.
>
> 1) I want to create directed explosions. The attacks would be similar to
> an explosion except that the area of the effect would be either a line or a
> cone. Would this be a modification of the explosion advantage or the area
> effect advantage?
Work it like the area effect advantages. The cone would act just like
the radius effect in that -1d6 per 1". The line I might automatically
allow -1d6 per 2" since it's a lot easier to dive out of.
I think the cone advantage was either Champs II or Champs 3.
>
> 2.) I want to duplicate the effect of a healer who absorbs the damage he
> heals. What level of disadvantage would you give for a power that costs
> STUN instead of or in addition to END. The character is a NPC so I am not
> worried about the long term effects of such a power.
Side effect that always goes off. Without my books I couldn't say the
the costs. probably -1. -2 if he doesn't have ready access to personal
healing.
-Mark
Subject: Re: Some effects I am working on
Date: Wed, 28 May 97 13:08:33 -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
X-Status:
X-UID: 9
On 5/28/97 11:50 AM, Patrick Barden (absga@elbertonga.com) Said:
>1) I want to create directed explosions. The attacks would be similar to
>an explosion except that the area of the effect would be either a line or a
>cone. Would this be a modification of the explosion advantage or the area
>effect advantage?
>
I would probably do this as :
Energy Blast, AE:(Line or Cone), Reduced by Range
>2.) I want to duplicate the effect of a healer who absorbs the damage he
>heals. What level of disadvantage would you give for a power that costs
>STUN instead of or in addition to END. The character is a NPC so I am not
>worried about the long term effects of such a power.
I think this is spelled out in the HSR under Aid....
.oooO |
( ) Oooo. | David A. Fair
\ ( ( ) | SDS International
\_) ) / | dfair@sdslink.com
(_/ |
Date: Wed, 28 May 1997 17:43:30 -0300 (ADT)
From: Trevor Barrie <tbarrie@ibm.net>
X-Sender: tbarrie@drollsden
Subject: Re: Active Costs
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
On Tue, 27 May 1997, HAPPYELF!!!! wrote:
> > Last time I looked, it was 3. :-) I've always thought of the 'active point
> > limit' as more of a guideline. Especially with very heavily advantaged
> > powers, where the difference between 3D6 of effect and 4D6 of effect can
> > mean 15-20 points. So you either allow a 70 point power or force the PC to
> > take a 50 point power - heck, give him the 70 pointer. 'Raw' powers,
> > however, should adhere more closely to the AP limit.
>
> i agree! however, i would still like to abolish the whole idea, or put it
> all in gm-campagn control . . .
How do you mean? It's already entirely a GM campaign-control issue.
Date: Wed, 28 May 1997 14:06:51 -0700 (PDT)
X-Sender: bob.greenwade@klock.com
From: Bob Greenwade <bob.greenwade@klock.com>
Subject: Re: Some effects I am working on
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
At 11:50 AM 5/28/97 -0400, Patrick Barden wrote:
>Have a couple of effects I am trying to duplicate.
>
>1) I want to create directed explosions. The attacks would be similar to
>an explosion except that the area of the effect would be either a line or a
>cone. Would this be a modification of the explosion advantage or the area
>effect advantage?
Personally, for the cone effect, I would allow a "cone explosion," which
only operates in a 60-degree cone but which loses damage at -1 DC/2", for
the same +1/2 Advantage one already gets for Explosion. Alternately, you
could just use a regular Explosion, with a -1 Limitation (on the Advantage
only) for a cone shape.
As for the line, I'd just use Area Effect: Line with a -1 Limitation (on
the Advantage only) for the degradation.
>2.) I want to duplicate the effect of a healer who absorbs the damage he
>heals. What level of disadvantage would you give for a power that costs
>STUN instead of or in addition to END. The character is a NPC so I am not
>worried about the long term effects of such a power.
Rather than do it this way ("Costs STUN as well as END"), give it a -1
"Side Effects" Limitation (-1/2 if you use the 10 points/1d6 variant on
Aid). This ends up doing the same level of damage to the user as he heals.
You can just rule by GM fiat that the damage the NPC takes is always
identical to the amount he heals.
---
This mail was sent from the Corvallis Public Library
X-Forwarding-Note: Was sent to herolist@october.com; forwarding to hero-l@omg.org
From: R Jacobs <rjacobs@radiks.net>
Date: Wed, 28 May 1997 16:51:14 -0500
Subject: Determining Limitations
Newsgroups: october.hero
X-Listname: Hero
Reply-To: hero-l@october.com (Multiple recipients of Hero)
Path: october.com!not-for-mail
Lines: 8
X-Sender: rjacobs@dial154.radiks.net
X-Reply-To: rjacobs@radiks.net
Nntp-Posting-Host: dial154.radiks.net
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
Hello All,
Anybody have any good suggestions on how to determine the value of
non-standard limitations? I'm looking for a way to remove some of the
subjectivity from the process (I realize that there is no way to make it
totally objective, but some guidance would be beneficial).
Rob
Date: Wed, 28 May 1997 18:08:17 -0500
From: Donald Tsang <tsang@sedl.org>
Subject: House Rule suggestion for Side Effects
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
A suggestion: Side Effects that always happen (as opposed to those that
only happen on unsuccessful activation rolls) should not have to take
a minimum of 30/60 active points. It's limiting enough that they happen
_every_ time the character activates the power.
So, for example, the "Empathic Healing" mentioned earlier could simply
be Aid/Healing with Side Effects: Damage (not Drain) equal to the Aid,
for a limitation bonus of -1. Since generic Damage (EB, whatever) is
5 pts/d6, just like Aid, the total Active Points of Side Effect is
exactly equal to the total Active Points of the Aid. Requiring that
the character take 12d6 damage for 3d6 of Aid would just be lame.
Donald
Date: Thu, 29 May 1997 18:45:02 +1000
Date-warning: Date header was inserted by topaz.cqu.edu.au
From: happyelf! <jonesmj@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
X-Status:
X-UID: 2
>I would think that the "Queen Bee" motif would be the best for player
>satisfaction. Not to mention that fact that it's easier to fight smaller
>combats. Let the NPCs defend the white house (perhaps with a little help
>from our heros). It's the PCs job to infiltrate, get in there and destroy
>the queen mother, or the main computer, or whatever you can think of. Or
>maybe even just talk 'em out of attacking...thats always fun. Or maybe
>just......
>
>You get my point. As many Earthlings as you want can stave off individual
>attacks. Even win battles against incredible odds. But the PCs should be
>the ones to eventually save the world. Unless you don't want the world
>saved, that could be fun too.
>
>Jay A
>
>
how about "the heros are one of many who save the world?" or
"the heros' strategist works dilligently with Dr Destroyer to formulate a
defense plan, and all the world pulls it off?" or
"during peace talks the heros give the aliens east hoboken, not mentioning
Mechanon just took the joint over" or
"the world is saved by another alien race, who then tries to plunge the
world into debt-slavery?" or
"the aliens are really running like crazy from something else, and move on as soon
as the earth orbits out of their jetstream" or
"the heros side with the aliens, and they turn out to be really wimpy" or
"the battle rages on indefinitley, with the aliens holding everything outside
of Mars, with teams of space-borne heros doing guerilla warfare within the asteroid belt"
we can do WAY better than the old 'shoot de generator vent and it all go boom'
, guys .. .
Date: Thu, 29 May 1997 18:53:05 +1000
Date-warning: Date header was inserted by topaz.cqu.edu.au
From: happyelf! <jonesmj@topaz.cqu.edu.au>
Subject: Re: Determining Limitations
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
X-Status:
X-UID: 3
here's a very small guide:
-1/4 anything not involved directly in the campaign, like an effect that you make up
and the gm says "yeah, shure, whatever . ."
-1/2 Something really involved with the character: like kryptonite or silver, something the character will see a lot of, within the plot of the setting(it not just a random thingie)
At 04:51 PM 5/28/97 -0500, you wrote:
>
>
>Hello All,
>
>Anybody have any good suggestions on how to determine the value of
>non-standard limitations? I'm looking for a way to remove some of the
>subjectivity from the process (I realize that there is no way to make it
>totally objective, but some guidance would be beneficial).
>
>Rob
>
>
From: Stainless Steel Rat <ratinox@peorth.gweep.net>
Subject: Re: Determining Limitations
X-No-Archive: yes
X-Attribution: Rat
Organization: The Happy Fun Ball Brigade
Date: 29 May 1997 13:14:36 -0400
Lines: 30
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
-----BEGIN PGP SIGNED MESSAGE-----
>>>>> "RJ" == R Jacobs <rjacobs@radiks.net> writes:
RJ> Anybody have any good suggestions on how to determine the value of
RJ> non-standard limitations?
Just as a baseline I look at the probabilities for Activation Roll success.
A limitation that is restrictive about half the time (11-) is worth a -1,
working up to a -2 for a limitation that is restrictive almost always (8-)
and down to -1/4 for a limitation that is infrequently restrictive (15-).
I then make a comparison between the new limitation and any existing but
similar limitations, and adjust the bonus to fit within the existing
structure.
-----BEGIN PGP SIGNATURE-----
Version: 2.6.3a
Charset: noconv
iQCVAwUBM425eZ6VRH7BJMxHAQH/7wP9FqbwdxNp+BIPFmzALl9OIgDFFyL8O7ZU
AZo1yy+C4P1EHOIftMW8JO8stBWgA59yxHB3FQjYnTHxNKZg/qwN85JyDdPIGJsb
YkWVLNpcVyoMgT7sMNOgFoxQitCRl9qQdV+DwwX/tAV/zJhWPYydAg3L3LHzatyv
ZXoSmKLbyZs=
=ws+Z
-----END PGP SIGNATURE-----
--
Rat <ratinox@peorth.gweep.net> \ When not in use, Happy Fun Ball should be
PGP Key: at a key server near you! \ returned to its special container and
\ kept under refrigeration.
From: Stainless Steel Rat <ratinox@peorth.gweep.net>
Subject: Re: House Rule suggestion for Side Effects
X-No-Archive: yes
X-Attribution: Rat
Organization: The Happy Fun Ball Brigade
Date: 29 May 1997 13:20:27 -0400
Lines: 29
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
-----BEGIN PGP SIGNED MESSAGE-----
>>>>> "DT" == Donald Tsang <tsang@sedl.org> writes:
DT> A suggestion: Side Effects that always happen (as opposed to those that
DT> only happen on unsuccessful activation rolls) should not have to take a
DT> minimum of 30/60 active points. It's limiting enough that they happen
DT> _every_ time the character activates the power.
Yeah, well, Side Effects is slightly broken in that it is less of a
disadvantage to the character if the power has an Activation roll on it.
So I figure that the Side Effects bonus is worth double (give or take) if
there is no Activation roll on the power. But that's just me. :)
-----BEGIN PGP SIGNATURE-----
Version: 2.6.3a
Charset: noconv
iQCVAwUBM4262p6VRH7BJMxHAQFw6wQAivxU5i9ky8vdYX7IMle0+8Z0whqEksvM
OLMcS3MevDChIC6q4lIAeNUw2N1ieOXVD3cuM1KV7RR7PlAuPiftOY1uQkAp11AB
g6YGlyZyervy9qYNXa8h1SOEWd9emEdZfu3RNvqOs6wL3GCdf/stP7Cz+apXOZ2d
GZmgAyFV7K0=
=R7J2
-----END PGP SIGNATURE-----
--
Rat <ratinox@peorth.gweep.net> \ Warning: pregnant women, the elderly, and
PGP Key: at a key server near you! \ children under 10 should avoid prolonged
\ exposure to Happy Fun Ball.
From: HoosierJA@aol.com
Date: Thu, 29 May 1997 15:22:48 -0400 (EDT)
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
In a message dated 97-05-29 05:37:25 EDT, jonesmj@topaz.cqu.edu.au
(happyelf!) writes:
> how about "the heros are one of many who save the world?" or
>
> "the heros' strategist works dilligently with Dr Destroyer to formulate a
> defense plan, and all the world pulls it off?" or
>
> "during peace talks the heros give the aliens east hoboken, not mentioning
> Mechanon just took the joint over" or
>
> "the world is saved by another alien race, who then tries to plunge the
> world into debt-slavery?" or
>
> "the aliens are really running like crazy from something else, and move on
> as soon
> as the earth orbits out of their jetstream" or
>
> "the heros side with the aliens, and they turn out to be really wimpy" or
>
> "the battle rages on indefinitley, with the aliens holding everything
> outside
> of Mars, with teams of space-borne heros doing guerilla warfare within the
> asteroid belt"
>
>
>
> we can do WAY better than the old 'shoot de generator vent and it all go
> boom'
> , guys .. .
All these ideas are wonderfull. And if your players wouldn't feel cheated
not being the ones who dealt the final blow then you should just run with it.
I backed the "queen bee" story line on the assumption that the invaders were
bad guys who needed to be stopped. If if turns out they *are* wimps or
fleeing a greater terror (I like the fleeing especially) then of course the
scene is different. But if they are fleeing to earth then we have the
pursuers to worry about.
My players would love to team up with Dr. Destroyer to thwart a global
threat. They would eat it up. But if the good (?) Doctor got to be the one
who finally finnished off the bad guys, I could not appologize enough to my
players.
It is also very possible that you want the invasion to change the face of
your campaing. Maybe they actualy are friendly and misunderstood. Or maybe
they do take control of Hoboken.
There are an infinate number of ways to play it. But if you want the
invasion to be just one story arc out of many without altering too much the
face of your world, then the invaders must be dealt with somehow, and you
must consider the personality of your players and their team. Would they
mind merely fighting a few battles or holding up the rear while some other
NPC heros took the glory?
And of course the "Queen Bee" could be anything. I did not mean to imply
that the good guys burst in with guns (and EBs) blazing. What I meant was
that there should be one final and culminating Event that should make
everything all better. And that the PC heros should be behind (no...not
behind...in front of) that Event.
I should have been more exacting...less flippant in my original post.
Jay A
From: Curt Hicks <exucurt@exu.ericsson.se>
Date: Thu, 29 May 1997 18:10:43 -0500 (CDT)
Subject: Wrack power
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
The target of this power suffers from agonizing pain whenever he or she
exerts himself (i.e. spends endurance) The damage is proportional to the
degree of exertion. How can this be bought ?
I had thought about a continuous noncontrolled NND with the defense being
not spending endurance, and the limitation that the damage is proportional
to the amount of endurance the target spends. Is this 'legal' ?
Is there a more elegant way to do this ?
(I originally came up with this idea when trying to make characters based
on the different alien races in the game Cosmic Encounter. Anybody else
done this ? )
Curt Hicks
X-Sender: jrc@pop1.nai.net
Date: Thu, 29 May 1997 18:22:30 -0500
From: "Joe Claffey Jr." <jrc@mail1.nai.net>
Subject: Re: House Rule suggestion for Side Effects
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
Stainless Steel Rat <ratinox@peorth.gweep.net> wrote,
>>>>>> "DT" == Donald Tsang <tsang@sedl.org> writes:
>
>DT> A suggestion: Side Effects that always happen (as opposed to those that
>DT> only happen on unsuccessful activation rolls) should not have to take a
>DT> minimum of 30/60 active points. It's limiting enough that they happen
>DT> _every_ time the character activates the power.
>
>Yeah, well, Side Effects is slightly broken in that it is less of a
>disadvantage to the character if the power has an Activation roll on it.
>So I figure that the Side Effects bonus is worth double (give or take) if
>there is no Activation roll on the power. But that's just me. :)
One variation that I've been toying with is to require any Side Effect
that is an attack power (EB, KA, etc) to include the NND and Does BODY
advantages (+2 total). This makes Side Effects unpleasant, but not fatal
(how many characters can take a 12d6 EB that bypasses their defenses?)
Joe Claffey | "In the end, everything is a gag."
jrc@ct1.nai.net | - Charlie Chaplin
Date: Thu, 29 May 1997 19:29:25 -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: Captain Trips
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
(Brace yourselves)
CAPTAIN TRIPS
(Dr. Marcus Aurelius Meadows / Mark Meadows)
Designers Notes:
Welcome to one of the most powerful aces in the Wildcards universe!
Captain Trips (named after the late Jerry Garcia), has the ability to
transform himself into a number of different forms, or 'friends'. Each of
these alternate personalities are potent aces in their own right, although
that doesn't mean they will agree with what ever it is the good Captain is
involved in.
Mark Meadows is tall and very thin, standing 6'2" and weighing about 160
lbs. He has shoulder length hair and a goatee. He is exceedingly
intelligent and is probably the most brilliant biochemist in the world.
He is also quite the burned-out hippie. As Captain Trips, Mark wears (in
effect) a purple and white Uncle Sam suit, complete with top hat and a
flower in the button hole. Each of his 'friends' however, looks very
different. It should be noted that Mark has assumed two other forms aside
from the five mentioned here. One is the Radical, a youthful
blonde-haired man clad only in jeans and wearing a peace medallion. The
other was called Monster, stood something like 60' tall and was strong
enough to toss around T-72 tanks (and reminded me greatly of the
Overfiend...).
Note: Mark is built on a 25 point base, and is presumed to be a 'normal',
hence the point total for his INT score.
The Character:
STAT VAL COST
Str 10 0
Dex 9 -3
Con 11 2
Body 10 0
Int 28 26
Ego 14 8
Pre 10 0
Com 10 0
PD 3 1
ED 2 0
Spd 2 1
Rec 4 0
End 22 0
Stun 21 0
Char Total 35
Power Total 29
Total Cost 64
COST POWERS & SKILLS
3 KS: 'Counter Culture' Rock 15-
2 KS: Recreational Drugs 11-
3 PS: Biochemist (INT) 15-
1 PS: Shop Owner 8-
3 SC: Biochemsitry 16-
1 SC: Biology 11-
3 SC: Chemistry 16-
2 SC: Mathmatics 15-
2 SC: Organic Chemistry 15-
2 SC: Pharacology 15-
3 Streetwise 11-
1 Trading 8-
3 Scientist
Disadvantages
25 Base
5 DF: 'Hippie' dress and mannerisms
15 DNPC: Sprout (incomp) 8-
10 Psych: Generally lacking in common sense
10 Psych: Shy, tries to avoid overt publicity
(Captain Trips 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 *
***************************************************************************
Date: Thu, 29 May 1997 19:31:30 -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: CT (Aquarius)
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
(How's this for a headache... a Multiform form that has Multiform...)
AQUARIUS
(Cetus Dauphin - human from)
Designers Notes:
Aquarius is a huge man, standing 6' tall and weighing 280 lbs. He has
grayish skin and is bald. His primary power is the ability to turn into a
20' long dolphin. Aquarius is a somewhat unpleasant fellow, who doesn't
like *any*Jland dwellers and has a particular distaste for people from
whaling nations. He can be talking into giving aid, but it will be only
grudgingly.
The Character:
STAT VAL COST
Str 20 10
Dex 9 -3
Con 18 16
Body 14 8
Int 18 8
Ego 14 8
Pre 15 5
Com 8 -1
PD 8 4
ED 5 1
Spd 3 11
Rec 8 0
End 36 0
Stun 33 0
Char Total 67
Power Total 33
Total Cost 100
COST POWERS & SKILLS
3 Swimming: +3" (5" total)
5 Discriminatory Taste
4 KS: Scuba 14-
5 Navigation 14-
6 SC: Marine Biology 16-
1 TF: Scuba
3 Lang: English (native), French
6 CSL: +2 with Block, Dodge, Punch
Disadvantages
25 Base
25 Berserk:JOcean Mammals harmed (14-/8-)
5 Dependence: Water, 2d6/5 Minutes
5 DF:JGrey skinned man
10 Phys: No sense of smell
20 Psych: Protective of aquatic mammals
10 Psych: Hates land dwellers (esp Japanese, Norwegians and Soviets)
(Aquarius 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 *
***************************************************************************
Date: Thu, 29 May 1997 19:32:38 -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: CT (Aquarius - dolphin)
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
AQUARIUS
(Cetus Dauphin - dolphin from)
Designers Notes:
This is Aquarius dolphin form. The size of an Orca (Killer Whale), in this
form Aquarius can out swim anything else in the ocean. His skin is
virtually immune to bullets and harpoons, and he can sink a ship with his
rostrum. On top of that, Aquarius can call upon and control other
ocean-going mammals, especially other whales.
The Character:
STAT VAL COST
Str 40 0
Dex 18 24
Con 30 40
Body 35 38
Int 18 8
Ego 14 8
Pre 20 10
Com 10 0
PD 8 6
ED 8 2
Spd 4 12
Rec 8 0
End 60 0
Stun 55 0
Char Total 148
Power Total 330
Total Cost 478
COST POWERS & SKILLS
40 Growth:J6 Levels, 0 END, Persistant, Always On
+30 STR, +6 Body, +6 Stun, -6" KB, -3 DCV, +3 PER, 20' long,
12,800 lbs
15 EC: Ocean Mammal (cetacean) control, Ocean Mammals only (-2)
15 Mind Control:J12d6, 0 END
15 Mind Scanning: 12d6, 0 END
24 2d6 HKA, Reduced Penetration - bite, 3 END
36 +8d6 HA, 0 END, Move Through attacks only (-1)
60 Armor; +20 PD/ED
10 +20 PD, only when performing a Move Through (-1)
3 Life Support: High Pressure
10 Life Support: No Need to Breath, 1 Recoverable Charge of 1 Hour
-12" -6" Running
27 Swimming: +20" (22" total, 36" noncombat, 60 mph), 1/2 END, END 2
15 Active Sonar
9 Enhanced Perception +3
6 Enhanced Percpetion: Taste +3
22 Mind Link: Ocean Mammals (+5), Any distance (+5), 0 END
20 Multiform: Cetus Dauphin, 100 Point total
15 Universal Translator:J18-, Ocean Mammals only (-1)
Disadvantages
100 Base
5 Dependence: Water, 2d6/5 Minutes
15 DF: Huge, 20' long dolphin
15 Phys: No Fine Manipulaiton
10 Phys: No Sense of Smell
20 Psych: Protective of aquatic mammals
10 Psych: Hates land dwellers (esp Japanese, Norwegians and Soviets)
10 Vuln: Water-borne posions and gases:Jx2 Body
(Aquarius 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 *
***************************************************************************
Date: Thu, 29 May 1997 19:33:18 -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: CT (Cosmic Traveler)
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
COSMIC TRAVELER
(Damon Strange)
Designers Notes:
Cosmic Traveler stand 5'10" tall and weighs 145 lbs. His costume consists
of a tight-fighting body suit and a black hooded cloak that is lined with
a glowing starfield. Traveler's actual appearence is of a stoop
shouldered man with a thin chest, arms and legs and a slight pot belly.
Among his ace powers is the ability to change his shape, so he normally
looks much more imposing. Traveler has a number of powers, including
Desoldification, Invisibility, Flight and a powerful will... He's also a
total coward, and is prone to flee from any threatening situation.
The Character:
STAT VAL COST
Str 9 -1
Dex 23 39
Con 20 20
Body 13 6
Int 26 16
Ego 40 60
Pre 10 0
Com 8 -1
PD 4 2
ED 4 0
Spd 4 7
Rec 6 0
End 40 0
Stun 28 0
Char Total 148
Power Total 229
Total Cost 377
COST POWERS & SKILLS
40 Desoldification, END 4
40 Invisibility: Sight Group, No Fringe, 0 END, Linked to Desolid
(-1/2)
13 Life Support: Self-contained breathing, Immune to Vaccum
30 15" Flight, END 3
2 Running: +1" (7" total)
45 Shapeshift - anything of same mass, 0 END
7 +10 PRE, Linked to Shapeshift
3 +10 COM, Linked to Shapeshift
9 Enhanced Perception: +3
13 Acting 16-
3 Lockpicking 14-
13 Mimicry 16-
5 Shadowing 12-
3 Sleight of Hand 14-
3 Stealth 14-
Disadvantages
100 Base
25 Psych: Total Coward
15 Psych: Arrogant, egotistical snob
10 Psych: Terrified of bugs and other crawly things
20 Vuln: 2 x Effect from Fear-based PRE attacks
207 Experience
(Cosmic Traveler 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 *
***************************************************************************
Date: Thu, 29 May 1997 19:34:45 -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: CT (Jumping Jack Flash)
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
JUMPING JACK FLASH
(John Jacob Flash)
Designers Notes:
Flash is a small man, standing 5'6" and weighing 135 lbs. He has red
hair, a handsome face and wears an orange bodysuit, open down to the
navel, trimmed in red and yellow flames. His ace powers include the
ability create and control fire. He can fire bolts of flame, create a
flaming rope (that will not burn), fly and extinguish fires. At times,
he's been known to create and play flaming guitars.
Note: JJ Flash totals 492 points and thus is the most expensive of the
Captain's assorted forms. This means that he's been saddled with the cost
of the Multiform power. Aquarius is considered the 'second' from is has a
point cost of (total points/5). All other forms have a point cost of
(total/10).
The Character:
STAT VAL COST
Str 20 10
Dex 31 63
Con 23 23
Body 12 4
Int 18 8
Ego 18 16
Pre 20 10
Com 20 5
PD 24 20
ED 30 25
Spd 5 9
Rec 10 2
End 60 7
Stun 34 0
Char Total 205
Power Total 510
Total Cost 715
COST POWERS & SKILLS
30 EC: Pyrokinesis
30 12d6 EB, END 6
30 6d6 EB, AoE: Line (24"), END 6
37 3d6 RKA, AP, END 7
24 30 STR TK, 0 END, Affects all parts of target (-1/4)
15 Damage Reduction: 3/4 Energy, Resistant, Vs fire only (-1)
13 10d6 Dispell vs RKA, AoE: Radius (3"), 0 END, No Range, Vs natural
fires only (-2)
30 30" Flight (60" noncombat), END 6
15 6d6 Absorbtion vs Energy, to END, Fire attacks only (-1)
27 Full Damage Resistance
4 Running: +2" (8" total)
3 Conversation 13-
3 KS: Guitar 13-
3 KS: Law 13-
3 PS: Lawyer (INT) 13-
3 PS: Play Guitar (DEX) 15-
3 Seduction 13-
6 CSL: +2 with Pyrokinesis EC
8 CSL: +4 with Flight
223 Multiform:JCaptain Trips (64 points), Cosmic Traveler (377 points)
Starshine (378 points), Moonchild (450 points), Aquarius (478
points) IIF: Little glass bottles (-1/4), Gestures (must open
bottle and swallow) (-1/4) 5 continuous charges of 1 Hour each
(+1/2)
Disadvantages
100 Base
15 Psych: Hates bullies and cruelty
15 Psych: Impulsive and Reckless
15 Psych: Womanizer
10 Vuln: 1 1/2 x Body from Water Attacks
20 Vuln: 2 x Stun from Water Attacks
540 Experience
(Jumping Jack Flash 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 *
***************************************************************************
Date: Thu, 29 May 1997 19:36:21 -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: CT (Moonchild)
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
(my favorite of the Captian's friends)
MOONCHILD
(Isis Moon)
Designers Notes:
Moonchild is a tall, exotic looking Asian beauty. Standing 5'7", and
weigh 120, she is graceful, with a well-muscled form and long black hair.
She wears a skintight black costume, complete with gloves and boots. On
her chest is black and white yin-yang symbol. A similarly patterned
half-mask covers her face. A master martial artist, Moonchild is stronger
than a normal human and *much* faster. She is also able to make the dark
her home, and can become invisible, as well as teleport amid the shadows.
The Character:
STAT VAL COST
Str 23 13
Dex 36 78
Con 20 20
Body 14 8
Int 18 8
Ego 21 22
Pre 20 10
Com 22 6
PD 20 15
ED 10 6
Spd 7 24
Rec 10 2
End 36 0
Stun 36 0
Char Total 212
Power Total 238
Total Cost 450
COST POWERS & SKILLS
MA: Tae Kwon Do and Hapkido
4 Arm Sweep Block +2 OCV +2 DCV Block, Abort
5 Crescent Kick Block +1 OCV +3 DCV Block, Abort
4 Disarm -1 OCV +1 DCV 33 STR Disarm
4 Dodge +0 OCV +5 DCV Dodge vs All, Abort
4 Escape +0 OCV +0 DCV 38 STR vs Grabs
5 Flying Side Kick +1 OCV -2 DCV 8 1/2d6 Strike
4 Front Kick +01 OCV +2 DCV 6 1/2d6 Strike
3 Joint Lock +0 OCV -1 DCV Grab One Limbs; 33 STR to Hold
4 Punch / Elbow Strike +2 OCV +0 DCV 6 1/2d6 Strike
5 Side / Roundhouse Kick -2 OCV +1 DCV 8 1/2d6 Strike
3 Sweep +2 OCV -1 DCV 5 1/2d6 Strike; Target Falls
3 Takedown +1 OCV +1 DCV 4 1/2d6 Strike; Target Falls
3 Throw +0 OCV +1 DCV 4 1/2d6 Strike; Target Falls
7 Damage Reduction: 1/4 Physical, vs Stun Only (-1/2)
8 Damage Resistance: 10 PD/5 ED
40 Invisibility: Sight Group, No Fringe, 0 END, Requires shadows or
darkness (-1/2)
11 Mental Defense: 15 DEF
10 Clinging: 23 STR
8 Running: +4" (10" total), END 2
15 Invisible Power Effects: Hearing, 0 END, on 10" Running
13 Teleport: 10", Requires shadows or darkness (-1/2), END 2
5 UV Vision
6 1/2 END, STR
3 Acrobatics 16-
3 Breakfall 16-
5 Combat Sense 14-
10 Defense Maneuver (full)
3 KS: Hapkido 13-
3 KS: Tae Kwon Do 13-
3 KS: Zen Philosophy 13-
9 Shadowing 14-
3 Stealth 16-
13 Lang: English (3), French (3), Japanese (1 - literacy only),
Korean (0), Mandarin Chinese (3), Portuguese (3)
3 Linguist
6 CSL: +2 with Martial Arts
Disadvantages
100 Base
10 DF: Exotic beauty
20 Psych: Cannot kill; cannot even cause serious harm to a human
being
15 Psych: Fatalistic and without fear
10 Psych: Hates the South Korean governtment
295 Experience
(Moonchild 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 *
***************************************************************************
Date: Thu, 29 May 1997 19:37:05 -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: CT (Starshine)
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
STARSHINE
(Justin Bright)
Designers Notes:
Starshine is a huge imposing figure, well muscled, who stands 6'4" and
weighs 234 lbs. He has a solid, square jaw, green eyes and wavy,
yellow-blond hair. His costume consists of a yellow bodystocking with an
orange sunburst on the chest, and green trunks, gloves and folded over
boots. His powers are the manipulation of light itself, allowing him to
generate bolts of pure light energy, create a protective field, exist in
space and transform himself into a beam of light. He is very arrogant,
and opinionated and will quite gladly lecture *anyone* on the evils of
*Everything*.
The Character:
STAT VAL COST
Str 40 30
Dex 18 24
Con 23 26
Body 13 6
Int 18 8
Ego 18 16
Pre 23 13
Com 24 7
PD 8 0
ED 8 3
Spd 5 22
Rec 14 2
End 46 0
Stun 45 0
Char Total 157
Power Total 221
Total Cost 378
COST POWERS & SKILLS
30 EC: Light Control
30 12d6 EB, END 6
32 25 DEF Force Field, 1/2 END, END 3
24 Teleport: 30", Line of sight targets only and not through smoke,
tinted glass etc (-1/4), END 6
24 Teleport: 5", x2048 noncombat (10240"), Line of sight targets only
and not through smoke, tinted glass etc (-1/4), END 1
20 8d6 Absorbtion vs Energy, to END, Visible light attacks only (-1)
30 Full Life Support
10 FTL: 1 light year a year
4 KS: Literature
1 KS: Poetry 8-
3 Oratory 14-
3 Persuasion 14-
4 CSL: +2 OCV with EB
6 CSL: +2 with Block, Haymaker, Punch
Disadvantages
100 Base
10 DF: Large, muscular Adonis figure
15 Psych: Dislike of 'bad elements'
20 Psych: Must pontificate before any confrontation
15 Psych: Stubborn and *very* opinionated
218 Experience
(Starshine 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 *
***************************************************************************
Date: Thu, 29 May 1997 17:05:30 -0700 (PDT)
From: Anthony Jackson <ajackson@iii.com>
Reply-To: Anthony Jackson <ajackson@iii.com>
Subject: Re: Wrack power
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
Curt Hicks writes:
>
>
> The target of this power suffers from agonizing pain whenever he or she
> exerts himself (i.e. spends endurance) The damage is proportional to the
> degree of exertion. How can this be bought ?
Reduce target's endurance to zero (via drain or suppress). Target now has to
burn stun to spend endurance.
>
> I had thought about a continuous noncontrolled NND with the defense being
> not spending endurance, and the limitation that the damage is proportional
> to the amount of endurance the target spends. Is this 'legal' ?
As a rule, no (definition of legal defense for NND is somewhat unclear).
Date: Thu, 29 May 1997 20:22:53 -0400
From: Dave Thompson <ezadd@bconnex.net>
Organization: Blackeagle/Blackeagle Canada
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
HoosierJA@aol.com wrote:
>
> My players would love to team up with Dr. Destroyer to thwart a global
> threat. They would eat it up. But if the good (?) Doctor got to be the one
> who finally finnished off the bad guys, I could not appologize enough to my
> players.
Ah..but what if the Doctor did finish the big baddie off and left the
heroes without pummelling their remains into the turf? How would they
feel next time they had to go off and try to stop him?? Just a thought
Dave
Subject: Re: House Rule suggestion for Side Effects
Date: Thu, 29 May 97 22:09:55 -0500
From: John P Weatherman <asahoshi@nr.infi.net>
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: 1
Joe Claffey Jr.
>Stainless Steel Rat <ratinox@peorth.gweep.net> wrote,
>>>>> "DT" == Donald Tsang <tsang@sedl.org> writes:
>>
>>DT> A suggestion: Side Effects that always happen (as opposed to those that
>>DT> only happen on unsuccessful activation rolls) should not have to take a
>>DT> minimum of 30/60 active points. It's limiting enough that they happen
>>DT> _every_ time the character activates the power.
>>
>>Yeah, well, Side Effects is slightly broken in that it is less of a
>>disadvantage to the character if the power has an Activation roll on it.
>>So I figure that the Side Effects bonus is worth double (give or take) if
>>there is no Activation roll on the power. But that's just me. :)
>
> One variation that I've been toying with is to require any Side Effect
>that is an attack power (EB, KA, etc) to include the NND and Does BODY
>advantages (+2 total). This makes Side Effects unpleasant, but not fatal
>(how many characters can take a 12d6 EB that bypasses their defenses?)
Does Body on a NND should be a +2 advantage for a total of +3 total. I'm
basing that on NND on Killing attacks (used in poison rules) being a +2
advantage. It's probably an arguable position though.
____________________________________________________________________
| Name: John P. Weatherman | Phone: |
| email: asahoshi@nr.infi.net | (H) (910) 785-1130 |
| fax: (910) 748-4632 | (O) (910) 545-2722 |
|_____________________________|____________________________________|
| He who walking on the sea could calm the bitter waves, who gives |
| life to the dying seeds of the earth; He who was able to loose |
| the mortal chains of death and after three days' darkness could |
| bring again to the upper world the brother of his sister Martha: |
| He, I beleive, will make Damasus rise again from the dust. |
| Pope St. Damasus I (c.305-384) |
|__________________________________________________________________|
Date: Fri, 30 May 1997 13:10:39 +1000
Date-warning: Date header was inserted by topaz.cqu.edu.au
From: happyelf! <jonesmj@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
X-Status:
X-UID: 3
>
>All these ideas are wonderfull. And if your players wouldn't feel cheated
>not being the ones who dealt the final blow then you should just run with it.
> I backed the "queen bee" story line on the assumption that the invaders were
>bad guys who needed to be stopped. If if turns out they *are* wimps or
>fleeing a greater terror (I like the fleeing especially) then of course the
>scene is different. But if they are fleeing to earth then we have the
>pursuers to worry about.
>
>My players would love to team up with Dr. Destroyer to thwart a global
>threat. They would eat it up. But if the good (?) Doctor got to be the one
>who finally finnished off the bad guys, I could not appologize enough to my
>players.
>
in one of my campagns, the invasion started with the aliens oblitering all the toughest villans. Maybe Dr destroyer in a wheel-chair?
>It is also very possible that you want the invasion to change the face of
>your campaing. Maybe they actualy are friendly and misunderstood. Or maybe
>they do take control of Hoboken.
>
In my opinion any 'campagn arc' should change the campagn. just my opinion, is all.
>There are an infinate number of ways to play it. But if you want the
>invasion to be just one story arc out of many without altering too much the
>face of your world, then the invaders must be dealt with somehow, and you
>must consider the personality of your players and their team. Would they
>mind merely fighting a few battles or holding up the rear while some other
>NPC heros took the glory?
>
but what if the 'rear-guard' ended up being the important battle?
anyone else see the premiere of "Space: Above and Beyond"?
>And of course the "Queen Bee" could be anything. I did not mean to imply
>that the good guys burst in with guns (and EBs) blazing. What I meant was
>that there should be one final and culminating Event that should make
>everything all better. And that the PC heros should be behind (no...not
>behind...in front of) that Event.
>
this i have to disagree with. One event is an oversimplification, IMHO.
>I should have been more exacting...less flippant in my original post.
>
be as flippant as you want. I condone flippancy. MORE FLIPPANCY ON CHAMP-L!!!
I am just a bit leery of the 'star trek' type plots, is
all.
>Jay A
>
Subject: Re: Wrack power
Date: Thu, 29 May 97 22:20:43 -0500
From: John P Weatherman <asahoshi@nr.infi.net>
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
X-Status:
X-UID: 2
Anthony Jackson
>Curt Hicks writes:
>> I had thought about a continuous noncontrolled NND with the defense being
>> not spending endurance, and the limitation that the damage is proportional
>> to the amount of endurance the target spends. Is this 'legal' ?
>As a rule, no (definition of legal defense for NND is somewhat unclear).
NND only calls for something reasonably common that can turn the power
off.
So if the defence is not spending END, that qualifies. However, if a
target
stops burning END for 1 phase in that case, the wrack is cancelled and
the
target can then expend END again with no further ill effects.
>> The target of this power suffers from agonizing pain whenever he or she
>> exerts himself (i.e. spends endurance) The damage is proportional to the
>> degree of exertion. How can this be bought ?
>
>Reduce target's endurance to zero (via drain or suppress). Target now has to
>burn stun to spend endurance.
Try a continuous uncontrolled EGO Blast with the limitation, dice applied
proportional to END spent. The limitation would be up to the GM, but I'd
call it a -1/2 or so. You could also use the Cumulative (+1/2) advantage
off of transform. Then the attack should eventually overwhelm any
defences
the target has assuming they continue to expend end.
A word of warning...No END Continuous Uncontrolled Cumulative is NOT a
good
idea. It evenually puts a target into a coma with little to nothing that
can be done about it. My GM did this with a SPE drain, needless to say no
one was comfortable about it. If you do do something like this, make
sure
to require some method of stopping it, whether its a mind control from a
friendly to set things right or some drug or something.
PAX
____________________________________________________________________
| Name: John P. Weatherman | Phone: |
| email: asahoshi@nr.infi.net | (H) (910) 785-1130 |
| fax: (910) 748-4632 | (O) (910) 545-2722 |
|_____________________________|____________________________________|
| He who walking on the sea could calm the bitter waves, who gives |
| life to the dying seeds of the earth; He who was able to loose |
| the mortal chains of death and after three days' darkness could |
| bring again to the upper world the brother of his sister Martha: |
| He, I beleive, will make Damasus rise again from the dust. |
| Pope St. Damasus I (c.305-384) |
|__________________________________________________________________|
Date: Fri, 30 May 1997 01:12:59 -0400
X-Sender: arsenal@pop.iquest.net
From: Tony Satterthwaite <arsenal@iquest.net>
Subject: Top Ten Reasons to Suspect You Might be a Gamer
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: 4
>Return-Path: <LghtnBolt@aol.com>
>Delivered-To: arsenal@iquest.net
>Date: Wed, 28 May 1997 03:03:25 -0400 (EDT)
>From: LghtnBolt@aol.com
>To: arsenal@iquest.net
>Subject: Top Ten Reasons to Suspect You Might be a Gamer
>
>
>TOP TEN REASONS TO SUSPECT YOU MIGHT BE A GAMER
>
>10) You realize it's time to explain to junior Samuel isn't really a family
>name, he was actually named after Sam Sun, the Shining Samauri, one of the
>founding members of the Gainesville Guardians.
>
>9) You see the dictionary as a source of supervillians, creating teams like
>the Terrible T's and the Killer Bs with a couple dozen
>villians based on a single letter of the alphabet
>
>
>8) After a phone call from an aggressive telemarketer who won't take "no"
>for an . answer you drop everything to create the Red Ringer, a demented
>psychopath who screams "I SAID I WASN"T INTERESTED!!" over and over until
>his voice shatters his victoms eardrums.
>
>7) You still have nightmares about all the things that went wrong with the
>whole
>"if-I-create-a-killer-tornado-20-miles-wide-and-start-wasting-hoosiers-they-MU
>ST-make-me-King-of-Indiana" plot.
>
>6) You wake up in the morning, hear the rain, and your first thought is:
>. "Fantastic! My talking bullfrog is gonna LOVE today!"
>
>5) You realize your typing has increased by 30 words a minute because of
>all the time you've spent working on the problems associated with creating a
>unique magic system
>
>4) At a party, after too many drinks, you realize you're saying"Yeah, I
>killed , George Bush one New Year's Eve. Sure, the damn good-guys
> turned me to stone right afterwards but it was worth it." and you actually
>puff your chest out in pride as you boast: "I was the reason Dan Quail
>became the President in our realitiy!"
>
>3) You watch every 60 minutes, Nightline, Dateline, Discovery Channel,
>and Learning Channel special you can find if it's about genetics, always
>hoping to come with an even better way to build flying monkeys.
>
>2) You realize this has to be at least the hundredth time you've had to
>defend yourself for going back into the burning building for your gaming
>files instead of the kittens.
>
>and the Number One Reason to Suspect You Might Be A Gamer...
>
>During foreplay you find yourself repeatedly saying: "Do it, Babeazon! Use
>your Enchanted Handcuffs!"
>
>LghtnBolt@aol.com Bill O'Neal
>
>
Tony Satterthwaite
http://www.iquest.net/~arsenal Last Updated Jan 22, 1997
Arizona Diamondbacks, CCABL APBA (c) Baseball League
******* *************
Government-run, tax-funded schools are nothing more than educational welfare.
Separate school and state and free your children.
Check out www.sepschool.org
******** *************
X-Sender: wabbit@globaldialog.com (Unverified)
Date: Fri, 30 May 1997 01:18:29 -0500
From: Earl Kwallek <earl@thewarren.mil.wi.us>
Subject: Re: Determining Limitations
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: 5
At 06:53 PM 5/29/97 +1000, happyelf! wrote:
>here's a very small guide:
>
>-1/4 anything not involved directly in the campaign, like an effect that you
>make up and the gm says "yeah, shure, whatever . ."
>
In my Campaigns these are called -0 Limitations, "A limitation that does
not limit is not a LIMITATION and is not worth a point break". Generally I
just disallow most of these silly/stupid things....
>-1/2 Something really involved with the character: like kryptonite or
silver, >something the character will see a lot of, within the plot of the
setting(it not >just a random thingie)
>
Based on your examples, Kryptonite (at least for S-Man) would be a -1/4 in
my campaigns (it's SUPPOSED to be rather rare), Silver would be worth a
-1/2 ONLY
if everyone new the character was affected by silver (ie A werewolf)
otherwise it also would be a -1/4.
My general guideline is:
For every eight adventures how often will this effect you:
Once= -1/4
Two Adventures= -1/2
etc
Every Adventure -2
Again this is only a guideline, but it works for me, and it keeps players
from coming up with "-1/4 Doesn't work when all the planets form a
straight line from the sun" which happens (IIRC) about once every 10,000 yrs.
From: Daniel Pawtowski <dpawtows@access.digex.net>
Subject: Re: Determining Limitations
Date: Fri, 30 May 1997 03:27:27 -0400 (EDT)
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: 6
> from coming up with "-1/4 Doesn't work when all the planets form a
> straight line from the sun" which happens (IIRC) about once every 10,000 yrs.
>
>
Well, you could allow it. Then have Galactus come by once a month and
re-arrange the planets into a nice, neat line. :-)
Daniel Pawtowski
From: BeerCarboy@aol.com
Date: Fri, 30 May 1997 09:54:40 -0400 (EDT)
cc: catdrag@vnet.net, champion@cyberhighway.net, deejay@cu-online.com,
greenlucifer@geocities.com, jdriscol@vt.edu,
mirage@hpserv.keh.utulsa.edu, sourdust@ix.netcom.com,
robertni@us.ibm.com, teriaca@omnifest.uwm.edu, vances@sympatico.ca
Subject: Re: CHAR: CT (Aquarius)
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
Hmmmnn, 20 STR? Ithink that is an underestimate . . .
Carter Humphrey BeerCarboy@AOL.com
Subject: Re: House Rule suggestion for Side Effects
Date: Fri, 30 May 97 10:12:21 -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 5/29/97 7:22 PM, Joe Claffey Jr. (jrc@mail1.nai.net) Said:
> One variation that I've been toying with is to require any Side Effect
>that is an attack power (EB, KA, etc) to include the NND and Does BODY
>advantages (+2 total). This makes Side Effects unpleasant, but not fatal
>(how many characters can take a 12d6 EB that bypasses their defenses?)
Are you really doing this? If I have a standard 12d6 EB (60 AP) (average
42 stun, 12 bod BEFORE defenses) and take the side effects disad (-1) I
get hit by a 12d6 EB, NND, Does Body (180 AP) (average 42 stun, 12 bod
and NO defenses).
That seems a little extreme, and could be fatal to low BOD characters, or
those that had already taken som BOD damage.
.oooO |
( ) Oooo. | David A. Fair
\ ( ( ) | SDS International
\_) ) / | dfair@sdslink.com
(_/ |
Date: Fri, 30 May 1997 09:22:47 -0700 (PDT)
From: Anthony Jackson <ajackson@iii.com>
Reply-To: Anthony Jackson <ajackson@iii.com>
Subject: Re: Wrack power
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
X-Status:
X-UID: 8
John P Weatherman writes:
> NND only calls for something reasonably common that can turn the power
> off.
> So if the defence is not spending END, that qualifies. However, if a
> target
> stops burning END for 1 phase in that case, the wrack is cancelled and
> the
> target can then expend END again with no further ill effects.
No, you're thinking of 'uncontrolled'. 'Not spending END for a phase'
certainly qualifies as a legitimate way to turn an uncontrolled power off.
Date: Fri, 30 May 1997 12:55:15 -0400 (EDT)
From: Michael Surbrook <susano@access.digex.net>
cc: susano@access.digex.net, champ-l@omg.org, catdrag@vnet.net,
champion@cyberhighway.net, deejay@cu-online.com,
greenlucifer@geocities.com, jdriscol@vt.edu,
mirage@hpserv.keh.utulsa.edu, sourdust@ix.netcom.com,
robertni@us.ibm.com, teriaca@omnifest.uwm.edu, vances@sympatico.ca
Subject: Re: CHAR: CT (Aquarius)
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: 9
On Fri, 30 May 1997 BeerCarboy@aol.com wrote:
> Hmmmnn, 20 STR? Ithink that is an underestimate . . .
Using my (rough) conversion charts, Aquarius would have an 18 STR. I
upped this to 20, but after reading Wildcards Book II, agree that he
should probably have a 25 (maybe 30). I don't think the GURPS Wildcards
book fully represents that character properly.
***************************************************************************
* "'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, 30 May 1997 10:07:55 -0700
From: Tim Statler <tstatler@igateway.net>
Reply-To: tstatler@igateway.net
Subject: Character Challenge (long)
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
A hero I have has 2 DNPCs. I'd like to challenge the list to create one
or both of them. I'll give you some background and a few possible disads
and let the creators create. There is no prize but the final 2 choices
I'll repost and recognize the author.
Without further ado here are their backgrounds.
Grampa William Smith (I'm terrible with names)
Billy Smith was a young golden gloves boxer in the late 1930s - early
1940s. He was on the way to making a name for himself when the US became
invovled in WWII. Like most of his generation, he volunteered for the
Marines. He fought in the Pacific campaign, Island hoping. During one
fight, he rescued an injured Japanese soldier from being killed
outright. The soldier wasn't the simple man Billy thought and according
to tradition, now owed Billy his life.
At the time Billy didn't give it much thought. After the war, he went
back to his Boxing career. He unfortuneately fell into the clutches of
the wrong people, people who could garentee him wins. Billy realized
only when it was too late, what the enevitable was going to be. To
garuntee a life for his new wife and son he bought a gym in [campaign
city]. A little over a year later, the men who managed him told him to
take a dive or else. Billy decided to stand up to them and ended up
beating his opponent. The men who he had burned decided to get even.
They caught him unaware and beat him, breaking his back in the process.
To keep him from testifing against them, they threatened his family.
He went home to manage the Gym. A few weeks later a knock on the door
heralded the arrival of the Japanese soldier he had saved. The Japanese
moved into a small apartment over the Gym and did wwhatever work the gym
needed. His discussions with the Japanese led William to go to the
police with what he knew of the Gangsters. Days later, his apartment
caught fire while he was at the gym, killing his wife. He moved into the
Apartment over the gym with his son (who had been in school at the time
of the fire).
Years later his son was grown, married and had a young boy of his own.
Tragedy struck again, as his son and wife were killed in a traffic
accident. William Smith took in his Grandson to finish raising,
instilling in him a sense of right and wrong, using himself as a
negative example. Later the boy became X and fought the gangs and other
villians as a costumed hero.
Mr.Hitaschu Myogi (If you know Japanese spelling please correct mine,
written in Western Style)
Myogi had grown up in a family of samuri, and masters of the martial
arts, instilling in him a code of duty and honor. He joined the imperial
marines upon reaching adulthood, and fought in the pacific during WWII.
His life took a great turn when, while wounded and about to be killed by
an American soldier, another intervended and saved his life. He went
into a POW camp for the remainder of the war and home after the
surrender.
He search for the American to whom he owed the life debt, but didn't
find him until he saw a newspaper article about a boxer who had been
nearly killed by Mobsters. He recognized him as the man who saved his
life and sold what he had to travel to America.
He took a job working for his new freind doing watever was needed at the
gym, from cleaning to fixing broken plumbing. He also debated life with
him, trying to instill honor. After William Smith's wife died, he shared
his living space with the man and his son.
When William took in his grandson, Mr. Myogi (What the boy always
called him) taught him the ways of the samuri and karate. The boy took
to the training rather easily and became a master himself.
Here is some disads and othe rnotes for the 2 DNPCs:
William Smith:
Incompetent DNPC
may have a few jabs etc. still in memory.
AGE 60+ (approx 75 to 80 now) 10 pts
Pys Lim: Paralzed from waist down, can't walk. freq,great 15 pts
Distinctive features: Wheelchair, conceal w/effort, is always noticed
15 pts.
Mr. Hitaschu Myogi
Normal DNPC
Karate Master
Age 40+ (about same age as William Smith but in much better shape) 5
points
Dis Feature: Japanese easily conceal, note&recognized 5 points
Psych LIm: Indebted to, loyal to William Smith (common, strong)
(this is just a minimum. could be stronger if modeled correctly.)
Thanks and good huniting
Date: Fri, 30 May 1997 17:14:00 -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 Great and Powerful Turtle
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
THE GREAT AND POWERFUL TURTLE
(Thomas Tudbury)
Designers Notes:
The Turtle is *the* most powerful telekineticist in the world. As Thomas
Tudbury, the Turtle stands 5'9" and weighs about 170 lbs, with collar
length dark brown hair. Within his 'shell' however, the Turtle become a
true 'superhero', righting wrongs, saving those in distress and doing his
best to combat crime. Although he's become a bit cynical over the years,
the Turtle still keeps at it, doing his best to keep the streets of New
York safe for everyone.
Note: Some people way want to give the Turtle some for of Variable Area of
Affect advantage to the Turtle's TK. He can use his TK much like a giant
pair of hands, pushing people about, picking up masses of water and so on.
The 100 STR value was achieved due to the fact that the Turtle *lifted*
the battleship New Jersey out of the water for 30 seconds one day.
Note II: Turtles Hero ID requires him to be inside of his Shell to use
his powers. He can over come this psychological crutch outside of his
Shell, but the Turtle is limited to about 10 STR and a x10 END cost.
The Character:
STAT VAL COST
Str 9 -1
Dex 11 3
Con 11 2
Body 10 0
Int 18 8
Ego 15 10
Pre 10 0
Com 10 0
PD 2 0
ED 2 0
Spd 3 9
Rec 4 0
End 22 0
Stun 21 0
Char Total 31
Power Total 318
Total Cost 349
COST POWERS & SKILLS
240 TK: 100 STR, Invisible to Sight (+1/2), 0 END, Only in HID (-1/4)
31 Vehicle: Turtle's Shell
10 Wealth
6 AK: New York City 16-
9 Electronics 14-
6 KS: Comic Books 16-
4 KS: Electronics 14-
2 PS: Electrician 11-
5 Systems Operation 14-
5 Trading 12-
Disadvantages
100 Base
10 Phys: Bad eyes, needs glasses
15 Psych: Protective of innocents, feels it is his duty to aid those
in trouble
10 Psych: Shy, tends to keep to himself
15 Secret ID
(The Great and Powerful Turtle 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, 30 May 1997 17:15:06 -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: Turtle's shell
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
THE GREAT AND POWERFUL TURTLE'S SHELL
This is Turtle's shell. It is made from old battleship armor plate,
layered over (at least the first time around) the body of a Volkswagen
Beetle. Later models have included a reclining chair, refrigerator,
external spotlights, a loudspeaker system and an on board computer. I'll
leave those sorts of modifications up to individual GMs.
STAT VALUE COST
Size 3.2x1.6 25
DCV -3
Mass (KB) 4t (-3)
STR 35 0
DEF 20 54
BODY 15 0
DEX 11 3
SPD 3 9
Flt Move 30" 60
MAX 180
Char Total 151
Equip Total 21
Total Cost 172
COST EQUIPMENT
5 360 Degree Vision IAF (cameras)
6 HRRH, IIF (internal radio)
2 IRJVision (IR filters for cameras), IAF
8 Radar, IIF
Disadvantages
157 Base
15 DF: Turtle's Shell, a one-of-a-kind vehicle
***************************************************************************
* "'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: jrc@pop1.nai.net
Date: Fri, 30 May 1997 16:15:08 -0500
From: "Joe Claffey Jr." <jrc@mail1.nai.net>
Subject: Re: House Rule suggestion for Side Effects
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
"David A. Fair" <DFair@sdslink.com> wrote,
>On 5/29/97 7:22 PM, Joe Claffey Jr. (jrc@mail1.nai.net) Said:
>
>> One variation that I've been toying with is to require any Side Effect
>>that is an attack power (EB, KA, etc) to include the NND and Does BODY
>>advantages (+2 total). This makes Side Effects unpleasant, but not fatal
>>(how many characters can take a 12d6 EB that bypasses their defenses?)
>
>Are you really doing this? If I have a standard 12d6 EB (60 AP) (average
>42 stun, 12 bod BEFORE defenses) and take the side effects disad (-1) I
>get hit by a 12d6 EB, NND, Does Body (180 AP) (average 42 stun, 12 bod
>and NO defenses).
>
>That seems a little extreme, and could be fatal to low BOD characters, or
>those that had already taken som BOD damage.
The 12d6 EB that bypasses defenses is the *standard* way to do Side Effect
(at the -1 level). My method reduces it to 4d6.
Joe Claffey | "In the end, everything is a gag."
jrc@ct1.nai.net | - Charlie Chaplin
Date: Fri, 30 May 1997 16:56:48 -0500
From: Todd Hanson <badtodd@dacmail.net>
Subject: Re: House Rule suggestion for Side Effects
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
Joe Claffey Jr. wrote:
>
> "David A. Fair" <DFair@sdslink.com> wrote,
> >On 5/29/97 7:22 PM, Joe Claffey Jr. (jrc@mail1.nai.net) Said:
> >
> >> One variation that I've been toying with is to require any Side Effect
> >>that is an attack power (EB, KA, etc) to include the NND and Does BODY
> >>advantages (+2 total). This makes Side Effects unpleasant, but not fatal
> >>(how many characters can take a 12d6 EB that bypasses their defenses?)
> >
> >Are you really doing this? If I have a standard 12d6 EB (60 AP) (average
> >42 stun, 12 bod BEFORE defenses) and take the side effects disad (-1) I
> >get hit by a 12d6 EB, NND, Does Body (180 AP) (average 42 stun, 12 bod
> >and NO defenses).
> >
> >That seems a little extreme, and could be fatal to low BOD characters, or
> >those that had already taken som BOD damage.
>
> The 12d6 EB that bypasses defenses is the *standard* way to do Side Effect
> (at the -1 level). My method reduces it to 4d6.
I dont have my books with me, and maybe this was a house rule, but an
old GM always made the side effect NND for free. His logic? If not
NND, it wasn't worth anything (especially the 30 pt effect level). If
you get to apply your defenses towards the side effect, how often is 6d6
going to get through? Go ahead and give me that freebie -1/2 side
effect on ALL of my powers!!
Todd
--
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Todd Hanson Minnesota: Land of two seasons:
BadTodd@dacmail.net winter is coming, winter is here.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
From: Curt Hicks <exucurt@exu.ericsson.se>
Date: Fri, 30 May 1997 18:25:45 -0500 (CDT)
Subject: CHAR: Turtle's shell
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
Michael Surbrook <susano@access.digex.net> writes:
> BODY 15 0
> DEX 11 3
> SPD 3 9
> Flt Move 30" 60
> MAX 180
Actually, strictly speaking, the Turtle's shell should have no movement
capabilities on its own, since the Turtle moves it with his awesomely
powerful TK.
Curt
p.s. I like the adaptions !
From: Curt Hicks <exucurt@exu.ericsson.se>
Date: Fri, 30 May 1997 18:27:57 -0500 (CDT)
Subject: Wrack power
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
D'oh ! Thanks to all who pointed out that the spending stun as endurance
rules nicely takes care of this, assuming you can nullify all of somebody's
endurance.
Curt
X-Sender: ctaylor@mailhost.cyberhighway.net
Date: Fri, 30 May 1997 17:17:44 -0700
From: Christopher Taylor <ctaylor@cyberhighway.net>
Subject: Re: House Rule suggestion for Side Effects
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
>I dont have my books with me, and maybe this was a house rule, but an
>old GM always made the side effect NND for free. His logic? If not
>NND, it wasn't worth anything (especially the 30 pt effect level). If
>you get to apply your defenses towards the side effect, how often is 6d6
>going to get through? Go ahead and give me that freebie -1/2 side
>effect on ALL of my powers!!
In the original Fantasy Hero rules that is how it worked... but they changed
that with 4th edition. The comments about how little effect 30 active
points has are based only on Champions experience. Make a wizard for
Fantasy hero some time and see what the 2D6 HKA or a 3D6 flash side effect
does... especially when the spell is less than 30 active points its self.
In my opinion, the side effects should be more like this:
-1/2: 10 active points or 1/2 the points of the power
-1: 30 active points or equal to power
whichever is greater.
----------------------------------------------------------
Sola Gracia Sola Scriptura Sola Fide
Soli Gloria Deo Solus Christus Corum Deo
-----------------------------------------------------------
X-Forwarding-Note: Was sent to herolist@october.com; forwarding to hero-l@omg.org
From: Opal@october.com (Opal)
Date: 31 May 97 02:29:02 GMT
Subject: Determining Limitations
X-Ftn-To: rjacobs@radiks.net
X-Listname: Hero
Reply-To: hero-l@october.com (Multiple recipients of Hero)
Path: october!opal
Organization: Fidonet: Red October Alpha * Hero Roleplaying * 408-629-4695 *
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
r > Hello All,
r >
r > Anybody have any good suggestions on how to determine the value of
r > non-standard limitations? I'm looking for a way to remove some of the
r > subjectivity from the process (I realize that there is no way to make
r > it
r > totally objective, but some guidance would be beneficial).
r >
r > Rob
One old rule of thumb for Limitations in the 'only when' or
'not when' structure (where you either can use the power or cant):
The limitation should come up, on average, in about as many games
as the proportion of the limitation: so a 1/2 Lim, would come up
in about half the games played, a -1 in most of them, and a -2 more
than once in practically every game.
For limitations that reduce the utility of a power, you're pretty much
stuck comparing them to existing lims - find an existing limitation that
is *more* limiting than the new one, and use it as a maximum.
For limitations that are the 'reverse' of advantages: If you want to
play it conservative, say that they are half the value of the advantage:
For instance: Instant (-1/2) is the reverse of Constant (+1). However,
there are also instances where the vaules are the same at range and
no range are +1/2 and -1/2, respectively.
___
* OFFLINE 1.58
Date: Sat, 31 May 1997 00:39:00 -0400 (EDT)
From: Michael Surbrook <susano@access.digex.net>
cc: champ-l@omg.org
Subject: Re: CHAR: Turtle's shell
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
On Fri, 30 May 1997, Curt Hicks wrote:
> Michael Surbrook <susano@access.digex.net> writes:
>
> > BODY 15 0
> > DEX 11 3
> > SPD 3 9
> > Flt Move 30" 60
> > MAX 180
>
> Actually, strictly speaking, the Turtle's shell should have no movement
> capabilities on its own, since the Turtle moves it with his awesomely
> powerful TK.
Uhm, well, yes... but in effect, the Shell is a vehicle and not a focus.
Even the GURPS sourcebook lists it a 'vehicle' of sorts.
> p.s. I like the adaptions !
Thanks!
***************************************************************************
* "'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: Sat, 31 May 1997 00:11:19 -0500
From: Todd Hanson <badtodd@dacmail.net>
Subject: Web sites with useful info for Champs GMs?
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
One of the toughest parts of being a Champs GM is coming up with new
scenarios that are more than 'the villians are robbing the bank - you
all manage to arrive at the same time... phase 12!'
I stumbled across a neat site that has sparked several scenario ideas.
It has all kinds of articles on the latest and greatest science news
(including things like new findings about stars and planets, the effects
of space travel on germs and bacteria, the current status of the Russian
space program, etc). All the neat things that might trigger a new super
hero or villian, or might be the target of that slightly insane
scientist... The site is http://www.sciencenow.org if you want to check
it out.
This got me to wondering.. has anyone else stumbled on a non-champions
web site that has information useful to a Champs GM?
Todd
Date: Sat, 31 May 1997 00:13:39 -0500
From: Todd Hanson <badtodd@dacmail.net>
Subject: Spawn?
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
After watching the latest episode of the new Spawn animated series, I
realized that I actually have no clue what the guys actual powers are.
I never bothered with the comic when it came out (seemed like just
another Image 'anti-hero' title).
Has anyone attempted a Champions write up of Spawn? Would you like to
share it with me (and the list?)
Todd
From: HoosierJA@aol.com
Date: Sat, 31 May 1997 01:33:51 -0400 (EDT)
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
In a message dated 97-05-30 12:12:09 EDT, jonesmj@topaz.cqu.edu.au
(happyelf!) writes:
> >...there should be one final and culminating Event that should make
> >everything all better. And that the PC heros should be behind (no...not
> >behind...in front of) that Event.
> >
>
> this i have to disagree with. One event is an oversimplification, IMHO.
I just gotta restate my point here. Virtually all good fictional stories
wrap up with a demouement. From Homer to John Byrne there is almost always
the one Final Event that brings the story to a close. Maybe (sure) there are
unanswered questions, but the Final chapter is just that...the Final Chapter.
And in a role playing enviornment I think it would be unfair to the players
if the Event didn't feature them.
I don't think you're disagreeing with me on this point. At least I hope your
not.
And of course I agree with you that most good story arcs should change the
face of the campaing. But they don't all have to be complete plastic
surgical overhauls. And if the players just thought they where bringing up
the rear but found themselves saving the planet...great. As long as they're
the ones doing the saving. As long as the Event features them.
I maintain that the best stories are the purest ones. Don't get me
wrong...The characters needn't be simple or ordinary. Nor do the actual
plots and the events in them need to be hackneyed or too easy to second
guess. There should always be at least one or two surprises. But the age
old rules of presenting a story have rarely to be improved upon.
In the immortal words of Henry David Thoreau: " Simplify, simplify,
simplify".
Of course Thoreau said it three times when he only needed to once.
Jay "the flip" A.
Date: Sat, 31 May 1997 01:35:40 -0400 (EDT)
From: Michael Surbrook <susano@access.digex.net>
Subject: Wildcards characters
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
For anyone who is keeping track, here is a list of completd (nad planned)
GURPS Wildcards conversions. Note, not all the complete characters have
been posted yet.
NAME POINTS
Astronomer, The
Bagabond
Black Eagle
Bludgeon 129
Cpt. Trips 64
(Aquarius) 100
(Aquarius - Dolphin Form) 478
(Cosmic Traveler) 377
(Jumping Jack Flash) 715
(Moonchild) 450
(Starshine) 378
Carnifex 334
Chaisson Cordelia 201
Chickenhawk 52
Cyclone 302
Deadhead
Demise
Dr. Tachyon
Elephant Girl 92
(Elephant form) 341
Envoy, The
Fadeout 210
Fantasy
Father Squid 178
Fortunato
Gimli 106
Golden Boy 309
Harlem Hammer, The 310
Howler, The 244
Kid Dinosaur
Kien Phuc 136
Mistral
Lazy Dragon
Mackie Messer 336
Modular Man 631
Oddity, The 199
Peregrine 196
Popinjay 463
Puppetman
Quasiman 200
Quinn the Eskimo
Sewer Jack 75
(Alligator form) 179
Sleeper, The varies
Steele, George
Strauss, Jerimiah 100
Ti Malice 201
Travineck, Maxim
Troll 153
Turtle, The 349
(Shell) 172
Warlock
Water Lily
Whisperer
Worchester, Hiram
Wraith 232
Wyrm 285
Wyungare 170
Yeoman 335
***************************************************************************
* "'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 *
***************************************************************************
Subject: Re: Invasion!?!
Date: Sat, 31 May 97 09:37:50 -0500
From: John P Weatherman <asahoshi@nr.infi.net>
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
happyelf!!!!
>> I just gotta restate my point here. Virtually all good fictional stories
>> wrap up with a demouement. From Homer to John Byrne there is almost always
>> the one Final Event that brings the story to a close. Maybe (sure) there
are
>> unanswered questions, but the Final chapter is just that...the Final
Chapter.
>> And in a role playing enviornment I think it would be unfair to the players
>> if the Event didn't feature them.
>
>yeah, and they were *literature*, while this is *roleplaying*- it keeps
>going, and where it goes is up to the players- tying it down like this is
>a bad idea.
In my experience, the rules of good literature, when applied to
role-playing,
make execellent role-playing. A story should tie up and should have a
cumulating Event. This does not imply an ending however sence, just like
novels, the next sequel is always arround the corner. As a player, I get
VERY discouraged when there aren't final grant Events, one per story arc,
to cleanly let the playing move into a new arena.
I do agree that some things that work in literature don't work in
role-playing
very well, precognition being at the top of my list, but the basic
structure
works very well.
>> And of course I agree with you that most good story arcs should change the
>> face of the campaing. But they don't all have to be complete plastic
>> surgical overhauls. And if the players just thought they where bringing up
>> the rear but found themselves saving the planet...great. As long as they're
>> the ones doing the saving. As long as the Event features them.
>>
>
>but i would argue for millions of these "events" like . .say they have in
>all the crosovers? spidey bussed some sentinels in onslaught, too, y'know
>. . . .it was a good use of his character . . .
Crossovers do not preclude the use of a final cumulating even that ends
the
mechanism by which the crossover occured.
>
>> I maintain that the best stories are the purest ones. Don't get me
>> wrong...The characters needn't be simple or ordinary. Nor do the actual
>> plots and the events in them need to be hackneyed or too easy to second
>> guess. There should always be at least one or two surprises. But the age
>> old rules of presenting a story have rarely to be improved upon.
>> In the immortal words of Henry David Thoreau: " Simplify, simplify,
>> simplify".
>>
>
>but he wasn't six people!! an rpg CANNOT follow the rules of literature!
>sorry, but this is one of the major misconceptions i hav come across.
>a good game does not a good book make, and vice versa is also true.
I would maintain that the biggest misconception I've come across is that
the
rules of literature shouldn't apply to role-playing. A good RPG should a
good
story tell, and a good story should make a good book. However I'll grant
that
a good book may not always work the best as an RPG. The issue here being
the
writer doesn't control the main character anymore, the plotlines are
usually
still good material, the Events just never turn out right! :)
PAX.
____________________________________________________________________
| Name: John P. Weatherman | Phone: |
| email: asahoshi@nr.infi.net | (H) (910) 785-1130 |
| fax: (910) 748-4632 | (O) (910) 545-2722 |
|_____________________________|____________________________________|
| He who walking on the sea could calm the bitter waves, who gives |
| life to the dying seeds of the earth; He who was able to loose |
| the mortal chains of death and after three days' darkness could |
| bring again to the upper world the brother of his sister Martha: |
| He, I beleive, will make Damasus rise again from the dust. |
| Pope St. Damasus I (c.305-384) |
|__________________________________________________________________|
X-Sender: naneiden@iswest.com
Date: Sat, 31 May 1997 08:36:28 -0700
From: Nic Neidenbach <naneiden@iswest.com>
Subject: Re: CHAR: Turtle's shell
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
At 12:39 AM 5/31/97 -0400, Michael Surbrook <susano@access.digex.net> wrote:
>On Fri, 30 May 1997, Curt Hicks wrote:
>
>> Michael Surbrook <susano@access.digex.net> writes:
>>
>> > BODY 15 0
>> > DEX 11 3
>> > SPD 3 9
>> > Flt Move 30" 60
>> > MAX 180
>>
>> Actually, strictly speaking, the Turtle's shell should have no movement
>> capabilities on its own, since the Turtle moves it with his awesomely
>> powerful TK.
>
>Uhm, well, yes... but in effect, the Shell is a vehicle and not a focus.
>Even the GURPS sourcebook lists it a 'vehicle' of sorts.
>
Well, since TK clearly states that you can't use TK to move yourself around.
You can't pick up an object with TK, step on it, then fly around like the
Silver Surfer. So you have to buy flight to simulate it. At most, the
flight's special effect is Turtle's TK.
>> p.s. I like the adaptions !
>
Yep, they are way cool. :)
-Nic
Date: Sat, 31 May 1997 12:09:52 -0400
X-Sender: absga@elbertonga.com
From: Patrick Barden <absga@elbertonga.com>
Subject: Re: Custom Character Drawings
Cc: hero-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
At 07:04 AM 5/29/97 -0400, Legionair@aol.com wrote:
><<I am afraid I can only send pictures by snail mail. I can send copies of
>some of the stuff I have done for others.
>Patrick B.>>
>
>That's fine. I'll give you my home address and you can mail the copies of
>the samples there. The best thing I can think of is to send me those
>copies and tell me how much you charged for each of them... That would
>give me the best idea of what you have and what you charge for it...
>
>Here's another question... Are there any genres you don't like to do? Or do
>you stick strictly to Champions type stuff?
>
Thanks for all those who expressed interest in my custom drawings. Here is
where thing stand.
I have had someone generously offer to scan my work for me so that I can
send out samples in (hopefully) the very near future. As far as price goes
I usually charge around $10.00 for an 8 1/2 X 11 color drawing on vellum
bristol.
I have no real qualms about other genres so much as certain subject matter.
No nudity, partial or otherwise. I avoid subject matter of a patently
demonic nature. (ie I'd rather not do Spawn style characters) I try to
avoid multiple characters in one drawing. I usually ask for someone to give
me a description first and then I decide whether I can do it or not.
Usually if I refuse a drawing it is because I just don't think I can do a
decent, satisfactory job of it.
As soon as I have the scans ready to send I willlet the list kn ow and then
anyone who wants copies can request them. Any questions should be directed
to me at my address not the list. I will post answers to the list only when
I get enough of the same request to make it practical
Thanks for the interest.
I'll be in touch.
Patrick B.
Subject: Re: Invasion!?!
Date: Sat, 31 May 97 13:12:39 -0500
From: Fugazi <fugazi@frontiernet.net>
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
-- [ From: Fugazi * EMC.Ver #2.5.02 ] --
-------- REPLY, Original message follows --------
> Date: Saturday, 31-May-97 09:37 AM
>
> From: John P Weatherman \ Internet: (asahoshi@nr.infi.net)
> To: champ-l@omg.org \ Internet: (champ-l@omg.org)
>
> Subject: Re: Invasion!?!
>
> happyelf!!!!
>
> >> I just gotta restate my point here. Virtually all good fictional
stories
> >> wrap up with a demouement. From Homer to John Byrne there is almost
always
> >> the one Final Event that brings the story to a close. Maybe (sure)
there
> are
> >> unanswered questions, but the Final chapter is just that...the Final
> Chapter.
> >> And in a role playing enviornment I think it would be unfair to the
players
> >> if the Event didn't feature them.
> >
> >yeah, and they were *literature*, while this is *roleplaying*- it keeps
> >going, and where it goes is up to the players- tying it down like this is
> >a bad idea.
>
I find it helpful to remember that the basis for champions is super-hero
comics. And there is no "final moment" in the comics that I enjoy. Oh sure
, the heroes may beat, force, or out-think a threat into a kind of dormancy,
but would Batman be as interesting if he had destroyed the Joker completely
and permanently in their first encounter? No, in champions, as in comics, a
good plotline is a series of threats layered over each other.
>
> >> And of course I agree with you that most good story arcs should change
the
> >> face of the campaing. But they don't all have to be complete plastic
> >> surgical overhauls. And if the players just thought they where
bringing up
> >> the rear but found themselves saving the planet...great. As long as
they're
> >> the ones doing the saving. As long as the Event features them.
> >>
> >
> >but i would argue for millions of these "events" like . .say they have in
> >all the crosovers? spidey bussed some sentinels in onslaught, too, y'know
> >. . . .it was a good use of his character . . .
Exactly. Keep the threat alive! Keeps them on their toes. Makes sure
Superman doesn't become an overweight couch potato, ordering out for pizza
("delivery please. Address? 1 Fortress of Solitude.") and watching cnn for
the Next Big Threat. Kill 'em slowly with stress, I say.
> >
> >> I maintain that the best stories are the purest ones. Don't get me
> >> wrong...The characters needn't be simple or ordinary. Nor do the
actual
> >> plots and the events in them need to be hackneyed or too easy to second
> >> guess. There should always be at least one or two surprises. But the
age
> >> old rules of presenting a story have rarely to be improved upon.
> >> In the immortal words of Henry David Thoreau: " Simplify, simplify,
> >> simplify".
> >>
> >
> >but he wasn't six people!! an rpg CANNOT follow the rules of literature!
> >sorry, but this is one of the major misconceptions i hav come across.
> >a good game does not a good book make, and vice versa is also true.
>
A good book? No. But hopefully a heckuva comic book. To draw on another
analogy, a good champions campaign should be a nightmare for the heroes in
which they are relentlessly pursued by an innumerable and unending stream of
villains, or villanous deeds. After all, if your group got together to play
, and the campaign events consisted of receiving awards for the storyline
they just ended, then "nothing else, guys. Must be a slow week for crime!",
they'd soon be bored. But if they are attacked by a new threat while
receiving the awards, well, then we're in business!
X-Originating-IP: [206.39.35.204]
From: "David Graham" <dgraham882@hotmail.com>
Subject: Call for PBEM Lurkers
Date: Sat, 31 May 1997 15:24:52 PDT
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
(The following is an advertisement.)
It's January 1, 1997. The New Year has come. The new century, and the
new millenium, are soon to come as well. Some say that the new
millenium will bring about a glorious New Age. However, there are dark
forces that threaten to destroy the world as we know it. The first
signs are already in sight. Crime and corruption are all around. Drug
abuse is on the rise, with the introduction of a narcotic called Power.
The world teeters, heading toward the "Eve of Destruction."
What do you do?
(This is an advertisement for a Dark Champions PBEM called "Eve of
Destruction. Player slots are currently filled. However, if you would
like to be placed on the Lurkers list, please e-mail
dgraham882@hotmail.com. New Players will be selected from the Lurkers
list as slots become open.)
---------------------------------------------------------
Get Your *Web-Based* Free Email at http://www.hotmail.com
---------------------------------------------------------
Date: Sat, 31 May 1997 17:26:55 -0700
From: "happyelf!!!!" <jonesmj@topaz.cqu.edu.au>
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
> I just gotta restate my point here. Virtually all good fictional stories
> wrap up with a demouement. From Homer to John Byrne there is almost always
> the one Final Event that brings the story to a close. Maybe (sure) there are
> unanswered questions, but the Final chapter is just that...the Final Chapter.
> And in a role playing enviornment I think it would be unfair to the players
> if the Event didn't feature them.
yeah, and they were *literature*, while this is *roleplaying*- it keeps going, and
where it goes is up to the players- tying it down like this is a bad idea.
>
> I don't think you're disagreeing with me on this point. At least I hope your
> not.
>
yes, i am. not your tone, your point.
your tone is fine, your point is incorect.
hence my point about your point, as opposed to a point about your tone(sorry)
> And of course I agree with you that most good story arcs should change the
> face of the campaing. But they don't all have to be complete plastic
> surgical overhauls. And if the players just thought they where bringing up
> the rear but found themselves saving the planet...great. As long as they're
> the ones doing the saving. As long as the Event features them.
>
but i would argue for millions of these "events" like . .say they have in all the
crosovers? spidey bussed some sentinels in onslaught, too, y'know. . . .it was a good
use of his character . . .
> I maintain that the best stories are the purest ones. Don't get me
> wrong...The characters needn't be simple or ordinary. Nor do the actual
> plots and the events in them need to be hackneyed or too easy to second
> guess. There should always be at least one or two surprises. But the age
> old rules of presenting a story have rarely to be improved upon.
> In the immortal words of Henry David Thoreau: " Simplify, simplify,
> simplify".
>
but he wasn't six people!! an rpg CANNOT follow the rules of literature!
sorry, but this is one of the major misconceptions i hav come across.
a good game does not a good book make, and vice versa is also true.
> Of course Thoreau said it three times when he only needed to once.
>
actually, he needed to say it three times- his secretary coudn't take dictation
for nuts . .*lol*
> Jay "the flip" A.flip away, man!
so, what does the rest of the list think?
From: jonesmj@topaz.cqu.edu.au
Date: Sun, 01 Jun 1997 11:05:22 +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 09:37 AM 5/31/97 -0500, you wrote:
>happyelf!!!!
>
>>yeah, and they were *literature*, while this is *roleplaying*- it keeps
>>going, and where it goes is up to the players- tying it down like this is
>>a bad idea.
>
>In my experience, the rules of good literature, when applied to
>role-playing,
>make execellent role-playing. A story should tie up and should have a
>cumulating Event. This does not imply an ending however sence, just like
>novels, the next sequel is always arround the corner. As a player, I get
>VERY discouraged when there aren't final grant Events, one per story arc,
>to cleanly let the playing move into a new arena.
>
I don't. imho, Loose ends and closure abuse a good campagn make. Otherwise
the gm has to make basically a new campaign for each scenario, instead of just relying on the fabric of his continuity.
>I do agree that some things that work in literature don't work in
>role-playing
>very well, precognition being at the top of my list, but the basic
>structure
>works very well.
>
but is it the structure of literatuer, or storytelling in general which applies?
>>> And of course I agree with you that most good story arcs should change the
>>> face of the campaing. But they don't all have to be complete plastic
>>> surgical overhauls. And if the players just thought they where bringing up
>>> the rear but found themselves saving the planet...great. As long as they're
>>> the ones doing the saving. As long as the Event features them.
>>>
>>
>>but i would argue for millions of these "events" like . .say they have in
>>all the crosovers? spidey bussed some sentinels in onslaught, too, y'know
>>. . . .it was a good use of his character . . .
>
>Crossovers do not preclude the use of a final cumulating even that ends
>the
>mechanism by which the crossover occured.
>
yes, but from the perspective of (for instance) spidey, the battle he and pete(i know)
had *WAS* *their* culminating event, and it was just as signifigant for them
as any other culminating event.
>>but he wasn't six people!! an rpg CANNOT follow the rules of literature!
>>sorry, but this is one of the major misconceptions i hav come across.
>>a good game does not a good book make, and vice versa is also true.
>
>I would maintain that the biggest misconception I've come across is that
>the
>rules of literature shouldn't apply to role-playing. A good RPG should a
>good
>story tell, and a good story should make a good book. However I'll grant
>that
>a good book may not always work the best as an RPG. The issue here being
>the
>writer doesn't control the main character anymore, the plotlines are
>usually
>still good material, the Events just never turn out right! :)
>PAX
so in all honesty, we have very little in common with literature at all if what
you say is true. Sorry, that's my opinion, and i just happen to be correct. *eg*
i bet if you actually "nailed down" a set of rules for literature we would find
that most of them don't apply to literature, littleown roleplaying.
RPG's and literature are seperate and distinct: one cannot be made or judged directly from the other.
Date: Sun, 01 Jun 1997 11:11:13 +1000
Date-warning: Date header was inserted by topaz.cqu.edu.au
From: HAPPYELF!!! <jonesmj@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
>> >but he wasn't six people!! an rpg CANNOT follow the rules of literature!
>> >sorry, but this is one of the major misconceptions i hav come across.
>> >a good game does not a good book make, and vice versa is also true.
>>
>
> A good book? No. But hopefully a heckuva comic book. To draw on another
>analogy, a good champions campaign should be a nightmare for the heroes in
>which they are relentlessly pursued by an innumerable and unending stream of
>villains, or villanous deeds. After all, if your group got together to play
>, and the campaign events consisted of receiving awards for the storyline
>they just ended, then "nothing else, guys. Must be a slow week for crime!",
>they'd soon be bored. But if they are attacked by a new threat while
>receiving the awards, well, then we're in business!
>
>
point taken. I think the only place this went overboard was in the spidey
comics where PP ended up going mad from stress for a while- wimp!
Date: Sun, 1 Jun 1997 13:22:00 -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: Elephant Girl (human)
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
ELEPHANT GIRL
(Radha Valeria O'Reilly - human form)
Designers Notes:
Elephant Girl (better known as Radha Valeria O'Reilly) is an Indian/Irish
woman, who stands 5'2" and weighs all of 105 lbs. She has a trim muscular
figure, and posses the ability to shapeshift into a full-grown Asian
elephant. Currently, Radha uses this power as part of a circus act,
working with a troupe of 'normal' elephants. Due to her origins, she is
hunted by priests of the Elephant god Gonesh, who wish for her to return
with them to India. Having escaped from their clutches when she was 17,
Radha has no desire to return.
The Character:
STAT VAL COST
Str 8 -2
Dex 20 30
Con 14 8
Body 12 4
Int 15 5
Ego 13 6
Pre 13 3
Com 18 4
PD 2 0
ED 2 -1
Spd 3 0
Rec 5 0
End 28 0
Stun 23 0
Char Total 57
Power Total 35
Total Cost 92
COST POWERS & SKILLS
10 Wealth
3 Acrobatics 13-
11 Animal Handler (elephants) 15-
2 PS: Circus Performer 11-
5 SC: Veterinarian 14-
4 Lang: English (4), Hindi (native)
Disadvantages
50 Base
10 Hunted: Priests of Gonesh (aspow) 8-
5 Psych: Vegitarian
27 Experience
(Elephant Girl created by Parris, 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, 1 Jun 1997 13:24:32 -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: Elephant Girl (elephant)
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
ELEPHANT GIRL
(Elephant form)
Designers Notes:
This is Radha's elephant form. She assumes the shape of a full-grown,
female, Asian elephant. By flapping her ears, she can fly (GMs may want
to put the limitation of "restrainable" upon her flight, but with a 65
STR, I wonder if that's really a limitation). When assuming the elephant
form, Radha absorbs all the available electricity in the local area (up to
several blocks away). This could be bought in several ways, I decided to
go with a Drain since that was the one power that would have the most
effect upon PCs and NPCs. A Transformation attack (with a huge Radius of
Affect) would also work, the transforming blacking or shorting out of
electrical devices. When returning to human form, her excess masss is
dissipated in the form of light energy, causing a brillaint flash.
Naturally, the power level for these sorts of effects are very GM
dependedent, I used the 'default' of 60 AP for all effects.
The Character:
STAT VAL COST
Str 65 25
Dex 15 15
Con 30 40
Body 35 40
Int 15 5
Ego 13 6
Pre 25 15
Com 10 0
PD 13 5
ED 8 1
Spd 3 5
Rec 13 0
End 60 0
Stun 67 0
Char Total 157
Power Total 184
Total Cost 341
COST POWERS & SKILLS
33 Growth: 5 Levels, 0 END, Persistant, Always on
7 Density Increase: 1 Level, 0 END, Persistant, Always on
+30 STR, +5 Body, +1 PD, +1 ED, +5 Stun, -6" KB, -3 DCV, +3 PER
14' tall, 12,800 lbs
18 Multiform: Radha Valeria O'Reilly (92 points)
22 Energy Manipulation Multipower, Linked to Multiform Activation
(-1/2), 1 Recoverable Charge (charges recover by switching
Multiforms) (-1 1/4)
2 u 3d6 Drain vs END Reserve, Radius of Effect, Electrical END
Reserves Only (-1), 1 Recoverable Charge
2 u 4d6 Flash - Sight, Explosive, No Range, 1 Recoverable Charge
20 1 1/2d6 HKA, Reduced Pentration - tusks
15 Armor: +6 PD, +4 ED
40 Movement Multipower
8 m Flight: 20", END 4
2 m Running: +6" (12" total), END 2
5 Extra Limb: Trunk
3 +1 with All Perception
2 +1 with Smell Percpetion
5 CSL: +1 w/HTH
Disadvantages
100 Base
15 DF: Asian Elephant
10 Hunted: Priests of Gonesh (aspow) 8-
5 Phys: Cannot Leap
10 Phys: Limited Fine Manipulation
10 Phys: Mute
191 Experience
(Elephant Girl created by Parris, 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, 1 Jun 1997 13:26:03 -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: Kien Phuc
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
KIEN PHUC
Designers Notes:
Kien Phuc is am older Asian man of average height with a slightly pudgy
build. He stands 5'10", weighs 175 and is always dressed in finely
tailored, expensive suits. A form ARVN general, he currently resides in
New York, where he own a large chain of Chinese restaurants and dry
cleaning stores. He is also the head of the Shadow Fist Society, an
organized crime group bent of becoming the master of the criminal
underworld in New York. Kien Phuc has recruited heavily among both Asian
and Western Operatives, as well as using both nats, jokers and aces to
accomplish his ends. He is very ruthless, very dangerous and will kill
anyone who cross him without the slightest hesitation. He has made a
mortal enemy of Yeoman, who has sworn to kill him. While trying to kill
Wraith, Kien Phuc lost most of his right hand. Currently, Kien is the
master of New York, having driven the mafia away and battled Yeoman to a
stalemate.
The Character:
STAT VAL COST
Str 10 0
Dex 12 6
Con 14 8
Body 12 4
Int 20 10
Ego 20 20
Pre 18 8
Com 10 0
PD 4 1
ED 3 0
Spd 3 8
Rec 5 0
End 28 0
Stun 24 0
Char Total 65
Power Total 71
Total Cost 136
COST POWERS & SKILLS
MA: Than Vo Dao
4 Block +2 OCV +2 DCV Block, Abort
3 Joint Lock +0 OCV -1 DCV Grab One Limb; 20 STR to Hold
3 Legsweep +2 OCV -1 DCV 3d6 Strike; Target Falls
4 Punch +2 OCV +0 DCV 4d6 Strike
3 Throw +0 OCV +1 DCV 2d6 Strike; Target Falls
15 Wealth
5 Perk: Head of the Shadow Fist Society
2 Perk: Respected businessman
5 Bureacratics 14-
3 KS: Psychology 13-
3 Oratory 13-
3 Persuasion 13-
3 Trading 13-
2 WF: Small Arms
10 Lang: Catonese (4), English (3), French (3), Vietnamese (native)
3 SL: +1 with PRE skills
Disadvantages
75 Base
5 Age: 40+
10 Hunted: Yeoman 8- (AsPow)
15 Phys: One Hand
10 Psych: Bad Tempered
15 Psych: Greedy
6 Experience
(Kien Phuc 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: Sun, 1 Jun 1997 13:28:17 -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: Yeoman
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
YEOMAN
(Daniel Brennan)
Designers Notes:
Yeoman is the Batman of the Wildcard's universe. He is of average height,
standing 5'10" and weighs a muscular 175 lbs. Yeoman has coarse black
hair, dark eyes, and dark tanned skin. He normally dresses very casually,
although when operating as Yeoman he does wear a face mask (and leaves an
Ace of Spades as a calling card on or near his victims). Yeoman got his
start in the late 60's in Vietnam. There is where he first met Kien Phuc
(see) and first learned of Kien's criminal activities (which included
selling secrets to the North Vietnamese). Yeoman's attempts to expose
Kien resulted in the death of Yeoman's wife, as well as the deaths of the
men in his command. Since the fall of Saigon occurred soon after, Yeoman
stayed in Asia, eventually traveling to Japan to join a monastery where he
learned Zen and perfected his archery skill. Returning to America in the
mid-80's, Yeoman again envounted Kien, now in New York City, and resumed
his vendetta.
Note: Yeoman's stats are far beyond what most people would expect from a
'normal'. It should be pointed out that Yeoman's GURPS stats are
similarly quite high, and that he is highly trained and very competant.
The Character:
STAT VAL COST
Str 15 5
Dex 26 48
Con 20 20
Body 15 10
Int 14 4
Ego 23 26
Pre 20 10
Com 10 0
PD 7 4
ED 6 2
Spd 5 14
Rec 8 2
End 40 0
Stun 32 0
Char Total 145
Power Total 190
Total Cost 335
COST POWERS & SKILLS
22 Multipower: Compound Bow, OAF
1 u 2d6 RKA Broadhead arrows, 12 Charges
1 u 6d6 EB: Explosive, Act 11-, 4 Charges
1 +1 RMod with Multipower, OAF: Compound Bow
Martial Arts: Karate
4 Block +2 OCV +2 DCV Block, Abort
4 Disarm -1 OCV +1 DCV 25 STR Disarm
4 Dodge +0 OCV +5 DCV Dodge vs All, Abort
3 Legsweep +2 OCV -1 DCV 4d6 Strike; Target Falls
4 Punch/Snapkick +0 OCV +2 DCV 5d6 Strike
5 Side/Spin Kick -2 OCV +1 DCV 7d6 Strike
8 Running: +4" (10" total)
12 Perception: +4
3 Breakfall 14-
5 Demolitions 12-
11 Fast Draw (Bow) 18-
4 KS: Horticulture 13-
5 KS: Philosophy 14-
5 KS: Zen Archery 14-
3 Paramedic 12-
5 Persuasion 14-
5 Stealth 15-
7 Streetwise 15-
3 Survival 12-
3 Tactics 12-
2 TF: Helicopter, Parachute
3 Tracking 12-
17 Weaponsmith: Bows 18-
3 WF: Blades, Small Arms
9 Lang: Catonese (1), French (2), Japanese (2), Spanish (1),
Vietnamese (3)
6 SL: +2 with all INT-based Skills
16 CSL: +2 with Combat
6 CSL: +2 with Multipower
Disadvantages
100 Base
15 Hunted: Shadow Fist Society (Mopow) 8-
20 Psych: Loyal to friends and allies
15 Psych: Hunting Kein Phuc
15 Psych: Justice, not Law
0 Psych: Leaves an Ace of Spades as a 'calling card'
15 SID: Daniel Brennan, US Army deserter
155 Experience Bonus
(Yeoman 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: Sun, 01 Jun 1997 11:43:07 -0700
From: salvador <salvador@cww.de>
Reply-To: salvador@cww.de
Subject: Der Drachenhort
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
Der Drachenhort hat seine Tore geöffnet !
-Was ist der Drachenhort ?-
Der Darchenhort ist von einem Rollenspieler für alle Rollenspieler
gemacht. Deshalb weiß ich auch wonach es euch dürstet:
a) Infos übers Rollenspiel
b) Abenteuer und Regelerwiterungen und
c) Ein Ort an dem man gebrauchtes RPG Zubehör günstig kaufen und
verkaufen kann.
-Kommerz ????-
Nein !
Ich bin Schüler, und habe weiß Gott nicht vor hier aus Geldgier einen
proffesionellen Versand oder so was aufzumachen. Ich werde aller
Wahrscheinlichkeit nach etwas Profit machen, aber immerhin stecke ich
auch jede Menge Arbeit in das Projekt.
-Wieso?-
Ich habe gesehen wie günstig man in den USA gebrauchtes RPG Zubehör
bekommt, und denke daß das auch bei uns in Deutschland funktioniert.
Alle Rollenspieler profitieren davon:
a) Will man ein neues System ausprobieren, muß man nicht Unmengen an
Geld investieren, um dann festzustellen, daß einem das Produkt nicht
zusagt.
b) Findet man ein Produkt, was man sich gekauft hat nicht so toll, kann
man es immer weiterverkaufen, und muß es nicht jahrelang im Bücherregal
anstarren, und sich über die Fehlinvestition ärgern, sondern kann sich
darüber freuen, daß jetzt andere Spieler damit jede Menge Spaß haben.
c) Es ist einfach billiger.
-Wo, Wie ?-
Das ganze Projekt befindet sich gerade im Aufbau, deshalb ist mein
Angebot etwas knapp. Also schreibt mir, wenn ihr etwas verkaufen wollt
!:
< salvador@cww.de >
Unter dieser Adresse könnt ihr auch das aktuelle Angebot und die
Versandbedingungen anfordern.
Im Internet findet ihr meine Homepage unter:
http://www.geocities.com/Area51/Zone/3493
-Die Homepage: Infos für und von euch !-
Auf der Homepage findet ihr ein -noch- relativ kleines Angebot, da
größtenteils von mir allein geschrieben, an Infos zu TSR, den AD&D
Welten, White Wolf und der World of Darkness Reihe. Eine Einführung für
Anfänger ist von einem anderen Autor verfügbar.
Und es gibt den Formwwandler als Klasse für AD&D herunterzuladen. Und
natürlich Links.
Und jetzt seid ihr gefragt: Habt ihr etwas in Richtung RPG/Fantasy
geschrieben, von dem ihr glaubt, saß es für viele Spieler interessant
ist ? Dann schickt es an < salvador@cww.de >, und ich tus vielleicht
(mein Platz ist beschränkt) auf die Homepage.
-Anfänger ?-
Auf meiner Homepage findest du eine Einleitung zu RPG, außerdem stehe
ich für Fragen unter < salvador@cww.de > zur Verfügung. Unter bestimmten
Umständen leite ich auch euer erstes Abenteuer.
Ich hoffe bald von euch allen zu hören,
euer Salvador
P.S. Wie schon gesagt kann dieses Projekt eine Berreicherung für alle
RPG Spieler sein. Doch die Vorraussetzung ist, daß ihr bereti seid
mitzuarbeiten. Es liegt in eurem Interesse.
X-Sender: avery1@pop.flash.net
Date: Sun, 01 Jun 1997 18:58:16
From: John Turner <Avery1@flash.net>
Subject: Re: Web sites with useful info for Champs GMs?
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
Well, not to blow my own horn, but I have a web page that is/will be
featuring herosystem stuff from time to time. The most notable is a
nauseatingly comprehensive melee weapon list for fantasy hero. It is in MS
WORD 6.0 format. There isn't a plain text version yet, as I don't want to
realign all the tables. :p
It is at:
http://www.flash.net/~avery1/heromain.htm
Tell me what ya think...
At 04:12 PM 6/1/97 -0500, R Jacobs wrote:
>
>
>herolist wrote:
>>
>> From: Todd Hanson <badtodd@dacmail.net>
>> Subject: Web sites with useful info for Champs GMs?
>> To: champ-l@omg.org
>>
>> One of the toughest parts of being a Champs GM is coming up with new
>> scenarios that are more than 'the villians are robbing the bank - you
>> all manage to arrive at the same time... phase 12!'
>>
>> /...snip/
>>
>> This got me to wondering.. has anyone else stumbled on a non-champions
>> web site that has information useful to a Champs GM?
>>
>> Todd
>
>On a related issue: Anyone have any good Champs-RELATED sites? I've
>been searching the web for a few weeks and have found a severe lack of
>sites. I know they are out there...I'm just not finding them...what are
>your FAVORITE CHAMPS sites?
>
>
X-Forwarding-Note: Was sent to herolist@october.com; forwarding to hero-l@omg.org
From: R Jacobs <rjacobs@radiks.net>
Date: Sun, 01 Jun 1997 16:12:51 -0500
Subject: Re: Web sites with useful info for Champs GMs?
Newsgroups: october.hero
X-Listname: Hero
Reply-To: hero-l@october.com (Multiple recipients of Hero)
Path: october.com!not-for-mail
Lines: 21
X-Sender: rjacobs@dial46.radiks.net
X-Reply-To: rjacobs@radiks.net
Nntp-Posting-Host: dial46.radiks.net
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
herolist wrote:
>
> From: Todd Hanson <badtodd@dacmail.net>
> Subject: Web sites with useful info for Champs GMs?
> To: champ-l@omg.org
>
> One of the toughest parts of being a Champs GM is coming up with new
> scenarios that are more than 'the villians are robbing the bank - you
> all manage to arrive at the same time... phase 12!'
>
> /...snip/
>
> This got me to wondering.. has anyone else stumbled on a non-champions
> web site that has information useful to a Champs GM?
>
> Todd
On a related issue: Anyone have any good Champs-RELATED sites? I've
been searching the web for a few weeks and have found a severe lack of
sites. I know they are out there...I'm just not finding them...what are
your FAVORITE CHAMPS sites?
X-Forwarding-Note: Was sent to herolist@october.com; forwarding to hero-l@omg.org
From: Darrin.Kelley@october.com (Darrin Kelley)
Date: 01 Jun 97 23:44:06 GMT
Subject: Source material
X-Listname: Hero
Reply-To: hero-l@october.com (Multiple recipients of Hero)
Path: october!darrin.kelley
Organization: Fidonet: Red October Alpha * Hero Roleplaying * 408-629-4695 *
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: 1
The recent release of The Babylon Project was something, at least
locally, that was met with a great amount of anticipation. But other
than simply being a good sourcebook on the Babylon 5 background, the
game system itself is useless fluff.
The central problem with the Babylon Project is in the die rolling
conventions they use. It is a straight target number based system. But
unlike what was done in Fuzion, there is a straight 50-50 chance of
success or failure, no matter how high a character's skill level is.
Making any increase of stats or skills through experience a totally
useless proposition.
Until recently, I was part of an official playtest group for the
Babylon Project. The company itself made a titanic blunder from the
outset. They published the game first and recruited the playtesters
afterward. Which resulted in a slick looking product that is a truly
inferior one. And judging from how the game worked in playtest, I'm not
sure that they even knew if it worked before they published it in the
first place.
My advice? If you choose to buy this game, don't use the system.
Take the background and cull whatever you can from the character
generation section and use another system. Like the Hero System, Fuzion,
or even GURPS.
___
X SLMR 2.1a X Nothing is so smiple that it can't get screwed up.
X-Forwarding-Note: Was sent to herolist@october.com; forwarding to hero-l@omg.org
From: Jim Dickinson <champion@cyberhighway.net>
Date: Sun, 01 Jun 1997 17:17:42 -0700
X-To: hero-l@october.com (Multiple recipients of Hero)
Subject: Re: Web sites with useful info for Champs GMs?
X-Listname: Hero
Reply-To: hero-l@october.com (Multiple recipients of Hero)
X-Smtp-Ip-Host: hq.tcfarm.com ip 206.58.84.4
X-Smtp-Mail-From: champion@cyberhighway.net
X-Sender: champion@mailhost.cyberhighway.net
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
At 04:12 PM 6/1/97 -0500, you wrote:
>On a related issue: Anyone have any good Champs-RELATED sites? I've
>been searching the web for a few weeks and have found a severe lack of
>sites. I know they are out there...I'm just not finding them...what are
>your FAVORITE CHAMPS sites?
There's always the Circle of HEROs. This is an ever-expanding ring of Hero
related web pages...
The URL is in the Sig below:
_________________________________________________________________
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
-----------------------------------------------------------------
X-Forwarding-Note: Was sent to herolist@october.com; forwarding to hero-l@omg.org
From: "Richard D. Bergstresser Jr." <richberg@erols.com>
Date: Sun, 01 Jun 1997 21:06:59 -0400
Subject: Re: Web sites with useful info for Champs GMs?
Newsgroups: october.hero
X-Listname: Hero
Reply-To: hero-l@october.com (Multiple recipients of Hero)
Path: october.com!not-for-mail
Organization: Prometheus Corp.
Lines: 11
X-Sender: richberg@nrf-as5s10.erols.com
Nntp-Posting-Host: nrf-as5s10.erols.com
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
herolist wrote:
>
> On a related issue: Anyone have any good Champs-RELATED sites? I've
> been searching the web for a few weeks and have found a severe lack of
> sites. I know they are out there...I'm just not finding them...what are
> your FAVORITE CHAMPS sites?
I haven't looked at any in awhile, but there are some good ones.
I start checking with the Circle Of Heroes sight listing at
http://www.webring.org/cgi-bin/webring?ring=coh&list
From: Melidixon@aol.com
Date: Sun, 1 Jun 1997 23:16:33 -0400 (EDT)
Subject: Re: Web sites with useful info for Champs GMs?
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
try any of lthe heroes sites that is on the ring of heroes,(or hero ring,
hero-ing, whatever). If you don't like a site, it sure makes it easy to find
another.
X-Forwarding-Note: Was sent to herolist@october.com; forwarding to hero-l@omg.org
From: Melidixon@aol.com
Date: Sun, 1 Jun 1997 23:16:33 -0400 (EDT)
X-To: hero-l@october.com, champ-l@omg.org
Subject: Re: Web sites with useful info for Champs GMs?
X-Listname: Hero
Reply-To: hero-l@october.com (Multiple recipients of Hero)
X-Smtp-Ip-Host: emout07.mx.aol.com ip 198.81.11.22
X-Smtp-Mail-From: Melidixon@aol.com
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
try any of lthe heroes sites that is on the ring of heroes,(or hero ring,
hero-ing, whatever). If you don't like a site, it sure makes it easy to find
another.
X-Forwarding-Note: Was sent to herolist@october.com; forwarding to hero-l@omg.org
From: Eric Pawtowski <epawtows@cray-ymp.acm.stuorg.vt.edu>
Date: Mon, 2 Jun 1997 04:04:36 -0400 (EDT)
X-To: hero-l@october.com
Subject: Re: Source material
X-Listname: Hero
Reply-To: hero-l@october.com (Multiple recipients of Hero)
X-Smtp-Ip-Host: cray-ymp.acm.stuorg.vt.edu ip 128.173.43.251
X-Smtp-Mail-From: epawtows@cray-ymp.acm.stuorg.vt.edu
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: 2
>
> The central problem with the Babylon Project is in the die rolling
> conventions they use. It is a straight target number based system. But
> unlike what was done in Fuzion, there is a straight 50-50 chance of
> success or failure, no matter how high a character's skill level is.
> Making any increase of stats or skills through experience a totally
> useless proposition.
Suggestion: before you criticize a role-playing game, you might want
to try reading the rules first.
Eric
X-Forwarding-Note: Was sent to herolist@october.com; forwarding to hero-l@omg.org
From: John P Weatherman <asahoshi@nr.infi.net>
Date: Mon, 2 Jun 97 06:45:14 -0500
X-To: "Multiple recipients of Hero" <hero-l@october.com&> <champ-l@omg.org>
Subject: Re: Source material
X-Listname: Hero
Reply-To: hero-l@october.com (Multiple recipients of Hero)
X-Smtp-Ip-Host: mailhost.infi.net ip 208.131.167.6
X-Smtp-Mail-From: asahoshi@nr.infi.net
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: 3
Eric Pawtowski
>> The central problem with the Babylon Project is in the die rolling
>> conventions they use. It is a straight target number based system. But
>> unlike what was done in Fuzion, there is a straight 50-50 chance of
>> success or failure, no matter how high a character's skill level is.
>> Making any increase of stats or skills through experience a totally
>> useless proposition.
>
>Suggestion: before you criticize a role-playing game, you might want
>to try reading the rules first.
>
> Eric
The original poster was suposedly part of the Playtest group. I would
assume
that means he HAS resd the rules. If you're taking exception to his
opinion,
please site specific examples. I haven't bought the rules yet and could
be
swayed either way by reasoned arguement, but personal attacks don't say
anything about the game system itself. My biggest grip with The Babylon
Project
is that, like in the Star Wars RPG, the rules don't allow for characters
built
along the same lines as the series. In Star Wars, major players were
built on
60+ dice and characters started with only 7, in the Babylon Project
they've
got arbitrary rules like "no telepaths stronger than P5". At least
Champions
generally allows for characters very similar in scope/nature to the
comics it
is pased upon.
Comments?
PAX.
____________________________________________________________________
| Name: John P. Weatherman | Phone: |
| email: asahoshi@nr.infi.net | (H) (910) 785-1130 |
| fax: (910) 748-4632 | (O) (910) 545-2722 |
|_____________________________|____________________________________|
| He who walking on the sea could calm the bitter waves, who gives |
| life to the dying seeds of the earth; He who was able to loose |
| the mortal chains of death and after three days' darkness could |
| bring again to the upper world the brother of his sister Martha: |
| He, I beleive, will make Damasus rise again from the dust. |
| Pope St. Damasus I (c.305-384) |
|__________________________________________________________________|
Subject: Re: Source material
Date: Mon, 2 Jun 97 06:45:14 -0500
From: John P Weatherman <asahoshi@nr.infi.net>
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: 4
Eric Pawtowski
>> The central problem with the Babylon Project is in the die rolling
>> conventions they use. It is a straight target number based system. But
>> unlike what was done in Fuzion, there is a straight 50-50 chance of
>> success or failure, no matter how high a character's skill level is.
>> Making any increase of stats or skills through experience a totally
>> useless proposition.
>
>Suggestion: before you criticize a role-playing game, you might want
>to try reading the rules first.
>
> Eric
The original poster was suposedly part of the Playtest group. I would
assume
that means he HAS resd the rules. If you're taking exception to his
opinion,
please site specific examples. I haven't bought the rules yet and could
be
swayed either way by reasoned arguement, but personal attacks don't say
anything about the game system itself. My biggest grip with The Babylon
Project
is that, like in the Star Wars RPG, the rules don't allow for characters
built
along the same lines as the series. In Star Wars, major players were
built on
60+ dice and characters started with only 7, in the Babylon Project
they've
got arbitrary rules like "no telepaths stronger than P5". At least
Champions
generally allows for characters very similar in scope/nature to the
comics it
is pased upon.
Comments?
PAX.
____________________________________________________________________
| Name: John P. Weatherman | Phone: |
| email: asahoshi@nr.infi.net | (H) (910) 785-1130 |
| fax: (910) 748-4632 | (O) (910) 545-2722 |
|_____________________________|____________________________________|
| He who walking on the sea could calm the bitter waves, who gives |
| life to the dying seeds of the earth; He who was able to loose |
| the mortal chains of death and after three days' darkness could |
| bring again to the upper world the brother of his sister Martha: |
| He, I beleive, will make Damasus rise again from the dust. |
| Pope St. Damasus I (c.305-384) |
|__________________________________________________________________|
Subject: Re: House Rule suggestion for Side Effects
Date: Mon, 2 Jun 97 08:08:16 -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
X-Status:
X-UID: 5
On 5/30/97 5:15 PM, Joe Claffey Jr. (jrc@mail1.nai.net) Said:
>
> The 12d6 EB that bypasses defenses is the *standard* way to do Side Effect
>(at the -1 level). My method reduces it to 4d6.
Sorry - I misunderstood: your'e still using a 60 AP attack. Sorry.
.oooO |
( ) Oooo. | David A. Fair
\ ( ( ) | SDS International
\_) ) / | dfair@sdslink.com
(_/ |
X-Forwarding-Note: Was sent to herolist@october.com; forwarding to hero-l@omg.org
From: Darrin.Kelley@october.com (Darrin Kelley)
Date: 02 Jun 97 14:38:02 GMT
Subject: Re: Source material
X-Ftn-To: Asahoshi@Nr.Infi.Net
X-Listname: Hero
Reply-To: hero-l@october.com (Multiple recipients of Hero)
Path: october!darrin.kelley
Organization: Fidonet: Red October Alpha * Hero Roleplaying * 408-629-4695 *
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: 10
AS>The original poster was suposedly part of the Playtest group. I would
AS>assume that means he HAS resd the rules.
Bingo! For once, somebody on this list was actually listening.
Up until two weeks ago, I was an active member of a sanctioned
Babylon Project playtest group. I left because the "leader" of that
group wasn't doing his job. Like reporting our comments on the game to
the company.
AS>If you're taking exception to his opinion, please site specific
AS>examples. I haven't bought the rules yet and could be swayed
AS>either way by reasoned arguement, but personal attacks don't say
AS>anything about the game system itself.
Personal attacks are a waste of time, anyway. They also lack
maturity.
I swear, over the years I have gotten so flack for my criticisms
of the inconsistancies in science fiction TV shows that it defies
imagination. Rabid fans, especially Star Trek fans, just seem to go off
whenever someone finds even the slightest blemish in the object of their
obsession. My opinion on this? They need to get a clue and get a life!
They are only TV shows. Good TV shows, mind you. But TV none-the-less.
AS>My biggest gripe with The Babylon Project is that, like in the Star
AS>Wars RPG, the rules don't allow for characters built along the same
AS>lines as the series. In Star Wars, major players were built on 60+
AS>dice and characters started with only 7, in the Babylon Project
AS>they've got arbitrary rules like "no telepaths stronger than P5". At
AS>least Champions generally allows for characters very similar in
AS>scope/nature to the comics it is based upon.
Largely, I do agree with this statement.
___
X SLMR 2.1a X --T-A+G-L-I+N-E--+M-E-A+S-U-R+I-N-G+--G-A+U-G-E--
X-Forwarding-Note: Was sent to herolist@october.com; forwarding to hero-l@omg.org
From: Darrin.Kelley@october.com (Darrin Kelley)
Date: 02 Jun 97 14:47:00 GMT
X-To: epawtows@cray-ymp.acm.stuorg.vt.edu
Subject: Re: Source material
X-Listname: Hero
Reply-To: hero-l@october.com (Multiple recipients of Hero)
Path: october!darrin.kelley
Organization: Fidonet: Red October Alpha * Hero Roleplaying * 408-629-4695 *
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: 9
To: epawtows@cray-ymp.acm.stuorg.vt.edu
EP>> The central problem with the Babylon Project is in the die rolling
EP>> conventions they use. It is a straight target number based system. But
EP>> unlike what was done in Fuzion, there is a straight 50-50 chance of
EP>> success or failure, no matter how high a character's skill level is.
EP>> Making any increase of stats or skills through experience a totally
EP>> useless proposition.
EP>Suggestion: before you criticize a role-playing game, you might want
EP>to try reading the rules first.
Try reading all of my message the next time before you jump down my
throat. And you might have realized that my criticism had come from
hands on experience.
I own a copy of the Babylon Project rulebook, and have gone over it
thoroughly during the coarse of that playtest campaign. Which has lasted
for months. The conclusions and opinions highlighted above are not
only based on what I have delt with in play, but from the mathematical
curve of its die rolling conventions. There is a such thing as a game
system being too random.
Be that as it may, The Babylon Project is the only gaming source for
concrete information on Babylon 5. A series I have liked alot and have
been following since the very beginning. My only regret with the Babylon
Project is that it is such an inferior product. One that doesn't do
justice to the material it is based on.
___
X SLMR 2.1a X All hope abandon, ye who enter messages here.
Comments: Authenticated sender is <b1tlbx98@pop1.sympatico.ca>
From: "Vance Scott" <vances@sympatico.ca>
Date: Mon, 2 Jun 1997 16:36:03 +0000
Subject: The Infamous GM's Guide.
Reply-to: vances@sympatico.ca
CC: vances@sympatico.ca
Priority: normal
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
Foreword
In an attempt to live up to my promises I present the following
article. The enormity of writing a Guide to GameMastering, and
Roleplaying became evident during my outlining. This effort falls
short of my initial vision, but I needed to start or I never would.
I welcome CONSTRUCTIVE criticism, and comments.
Introduction
A good place to begin a Guide to GameMastering is with roleplaying.
Roleplaying is acting the part of another person. A roleplaying game is
an activity where the participants derive enjoyment out of playing the
various roles in a story, and taking part in creation of a story. Roleplaying
Games are best compared to improvisational theatre where the players take
the part of actors, and the GameMaster that of director. Together
the players, and the Game Master create the story of the heroes, and their
world. The players job is that of Actor, and Playwrite. The players role
as actor is obvious, but the role of Playwright is often forgotten, or ignored.
The players are responsible for the actions, and dialogue of the heroes making
as important to the success of a game as the game master. The importance of
the heroes, and therefore players to a story shouldn't be underestimated. The
success, and enjoyment of a roleplaying game depends on both the players,
and the Game Master. Usually; the players are responsible for the protagonists
of a story, and the Game Master for the antagonists, and supporting
characters. In order Guide Game Masters it is necessary to define the role that
they play in a roleplaying game. A Game Master takes on the role of
actor, director, and playwright. Taking on the three roles of a Game
Master are obviously taxing. It is my hope that this guide will assist Game
Masters in their efforts to run an meaningful, and enjoyable games.
Authors Note:
The following is a list of prospective topics please let me know if
you think I'm missing something. I expect this list to be revised.
1. Encouraging, and managing players
2. Acting the many roles of a GM
3. Managing, and Directing a Game
4. The responsibility of story
5. Outlining a Story
6. Creating Characters
7. Playing the Game
Part II coming to a mail list near you.
Vance Scott
Vanquisher of all foes.
Subject: Damage modifiers
Date: Mon, 02 Jun 97 12:51:34 -0500
From: Fugazi <fugazi@frontiernet.net>
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
-- [ From: Fugazi * EMC.Ver #2.5.02 ] --
Just wanted some feedback on this...
Say I have a +4D6 Hand-to-Hand attack that I bought with Armor Piercing and
Double Knockback. I also have a 30 strength. Does the dice for strength
get the modifiers also? If not, how do you work figuring damage?
Any help would be appreciated.
-fugazi
Date: Mon, 02 Jun 1997 13:08:44 -0500
From: Todd Hanson <badtodd@dacmail.net>
Subject: Re: Damage modifiers
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
Fugazi wrote:
>
> -- [ From: Fugazi * EMC.Ver #2.5.02 ] --
>
> Just wanted some feedback on this...
>
> Say I have a +4D6 Hand-to-Hand attack that I bought with Armor Piercing and
> Double Knockback. I also have a 30 strength. Does the dice for strength
> get the modifiers also? If not, how do you work figuring damage?
> Any help would be appreciated.
I think this was covered in the Ultimate Martial Artist - you can add
your strength to the attack, but you don't get the full 6d6 - you have
to do a little figuring based on the advantages you applied.
You have 30 active points of strength. The armor piercing and the
double knockback are a total of +1.25 advantage. You have to figure out
how much strength you can add that, with the +1.25 advantage adds up to
30 active points. In this case you can add about 13 strength to the
attack (comes out to 29.25 active points), so you can get about 2.5
extra dice on your attack.
Make sense?
Todd
--
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Todd Hanson Minnesota: Land of two seasons:
BadTodd@dacmail.net winter is coming, winter is here.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Date: Mon, 2 Jun 1997 11:08:47 -0700 (PDT)
From: Anthony Jackson <ajackson@iii.com>
Reply-To: Anthony Jackson <ajackson@iii.com>
Subject: Re: Damage modifiers
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
Fugazi writes:
> Just wanted some feedback on this...
>
> Say I have a +4D6 Hand-to-Hand attack that I bought with Armor
> Piercing and Double Knockback. I also have a 30 strength. Does the dice
> for strength get the modifiers also? If not, how do you work figuring
> damage? Any help would be appreciated.
Your strength gets the advantages, but must also power them up. Thus, since AP
and double knockback are a total of a 2.25 advantage, you get +1d6 per 11.25
strength you use to power up the attack. In addition, you may not use more
strength to power up the attack than you have active points in the HA, limiting
you to 27 strength. This gives a total of +2.4 dice; as this is not enough for
a half-die, the total damage of the attack is 6d6 (AP, double knockback).
X-Sender: orguss@popmail.gol.com
Date: Tue, 3 Jun 1997 04:11:38 +0900
From: Michael House <macross@gol.com>
Subject: Re: Damage modifiers
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
At 12:51 -0500 1997.06.02, Fugazi wrote:
> Say I have a +4D6 Hand-to-Hand attack that I bought with Armor Piercing
>and
> Double Knockback. I also have a 30 strength. Does the dice for strength
> get the modifiers also? If not, how do you work figuring damage?
> Any help would be appreciated.
Quoting from Ninja Hero, pp. 47-48:
Power Advantage: Armor-Piercing
An example: Let's say a character has STR 15 and a slew of (martial arts)
maneuvers giving him up to 7d6 damage. He can buy:
Example: Hand-to-Hand Attack, 4d6, 0 END (+1/2), Armor-Piercing (+1/2);
24 pts.
This will give him a 6d6 armor-piercing normal attack.
You might be asking yourself, why doesn't it give him 7d6? STR 15 is 3d6,
plus 4d6 from H-to-H Attack equals 7d6, right? Well, that's wrong--in this
case.
4d6 of H-to-H Attack is 12 points' worth of power (not counting the
Armor-Piercing advantage). Therefore, the character, since he has not
bought Armor-Piercing for his STR, can only add 12 STR to it--for +2d6.
Thus, it's a 6d6 attack. If he were to buy Armor-Piercing for his STR,
he could have his full 7d6.
HTH ALAL,
Be Seeing You...
--Michael House, macross@gol.com, www.gainax.co.jp
GAINAX Co., Ltd. (Opinions expressed are my own unless otherwise specified)
Jibun no ishi o motanu nara, ikiteitemo shikata arumai
From: HoosierJA@aol.com
Date: Mon, 2 Jun 1997 17:07:47 -0400 (EDT)
Subject: Re: Damage modifiers
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
In a message dated 97-06-02 14:02:27 EDT, fugazi@frontiernet.net (Fugazi)
writes:
> Say I have a +4D6 Hand-to-Hand attack that I bought with Armor Piercing and
> Double Knockback. I also have a 30 strength. Does the dice for strength
> get the modifiers also? If not, how do you work figuring damage?
> Any help would be appreciated.
I think not. I would make you buy AP and 2xKB on your strength as well as
your HtH attack.
Now if these were increased DCs with a martial arts, and you had bought the
martial attack with AP and 2xKB I'd probably let you have it. I dunno...I'd
have to check my books.
Jay A.
From: Curt Hicks <exucurt@exu.ericsson.se>
Date: Mon, 2 Jun 1997 17:34:58 -0500 (CDT)
Subject: Wrack power again
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
Actually, I thought about this more again over the weekend.
I think it's still useful as a separate power from draining/suppressing
endurance because:
1) you might want to do more damage than the using stun as endurance rules
cause
2) you want to be sure to be able to affect everybody without limiting
yourself by how much endurance you can drain or suppress
Curt
----- Begin Included Message -----
From: Curt Hicks <exucurt@exu.ericsson.se>
D'oh ! Thanks to all who pointed out that the spending stun as endurance
rules nicely takes care of this, assuming you can nullify all of somebody's
endurance.
Curt
----- End Included Message -----
From: Curt Hicks <exucurt@exu.ericsson.se>
Date: Mon, 2 Jun 1997 17:45:09 -0500 (CDT)
Subject: CHAR: Turtle's shell
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
> From: Nic Neidenbach <naneiden@iswest.com>
>
> Well, since TK clearly states that you can't use TK to move yourself around.
> You can't pick up an object with TK, step on it, then fly around like the
> Silver Surfer. So you have to buy flight to simulate it. At most, the
> flight's special effect is Turtle's TK.
>
>
Sorry ! Touched a pet peeve. I'll admit up front that this is hardly
worth quibbling over.
1) the Turtle uses telekinesis to move his shell around. The shell should
have no movement ability of it's own. Perhaps movement based on the Turtle's
TK ?
2) Hero system "Telekinesis" does not let you lift yourself. The stated
reason for this in the rules is that "there is no action/reaction" with
telekinesis. This is absurd and incorrect. If "there is no action/reaction"
with telekinesis, then you CAN lift yourself. Be that as it may, the last
time I was whining about this, somebody wisely pointed out that the Hero
System powers can be interpreted only by what they allow, rather than what
the corresponding 'non-Hero' system power actually would allow.
Curt
From: "David McKee" <David@moof.clrs.com>
Subject: subscribe
Date: Mon, 2 Jun 97 16:04:29 -0700
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
subscribe
Finally noticed I wasn't getting any ChampEmail! =(
.=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=.
| David McKee | FILEMAKER PRO CLARISWORKS |
| FileMaker Pro Product Team Lead | 3.0 HOME PAGE 4.0 |
| Claris Corp. | 2.0 |
+---------------------------------| |
| david_mckee@claris.com | SIMPLY POWERFUL SOFTWARE |
'=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-='
-----BEGIN GEEK CODE BLOCK-----
Version: 3.1
GCS/CC/MU
d? s+:+ a- C++++ U--- P L- E-- W+>++ N- o? K- w-- O- M++ V PS---
PE Y+ PGP- t*@ 5++@ X+ R++>+++ tv- b+++@ DI+++@ D+ G e h* r+++ z+++
------END GEEK CODE BLOCK------
From: Daniel Pawtowski <dpawtows@access.digex.net>
Subject: Re: CHAR: Turtle's shell
Date: Mon, 2 Jun 1997 19:18:45 -0400 (EDT)
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
>
> 1) the Turtle uses telekinesis to move his shell around. The shell should
> have no movement ability of it's own. Perhaps movement based on the Turtle's
> TK ?
That's what it should have, yes. Which I would buy as either the Turtle's
Flight with a "Only while in HID" limitation, or as the Shell's flight
with a "Only while occupied by the Turtle" limitation (probably a -0
limit in most games, anyway). In both cases, the SFX of the Flight is
"The Turtle is lifting it with his TK".
> 2) Hero system "Telekinesis" does not let you lift yourself. The stated
> reason for this in the rules is that "there is no action/reaction" with
> telekinesis. This is absurd and incorrect. If "there is no action/reaction"
The actual reason for this is the overall Hero metarule "You cannot use one
power to do something that another power does." Which means that if you
want to fly, you have to use Flight. You can't use TK to lift yourself.
You can't use massive amounts of Stretching to swing under orbiting
sattelites. You can't use "Transform: Person into Person Flying through
Air". Etc, etc.
The whole action/reaction bit was an attempt by the Hero authors to
come up with a pseudo-physics reason. In my opinion, they shouldn't have
bothered to try, they just should have said "Look. If you want to pick
yourself up with your TK, then buy flight and use a TK SFX!".
Yes, this does lead to the occasional illogical situation of a powerful
telekinetic falling to his death. That's a case of a player who neglected
to purchase all the logical abilities that his set of powers should include.
(Admittedly, if I were GMing a case where a relatively new character
fell off an office building like that, I'd probably let the character pick
himself with TK and tell the player to buy some Flight with his experience
for that session).
> System powers can be interpreted only by what they allow, rather than what
> the corresponding 'non-Hero' system power actually would allow.
Another way of stating that would be "Pay attention to the power's
description, not it's name". TK is "The ability to lift objects at
range". Nothing more, nothing less. The name "Telekinesis" is just
a carrying handle for the power description, not the power itself.
A fair number of Hero rules will allow some ridiculous situations to
those who don't pay enough attention to stuff like that. Another
example is Growth: A giant standing a half-kilometer tall who can only
tiptoe at 6" per phase? Oops, that guy should have boght extra
Running with SFX of "Really, REALLY big legs".
Yes, extra Growth could have had more Running built in. But there are
some concepts that call for big immobile people. To me, it's simpler
to tell Paul Bunyon to buy more movement than to figure out what "Gains
no ground movement from size" is worth for The Amazing Oak.
Daniel Pawtowski
X-Sender: ctaylor@mailhost.cyberhighway.net
Date: Mon, 02 Jun 1997 18:38:10 -0700
From: Christopher Taylor <ctaylor@cyberhighway.net>
Subject: HA Game
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: 1
Has anyone ever seen the Murphy's laws for Computers? Naturally, the DAY I
want to start the game, we start to have Hard Drive troubles... The drive
has been recussitated (it is naked on the desk here, sad little thing) long
enough to get files off of it and let everyone know that there will be...
sigh... a delay.
I hate to do it on the Champs list, but this is the easiest way to get the
information to everyone quickly and efficiently. I am sorry about this, I
anticipate getting everything running again by the end of the week... but I
anticipated starting today too...
Soo, see you when I get back on line, and thank God I was able to get on
long enough to let you know what is up.
----------------------------------------------------------
Sola Gracia Sola Scriptura Sola Fide
Soli Gloria Deo Solus Christus Corum Deo
-----------------------------------------------------------
Date: Tue, 03 Jun 1997 12:48:40 +1000
Date-warning: Date header was inserted by topaz.cqu.edu.au
From: HAPPYELF!!! <jonesmj@topaz.cqu.edu.au>
Subject: Re: Web sites with useful info for Champs GMs?
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
X-Status:
X-UID: 4
At 04:12 PM 6/1/97 -0500, you wrote:
>
>
>herolist wrote:
>>
>> From: Todd Hanson <badtodd@dacmail.net>
>> Subject: Web sites with useful info for Champs GMs?
>> To: champ-l@omg.org
>>
>> One of the toughest parts of being a Champs GM is coming up with new
>> scenarios that are more than 'the villians are robbing the bank - you
>> all manage to arrive at the same time... phase 12!'
>>
>> /...snip/
>>
>> This got me to wondering.. has anyone else stumbled on a non-champions
>> web site that has information useful to a Champs GM?
>>
>> Todd
>
>On a related issue: Anyone have any good Champs-RELATED sites? I've
>been searching the web for a few weeks and have found a severe lack of
>sites. I know they are out there...I'm just not finding them...what are
>your FAVORITE CHAMPS sites?
>
>
i really liked:
http://users.intercomm.com/redwolf/scm/origina;.html
but it seems to have vanished . . .
X-Forwarding-Note: Was sent to herolist@october.com; forwarding to hero-l@omg.org
From: Eric Pawtowski <epawtows@cray-ymp.acm.stuorg.vt.edu>
Date: Mon, 2 Jun 1997 22:53:37 -0400 (EDT)
X-To: hero-l@october.com
Subject: Re: Source material
X-Listname: Hero
Reply-To: hero-l@october.com (Multiple recipients of Hero)
X-Smtp-Ip-Host: cray-ymp.acm.stuorg.vt.edu ip 128.173.43.251
X-Smtp-Mail-From: epawtows@cray-ymp.acm.stuorg.vt.edu
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: 2
>
> The original poster was suposedly part of the Playtest group. I would
> assume
> that means he HAS resd the rules. If you're taking exception to his
And I was in a playtest group about a year and a half before he was.
I had to leave the game for job reasons.
Admittedly, the rules were very much in their infancy that early and
I haven't played since they were finalized, but I found most of his factual
points innacurate, and I disagree with his opinions.
I believe the fact that I was in a playtest that long ago negates one
of his major arguments, that the game was not playtested before it was
published. It was playtested by quite a number of people besides myself.
> opinion,
> please site specific examples. I haven't bought the rules yet and could
I have a better idea. I forwared his post to Joe Cochran, the author of
the game. Here is Joe's response, which he composed for this list:
m: Darrin.Kelley@october.com (Darrin Kelley)
>> Date: 01 Jun 97 23:44:06 GMT
>> Subject: Source material
>>
>> The recent release of The Babylon Project was something, at least
>> locally, that was met with a great amount of anticipation. But other
>> than simply being a good sourcebook on the Babylon 5 background, the
>> game system itself is useless fluff.
>
> You're certainly entitled to your opinion. But I feel that you
>have gotten a few facts wrong.
>
>> The central problem with the Babylon Project is in the die rolling
>> conventions they use. It is a straight target number based system. But
>> unlike what was done in Fuzion, there is a straight 50-50 chance of
>> success or failure, no matter how high a character's skill level is.
>> Making any increase of stats or skills through experience a totally
>> useless proposition.
>
> While it is a fairly standard skill+attribute+roll system, it
>is NOT a 50-50 chance of success or failure. It uses a spectrum of
>success and failure that allows you to determine not only S/F, but
>the degree of S/F in one roll. I'm not sure how you figure 50-50.
>
>> Until recently, I was part of an official playtest group for the
>> Babylon Project. The company itself made a titanic blunder from the
>> outset. They published the game first and recruited the playtesters
>> afterward. Which resulted in a slick looking product that is a truly
>> inferior one. And judging from how the game worked in playtest, I'm not
>> sure that they even knew if it worked before they published it in the
>> first place.
>>
>> This is patently untrue. While you may not agree with the results
>of the playtesting, we DID have playtest groups before yours (if you were
>in the one I'm assuming you're in). In fact, except for your note, I've
>only seen criticism of our look. Most people seem to think that the
>mechanics are pretty nice.
>
>> My advice? If you choose to buy this game, don't use the system.
>> Take the background and cull whatever you can from the character
>> generation section and use another system. Like the Hero System, Fuzion,
>> or even GURPS.
>
> My advice is to read a few unbiased reviews before deciding.
>Since neither Darrin nor I can really provide that, check out this
>month's Pyramid and Shadis or look at the reviews of this "contorversial"
>game at www.rpg.net.
> If you DO choose to buy it only for source material, please drop
>me a line and tell me what you didn't like about the mechanics: I'm
>always happy to hear it.
>
>Thanks to Eric and Daniel Pawtowski for passing this along.
>--
>This is a .sig proxy.
>jsciv@bev.net
>*--Joe--*
>Author, The Babylon Project
>
Date: Tue, 03 Jun 1997 13:08:09 +1000
Date-warning: Date header was inserted by topaz.cqu.edu.au
From: HAPPYELF!!! <jonesmj@topaz.cqu.edu.au>
Subject: Re: Source material
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
X-Status:
X-UID: 3
At 04:04 AM 6/2/97 -0400, you wrote:
>
>
>>
>> The central problem with the Babylon Project is in the die rolling
>> conventions they use. It is a straight target number based system. But
>> unlike what was done in Fuzion, there is a straight 50-50 chance of
>> success or failure, no matter how high a character's skill level is.
>> Making any increase of stats or skills through experience a totally
>> useless proposition.
>
>Suggestion: before you criticize a role-playing game, you might want
>to try reading the rules first.
>
> Eric
>
um, didn't he say he helped playtest?
>
>
>
Date: Tue, 03 Jun 1997 13:16:57 +1000
Date-warning: Date header was inserted by topaz.cqu.edu.au
From: HAPPYELF!!! <jonesmj@topaz.cqu.edu.au>
Subject: Re: Source material
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
X-Status:
X-UID: 5
<lots of stuff ""edited"" out>
> At least
>Champions
>generally allows for characters very similar in scope/nature to the
>comics it
>is pased upon.
>
>Comments?
>
>PAX.
>
>
this is the beuty of our system!!! apart from the vehicle and dogfight rules . .
hey- i don't suppose anyone is intested in my-
naahh, forget it!.
Anyway . . .
the callenge of the bablyon project seems to have been to set a game in the
b5 setting, without useing the "shadow war" scenario to heavily. i think. sorta.
"Limiting" the higher ends is required, because unlike hero there is no mechanism for
an.. . um . .. "framework?" for characters like that. in hero it is fully ok for
a hero to have a 20d6 eb, BUT there are still many rules against it. Why? various reasons- the most important being that it doesn't fit the setting, and the ways the characters are supposed to act. This is the star wars/ B5 rationale as well, and it is more viable for them because the sustem is just not built as cool as hero.
X-Sender: champion@mailhost.cyberhighway.net
Date: Mon, 02 Jun 1997 23:36:51 -0700
From: Jim Dickinson <champion@cyberhighway.net>
Subject: Re: Web sites with useful info for Champs GMs?
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: 6
Not this this site is particularly useful, but if anyone is interested, I
have just posted my review/experience/whatever with the NorthWest GameFest,
which happens to be the "biggest" convention in the Portland/Salem, Oregon
area. Mind you...this isn't saying much.
Anyway, if you want to read anything about my weekend there, feel free at:
http://www.cyberhighway.net/~jd/cgk/nwgf97.html
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
-----------------------------------------------------------------
From: boaters@ix.netcom.com
Date: Tue, 03 Jun 1997 02:47:31 -0400
Subject: test
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: 27
I am just seeing if I have been removed from the list.
Sorry to take up space.
Darin
Comments: Authenticated sender is <b1tlbx98@pop1.sympatico.ca>
From: "Vance Scott" <vances@sympatico.ca>
Date: Tue, 3 Jun 1997 08:08:57 +0000
Subject: Re: The Infamous GM's Guide.
Reply-to: vances@sympatico.ca
CC: hero-l@emerald.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
X-Status:
X-UID: 11
> >The following is a list of prospective topics please let me know if
> >you think I'm missing something. I expect this list to be revised.
> >
> >1. Encouraging, and managing players
How to handle players in your Game.
> >2. Acting the many roles of a GM
Some Acting advise for GMs. The many roles are the characters the GM
must play in the Game.
> >3. Managing, and Directing a Game
How to direct your players during the game. Getting players to help
you tell your collective story.
> >4. The responsibility of story
> >5. Outlining a Story
How to create a plot line for a story.
> >6. Creating Characters
Some advice on how to create, and characterize your characters for
your stories.
> >7. Playing the Game
Book keeping, and other important work the GM must do.
> could you'all be a bit more specific?
>
> >
> >Part II coming to a mail list near you.
> >
> >
> >Vance Scott
> >
> >Vanquisher of all foes.
> >
>
>
Vance Scott
Vanquisher of all foes.
X-Forwarding-Note: Was sent to herolist@october.com; forwarding to hero-l@omg.org
From: Darrin.Kelley@october.com (Darrin Kelley)
Date: 03 Jun 97 11:43:00 GMT
X-To: epawtows@cray-ymp.acm.stuorg.vt.edu
Subject: Re: Source material
X-Listname: Hero
Reply-To: hero-l@october.com (Multiple recipients of Hero)
Path: october!darrin.kelley
Organization: Fidonet: Red October Alpha * Hero Roleplaying * 408-629-4695 *
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: 28
To: epawtows@cray-ymp.acm.stuorg.vt.edu
EP>And I was in a playtest group about a year and a half before he was.
EP>I had to leave the game for job reasons.
Fair enough. A reason equally as acceptable as the one I had for
leaving.
EP>Admittedly, the rules were very much in their infancy that early and
EP>I haven't played since they were finalized, but I found most of his factual
EP>points innacurate, and I disagree with his opinions.
An admission of ignorance. Fair enough. But my own rulebook is what
I based my opinion on, as well as how the system preformed in play. The
die rolling conventions are something that definately put me off. There
is a such thing as being too random.
But I will also admit a large part of how any system is percieved is
heavily influenced by how well the GM presents it. And the GM I had been
dealing with is definately not a very good one.
EP>I believe the fact that I was in a playtest that long ago negates one
EP>of his major arguments, that the game was not playtested before it was
EP>published. It was playtested by quite a number of people besides myself.
No, it doesn't. Initial playtest groups do not have a significant
enough impact on the final product. It takes continuous playtest
throughout the entire design of a new game to find and work out the
bugs. And as I was told by the GM I delt with, who is a recognized agent
of that company, had simply not been done.
EP>I have a better idea. I forwared his post to Joe Cochran, the author of
EP>the game. Here is Joe's response, which he composed for this list:
Which, since you were so kind as to print his address, I will be
responding to directly. My reasons for this are as follows:
1) I will definately be mentioning the name of the GM whose group I
left, and the particulars of why.
2) Most of this subject matter has drifted far off-topic from the
original purpose of this list.
___
X SLMR 2.1a X I'm in shape ... round's a shape isn't it?
X-Forwarding-Note: Was sent to herolist@october.com; forwarding to hero-l@omg.org
From: Darrin.Kelley@october.com (Darrin Kelley)
Date: 03 Jun 97 11:45:04 GMT
X-To: epawtows@cray-ymp.acm.stuorg.vt.edu
Subject: Re: Source material
X-Listname: Hero
Reply-To: hero-l@october.com (Multiple recipients of Hero)
Path: october!darrin.kelley
Organization: Fidonet: Red October Alpha * Hero Roleplaying * 408-629-4695 *
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: 29
To: epawtows@cray-ymp.acm.stuorg.vt.edu
EP>> My advice is to read a few unbiased reviews before deciding.
EP>>Since neither Darrin nor I can really provide that, check out this
EP>>month's Pyramid and Shadis or look at the reviews of this "contorversial"
EP>>game at www.rpg.net.
Arcane is a better source for RPG reviews. They currently lend
themselves to less biase than the two you mentioned above.
___
X SLMR 2.1a X Back Up My Hard Drive? I Can't Find The Reverse Switch!
X-Forwarding-Note: Was sent to herolist@october.com; forwarding to hero-l@omg.org
From: Daniel Pawtowski <dpawtows@access.digex.net>
Date: Tue, 3 Jun 1997 09:59:20 -0400 (EDT)
X-To: hero-l@october.com
Subject: Re: Source material
X-Listname: Hero
Reply-To: hero-l@october.com (Multiple recipients of Hero)
X-Smtp-Ip-Host: access2.digex.net ip 205.197.245.193
X-Smtp-Mail-From: dpawtows@access.digex.net
Organization: VTSFFC
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: 12
>
> Try reading all of my message the next time before you jump down my
He did. You don't appear to have been reading his, either.
> throat. And you might have realized that my criticism had come from
> hands on experience.
And your experience is rather less than Eric's, it would appear. Two
important points of your initial posting were that the die rolls are
heavily based on a flat 50% probability, and that playtesting did not
occur before publication. Both of those are patently false.
Daniel Pawtowski
X-Forwarding-Note: Was sent to herolist@october.com; forwarding to hero-l@omg.org
From: Daniel Pawtowski <dpawtows@access.digex.net>
Date: Tue, 3 Jun 1997 10:19:20 -0400 (EDT)
X-To: hero-l@october.com
Subject: Re: Source material
X-Listname: Hero
Reply-To: hero-l@october.com (Multiple recipients of Hero)
X-Smtp-Ip-Host: access2.digex.net ip 205.197.245.193
X-Smtp-Mail-From: dpawtows@access.digex.net
Organization: VTSFFC
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
Oh argh. That last one was supposed to be private mail, not to
the list. Sorry about that, I'm trying to take this off the list.
Daniel Pawtowski
Date: Tue, 3 Jun 1997 17:45:23 -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: Popinjay
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: 18
POPINJAY
(Jay Ackroyd)
Designers Notes:
Meet Popinjay (he hates that nickname), possessor of one of the *sickest*
powers you will ever see in a Champions character. He's a projecting
teleport with the ability to 'pop' anyone he sees to *anywhere* he's been.
He has a number of standard locations (such as the NYPD 'Tombs'). His
range seems to be unlimited (I stopped at allowing him to teleport
anywhere on Earth). Jay Ackroyd is a rather average looking man,
middle-aged man who stands about 5'8" and weighs 145 lbs. He has brown
hair, brown eyes and usually dresses in worn suits. He is a competent PI,
specializing in divorce and missing person cases. He's quite savvy when
dealing with people and can often tell if someone is lying or other wise
trying to avoid telling the truth.
The Character:
STAT VAL COST
Str 10 0
Dex 14 12
Con 13 6
Body 12 4
Int 15 5
Ego 14 8
Pre 13 3
Com 10 0
PD 4 2
ED 3 0
Spd 3 6
Rec 5 0
End 26 0
Stun 24 0
Char Total 46
Power Total 417
Total Cost 463
COST POWERS & SKILLS
336 Teleport: 10", x1,048,576 noncombat (~13,000 miles) (+100 pts),
x2 Mass (+5 pts), 10 Fixed Locations (+10 pts), 1 Floating
Location (+5 pts),
Usable Against Others (+1), Ranged (+1), 0 END (+1/2), Gestures
(-1/4)
6 Enhanced Perception: +2
5 Detect: Lies 13-
1 Perk: Private Detectives License
5 AK: New York City 14-
3 Conversation 12-
7 Deduction 14-
2 KS: Law 11-
3 KS: Photography 12-
7 Lockpicking 14-
3 Persuasion 12-
4 SC: Psychology 14-
3 Security Systems 12-
9 Shadowing 14-
3 Stealth 12-
3 Streetwise 12-
1 WF: Pistol
3 SL: +1 with PRE powers
3 RSL: +4 vs RMod with Teleport
10 CSL: +5 OCV with Teleport
Disadvantages
100 Base
5 DF: Constant wisecracks, even if in great danger
5 Poor
20 Psych: Code vs Killing
15 Psych: Dislikes guns, won't carry one
318 Experience
(Popinjay 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: Tue, 3 Jun 1997 17:55:23 -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: Sewer Jack (human)
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: 21
SEWER JACK
(John Richard Robicheaux)
Designers Notes:
Sewer Jack is a small man, standing 5'8" and weighing about 145 lbs. He
has dark brown hair and dark eyes. A native of Ateleir Parish, Louisiana,
Jack ran away to New York after discovering his wildcard talent; the
ability to shapeshift into an alligator. Getting a job with the NYC
Transit Authority, he became a track-checker, living most of his life
underground. If angered, or threatened, Jack will shapeshift into his
'gator form. He can try and stop this with an Ego roll, with the result
that he may gain secondary alligator chracteristics for a few moments
before returning to his 'normal' form.
The Character:
STAT VAL COST
Str 13 3
Dex 15 15
Con 15 10
Body 13 6
Int 12 2
Ego 11 2
Pre 10 0
Com 10 0
PD 3 0
ED 3 0
Spd 3 5
Rec 6 0
End 30 0
Stun 28 0
Char Total 43
Power Total 32
Total Cost 75
COST POWERS & SKILLS
4 AK: New York City 13-
5 AK: New York Subway System 14-
3 Electronics 11-
3 Mechanics 11-
2 PS: NYC Transit Authority Track Checker 11-
5 Stealth 13-
1 TF: Subway Car
3 Lang: Cajun French (native), English (3)
6 CSL: +2 with Block, Dodge, Punch
Disadvantages
25 Base
10 Accidental Change: Into Alligator form, triggered by undue stress
(11-)
5 Poor
10 Psych: Prefers to be left alone
15 SID: Homosexual
10 Experience
(Sewer Jack created by Edward Bryant, 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, 3 Jun 1997 17:57:03 -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: Sewer Jack (alligator)
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: 19
SEWER JACK
(John Richard Robicheaux - Alligator form)
Designers Notes:
This is Sewer Jacks were-alligator form. Larger and stronger than most
'normal' alligators, jack is approximately 12 to 14 feet long in this
form. He has powerful jaws, and is quite capable of biting of a targets
arm or foot if needed. When in this form, Jack's human consciousness
become secondary to the more primal urges of his alligator form.
The Character:
STAT VAL COST
Str 23 8
Dex 15 15
Con 18 16
Body 20 18
Int 3 -7
Ego 5 -10
Pre 18 8
Com 10 0
PD 9 5
ED 8 4
Spd 4 15
Rec 12 8
End 40 2
Stun 37 0
Char Total 82
Power Total 97
Total Cost 179
COST POWERS & SKILLS
7 Growth: 1 Level, 0 END, Persistant, Always On
+5 STR, +1 BODY, +1 STUN, -1" KB, 12' Long, 400 lbs
16 1d6+1 HKA (bite), Reduced Penetration, END 2
9 +2d6 HA (tail lash), 0 END
9 Armor: +3 PD, +3 ED
-6 -3" Running (3" total)
4 Swimming;J+4" (6" total)
3 +1 with all Perception
6 +3 with Hearing Perception
6 +3 with Smell Perception
5 Extra Limb - Tail
11 Concealment 14-
10 CSL: +2 w/HTH
2 CSL: +1 OCV with Tail Lash
15 Multiform: to John Richard Robicheaux
Disadvantages
100 Base
15 Phys: No Fine Manipulation
5 Phys: Cannot Leap
15 Phys: Hiberantes in cold weather
10 Psych: Constantly hungry
15 Psych: Bad Tempered
19 Experience
(Sewer Jack created by Edward Bryant, 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: boaters@ix.netcom.com
Date: Tue, 03 Jun 1997 17:58:15 -0400
Subject: subscribe
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: 26
Please re-subscribe me to the list
Thank you
Darin
Date: Tue, 3 Jun 1997 18:02:23 -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: Wyungare
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: 20
WYUNGARE
(Warreen)
Designers Notes:
Wyugare is an Australian aborigine. He stands 5'9" tall and weighs 135
lbs, with a well muscled frame. He has dark skin, dark eyes, curly black
hair and a broad flat nose. His wildcard talent allows him to enter the
Dreamtime (the land that is hte aboriginal origin of all things), and even
to take others there. Other creatures inhabit the Dreamtime, either
beings created by the wildcard or the creations of these wildcard beings
themselves.
The Character:
STAT VAL COST
Str 13 3
Dex 18 24
Con 18 16
Body 14 8
Int 14 4
Ego 18 16
Pre 15 5
Com 16 3
PD 6 3
ED 5 1
Spd 4 12
Rec 7 0
End 36 0
Stun 30 0
Char Total 95
Power Total 75
Total Cost 170
COST POWERS & SKILLS
38 Extra Dimensional Movement: The Dreamtime, x2 Mass, 0 END
4 Running: +2" (8" total), END 1
6 Enhanced Perception: +2
4 AK: Australia 14-
5 AK: Dreamtime 15-
4 KS: Dreamtime 14-
9 Survival 15-
2 WF: Boomerang, Spear
3 Lang: Aboriginal (native), English
Disadvantages
100 Base
10 Destitute
10 Psych: Sense of duty to the Aborigine people
5 Psych: Desires the return of Aboriginal lands
45 Experience
(Wyungare created by Edward Bryant, 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, 3 Jun 1997 18:13:48 -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
X-Hero: champ-l
To: champ-l@omg.org
X-Status:
X-UID: 22
[I can't remember if I posted Mackie before or not. If I did, I'm posting
this version to bring more in line with the way he's written in Wildcards
5, "Ace in the Hole". I've dropped his ability to attack while Desolid,
as well as pumping up his PD and ED.]
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, often
dressing in jeans and a battered leather jacket. Unfortunately, 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 Mackie's 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 15 8
Body 12 4
Int 10 0
Ego 10 0
Pre 10 0
Com 8 -1
PD 7 5
ED 6 3
Spd 3 11
Rec 5 0
End 30 0
Stun 30 6
Char Total 31
Power Total 207
Total Cost 238
COST POWERS & SKILLS
75 3d6 HKA, AP, Penetrating, 0 END, Not vs Force Fields (-1/2)
31 1 1/2d6 RKA, Penetrating, Damage Sheild, 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
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 *
***************************************************************************
Date: Tue, 3 Jun 1997 18:16:49 -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: Wyrm
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: 23
WYRM
Designers Notes:
Wyrm is Kien Phuc's bodyguard and right hand man. He is very tall, very
strong, and very tough. He looks like a scaleless humanoid reptile. He
can inject a paralytic poison with his bite, and his tongue is sensitive
enough to track someone long after they have left the area.
The Character:
STAT VAL COST
Str 23 13
Dex 20 30
Con 30 40
Body 22 24
Int 8 -2
Ego 9 -2
Pre 18 8
Com 8 -1
PD 10 5
ED 8 2
Spd 4 10
Rec 11 0
End 60 0
Stun 49 0
Char Total 127
Power Total 158
Total Cost 285
COST POWERS & SKILLS
12 1d6 HKA (2d6 w/STR), Reduced Penetration, END 1
53 Drain: 4d6 vs DEX, Recovers 5 points per 5 Minutes (+1/2), 0 END,
Linked to HKA, HKA must do Body (-1/2)
5 Discriminatory Smell
5 Discriminatory Taste
10 Enhanced Perception: +5 with smell/taste group
20 Targeting Sense: Smell
10 Tracking Scent
4 Contact: Kien Phuc 13-
6 AK: New York City 15-
2 KS: Shadow Fist Society 11-
2 PS: Bodyguard 11-
3 Stealth 13-
3 Streetwise 13-
13 Tracking 16-
10 CSL: +2 with HTH
Disadvantages
100 Base
10 DF: Tall scaleless, reptilian joker
25 Berserk: Combat 11-/8-
20 Psych: Loyal to Kein Phuc
5 Rep: Tough, mean and violent joker/ace 8-
125 Experience
(Wyrm created by (unknown), 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: Wed, 04 Jun 1997 09:08:54 +1000
From: Steven Clark <nahema@mailbox.uq.edu.au>
Subject: Re: Damage modifiers
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: 25
HoosierJA@aol.com wrote:
>
> In a message dated 97-06-02 14:02:27 EDT, fugazi@frontiernet.net (Fugazi)
> writes:
>
> > Say I have a +4D6 Hand-to-Hand attack that I bought with Armor Piercing and
> > Double Knockback. I also have a 30 strength. Does the dice for strength
> > get the modifiers also? If not, how do you work figuring damage?
> > Any help would be appreciated.
>
> I think not. I would make you buy AP and 2xKB on your strength as well as
> your HtH attack.
>
If he bought AP ad double knockback on his Str, he'd be able to add and
extra 6 dice
to the attack, but just punching someone would then do 6 dice AP & 2xKB
which
I don't think is the intended effect... basically I'd let the 30 Str add
6 damage classes to the attack, which equates to about 2.5 dice.
I agree with whoever it was that said you could only add as much
strength as
active points in the HA power, but I'm pretty sure this only applies to
heroic
settings, not to Superheroic games.
but cant quote rules at you as I'm at work at present :)
Steven
Steven
X-Forwarding-Note: Was sent to herolist@october.com; forwarding to hero-l@omg.org
X-Smtp-Ip-Host: mail-gw.pacbell.net ip 206.13.28.25
X-Smtp-Mail-From: atra@pacbell.net
Date: Tue, 03 Jun 1997 21:34:39 -0700
From: "Sage D'eenyaw, Attorney-at-rules(TM)" <atra@pacbell.net>
Organization: APA (American Powergamers Association)
Subject: Re: CHAR: Popinjay
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: 30
> POPINJAY
> (Jay Ackroyd)
>
> Designers Notes:
> Meet Popinjay (he hates that nickname), possessor of one of the *sickest*
> powers you will ever see in a Champions character. He's a projecting
> teleport with the ability to 'pop' anyone he sees to *anywhere* he's been.
> COST POWERS & SKILLS
> 336 Teleport: 10", x1,048,576 noncombat (~13,000 miles) (+100 pts),
> x2 Mass (+5 pts), 10 Fixed Locations (+10 pts), 1 Floating
> Location (+5 pts),
> Usable Against Others (+1), Ranged (+1), 0 END (+1/2), Gestures
> (-1/4)
So, where's the "Not usable by Self" limitation?
Wayne (currently rereading the entire WC series (1-12 & new cycle 1-3)
and
am midway through 10, the Takis adventure, eagerly awaiting to read
about
Blaise getting what he deserves, again.)
--
1234567890123456789012345678901234567890123456789012345678901234567890
Join the American Powergamers' Association!
Improving the rules-knowledge of AD&D players, one group at a time.
atra@pacbell.net http://www.geocities.com/Area51/3704
Date: Wed, 04 Jun 1997 02:43:33 -0500
From: Joel Vallejo <jvallejo@bellsouth.net>
Reply-To: jvallejo@bellsouth.net
Subject: DC:HOV- fuzion
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: 31
I am thinking of running a DC:HOV campaign under Fuzion rules. The
campaign would allow low level superpowers, but I am concerned with
gadgets for the characters. My question is should utility belt gadgets
be built using option points/money or power points. My players are
split on the issue, so the decision falls to me. I looked over the
rules, and they seem to indicate that common gadgets should be built
with OP, while complex ones might be built with PP. I would appreciate
anyone's input on this issue.
joel
X-Sender: ghost@softfarm.com
Date: Wed, 04 Jun 1997 05:15:09 -0500
From: ghost@softfarm.com (Bryce Berggren)
Subject: Re: CHAR: Popinjay
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
X-Status:
X-UID: 33
At 09:34 PM 6/3/97 -0700, Sage D'eenyaw, Attorney-at-rules(TM) wrote (in
response to Michael Surbrook):
>> POPINJAY
>> (Jay Ackroyd)
>>
>> Designers Notes:
>> Meet Popinjay (he hates that nickname), possessor of one of the *sickest*
>> powers you will ever see in a Champions character. He's a projecting
>> teleport with the ability to 'pop' anyone he sees to *anywhere* he's been.
>
>> COST POWERS & SKILLS
>> 336 Teleport: 10", x1,048,576 noncombat (~13,000 miles) (+100 pts),
>> x2 Mass (+5 pts), 10 Fixed Locations (+10 pts), 1 Floating
>> Location (+5 pts),
>> Usable Against Others (+1), Ranged (+1), 0 END (+1/2), Gestures
>> (-1/4)
>
> So, where's the "Not usable by Self" limitation?
While we're nitpicking, the bit about having to visualize the location he pops
them to should be worth at least a -1/4 (Concentration, perhaps?). Several times
in the series, he has to fight off panic, stress, confusion, etc. to try and
mentally focus enough to use his power ("Ti Malice Gets His" pops to mind).
H. G.
X-Forwarding-Note: Was sent to herolist@october.com; forwarding to hero-l@omg.org
From: Chuff78002@aol.com
Date: Wed, 4 Jun 1997 08:27:04 -0400 (EDT)
X-To: hero-l@october.com
Subject: Re: Source material
X-Listname: Hero
Reply-To: hero-l@october.com (Multiple recipients of Hero)
X-Smtp-Ip-Host: emout10.mx.aol.com ip 198.81.11.25
X-Smtp-Mail-From: Chuff78002@aol.com
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: 34
In a message dated 03/06/97 11:52:26am, you write:
<< I own a copy of the Babylon Project rulebook, and have gone over it
thoroughly during the coarse of that playtest campaign. Which has lasted
for months. The conclusions and opinions highlighted above are not
only based on what I have delt with in play, but from the mathematical
curve of its die rolling conventions. There is a such thing as a game
system being too random.
>>
Having actually at last seen a copy here in the UK, I agree with Darin. I
would use it only as a scource for other systems. Actually, I do like west
end's Star Wars rpg, I think it's fast and easy to run/play but that's just
my humble opinion.
Sorry, Babylon 5 fans...the game mechanics of Babylon project suck.......
Darin's is only being frank and honest with folks. Somebody out there will
like it, but i don't personally. If I buy it, i will probably use it as a
scource for a Star Hero game, or even convert it to the star wars system
rules.....or white wolf's D10 system...now there's a thought....
Chuff78002.
From: Chuff78002@aol.com
Date: Wed, 4 Jun 1997 08:27:08 -0400 (EDT)
Subject: Uthden Troll Background at last !
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: 32
The Uthden Troll
(MTG/FH Conversion no. 6)
"Wot ! Is you implying that wer'e violent ! Nahh, not us gov'nor....we's
just misunderstood, that's wot we are !
Culture ! Pah!, Yes, we be cultured gov'nor, sorry miss, ( I do apologise, my
eyesight's not wot it used to be) we do not spend all our time warrin' and
fightin'. Those Keldon wussies don't have a clue missus !
Nahh, we 'ave music. Can I arrange a concert for you missus ? OI!,
BOGBREATH !,
STRIKE UP THE OL' BAND WILL YA ?
At this point I switched off the recording device, as a most unharmonius din
was produced by a five piece orchestra. Instruments seemed to be made of
glass, bone and rock and made the most horrendous din (and they say that the
Brassclaw and Ironclaw Orcs are uncouth !)
By the way, the above instruction was achieved with a large, heavy, spiked
mallet...not a pretty sight !
Oh That brings tears to the eyes that does ! <sniff>, (for all the wrong
reasons, I can tell you ! ), now where wuz I....Oh yeah, we 'as religion we
do ! Yup, we worship the great God, Wazzisname the Nameless...
An' we 'ave festivals an' rituals. Rituals ? Allrighty ! . Well, there's the
traditional head banging session that is known as the council of Hittin'
Things (translation is crude but he meant Council of War) which 'appens as
regular as clockwork, every Noonsday. We discuss 'ow's wer'e gonna teach our
ene...ene...ene....those that cheese us off , a lesson....that usually ends
in a fight.....
Then we does 'ave the marriage ritual, which involves a short courtship
display. It's called bowling the maiden over, and it consists of several of
our 'ere georgeous la...females, standing in a group of ten. The groom then
bowls towards them a large rock like rock, and knocks 'em down....those that
are left standing are taken as 'is wives....if the supply of females
outnumbers the males then the females get to do the same to the men !
What 'appens to the ones that get knocked over that are already
paired....well, they get shared guv'nor ! Usually an arm and a leg each !
Then we 'as the funeral rite....the rite of the cooking pot...this for our
fallen comrades and the dead of our enemies and it.....ohh, you've
guessed....
<switched off machine, whilst reporter lost her lunch, breakfast AND last
night's supper>
Usually, 'as that effect on you weak stomached 'umans....fancy Leg Of
Benalish Stew ? <machine switched off again......>
I left the Uthden Troll camp intact, except for the contents of and including
my stomach lining, and left them to it.
The above shows that they are truly, repulsive, barbaric and very uncouth
indeed ! Their pot bellied appearance is owed to their habit of eating
anything that moves and quite a few things that don't....Uthden's are
nomadic...now, I know why !!!!!!
They have the constitution and manners of an Ox and the bad breath and body
odour of avery large, unwashed object indeed. I am glad that my researches
are over. Now all I've got to do as part of my coursework is to find the
Nesting site of the Dragon Whelp......
Leila Dale's Journals
AC 345,
The Year of the Armageddon
Clock.
CHuff78002.
PS, Character sheet to follow soon......
Date: Wed, 4 Jun 1997 09:50:11 -0400 (EDT)
From: Michael Surbrook <susano@access.digex.net>
cc: champ-l@omg.org
Subject: Re: CHAR: Popinjay
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: 35
On Wed, 4 Jun 1997, Bryce Berggren wrote:
> >> POPINJAY
> >> (Jay Ackroyd)
> >>
> >> Designers Notes:
> >> Meet Popinjay (he hates that nickname), possessor of one of the *sickest*
> >> powers you will ever see in a Champions character. He's a projecting
> >> teleport with the ability to 'pop' anyone he sees to *anywhere* he's been.
> >
> >> COST POWERS & SKILLS
> >> 336 Teleport: 10", x1,048,576 noncombat (~13,000 miles) (+100 pts),
> >> x2 Mass (+5 pts), 10 Fixed Locations (+10 pts), 1 Floating
> >> Location (+5 pts),
> >> Usable Against Others (+1), Ranged (+1), 0 END (+1/2), Gestures
> >> (-1/4)
> >
> > So, where's the "Not usable by Self" limitation?
>
> While we're nitpicking, the bit about having to visualize the location he pops
> them to should be worth at least a -1/4 (Concentration, perhaps?). Several times
> in the series, he has to fight off panic, stress, confusion, etc. to try and
> mentally focus enough to use his power ("Ti Malice Gets His" pops to mind).
Okay, it has been pointed out that Popinjay's power needs the follwoing:
Armor Piercing or some sort of NND effect to allow Jay to 'pop' people
protected by Hardended defenses. I also realized that he either needs GM
permission or some sort of Advantage to counteract the 'Full Phase' part
of poping a target and using al those NMC doublings. I looked real long
and hard at "Usable on Others" and figured that "Not usable by self" was
built in to the power (am I right?). Finally, the concentrate part
doesn't sound bad, but he can usually pop people pretty quickly...
Watch this space for a re-write (suggestions welcome).
***************************************************************************
* "'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, 4 Jun 1997 10:59:47 -0400 (EDT)
From: Michael Surbrook <susano@access.digex.net>
Reply-To: Michael Surbrook <susano@access.digex.net>
Subject: Wildcards character questions
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: 36
Okay, having written up what seems to be a zillion Wildcards adaptions (so
far) I'm now reaching the really 'tough' characters. So, I thought I'd
canvas a few opinions before tackling these guys.
1) How would one define Bagabond's ability to summon and control animals?
Summon and Mind Control seem to be the obvious choices with the "limited
class of creatures" for Summon. What sort of limitation would it be for
"Animals must arrive under own power"? And any sort of limitaiton for
"Animals only" on the Mind Control? Her ability to see the world around
througfh the eyes of animals looks to be neat SFX for Clairsentience.
Finally, she is a friend to all animals (they just come up and hang around
her) would this be a power of SFX?
2) Water Lilly's power to 'create' water. Transform vs Air? If so, who
mcuh water does one get? Also she can draw all the water out of some one
(leaving a pile of white powder behind) I was going to use Drain (vs
Body). Would an RKA work better? If so how?
3) Fortunato - any suggestions on his powers?
4) The Astronomer - ditto... esp his ability to send his 'astral' from
just about anywhere in the universe. He seems to have a desolid form that
can affect solids, as well as shapeshift itself into assorted forms (pure
visual affects though).
5) Hiram's gravity control. I was considering TK since it would allow
hiim to push and pull things (esp at range). But he can make something so
light it will float away, and if he increases something's weight the
effects last for some time (dissipating gradually). Any suggestions here?
6) Demise's death stare. My first idea was RKA AVLD (Ego Defense). Then
I considered a Continous Drain vs Ego Defense (a -1/4 lim since Ego Def is
*much* more common than Power Def). He can also stun some one with it...
any suggestions here?
Any and all useful suggestions will be considered, so thanks for your
time.
***************************************************************************
* "'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: BeerCarboy@aol.com
Date: Wed, 4 Jun 1997 11:02:46 -0400 (EDT)
cc: catdrag@vnet.net, champion@cyberhighway.net, deejay@cu-online.com,
greenlucifer@geocities.com, jdriscol@vt.edu,
mirage@hpserv.keh.utulsa.edu, sourdust@ix.netcom.com,
robertni@us.ibm.com, teriaca@omnifest.uwm.edu, vances@sympatico.ca
Subject: Re: CHAR: Wyungare
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: 38
You don't give any powers to represent the control he has over the Dreamtime.
How would you handle that?
BeerCarboy@AOL.com Carter Humphrey
Date: Wed, 4 Jun 1997 11:09:46 -0400 (EDT)
From: Michael Surbrook <susano@access.digex.net>
cc: susano@access.digex.net, champ-l@omg.org, catdrag@vnet.net,
champion@cyberhighway.net, deejay@cu-online.com,
greenlucifer@geocities.com, jdriscol@vt.edu,
mirage@hpserv.keh.utulsa.edu, sourdust@ix.netcom.com,
robertni@us.ibm.com, teriaca@omnifest.uwm.edu, vances@sympatico.ca
Subject: Re: CHAR: Wyungare
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: 37
On Wed, 4 Jun 1997 BeerCarboy@aol.com wrote:
> You don't give any powers to represent the control he has over the Dreamtime.
> How would you handle that?
Well...
1) The GURPS write-up (from which this was adapted) didn't list any.
2) I just read WC book 4 and I don't remember him being able to control
the Dreamtime
3) Is this something that showed up later, and if so, what sort of control
did he have?
***************************************************************************
* "'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@softfarm.com
Date: Wed, 04 Jun 1997 10:22:03 -0500
From: ludator@softfarm.com (Bryan Berggren)
Subject: Re: CHAR: Popinjay
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
At 09:50 AM 6/4/97 -0400, Michael Surbrook wrote:
>Armor Piercing or some sort of NND effect to allow Jay to 'pop' people
>protected by Hardended defenses. I also realized that he either needs GM
>permission or some sort of Advantage to counteract the 'Full Phase' part
>of poping a target and using al those NMC doublings. I looked real long
>and hard at "Usable on Others" and figured that "Not usable by self" was
>built in to the power (am I right?). Finally, the concentrate part
>doesn't sound bad, but he can usually pop people pretty quickly...
"Not usable by self" is apparently *not* built into the UAO advantage. You
can always use the power on yourself -- that is, "shoot" yourself with the
UAO ability -- just as you could shoot yourself in the head with your own RKA.
Popinjay can't, even if he points his finger at himself and "shoots", so
this is worth the extra limitation.
--
Vox 25:17, Patron Saint of Gadflies
+-----------------------------------------------------------------+
| Files corrupt; absolute files corrupt absolutely. |
+-----------------------------------------------------------------+
Visit the SoapVox at http://www.io.com/~angilas/soapvox.html
Subject: Re: Wildcards character questions
Date: Wed, 4 Jun 97 13:17:01 -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
>1) How would one define Bagabond's ability to summon and control animals?
>Summon and Mind Control seem to be the obvious choices with the "limited
>class of creatures" for Summon. What sort of limitation would it be for
>"Animals must arrive under own power"? And any sort of limitaiton for
>"Animals only" on the Mind Control? Her ability to see the world around
>througfh the eyes of animals looks to be neat SFX for Clairsentience.
>Finally, she is a friend to all animals (they just come up and hang around
>her) would this be a power of SFX?
>
Try buying Extra Presence & Comliness, Only Vs. Animals (-1 to -2)
>5) Hiram's gravity control. I was considering TK since it would allow
>hiim to push and pull things (esp at range). But he can make something so
>light it will float away, and if he increases something's weight the
>effects last for some time (dissipating gradually). Any suggestions here?
>
Hmmm... Transform?
.oooO |
( ) Oooo. | David A. Fair
\ ( ( ) | SDS International
\_) ) / | dfair@sdslink.com
(_/ |
From: Dave Mattingly <DaveM@FocusSoft.com>
Subject: Re: Wildcards character questions
Date: Wed, 4 Jun 1997 14:07:41 -0400
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
> 1) How would one define Bagabond's ability to summon and control
animals?
> Summon and Mind Control seem to be the obvious choices with the
"limited
> > class of creatures" for Summon.
>
Mind Scan, too, in case she's looking for a specific animal. I think she
located Sewer Jack this way once.
> What sort of limitation would it be for
> > "Animals must arrive under own power"?
>
Extra Time: 1 Turn is a -1 lim. I think that's a pretty good value to go
with. She'll rarely get any immediate help, and she'll occasionally have
to wait a minute or more.
> And any sort of limitaiton for
> > "Animals only" on the Mind Control?
>
Depends whether you go by Ultimate Mentalist rules or not. Either -0 or
-1/2.
> Her ability to see the world around
> > through the eyes of animals looks to be neat SFX for Clairsentience.
>
Yes. I've done this before with a bird-controller named Talon. He had
Clairsentience, area effect, increased area x 8 (= 4 1/2 miles) with a
limitation of depends on birds in the area, at a -1. Since Bagabond's
power depends on any animal, not just any bird, I'd give her a -1/4 or
-1/2.
> Finally, she is a friend to all animals (they just come up and hang
around
> > her) would this be a power of SFX?
>
Animal Handling, invisible power effects.
> 2) Water Lilly's power to 'create' water. Transform vs Air? If so,
who
> much water does one get?
This has always been a peeve of mine, but the way the rules are, this is
your best bet. The amount of water is the BODY of air that was affected.
Alternately, you could define a change environment or EB, and water is
just the sfx.
> Also she can draw all the water out of some one
> (leaving a pile of white powder behind) I was going to use Drain (vs
> Body). Would an RKA work better? If so how?
This depends on whether you think she could affect Golden Boy. If not,
then his Power Defense must be stopping her drain. If so, then an RKA
NND, does BODY. Defense is not being water based or full life support
(but Golden Boy might have this, too).
> 3) Fortunato - any suggestions on his powers?
He seems to be able to do anything shen he needs it. His powers are so
vague, it's hard to get a handle on them.
> 4) The Astronomer - ditto... esp his ability to send his 'astral' from
> just about anywhere in the universe. He seems to have a desolid form
that
> can affect solids, as well as shapeshift itself into assorted forms
(pure
> visual affects though).
His astral would probably have to be clairsentience with huge area, or
some N-Ray + telescopic vision deal. Or else a desolid + teleport (yuck)
or a desolid + EDM (pretty yuck).
> 5) Hiram's gravity control. I was considering TK since it would allow
> hiim to push and pull things (esp at range). But he can make
something so
> light it will float away, and if he increases something's weight the
> effects last for some time (dissipating gradually). Any suggestions
here?
Flight UAO Continuous?
> 6) Demise's death stare. My first idea was RKA AVLD (Ego Defense).
Then
> I considered a Continous Drain vs Ego Defense (a -1/4 lim since Ego
Def is
> *much* more common than Power Def). He can also stun some one with
it...
> any suggestions here?
The hard part here is deciding how his duel with Puppetman was done. Was
Puppetman a multiform who was killed, or does Demise have some transform
versus multiple personalities built into his stare? How did Hartmann
really survive?
Dave Mattingly
Date: Wed, 4 Jun 1997 14:18:57 -0400
X-Sender: absga@elbertonga.com
From: Patrick Barden <absga@elbertonga.com>
Subject: Re: Web sites with useful info for Champs GMs?
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
At 04:12 PM 6/1/97 -0500, R Jacobs wrote:
>
>
>herolist wrote:
>>
>> From: Todd Hanson <badtodd@dacmail.net>
>> Subject: Web sites with useful info for Champs GMs?
>> To: champ-l@omg.org
>>
>> One of the toughest parts of being a Champs GM is coming up with new
>> scenarios that are more than 'the villians are robbing the bank - you
>> all manage to arrive at the same time... phase 12!'
>>
>> /...snip/
>>
>> This got me to wondering.. has anyone else stumbled on a non-champions
>> web site that has information useful to a Champs GM?
>>
>> Todd
>
>On a related issue: Anyone have any good Champs-RELATED sites? I've
>been searching the web for a few weeks and have found a severe lack of
>sites. I know they are out there...I'm just not finding them...what are
>your FAVORITE CHAMPS sites?
>
No Joke! I have had fits finding sites for Champions. Even when I do it
seems that half the ones I find listed are not longer up and running. I
will say that one relativly useful jumping point is the Champions and Hero
subdivisions of Yahoo! I don't recommend trying altavista unless you are
very patient. You'll get a few thousand hits most of which have nothing to
do with the game.
Patrick B.
Date: Wed, 4 Jun 1997 11:21:41 -0700 (PDT)
X-Forwarding-Note: Was sent to herolist@october.com; forwarding to hero-l@omg.org
From: Patrick Barden <absga@elbertonga.com>
X-To: hero-l@october.com (Multiple recipients of Hero)
X-Cc: champ-l@omg.org
Subject: Re: Web sites with useful info for Champs GMs?
X-Listname: Hero
Reply-To: hero-l@october.com (Multiple recipients of Hero)
X-Smtp-Ip-Host: 206.228.212.10 ip 206.228.212.10
X-Smtp-Mail-From: absga@elbertonga.com
X-Sender: absga@elbertonga.com
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
At 04:12 PM 6/1/97 -0500, R Jacobs wrote:
>
>
>herolist wrote:
>>
>> From: Todd Hanson <badtodd@dacmail.net>
>> Subject: Web sites with useful info for Champs GMs?
>> To: champ-l@omg.org
>>
>> One of the toughest parts of being a Champs GM is coming up with new
>> scenarios that are more than 'the villians are robbing the bank - you
>> all manage to arrive at the same time... phase 12!'
>>
>> /...snip/
>>
>> This got me to wondering.. has anyone else stumbled on a non-champions
>> web site that has information useful to a Champs GM?
>>
>> Todd
>
>On a related issue: Anyone have any good Champs-RELATED sites? I've
>been searching the web for a few weeks and have found a severe lack of
>sites. I know they are out there...I'm just not finding them...what are
>your FAVORITE CHAMPS sites?
>
No Joke! I have had fits finding sites for Champions. Even when I do it
seems that half the ones I find listed are not longer up and running. I
will say that one relativly useful jumping point is the Champions and Hero
subdivisions of Yahoo! I don't recommend trying altavista unless you are
very patient. You'll get a few thousand hits most of which have nothing to
do with the game.
Patrick B.
X-Forwarding-Note: Was sent to herolist@october.com; forwarding to hero-l@omg.org
From: Daniel Pawtowski <dpawtows@access.digex.net>
Date: Wed, 4 Jun 1997 14:44:00 -0400 (EDT)
X-To: hero-l@october.com
Subject: Re: Source material
X-Listname: Hero
Reply-To: hero-l@october.com (Multiple recipients of Hero)
X-Smtp-Ip-Host: access5.digex.net ip 205.197.245.196
X-Smtp-Mail-From: dpawtows@access.digex.net
Organization: VTSFFC
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
>
> Arcane is a better source for RPG reviews. They currently lend
> themselves to less biase than the two you mentioned above.
Didn't Arcane go out of business?
Daniel Pawtowski
Date: Wed, 4 Jun 1997 11:21:16 -1000
From: Richard Scott <rscott@hawaii.edu>
X-Sender: rscott@uhunix4
cc: champ-l@omg.org
Subject: Re: CHAR: Popinjay
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
As for non-combat, Mr. Popinjay managed an interstellar transport, I
believe.
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.
From: Daniel Pawtowski <dpawtows@access.digex.net>
Subject: Re: CHAR: Popinjay
Date: Wed, 4 Jun 1997 17:27:24 -0400 (EDT)
Organization: VTSFFC
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
> >
> > Popinjay can't, even if he points his finger at himself and "shoots", so
> > this is worth the extra limitation.
>
> Sounds like Personal Immunity to me.
>
Not quite. Personal Immunity is an advantage and makes you immune to any
harmful effects of your own power. This could happen- say, if he shot
at somebody with Missile Refection who managed to bounce the teleport
beam back (I haven't read Wild Cards, so I don't know the SFX used),
then PI would keep him from going anywhere.
However, the vast majority of the time, this is a disadvantage,
possibly a harmful one. If he wants to get across town, he can *porf*
his entire team there instantly. But, as I understand it, he'd have to
walk the distance himself. Stick him and a friend into a death trap: he
can zap the friend to safety, but he's still stuck with no way out.
As opposed to the given example of an RKA: there are very few
beneficial results to inflicting one of those onto yourself.
Personal Immunity is a pure Advantage- if a character
with a PI RKA suddenly *needed* to inflict damage upon himself with
his own attack, I'd probably let him. Flame-based guy needs to
disinfect a wound from a rotting mummy, perhaps? However, in the majority
of cases, you'll only be hit by your own RKA at times when you don't
want to be, like when shooting at a Missile Reflector. I'm sure PopinJay
would love to be able to teleport himself.
Daniel Pawtowski
Date: Wed, 4 Jun 1997 11:33:23 -1000
From: Richard Scott <rscott@hawaii.edu>
X-Sender: rscott@uhunix4
cc: champ-l@omg.org
Subject: Re: Wildcards character questions - Fortunato
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
Here's my WoD write up of Fortunato - it might help you
>From owner-gm-l@netcom.com Fri Apr 28 18:47:15 1995
Received: by netcom20.netcom.com (8.6.12/Netcom)
id OAA25276; Fri, 28 Apr 1995 14:52:43 -0700
Received: from cwis.isu.edu by netcom20.netcom.com (8.6.12/Netcom)
id OAA24160; Fri, 28 Apr 1995 14:50:30 -0700
Message-Id: <199504282150.OAA24160@netcom20.netcom.com>
Received: by cwis.isu.edu
(1.37.109.16/16.2) id AA267965652; Fri, 28 Apr 1995 15:47:32 -0600
Date: Fri, 28 Apr 1995 15:47:32 -0600
From: SCOTT_RICHARD <scotrich@cwis.isu.edu>
Newsgroups: alt.games.whitewolf,rec.games.frp.misc
Subject: Kundalini Rising - Fortunato (1.0)
Organization: Idaho State University, Pocatello
Apparently-To: wod-l@netcom.com, gm-l@netcom.com,
rscott@mail.coin.missouri.edu
Sender: owner-gm-l@netcom.com
Precedence: list
Status: OR
Fortunato
Nature : Deviant/Bon Vivant/Loner
Demeanour: Deviant/Bon Vivant/Loner
Concept : Middle-aged ex-pimp, drop out meditating Mage.
Card : Ace
Fortunato is a half-black half Japanese man who has been called the
Most Powerful Ace in the World by Dr. Tachyon. His mother was Ichiko, a
geisha. Fortunato ran a string of very high-class educated call-girls he
called geishas. He was instrumental in taking down the Astronomer after
several run-ins with him. He is the ace equivalent of a very powerful
Cult of Ecstasy Mage, his focus being the requirement for tantric sex
acts to charge his Quintessence pool, basically drawing Quintessence from
his sex partners.
Physical Social Mental
STR 2 CHA 4 PER 5
DEX 2 MAN 4 INT 3
STA 3 APP 3 WIT 4
Talents Skills Knowledges
Alertness 4 Etiquette 4 Cosmology 2
Awareness 5 Leadership 2 Engimas 3
Intuition 5 Research 3 Linguistics 1
Streetwise 3 Occult 4
Subterfuge 2
Allies 4 Tachyon, Brennan, his geishas and others
Contacts 5 Dogen plus lots of others.
Status 2 This is Wild Card Status, is known as sympathetic.
Influence 2 Knows lots of people, in two countries.
Library 2
Arcane 2
Conscience 3
Self-Control 3
Courage 4
Humanity 6 Fortunato has grown a bit cold and distant lately.
Willpower 10 This boy is tough.
Merits and Flaws
Health Levels Normal Human
Quintessence : Maximum when charged after tantric sex
Power : 110
Ace Powers
Basically, his Ace powers translate into the equivalents of these Mage
Spheres.
Foci : must have sexual activity to recharge his power.
Forces : 5
Life : 4
Matter : 1
Mind : 5
Prime : 3
Spirit : 4
Time : 4
Notes
After Fortunato has sex and withholds orgasm to intromit his sperm and
power along his spine his forehead bulges with the power. If Fortunato
does orgasm, he can transfer his power into others, as seen with his
coin-collector girlfriend and Peregrine.
In Japan, Fortunato has been studying with an ace Monk named Dogen with
the ability to block mental powers.
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: Thu, 05 Jun 1997 08:02:57 +1000
From: Steven Clark <nahema@mailbox.uq.edu.au>
Subject: Re: Wildcards character questions
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
Michael Surbrook wrote:
>
>
> 3) Fortunato - any suggestions on his powers?
>
I'd make them a Power Pool of mental powers that runs off an end
reserve.
This mimicks his ability to do pretty much any mental powers, and you
can
give him either:
1) 0 Rec on the End reserve, and a triggered 0 End aid to end
(Only when performs tantric sex)
2) Huge Rec on the End reserve, only recovers during tantric sex
> 4) The Astronomer - ditto... esp his ability to send his 'astral' from
> just about anywhere in the universe. He seems to have a desolid form that
> can affect solids, as well as shapeshift itself into assorted forms (pure
> visual affects though).
>
The problem with the Astronomer is that hes basically a plot device. His
astral form has pretty much infinite range, this would tend to equate to
pretty much infinite points, depending on how you do it... Powers like
this
I'd tend to just work out the effects, and not worry about the point
cost.
Its not like hes built on a limited number of points like us Players
are...
Steven
Date: Wed, 4 Jun 1997 15:11:02 -0700
From: Samuel.Bell@Eng.Sun.COM (Sam Bell)
Subject: Re: CHAR: Popinjay
X-Sun-Charset: US-ASCII
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
-> From mirage@hpserv.keh.utulsa.edu Wed Jun 4 14:25:12 1997
-> Mime-Version: 1.0
-> Subject: Re: CHAR: Popinjay
-> Content-Transfer-Encoding: 8bit
-> X-Hero: champ-l
-> To: champ-l@omg.org
->
-> On Wed, 04 Jun 1997 10:22:03 -0500,
-> ludator@softfarm.com (Bryan Berggren) wrote about Re: CHAR: Popinjay:
-> > At 09:50 AM 6/4/97 -0400, Michael Surbrook wrote:
-> > >Armor Piercing or some sort of NND effect to allow Jay to 'pop' people
-> > >protected by Hardended defenses. I also realized that he either needs GM
-> > >permission or some sort of Advantage to counteract the 'Full Phase' part
-> > >of poping a target and using al those NMC doublings. I looked real long
-> > >and hard at "Usable on Others" and figured that "Not usable by self" was
-> > >built in to the power (am I right?). Finally, the concentrate part
-> > >doesn't sound bad, but he can usually pop people pretty quickly...
-> >
-> > "Not usable by self" is apparently *not* built into the UAO advantage. You
-> > can always use the power on yourself -- that is, "shoot" yourself with the
-> > UAO ability -- just as you could shoot yourself in the head with your own RKA.
-> >
-> > Popinjay can't, even if he points his finger at himself and "shoots", so
-> > this is worth the extra limitation.
->
-> Sounds like Personal Immunity to me.
->
->
You want him to *pay* points so his power won't work as well as it normally
would???
-Sam
From: Curt Hicks <exucurt@exu.ericsson.se>
Date: Wed, 4 Jun 1997 17:44:20 -0500 (CDT)
Subject: Wildcards - Fortunato
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
Michael Surbrook writes:
> 3) Fortunato - any suggestions on his powers?
>
A variable power pool operating off an endurance reserve. The endurance
reserve is recharged by having sex.
Curt Hicks
From: Daniel Pawtowski <dpawtows@access.digex.net>
Subject: One more for Babylon 5
Date: Wed, 4 Jun 1997 18:47:42 -0400 (EDT)
Reply-To: jsciv@bev.net
Organization: VTSFFC
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
Once more into the fray: The author of the B5 RPG wanted to make one
more statement to the list, and he's chosen me to send it for him
this time:
I recommend that any comments be sent directly to Joe at the address
below, not to the list, we're far enough off-topic already.
----- Forwarded message from jsciv@bev.net -----
>From jsciv@bev.net Wed Jun 4 17:35:12 1997
From: jsciv@bev.net
Subject: Re: Source material (fwd)
To: dpawtows@access.digex.net (Daniel Pawtowski)
Date: Wed, 4 Jun 1997 17:34:51 -0400 (EDT)
---begin message---
I just have one last set of notes on the comments I've seen
about The Babylon Project on this list. I appreciate Darrin's candor
(and others), and I'm not trying to change anyone's opinions of the
game. I just want to make sure that the facts are straight.
First, after talking to Darrin in private e-mail, I have
discovered that he was NOT in a playtest group after all. Certain
people will need to be "talked with" on this one, and I apologize
to Darrin for the misrepresentation.
Second, the odds are not 50-50 on task resolution. Darrin's
point was more directed toward the idea that the dice are too
random for his tastes. If you're interested in the actual odds, I'll
be glad to send them to you privately.
Third, several people have noted that the game system is in
the same ideological vein as Star Wars in that the characters do not
generally start as heros, but are "average Joe" types. This was
indeed our intention, but something I think that we did not adequately
convey was that there CAN be heros. This will have to be fixed as we
go. As you may or may not know, we wanted to appeal to non-RPG
types as well as devoted gamers, and this required a bit more
simplicity than many of you prefer.
Fourth, I would have loved to have seen Arcane review TBP,
but with their cessation of publication that just doesn't look to be.
I named Pyramid and Shadis because those are reviews I know about.
Finally, I'm a storytelling type of gamer, and the type of
game we wrote was in that vein rather than the hard-number type that
many of you are used to. If you have bought the game and find the
mechanics not to your taste, please feel free to adapt it to
something else. But don't give up hope: the supplements were always
meant to give a little more "crunch" to the game. If you don't like
the background OR the mechanics, drop me a note explaining what
sucked and we'll see what we can do.
Thanks again to Daniel Pawtowski for his help, and thanks to
you for bearing with me.
--
This is a .sig proxy.
jsciv@bev.net
*--Joe--*
----- End of forwarded message from jsciv@bev.net -----
Subject: Re: CHAR: Popinjay
Date: Wed, 4 Jun 97 19:54:15 -0500
From: John P Weatherman <asahoshi@nr.infi.net>
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
Robert Rutherford
>On Wed, 04 Jun 1997 10:22:03 -0500,
>ludator@softfarm.com (Bryan Berggren) wrote about Re: CHAR: Popinjay:
>> At 09:50 AM 6/4/97 -0400, Michael Surbrook wrote:
>> >Armor Piercing or some sort of NND effect to allow Jay to 'pop' people
>> >protected by Hardended defenses. I also realized that he either needs GM
>> >permission or some sort of Advantage to counteract the 'Full Phase' part
>> >of poping a target and using al those NMC doublings. I looked real long
>> >and hard at "Usable on Others" and figured that "Not usable by self" was
>> >built in to the power (am I right?). Finally, the concentrate part
>> >doesn't sound bad, but he can usually pop people pretty quickly...
>>
>> "Not usable by self" is apparently *not* built into the UAO advantage. You
>> can always use the power on yourself -- that is, "shoot" yourself with the
>> UAO ability -- just as you could shoot yourself in the head with your own
>RKA.
>>
>> Popinjay can't, even if he points his finger at himself and "shoots", so
>> this is worth the extra limitation.
>
>Sounds like Personal Immunity to me.
Personal Immunity only applies if the effect would be detrimental. Being
able
to teleport yourself is advantageous. Hence if you can't it should be a
limitation.
____________________________________________________________________
| Name: John P. Weatherman | Phone: |
| email: asahoshi@nr.infi.net | (H) (910) 785-1130 |
| fax: (910) 748-4632 | (O) (910) 545-2722 |
|_____________________________|____________________________________|
| He who walking on the sea could calm the bitter waves, who gives |
| life to the dying seeds of the earth; He who was able to loose |
| the mortal chains of death and after three days' darkness could |
| bring again to the upper world the brother of his sister Martha: |
| He, I beleive, will make Damasus rise again from the dust. |
| Pope St. Damasus I (c.305-384) |
|__________________________________________________________________|
X-Forwarding-Note: Was sent to herolist@october.com; forwarding to hero-l@omg.org
From: R Jacobs <rjacobs@radiks.net>
Date: Wed, 04 Jun 1997 23:14:46 -0500
Subject: Possession Power
Newsgroups: october.hero
X-Listname: Hero
Reply-To: hero-l@october.com (Multiple recipients of Hero)
Path: october.com!not-for-mail
Lines: 15
X-Sender: rjacobs@dial116.radiks.net
X-Reply-To: rjacobs@radiks.net
Nntp-Posting-Host: dial116.radiks.net
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: 1
Hello gang,
Okay...I'm starting out as a new gamemaster for Champions 4th Ed. and
I'm working with my players on developing characters...one of them wants
to play a character who can physically possess any machine with an
electrical component (he changes into electrical energy and then enters
the machine to control it).....
Now I know that there was a villain printed in one of the Champions
supplements who had a similar power and I believe it was defined as
"Mind Control v/s machines" or something. For some reason the villain
name "Overdrive" rings a bell...
Does anybody have any suggestions on how I can develop a "possession"
power versus machines? Does anybody know of the villain I'm referring to
and how the power was accomplished with said villain?
X-Forwarding-Note: Was sent to herolist@october.com; forwarding to hero-l@omg.org
From: Darrin.Kelley@october.com (Darrin Kelley)
Date: 05 Jun 97 08:33:04 GMT
Subject: Re: Source material
X-Ftn-To: Dpawtows@Access.Digex.Ne
X-Listname: Hero
Reply-To: hero-l@october.com (Multiple recipients of Hero)
Path: october!darrin.kelley
Organization: Fidonet: Red October Alpha * Hero Roleplaying * 408-629-4695 *
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: 1
DP> Didn't Arcane go out of business?
I don't know. I saw a recent issue with a review of Champions: New
Millenium in it at a local game store. I also saw a review of The
Babylon Project.
___
X SLMR 2.1a X Nothing is so smiple that it can't get screwed up.
From: Chuff78002@aol.com
Date: Thu, 5 Jun 1997 08:01:02 -0400 (EDT)
Subject: Re: Wildcards character questions
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
In a message dated 04/06/97 11:14:49pm, you write:
<< > 1) How would one define Bagabond's ability to summon and control
animals?
> Summon and Mind Control seem to be the obvious choices with the
"limited
> > class of creatures" for Summon.
>
Mind Scan, too, in case she's looking for a specific animal. I think she
located Sewer Jack this way once.
>>
Yup she sure did..Wild Cards vol 2 (original series) Jokers Wild.
Chuff78002
PS Looking for the spin off novels...anyone got the titles list for me ?
From: "Gordon W. Rycroft" <gwr1@ukc.ac.uk>
Subject: Re: Source material
Date: Thu, 5 Jun 1997 09:41:49 -0400 (EDT)
Priority: NORMAL
X-Authentication: none
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: 2
On Wed, 4 Jun 1997 14:44:00 -0400 (EDT) Daniel Pawtowski
<dpawtows@access.digex.net> wrote:
>> Arcane is a better source for RPG reviews.
> Didn't Arcane go out of business?
Arcane was "suspended" by it's publishers as of issue 20. There is little hope of a
ressurection, at least by Future Publishing, though when the announcement was made
there was talk of the title being available for sale.
Don't hold your breath.
Gordon
--------------------------------------------------------------------
This Tirade is (c) 1997 G.W.Rycroft, and shall not,
by way of trade or otherwise, be forwarded, cut-and-pasted,
plagerised, or otherwise circulated without the author's
prior consent unless you really feel like it or can suggest a
better sigfile for him.
X-Sender: ludator@softfarm.com
Date: Thu, 05 Jun 1997 10:13:04 -0500
From: ludator@softfarm.com (Bryan Berggren)
Subject: Re: CHAR: Popinjay
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
At 05:27 PM 6/4/97 -0400, Daniel Pawtowski wrote:
> Not quite. Personal Immunity is an advantage and makes you immune to any
>harmful effects of your own power. This could happen- say, if he shot
>at somebody with Missile Refection who managed to bounce the teleport
>beam back (I haven't read Wild Cards, so I don't know the SFX used),
>then PI would keep him from going anywhere.
In any case, Pop's teleportation appears to be "psionic" in nature, and
can't be reflected by any physical means. Since there is no character yet
seen in the Wild Cards universe who could ever turn this power against him
in the first place, it's impossible to know if he could be teleported
against his will; what is known is that this has never worked to his advantage.
As I've said before, the meta-rules of HERO should be read as applying both
ways: an "advantage" that is not advantageous is NOT an Advantage.
--
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: ludator@softfarm.com
Date: Thu, 05 Jun 1997 10:13:08 -0500
From: ludator@softfarm.com (Bryan Berggren)
Subject: Re: CHAR: Popinjay
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
At 11:55 PM 1/7/78, Robert Rutherford wrote:
> Perhaps the element of humor was lost on some people. [sigh....]
> Besides, why not, they're only points.;) It's not like the player has
> to worry about earning them. And if the GM wants him to have the power,
> he has the power.
>
> We aren't talking about a character written up as a PC for a game with
> active point limits.
Except that point totals are also used to balance NPCs against the PCs in a
game. Some people may want to know how Popinjay stacks up compared to a
100+150 pt. PC. For example, if I'm running a Wild Cards campaign that
allows both pre-gen and home-built aces, those points are one of the main
tools I have to determine whether or not Popinjay is going to fit into my
group of PCs.
==
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-Forwarding-Note: Was sent to herolist@october.com; forwarding to hero-l@omg.org
From: RzrshrP927@aol.com
Date: Thu, 5 Jun 1997 20:53:16 -0400 (EDT)
X-To: hero-l@october.com
Subject: Re: Possession Power
X-Listname: Hero
Reply-To: hero-l@october.com (Multiple recipients of Hero)
X-Smtp-Ip-Host: emout02.mx.aol.com ip 198.81.11.93
X-Smtp-Mail-From: RzrshrP927@aol.com
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: 2
I think your right about Mind Control vs. Machines, you might however want to
build a possession power for the character based on his ego, but perhaps more
directly his body. Making the limit of the power he can supply to run the
machine dice wise. like his 20 body x3 equals the strength he can generate
in active points to any machines abilities, or perhaps x5 or more. Basing it
on the Mind Control will just make it an ego type roll on his part, because
you can't make him roll vs. the machines ego for effect. I think the best
thing you could do is try to work on your own Possession vs. inanimate
involvement.
Let me know how this works out!
Good Luck,
Razor Sharp
X-Forwarding-Note: Was sent to herolist@october.com; forwarding to hero-l@omg.org
From: RzrshrP927@aol.com
Date: Fri, 6 Jun 1997 03:41:51 -0400 (EDT)
X-To: hero-l@october.com
Subject: Fwd: Possession Power
X-Listname: Hero
Reply-To: hero-l@october.com (Multiple recipients of Hero)
X-Smtp-Ip-Host: emout02.mx.aol.com ip 198.81.11.93
X-Smtp-Mail-From: RzrshrP927@aol.com
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: 8
---------------------
Forwarded message:
From: RzrshrP927@aol.com
Sender: owner-champ-l@omg.org
Reply-to: hero-l@october.com (Multiple recipients of Hero)
To: champ-l@omg.org
Date: 97-06-06 02:56:46 EDT
I think your right about Mind Control vs. Machines, you might however want to
build a possession power for the character based on his ego, but perhaps more
directly his body. Making the limit of the power he can supply to run the
machine dice wise. like his 20 body x3 equals the strength he can generate
in active points to any machines abilities, or perhaps x5 or more. Basing it
on the Mind Control will just make it an ego type roll on his part, because
you can't make him roll vs. the machines ego for effect. I think the best
thing you could do is try to work on your own Possession vs. inanimate
involvement.
Let me know how this works out!
Good Luck,
Razor Sharp
From: Chuff78002@aol.com
Date: Fri, 6 Jun 1997 06:39:52 -0400 (EDT)
Subject: Software Query....
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: 4
Hi gang,
Been looking at fuzion recently, and have been wondering if anyone's heard
any rumours concerning software similar to hero maker for Fuzion or hero to
fuzion conversions ?
Would be very interested if any such thing exists, or if anyone out there is
working on it, thanx in advance :- )
Chuff78002.
From: flacksd@evron.com
Date: Fri, 6 Jun 1997 9:17:02 -0500
Subject: Re:Possession Power (longish)
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: 5
The character you are thinking of is 'Maximum Overdrive' in the
European Enemies supplement. He has machine control powers,
including Mind Control and Telepathy. They have used a limitation of -1.5
for only works on computers and machines with INT. This limitation is
reduced in future supplement to -1/2 and then to 0.
I think the character has more in commen with 'Albion' in the Kingdom of
Champions supplement. For thouse of you not familiar with Albion, the
character is a spirit who can physicaly enter and possess a person.
Albion's Mind Control is bought with the No Range limitiation (-1/2) and
'Must Occupy & Remain in Victims Body (-1/2).
Before I show the list my ideas for your player's machine possession
powers there is a point I would like to clarify. When your player is an
electrical spark roaming around within a machine, how can his enemies
hurt him. At best they can destroy the machine he is in. This sound like
desolid to me. Perhaps vulnerable to electricity. This would mean his
machine control powers would require the Affect Solid advantage.
Furthermore, unless the player can arch (fly) into the machine, he will
have to be next to it. This means a No Range Limitation. I personaly think
this is a good idea, and it makes the power more managable for the GM.
If his power is limited to controling machines, and he can arch into the
machine, then it would be very hard to place him in a situation without a
machine handy.
Here is my suggestions for the player characters machine control
powers.
33 Desolid, must have a machine host available (-1/2), 1/2 end cost
(+1/4) -2 end cost-
21 43 point Machine Control Elemental Command, Only while desolid
(-1/2), Must enter and remain in machine host, only vs the host (-1/2)
18 a (87) 10d6 Mind control, Affects Solid (+1/2), Only with desolid
(-1/2), Must enter and remain in machine host, only vs the host (-1/2), no
range (-1/2), 1/2 end cost (+1/4) - 3 end cost-
22 b (87) 40 STR Telekinesis, fine manipulation, Affects Solid (+1/2),
Must enter and remain in machine host, only vs the host (-1/2), Only
while desolid (-1/2), 1/2 end cost (+1/4) - 3 end cost-
18 c (87) 10d6 Telepathy, Affects Solid (+1/2), Must enter and remain in
machine host, only vs the host (-1/2), Only while Desolid (-1/2), No
Range (-1/2), 1/2 end cost (+1/4) - 3 end cost-
I have left the no range limitation of the TK so that the possessing
character can manipulate controls at various points in a large machine.
(such as the bottom and top of a construction crane). Furthermore,
using TK allows such neat comic book / anime effects as wrapping
people up in crane cables, and swating vilians with construction arms.
Such effects are not realy possible by manual control.
You may want to conside some for of life support linked to the desolid as
well.
Please note that the combination of desolid and affects solid machine
control powers would make this player character very tough, so long as
a machine is handy. Unless you villians have powers that can effect his
desolid, they can not hurt him without first destroying his machine host.
And he can always find a new host. Finally, if the player character does
not have so powers or skills he can use outside his host he will find
himself nearly powerless in a wilderness or rural setting.
I hope this helps,
Daniel Flacks
dflacks@evron.com
From: flacksd@evron.com
Date: Fri, 6 Jun 1997 9:48:59 -0500
Subject: Re:Possession Power - Reply
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: 6
>I think your right about Mind Control vs. Machines, you might however
> want to build a possession power for the character based on his ego,
> but perhaps more directly his body. Making the limit of the power he
> can supply to run the machine dice wise. like his 20 body x3 equals
> the strength he can generate in active points to any machines abilities,
> or perhaps x5 or more. Basing it on the Mind Control will just make it an
> ego type roll on his part, because you can't make him roll vs. the
> machines ego for effect. I think the best thing you could do is try to
> work on your own Possession vs. inanimate involvement.
>
>Let me know how this works out!
>
>Good Luck,
>Razor Sharp
>
I think this is a good Idea, using the Mental Power Based on CON limitation
would definetly be an option. Since Mind control (and telepathy) have no
effect on something without a mind, they would only work on computers
or machines with INT. If the target machine or computer does not have
ego, you can use the INT instead. This will make a super computer a lot
harder to control that a laptop. I wish I had seen your e-mail before I sent
my suggestion, I am already getting new ideas.
Daniel Flacks
dflacks@evron.com
Date: Fri, 6 Jun 1997 11:05:34 -0400
X-Sender: absga@elbertonga.com
From: Patrick Barden <absga@elbertonga.com>
Subject: Re: Possession Power
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
X-Status:
X-UID: 7
At 11:14 PM 6/4/97 -0500, R Jacobs wrote:
>
>
>Hello gang,
>
> Okay...I'm starting out as a new gamemaster for Champions 4th Ed. and
>I'm working with my players on developing characters...one of them wants
>to play a character who can physically possess any machine with an
>electrical component (he changes into electrical energy and then enters
>the machine to control it).....
> Now I know that there was a villain printed in one of the Champions
>supplements who had a similar power and I believe it was defined as
>"Mind Control v/s machines" or something. For some reason the villain
>name "Overdrive" rings a bell...
>
> Does anybody have any suggestions on how I can develop a "possession"
>power versus machines? Does anybody know of the villain I'm referring to
>and how the power was accomplished with said villain?
>
>
The character I believe you are referring to is Psypher from the book
Enemies Assemble. You were also right about the fact that her powers were
defined as Mind Control versus electronics. This was bought with the
telepathic option. It might be expensive but you could try linking this
effect with desolid to represent the absence of the char5acters physical
body while in control of the machine.
Patrick B.
Date: Fri, 6 Jun 1997 08:28:54 -0700 (PDT)
X-Forwarding-Note: Was sent to herolist@october.com; forwarding to hero-l@omg.org
From: Patrick Barden <absga@elbertonga.com>
X-To: hero-l@october.com (Multiple recipients of Hero)
X-Cc: champ-l@omg.org
Subject: Re: Possession Power
X-Listname: Hero
Reply-To: hero-l@october.com (Multiple recipients of Hero)
X-Smtp-Ip-Host: 206.228.212.10 ip 206.228.212.10
X-Smtp-Mail-From: absga@elbertonga.com
X-Sender: absga@elbertonga.com
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
X-Status:
X-UID: 9
At 11:14 PM 6/4/97 -0500, R Jacobs wrote:
>
>
>Hello gang,
>
> Okay...I'm starting out as a new gamemaster for Champions 4th Ed. and
>I'm working with my players on developing characters...one of them wants
>to play a character who can physically possess any machine with an
>electrical component (he changes into electrical energy and then enters
>the machine to control it).....
> Now I know that there was a villain printed in one of the Champions
>supplements who had a similar power and I believe it was defined as
>"Mind Control v/s machines" or something. For some reason the villain
>name "Overdrive" rings a bell...
>
> Does anybody have any suggestions on how I can develop a "possession"
>power versus machines? Does anybody know of the villain I'm referring to
>and how the power was accomplished with said villain?
>
>
The character I believe you are referring to is Psypher from the book
Enemies Assemble. You were also right about the fact that her powers were
defined as Mind Control versus electronics. This was bought with the
telepathic option. It might be expensive but you could try linking this
effect with desolid to represent the absence of the char5acters physical
body while in control of the machine.
Patrick B.
Date: Fri, 6 Jun 1997 12:29:15 -0400 (EDT)
From: Michael Surbrook <susano@access.digex.net>
Subject: Power Question
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
Okay, here's another Wildcards power question.
Lazy Dragon has the ability to animate (and bring to life) anything he
carves or creates out of folded paper. Thus he can whittle a block of
soap into a mouse, or create an orgami tiger, possess the creation and
*persto* instant full size mouse or tiger. The largest thing he's createe
has been an oriental dragon (one 20' long, the other 40' long). He fall
unconcious while the creation is active, and if the creature is killed, he
returns to his own body.
So...
This looks like Duplication with the limitation that one of the Duplicates
is inactive while the 'duplicate' is active. Also, the Duplicate can be
damn near anything. Would people feel that giving the duplicate a massive
cosmic power pool (Only to simulate animal powers) abusive? And what sort
of lim is it to have one dupliacte fall 'asleep' (and how would one handle
the 'snap back to original body part'?
Or is this a really wierd form of summon?
***************************************************************************
* "'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: ghost@softfarm.com
Date: Fri, 06 Jun 1997 12:55:57 -0500
From: ghost@softfarm.com (Bryce Berggren)
Subject: Re: Power Question
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
At 02:44 PM 6/6/97 -0400, Dave Mattingly wrote:
>What I want to know is how are you going to write up the guy that eats
>brains...
Piece o' cake. Telepathy with the Advantage "target need not be alive"
(probably a +2 in most GMs' campaigns), expendable focus. >:>
H. G.
From: Stainless Steel Rat <ratinox@peorth.gweep.net>
Subject: Re: Possession Power - Reply
X-No-Archive: yes
X-Attribution: Rat
Organization: The Happy Fun Ball Brigade
Date: 06 Jun 1997 14:11:25 -0400
Lines: 33
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
-----BEGIN PGP SIGNED MESSAGE-----
>>>>> "f" == flacksd <flacksd@evron.com> writes:
f> I think this is a good Idea, using the Mental Power Based on CON
f> limitation would definetly be an option. Since Mind control (and
f> telepathy) have no effect on something without a mind, they would only
f> work on computers or machines with INT.
While this may work (I tend to think not; having an INT score does not
equate to having a mind) it has the major failing of being unable to
control machines without INT. Considering that most machines do not have
INT this kind of power becomes hideously expensive for what it can
accomplish. A more reliable way of simulating the control of various
machines is an Elemental Control or VPP with powers that duplicate what
those machines can accomplish, with the special effects being "taking
control of a nearby machine".
-----BEGIN PGP SIGNATURE-----
Version: 2.6.3
Charset: noconv
iQCVAwUBM5hStZ6VRH7BJMxHAQGz+QQAp+lGsGmtdiz19NFui+DYNDf/CTP3Mk/T
j5cJIIwhNTd0Nc8rB6ZUhUDWcSj1EkX2MKThVEKdxm+on817Ifr5gVDpa6+VYXxa
mFXvn4lxyak2OMu2T6FPKm2h2nXzb+k9Qre2UTr8GOdt4RwQLo7AW0LLtR/FnZj2
AuoB6lpH8Kw=
=4y/e
-----END PGP SIGNATURE-----
--
Rat <ratinox@peorth.gweep.net> \ Caution: Happy Fun Ball may suddenly
PGP Key: at a key server near you! \ accelerate to dangerous speeds.
\
From: Stainless Steel Rat <ratinox@peorth.gweep.net>
Subject: Re: Power Question
X-No-Archive: yes
X-Attribution: Rat
Organization: The Happy Fun Ball Brigade
Date: 06 Jun 1997 14:27:27 -0400
Lines: 48
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
-----BEGIN PGP SIGNED MESSAGE-----
>>>>> "MS" == Michael Surbrook <susano@access.digex.net> writes:
MS> This looks like Duplication with the limitation that one of the
MS> Duplicates is inactive while the 'duplicate' is active.
On third thought I have to agree. The part about his own body becoming
useless for a while tends to eliminate the use of Summon or other powers to
simulate the abilities of the things he creates.
MS> Also, the Duplicate can be damn near anything. Would people feel that
MS> giving the duplicate a massive cosmic power pool (Only to simulate
MS> animal powers) abusive?
Yeah, but try this on for size: give him a "Duplication Pool", a variable
power pool that can only be used for Duplication. It would require a skill
roll (Sculpting) to change his current Duplication to another rather than
putting a skill roll on the Duplication itself. It is a moderately cheap
way of doing it, so I would be careful when allowing this in the hands of a
PC. And if it is in a player's hands I would want him to provide writeups
of his commonly used creations. And most importantly, it cannot be used to
create aces; anything created is "normal" for that thing's type.
MS> And what sort of lim is it to have one dupliacte fall 'asleep' (and how
MS> would one handle the 'snap back to original body part'?
His falling "asleep" when he uses the power does not really limit his
ability to use it, so it is not worth a bonus there. Instead, he gets a 20
point Physical Limitation (Frequently, Fully). The "snap back" is a
special effect, just as his "posession" of the alternate form is a special
effect.
-----BEGIN PGP SIGNATURE-----
Version: 2.6.3
Charset: noconv
iQCVAwUBM5hWjJ6VRH7BJMxHAQGRRAP/cwjhiTdnOu/P4Z8nqJ6RozM6QXb66eEF
KtWrJ9IKYH4nsK9HoGHOrMDQ7oKJmBhBKEqrXG4t5uzp8qyzOdPj8GivqRbSPD4W
R4iBOXSmbaKWpQaNirbzcZd0oaeybAWx2QAtBxe958pZuZP4Feq42WjDBMWc+i3C
CH/QfdXib/E=
=Jpxv
-----END PGP SIGNATURE-----
--
Rat <ratinox@peorth.gweep.net> \ Do not use Happy Fun Ball on concrete.
PGP Key: at a key server near you! \
\
From: Dave Mattingly <DaveM@FocusSoft.com>
Subject: Re: Power Question
Date: Fri, 6 Jun 1997 14:44:19 -0400
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
>Lazy Dragon has the ability to animate (and bring to life) anything he
>carves or creates out of folded paper.
I've seen this kind of thing done with the "leaves body behind -1"
limitation from desolid being applied to multiform. Summon leaves the
problem of controlling the summoned creature.
Another way is to buy a bunch of followers (or even a follower pool) and
transform object to creature.
What I want to know is how are you going to write up the guy that eats
brains...
Dave Mattingly
Date: Fri, 6 Jun 1997 15:00:03 -0400 (EDT)
From: Michael Surbrook <susano@access.digex.net>
Cc: champ-l@omg.org
Subject: Re: Power Question
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
On Fri, 6 Jun 1997, Dave Mattingly wrote:
> >Lazy Dragon has the ability to animate (and bring to life) anything he
> >carves or creates out of folded paper.
>
> I've seen this kind of thing done with the "leaves body behind -1"
> limitation from desolid being applied to multiform. Summon leaves the
> problem of controlling the summoned creature.
>
> Another way is to buy a bunch of followers (or even a follower pool) and
> transform object to creature.
Actually, I really like Rat's suggestions concerning Duplication and a
Power Pool.
> What I want to know is how are you going to write up the guy that eats
> brains...
With gloves on?
Seriously, that is another good question. Deadhead absorbs the memories
of anything he eats. If he eats someone's brain, he can absorb their
memories and a bit of their personality. This is effectivly "Telepathy"
(which is what is used in GURPS), but would people accept Telepathy on a
dead mind? Or is this retrocognition?
***************************************************************************
* "'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, 6 Jun 1997 15:51:33 -0400 (EDT)
From: Michael Surbrook <susano@access.digex.net>
Cc: champ-l@omg.org
Subject: Re: Power Question
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
On 6 Jun 1997, Stainless Steel Rat wrote:
> MS> Also, the Duplicate can be damn near anything. Would people feel that
> MS> giving the duplicate a massive cosmic power pool (Only to simulate
> MS> animal powers) abusive?
>
> Yeah, but try this on for size: give him a "Duplication Pool", a variable
> power pool that can only be used for Duplication. It would require a skill
> roll (Sculpting) to change his current Duplication to another rather than
> putting a skill roll on the Duplication itself. It is a moderately cheap
> way of doing it, so I would be careful when allowing this in the hands of a
> PC. And if it is in a player's hands I would want him to provide writeups
> of his commonly used creations. And most importantly, it cannot be used to
> create aces; anything created is "normal" for that thing's type.
How is this different from what I suggested? I don't think I'm getting
what you are describing.
***************************************************************************
* "'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-Forwarding-Note: Was sent to herolist@october.com; forwarding to hero-l@omg.org
From: R Jacobs <rjacobs@radiks.net>
Date: Fri, 06 Jun 1997 15:44:35 -0500
Subject: Re: Possession Power (longish)
Newsgroups: october.hero
X-Listname: Hero
Reply-To: hero-l@october.com (Multiple recipients of Hero)
Path: october.com!not-for-mail
Lines: 34
X-Sender: rjacobs@dial139.radiks.net
X-Reply-To: rjacobs@radiks.net
Nntp-Posting-Host: dial139.radiks.net
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
herolist wrote:
> Please note that the combination of desolid and affects solid machine
> control powers would make this player character very tough, so long as
> a machine is handy. Unless you villians have powers that can effect his
> desolid, they can not hurt him without first destroying his machine host.=20
> And he can always find a new host.
First of all, let me say, I really enjoyed reading your response...it
was very well thought out and full of information. Now I'd like to put
another idea to you (using the clipped portion of your article above):
Do you think it would be a violation of Champs 4th Ed. character design
rules if the character being designed (heretofore known as "Hardwire")
did NOT take the DESOLID when entering a machine?
The special effect of his "possession" would be that he changes to
energy and "arcs" into the machine...but he could still be hurt while in
the machine...attacks directed against the machine would be the same as
attacking him...when the machine was destroyed he would be thrown out of
the machine.
What do you think?
Also, I already spoke (informed) the player that he would have to
physically get next to any electrical conduit that he wished to
enter...in addition to a few other restrictions.
Rob
p.s. Unless I made an error, you might want to look at the way you
figured active points for the 40 STR TK, FM -- I come out with 122
(instead of 87)....
From: Stainless Steel Rat <ratinox@peorth.gweep.net>
Subject: Deadhead
X-No-Archive: yes
X-Attribution: Rat
Organization: The Happy Fun Ball Brigade
Date: 06 Jun 1997 18:03:11 -0400
Lines: 27
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
-----BEGIN PGP SIGNED MESSAGE-----
>>>>> "MS" == Michael Surbrook <susano@access.digex.net> writes:
MS> Seriously, that is another good question. Deadhead absorbs the
MS> memories of anything he eats. If he eats someone's brain, he can
MS> absorb their memories and a bit of their personality.
I would not model this with powers at all. Instead, I would make judicious
use of various skills, especially knowledge skills, to represent the
accumulated information.
-----BEGIN PGP SIGNATURE-----
Version: 2.6.3
Charset: noconv
iQCVAwUBM5iJHJ6VRH7BJMxHAQHG2AQAsoSKBzS2q1qoC163oZIBKe59mjgCOaC6
ncwyUMuj15sN+zKQLG57eOBCeqpn/VxuGak3f6OMEmNV4BXR43ak1YTwj5vsKeWm
Dp9oMIQU+IqmwtgtcxU/svKl/B6JTdXy9kLWwJ6N/LYGseJcCcmB/S1endH4pehS
uhz82UZiPBU=
=74V5
-----END PGP SIGNATURE-----
--
Rat <ratinox@peorth.gweep.net> \ Happy Fun Ball contains a liquid core,
PGP Key: at a key server near you! \ which, if exposed due to rupture, should
\ not be touched, inhaled, or looked at.
From: flacksd@evron.com
Date: Fri, 6 Jun 1997 17:14:49 -0500
Subject: Re: Possession Power - Reply to Reply
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
>>>>> "f" == flacksd <flacksd@evron.com> writes:
f> I think this is a good Idea, using the Mental Power Based on CON
f> limitation would definetly be an option. Since Mind control (and
f> telepathy) have no effect on something without a mind, they would
>only
f> work on computers or machines with INT.
>
>While this may work (I tend to think not; having an INT score does not
>equate to having a mind) it has the major failing of being unable to
>control machines without INT. Considering that most machines do not
>have INT this kind of power becomes hideously expensive for what it
>can accomplish. A more reliable way of simulating the control of
>various machines is an Elemental Control or VPP with powers that
>duplicate what those machines can accomplish, with the special
>effects being "taking control of a nearby machine".
I'm sorry if I was unclear. In an earlier e-mail I sent my suggestions for
the machine control power suite. It included Telekinesis to allow the hero
to move controls and parts of the machine. The TK would allow the hero
to control machines without INT. The Mind Control and Telepathy powers
allow the hero to control computers and machines that are controled by
onboard computers, rather that physical controls.
All computers have INT and the various characters I have seen with
Computer telepathy in the published supplements all apply their powers
against the computers INT. AI devices, of course, have EGO. So the
mental powers can apply to their ego (or to the higher value if the GM
likes). I do not have ALL the published supplements, so other ways to
do this may have been published as well
If you did not see my earlier e-mail I would be glad to repost it to the list,
or just to you.
I hope this clears things a little.
Daniel Flacks
dflacks@evron.com
X-Sender: ctaylor@mailhost.cyberhighway.net
Date: Fri, 06 Jun 1997 17:47:18 -0700
From: Christopher Taylor <ctaylor@cyberhighway.net>
Subject: HA Game
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
Okay, getting a new Hard Drive installed today, the game should start on
Saturday (hopefully!), sorry for the delay.
----------------------------------------------------------
Sola Gracia Sola Scriptura Sola Fide
Soli Gloria Deo Solus Christus Corum Deo
-----------------------------------------------------------
Date: Fri, 6 Jun 1997 22:18:49 -0300 (ADT)
From: Trevor Barrie <tbarrie@ibm.net>
X-Sender: tbarrie@drollsden
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: Re: CHAR: CT (Moonchild)
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
On Thu, 29 May 1997, Michael Surbrook wrote:
> MOONCHILD
> (Isis Moon)
[...]
> 13 Lang: English (3), French (3), Japanese (1 - literacy only),
> Korean (0), Mandarin Chinese (3), Portuguese (3)
According to Turn of the Cards, Moonchild doesn't speak Korean. Did she
learn it later?
X-Forwarding-Note: Was sent to herolist@october.com; forwarding to hero-l@omg.org
From: HAPPYELF!!!! <jonesmj@topaz.cqu.edu.au>
Date: Sat, 07 Jun 1997 12:20:42 +1000
X-To: hero-l@october.com (Multiple recipients of Hero)
Subject: Re: Source material
X-Listname: Hero
Reply-To: hero-l@october.com (Multiple recipients of Hero)
X-Smtp-Ip-Host: topaz.cqu.EDU.AU ip 138.77.1.3
X-Smtp-Mail-From: jonesmj@topaz.cqu.edu.au
Date-Warning: Date header was inserted by topaz.cqu.edu.au
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 11:45 AM 6/3/97 +0000, you wrote:
>
>
>To: epawtows@cray-ymp.acm.stuorg.vt.edu
>
>EP>> My advice is to read a few unbiased reviews before deciding.
>EP>>Since neither Darrin nor I can really provide that, check out this
>EP>>month's Pyramid and Shadis or look at the reviews of this "contorversial"
>EP>>game at www.rpg.net.
>
> Arcane is a better source for RPG reviews. They currently lend
>themselves to less biase than the two you mentioned above.
i'd mention AUSTRALIAN REALMS as an unbiased mag . . . .but they bash tsr like nobodies buisness!
>___
> X SLMR 2.1a X Back Up My Hard Drive? I Can't Find The Reverse Switch!
>
>
Date: Sat, 07 Jun 1997 12:38:54 +1000
Date-warning: Date header was inserted by topaz.cqu.edu.au
From: HAPPYELF!!!! <jonesmj@topaz.cqu.edu.au>
Subject: Re: Source material
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
>Having actually at last seen a copy here in the UK, I agree with Darin. I
>would use it only as a scource for other systems. Actually, I do like west
>end's Star Wars rpg, I think it's fast and easy to run/play but that's just
>my humble opinion.
>Sorry, Babylon 5 fans...the game mechanics of Babylon project suck.......
>
this is the bottom line. all the data collected leads to this conclusion.
so can we drop it, or at least stop hearing from people who wrote the damn thing?
(like they're gonna admit it sucks)
>Darin's is only being frank and honest with folks. Somebody out there will
>like it, but i don't personally. If I buy it, i will probably use it as a
>scource for a Star Hero game, or even convert it to the star wars system
>rules.....or white wolf's D10 system...now there's a thought....
>
>Chuff78002.
>
>
ok, here we go ONE MORE TIME. . . .
a couple of centuries ago, i made the hideous mistake of sending a big chunk of
wierd space-stuff(called 3dair) to the list. i will now attempt a slightly more coherent
"pitch", and see what comes up:
3dair is a space combat simulator i adapted to hero from my own system-to-be.
it allows you to plot a three-dimensional battle between . .hmhmhm . . .
probably a maximum of 4 ships or so, which includes a detailed (but not complex)
hit location system and a good 3d model, which plots the ships only in relation to themselves and each other. I hereby offer it as a flight combat system to use with our
most esteemed of game systems, for all of you who wish to play a spacehero-type
game in which the carew of the ship get to do more than just beam up and down
like a pack of tourists.
I just wrote up a "rules summary" which basically explains how the game works.
anyone intrested in this summary, please tell me, or i won't be able to mail it to you, will i?
X-Forwarding-Note: Was sent to herolist@october.com; forwarding to hero-l@omg.org
From: R Jacobs <rjacobs@radiks.net>
Date: Fri, 06 Jun 1997 21:46:21 -0500
Subject: Re: Power Question
Newsgroups: october.hero
X-Listname: Hero
Reply-To: hero-l@october.com (Multiple recipients of Hero)
Path: october.com!not-for-mail
Lines: 39
X-Sender: rjacobs@dial48.radiks.net
X-Reply-To: rjacobs@radiks.net
Nntp-Posting-Host: dial48.radiks.net
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
herolist wrote:
>
> From: Michael Surbrook <susano@access.digex.net>
> Subject: Power Question
> To: champ-l@omg.org
>
> Okay, here's another Wildcards power question.
>
> Lazy Dragon has the ability to animate (and bring to life) anything he
> carves or creates out of folded paper. Thus he can whittle a block of
> soap into a mouse, or create an orgami tiger, possess the creation and
> *persto* instant full size mouse or tiger. The largest thing he's createe
> has been an oriental dragon (one 20' long, the other 40' long). He fall
> unconcious while the creation is active, and if the creature is killed, he
> returns to his own body.
>
> So...
>
> This looks like Duplication with the limitation that one of the Duplicates
> is inactive while the 'duplicate' is active. Also, the Duplicate can be
> damn near anything. Would people feel that giving the duplicate a massive
> cosmic power pool (Only to simulate animal powers) abusive? And what sort
> of lim is it to have one dupliacte fall 'asleep' (and how would one handle
> the 'snap back to original body part'?
>
> Or is this a really wierd form of summon?
>
> ***************************************************************************
> * "'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 *
> ***************************************************************************
Have you looked at using MULTIFORM in some manner?
Rob
Date: Sat, 07 Jun 1997 12:50:03 +1000
Date-warning: Date header was inserted by topaz.cqu.edu.au
From: HAPPYELF!!!! <jonesmj@topaz.cqu.edu.au>
Subject: Re: One more for Babylon 5
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
ok, here goes . . . .
How about we steer away NOT from the B5 thingie, but from the idea that authors/designers can throw on things like this. As far as i'm concerned, there is vey little merit for hearing the opinion of someone so deeply involved in the system at hand. I think if an *author* wants to explain their reasons for describing a particular
plot concept or type of character (as is done a little below), then go ahead, there is not nearly enough of that kind of discussion on thid list. HOWEVER, what is the point
of a *designer* giving his $5? let's face it: a designer is never going to look at a new
product and say: "hey, you're right! it does suck!!", and niether should he be expected to. A discussion like this leads nowhere, but of course that's only my opinion . .
At 06:47 PM 6/4/97 -0400, you wrote:
>
>Once more into the fray: The author of the B5 RPG wanted to make one
>more statement to the list, and he's chosen me to send it for him
>this time:
>
> I recommend that any comments be sent directly to Joe at the address
>below, not to the list, we're far enough off-topic already.
>
>
>----- Forwarded message from jsciv@bev.net -----
>
>>From jsciv@bev.net Wed Jun 4 17:35:12 1997
>From: jsciv@bev.net
>Subject: Re: Source material (fwd)
>To: dpawtows@access.digex.net (Daniel Pawtowski)
>Date: Wed, 4 Jun 1997 17:34:51 -0400 (EDT)
>
>---begin message---
>
> I just have one last set of notes on the comments I've seen
>about The Babylon Project on this list. I appreciate Darrin's candor
>(and others), and I'm not trying to change anyone's opinions of the
>game. I just want to make sure that the facts are straight.
> First, after talking to Darrin in private e-mail, I have
>discovered that he was NOT in a playtest group after all. Certain
>people will need to be "talked with" on this one, and I apologize
>to Darrin for the misrepresentation.
> Second, the odds are not 50-50 on task resolution. Darrin's
>point was more directed toward the idea that the dice are too
>random for his tastes. If you're interested in the actual odds, I'll
>be glad to send them to you privately.
> Third, several people have noted that the game system is in
>the same ideological vein as Star Wars in that the characters do not
>generally start as heros, but are "average Joe" types. This was
>indeed our intention, but something I think that we did not adequately
>convey was that there CAN be heros. This will have to be fixed as we
>go. As you may or may not know, we wanted to appeal to non-RPG
>types as well as devoted gamers, and this required a bit more
>simplicity than many of you prefer.
> Fourth, I would have loved to have seen Arcane review TBP,
>but with their cessation of publication that just doesn't look to be.
>I named Pyramid and Shadis because those are reviews I know about.
>
> Finally, I'm a storytelling type of gamer, and the type of
>game we wrote was in that vein rather than the hard-number type that
>many of you are used to. If you have bought the game and find the
>mechanics not to your taste, please feel free to adapt it to
>something else. But don't give up hope: the supplements were always
>meant to give a little more "crunch" to the game. If you don't like
>the background OR the mechanics, drop me a note explaining what
>sucked and we'll see what we can do.
>
> Thanks again to Daniel Pawtowski for his help, and thanks to
>you for bearing with me.
>
>--
>This is a .sig proxy.
>jsciv@bev.net
>*--Joe--*
>
>----- End of forwarded message from jsciv@bev.net -----
>
X-Forwarding-Note: Was sent to herolist@october.com; forwarding to hero-l@omg.org
From: HAPPYELF!!!! <jonesmj@topaz.cqu.edu.au>
Date: Sat, 07 Jun 1997 12:55:51 +1000
X-To: hero-l@october.com (Multiple recipients of Hero)
Subject: Re: Possession Power
X-Listname: Hero
Reply-To: hero-l@october.com (Multiple recipients of Hero)
X-Smtp-Ip-Host: topaz.cqu.EDU.AU ip 138.77.1.3
X-Smtp-Mail-From: jonesmj@topaz.cqu.edu.au
Date-Warning: Date header was inserted by topaz.cqu.edu.au
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 11:14 PM 6/4/97 -0500, you wrote:
>
>
>Hello gang,
>
> Okay...I'm starting out as a new gamemaster for Champions 4th Ed. and
>I'm working with my players on developing characters...one of them wants
>to play a character who can physically possess any machine with an
>electrical component (he changes into electrical energy and then enters
>the machine to control it).....
> Now I know that there was a villain printed in one of the Champions
>supplements who had a similar power and I believe it was defined as
>"Mind Control v/s machines" or something. For some reason the villain
>name "Overdrive" rings a bell...
>
> Does anybody have any suggestions on how I can develop a "possession"
>power versus machines? Does anybody know of the villain I'm referring to
>and how the power was accomplished with said villain?
>
>
they just did mind control and tk, methinks. i have some better ideas:
buy a VPP, to represent the diffent effects of the machienes in the area-
with instant power change maybe, or deffinitly limits fro the nature of available powers
buy a "wacky follower", who has vpp and shapeshift to represent whatever machiene
is being controlled
use a vehicle for the same
Date: Sat, 07 Jun 1997 17:43:21 +1000
Date-warning: Date header was inserted by topaz.cqu.edu.au
From: HAPPYELF!!!! <jonesmj@topaz.cqu.edu.au>
Subject: Re: Source material
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
please excuse the possible duplication, my server is foxbat's own today
>
>>Having actually at last seen a copy here in the UK, I agree with Darin. I
>>would use it only as a scource for other systems. Actually, I do like west
>>end's Star Wars rpg, I think it's fast and easy to run/play but that's just
>>my humble opinion.
>>Sorry, Babylon 5 fans...the game mechanics of Babylon project suck.......
>>
>this is the bottom line. all the data collected leads to this conclusion.
>so can we drop it, or at least stop hearing from people who wrote the damn thing?
>(like they're gonna admit it sucks)
>
>>Darin's is only being frank and honest with folks. Somebody out there will
>>like it, but i don't personally. If I buy it, i will probably use it as a
>>scource for a Star Hero game, or even convert it to the star wars system
>>rules.....or white wolf's D10 system...now there's a thought....
>>
>>Chuff78002.
>>
>>
>
>ok, here we go ONE MORE TIME. . . .
>
>a couple of centuries ago, i made the hideous mistake of sending a big chunk of
>wierd space-stuff(called 3dair) to the list. i will now attempt a slightly more coherent
>"pitch", and see what comes up:
>
>3dair is a space combat simulator i adapted to hero from my own system-to-be.
>it allows you to plot a three-dimensional battle between . .hmhmhm . . .
>probably a maximum of 4 ships or so, which includes a detailed (but not complex)
>hit location system and a good 3d model, which plots the ships only in relation to themselves and each other. I hereby offer it as a flight combat system to use with our
>most esteemed of game systems, for all of you who wish to play a spacehero-type
>game in which the carew of the ship get to do more than just beam up and down
>like a pack of tourists.
>
>I just wrote up a "rules summary" which basically explains how the game works.
>anyone intrested in this summary, please tell me, or i won't be able to mail it to you, will i?
>
Date: Sat, 07 Jun 1997 17:44:01 +1000
Date-warning: Date header was inserted by topaz.cqu.edu.au
From: HAPPYELF!!!! <jonesmj@topaz.cqu.edu.au>
Subject: Re: One more for Babylon 5
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
once again . .i MAY have already sent this. . . .
>
>ok, here goes . . . .
>
>How about we steer away NOT from the B5 thingie, but from the idea that authors/designers can throw on things like this. As far as i'm concerned, there is vey little merit for hearing the opinion of someone so deeply involved in the system at hand. I think if an *author* wants to explain their reasons for describing a particular
>plot concept or type of character (as is done a little below), then go ahead, there is not nearly enough of that kind of discussion on thid list. HOWEVER, what is the point
>of a *designer* giving his $5? let's face it: a designer is never going to look at a new
>product and say: "hey, you're right! it does suck!!", and niether should he be expected to. A discussion like this leads nowhere, but of course that's only my opinion . .
>
>
>
>At 06:47 PM 6/4/97 -0400, you wrote:
>>
>>Once more into the fray: The author of the B5 RPG wanted to make one
>>more statement to the list, and he's chosen me to send it for him
>>this time:
>>
>> I recommend that any comments be sent directly to Joe at the address
>>below, not to the list, we're far enough off-topic already.
>>
>>
>>----- Forwarded message from jsciv@bev.net -----
>>
>>>From jsciv@bev.net Wed Jun 4 17:35:12 1997
>>From: jsciv@bev.net
>>Subject: Re: Source material (fwd)
>>To: dpawtows@access.digex.net (Daniel Pawtowski)
>>Date: Wed, 4 Jun 1997 17:34:51 -0400 (EDT)
>>
>>---begin message---
>>
>> I just have one last set of notes on the comments I've seen
>>about The Babylon Project on this list. I appreciate Darrin's candor
>>(and others), and I'm not trying to change anyone's opinions of the
>>game. I just want to make sure that the facts are straight.
>> First, after talking to Darrin in private e-mail, I have
>>discovered that he was NOT in a playtest group after all. Certain
>>people will need to be "talked with" on this one, and I apologize
>>to Darrin for the misrepresentation.
>> Second, the odds are not 50-50 on task resolution. Darrin's
>>point was more directed toward the idea that the dice are too
>>random for his tastes. If you're interested in the actual odds, I'll
>>be glad to send them to you privately.
>> Third, several people have noted that the game system is in
>>the same ideological vein as Star Wars in that the characters do not
>>generally start as heros, but are "average Joe" types. This was
>>indeed our intention, but something I think that we did not adequately
>>convey was that there CAN be heros. This will have to be fixed as we
>>go. As you may or may not know, we wanted to appeal to non-RPG
>>types as well as devoted gamers, and this required a bit more
>>simplicity than many of you prefer.
>> Fourth, I would have loved to have seen Arcane review TBP,
>>but with their cessation of publication that just doesn't look to be.
>>I named Pyramid and Shadis because those are reviews I know about.
>>
>> Finally, I'm a storytelling type of gamer, and the type of
>>game we wrote was in that vein rather than the hard-number type that
>>many of you are used to. If you have bought the game and find the
>>mechanics not to your taste, please feel free to adapt it to
>>something else. But don't give up hope: the supplements were always
>>meant to give a little more "crunch" to the game. If you don't like
>>the background OR the mechanics, drop me a note explaining what
>>sucked and we'll see what we can do.
>>
>> Thanks again to Daniel Pawtowski for his help, and thanks to
>>you for bearing with me.
>>
>>--
>>This is a .sig proxy.
>>jsciv@bev.net
>>*--Joe--*
>>
>>----- End of forwarded message from jsciv@bev.net -----
>>
>
From: jrich@kih.net (Jody Rich)
Subject: Unsubscribe
Date: Sat, 7 Jun 1997 09:09:17 -0500
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
X-Sender: ludator@softfarm.com
Date: Sat, 07 Jun 1997 15:21:44 -0500
From: ludator@softfarm.com (Bryan Berggren)
Subject: Re: Thunderbolts
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
At 07:13 AM 6/8/97 +1000, HAPPYELF!!!! wrote:
> so, has anyone seen the new THUNDERBOLTS mag? i feel a bit silly, having
> actually been suprised at the suprise ending to #1. it is about a bunch
> of villans who pretend to be heros, with snazzy new costumes and stuff!
Seen it, loved it, bought every issue so far. I'm getting a subscription,
if possible. ;]
Don't feel bad about being "caught". The T-Bolts happen to be more "heroic"
(on camera, anyways) than 75% of heroes in comics today (this is by evil
design, of course). And who knows? As time passes, they seem to be
'pretending' less and less. Even by issue #3, it'd be hard to imagine Abner
Jenkins going back to getting beat up by Spidey.
--
Vox 25:17, Patron Saint of Gadflies
+-----------------------------------------------------------------+
| Files corrupt; absolute files corrupt absolutely. |
+-----------------------------------------------------------------+
Visit the SoapVox at http://www.io.com/~angilas/soapvox.html
Date: Sat, 07 Jun 1997 13:40:43 -0700
From: "happyelf!!!!" <jonesmj@topaz.cqu.edu.au>
Subject: <TEST>please ignore<TEST>
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
this is a test to see if I get it. has the address changed or something?
From: BCManOWar@aol.com
Date: Sat, 7 Jun 1997 16:52:46 -0400 (EDT)
Subject: Re: CHAR: Popinjay
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: 3
Popinjay...
Didn't he also "Pop" someone from Earth to Takis??? That's a heck of a lot
of non-combat multipliers... :])
Date: Sun, 08 Jun 1997 07:13:41 +1000
Date-warning: Date header was inserted by topaz.cqu.edu.au
From: HAPPYELF!!!! <jonesmj@topaz.cqu.edu.au>
Subject: Thunderbolts
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
so, has anyone seen the new THUNDERBOLTS mag? i feel a bit silly, having actually
been suprised at the suprise ending to #1. it is about a bunch of villans who pretend
to be heros, with snazzy new costumes and stuff!
has anyone out there got any experiance with a simmilar type of champions game storyline? i think it's a pretty cool idea, myself. . . though it has been
around for a while, it's only ever been done superficially.
X-Sender: why@mars.superlink.net
Date: Sat, 07 Jun 1997 17:44:21 -0400
From: Joe Mucchiello <why@mars.superlink.net>
Subject: Re:Possession Power (longish)
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
At 09:17 AM 6/6/97 -0500, you wrote:
>33 Desolid, must have a machine host available (-1/2), 1/2 end cost
>(+1/4) -2 end cost-
>21 43 point Machine Control Elemental Command, Only while desolid
>(-1/2), Must enter and remain in machine host, only vs the host (-1/2)
>18 a (87) 10d6 Mind control, Affects Solid (+1/2), Only with desolid
------------------------------^^^^^^^^^^^^^
You mean Affects Physical World (+2) don't you? Make this power much more
expensive.
>(-1/2), Must enter and remain in machine host, only vs the host (-1/2), no
>range (-1/2), 1/2 end cost (+1/4) - 3 end cost-
>22 b (87) 40 STR Telekinesis, fine manipulation, Affects Solid (+1/2),
>Must enter and remain in machine host, only vs the host (-1/2), Only
>while desolid (-1/2), 1/2 end cost (+1/4) - 3 end cost-
>18 c (87) 10d6 Telepathy, Affects Solid (+1/2), Must enter and remain in
>machine host, only vs the host (-1/2), Only while Desolid (-1/2), No
>Range (-1/2), 1/2 end cost (+1/4) - 3 end cost-
I do not like this limitation since most machines do not normally have
intelligence. They do, however, have BODY. So, you might try this:
6d6 Transform, machine control system into mindless automaton (heals
normally).
Multiform (use spirit rules to create the character's mental self), linked
(to transform)
This has the benefit of getting rid of the character's body (it's a
multiform). The machine probably has a known BODY so the Transform
mechanic is well understood. For normal possession, the transform would
be: intelligent being into duplicate automaton. The only drawback is that,
the possessee will not recover very quickly: it lacks the struggle of mind
against mind. (Also, not everyone likes the automaton rules either.)
For doing normal (human) possession, the transform becomes "Self-motivated
intelligent being into automaton"
Mind Scan is also very useful to those who possess. Add EGO drains as
necessary.
Subject: Re: Power Question
X-Juno-Line-Breaks: 0-16,19,21-22,24-30
From: dwtoomey@juno.com (David W Toomey)
Date: Sat, 07 Jun 1997 19:03:30 EDT
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
>> What I want to know is how are you going to write up the guy that
>eats
>> brains...
>
>With gloves on?
>
>Seriously, that is another good question. Deadhead absorbs the
>memories
>of anything he eats. If he eats someone's brain, he can absorb their
>memories and a bit of their personality. This is effectivly
>"Telepathy"
>(which is what is used in GURPS), but would people accept Telepathy on
>a
>dead mind? Or is this retrocognition?
>
I'd try Retrocognition, with the 'sense' being Telepathy, Standard
Telepathy, and extra dice of telepathy with the limit "Only to overcome
mental def" and all the previous with
"Only on corpses" as one of the limitations (Gestures comes to mind as
another).
Having clairvoyance does *not* give you a sense, but allows you to
project that sense,
so it should work for this case. IMHO, anyway....
David W Toomey
dwtoomey@juno.com
Date: Sat, 7 Jun 1997 20:08:50 -0400 (EDT)
X-Sender: nexus@uky.campus.mci.net
From: Kim Foster <nexus@uky.campus.mci.net>
Subject: Call for GMs
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 months the New London PBEM has evolved into a entire
universe. What is needed now are people to help run this shared universe.
Game masters are welcome to set up areas to work with in the New London
continuity which as been tentatively named Epic.There are sevearal Cities
and countries open to prospect GM's. Such as England or Los Angles.
Guidelines are posted on the Epic Main page. Since this will be a shared
Universe with me as overall GM input and discussion among GM's is welcome
and encouraged.
The Epic Homepage is located at:http://www.agt.net/public/clas/champ.htm
Check it out, if nothing more than to offer some constructive criticism.
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: Sat, 07 Jun 1997 17:13:38 -0700
From: "happyelf!!!!" <jonesmj@topaz.cqu.edu.au>
Subject: <ignore>apologies once again<ignore>
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
sorry, the uni server is playing merry hell with all of us today, this is deffinitly the
last time i will be sending a test-post to the list!
X-Sender: urklore@pop.tiac.net
Date: Sat, 07 Jun 1997 23:34:12 -0400
From: Urklore The Iron <urklore@tiac.net>
Subject: Voice Duplication
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
I was wondering,
How would any of you do the power of voice mimicry. You know, the way Data
could sound like any one of the STNG members and the like. The Mimicry
skill does not work well, it is a learned skill. It does not function well
for 100% accuracy like a computer could. I was thinking maybe change
enviroment for the ability to mimic voices?
************************************************************************
* Bill Schwartz, Billcutis of Borg, Iceman Incarnate, Internet Lord *
* Galaxy Ranger (With Series-5 Brain Implant and Bio-Defenses) *
* Leader of ANIME ADVENTURERS, Finisher of the World of XEEN, Tea Lord *
* Level 7.7 DM, Keeper of the NetHOARD, Keeper of 79 RPG Systems *
* Slave to the all powerful JOLT, Forever Knight Vampire Fledgling *
* Hot Chocolate King, "Welcome", "You've got Mail", ROBOTECH Master *
* Official Tiac "SENIOR" Customer Support/Web Team Employee! *
* Muad'dib Disciple, "Predacons TERRORIZE!" "Maximals MAXIMIZE!" *
* "Die Autobots!!", "Clearly I can not choose the wine in front of me" *
* "It musst give usss our preciousss!", "Warp 7.....Engage!." *
* "Orbots Unite!", "Blood and Souls for my Lord Arioch!" UNIX Neophyte *
* "Yes my lord?" "Ready to serve" Remember, Computers never ever lie *
************************************************************************
Date: Sun, 8 Jun 1997 00:19:34 -0400 (EDT)
X-Sender: nexus@uky.campus.mci.net
From: Kim Foster <nexus@uky.campus.mci.net>
Subject: test
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
sorry for the undo message but I need to see if I am receiving things 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, 8 Jun 1997 00:49:05 -0400 (EDT)
From: Michael Surbrook <susano@access.digex.net>
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,
Weasel Attack!!! <weasel-patrol@otd.com>
Subject: Re: CHAR: CT (Moonchild)
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
On Fri, 6 Jun 1997, Trevor Barrie wrote:
> On Thu, 29 May 1997, Michael Surbrook wrote:
>
> > MOONCHILD
> > (Isis Moon)
>
> [...]
> > 13 Lang: English (3), French (3), Japanese (1 - literacy only),
> > Korean (0), Mandarin Chinese (3), Portuguese (3)
>
> According to Turn of the Cards, Moonchild doesn't speak Korean. Did she
> learn it later?
Beats me, that language list is compiled from the GURPS Wildcards book
which predates Book XII by several years.
***************************************************************************
* "'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, 8 Jun 1997 00:55:30 -0400 (EDT)
From: Michael Surbrook <susano@access.digex.net>
Subject: Re: Deadhead (fwd)
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
Opps, this was supposed to go to everyone...
***************************************************************************
* "'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 *
***************************************************************************
---------- Forwarded message ----------
Date: Sun, 8 Jun 1997 00:54:44 -0400 (EDT)
From: Michael Surbrook <susano@access2.digex.net>
To: Stainless Steel Rat <ratinox@peorth.gweep.net>
Subject: Re: Deadhead
On 6 Jun 1997, Stainless Steel Rat wrote:
> >>>>> "MS" == Michael Surbrook <susano@access.digex.net> writes:
>
> MS> Seriously, that is another good question. Deadhead absorbs the
> MS> memories of anything he eats. If he eats someone's brain, he can
> MS> absorb their memories and a bit of their personality.
>
> I would not model this with powers at all. Instead, I would make judicious
> use of various skills, especially knowledge skills, to represent the
> accumulated information.
Doesn't quite work that way. The memories fade within a short period of
time after absobstion. Also, Deadhaed can 'see' what his target saw right
before death, including spoken words and the like.
***************************************************************************
* "'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, 08 Jun 1997 09:12:06 -0700
From: "happyelf!!!!" <jonesmj@topaz.cqu.edu.au>
Subject: Re: Thunderbolts
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
Bryan Berggren wrote:
>
> At 07:13 AM 6/8/97 +1000, HAPPYELF!!!! wrote:
> > so, has anyone seen the new THUNDERBOLTS mag? i feel a bit silly, having
> > actually been suprised at the suprise ending to #1. it is about a bunch
> > of villans who pretend to be heros, with snazzy new costumes and stuff!
>
> Seen it, loved it, bought every issue so far. I'm getting a subscription,
> if possible. ;]
>
> Don't feel bad about being "caught". The T-Bolts happen to be more "heroic"
> (on camera, anyways) than 75% of heroes in comics today (this is by evil
> design, of course). And who knows? As time passes, they seem to be
> 'pretending' less and less. Even by issue #3, it'd be hard to imagine Abner
> Jenkins going back to getting beat up by Spidey.
>
> --
yeah-especially since he gets to beat spidey up in some story or another as mach-1(i
know, it's "unrealistic" if he does) while the cliche of "villans turn up as heros but
the real heros see through them almost immediately" has been done a time or two .
. .see issue on of the new jla mag, fer instance. . . an actual cohesive look at the
behaviour and complications of a pretend hero hasn't- but don't be suprised iff quite a
few of them decide to stay bad. . .
X-Forwarding-Note: Was sent to herolist@october.com; forwarding to hero-l@omg.org
From: Darrin.Kelley@october.com (Darrin Kelley)
Date: 08 Jun 97 19:46:00 GMT
Subject: Thunderbolts
X-Ftn-To: Jonesmj@Topaz.Cqu.Edu.Au
X-Listname: Hero
Reply-To: hero-l@october.com (Multiple recipients of Hero)
Path: october!darrin.kelley
Organization: Fidonet: Red October Alpha * Hero Roleplaying * 408-629-4695 *
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
HE>so, has anyone seen the new THUNDERBOLTS mag? i feel a bit silly, having
HE>actually
HE>been suprised at the suprise ending to #1. it is about a bunch of villans wh
HE>pretend
HE>to be heros, with snazzy new costumes and stuff!
Yes. I have been reading it since issue #1. I have also gotten their
appearances in the Hulk and Spiderman Team-Up. Great book!
I have also been working up 4th Edition adaptations based on each
team member's stats in the Gamer's Handbook To The Marvel Universe. But
since the title is so new, I'm choosing to wait before finishing or
posting them until I have been able to get a better view of some of
their new abilities.
___
X SLMR 2.1a X This tagline stolen by Silly Little Mail Reader!
Comments: Authenticated sender is <ghoyle1@mail.airmail.net>
From: "Guy Hoyle" <ghoyle1@mail.airmail.net>
Date: Sun, 8 Jun 1997 23:11:43 +0000
Subject: Re: Deadhead (fwd)
Reply-to: ghoyle1@airmail.net
Priority: normal
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: 1
> > >>>>> "MS" == Michael Surbrook <susano@access.digex.net> writes:
> >
> > MS> Seriously, that is another good question. Deadhead absorbs the
> > MS> memories of anything he eats. If he eats someone's brain, he can
> > MS> absorb their memories and a bit of their personality.
> >
> > I would not model this with powers at all. Instead, I would make judicious
> > use of various skills, especially knowledge skills, to represent the
> > accumulated information.
>
> Doesn't quite work that way. The memories fade within a short period of
> time after absobstion. Also, Deadhaed can 'see' what his target saw right
> before death, including spoken words and the like.
What about Telepathy, Transdimensional (the past), only to read the
mind of someone whose brain he's eaten?
----------------------------------
Guy Hoyle (ghoyle1@airmail.net)
http://web2.airmail.net/ghoyle1/
Visit The Gamemaster's Bookshelf
and the PANGAEA Project!
Date: Sun, 8 Jun 1997 19:21:32 -0400 (EDT)
From: Michael Surbrook <susano@access.digex.net>
Subject: Re: Power Question
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
On Sun, 8 Jun 1997, Patrick Barden wrote:
<Stuff about Lazy Dragon snipped>
> I vote for a weird form of summon. If not instead of using a VPP for the
> animals use a variation of the set up you used to creat the amalgam charcter
> Chameleon. This should do the trick much less expensively.
Great, except I didn't post a write-up for Chameleon and have no idea who
(or what) he is... What was the power set-up 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: Sun, 8 Jun 1997 20:53:53 -0400
X-Sender: absga@elbertonga.com
From: Patrick Barden <absga@elbertonga.com>
Subject: Re: Power Question
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
At 12:29 PM 6/6/97 -0400, Michael Surbrook wrote:
>Okay, here's another Wildcards power question.
>
>Lazy Dragon has the ability to animate (and bring to life) anything he
>carves or creates out of folded paper. Thus he can whittle a block of
>soap into a mouse, or create an orgami tiger, possess the creation and
>*persto* instant full size mouse or tiger. The largest thing he's createe
>has been an oriental dragon (one 20' long, the other 40' long). He fall
>unconcious while the creation is active, and if the creature is killed, he
>returns to his own body.
>
>So...
>
>This looks like Duplication with the limitation that one of the Duplicates
>is inactive while the 'duplicate' is active. Also, the Duplicate can be
>damn near anything. Would people feel that giving the duplicate a massive
>cosmic power pool (Only to simulate animal powers) abusive? And what sort
>of lim is it to have one dupliacte fall 'asleep' (and how would one handle
>the 'snap back to original body part'?
>
>Or is this a really wierd form of summon?
>
>***************************************************************************
>* "'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 *
>***************************************************************************
>
I vote for a weird form of summon. If not instead of using a VPP for the
animals use a variation of the set up you used to creat the amalgam charcter
Chameleon. This should do the trick much less expensively.
Patrick B.
Date: Sun, 8 Jun 1997 22:19:12 -0400 (EDT)
From: Mail Delivery Subsystem <MAILER-DAEMON@access.digex.net>
Subject: Returned mail: User unknown
Auto-Submitted: auto-generated (failure)
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: 2
The original message was received at Sun, 8 Jun 1997 05:07:28 -0400 (EDT)
from dpawtows@localhost
----- The following addresses had permanent fatal errors -----
champs-l@omg.org
----- Transcript of session follows -----
... while talking to emerald.omg.org.:
>>> RCPT To:<champs-l@omg.org>
<<< 550 <champs-l@omg.org>> User unknown
550 champs-l@omg.org... User unknown
Reporting-MTA: dns; access4.digex.net
Arrival-Date: Sun, 8 Jun 1997 05:07:28 -0400 (EDT)
Final-Recipient: RFC822; champs-l@omg.org
Action: failed
Status: 5.1.1
Remote-MTA: DNS; emerald.omg.org
Diagnostic-Code: SMTP; 550 <champs-l@omg.org>> User unknown
Last-Attempt-Date: Sun, 8 Jun 1997 22:19:11 -0400 (EDT)
Return-Path: <dpawtows>
Received: (from dpawtows@localhost)
by access4.digex.net (8.8.4/8.8.4)
id FAA21485 for champs-l@omg.org; Sun, 8 Jun 1997 05:07:28 -0400 (EDT)
From: Daniel Pawtowski <dpawtows>
Message-Id: <199706080907.FAA21485@access4.digex.net>
Subject: Re: Source material
To: champs-l@omg.org
Date: Sun, 8 Jun 1997 05:07:28 -0400 (EDT)
In-Reply-To: <1.5.4.16.19970607124447.2a7f0e44@topaz.cqu.edu.au> from ! at "Jun 7, 97 12:38:54 pm"
Organization: VTSFFC
X-Mailer: ELM [version 2.4ME+ PL15 (25)]
MIME-Version: 1.0
Content-Type: text/plain; charset=US-ASCII
Content-Transfer-Encoding: 7bit
> >Sorry, Babylon 5 fans...the game mechanics of Babylon project suck.......
> >
> this is the bottom line. all the data collected leads to this conclusion.
Well, although I am tired of this thread, you're kinda jumping to
conclusions there. I, for one, don't think it "sucks".
Admittedly, I much prefer Champs. But then, I vastly prefer supers
gaming to "Realistic" games, anyway. I don't like GURPS, either.
Daniel Pawtowski
dpawtows@vt.edu
X-Sender: why@mars.superlink.net
Date: Mon, 09 Jun 1997 00:22:33 -0400
From: Joe Mucchiello <why@mars.superlink.net>
Subject: Re: Voice Duplication
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
At 11:34 PM 6/7/97 -0400, Urklore The Iron wrote:
>I was wondering,
> How would any of you do the power of voice mimicry. You know, the way Data
>could sound like any one of the STNG members and the like. The Mimicry
>skill does not work well, it is a learned skill. It does not function well
>for 100% accuracy like a computer could. I was thinking maybe change
>enviroment for the ability to mimic voices?
Why not Mimicry (35-) for 51 active points? Should fool anyone with a
perception roll less than 27-.
Date: Mon, 09 Jun 1997 00:33:21 -0500
From: Todd Hanson <badtodd@dacmail.net>
Subject: Re: Voice Duplication
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: 3
Urklore The Iron wrote:
>
> I was wondering,
> How would any of you do the power of voice mimicry. You know, the way Data
> could sound like any one of the STNG members and the like. The Mimicry
> skill does not work well, it is a learned skill. It does not function well
> for 100% accuracy like a computer could. I was thinking maybe change
> enviroment for the ability to mimic voices?
Sounds like you want images to hearing. You will still need the mimicry
skill to be able to (convincingly) duplicate a voice/sound though.
Todd
X-Sender: avery1@pop.flash.net
Date: Mon, 09 Jun 1997 12:11:15
From: John Turner <Avery1@flash.net>
Subject: Re: Voice Duplication
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
At 04:55 PM 6/9/97 +0200, Jens-Arthur Leirbakk wrote:
>On Sat, 7 Jun 1997, Urklore The Iron wrote:
>> I was wondering,
>> How would any of you do the power of voice mimicry. You know, the way Data
>> could sound like any one of the STNG members and the like. The Mimicry
>> skill does not work well, it is a learned skill. It does not function well
>> for 100% accuracy like a computer could. I was thinking maybe change
>> enviroment for the ability to mimic voices?
>
>How about an Images, only vs. Ears, and the usual game mechanics to
>resolve if the person BELIEVED in the Images?
> = Jens-Arthur Leirbakk =
What is the mechanical difference between a mimicry roll and images vs.
hearing (specific) voices? None really. Sure Data could immitate any
voice he heard, but another Data (perhaps Lore) could probably figure out
the mimicry. Here are two solutions...
Mimicry: You make your mimicry roll. The listener must make a PER to
discover the mimicry (skill vs. skill roll). Give Data a 25- Mimicry roll. :)
Images vs. hearing: You pay endurance for the images, which only work in
one hex. The target has a PER roll to detect something wrong with the
Images.
Using the rule that you don't use a power to simulate something already
part of the system (TK isn't flight, buy flight), you use mimicry, in this
case a truckload.
Posted-Date: Mon, 9 Jun 1997 16:55:06 +0200 (MET DST)
X-Authentication-Warning: ild.stud.ntnu.no: leirbakk owned process doing -bs
Date: Mon, 9 Jun 1997 16:55:06 +0200 (MET DST)
From: Jens-Arthur Leirbakk <leirbakk@stud.ntnu.no>
cc: champ-l@omg.org
Subject: Re: Voice Duplication
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
On Sat, 7 Jun 1997, Urklore The Iron wrote:
> I was wondering,
> How would any of you do the power of voice mimicry. You know, the way Data
> could sound like any one of the STNG members and the like. The Mimicry
> skill does not work well, it is a learned skill. It does not function well
> for 100% accuracy like a computer could. I was thinking maybe change
> enviroment for the ability to mimic voices?
How about an Images, only vs. Ears, and the usual game mechanics to
resolve if the person BELIEVED in the Images?
===============================================
= Jens-Arthur Leirbakk =
= e-mail: leirbakk@stud.ntnu.no =
= http://www.pvv.ntnu.no/~leirbakk/index.html =
= Smash forehead on keyboard to continue =
===============================================
X-Sender: bsvitavs@acs-mail.bu.edu
Date: Mon, 9 Jun 1997 11:04:32 -0500
From: bsvitavs@bu.edu (Bill Svitavsky)
Subject: Re: Voice Duplication
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
>I was wondering,
> How would any of you do the power of voice mimicry. You know, the way
>Data
>could sound like any one of the STNG members and the like. The Mimicry
>skill does not work well, it is a learned skill. It does not function well
>for 100% accuracy like a computer could. I was thinking maybe change
>enviroment for the ability to mimic voices?
What's wrong with Mimicry with an extremely high roll (Say, 30 or less)?
Sure, an 18 will always fail, but I can imagine situations where Data-type
Mimicry might not be convincing (the tone is inappropriate for the moment,
for example, or there's a bug in the program.) Situational modifiers are
still quite relevent - imagine filtering out background noise. A reasonable
GM would probably not require the roll in more routine situations.
"The physical world is true and real; the inner world is also true and
real. It is when we muddle them, when we fail to live the inner world as
symbol, when we try to locate it in literal people, that the illusory world
is created. The illusory world is the projected world, which so distorts
both inner and outer that we can see neither as it is."
Robert A. Johnson
From: Stainless Steel Rat <ratinox@peorth.gweep.net>
Subject: Re: Deadhead (fwd)
X-No-Archive: yes
X-Attribution: Rat
Organization: The Happy Fun Ball Brigade
Date: 09 Jun 1997 12:52:39 -0400
Lines: 28
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
-----BEGIN PGP SIGNED MESSAGE-----
>>>>> "MS" == Michael Surbrook <susano@access.digex.net> writes:
MS> Doesn't quite work that way. The memories fade within a short period
MS> of time after absobstion. Also, Deadhaed can 'see' what his target saw
MS> right before death, including spoken words and the like.
Well, that was not what was described the first time around, so sue me for
coming up with the "wrong" game mechanics. :)
Cramming and Retrocognition.
-----BEGIN PGP SIGNATURE-----
Version: 2.6.3
Charset: noconv
iQCVAwUBM5w01J6VRH7BJMxHAQGHuwQArYqu102PrYVEmGwemVhOLM+9xEy0xsFy
VTWlT7I0E1UFPqSp//rBIUa2EAKic3nYoW6vX/2L5LnGpKWQgtzviqPEOVC+25Ly
ZiAPsPRjllLr11DwF/BC2ynBBe3dZ43Nj5vSERsa7R2hiZTlC8ylbqg9e2X+SnNM
aj8uC6W7q8c=
=/rbP
-----END PGP SIGNATURE-----
--
Rat <ratinox@peorth.gweep.net> \ Warning: pregnant women, the elderly, and
PGP Key: at a key server near you! \ children under 10 should avoid prolonged
\ exposure to Happy Fun Ball.
From: flacksd@evron.com
Date: Mon, 9 Jun 1997 13:03:50 -0500
Subject: Hero Games Website
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
Does Anybody on the list know what is happening to the herogames
web site. When I tried to connect to www.herogames.com I was told
that the site is no longer there. From the message it appears that their
internet supplier is no longer in the web page business (but I am not
sure).
Does Herogames have a new web site?
Will the old web site be returning? If so, When?
If anybody knows what is going on, I'd like to know to.
Thanks,
Daniel Flacks
dflacks@evron.com
Date: Mon, 9 Jun 1997 11:12:20 -0700 (PDT)
X-Sender: bob.greenwade@klock.com
From: Bob Greenwade <bob.greenwade@klock.com>
Subject: Argh! Mail Failure
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
I just got back from a week vacation, downloaded my mail packet of some
180 messages, and lost the whole batch.
I'm going to catch up on whatever interests me courtesy of Red October
(thank you Bob Quinlan), but if anyone on the list sent me a direct email
over this time, I lost it. Please resend.
Thank you all for your patience. :-]
---
This mail was sent from the Corvallis Public Library
Date: Mon, 9 Jun 1997 11:19:47 -0700 (PDT)
X-Sender: bob.greenwade@klock.com
From: Bob Greenwade <bob.greenwade@klock.com>
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
>From Chuff:
====
Hi gang,
Been looking at fuzion recently, and have been wondering if anyone's heard
any rumours concerning software similar to hero maker for Fuzion or hero to
fuzion conversions ?
Would be very interested if any such thing exists, or if anyone out there is
working on it, thanx in advance :- )
===
I have read a report (in HeroZine) that the Hero Software people are
working on a HeroMaker type of program called Fuzion Generator. I don't
know anything beyond this, though; the announcement came at the same time as
that for Fuzion itself.
---
This mail was sent from the Corvallis Public Library
Date: Mon, 9 Jun 1997 11:27:14 -0700 (PDT)
X-Sender: bob.greenwade@klock.com
From: Bob Greenwade <bob.greenwade@klock.com>
Subject: Re: Web sites with useful info for Champs GMs?
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
>From Patrick Barden <absga@elbertonga.com>
===
>On a related issue: Anyone have any good Champs-RELATED sites? I've
>been searching the web for a few weeks and have found a severe lack of
>sites. I know they are out there...I'm just not finding them...what are
>your FAVORITE CHAMPS sites?
>
No Joke! I have had fits finding sites for Champions. Even when I do it
seems that half the ones I find listed are not longer up and running. I
will say that one relativly useful jumping point is the Champions and Hero
subdivisions of Yahoo! I don't recommend trying altavista unless you are
very patient. You'll get a few thousand hits most of which have nothing to
do with the game.
===
I keep a constant search going for Champions-related websites that have
the potential for usefulness for a Champions GM, and I've placed them on a
page on my personal website. The URL for Bob's Hero Links Page is:
http://www.klock.com/public/users/bobg/herolinx.htm
My own "Bob's Original Hero Stuff Page" is specifically geared for the
Champions GM; the URL for that is:
http://www.klock.com/public/users/bobg/original.htm
I hope both are useful for you. :-]
---
This mail was sent from the Corvallis Public Library
Date: Mon, 9 Jun 1997 11:29:43 -0700 (PDT)
X-Sender: bob.greenwade@klock.com
From: Bob Greenwade <bob.greenwade@klock.com>
Subject: Re: Hero Games Website
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
At 01:03 PM 6/9/97 -0500, flacksd@evron.com wrote:
>Does Anybody on the list know what is happening to the herogames
>web site. When I tried to connect to www.herogames.com I was told
>that the site is no longer there. From the message it appears that their
>internet supplier is no longer in the web page business (but I am not
>sure).
>
>Does Herogames have a new web site?
>Will the old web site be returning? If so, When?
Well, I just checked the URL you gave, and it seems to be working just
fine (despite having not been updated for a couple of months).
---
This mail was sent from the Corvallis Public Library
From: Stainless Steel Rat <ratinox@peorth.gweep.net>
Subject: Re: Voice Duplication
X-No-Archive: yes
X-Attribution: Rat
Organization: The Happy Fun Ball Brigade
Date: 09 Jun 1997 15:04:56 -0400
Lines: 25
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
-----BEGIN PGP SIGNED MESSAGE-----
>>>>> "JT" == John Turner <Avery1@flash.net> writes:
JT> What is the mechanical difference between a mimicry roll and images vs.
JT> hearing (specific) voices?
Two big differences: one is range, the other is that the Images power does
not require a skill roll.
-----BEGIN PGP SIGNATURE-----
Version: 2.6.3
Charset: noconv
iQCVAwUBM5xT1J6VRH7BJMxHAQGchwP/bNK/KqIhMMSbbyz4gRdr1sqZ195/+avx
kw5XiLMxFTRqZk0IxGoRUhxyr7E1b2s14jKZRGTdSGCgc9PqKSAIoowB1unZbXXa
V/k9D8fMrz5duy7dZMBZh7ZMOmx1VXBJGQ+GgFqh7Zm1Bo0EeWTgL/Bsh1501P9f
kG3dz7+FjRE=
=cMHQ
-----END PGP SIGNATURE-----
--
Rat <ratinox@peorth.gweep.net> \ Do not taunt Happy Fun Ball.
PGP Key: at a key server near you! \
\
X-Sender: ctaylor@mailhost.cyberhighway.net
Date: Mon, 09 Jun 1997 17:25:09 -0700
From: Christopher Taylor <ctaylor@cyberhighway.net>
Subject: HA Game
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
Having trouble reaching wpo@pop.cwru.edu, is this incorrect?
----------------------------------------------------------
Sola Gracia Sola Scriptura Sola Fide
Soli Gloria Deo Solus Christus Corum Deo
-----------------------------------------------------------
Date: Mon, 9 Jun 1997 23:06:01 -0300 (ADT)
From: Trevor Barrie <tbarrie@ibm.net>
X-Sender: tbarrie@drollsden
Subject: Re: Thunderbolts
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: 1
On Sun, 8 Jun 1997, happyelf!!!! wrote:
> > Don't feel bad about being "caught".
Heck, if it weren't for those stupid "Dark Secret" ads, this would have
been a near-total surprise. (Although a few people on Usenet figured it
out based soley on their appearance in Hulk.)
> > The T-Bolts happen to be more "heroic" (on camera, anyways) than 75% of
> > heroes in comics today (this is by evil design, of course). And who
> > knows? As time passes, they seem to be 'pretending' less and less.
> > Even by issue #3, it'd be hard to imagine Abner Jenkins going back to
> > getting beat up by Spidey.
>
> yeah-especially since he gets to beat spidey up in some story or another
> as mach-1(i know, it's "unrealistic" if he does)
I didn't find it unrealistic... he knew who was up against while Spidey
didn't; his technology had undoubtedly been upgrader by Fixer; and most
importantly, it _was_ two against one.
> while the cliche of "villans turn up as heros but the real heros see
> through them almost immediately" has been done a time or two . . .see
> issue on of the new jla mag, fer instance. . . an actual cohesive look
> at the behaviour and complications of a pretend hero hasn't- but don't
> be suprised iff quite a few of them decide to stay bad. . .
For the record, my predictions: Moonstone, Zemo and Fixer will stay evil,
while Atlas, Mach-1, and Songbird will turn. Oh, and Jolt will stay a
hero, of course. But Zemo is the only one I'd say is a complete lock to
stay a villain. (In aforementioned story, Abner snaps him out of mind
control by appealing to his Nazi ideals, for Pete's sake.)
X-Forwarding-Note: Was sent to herolist@october.com; forwarding to hero-l@omg.org
From: R Jacobs <rjacobs@radiks.net>
Date: Mon, 09 Jun 1997 22:06:02 -0500
Subject: Re: Hero Games Website
Newsgroups: october.hero
X-Listname: Hero
Reply-To: hero-l@october.com (Multiple recipients of Hero)
Path: october.com!not-for-mail
Lines: 10
X-Sender: rjacobs@dial90.radiks.net
X-Reply-To: rjacobs@radiks.net
Nntp-Posting-Host: dial90.radiks.net
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: 5
> When I tried to connect to www.herogames.com I was told
> that the site is no longer there. From the message it appears that their
> internet supplier is no longer in the web page business (but I am not
> sure).
You might want to try again. I had no problems connecting to their
site.
Rob
X-Forwarding-Note: Was sent to herolist@october.com; forwarding to hero-l@omg.org
From: HAPPYELF!!!! <jonesmj@topaz.cqu.edu.au>
Date: Tue, 10 Jun 1997 16:08:59 +1000
X-To: hero-l@october.com (Multiple recipients of Hero)
Subject: Re: Thunderbolts
X-Listname: Hero
Reply-To: hero-l@october.com (Multiple recipients of Hero)
X-Smtp-Ip-Host: topaz.cqu.EDU.AU ip 138.77.1.3
X-Smtp-Mail-From: jonesmj@topaz.cqu.edu.au
Date-Warning: Date header was inserted by topaz.cqu.edu.au
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
X-Status:
X-UID: 2
anybody got any ideas how the whole "second alias" idea could be used easily in champs?
At 07:46 PM 6/8/97 +0000, you wrote:
>
>
>HE>so, has anyone seen the new THUNDERBOLTS mag? i feel a bit silly, having
>HE>actually
>HE>been suprised at the suprise ending to #1. it is about a bunch of villans wh
>HE>pretend
>HE>to be heros, with snazzy new costumes and stuff!
>
> Yes. I have been reading it since issue #1. I have also gotten their
>appearances in the Hulk and Spiderman Team-Up. Great book!
>
> I have also been working up 4th Edition adaptations based on each
>team member's stats in the Gamer's Handbook To The Marvel Universe. But
>since the title is so new, I'm choosing to wait before finishing or
>posting them until I have been able to get a better view of some of
>their new abilities.
>___
> X SLMR 2.1a X This tagline stolen by Silly Little Mail Reader!
>
>
Comments: Authenticated sender is <dnasset@mail.gr.cc.wa.us>
From: "David Nasset, Sr." <Filksinger@gr.cc.wa.us>
Date: Tue, 10 Jun 1997 09:52:07 +0000
Subject: Re: CHAR: Popinjay
Priority: normal
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: 9
> Popinjay...
>
> Didn't he also "Pop" someone from Earth to Takis??? That's a heck
> of a lot of non-combat multipliers... :])
>
Alternatively, you can give him FTL. Lots and lots and lots and lots
of FTL. Assuming a transportation time of one second, about 28
levels beyond the base for one light year, with one level for each
doubling of distance. While expensive, this is much cheaper than
teleportation. Simply declare that it is teleportation that can only
be used through space. It will then get you to the Moon or Mars, for
instance. For teleportation on Earth, you need the non-combat
multipliers.
The Blood teleporter Pathfinder brought everyone from Ean, and
according to the book, Ean _could_ have been in our dimension. This
would give characters with the ability to teleport to other
dimensions also the ability to teleport to other worlds. While I
don't think this is normally a proper usage, as it contradicts the
BBB, I personally would declare that, for the same costs as any other
advantage on Extra-dimensional Movement, you can buy Interstellar
Movement as an additional feature, or buy only IM for the same price
as EDM. The effects on the game are virtually identical, though
people who bought FTL might object. However, if you buy FTL, you can
transport whatever you can carry, but with EDM you have to buy that
ability by weight.
Filksinger
"No Silicon Heaven? Then where do all the calculators go when they die?"
Date: Tue, 10 Jun 1997 13:07:53 -0500
From: James Van Sickle <khaine@swbell.net>
Reply-To: khaine@swbell.net
CC: champ-l@omg.org
Subject: Re: Hero Games Website
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: 6
R Jacobs wrote:
> > When I tried to connect to www.herogames.com I was told
> > that the site is no longer there. From the message it appears that
> their
> > internet supplier is no longer in the web page business (but I am
> not
> > sure).
>
> You might want to try again. I had no problems connecting to their
> site.
>
> Rob
I have had problems trying to access their site in the past. It can
be slow to access, doesn't load all graphics, or gives a No DNS error."
While that can all be linked to my provider, I wouldn't put it past it
being their provider also. Best advice is if you can't get to it now,
try again later in the day.
James
X-Forwarding-Note: Was sent to herolist@october.com; forwarding to hero-l@omg.org
From: James Van Sickle <khaine@swbell.net>
Date: Tue, 10 Jun 1997 13:07:53 -0500
X-To: Multiple recipients of Hero <hero-l@october.com>
X-Cc: champ-l@omg.org
Subject: Re: Hero Games Website
X-Listname: Hero
Reply-To: hero-l@october.com (Multiple recipients of Hero)
X-Smtp-Ip-Host: mail1.rcsntx.swbell.net ip 151.164.1.2
X-Smtp-Mail-From: khaine@swbell.net
X-Reply-To: khaine@swbell.net
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
X-Status:
X-UID: 7
R Jacobs wrote:
> > When I tried to connect to www.herogames.com I was told
> > that the site is no longer there. From the message it appears that
> their
> > internet supplier is no longer in the web page business (but I am
> not
> > sure).
>
> You might want to try again. I had no problems connecting to their
> site.
>
> Rob
I have had problems trying to access their site in the past. It can
be slow to access, doesn't load all graphics, or gives a No DNS error."
While that can all be linked to my provider, I wouldn't put it past it
being their provider also. Best advice is if you can't get to it now,
try again later in the day.
James
Date: Tue, 10 Jun 1997 13:46:43 -0500
From: Todd Hanson <badtodd@dacmail.net>
Subject: Re: Hero Games Website
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: 8
James Van Sickle wrote:
> I have had problems trying to access their site in the past. It can
> be slow to access, doesn't load all graphics, or gives a No DNS error."
> While that can all be linked to my provider, I wouldn't put it past it
> being their provider also. Best advice is if you can't get to it now,
> try again later in the day.
I have never had any of the above problems on the herogames web site
(although, with a previous provider I often had the above problems on
many web sites). If I were you, I would complain to my service
provider, this is definately a problem on their end.
Todd
--
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Todd Hanson Minnesota: Land of two seasons:
BadTodd@dacmail.net winter is coming, winter is here.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Date: Tue, 10 Jun 1997 14:51:22 -0500
From: James Van Sickle <khaine@swbell.net>
Reply-To: khaine@swbell.net
Subject: Re: Hero Games Website
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: 10
Are you kidding? I know the company that does SWBell technical
support. Hell, I worked for them! The representative on the other side
of that telephone will 9 out of 10 times NOT be able to fix your
problem. Besides the company they work for has a quick-fix-goodbye
policy which does nothing but waste my time. Besides I don't believe in
concept of "owning" and "credit card" being in a sentence referrng to
me.
--
A soul in tension that's learning to fly
condition grounded, but determined to try
Can't keep my eyes from the circling skies
tongue-tied & twisted just an Earth-bound misfit, I
From: DocTough@aol.com
Date: Tue, 10 Jun 1997 17:01:02 -0400 (EDT)
Subject: Re: Thunderbolts
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
In a message dated 97-06-10 04:35:39 EDT, you write:
<< so, has anyone seen the new THUNDERBOLTS mag? i feel a bit silly, having
actually
been suprised at the suprise ending to #1. it is about a bunch of villans
who pretend
to be heros, with snazzy new costumes and stuff!
has anyone out there got any experiance with a simmilar type of champions
game storyline? i think it's a pretty cool idea, myself. . . though it has
been
around for a while, it's only ever been done superficially.
>>
Doc sez...
I haven't Gm'ed such a situation but a friend of mine did something
similar in his Champs game in which the villainous Destroyers from the V&V
RPG played at being heroes while working to get their jailed comrades out.
It went on for a year and worked quite well. This senario was played out
about 5 years ago and is still quite memorable.
Doc Tough
Date: Tue, 10 Jun 1997 17:40:08 -0400
From: David Tanner <nightmare@total.net>
Subject: CHAMPIONS - Rule Questions
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: 12
<x-html><HTML>
Hi people! I need a few questions answered about some
rules I don't fully understand.
<BR> #1. How EXACTLY do Turn Modes work? I haven't been
able to grasp this rule at all! I could use a detailed explanation on this
one.
<BR> #2. How do you determine the velocity at which somone
can throw something/somebody, like with Martial Throw?
<BR> #3. How would you determine damage if you threw
a character into another character?
<BR> #4. How would you determine damage if you threw
an object at someone?
<BR> Those are my questions. If you could use examples
when answering, it would be much appreciated. Anyone answering these questions
should E-mail me directly at <B><U>nightmare@total.net</U></B> as I am
not on the mailing list! Thanx in advance!
<P>PS: I'm new to the game
<BR>Raymond Tanner <<<<<<<
NEWBIE!!!!
<BR>nightmare@total.net</HTML>
</x-html>From ???@??? Wed Jun 11 20:38:18 1997
Received: from emerald (emerald.omg.org [192.67.184.65]) by mars.superlink.net (8.8.5/8.7.5) with SMTP id TAA25222 for <why@mars.superlink.net&> Tue, 10 Jun 1997 19:09:46 -0400 (EDT)
Received: by emerald (SMI-8.6/SMI-SVR4)
id SAA00045; Tue, 10 Jun 1997 18:29:49 -0400
Received: from access5.digex.net by emerald (SMI-8.6/SMI-SVR4)
id SAA00041; Tue, 10 Jun 1997 18:29:36 -0400
Received: from localhost (susano@localhost)
by access5.digex.net (8.8.4/8.8.4) with SMTP
id OAA12704; Tue, 10 Jun 1997 14:45:43 -0400 (EDT)
Date: Tue, 10 Jun 1997 14:45:43 -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: Troll
Message-ID: <Pine.SUN.3.96.970610144505.7918D-100000@access5.digex.net>
MIME-Version: 1.0
Content-Type: TEXT/PLAIN; charset=US-ASCII
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
X-UIDL: ae6bab2f06ce5a04d48aa6eded1f0cc5
Status: O
X-Status:
X-UID: 13
TROLL
(Howard Mueller)
Designers Notes:
Troll is *huge*. He stands 9' tall and weighs over 800 pounds, with
thick, green skin and red eyes. He's strong enough to go toe-to-toe with
many aces and tough enough to withstand impacts from small arms fire. A
native of Jokertown, he is currently employed as chief of security for the
Jokertown Medical Clinic. Note: Troll would make a pretty good Fantasy
Hero troll as well (actually, make of the Wilcards characters would make
interesting Fantasy Hero creatures).
The Character:
STAT VAL COST
Str 38 18
Dex 13 9
Con 20 20
Body 14 4
Int 10 0
Ego 10 0
Pre 20 10
Com 8 -1
PD 8 2
ED 8 4
Spd 3 7
Rec 10 0
End 40 0
Stun 40 2
Char Total 75
Power Total 81
Total Cost 156
COST POWERS & SKILLS
13 Growth: Two Levels, 0 END, Persistant, Always on
+10 STR, +2 Body, +2 Stun, -2" KB, -1 DCV, +1 PER, 9' tall, 880
lbs
21 Armor: 7 DEF (thick skin)
4 Running: +2" (8" total), END 1
9 1/2 END on STR, END 2
3 Contact: Jokertown Clinic 12-
2 AK: Jokertown 11-
1 Bureacratics 8-
5 KS: Literature 14-
3 Oratory 13-
1 Persuasion 8-
2 PS: Jokertown Clinic Chief of Security 11-
7 Streetwise 15-
10 CSL: +2 with HTH
Disadvantages
100 Base
20 DF: 9' tall, green skinned joker
10 Phys: 9' tall, requires special medical attention
10 Psych: Quiet and withdrawn
13 Experience
(Troll created by [unknown], 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, 10 Jun 1997 18:07:16 -0400
From: "William H. Dover" <dover@cs.sc.edu>
Reply-To: dover@cs.sc.edu
Organization: University of South Carolina
CC: dover@usceast.cs.sc.edu
Subject: Re: CHAR: Popinjay
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: 14
Could someone email me a copy of this character? I just joined the
mailing list and missed the first posting.
Thanks,
Will
Date: Tue, 10 Jun 1997 18:44:09 -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: Popinjay (revised)
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: 15
[Changes made to the basic nature of Jay's teleport power]
POPINJAY
(Jay Ackroyd)
Designers Notes:
Meet Popinjay (he hates that nickname), possessor of one of the *sickest*
powers you will ever see in a Champions character. He's a projecting
teleport with the ability to 'pop' anyone he sees to *anywhere* he's been.
He has a number of standard locations (such as the NYPD 'Tombs'). His
range seems to be unlimited (I stopped at allowing him to teleport someone
anywhere on Earth). Jay Ackroyd is a rather average looking man,
middle-aged man who stands about 5'8" and weighs 145 lbs. He has brown
hair, brown eyes and usually dresses in worn suits. He is a competent PI,
specializing in divorce and missing person cases. He's quite savvy when
dealing with people and can often tell if someone is lying or other wise
trying to avoid telling the truth. Note: technically, in order to use NCM
with teleport, one must wait one phase and then teleport. Jay can just
pop some one instantly. GMS would either A) make this a GM's call power,
or B) tack in an additional advantage (like say... +1/2) in order to do
this. Also note that Jay has Armor Percing bought on his teleport power,
allowing him to affect people protected by Hardened Forcefields and the
like.
The Character:
STAT VAL COST
Str 10 0
Dex 14 12
Con 13 6
Body 12 4
Int 15 5
Ego 14 8
Pre 13 3
Com 10 0
PD 4 2
ED 3 0
Spd 3 6
Rec 5 0
End 26 0
Stun 24 0
Char Total 46
Power Total 401
Total Cost 447
COST POWERS & SKILLS
320 Teleport: 10", x1,048,576 noncombat (~13,000 miles) (+100 pts),
x2 Mass (+5 pts), 10 Fixed Locations (+10 pts), 1 Floating
Location (+5 pts), Usable Against Others (+1), Ranged (+1), Armor
Piercing (+1/2), 0 END (+1/2), Not Usable by Self (-1/2),
Gestures (-1/4)
6 Enhanced Perception: +2
5 Detect: Lies 13-
1 Perk: Private Detectives License
5 AK: New York City 14-
3 Conversation 12-
7 Deduction 14-
2 KS: Law 11-
3 KS: Photography 12-
7 Lockpicking 14-
3 Persuasion 12-
4 SC: Psychology 14-
3 Security Systems 12-
9 Shadowing 14-
3 Stealth 12-
3 Streetwise 12-
1 WF: Pistol
3 SL: +1 with PRE powers
3 RSL: +4 vs RMod with Teleport
10 CSL: +5 OCV with Teleport
Disadvantages
100 Base
5 DF: Constant wisecracks, even if in great danger
5 Poor
20 Psych: Code vs Killing
15 Psych: Dislikes guns, won't carry one
302 Experience
(Popinjay 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: Tue, 10 Jun 1997 20:20:03 -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: Ti Malice
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: 16
TI MALICE
Designers Notes:
Ti Malice is one of the more... horrific creations of the Wildcards
universe. Born in Haiti in the early 50s, Ti Malice is a mere 2' 6" tall
and weighs only about 30lbs. He (it?) has no chin, a single tooth, pale,
white skin, large black eyes and no hair. He can't speak, can't eat and
can only survive by feed upon someone else's blood. This feeding uses his
host's blood to supply oxygen and nutrients, but doesn't kill them. While
feeding, Ti Malice can contact his host telepathically, as well as control
their actions. He speaks (and acts) via his mounts. While feeding, he
secretes a highly addictive substance that stimulates the brain's pleasure
center. One 'kiss' from Ti Malice and your his forever.
Note: Ti Mailice's telepathy powers are bought with the 'No Range'
limitation. Depending upon GM's choice, a further limitation (such as
must touch subject) could be added. Also note that Ti Malice's mounts
should be expressed as followers, and can range from normal humans to
powerful aces.
The Character:
STAT VAL COST
Str 0 -10
Dex 6 -12
Con 7 -6
Body 7 -6
Int 26 16
Ego 30 40
Pre 10 0
Com 2 -4
PD 1 1
ED 1 0
Spd 1 0
Rec 2 2
End 14 0
Stun 11 0
Char Total 21
Power Total 159
Total Cost 201
COST POWERS & SKILLS
13 Shrinking: 1 Level, 0 END, Persistent, Always On
2'6", 30 lbs, +2 DCV, -2 PER, +3" KB
-12 Running: 0"
30 EC: Telepathy, No Range (-1/2)
75 18d6 Mind Control, Telepathic, 0 END
30 12d6 Telepathy, 0 END
21 Transformation Attack: 1d6 Major, Cumulative, Penetrating, 0 END,
Works vs Ego Defense instead of Power Defense (-1/4), No Range,
Linked to Mind Control - Turns target into willing slave (ie
'mount') of Ti Malice
10 Eidetic Memory
10 Wealth
3 Contact: Assorted Mounts 12-
Disadvantages
100 Base
20 DF: Stunted, skeletally thin humanoid. He lacks a chin, teeth,
hair, has fish-belly white skin, no genitalia and large
protuberent black eyes.
15 Dependence: Fresh human blood, per minute, 1d6
20 Phys: Crippled Legs (Effective Running of 0")
15 Psych: Addicted to sensations of *all* kinds
15 Psych: Meglomaniac, desires to have as many 'mounts' as possible.
15 Psych: Sadist, enjoys new sensations, regardless of what they are.
1 Experience
(Ti Malice 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: Tue, 10 Jun 1997 20:27:14 -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: Warlock
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: 17
WARLOCK
(Peter Nance)
Designers Notes:
Warlock is a big man, standing 6'1" and weighing a good 185 lbs. He is
the leader of the Werewolves and *always* goes masked. His choice of mask
also determines the Werewolves's choice of mask. Warlock's power is the
ability to see imminent death in a person's face. This death will occur
sometime in the next 24 hours (or less). Warlock tries to use this to his
advantage, claiming to have a 'death curse' power. His power also makes
him completely afraid of mirrors, since he might see his own death if he
looks into one.
The Character:
STAT VAL COST
Str 13 3
Dex 15 15
Con 13 6
Body 13 6
Int 14 4
Ego 13 6
Pre 15 5
Com 10 0
PD 5 2
ED 3 0
Spd 3 5
Rec 6 0
End 26 0
Stun 27 0
Char Total 52
Power Total 81
Total Cost 133
COST POWERS & SKILLS
17 Precognition, 0 END, Only to see death on someone's face (-2), No
Range
MA:JDirty Infighting
4 Block +2 OCV +2 DCV Block, Abort
4 Disarm -1 OCV +1 DCV 23 STR Disarm
4 Punch/Backhand +0 OCV +2 DCV 4 1/2d6 Strike
5 Roundhouse -2 OCV +1 DCV 6 1/2d6 Strike
3 Takedown +1 OCV +1 DCV 2 1/d6 Strike; Target falls
6 Enhanced Perception:J+2
5 Wealth
3 Contact: Shadow Fist Society 12-
1 Perk: Head of the Werewolves
6 AK: Jokertown 15-
3 Persuasion 12-
2 WF: Knife, Pistol
5 KS: Occult 14-
3 KS: Psychology 12-
3 Stealth 12-
7 Streetwise 14-
Disadvantages
75 Base
5 DF: Always goes masked
15 Psych: Terrorfied of mirrors
10 Psych: Heavily into the occult
5 Watched: Shadow Fist Society (MoPow) 8-
23 Experience
(Warlock 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: Tue, 10 Jun 1997 21:30:51 -0400
From: David Tanner <nightmare@total.net>
Subject: Thanx people!/The New Millenium?
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: 18
<x-html><HTML>
Thanx people. I've already recieved more than enough
answers to those questions. You guys are great! I do have one more question
I've thought to ask though.
<BR> Has Champions: The New Millenium come out yet, and
if so, where can I get a copy? E-mail me at <B><U>nightmare@total.net</U></B>
if it's out, and/or if you know of any stores that carry it (online/mail-order
stores are good too!)
<BR>Raymond Tanner
<BR>nightmare@total.net</HTML>
</x-html>From ???@??? Wed Jun 11 20:38:35 1997
Received: from emerald (emerald.omg.org [192.67.184.65]) by mars.superlink.net (8.8.5/8.7.5) with SMTP id GAA12003 for <why@mars.superlink.net&> Wed, 11 Jun 1997 06:52:16 -0400 (EDT)
Received: by emerald (SMI-8.6/SMI-SVR4)
id GAA04048; Wed, 11 Jun 1997 06:07:09 -0400
Received: from relay1.Hawaii.Edu by emerald (SMI-8.6/SMI-SVR4)
id GAA04044; Wed, 11 Jun 1997 06:07:06 -0400
Received: from uhunix4.its.Hawaii.Edu ([128.171.44.54]) by relay1.Hawaii.Edu with SMTP id <586905(8)>; Wed, 11 Jun 1997 00:03:23 -1000
Received: from localhost by uhunix4.its.Hawaii.Edu with SMTP id <216748(1)>; Wed, 11 Jun 1997 00:03:41 -1000
Date: Wed, 11 Jun 1997 00:03:37 -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: Popinjay (revised)
In-Reply-To: <Pine.SUN.3.96.970610184307.18373D-100000@access5.digex.net>
Message-ID: <Pine.GSO.3.95q.970611000324.10820C-100000@uhunix4>
MIME-Version: 1.0
Content-Type: TEXT/PLAIN; charset=US-ASCII
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
X-UIDL: 90599f14f92efa63438d244e229d4077
Status: O
X-Status:
X-UID: 20
you are still missing the intergalactic teleport. :)
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: Wed, 11 Jun 1997 09:41:39 -0400
From: "William H. Dover" <dover@cs.sc.edu>
Reply-To: dover@cs.sc.edu
Organization: University of South Carolina
Subject: Re: CHAR: Popinjay (revised)
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: 21
Michael Surbrook wrote:
> Designers Notes:
> Meet Popinjay (he hates that nickname), possessor of one of the *sickest*
> powers you will ever see in a Champions character. He's a projecting
> teleport with the ability to 'pop' anyone he sees to *anywhere* he's been.
> He has a number of standard locations (such as the NYPD 'Tombs'). His
> range seems to be unlimited (I stopped at allowing him to teleport someone
> anywhere on Earth). Jay Ackroyd is a rather average looking man,
> middle-aged man who stands about 5'8" and weighs 145 lbs. He has brown
> hair, brown eyes and usually dresses in worn suits. He is a competent PI,
> specializing in divorce and missing person cases. He's quite savvy when
> dealing with people and can often tell if someone is lying or other wise
> trying to avoid telling the truth. Note: technically, in order to use NCM
> with teleport, one must wait one phase and then teleport. Jay can just
> pop some one instantly. GMS would either A) make this a GM's call power,
> or B) tack in an additional advantage (like say... +1/2) in order to do
> this. Also note that Jay has Armor Percing bought on his teleport power,
> allowing him to affect people protected by Hardened Forcefields and the
> like.
One other thing that Jay does (as seen in WCVII) is that he has
teleported someone (Ti Malice, I think, but I am not completely sure)
into his nightmares. This sounds like Extra-Dimensional teleport to me.
Also, I am not sure about this, but has Jay ever teleported something
non-living?
Later,
Will
Date: Wed, 11 Jun 1997 10:04:27 -0400 (EDT)
From: Michael Surbrook <susano@access.digex.net>
cc: champ-l@omg.org
Subject: Re: CHAR: Popinjay (revised)
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: 23
On Wed, 11 Jun 1997, Richard Scott wrote:
> you are still missing the intergalactic teleport. :)
He didn't really pull it off, so I'm not going to try and write it up. I
should point out that the write-ups are attempts to translate what is
written in the GURPS Wildcards book only, if I adjusted the write-ups for
everything that is revealed about the characters in the full series, I'd
never get anything done... (Granted I am considering doing a full
re-write of Captain Trips considering what is revealed in "Turn of the
Cards", but I'm not sure if it's worth the hassle.
***************************************************************************
* "'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 *
***************************************************************************
Comments: Authenticated sender is <filksinger@pop.netaddress.com>
From: "David Nasset, Sr." <Filksinger@dns01.ops.usa.net>
Date: Wed, 11 Jun 1997 14:46:09 +0000
Subject: Re: CHAMPIONS - Rule Questions
Priority: normal
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
> Hi people! I need a few questions answered about some rules I
> don't
> fully understand.
> #2. How do you determine the velocity at which somone can throw
> something/somebody, like with Martial Throw?
With ordinary throwing, this is not covered by the BBB, and earlier
books contradicted each other.
With the Martial Throw, OTOH, the velocity referred to is the velocity
that the thrown character was traveling at when he was thrown.
Example: Thunderbolt, the flying brick, decides to destroy Greywing.
Greywing is a highly skilled normal human, with a 20 STR and +2 DC
with Martial Arts. Knowing that Greywing's best attack (10d6) cannot
stop him, and wanting to make a grease stain of his opponent,
Thunderbolt attempts a Move Through at 40"/phs.
Greywing, seeing Thunderbolt coming in, waits for him to arrive, then
performs a Martial Throw. Greywing avoids the Move Through easily
(OCV-8), and does his Martial Throw, STR+v/5, with +2 DC, for a total
of 14 dice of damage. The reduced DCV caused by the Move-Through
makes the Martial Throw a critical hit. Thunderbolt becomes known as
Thunderdolt by his teammates.
Filksinger
The more I learn about computers, and the more I talk to the experts, the more I realise I will be making stupid mistakes for the rest of my life.
X-Sender: ludator@softfarm.com
Date: Wed, 11 Jun 1997 10:18:26 -0500
From: ludator@softfarm.com (Bryan Berggren)
Subject: Re: CHAR: Popinjay (revised)
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
At 09:41 AM 6/11/97 -0400, William H. Dover wrote:
>One other thing that Jay does (as seen in WCVII) is that he has
>teleported someone (Ti Malice, I think, but I am not completely sure)
>into his nightmares. This sounds like Extra-Dimensional teleport to me.
It's been a long time since I read this, but my understanding was not that
he teleported Ti Malice into his nightmares, but into the SOURCE of his
nightmares: that is, Malice is now indistinguishable from all the other
joker babies in formaldehyde at the Jokertown Museum.
--
Vox 25:17, Patron Saint of Gadflies
+-----------------------------------------------------------------+
| Files corrupt; absolute files corrupt absolutely. |
+-----------------------------------------------------------------+
Visit the SoapVox at http://www.io.com/~angilas/soapvox.html
From: Stainless Steel Rat <ratinox@peorth.gweep.net>
Subject: Re: CHAMPIONS - Rule Questions
X-No-Archive: yes
X-Attribution: Rat
Organization: The Happy Fun Ball Brigade
Date: 11 Jun 1997 12:13:20 -0400
Lines: 40
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: 24
-----BEGIN PGP SIGNED MESSAGE-----
>>>>> "DT" == David Tanner <nightmare@total.net> writes:
DT> #1. How EXACTLY do Turn Modes work? I haven't been able to grasp
DT> this rule at all! I could use a detailed explanation on this one.
If you have a turn mode of 5" you must move forward 5" before you may make
a hex side facing change.
DT> #2. How do you determine the velocity at which somone can throw
DT> something/somebody, like with Martial Throw?
It's a special effect since they hit "immediately".
DT> #3. How would you determine damage if you threw a character into
DT> another character?
Strength.
DT> #4. How would you determine damage if you threw an object at
DT> someone?
Strength, with a maximum equal to the DEF+BODY of the object.
-----BEGIN PGP SIGNATURE-----
Version: 2.6.3
Charset: noconv
iQCVAwUBM57OnZ6VRH7BJMxHAQEXNAP+M9Ng9x+1F4rReAXdUZftQcOZzPwQUwHm
cpRTooDCNdlIgrvION4+3myBTHZ+KS8NMm+39uNj0JCEtHIe2HvsNl1UtQooWHU8
3tf4mWz0UUzqrtg/TvztoGtt7GCjzS3HIvth+AS9IYOLC0rxFsqelP37oSC+GxJh
LcWuRRCaZU8=
=Gk7T
-----END PGP SIGNATURE-----
--
Rat <ratinox@peorth.gweep.net> \ Happy Fun Ball may stick to certain types
PGP Key: at a key server near you! \ of skin.
\
Date: Wed, 11 Jun 1997 12:41:24 -0400
From: David Tanner <nightmare@total.net>
Subject: Thanx!
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: 25
Thanx for the responses people! I have all the answers I need to the
questions I asked. You guys are great! :)
Raymond Tanner
nightmare@total.net
Date: Wed, 11 Jun 1997 10:24:56 -0700 (PDT)
X-Sender: bob.greenwade@klock.com
From: Bob Greenwade <bob.greenwade@klock.com>
Subject: Re: Hero Games Website
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: 26
At 01:46 PM 6/10/97 -0500, Todd Hanson wrote:
>James Van Sickle wrote:
>> I have had problems trying to access their site in the past. It can
>> be slow to access, doesn't load all graphics, or gives a No DNS error."
>> While that can all be linked to my provider, I wouldn't put it past it
>> being their provider also. Best advice is if you can't get to it now,
>> try again later in the day.
>
>I have never had any of the above problems on the herogames web site
>(although, with a previous provider I often had the above problems on
>many web sites). If I were you, I would complain to my service
>provider, this is definately a problem on their end.
I wouldn't say "definitely." I've had the above problems, plus failure
to connect at all, with my own website (and the ISP I currently use for
access is different from the location of my site, not to mention that it's
often the only place having problems). But given the nature of these
problems, it certainly is most likely that it's James' ISP rather than the
Hero Games computer.
---
This mail was sent from the Corvallis Public Library
Date: Wed, 11 Jun 1997 13:25:51 -0400
From: "William H. Dover" <dover@cs.sc.edu>
Reply-To: dover@cs.sc.edu
Organization: University of South Carolina
Subject: Re: CHAR: Popinjay (revised)
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: 27
Michael Surbrook wrote:
> He didn't really pull it off, so I'm not going to try and write it up. I
> should point out that the write-ups are attempts to translate what is
> written in the GURPS Wildcards book only, if I adjusted the write-ups for
> everything that is revealed about the characters in the full series, I'd
> never get anything done... (Granted I am considering doing a full
> re-write of Captain Trips considering what is revealed in "Turn of the
> Cards", but I'm not sure if it's worth the hassle.
>
Jay did an intergalactic teleport in WCX and a "nightmare"
(Extra-Dimensional?) teleport in WCVII.
Will
Date: Wed, 11 Jun 1997 13:44:59 -0400 (EDT)
X-Sender: nexus@uky.campus.mci.net
From: Kim Foster <nexus@uky.campus.mci.net>
Subject: Missile Deflection Question
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
At its basic level, Missile deflection sends the deflected attack off in a
random direction. My question is, how much of an advantage or cost should be
applied to have the attack "vanish" so to speak. Like a teleporter/ XD mover
who's missile deflection sfx is teleporting the offending attack to another
dimenson.....
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: Wed, 11 Jun 1997 11:20:55 -0700 (PDT)
X-Sender: bob.greenwade@klock.com
From: Bob Greenwade <bob.greenwade@klock.com>
Subject: Re: Missile Deflection Question
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
At 01:44 PM 6/11/97 -0400, Kim Foster wrote:
>At its basic level, Missile deflection sends the deflected attack off in a
>random direction. My question is, how much of an advantage or cost should be
>applied to have the attack "vanish" so to speak. Like a teleporter/ XD mover
>who's missile deflection sfx is teleporting the offending attack to another
>dimenson.....
Frankly, I'd just call this a Special Effect. If you play with such
detail that this becomes a definite Advantage (e.g., it destroys recoverable
charges, there's no chance for teammates and bystanders to be hit by random
deflections, and so forth), then I'd call it +1/4.
---
This mail was sent from the Corvallis Public Library
Date: Wed, 11 Jun 1997 11:25:03 -0700
From: Mark Lemming <icepirat@ix.netcom.com>
Reply-To: icepirat@ix.netcom.com
Subject: Re: CHAMPIONS - Rule Questions
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
Stainless Steel Rat wrote:
> >>>>> "DT" == David Tanner <nightmare@total.net> writes:
>
> DT> #1. How EXACTLY do Turn Modes work? I haven't been able to
> grasp
> DT> this rule at all! I could use a detailed explanation on this one.
>
> If you have a turn mode of 5" you must move forward 5" before you may
> make
> a hex side facing change.
And you can use turn mod levels to reduce that by 1" per level.
I think it's 2 pts for a level with a specific movement that can only
adjust your turn mod. I believe the BBB does have some examples, but
one would have to check.
-Mark Lemming
Date: Wed, 11 Jun 1997 14:51:19 -0500
From: Todd Hanson <badtodd@dacmail.net>
Subject: Re: Missile Deflection Question
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
Kim Foster wrote:
>
> At its basic level, Missile deflection sends the deflected attack off in a
> random direction. My question is, how much of an advantage or cost should be
> applied to have the attack "vanish" so to speak. Like a teleporter/ XD mover
> who's missile deflection sfx is teleporting the offending attack to another
> dimenson.....
Call it a special effect freebie. It doesn't really gain you anything,
so it's not worth paying any points for it.
Todd
--
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Todd Hanson Minnesota: Land of two seasons:
BadTodd@dacmail.net winter is coming, winter is here.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
From: qts@nildram.co.uk
Date: Wed, 11 Jun 97 22:04:15 +0100
Subject: Re: Deadhead
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
In <wku3jbl78g.fsf@peorth.gweep.net&> on 06/06/97
at 06:03 PM, Stainless Steel Rat <ratinox@peorth.gweep.net> said:
>-----BEGIN PGP SIGNED MESSAGE-----
>>>>>> "MS" == Michael Surbrook <susano@access.digex.net> writes:
>MS> Seriously, that is another good question. Deadhead absorbs the MS>
>memories of anything he eats. If he eats someone's brain, he can MS>
>absorb their memories and a bit of their personality.
>I would not model this with powers at all. Instead, I would make
>judicious use of various skills, especially knowledge skills, to
>represent the accumulated information.
Why not a Transfer with an obscenely long loss rate?
-----------------------------------------------------------
qts@nildram.co.uk
-----------------------------------------------------------
From: Stainless Steel Rat <ratinox@peorth.gweep.net>
Subject: Re: CHAMPIONS - Rule Questions
X-No-Archive: yes
X-Attribution: Rat
Organization: The Happy Fun Ball Brigade
Date: 11 Jun 1997 17:29:00 -0400
Lines: 26
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
-----BEGIN PGP SIGNED MESSAGE-----
>>>>> "ML" == Mark Lemming <icepirat@ix.netcom.com> writes:
ML> And you can use turn mod levels to reduce that by 1" per level.
Correct, but they are not called such. Each skill level with a movement
power (2 point level) reduces the turn mode for that movement form by 1".
Obviously, this only applies to movement forms that have a turn mode. The
Champions FAQ goes into more detail.
-----BEGIN PGP SIGNATURE-----
Version: 2.6.3
Charset: noconv
iQCVAwUBM58Ylp6VRH7BJMxHAQEneAP8DN/AmE0f9oXaIfXL4trvA7zk5/hLB9IV
wXXjkqdcKdgrTxZkmGzokA4jW4mrxZ3Nx1eTPNm9tXQtSt5Ll29DEAW6gKqxdmoy
C780tcaMC9OLBmJiV/DWgCdGGSrSB8xnM5ZMDG2XguKibv4i4174DSJeMb8WzUC0
0bCv+HYzhZk=
=uYzP
-----END PGP SIGNATURE-----
--
Rat <ratinox@peorth.gweep.net> \ Caution: Happy Fun Ball may suddenly
PGP Key: at a key server near you! \ accelerate to dangerous speeds.
\
From: Stainless Steel Rat <ratinox@peorth.gweep.net>
Subject: Re: Deadhead
X-No-Archive: yes
X-Attribution: Rat
Organization: The Happy Fun Ball Brigade
Date: 11 Jun 1997 17:29:47 -0400
Lines: 24
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
-----BEGIN PGP SIGNED MESSAGE-----
>>>>> "q" == qts <qts@nildram.co.uk> writes:
q> Why not a Transfer with an obscenely long loss rate?
Because Adjustment Powers operate on active points and "memories" have
none.
-----BEGIN PGP SIGNATURE-----
Version: 2.6.3
Charset: noconv
iQCVAwUBM58Yxp6VRH7BJMxHAQH0xwP/ZMN+V9EHiFR3Ifhgi2qk6Hod4nsWDHN0
SPyYHXG7m6OIf0garywNgHUX48c4WeuaTnEvhrWmro4WSHNcSPXVwzt+UZ9nDpo7
yO9bhyAzO6IsQANtqcJXcIjFzD58MFARc9HagkR/Q+3tItK6CG9znxGFBXaDXUMh
BLVy4KhwRZg=
=xI4t
-----END PGP SIGNATURE-----
--
Rat <ratinox@peorth.gweep.net> \ Do not taunt Happy Fun Ball.
PGP Key: at a key server near you! \
\
Date: Wed, 11 Jun 1997 17:31:25 -0400 (EDT)
From: Michael Surbrook <susano@access.digex.net>
cc: champ-l@omg.org
Subject: Re: CHAR: Popinjay (revised)
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
On Wed, 11 Jun 1997, William H. Dover wrote:
> Michael Surbrook wrote:
> > He didn't really pull it off, so I'm not going to try and write it up. I
> > should point out that the write-ups are attempts to translate what is
> > written in the GURPS Wildcards book only, if I adjusted the write-ups for
> > everything that is revealed about the characters in the full series, I'd
> > never get anything done... (Granted I am considering doing a full
> > re-write of Captain Trips considering what is revealed in "Turn of the
> > Cards", but I'm not sure if it's worth the hassle.
> >
> Jay did an intergalactic teleport in WCX and a "nightmare"
> (Extra-Dimensional?) teleport in WCVII.
Uh... I've just read WC #10 and I don't remember any such thing. Tachyon
stated that he *should* be able to, but he didn't actually pop anyone
anywhere. Now in WC #7, when he popped Ti Malice, the exact destination
is debatable. It also looks (to me) to be a 'one shot' power, and not
anything he could do on command, so why bother?
***************************************************************************
* "'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, 11 Jun 1997 17:31:53 -0400 (EDT)
From: Michael Surbrook <susano@access.digex.net>
cc: champ-l@omg.org
Subject: Re: CHAR: Popinjay (revised)
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
On Wed, 11 Jun 1997, Bryan Berggren wrote:
> At 09:41 AM 6/11/97 -0400, William H. Dover wrote:
> >One other thing that Jay does (as seen in WCVII) is that he has
> >teleported someone (Ti Malice, I think, but I am not completely sure)
> >into his nightmares. This sounds like Extra-Dimensional teleport to me.
>
> It's been a long time since I read this, but my understanding was not that
> he teleported Ti Malice into his nightmares, but into the SOURCE of his
> nightmares: that is, Malice is now indistinguishable from all the other
> joker babies in formaldehyde at the Jokertown Museum.
Good point. It's possible that's where Ti Malice went.
***************************************************************************
* "'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: Stainless Steel Rat <ratinox@peorth.gweep.net>
Subject: Re: Missile Deflection Question
X-No-Archive: yes
X-Attribution: Rat
Organization: The Happy Fun Ball Brigade
Date: 11 Jun 1997 17:33:15 -0400
Lines: 27
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
-----BEGIN PGP SIGNED MESSAGE-----
>>>>> "KF" == Kim Foster <nexus@uky.campus.mci.net> writes:
KF> At its basic level, Missile deflection sends the deflected attack off
KF> in a random direction. My question is, how much of an advantage or cost
KF> should be applied to have the attack "vanish" so to speak.
Add me to the majority so far: +0 SFX advantage. Just remember that this
particular effect probably precludes the Reflection options. An attack
cannot both completely vanish and be reflected somewhere.
-----BEGIN PGP SIGNATURE-----
Version: 2.6.3
Charset: noconv
iQCVAwUBM58Zlp6VRH7BJMxHAQGt0wP+IBdEJZF0QQ0Af05/hrLg1Ufd6GWVrRrV
fu6Sy0mXPneH6bR1uWgalIZqTg++VHaBZ+Wjhp8RrYLdz1P8b4LqW5F7litFSkr8
Ta6v2lUCnw8qUlYfoi/aoo634A0f1wEnWkATfSMdEufD1AyTL85wWnEOseZFCrKH
tJXpByHg0uo=
=BR/F
-----END PGP SIGNATURE-----
--
Rat <ratinox@peorth.gweep.net> \ Caution: Happy Fun Ball may suddenly
PGP Key: at a key server near you! \ accelerate to dangerous speeds.
\
Comments: Authenticated sender is <filksinger@pop.netaddress.com>
From: "David Nasset, Sr." <Filksinger@dns01.ops.usa.net>
Date: Wed, 11 Jun 1997 21:41:28 +0000
Subject: Re: CHAR: Fortunato
Priority: normal
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: 1
> FORTUNATO
> 15 Hunted: The Astronomer (more pow) 8-
I admit to being a bit behind in the Wildcards books, but I thought
the Astronomer was killed by Demise quite a while back.
Filksinger
The more I learn about computers, and the more I talk to the experts, the more I realise I will be making stupid mistakes for the rest of my life.
Date: Wed, 11 Jun 1997 19:49:27 -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: Jeremiah Strauss
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
JEREMIAH STRAUSS
(The Projectionist, The Great Ape, Mr. Nobody)
Designers Notes:
Jeremiah Strauss stands 5' 10" and weighs only 140 lbs. He really has no
set features, since he can change his body's appearance at will. Born in
1942, Strauss doesn't quite seem to age. For an extended period of time
(over 20 years) he was the Great Ape, a 45' tall gorilla that bore a great
resemblance to King Kong. He caused the great New York blackout of 1965
when he converted enough electricity to mass in order to pull that stunt.
Nowadays Strauss is limited to humans. He can mimic men and women, but
has some trouble with voices. He can create claws or teeth to fight with,
and can open most locks by extruding his finger into the mechanism.
The Character:
STAT VAL COST
Str 10 0
Dex 12 6
Con 10 0
Body 10 0
Int 13 3
Ego 11 2
Pre 10 0
Com 10 0
PD 2 0
ED 2 0
Spd 3 8
Rec 4 0
End 20 0
Stun 20 0
Char Total 19
Power Total 122
Total Cost 141
COST POWERS & SKILLS
40 Shapeshift - any humanoid, 0 END, Persistent
7 +10 PRE, Linked to Shapeshift
3 +10 COM, Linked to Shapeshift
15 1d6 HKA (claws and/or teeth), END 1
17 Lockpicking 18-
1 Contact: Kenneth Strauss (of Latham and Strauss) 8-
10 Perk: Wealth
1 Acting 8-
6 KS: Pre-1965 cinema history and trivia 15-
5 KS: Famous actors/actresses 14-
1 Mimicry 8-
9 Stealth 14-
7 Streetwise 13-
Disadvantages
75 Base
5 Phys: Amneisac - lacks basic knowledge of news and events from
1965-1987
10 Psych: Romantic, lacking in common sense
10 Psych: Loves old movies, tends to mimic old film stars
41 Experience
(Jeremiah Strauss created by Walton Simons, 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: Wed, 11 Jun 1997 20:05:59 -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: Fortunato
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
FORTUNATO
Designers Notes:
Fortunato is a middle-aged man who stands 6'4" and weighs 170 lbs. Of
mixed parentage, he has light brown skin, black hair and eyes with
epicanthic folds. He normally dresses in fine suits or kimonos decoreated
with mystical symbols. Fortunato's wildacard power has granted him
immense telepathic powers. He can control minds, fly, create force walls,
throw mental blasts, read the future (and the past), slow time (his SPD
increase) and generally has a whole host of powers he can use. Tachyon
states that he is Earth's most powerful mental wildcard (Starshine may be
the most power non-mental). Fortunato derives all his power from tantric
'sex' magic. Tantric rituals feed his END Reserve, which then allow him
to utilize his power pool.
The Character:
STAT VAL COST
Str 13 3
Dex 18 24
Con 16 12
Body 14 8
Int 23 13
Ego 28 36
Pre 20 10
Com 14 2
PD 5 2
ED 5 2
Spd 4 12
Rec 6 0
End 32 0
Stun 30 1
Char Total 125
Power Total 356
Total Cost 481
COST POWERS & SKILLS
100 100 Point Variable Power Pool: Telepathic/Telekinetic Powers
100 VPP Control Cost: No Skill Roll Needed, 0 Phase to Change Powers,
Limited Special Effects (-1/2)
53 +8 Speed, Costs End, 8 END
19 END Reserve: 120 END, 10 REC, Recovery requires Tantric Ritual
(-2) Feeds Power Pool and Speed Increase
MA: Karate
4 Block +2 OCV +2 DCV Abort
4 Disarm -1 OCV +1 DCV 23 STR Disarm
4 Dodge +0 OCV +5 DCV Abort
3 Legsweep +2 OCV -1 DCV 3 1/2d6 Strike; Target falls
4 Punch/Snap Kick +0 OCV +2 DCV 4 1/2d6 Strike
5 Side/Spin Kick -2 OCV +1 DCV 6 1/2d6 Strike
10 Mental Defense: 16 DEF
10 Wealth
5 High Society 14-
3 KS: 'Karma Sutra' 14-
3 KS: Occultism 14-
3 PS: 'Karma Sutra' 14-
3 PS: Pimp 14-
3 SC: Accounting 14-
5 Seduction 14-
7 Streetwise 15-
3 Trading 14-
1 WF: Pistol
4 Lang:JEnglish (native), Japanese
Disadvantages
100 Base
10 DF: Mixed race (Japanese-black) man. Very tall, thin, handsome
with a bulging forehead.
15 DNPC: Geishas (normal) 11-
15 Hunted: The Astronomer (more pow) 8-
15 Psych: Protective of his women
15 Psych: Impulsive, tends to be reckless in combat
15 Psych: Tends to avoid the outside world, tries to stay to himself
10 Rep: Pimp 11-
286 Experience
(Fortunato created by Lewis Shiner, 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: Wed, 11 Jun 1997 20:19:35 -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: Modular Man
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
MODULAR MAN
Designers Notes:
Modular Man (aka Mod Man) has to be one of the more... unusual characters
in Wildcards. He is synthetic android, standing 6'2" and weighing
anywhere from 200 to 400 pounds. He is very handsome, although hairless
and has a transparent skull. Modular Man gains all of his power from his
'flux capacitors', which allow him to fly, resist attacks and go
insubstantial. He also can mount an assortment of weapon modules into
slots upon his shoulders. Modular man is under the control of one Dr.
Travnicek and is subject to the following orders: Obey my creator. Guard
his identity and well-being. Test myself and my equipment under combat
conditions by fighting the enemies of society in a way to gain maximum
publicity for Modular Man Enterprises. Preserve my own existence and
well-being. Note that Modular man, with an Ego roll, cantry and creativly
'reinterpret' an order he doesn't really like. Note that since he is a
robot, he will lose powers if damaged and that he must be repaired by Dr.
Travnicek if he is damaged.
The Character:
STAT VAL COST
Str 45 35
Dex 24 42
Con 25 30
Body 20 20
Int 18 8
Ego 18 16
Pre 20 10
Com 18 4
PD 9 0
ED 8 3
Spd 5 16
Rec 14 0
End 50 0
Stun 56 0
Char Total 184
Power Total 447
Total Cost 631
COST POWERS & SKILLS
47 Multipower: Heavy Weapons, OAF, Can only switch slots in lab
(-1/2), Can only select one Heavy weapon and one Light weapon, or
two Light weapons from list (-1/2)
4 u 20mm Cannon (H): 3d6+1 RKA, +1 Stun, AF 5, +2 RMod, 20 Shots
4 u .30 cal MG (L): 2d6+1 RKA, +1 Stun, AF 5, +2 OCV, +3 RMod, 100
Shots
2 u Dazzler (L): 4d6 Flash vs Sight, Explosive, END 6
2 u Grenade Launcher, Explosive (L): 8d6 EB, Explosive, 5 Shots
1 u Grenade Launcher, Smoke (L): Darkness vs normal sight, 3"
radius, 5 shots of 1 minute each (-0)
3 u Grenade Launcher, Tear gas (L): 3d6 Flash vs Sight, 1d6 NND (Def
is not needing to breathe), AoE Radius 3", 5 shots of 1 Turn each
3 u Lightning gun (H): 16d6 EB, 1/2 END, END 5
5 u X-ray Laser (H): 4d6 RKA, Invisible to Sight (+1/2), No Range
Mod, +4 OCV, 1/2 END, END 7
20 Desolidification: x3 End, END 12
40 Force Field: 20 DEF, END 4
30 Life Support: Full
26 Mental Defense: 30 DEF
150 Flight: 60" (x8 noncombat, 480"), 1/2 END, END 6
18 Enhanced Perception: +6
10 High Range Radio Hearing
5 IR Vision
25 Radar, 360 degrees
3 Absolute Time Sense
3 Ambidexterity
3 Bump of Direction
10 Eidetic Memory
3 Lighting Calculator
5 AK: New York City
5 AK: USA
3 AK (choice) 13-
2 WF: Small Arms
15 CSL: +3 with HTH
Disadvantages
100 Base
5 DF: Totally Hairless and has a transparent skull
15 Phys: Does not heal Body damage (must be repaired)
10 Phys: Still isn't totally sure how to be 'human'
20 Psych: Must obey Dr. Travenick (VC, S)
15 Psych: Determined to try everything (VC)
10 Psych: Likes to romance
456 Experience
(Modular Man created by Walter Jon 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 *
***************************************************************************
Comments: Authenticated sender is <slockard@oak.ncs.pvt.k12.va.us>
From: "Shawn Lockard" <slockard@ncs.pvt.k12.va.us>
Date: Thu, 12 Jun 1997 14:05:07 +0000
Subject: Champions: New Millenium
Reply-to: slockard@ncs.pvt.k12.va.us
Priority: normal
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: 5
Hi. I am new to Champions, specifically starting with New Millenium.
I bought Champions (3rd?) edition and some other books that go with
it at discount, but never got to read them. Fuzion sounded
interesting, and I am a fan of things Super, so I decided to get it.
To make a long email shorter, i subscribed here to learn about C:NM
and see what Champions fans thought of it, but I haven't even seen
it mentioned.SO I am curious... is it that bad?
Shawn Lockard
slockard@ncs.pvt.k12.va.us
NCS System Admin & Webmaster - http://www.ncs.pvt.k12.va.us
My Home Page - http://www.geocities.com/TimesSquare/Dungeon/4074/
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, 12 Jun 1997 11:06:30 -0400
Subject: Re: CHAR: Popinjay (revised)
Newsgroups: october.hero
X-Listname: Hero
Reply-To: hero-l@october.com (Multiple recipients of Hero)
Path: october.com!not-for-mail
Organization: Prometheus Corp.
Lines: 24
X-Sender: richberg@nrf-as5s46.erols.com
Nntp-Posting-Host: nrf-as5s46.erols.com
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: 2
herolist wrote:
>
> From: Michael Surbrook <susano@access.digex.net>
> Cc: champ-l@omg.org
> Subject: Re: CHAR: Popinjay (revised)
> To: champ-l@omg.org
>
> On Wed, 11 Jun 1997, Bryan Berggren wrote:
>
> > At 09:41 AM 6/11/97 -0400, William H. Dover wrote:
> > >One other thing that Jay does (as seen in WCVII) is that he has
> > >teleported someone (Ti Malice, I think, but I am not completely sure)
> > >into his nightmares. This sounds like Extra-Dimensional teleport to me.
> >
> > It's been a long time since I read this, but my understanding was not that
> > he teleported Ti Malice into his nightmares, but into the SOURCE of his
> > nightmares: that is, Malice is now indistinguishable from all the other
> > joker babies in formaldehyde at the Jokertown Museum.
>
> Good point. It's possible that's where Ti Malice went.
Possible, but Jay pictured the Nightmare itself as the destination, and when asked
where he sent Malice he said he had no idea. He was pretty weirded out by the whole
thing. I keep expecting a story where Malice manifests in Jay's mind.
Comments: Authenticated sender is <slockard@oak.ncs.pvt.k12.va.us>
From: "Shawn Lockard" <slockard@ncs.pvt.k12.va.us>
Date: Thu, 12 Jun 1997 15:27:04 +0000
Subject: Re: Champions: New Millenium
Reply-to: slockard@ncs.pvt.k12.va.us
CC: champ-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
X-Status:
X-UID: 10
>
> in the C:NM book. Granted that's a bit of an over generalization, but the
> common consenses was 'why switch?' (especally with my local gaming
> group). Now, there are a few people on the list who liked the book and the
> game system, and there is a mailing list dedicated to the Fuzion system.
Do you know the address of that list?
> Personally, I saw a few nice ideas, but nothing to make me dump all my old
> 4th edition books and switch over.
Reasonable enough. Will you buy the new source material and convert
it to Champions 4th ed? Or do most people on the list develop their
own settings?
Shawn Lockard
slockard@ncs.pvt.k12.va.us
NCS System Admin & Webmaster - http://www.ncs.pvt.k12.va.us
My Home Page - http://www.geocities.com/TimesSquare/Dungeon/4074/
Date: Thu, 12 Jun 1997 11:57:36 -0400 (EDT)
From: Michael Surbrook <susano@access.digex.net>
cc: champ-l@omg.org
Subject: Re: CHAR: Fortunato
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: 3
On Wed, 11 Jun 1997, David Nasset, Sr. wrote:
> > FORTUNATO
>
> > 15 Hunted: The Astronomer (more pow) 8-
>
> I admit to being a bit behind in the Wildcards books, but I thought
> the Astronomer was killed by Demise quite a while back.
Yes, but since I'm going to post The Astronomer and since this is ment to
be a 'generic' Fortunato I included it. The Astronomer does get the
"Hunted by Fortunato" disad as well.
***************************************************************************
* "'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-Forwarding-Note: Was sent to herolist@october.com; forwarding to hero-l@omg.org
From: Opal@october.com (Opal)
Date: 12 Jun 97 16:19:00 GMT
Subject: Re: Champions: New Mille
X-Ftn-To: herolist@october.com
X-Listname: Hero
Reply-To: hero-l@october.com (Multiple recipients of Hero)
Path: october!opal
Organization: Fidonet: Red October Alpha * Hero Roleplaying * 408-629-4695 *
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: 21
h > Reasonable enough. Will you buy the new source material and convert
h > it to Champions 4th ed? Or do most people on the list develop their
h > own settings?
h >
h > Shawn Lockard
h > slockard@ncs.pvt.k12.va.us
Since you asked about 'most people'.....
I've never used a published game setting for a Champions game. I've
used Hero to run Super-Hero champaigns, Fantasy, and Science Fiction
games. Probably the oddest of these was a Science-Fantasy campaign
I ran, set in the bizarre 'Dark Wheel Galaxy' - it included super-
science, mutants, aliens, FTL travel, extradimensional beings, psionics,
and even several types of magic. The Hero System handled all of that
with no problem.
___
* OFFLINE 1.58
Date: Thu, 12 Jun 1997 13:06:41 -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 Astronomer
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: 4
THE ASTRONOMER
Designers Notes:
The Astronomer is (was) one of the most evil beings to exist in the
Wildcards universe. He is an old man (born in 1925), who stands 5'5" and
weighs all of 110 lbs. He has thinning white hair, wears glasses and is
best described as 'mole-like'. He is usually confined to a wheelchair,
although the proper use of his powers can allow him to bypass that
problem. The Astronomer practices a horrific form of death magic, gaining
immense energy through the ritualistic slaying of his victims (usually
young women). Once the ritual is completed, The Astronomer is blessed
with an huge energy reserve allowing him the utilize the following powers:
astral projection, clairsentience, minor precognition, mind control, the
ability to selectively erase memories, flight, invisibility to visual and
mental senses, ego attacks, hand killing attacks, suppression vs *any*
wildcard power, force fields and minor force walls, telepathy and an
assortment of energy blasts. The Astronomer is a *very* dangerous
opponent.
The Character:
STAT VAL COST
Str 3/18 -7
Dex 10 0
Con 8 -4
Body 8/23 -4
Int 30 20
Ego 36 52
Pre 20 10
Com 8 -1
PD 2/4 1
ED 2 0
Spd 3 10
Rec 3/6 0
End 16/216 0
Stun 14/36 0
Char Total 77
Power Total 629
Total Cost 706
COST POWERS & SKILLS
150 150 Point Variable Power Pool: Telepathic/Telekinetic Powers
300 VPP Control Cost: No Skill Roll Needed, 0 Phase to Change Powers,
Limited Special Effects (-1/2)
33 +200 END, Requires extended bloody ritual to use (-2)
10 +15 STR, Linked to END bonus (-1/2), +1 STR per 7 END
13 +15 Body, Linked to END bonus (-1/2), +1 BODY per 5 END
18 Mental Defense: 20 DEF, Hardened
3 Enhanced Perception +1
10 Wealth
10 Eidetic Memory
3 KS: Egyptian Freemasons 15-
3 KS: Occultism 15-
7 Interrogation 15-
3 Oratory 13-
3 Persuasion 13-
2 SC: Astronomy 15-
2 SC: Mathmatics 15-
2 SC: Physics 15-
2 SC: Psychology 15-
13 Ancient Greek (3), Cuneiform (1-literacy only), English (native),
Eygptian hieroglyhics (1-literacy only), French (4), German (4),
Latin (4)
3 Linguist
3 Scientist
20 CSL: +4 with Variable Power Pool
16 CSL: +2 with Combat
Disadvantages
150 Base
5 DF: Short, old man with glasses and a mole-like appearence
10 Hunted: Fortunato (AsPow) 8-
10 Phys: Bad Sight
10 Phys: Lame, must use a wheelchair (sometimes)
15 Psych: Bad Tempered
15 Psych: Bloodlust
15 Psych: Meglomania
15 Psych: Sadistic
10 Rep: The Astronomer: evil leader of the Masons (ext) 8-
451 Experience
(The Astronomer created by Lewis Shiner, 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: Thu, 12 Jun 1997 14:17:50 -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: Xavier Desmond
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: 6
[I decided that I should give equal time to everyone in the Wild Cards
books, so I'm going to also be presenting an assortment of jokers and nats
(all taken from the GURPS Wild Cards books) in an attempt to 'fill out'
the universe.]
XAVIER 'DES' DESMOND
Designers Notes:
Xavier Desmond is a large man, standing 6' tall and weighing 180 lbs. He
was born in 1917, and was afflicted with the wildcard virus when Jetboy
fought Dr. Tod over New York in 1946 He became a joker, having a two-foot
trunk, complete with seven fully functional fingers, in place of a nose.
He lost his wife, his job and his home soon after. Moving to Jokertown,
he found work at the Funhouse, eventually becoming the owner. With time,
he founded the JADL (Joker Anti-Defamation League) fighting for joker's
rights. His work resulted in his being called "The Mayor of Jokertown".
Xavier died in 1987 (at the end of WildCards Book VII).
The Character:
STAT VAL COST
Str 7 -3
Dex 8 -6
Con 8 -4
Body 7 -6
Int 18 8
Ego 15 10
Pre 15 5
Com 6 -2
PD 2 1
ED 2 1
Spd 2 2
Rec 2 0
End 16 0
Stun 15 0
Char Total 6
Power Total 35
Total Cost 41
COST POWERS & SKILLS
3 Perk: The 'Mayor of Jokertown'
5 Perk: Wealth
1 High Society 8-
2 KS: Economics 11-
4 KS: Politics and Political scene 14-
3 Oratory 12-
3 Persuasion 12-
3 PS: Investment banking 13-
2 PS: Owner/manager of the Funhouse 11-
3 PS: Writer 13-
3 Streetwise 12-
3 Trading 13-
Disadvantages
0 Base
10 Age: 60+
10 DF: Man with 2' pink trunk (with 7 fingers) in place of a nose
15 Psych: Feels a sense of duty to aid his fellow jokers (everywhere)
6 Experience
(Xavier Desmond 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: Thu, 12 Jun 1997 14:22:28 -0400 (EDT)
From: Michael Surbrook <susano@access.digex.net>
cc: champ-l@omg.org
Subject: Re: Champions: New Millenium
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: 7
On Thu, 12 Jun 1997, Shawn Lockard wrote:
> To make a long email shorter, i subscribed here to learn about C:NM
> and see what Champions fans thought of it, but I haven't even seen
> it mentioned.SO I am curious... is it that bad?
Almost everone on this list plays 4th Edition Champions, and almost
everyone on this list was either:
A) unimpressed or
B) uninterested
in the C:NM book. Granted that's a bit of an over generalization, but the
common consenses was 'why switch?' (especally with my local gaming
group). Now, there are a few people on the list who liked the book and the
game system, and there is a mailing list dedicated to the Fuzion system.
Personally, I saw a few nice ideas, but nothing to make me dump all my old
4th edition books and switch over.
***************************************************************************
* "'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: Thu, 12 Jun 1997 14:51:06 -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: Leo Barnett
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: 8
REVEREND LEO BARNETT
Designers Notes:
Barnett is a tall, handsome man with blond hair, blue eyes and an
excellent physical build. He stands 6' and weighs 170 lbs. A popular and
well known TV evangelist, he truly believes that the wild card virus is
the tool of the Devil. He is disgusted by jokers and feels they their
jokerdom is an expression of their sins. On the other hand, he does try
and feel compassion for the jokers themselves, as sort of 'hate the sin,
but love the sinner' attitude. Eventually, he becomes President (in the
Cards Sharks books) and his ambition and disgust has grown to genocidal
proportions.
The Character:
STAT VAL COST
Str 12 2
Dex 14 12
Con 13 6
Body 12 4
Int 20 10
Ego 23 32
Pre 18 8
Com 18 4
PD 3 1
ED 3 0
Spd 3 6
Rec 5 0
End 26 0
Stun 25 0
Char Total 85
Power Total 65
Total Cost 150
COST POWERS & SKILLS
1 Perk: Priest
2 Perk: Well respected preacher
10 Perk: Wealthy
2 Contact: Colonel Fincastle (his very wealthy father) 11-
3 Acting 13-
3 Bureacratics 13-
5 High Society 14-
4 KS Politics 14-
3 KS: Psychology and Crowd Manipulation 13-
3 KS: Theology 13-
13 Oratory 18-
13 Persuasion 18-
2 PS: TV Evangelist 11-
1 Seduction 8-
Disadvantages
75 Base
15 Psych: Code vs Killing (personally, will *not* kill)
15 Psych: Fanatical opposition to the wildcard and it's victims
15 Psych: Protective of innocents (even jokers)
15 Rep: Anti-joker priest 14-
15 Experience
(Leo Barnett created by Arthur Byron Cover, 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 *
***************************************************************************
Subject: Re: Champions: New Millenium
Date: Thu, 12 Jun 97 15:01:31 -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
X-Status:
X-UID: 9
On 6/12/97 10:05 AM, Shawn Lockard (slockard@ncs.pvt.k12.va.us) Said:
>
>To make a long email shorter, i subscribed here to learn about C:NM
>and see what Champions fans thought of it, but I haven't even seen
>it mentioned.SO I am curious... is it that bad?
>
There is a great deal of discussion of C:NM & Fuzion on the newsgroup
rec.games.frp.super-heroes . There is also a Fuzion Mailing List that
discusses C:NM and Fuzion rather heavily. You can subscribe by sending
email to
"lists@pjh.org&" subscribe fuzion
You may only post to that list from the account under which you are
subscribed. To send a message to that list, email the following address:
fuzion@pjh.org
They also have a web site at: http://pjh.org/~jad/fuzion/
Most of us here ar fans of Champions (4th edition) and have found
Fuzion/C:NM somewhat lacking in it's coverage of the genre; However, we
have been spoiled by having the best genre-simulating game around ;-)
.oooO |
( ) Oooo. | David A. Fair
\ ( ( ) | SDS International
\_) ) / | dfair@sdslink.com
(_/ |
Date: Thu, 12 Jun 1997 15:38:36 -0400 (EDT)
From: Michael Surbrook <susano@access.digex.net>
cc: champ-l@omg.org
Subject: Re: Champions: New Millenium
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
On Thu, 12 Jun 1997, Shawn Lockard wrote:
> > in the C:NM book. Granted that's a bit of an over generalization, but the
> > common consenses was 'why switch?' (especally with my local gaming
> > group). Now, there are a few people on the list who liked the book and the
> > game system, and there is a mailing list dedicated to the Fuzion system.
> Do you know the address of that list?
No, but I'm sure someone on this list can tell you.
> > Personally, I saw a few nice ideas, but nothing to make me dump all my old
> > 4th edition books and switch over.
> Reasonable enough. Will you buy the new source material and convert
> it to Champions 4th ed? Or do most people on the list develop their
> own settings?
Depends on what the material is. I have always worked within my own
settings, ranging from a 1990's superheroic New York to a futuristuc
anime-cyberpunk universe. I buy all sorts of game books (GURPS, Feng
Shui, etc) and borrow ideas from those. If C:NM comes out with something
interesting, I'll buy and convert it. But I won't but it just to see what
the new version of Dr. Destroyer looks like.
***************************************************************************
* "'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-Forwarding-Note: Was sent to herolist@october.com; forwarding to hero-l@omg.org
From: ROJASA%BALIN.DECNET@UTHSCSA.EDU
Date: Thu, 12 Jun 1997 14:43:29 -0500 (CDT)
X-To: hero-l@october.com
Subject: Re: CHAR: Popinjay (revised)
X-Listname: Hero
Reply-To: hero-l@october.com (Multiple recipients of Hero)
X-Smtp-Ip-Host: elzip.uthscsa.edu ip 129.111.1.11
X-Smtp-Mail-From: ROJASA%BALIN.DECNET@UTHSCSA.EDU
X-Vms-To: ELZIP::IN%"hero-l@october.com"
X-Vms-Cc: ROJASA
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: 12
<begin previous message>
herolist wrote:
>
> From: Michael Surbrook <susano@access.digex.net>
> Cc: champ-l@omg.org
> Subject: Re: CHAR: Popinjay (revised)
> To: champ-l@omg.org
>
> On Wed, 11 Jun 1997, Bryan Berggren wrote:
>
> > At 09:41 AM 6/11/97 -0400, William H. Dover wrote:
> > >One other thing that Jay does (as seen in WCVII) is that he has
> > >teleported someone (Ti Malice, I think, but I am not completely sure)
> > >into his nightmares. This sounds like Extra-Dimensional teleport to me.
> >
> > It's been a long time since I read this, but my understanding was not that
> > he teleported Ti Malice into his nightmares, but into the SOURCE of his
> > nightmares: that is, Malice is now indistinguishable from all the other
> > joker babies in formaldehyde at the Jokertown Museum.
>
> Good point. It's possible that's where Ti Malice went.
Possible, but Jay pictured the Nightmare itself as the destination, and when asked
where he sent Malice he said he had no idea. He was pretty weirded out by the whole
thing. I keep expecting a story where Malice manifests in Jay's mind.
<end previous message>
It's been a while since I read them also, but I thought that he telported Ti
Malice to the moon. And the fact that Jay had never been to the moon, is what
made the teleport seem strange.
Alex
Date: Thu, 12 Jun 1997 16:07:35 -0400 (EDT)
From: "Jason A. Dour" <jad@bcc.louisville.edu>
Subject: Re: Champions: New Millenium
Comments: Getting paid to be a geek is cool...
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
-----BEGIN PGP SIGNED MESSAGE-----
On Thu, 12 Jun 1997, Shawn Lockard wrote:
> Do you know the address of that list?
Fuzion Mailing List: Hosted By PJH.ORG
To subscribe, send a message with "subscribe" as the subject to:
fuzion-request@pjh.org
There is a FML website at:
http://pjh.org/~jad/fuzion/
> Reasonable enough. Will you buy the new source material and convert
> it to Champions 4th ed? Or do most people on the list develop their
> own settings?
I create my own...borrowing when necessary or desired from tons of
RPG materials, tons of novels, tons of movies, et cetera. 8)
Jason
# Jason A. Dour <jad@bcc.louisville.edu> 1101
# Programmer Analyst II; Department of Radiation Oncology; Univ. of Lou.
# Finger for URLs, PGP public key, geek code, PJ Harvey info, et cetera.
-----BEGIN PGP SIGNATURE-----
Version: 2.6.2
iQCVAwUBM6BXCpo1JaC71RLxAQF/bwP/UPIGCdoy4D0x0pJrq2GlAxOv3y4Xb5H2
Y/HJCgIMi2lsGhVmV5SJhLRE6U9k8ybtPas5AOrFeqA/wX8rqFHdAcJdprinu2vR
YijF+H9wPBU6E0efAYaU9qQVzcvlqB+9MQmW9LUMtp9cAbm7cjZK++rF+015J7ti
feUr0lgADxU=
=rPmX
-----END PGP SIGNATURE-----
Date: Thu, 12 Jun 1997 12:51:27 -1000
From: Richard Scott <rscott@hawaii.edu>
X-Sender: rscott@uhunix4
cc: champ-l@omg.org
Subject: Re: CHAR: Fortunato
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: 15
could just put a caveat in - pre and post book such and such, as well.
Simple enough.
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 Thu, 12 Jun 1997, Michael Surbrook wrote:
> On Wed, 11 Jun 1997, David Nasset, Sr. wrote:
>
> > > FORTUNATO
> >
> > > 15 Hunted: The Astronomer (more pow) 8-
> >
> > I admit to being a bit behind in the Wildcards books, but I thought
> > the Astronomer was killed by Demise quite a while back.
>
> Yes, but since I'm going to post The Astronomer and since this is ment to
> be a 'generic' Fortunato I included it. The Astronomer does get the
> "Hunted by Fortunato" disad as well.
>
> ***************************************************************************
> * "'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: Thu, 12 Jun 1997 17:23:10 -0700
From: Mike Sprague <sprague@VivaNET.com>
Reply-To: sprague@VivaNET.com
CC: champ-l@omg.org
Subject: Re: Champions: New Millenium
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: 14
I've been pretty quite the last three years, due to workload, but
now that I have email at home, homefully I'll be able to become an
active member again. :-)
Shawn Lockard wrote:
>> Personally, I saw a few nice ideas, but nothing to make me dump
>> all my old 4th edition books and switch over.
>
> Reasonable enough. Will you buy the new source material and convert
> it to Champions 4th ed? Or do most people on the list develop their
> own settings?
I do a bit of both. I can convert most anything to the Hero System
(current examples are Space 1889, Star Wars, Marauder and Man From
U.N.C.L.E.). What I look for is a well written supplement. I really
couldn't care less what gamming system it's written for!!
For example, I reciently picked up the Babylon 5 book, and I like
it!! I couldn't care less whether the rules had gone through
enough playtest or not or how well they worked, because I won't
be using them.
I intend to get Champions: The New Millenium soon (the local gaming
store, Crazy Igor's, is having trouble keeping it in stock), but
doubt I'll switch to Fuzion. While the system looks fine, it just
doesn't look good enough to bother switching to. The jury is still
out on that though.
Fuzion or Hero (or GURPS or whatever) it really doesn't matter! I
can and do use it all. Even if I switch from Hero to Fuzion, I can
still use most of my 4th (and earlier) edition stuff. No need to
"dump" any of it.
~ Mike (sprague@vivanet.com)
Date: Thu, 12 Jun 1997 22:07:08 -0400
From: The THUNDERBIRD <thunder@bconnex.net>
Organization: The Kingdom of Thunder
Subject: (no subject)
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: 25
subscribe thunder@bconnex.net
From: DocTough@aol.com
Date: Thu, 12 Jun 1997 23:51:34 -0400 (EDT)
Subject: Re: Champions: New Millenium
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: 16
In a message dated 97-06-12 14:42:42 EDT, Shawn writes:
<< Hi. I am new to Champions, specifically starting with New Millenium.
I bought Champions (3rd?) edition and some other books that go with
it at discount, but never got to read them. Fuzion sounded
interesting, and I am a fan of things Super, so I decided to get it.
To make a long email shorter, i subscribed here to learn about C:NM
and see what Champions fans thought of it, but I haven't even seen
it mentioned.SO I am curious... is it that bad?>>
Doc replies...
Its not that it's bad, but after some serious and somewhat venomous
debate on this 'List, a separate 'List was created to extinguish the Flame
wars. Fortunately, this arrangement has worked well and is the best for the
situation as it now stands.
As a system by itself it not bad, but should have been better in its 1st
edition considering the talent and the experience behind it. On the whole it
has some serious holes (no power generation system, many errors between what
is written as a rule and what is shown in examples, etc) that should be
addressed and are going to be corrected in the near future.
Its quicker and less complicated than Hero System Rules, but thats
because they cut out a lot of the mechanisms that make characters in HSR a
bit more unique and removed those complex aritnmetic calculations ;-).
Will I switch? No. I find the current system has problems, but is
still overwhelmingly better. Since Hero/RTG is not ready to make a Champions
5th ed yet, I'll continue to patch up the rules with home systems.
Will I use it? Only by means that some of the concepts in Fuzion that I
like are rules that I already use in my Paradigm Homerules. I might even
useit to run a short Fantasy Hero campign for some friends of mine who have
only played AD&D and need a bridge to HSR rules and mechanisms.
Will I buy additional source materials? As an serious fan of superhero
genre games I have bought CNM (but then I also bought Superhero 2044 :-/).
However, I will probably have to really think about getting further
CNM/Fuzion materials. GURPs turned me off by the sheer volume of books you
had to be aware of to get a good idea of the current rules, so....
Give CNM a shot...if for no other reason than to givethe folks at Hero
Games the capital to try to do a real C5 or print HSR/C4 material stright to
paper instead of their planned marketting of new material in electronic
form.
Doc Tough
Date: Fri, 13 Jun 1997 14:17:54 +1000
Date-warning: Date header was inserted by topaz.cqu.edu.au
From: HAPPYELF!!!! <jonesmj@topaz.cqu.edu.au>
Subject: Re: Champions: New Millenium
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
X-Status:
X-UID: 17
you really are better off learning championt 4th edition as well. both systems have their strenths, but hero is way better imho, and deffinitly a system any gamer should have a look at.
At 02:05 PM 6/12/97 +0000, you wrote:
>Hi. I am new to Champions, specifically starting with New Millenium.
>I bought Champions (3rd?) edition and some other books that go with
>it at discount, but never got to read them. Fuzion sounded
>interesting, and I am a fan of things Super, so I decided to get it.
>
>To make a long email shorter, i subscribed here to learn about C:NM
>and see what Champions fans thought of it, but I haven't even seen
>it mentioned.SO I am curious... is it that bad?
>
>
>Shawn Lockard
>slockard@ncs.pvt.k12.va.us
>NCS System Admin & Webmaster - http://www.ncs.pvt.k12.va.us
>My Home Page - http://www.geocities.com/TimesSquare/Dungeon/4074/
>
and now for my brand new signoff thingie. .
HAPPYELF!!! AKA Michael John Jones AKA DIEHARD!
lord of "How's my typing? "last of the
goofy carnage: phone: 1-800-BITEME" tough-guy heros"
look fer me in coming to a PBEM
iseek.com/ near YOU! (maybe)
TheGathering (jonesmj@topaz.cqu.edu.au)
:->~ :-<~ B->~
wow, i realy oughta cut that down,. . *lol*
Date: Fri, 13 Jun 1997 14:20:55 +1000
Date-warning: Date header was inserted by topaz.cqu.edu.au
From: HAPPYELF!!!! <jonesmj@topaz.cqu.edu.au>
Subject: Re: Champions: New Millenium
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
X-Status:
X-UID: 18
>> Personally, I saw a few nice ideas, but nothing to make me dump all my old
>> 4th edition books and switch over.
>Reasonable enough. Will you buy the new source material and convert
>it to Champions 4th ed? Or do most people on the list develop their
>own settings?
>
it's mostly 'own settings', i think- he crux is that, for all the hype, D;tNM, still
lacks what champs always lacked: a really cool setting.
Date: Fri, 13 Jun 1997 14:37:00 +1000
Date-warning: Date header was inserted by topaz.cqu.edu.au
From: HAPPYELF!!!! <jonesmj@topaz.cqu.edu.au>
Subject: Re: Champions: New Millenium
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
X-Status:
X-UID: 19
doc tough said:
> Its quicker and less complicated than Hero System Rules, but thats
>because they cut out a lot of the mechanisms that make characters in HSR a
>bit more unique and removed those complex aritnmetic calculations ;-).
this I must be anal retentive about: Fuzion is not simpler!! hero is way more
easy-to use overall, it's just that people have gotten used to calling it complex-it isn't: simple (pun) as that.
Date: Fri, 13 Jun 1997 14:51:24 +1000
Date-warning: Date header was inserted by topaz.cqu.edu.au
From: HAPPYELF!!!! <jonesmj@topaz.cqu.edu.au>
X-Sender: jonesmj@topaz.cqu.edu.au
X-attachments: A:\TGFIGHT.TXT;
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: 20
Attachment Converted: "g:\eudora\attach\TGFIGHT.TXT"
X-Forwarding-Note: Was sent to herolist@october.com; forwarding to hero-l@omg.org
From: R Jacobs <rjacobs@radiks.net>
Date: Fri, 13 Jun 1997 00:17:00 -0500
Subject: TOTALLY MASSIVE List of Hero and Villain Names
Newsgroups: october.hero
X-Listname: Hero
Reply-To: hero-l@october.com (Multiple recipients of Hero)
Path: october.com!not-for-mail
Lines: 552
X-Sender: rjacobs@dial176.radiks.net
X-Reply-To: rjacobs@radiks.net
Nntp-Posting-Host: dial176.radiks.net
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: 22
Hey gang,
In rec.games.frp.super-heroes, a number of individuals have submitted
lists of names of various heroes and villains in their campaigns. I've
taken those lists and combined them. The result is:
THE TOTALLY MASSIVE LIST OF HERO AND VILLAIN NAMES
This list has been edited. Duplicates have been taken out,
foreign names without translations were removed and names that I
basically didn't care for were also cut. This edited copy of names was
only supposed to be for my use (that is why I cut names and such) but I
thought those of you on the list may actually get some use out of it.
I'm going to continue to maintain a list of Hero/Villain names
(and eventually I'll probably put them on a web page) so if you've got
any more villains/heroes or teams send them to me via E-mail and I'll
get them into the list.
Also...if you use foreign names please include the name
translation for those of us who do not speak the language or have a
foreign dictionary handy...if you don't include a translation I won't
add it to the list unless it looks really common.
My e-mail is RJACOBS@RADIKS.NET
Rob
Here's the list so far:
The TOTALLY MASSIVE List of Hero and Villain Names
Edited by Robert A. Jacobs
with Contributions from:
Gene Ambacher
Craig Antoun
Sam Bell
Shane Cherniss
Matthew Elmslie
Andrew S. Goldstein
Dennis Hartwiger
Terri Hartwiger
Sean Heath
Robert Jacobs
Mark Rouleau
Ron Rowe
A
Abbess
Ablaze
Ace
Acid
Adamant
Aegis
Airspeed
Alaczar (Spanish: Fortress)
AlleyCat
Animus
Anti-Matter Man
Aqualung (guy with frog powers)
Arc
ArchAngel
Argus
Armadillo
Arsenal
Asmodeus
Astra
Atomaestro
Avion
Axe (a brick with an axe)
B
BackFlash
Badger
Ballistique
Banelord
Baron K
Barracuda
Basalt
Battery
Bile
Billy Blue Blazes (a speedster)
Bird of Prey
Black Adept
Blackbody
Black Falcon (Brick/Martial Artist)
Black Light
Blackmane
BlackShadow
Blackthorne
Black Wolf
Blade Song
Blast Off
Bloodletter
Bloodstone (a magic-based mentalist with a crystal focus)
Bloodsword (a big ninja)
Blood Warrior
Bludgeon
Blue Raider
Brain Child (a midget with mental powers)
Brain Damage
Brain Freeze
Brainstorm
Briquette
Bruja
Buck Skin
Bull
Bulle
Bullet
C
Cacophony
Calico
Captain Combat
Captain Gorilla
Cat Lord
Celcius
Chameleon
Chaos Hawk
Charmer (A mutant mentalist with a 30 comleness)
Checkmate
Chill
Chrome
Cinnamon Girl
Citius (Latin: Speed)
Concussion
Condor
Core Commander
Cortex
Cosmos
Crimebuster : A martial artist and violent sociopath
Crimson Advenger
Crossfire
D
Damask
Darkchilde
Dark Elf
Darkhail
DarkKnight
Dayglo
Deathbolt
Death Metal
Deathsong
Decibelle
Der Eisenwolf
Dervish
Destructeur
Detonator
Diamond Jim
Diana
Domino
Downsizer
Dr. Power
Dune
Dusk
Dwindler
E
Eagle Eye
Eclipse (manipulates light has rod that shoots lazer)
Edge
Elastique
Elementalist
Elf
Eliminator
Elusive Butterfly
Eradicator
Erg
Express
Eye Tyrant
F
Falcon
F.A.S.T.
Farseer
Feedback
Felina
Felon
Firefall
Firefight
FireFly
Flame
Flashback
Flower Child
Fly Girl
Force
Fracas
Freak-Out
Frenzy
Frequent Flyer
Frost
Frostbite
Fuhrer
Fuji
G
Gargoyle
Gauntlet
Geistmeister
Gemini
Genocide
Ghost Girl
Giggler
Glitter
Golden Eagle II
Golden Girl
Gothyk
Green Dragon
Grenadier
Grido
GrimKaiser
Ground Zero
Guillotine
H
Hammer
Hammer of God (Ogre from Champions [only he's found religion])
Hardcase
Harlequin
Headbanger
Headhunter
Heavy Metal
Hellfire
Hellrazor
Hemlok
Herr Krebs (Mr Cancer)
Hitman
Holocaust
Hornet
Hunter-Killer
I
Ice Fury (Magic User)
Ice Storm
Imagine
Impostor
Incandesca
Incendie
Inferno
Infinity
Intuition
Iron Mask
J
Jackdaw
Javelin
Jester
K
Kane
Kibosh
Krieger
Kriegspeil
Kutter
L
Ladykiller
Lady Marmalade
Lady Steele
Lady Willpower
Lenz: Underpowered Light-based character
Lichtstrahl
Lilith
Lithos
Lone Star (Defender of Texas)
Long Horn (A minotaur who's also a Texas Ranger)
M
Mach 5
Machete
Macro
Magnifico
Mandrake: A magician (duh)
Manslaughter
Man-Spider
Martinet
Material Girl
Matte Black
Mean Mr. Mustard (a villain, natch.)
Mecha
Mechanon
Megalith
Megavolt
Mentalita
Merc
Merry-Andrew
Mind Blade
Mind Flayer
Minus
Minx
Mist Demon
Mollock the Eater of Children (a demon)
Monsier Diamont
Moonshooter
Moonstone
Mr. Otto
Mr. Peppermint Man
Mr. Soul
Mr. Zero
Multipleman: The man who can do anything, just not very well
Myriad (duplication)
N
Napalm
Nefario
Negatron
Nemesis
Neurosis (a mentalist)
Nightengale
Night Racer (Mutant speedster who runs faster at night)
Nightshifter
Nightstrike
Nightswift
Nuetron Star
Nukewarm
O
Oberon
Olympia
Operative
Overdrive
Overkill
P
Pacificateur
Paladin: A violent, murderous, self-righteous thug
Panzer
Paragon
Parasite
Parsec
Particle Man
Phantom Woman
Phaze
Photon
Portal
Powerhouse
Power Princess
Predator
Prism
Proletarian (Russian Brick)
Prowler
Psi-Borg (Cyborg Mentalist)
Psifire
Psi Mistress
Psion
Psychedelic
Psyke-Out
Psy-kill
Pulsar
Purple Haze
Pyre
Q
Quad
Quadrant
QuickSilver
R
Radioactive Man
Rage
Rampager
Random
Raptor
Reaver
Recoil
Red Baron
Red Devil
Redline
Red Lion
Red Rajah
Red Spectrum
Reflex
Replay
Restart
Retribution (Brick with titanium claws)
Revenant
Reverie
Rhino
Ringmaster
Ripclaw
Rose
Rosetta (rocky skin and universal translator ability)
Roulette
Rubberband Man
Ruckus (a rockstar that can turn light to sound)
S
Sable
SabreHawk
Sahara
Salvo
Sandstorm
Sargon
Savante (Super intellect)
Savateuse
Scari
Scarlet Canary
Scathe
Screaming Hawk
Seizure
Seker: An archaeologist blessed by the Egyptian god of light
Serephena (An angel)
Seventh Son
Sgt Steel: A Green Beret with a metallic coating in a
post-apocalypse future
Shadow Dancer
ShadowMaster
Shadow Queen
Shadowscan
Shadow Stalker (Mutant with invisability only in darkness or shadows)
Shadowsword
Shadowweaver
Shaman
Shapeless
Shard
Sharpshooter
Shatter
She Cat
Shiver
Shockwave
Shooting Star
Shrapnel
Silk Spider
Silverblade
Silverfox
Silvershield
Silversiren
Silver Stilleto
Silverstone
Silverstreak
Silverswift
Siphon
Sitcom
Skylark
Smasher
Snap
Solitaire
Soundwave
Spartan
Spectra
Speed Metal
Spider
Spike
Spit
Sprite
Spud
Squid
Stalker
Starmaster
Star Raven
Steel
Stella Polare
Stilleto
Sting
Stone Mage
Stoner (a Thing-like brick)
Strafe
Stryke
Studs
Sturm
Succubus
Sunburst
Sunspot
Supersonic
Surf
Surge
Suzie Lightning
T
Tabu: Punk rock singer/guitarist who can manifest the horrifying
power of the ID
Talon
Tangle
Tempest
Terra
Terrain
Testarossa
The Adept
The Arm
The Fool
The Horror
The Lemurian
The Minx
The Orb
The Ripper
The Walrus (and sidekick, Eggman)
Thrash
Thrasher
Thunder
Thunderfist
Tiffany Jones: She's got a code against doing stun
Tigress
Torch
Torque
Torrid
Toxic
Transformer Man
Tri-clops
Trident
Tundra
U
Ultimate Warrior
Umbriel
Underhand
V
V
Veil (A magic user that uses belly dancer veils)
Vesuvius
Vigil
Violator
W
Wanderer
War Cry
Warlord
Warp
Warp Dragon
Warp Mind
Warp Speed
Warp Stone
Warp Witch
WetWare
Whipcord
Whirlwind
Whiskeyjack
Whitecap
Whitefeather
Widow Maker
Wildthing
Windchill
Windstorm
Winter Wolf (Werewolf Brick)
Wraith
Wrecker
X
X-1 - The Negative Man: Energy vampire
X-Calibre
Y
Yellow Rose (Blaster/Texas Ranger)
Z
Zapp
Zenith
Zero
Zodiac
TEAMS
Cadre (mercenary group)
Camou
Assault
Ambush
Fusillade
Recon
Evac
Fourshadow (criminal group)
Ink
Coal
Jet
Ebony
Asskicker and Nametaker (a good melee combat guy and a mentalist)
ID and Ego (ID's the Brick and Ego is a mentalist -- think MULTIFORM)
Thunder and Lightning (Bro/Sis team -- Close Combat and Ranged Combat)
X-Sender: wabbit@globaldialog.com (Unverified)
Date: Fri, 13 Jun 1997 04:19:46 -0500
From: Earl Kwallek <earl@thewarren.mil.wi.us>
Subject: Re: Champions: New Millenium
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: 23
At 02:05 PM 6/12/97 +0000, Shawn Lockard wrote:
>To make a long email shorter, i subscribed here to learn about C:NM
>and see what Champions fans thought of it, but I haven't even seen
>it mentioned.SO I am curious... is it that bad?
>
I can only give my personal opinions:
a) the fuzion game rules suck sh-t! They represent a GIANT step backwards
in the evolution of the Champions game system. I understand the desire to
make the rules easier to understand, in an effort to attract new players,
but going to an entirely new game system was a mistake.
b) the revised "Champions Universe" history, etc generates (at best) mixed
feelings from me. When I first read it, I was appalled! What have you done
to my favorite characters?!?
Upon forcing myself to re-read it, I understand the logic behind what
they did (mostly an attempt to "Update" the universe to the '90s style of
Comic). The only things I still have qualms about are:
a) Dr Destroyer as some sort of Cosmic Enitity? Yeah Right.
b) Killing of all of the heroes, but leaving most of the villains
either untouched or "improved" (ie: More powerful than ever)
The entire thing feels like yet another attempt to increase the power
level of the Champions Universe, which it REALLY didn't need.
------------
Related subject:
Has anyone ever noted the escalating power levels in the Champions Universe?
In the BBB Seeker is built on (IIRC) 250 points. In the Champions Universe
"update" this is raised to somewhere around 400 (I don't have the book
handy), and in Watchers of the Dragon they re-write him yet again to OVER
500 points.
I can't speak for everyone, but the longest campaign I ever ran stated at
250, and after 8 YEARS of play (1 session per week) the highest point total
was 389...
Every game I ever started at the 375 level fell apart under it's own weight
before the players could reach 400 points.
From: Chuff78002@aol.com
Date: Fri, 13 Jun 1997 06:59:56 -0400 (EDT)
Subject: Re: Champions: New Millenium
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: 24
In a message dated 12/06/97 06:42:42pm, you write:
<<
Hi. I am new to Champions, specifically starting with New Millenium.
I bought Champions (3rd?) edition and some other books that go with
it at discount, but never got to read them. Fuzion sounded
interesting, and I am a fan of things Super, so I decided to get it.
To make a long email shorter, i subscribed here to learn about C:NM
and see what Champions fans thought of it, but I haven't even seen
it mentioned.SO I am curious... is it that bad?
>>
Well, it isn't perfect but then again what is ? I have very mixed feelings
for th elife path character creation technique, but on the other hand
character creation has been speede up somewhat.
For instance all this -1/4 and +1 1/2 for determing costs has been eliminated
which, as I'm no great mathematician I find to be of great help.
On the - side of things, the ability to constantly shift points from the pp
pool to the op pool and vice versa, is a little off 'cause players could slow
things down by switching ad infinitum during the creation process. Perhaps a
limit should have been imposed, although the 5 points for 1 swap makes people
think rather a lot more before they do this.
the above by the way, is great for newbie players who maybe have been put off
Hero by all that damned number crunching.
Combat has been speeded up considerably with the rule that 5 points of stun
equals 1 kill ( body ), no more adding up all those 1's and 2's. Conversion
of existing characters to Fuzion isn't too hard either but the other way can
cause a few problems or so I've heard......
to sum up, yes I DO like fuzion, and you'll always get the die hard's out
there who won't play it, but I'm more than happy to accomodate players either
way, i.e quite happy to run Hero or Fuzion or indeed, as the name implies,
mixture of the two...
Chuff78002.
X-Sender: mgill@mychoice.net
Date: Fri, 13 Jun 1997 11:55:20 +0000
From: Michael Gillespie <mgill@mychoice.net>
Subject: Re: Couple of question
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
At 11:44 AM 6/13/97 -0400, Patrick Barden wrote:
>Need some feedback on a few powers.
>
>1) Only in hero ID is a 1/4 limitation. How much of a limitation would
>you give to a power that works "Only Out of Hero ID" I have two characters
>that I want to have regeneration that only works when they are powered down
IMC, it would depend on how often he was typically in his non-hero ID
during an adventure. For most campaigns, I'd say a -1/2 Limit. If his
secret or non-hero ID is hardly ever brought out during an adventure, only
between adventures or when long periods of time elapse, I'd go with a -1.
And if he spends most of his time in non-hero ID (maybe his powered form is
dangerous and he dislikes using it), then it wolud only be worth -1/4, but
then Only in hero ID would be worth at least -1/2.
>
>2) I want to create a character whose body learns to resist attacks
>that are subsequent. The first time his opponent hits him with a specific
>type of attack he takes damage normally. With each subsequent attack he
>gains a level of damage reduction for the attack.ie.
>1st time nornal defenses
>2nd time 25% damage reduction
>3rd time 50% damage reduction
>4th time and up 75% damage reduction
>This would only last for the current combat and would reset anytime the
>character leaves combat and powers down.
>My question is how would you handle pricing the limitations on this.
Assuming you mean it resets with each different attack power (in other
words, if Durak punches you twice, you'd get 25% on the second strike. Then
in the same fight, Pantera hits you-- you'd get no Dam.Red. vs. her first
attack, but her 2nd would give you 25%, and either villains' 3rd hit would
give you 50%), then I'd buy it as 75% Damage Reduction (on whatever
defenses you can do this with) with a -1 Limitation.
If you meant that no matter who attacked you, or with what, the damage
reduction got better each time you were hit, I'd say it's only worth -1/2,
maybe only -1/4.
I'd probably say -1/2 if you had a high DCV and otherwise low defenses,
otherwise -1/4 seems about right.
Subject: Re: Champions: New Millenium
Date: Fri, 13 Jun 97 08:46:33 -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
X-Status:
X-UID: 26
On 6/13/97 5:19 AM, Earl Kwallek (earl@thewarren.mil.wi.us) Said:
>
> I can't speak for everyone, but the longest campaign I ever ran stated at
>250, and after 8 YEARS of play (1 session per week) the highest point total
>was 389...
>Every game I ever started at the 375 level fell apart under it's own weight
>before the players could reach 400 points.
Assuming you play for 8 years at only 40 weeks per year (that's 1 week
per month off) and everyone gets only 1 exp per session, a 250 starting
character would be at 250+320=570 exp by the end. This is very low in my
experience. I ran a campaign that lasted about 4 1/2 years, the
characters were 150+150 to start, and at the end, were between 550 and
800 points.
.oooO |
( ) Oooo. | David A. Fair
\ ( ( ) | SDS International
\_) ) / | dfair@sdslink.com
(_/ |
X-Forwarding-Note: Was sent to herolist@october.com; forwarding to hero-l@omg.org
From: Robert Challenger <thanos@zip.com.au>
Date: Fri, 13 Jun 1997 22:59:47 +1000
X-To: Multiple recipients of Hero <hero-l@october.com>
Subject: Re: CHAR: Popinjay (revised)
X-Listname: Hero
Reply-To: hero-l@october.com (Multiple recipients of Hero)
X-Smtp-Ip-Host: mail.zip.com.au ip 203.12.97.4
X-Smtp-Mail-From: thanos@zip.com.au
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: 27
ROJASA%BALIN.DECNET@UTHSCSA.EDU wrote:
>
> It's been a while since I read them also, but I thought that he telported Ti
> Malice to the moon. And the fact that Jay had never been to the moon, is what
> made the teleport seem strange.
>
Ok, i have to ask this:
*WHY* did you think he was sent to the moon??
I mean Ti Malice being put in with the joker babies makes some sense,
but i cant think of any connection between the moon and Jays nightmares
[well, except they both were observed while jay was asleep 8P]
Not having a go, just curious??
--
Don't think cause I understand, I care.. | Robert Challenger
Don't think cause I'm talking, we're friends.. | Thanos@Zip.Com.Au
- 6 Underground, Sneaker Pimps. |
Manic Depressive Dragon -==(UDIC)==-
Date: Fri, 13 Jun 1997 07:28:16 -0600
From: Curtis Gibson <Mhoram@apeleon.net>
Subject: Re: Champions: New Millenium
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: 28
David A. Fair wrote:
>
> On 6/13/97 5:19 AM, Earl Kwallek (earl@thewarren.mil.wi.us) Said:
>
> >
> > I can't speak for everyone, but the longest campaign I ever ran stated at
> >250, and after 8 YEARS of play (1 session per week) the highest point total
> >was 389...
> >Every game I ever started at the 375 level fell apart under it's own weight
> >before the players could reach 400 points.
>
> Assuming you play for 8 years at only 40 weeks per year (that's 1 week
> per month off) and everyone gets only 1 exp per session, a 250 starting
> character would be at 250+320=570 exp by the end. This is very low in my
> experience. I ran a campaign that lasted about 4 1/2 years, the
> characters were 150+150 to start, and at the end, were between 550 and
> 800 points.
The longest campaign I was in lasted 10 years (started under 2nd ed.)
begining points were around 350-375 (2nd then 3rd ed rules). When the
campaign folded (due to too many constrainst on the time and energy of
the GM not due to lack of interest) the oldest character were floating
around 900-1100 and were doing just fine.
My current campaign has run (off and on) 6 years and the PC are between
300 (for the new blood) and 450 or so (the characters are 4th ed
100+150).
All of these played weekly.
--
-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
From: Daniel Pawtowski <dpawtows@access.digex.net>
Subject: Crawling Exp Syndrome (Was: Re: Champions: New Millenium)
Date: Fri, 13 Jun 1997 09:28:30 -0400 (EDT)
Organization: VTSFFC
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: 29
> experience. I ran a campaign that lasted about 4 1/2 years, the
> characters were 150+150 to start, and at the end, were between 550 and
> 800 points.
A common technique I've seen used to prevent PC's from becoming
demigods is for each player to have multiple characters. Alternate which
ones are played, and the GM can hand out reasonable amounts of exp per
session. It also allows some "tailoring" of a plot to the available
characters.
Daniel Pawtowski
dpawtows@vt.edu
From: "Clint Fishback (Contractor)" <C-Fishback@mail.dec.com>
Subject: Computers
Date: Fri, 13 Jun 1997 09:59:26 -0400
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
I am trying to build a computer for the game I am going to start
running. The premise is that it will be able to connect to other
computers via satellite uplink. I've bought the connect as:
Mind Link- Limited group of minds (computers), Any number, Psychic
link, 1 turn delay startup, 14< Activation, Only with other computers
with Mink Link.
The part I am trying to figure out is what Knowledge and/or
professional skills would you give?
Date: Fri, 13 Jun 1997 11:44:39 -0400
X-Sender: absga@elbertonga.com
From: Patrick Barden <absga@elbertonga.com>
Subject: Re: Voice Duplication
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
X-Status:
X-UID: 31
At 11:34 PM 6/7/97 -0400, Urklore The Iron wrote:
>I was wondering,
> How would any of you do the power of voice mimicry. You know, the way Data
>could sound like any one of the STNG members and the like. The Mimicry
>skill does not work well, it is a learned skill. It does not function well
>for 100% accuracy like a computer could. I was thinking maybe change
>enviroment for the ability to mimic voices?
Okay here goes my version.
Images bought with the limitations audible components only, requires a
mimicry skill roll for success. Oponents would get a PER roll with
appropriate modifiers to notice minor errors in the voice.
Patrick B.
Date: Fri, 13 Jun 1997 11:44:40 -0400
X-Sender: absga@elbertonga.com
From: Patrick Barden <absga@elbertonga.com>
Subject: Couple of question
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: 32
Need some feedback on a few powers.
1) Only in hero ID is a 1/4 limitation. How much of a limitation would
you give to a power that works "Only Out of Hero ID" I have two characters
that I want to have regeneration that only works when they are powered down
2) I want to create a character whose body learns to resist attacks
that are subsequent. The first time his opponent hits him with a specific
type of attack he takes damage normally. With each subsequent attack he
gains a level of damage reduction for the attack.ie.
1st time nornal defenses
2nd time 25% damage reduction
3rd time 50% damage reduction
4th time and up 75% damage reduction
This would only last for the current combat and would reset anytime the
character leaves combat and powers down.
My question is how would you handle pricing the limitations on this.
Patrick B.
From: Stainless Steel Rat <ratinox@peorth.gweep.net>
Subject: Re: Voice Duplication
X-No-Archive: yes
X-Attribution: Rat
Organization: The Happy Fun Ball Brigade
Date: 13 Jun 1997 13:02:59 -0400
Lines: 24
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: 34
-----BEGIN PGP SIGNED MESSAGE-----
>>>>> "PB" == Patrick Barden <absga@elbertonga.com> writes:
PB> Images bought with the limitations audible components only,
This is worth nothing since Images is defined as operating against a sense
group, such as "sound".
-----BEGIN PGP SIGNATURE-----
Version: 2.6.3
Charset: noconv
iQCVAwUBM6F9QJ6VRH7BJMxHAQF12QQAwKZ949z0rauJWFs8NEQVuOaDBXczjhcw
RExZIAS1Gtaa3CWLCWhdhnGadJstveUuwHJjWbJRlWKIB7DM693qVKFAMKogM7ia
Xo5qLJA87UN2SZtJ26vMIKisrzSLDTqlaKAorAcAG3/7D9nh2M14QPy+Ss6Zhk/O
P/99Aaum4oU=
=y03L
-----END PGP SIGNATURE-----
--
Rat <ratinox@peorth.gweep.net> \ Ingredients of Happy Fun Ball include an
PGP Key: at a key server near you! \ unknown glowing substance which fell to
\ Earth, presumably from outer space.
From: Stainless Steel Rat <ratinox@peorth.gweep.net>
Subject: Re: Couple of question
X-No-Archive: yes
X-Attribution: Rat
Organization: The Happy Fun Ball Brigade
Date: 13 Jun 1997 13:08:25 -0400
Lines: 36
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: 33
-----BEGIN PGP SIGNED MESSAGE-----
>>>>> "PB" == Patrick Barden <absga@elbertonga.com> writes:
PB> 1) Only in hero ID is a 1/4 limitation. How much of a limitation
PB> would you give to a power that works "Only Out of Hero ID" I have two
PB> characters that I want to have regeneration that only works when they
PB> are powered down
How frequently are they not in their heroic identities, how difficult is it
for them to switch, and how much of a disadvantage is it for them not to be
in their heroic identities?
PB> 2) I want to create a character whose body learns to resist attacks
PB> that are subsequent. The first time his opponent hits him with a
PB> specific type of attack he takes damage normally. With each subsequent
PB> attack he gains a level of damage reduction for the attack.ie.
Sounds like you have it. The limtations are worth no more than a -1/4; it
really is not that limiting.
-----BEGIN PGP SIGNATURE-----
Version: 2.6.3
Charset: noconv
iQCVAwUBM6F+hp6VRH7BJMxHAQFfUgQAo3OvzPsEo4Hbg1oT5JZlgHYl3asufcBF
NPWD4KBLcTGtvDHOz6Wf97WcWnD0ZtxbJIUnhrZ39w3WrtIAqMPjzIvvMkHhUmBs
OfdpoAjchXI2zexOiwSfoT+llyy2H4o5prE1LrXw8j4anA/oHTATBk+inW/FeTA0
aVpbD2EzIlk=
=8nEA
-----END PGP SIGNATURE-----
--
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.
X-Forwarding-Note: Was sent to herolist@october.com; forwarding to hero-l@omg.org
From: R Jacobs <rjacobs@radiks.net>
Date: Fri, 13 Jun 1997 12:55:58 -0500
Subject: Re: TOTALLY MASSIVE List of Hero and Villain Names
Newsgroups: october.hero
X-Listname: Hero
Reply-To: hero-l@october.com (Multiple recipients of Hero)
Path: october.com!not-for-mail
Lines: 17
X-Sender: rjacobs@dial110.radiks.net
X-Reply-To: rjacobs@radiks.net
Nntp-Posting-Host: dial110.radiks.net
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
Hey gang,
If anyone is interested:
The TOTALLY MASSIVE List of Hero and Villain Names
is available on the web at
http://users.intercomm.com/redwolf/scm/articles/names.html
(edited by yours truly, with submissions from all of you and coded by
Shelley Chrystal Mactyre)
Keep sending me those names!!!
Rob
rjacobs@radiks.net
From: Dave Mattingly <DaveM@FocusSoft.com>
Subject: RE: Couple of question
Date: Fri, 13 Jun 1997 13:58:31 -0400
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
> PB> 2) I want to create a character whose body learns to resist
> attacks
> PB> that are subsequent. The first time his opponent hits him with a
> PB> specific type of attack he takes damage normally. With each
> subsequent
> PB> attack he gains a level of damage reduction for the attack.ie.
>
SSR> Sounds like you have it. The limtations are worth no more than a
-1/4; it
SSR> really is not that limiting.
I disagree. I think they should at least equal the extra time lims.
Assuming an attack every phase, and speeds of 4, the character's 25%
reduction won't take effect until the next phase, which is a -1/2. His
75% reduction won't take effect until next turn, a -1. Which means that
the 50% must fall somewhere in the middle, for a -3/4.
Dave Mattingly
http://www.geocities.com/soho/5953
X-Forwarding-Note: Was sent to herolist@october.com; forwarding to hero-l@omg.org
From: Opal@october.com (Opal)
Date: 13 Jun 97 18:15:00 GMT
Subject: Nonstandard settings =
X-Ftn-To: herolist@october.com
X-Listname: Hero
Reply-To: hero-l@october.com (Multiple recipients of Hero)
Path: october!opal
Organization: Fidonet: Red October Alpha * Hero Roleplaying * 408-629-4695 *
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
h > > I ran, set in the bizarre 'Dark Wheel Galaxy' - it included super-
h > > science, mutants, aliens, FTL travel, extradimensional beings,
h > psionics,
h > > and even several types of magic. The Hero System handled all of
h > that
h > > with no problem.
h > > ___
h > Actually, I'd meant to post to ask people what unusual
h > settings they'd used Hero for other then the 'dark champions'
h > or '4 color superhero' genres.
h >
h > Can you tell us more about this ?
h >
h > Curt Hicks
Hmmm.... Describe the Dark Wheele in an email....
In '86 I asked my players if they'd like to try a 'science fantasy' game.
Thinking back, it's hard to remember which aspects came first...
The Dark Wheele was populated by human colonists whose jump ship went
off course through time as well as space. They apeared in an isolated
galaxy that was shrouded in thick nebulae (thus the name). The ship
apeared in a region of space where 7 stars were visible (a sort of
buble in the nebulae, called a 'starcave'). The ship was reconfigured
into multiple vehicles (yes it was designed this way) and the various
factions among the colonists set off. The non-colonist crew of the ship
attempted to make a return journey but succeded only in jumping forward
in time. They were forced to settle on the planet nearest them (Stellos).
Over the millinia, the colonists formed many strange, mostly isolated
societies (they were political and philosophical extremists, that's
why they were on an intergalactic colony ship, to escape the conformity
of human space). After serious underpopulation problems, the decendents
of the crew, managed to build a society on Stellos, ultimately, they
set out into space and began conquering the various collony worlds.
The 1st 7 systems were called (big surprise) the Seven Stars (Stellos,
Sternen, Kusei, Estrella, Aster, Zveazda, Sideria).
Ultimately, the Galaxy is conquered. Just as inevitably there is
eventually a revolt - the revolt includes many anti-technological
factions, one faction, the Sword Masters emerge as a leading force.
The Galactic Empire is overthrown, and the Seven Stars become fuedal
states ruled by the Sword Masters (eventually, that was about 1000 years).
Science & Technology can still be persued, but, officially only by
individuals. Centuries pass.
A technologist, Aquillar Darrius, (after making himself imortal),
brings technology to it's ultitmate peak: a divice called the Actuator
(I later found out this is an actual engineering term - for a robotic
manipulator or something - 'Actualizer' might be better), a sort of
wish machine, powered by a black hole in a parallel universe. He
conquers the Galaxy (some of the tricks he pulled: teleporting a
battle fleet across the galaxy, putting out a star, transfroming an
opposing warp fleet into precious metals and jewels). Darrius made
one mistake, though - his 'Actuator' had tapped a finite univers, he
litterally used it up. Before he could build a new device, Darrius
was killed by a Swordmaster (Victor Regis I), subsequent King of
Stellos.
The backlash against technology is even more pronounced this time.
In the Dark Wheele it is taboo (not just illegal) to buy or sell any
crafted item (in some places art is OK, in others 'necessities' can
be traded), Computers are taboo, as are organizations like Corporations.
Starships and buildings, however are considered real property, and
can be traded, so there is still a small interstellar culture
(individuals very rarely manage to build spacecraft), but most worlds
are isolated.
Some of the 'color' in the Dark Wheele:
Masters of Life (and Masters of Death) - the ability to build a
weapon capable of killing makes one a 'master of death.' Masters
of Death are often villains in the game, they are not well liked
or trusted. Characters who know how to build killing weapons, and
know how to heal, and have a proper ethical framework (belong
to certain groups) are among the respected 'Masters of Life.'
Masters of Life include: The Pure Heart Poisoners (poisons, medicines)
Waynesmen (fire arms, surgery), Sword Masters (indestructable swords,
mystic healing), and Flame Bearers (energy weapons, laser surgery).
Masters of Death include: Blade Brothers (knives), Black Poisoners
(guess), Bombers (guess), Red Death (death rays), and others.
Other groups: Most Hierarchical groups are taboo in the Dark Wheele,
but there are sort of Fraternal orders and guilds. The Masters of
Life are the most powerful. Others include: The Fighter's Guild
(trained fighters who use normal-damage weapons), The Lawwiors guild
(ritual fighters who perform trial by combat for thier clients),
The Merchants' Trust (for what little trade can be had), the Pysician's
Guild (a para-military organization headed by the Surgeon General -
lowest rank: Private Practitioner), Thieves' Trust and so forth.
As you may have noticed, the Dark Wheele got very tongue-in-cheek.
In addition to the above, there was also a lot of transplanting
from various settings - one of the players like Anime, so the
KIRA were a major villain (I don't even remember which show they
were from...), there were 'Xenomorphs' lurking in the Star Shallows
(rimward areas), spacefaring Kelts, the Krell thought machine f/
Forbidden Planet, and lots of other stuff. As I told my players:
"The first law of the Dark Wheele is Steal Shamelessly."
Probably the most fun I had with the background was comming up
with 'ancient Terran legends.' The Waynesmen, for instance, based
thier order on an ancient hero of pre-space Earth, and strove
to recreate the magical weapons used at that time - like the
Six Shooter that could slay six foes at a time, or the Scatter Gun
(a disintegration weapon - it scatters your atoms). And the PCs
eventually met a Waynesman who succeeded in making one of those
(the Scatter Gun, I think).
In retrospect I think I came up with a lot of that as a sort of
backlash against Cyberpunk - the genre was becoming popular back
then, and I *really* didn't like it, so of course I came up with
a setting where 'Hackers' are people who will cut your head off
if they find out you built a computer, and corporations have a
reputation comprable to Nazis, while individuals are the only ones
allowed to develop advanced technologies.
___
* OFFLINE 1.58
Subject: Re: Couple of question
Date: Fri, 13 Jun 97 14:36:12 -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 6/13/97 11:44 AM, Patrick Barden (absga@elbertonga.com) Said:
>1) Only in hero ID is a 1/4 limitation. How much of a limitation would
>you give to a power that works "Only Out of Hero ID" I have two characters
>that I want to have regeneration that only works when they are powered down
>
Depending on the type of character, anywhere from a -1/4 to a -1.
"Detective" style characters ala Batman or Daredevil, that are still very
effective when not in Hero ID would be a -1/4. Someone who has few or no
abilities bought without the Only in Hero ID disad would get more.
>2) I want to create a character whose body learns to resist attacks
>that are subsequent. The first time his opponent hits him with a specific
>type of attack he takes damage normally. With each subsequent attack he
>gains a level of damage reduction for the attack.ie.
Offhand I'd say this is fairly limiting, if his other defenses are still
low, so I would probably give it a -1 to -1/2 (but his defenses would
need to be low, or it would not be very limiting, and thus get a -0)
.oooO |
( ) Oooo. | David A. Fair
\ ( ( ) | SDS International
\_) ) / | dfair@sdslink.com
(_/ |
Date: Fri, 13 Jun 1997 14:44:06 -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: Dr. Tachyon
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
[Due to the scope of this character, I'm using my typical presentation
format, instead of trying to cram everything into a few paragrahs like I
did with the rest of the Wild Cards adaptions.]
DOCTOR TACHYON
(Prince Tisianne brant Ts'ara sek Halima sek Ragnar sek Omian
of House Ilkazam)
Designers Notes:
Dr. Tachyon is one of the central characters from the Wild Cards shared
world series. He is an alien, a native of the planet Takis, who came to
earth in 1946 in a vain attempt to prevent the release of an experimental
virus (aka the "wild card virus") into Earth's atmosphere by other members
of his family. He failed in the attempt, and ended up stranded on Earth,
his fellow Takisians all dead and his own ship (aka Baby) captured by the
US Government. Tachyon then spent the next few years trying to help wild
card victims in the New York area before being brought before HUAC (House
Un-American Activities Committee) in 1950. He was then deported as an
undesirable alien.
Tachyon spent the next 10 years in an alcoholic haze, wandering about
Europe. He was recruited by the KBG, who gave him food, and a bed (and
most importantly, drink) in exchange for information. After John F
Kennedy won the 1960 election, however, Tachyon was allowed to return to
the US. He came to New York's Jokertown, and lived in the gutter,
drowning his guilt in sorrow in yet *more* booze. Finally, in 1963 the
Turtle managed to bring him around, restoring his confidence and helping
him pull his life together.
Vowing to cure the effects of the wild card virus, Tachyon founded the
Blythe van Renssaeler Memorial Clinic in 1966. Here, he provided medical
care for jokers and aces of all types, as well as spending time trying to
devise a cure for the wild card virus. His life remained relatively
stable until 1986 when he discovered his grandson, Blaise Jeannot
Andrieux, who was living in Paris aiding a terrorist cell with his
powerful mind control powers. Tachyon brought the 11 year old back to New
York, setting himself up as the boy's legal guardian.
The version of Tachyon presented is from right about this time. He will
contract the wildcard virus from Typhoid Croyd in late 1987, and loose his
right hand to Mackie Messer in 1988 at the Democratic national convention.
Eventually, he will have Blaise, who has never been a stable individual,
turn on him. The end result of this falling out will have Tachyon's mind
placed in the body of a young, 16 year old girl, while the girl's mind is
placed in his body. Blaise will then get the new, female, Tachyon
pregnant before abandoning him on Earth by stealing Tachyon's personal
spaceship. Tachyon then pursues Blaise to Takis, where Blaise manages to
start a world war before being defeated by Tachyon, Tachyon's family,
Captain Trips and Jay Ackroyd. After all is said and done, Tachyon has a
new daughter (Illyana); he is returned to his original body; Kelly (the
girl he was switched with) stays on Takis; Jay Ackroyd gets a Takisian
wife, and Starshine (one of Cpt Trips 'friends') dies. For the full
story, read Wild Cards Vol X "Double Solitaire".
Description:
Dr. Tachyon is a short, fine featured man with a long nose and a small
pointed chin. Tachyon's hair is a metallic-red shade and falls to his
shoulders, his eyes are lilac. He stands 5'3" and weighs all of 115 lbs.
He is in good physical shape, and is quite strong for his size. Tachyon
dresses in fancy outfits using a lot of lace, silk and velvet. The look
is reminiscent of early eighteen hundreds formal wear.
Powers Notes:
Tachyon's powers are pretty straight forward. He can read, control and
search for minds, as well as render opponents asleep (his Ego Attack).
His shields are very powerful, rendering him immune to almost every other
telepath on Earth. He is also rather adept at penetrating another's mind
shields (his Find Weakness). If faced with a life or death situation, all
Takisian Psi Lords can erect a powerful mind shield called a "deathlock".
Breaking this mental barrier (which can take a *very* long time, Tachyon
took seven hours to do it at one point) is so traumatic that the
individual will usually die.
Aside from his Psi Lord abilities, Tachyon is reasonably adept at self
defense. He learned Takisian fencing, as well as Earth karate. He often
carries a .357 magnum revolver when expecting trouble.
Disadvantages Notes:
Tachyon's disads are pretty simple. He's an alien, abet a very human
looking one. He dresses funny (a least, according to Earth standards),
and tends to sprinkle his speech with Takisian oaths and curses. Since
he's a prince, he acts like one. He can be arrogant and overconfident at
times, and tends to carry himself as if he was still a Psi Lord. On the
other hand, he does truly care for his patients (although deep down most
joker deformities disgust him) and has run his hospital for over 30 years.
His primary weakness is women, alcohol and the deep sense of guilt he has
over what the virus has done to so many innocent people.
The Character:
STAT VAL COST
Str 12 2
Dex 20 30
Con 15 10
Body 12 4
Int 28 18
Ego 32 44
Pre 20 10
Com 14 2
PD 5 3
ED 3 0
Spd 4 10
Rec 6 2
End 40 5
Stun 26 0
Char Total 140
Power Total 484
Total Cost 624
COST POWERS & SKILLS
50 EC: Psi Lord Powers
50 8d6 Ego Attack, 1/2 END, END 5
55 14d6 Mind Control, 0 END
50 12d6 Mind Scanning, +10 to Roll, 1/2 END, END 5
55 14d6 Telepathy, 0 END
19 Mental Defense: 25 DEF
17 Mental Defense +25, Costs END, "deathlock", END 2
20 Find Weakness with Psi EC, 13-, Costs END, END 3
MA: Fencing, usable with swords
5 Ballestra +2 OCV -2 DCV Weapon +2DC, 1/2 move required
4 Fleche +2 OCV -2 DCV Weapon +v/5, Full move
5 Lunge +1 OCV -2 DCV Weapon +2 DC Strike
4 Parry +2 OCV +2 DCV Block, Abort
4 Prise de Fer +1 OCV +0 DCV 33 STR Bind
5 Thrust +1 OCV +3 DCV Weapon Strike
MA:JKarate
4 Block +2 OCV +2 DCV Block, Abort
4 Disarm -1 OCV +1 DCV 22 STR Disarm
4 Dodge +0 OCV +5 DCV Dodge vs All, Abort
3 Legsweep +2 OCV -1 DCV 3d6 Strike; Target falls
4 Punch/Snap Kick +0 OCV +2 DCV 4d6 Strike
5 Side/Spin Kick -2 OCV +1 DCV 6d6 Strike
11 1 1/2d6 RKA, +1 OCV, 6 Shots, OAF: .S&W Mdl 19 .357 Mag
3 LS:JVirtually immune to aging
5 Wealth
2 Perk:JWell respected doctor
3 Astrogration (Navigation) 15-
5 Combat Pilot (small starships) 14-
3 Computer Programming 15-
7 High Society 15-
3 KS:JDancing 15-
1 KS:JFencing 8-
3 KS:JFlower Arranging 15-
3 KS:JZero G Operations (DEX) 13-
3 PS:JPhysician (INT) 15-
6 PS:JPlay Violin 15-
3 PS:JSurgeon (INT) 15-
2 SC:JBiochemistry 15-
2 SC:JChemistry 15-
2 SC:JGenetics 15-
2 SC:JMathematics 13-
2 SC:JPsychology 14-
3 WF:JBlades, Pistols
11 Lang: English (4), French (4), German (4), Russian (2), Spanish
(2),
Takasian (native)
3 Linguist
3 Scientist
16 CSL: +2 with Combat
10 CSL: +2 with Psi Lord EC
Disadvantages
100 Base
10 DF: Alien features and mannerisms, flamboyant manner of dress
10 DNPC: Blaise Jeannot Andrieux (less pow) 11-
15 Psych: Impulsive and overconfident
15 Psych: Lecherousness, inordinately fond of women
20 Psych: Feels a sense of responsibility to wild card victims
10 Public ID: Easily recognizable, known in most parts of the world
15 SID: Tachyon was once an KGB agent
15 Rep: Dr. Tachyon (actual rep varies, see history) 14-
20 Suscept: 4d6 Body if "Deathlock" is broken (uncom/inst)
20 Suscept: 4d6 Stun if "Deathlock" is broken (uncom/inst)
374 Experience
(Dr. Tachyon created by Melinda Snodgrass, 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, 13 Jun 1997 15:21:38 -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: Chrysalis
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
CHRYSALIS
(Debra Jo Jory)
Designers Notes:
Chysalis is the current owner/operator of the Cyrstal Palace, one of
Jokertowns most well know nightclubs. Chrysalis is 5'5" tall and weighs
115 lbs. She has blue eyes, almost toally transparent skin and muscle
tissue and no hair. She usually wears minimal amounts of clothing to
emphasise this fact. Chrysalis' primary occupation is the brokering of
information. She seems to know 8everything* tht happens in New York, and
will buy and sell anything anyone wants to know... for a price. She is
one of the major players in Jokertown, although most of her work is done
behind the scenes. Chrysalis was killed at the end of Wild Cards Book VI.
The Character:
STAT VAL COST
Str 8 -2
Dex 13 9
Con 10 0
Body 11 2
Int 20 10
Ego 18 16
Pre 15 5
Com 14 2
PD 2 0
ED 2 0
Spd 2 0
Rec 4 0
End 20 0
Stun 20 0
Char Total 42
Power Total 72
Total Cost 114
COST POWERS & SKILLS
10 Perk: Wealth
5 Detect: Lies 13-
4 AK: New York City 14-
4 AK: Jokertown 14-
7 High Society 14-
3 Interrogation 12-
4 KS: English History 14-
4 KS: The Rumor Mill 14-
4 KS: Who's Doing What to Whom 14-
4 PS: Accounting (INT) 14-
2 PS: Manager/Owner of the Crystal Palace 11-
15 Streetwise 18-
5 Trading 14-
1 Lang: English (native), French
Disadvantages
50 Base
20 DF: Woman with transparent skin and flesh, no hair
15 Psych: Overconfident
15 Psych: Honest in all her dealings, her word is her bond
15 SID: Her entire past (she's very secretive)
(Chysalis 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 *
***************************************************************************
Subject: Re: Couple of question
Date: Fri, 13 Jun 97 15:14:32 -0500
From: John P Weatherman <asahoshi@nr.infi.net>
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
Patrick Barden
>Need some feedback on a few powers.
>
>1) Only in hero ID is a 1/4 limitation. How much of a limitation would
>you give to a power that works "Only Out of Hero ID" I have two characters
>that I want to have regeneration that only works when they are powered down
I've usually seen and done this as a -1/4 Limitation as well.
>2) I want to create a character whose body learns to resist attacks
>that are subsequent. The first time his opponent hits him with a specific
>type of attack he takes damage normally. With each subsequent attack he
>gains a level of damage reduction for the attack.ie.
>1st time nornal defenses
>2nd time 25% damage reduction
>3rd time 50% damage reduction
>4th time and up 75% damage reduction
>This would only last for the current combat and would reset anytime the
>character leaves combat and powers down.
>My question is how would you handle pricing the limitations on this.
Depends on how many hits the characters tend to take in a combat. If
it's, for
example 6 then he's at full 75% reduction half the time and somewhat less
the rest.
I'd call that a -3/4 Limitation or if your real strict a -1/2. If hits
happen more frequently then lower the Limitation but I'd never drop it
below 1/4. Also, if
hits tend to be BIG, aka the first shot can often put him down, I'd raise
the
limitation another 1/4 to 1/2. So, if fights are lasting about 6 hits
but the first
hit tends to do nearly the character's STUN in BODY, call it a -1 1/4 or
-1.
I know this is kinda subjective, but it seems fair.
PAX.
____________________________________________________________________
| Name: John P. Weatherman | Phone: |
| email: asahoshi@nr.infi.net | (H) (910) 785-1130 |
| fax: (910) 748-4632 | (O) (910) 545-2722 |
|_____________________________|____________________________________|
| He who walking on the sea could calm the bitter waves, who gives |
| life to the dying seeds of the earth; He who was able to loose |
| the mortal chains of death and after three days' darkness could |
| bring again to the upper world the brother of his sister Martha: |
| He, I beleive, will make Damasus rise again from the dust. |
| Pope St. Damasus I (c.305-384) |
|__________________________________________________________________|
From: Dave Mattingly <DaveM@FocusSoft.com>
Subject: RE: CHAR: Chrysalis
Date: Fri, 13 Jun 1997 16:18:58 -0400
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
You gave her a positive COM? I'm very surprised. A high PRE, definitely,
but a high COM? For a woan who looks like a walking wound?
Should she also have bribery?
Dave Mattingly
Date: Fri, 13 Jun 1997 16:32:53 -0400 (EDT)
From: Michael Surbrook <susano@access.digex.net>
cc: champ-l@omg.org
Subject: RE: CHAR: Chrysalis
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
On Fri, 13 Jun 1997, Dave Mattingly wrote:
> You gave her a positive COM? I'm very surprised. A high PRE, definitely,
> but a high COM? For a woan who looks like a walking wound?
Yeah. In the books men are either repulsed or fascinated by her. If she
was solid, she'd probably have a COM of 14 to 16. I decided that a 10 COM
and the 20 point DF summed that up prety well.
> Should she also have bribery?
The GURPS version (written by her creator) didn't, but now that you
mention it, yeah. She should alsohave a *mess* of contacts.
***************************************************************************
* "'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: Stainless Steel Rat <ratinox@peorth.gweep.net>
Subject: Re: Couple of question
X-No-Archive: yes
X-Attribution: Rat
Organization: The Happy Fun Ball Brigade
Date: 13 Jun 1997 16:36:50 -0400
Lines: 31
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
-----BEGIN PGP SIGNED MESSAGE-----
>>>>> "DM" == Dave Mattingly <DaveM@FocusSoft.com> writes:
SSR> Sounds like you have it. The limtations are worth no more than a
SSR> -1/4; it really is not that limiting.
DM> I disagree. I think they should at least equal the extra time lims.
I am operating under the (potentially incorrect) assumption that there is a
carry over between fights. If there is no carry over of defenses -- that
is, each encounter requires that the character start from scratch with no
Damage Reduction (pretty much like how Find Weakness works) -- then the
limitation is worth a little more. But it should not be much more because
the restrictions of the limitation go away quite quickly regardless.
-----BEGIN PGP SIGNATURE-----
Version: 2.6.3
Charset: noconv
iQCVAwUBM6GvXp6VRH7BJMxHAQERzgQAmdSmx4DueGPp86t/h6wu0Uwd5vggqynF
hNmy2E3y/8ev5Ddmb8VuPuoTj/VvMjb903Jv8rDIwDYrReAeT0mjc8LAerWOe8St
2p27ZESnS361OXMq7HN2NvSWAW7kUM4ydUEbio/5djmVlwFor1Gt092O7zlBDlpb
lclPRrFlgcE=
=NgPq
-----END PGP SIGNATURE-----
--
Rat <ratinox@peorth.gweep.net> \ Do not use Happy Fun Ball on concrete.
PGP Key: at a key server near you! \
\
From: "Gordon W. Rycroft" <gwr1@ukc.ac.uk>
Subject: Re: Champions: New Millenium
Date: Fri, 13 Jun 1997 18:12:59 -0400 (EDT)
Priority: NORMAL
X-Authentication: none
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: 36
On Thu, 12 Jun 1997 15:27:04 +0000 Shawn Lockard <slockard@ncs.pvt.k12.va.us>
wrote:
>> Personally, I saw a few nice ideas, but nothing to make me dump all my old
>> 4th edition books and switch over.
>Reasonable enough. Will you buy the new source material and convert
>it to Champions 4th ed? Or do most people on the list develop their
>own settings?
Don't know about most people, but I use the fourth ed. background with my own
modifications, mostly based on whats happened in my previous campaigns... I would
buy new source material IF the background was compatable with the C4 background...
Unfortunately, it's not. At least, not without some work...
Gordon
X-Forwarding-Note: Was sent to herolist@october.com; forwarding to hero-l@omg.org
From: R Jacobs <rjacobs@radiks.net>
Date: Fri, 13 Jun 1997 17:21:11 -0500
Subject: Subscribe
Newsgroups: october.hero
X-Listname: Hero
Reply-To: hero-l@october.com (Multiple recipients of Hero)
Path: october.com!not-for-mail
Lines: 1
X-Sender: rjacobs@dial4.radiks.net
X-Reply-To: rjacobs@radiks.net
Nntp-Posting-Host: dial4.radiks.net
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
rjacobs@radiks.net subscribe
From: Curt Hicks <exucurt@exu.ericsson.se>
Date: Fri, 13 Jun 1997 17:52:04 -0500 (CDT)
Subject: Nonstandard settings = Dark Wheel Galaxy
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
Opal (Opal@october.com) writes:
> Path: october!opal
>
> I've never used a published game setting for a Champions game. I've
> used Hero to run Super-Hero champaigns, Fantasy, and Science Fiction
> games. Probably the oddest of these was a Science-Fantasy campaign
> I ran, set in the bizarre 'Dark Wheel Galaxy' - it included super-
> science, mutants, aliens, FTL travel, extradimensional beings, psionics,
> and even several types of magic. The Hero System handled all of that
> with no problem.
> ___
Actually, I'd meant to post to ask people what unusual
settings they'd used Hero for other then the 'dark champions'
or '4 color superhero' genres.
Can you tell us more about this ?
Curt Hicks
Web Page created by Text2Web v1.3.6 by Dev Virdi
http://www.virdi.demon.co.uk/
Date: Tuesday, March 30, 1999 05:42 PM