Week Ending June 14, 1997

Date: Sun, 08 Jun 1997 07:13:41 +1000 
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From: HAPPYELF!!!! <jonesmj@topaz.cqu.edu.au> 
Subject: Thunderbolts 
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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) 
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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 
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>> 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 
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 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> 
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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 
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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 
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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) 
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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) 
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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 
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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 
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Organization: Fidonet: Red October Alpha * Hero Roleplaying * 408-629-4695 *  
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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 
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> > >>>>> "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 
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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 
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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) 
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The original message was received at Sun, 8 Jun 1997 05:07:28 -0400 (EDT) 
from dpawtows@localhost 
 
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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" 
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> >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 
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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 
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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 
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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 
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X-Hero: champ-l 
To: champ-l@omg.org 
 
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>>>>> "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. 
 
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--  
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 
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Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
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>>>>> "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. 
 
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--  
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> 
&nbsp;&nbsp;&nbsp; Hi people! I need a few questions answered about some 
rules I don't fully understand. 
<BR>&nbsp;&nbsp;&nbsp; #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>&nbsp;&nbsp;&nbsp; #2. How do you determine the velocity at which somone 
can throw something/somebody, like with Martial Throw? 
<BR>&nbsp;&nbsp;&nbsp; #3. How would you determine damage if you threw 
a character into another character? 
<BR>&nbsp;&nbsp;&nbsp; #4. How would you determine damage if you threw 
an object at someone? 
<BR>&nbsp;&nbsp;&nbsp; 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&nbsp;&nbsp;&nbsp;&nbsp; &lt;&lt;&lt;&lt;&lt;&lt;&lt; 
NEWBIE!!!! 
<BR>nightmare@total.net</HTML> 
</x-html>From ???@??? Wed Jun 11 20:38:18 1997 
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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> 
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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 
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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 
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X-UID: 18 
 
<x-html><HTML> 
&nbsp;&nbsp;&nbsp; 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>&nbsp;&nbsp;&nbsp; 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 
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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> 
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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 
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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 
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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 
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X-Attribution: Rat 
Organization: The Happy Fun Ball Brigade 
Date: 11 Jun 1997 12:13:20 -0400 
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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. 
 
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--  
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 
 
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>>>>> "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. 
 
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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 
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X-Hero: champ-l 
To: champ-l@omg.org 
 
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>>>>> "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. 
 
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--  
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. 
 
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--  
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 
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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 
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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 
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Sender: owner-champ-l@omg.org 
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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 
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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 
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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 
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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 
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X-Hero: champ-l 
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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. 
 
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Version: 2.6.2 
 
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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 
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To: champ-l@omg.org 
X-Status:  
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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 
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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 
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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 
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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 
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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 
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Lines: 552 
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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. 
 
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--  
Rat <ratinox@peorth.gweep.net>    \ Do not use Happy Fun Ball on concrete. 
PGP Key: at a key server near you! \  
                                    \  
 
From: "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 
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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 
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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 
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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 
 
Date: Sat, 14 Jun 1997 12:17:32 +1000 
Date-warning: Date header was inserted by topaz.cqu.edu.au 
From: HAPPYELF!!!! <jonesmj@topaz.cqu.edu.au> 
Subject: Re: 
X-Sender: jonesmj@topaz.cqu.edu.au 
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what the hell?? did i send that to here???  
my deepest apologies- it's not even hero material!!! (heartfelt "doh"!!!) 
 
 
At 08:12 AM 6/13/97 -0500, you wrote: 
>At 02:51 PM 6/13/97 +1000, you wrote: 
>> 
>>Attachment Converted: c:\internet\email\bryant\TGFIGHT.TXT 
> 
>I REALLY shouldn't have to say this, but ... it's bad form to send attached 
>files to a mailing list.  Instead, either slap it on your web page and mail 
>a pointer note, or mail an offer to the list and collect addresses from 
>interested parties to send in a private mailing.  But lurkers and other 
>innocents shouldn't have to go hunting down a rogue file they didn't want on 
>their drive. 
> 
>-- 
>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: A Plague on Both Your Houses 
X-No-Archive: yes 
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-----BEGIN PGP SIGNED MESSAGE----- 
 
>>>>> "BS" == Bill Svitavsky <bsvitavs@bu.edu> writes: 
 
BS> I'd be interested in suggestions for how one might build that kind of 
BS> curse. 
 
It is a plot device, a special effect. 
 
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Charset: noconv 
 
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--  
Rat <ratinox@peorth.gweep.net>    \ Caution: Happy Fun Ball may suddenly 
PGP Key: at a key server near you! \ accelerate to dangerous speeds. 
                                    \  
 
Date: Sat, 14 Jun 1997 12:46:06 +1000 
Date-warning: Date header was inserted by topaz.cqu.edu.au 
From: HAPPYELF!!!! <jonesmj@topaz.cqu.edu.au> 
Subject: Re: A Plague on Both Your Houses 
X-Sender: jonesmj@topaz.cqu.edu.au 
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To: champ-l@omg.org 
 
>Date: Sat, 14 Jun 1997 12:51:21 
>To: bsvitavs@bu.edu (Bill Svitavsky) 
>From: HAPPYELF!!!! <jonesmj@topaz.cqu.edu.au> 
>Subject: Re: A Plague on Both Your Houses 
> 
>At 10:10 PM 6/13/97 -0500, you wrote: 
>> 
>>I'm working on a new Fantasy Hero campaign with a setting very loosely 
>>modeled on the Venetian Empire, where the PC's are members of the houses of 
>>powerful merchant princes. Conflicts between rival families will be very 
>>important, and the first adventure will involve a curse laid upon an entire 
>>family. 
>> 
>>I'd be interested in suggestions for how one might build that kind of 
>>curse. Normally, I'd build a general curse as a Transform target to target 
>>with Unluck. But in this case, the effect goes beyond any individual, and 
>>would probably pass on to future generations. A Transform vs. all the BODY 
>>of all the members of a family seems somewhat unfeasible, though I suppose 
>>a cumulative selective area effect might do it. Anybody got any better 
>>ideas? 
>> 
> 
> 
>try this: apply it as an area affect(raidius, or any if u want), but have each 'hex' equal one person-this is how i do some continuious ae effects, i also used it for a plague.transform would be fine, and don't worry about the cost- it will pay for  
>itself in the number of subjects department 
> 
> 
> 
>(PS sorry again everyone for that txt file thin) 
> 
 
X-Sender: bsvitavs@acs-mail.bu.edu 
Date: Fri, 13 Jun 1997 21:59:09 -0500 
From: bsvitavs@bu.edu (Bill Svitavsky) 
Subject: Re: Nonstandard  settings 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
 
>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. 
> 
 
I've tried a wide variety of settings with the hero system. The last 
campaign I ran was a sort of apocalyptic superhero game in the Kingdom Come 
vein (though I started working on it well before I'd heard of Kingdom 
Come.) The superbeings of that world were the product of a fertility drug 
that was widely used in the 1940's and 50's. The first generation offspring 
of parents using the drug weren't noticeably different, but the second 
generation had a high rate of mutation, producing both monsters and 
superbeings (somewhat like Wild Cards' jokers and aces, though I hadn't yet 
read WC.) The presence of superbeings rapidly changed the politics and 
social structure of the world. Soon supers became the political powers, but 
could maintain their power no farther than they could fight - thus, the 
United States was rapidly breaking down into city-states ruled by 
superhumans. Supers were a new aristocracy, generally recognized as beyond 
the law. Supers in this game had some mandatory powers and characteristics 
- a minimum of 25 STR, 20 DEX, 3 rPD & rED, and an ability to sense other 
supers - plus a minimum of 50 points in Psych Lims (the mutations tended 
toward extreme personalities). Needless to say, it was a pretty messed up 
world. 
 
Another game I ran about 5 or 6 years ago involved dimensional travel 
between two dimensions - the modern U.S. and a sword & sorcery fantasy 
realm. The basic premise was that the C.I.A. had been conducting occult 
experiments and had discovered a way to open a gate to this magical realm. 
The U.S. then secretly began to exploit the place, taking it's resources, 
establishing bases there, and overthrowing it's government. The PC's were 
the last surviving members of the royal family overthrown by the C.I.A.; 
they'd been smuggled to the U.S. as infants, and raised without knowledge 
of their lineage or their world. 
 
For that game, I told the players to create any kind of characters they 
wanted, not necessarily combatants or even adventuresome types, for a 
modern Washington D.C. setting. They produced a congressional aide, a 
schizoid amateur spy, a bad cop, and an underachieving, overweight 
supermarket stock boy. They were stunned as they slowly discovered they 
were the hereditary rulers of a magical kingdom, with magical abilities of 
their own and immortality to boot. Soon enough they were leading a medieval 
army against the Knights of the C.I.A. 
 
 
"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 
 
 
Date: Sat, 14 Jun 1997 12:59:18 +1000 
Date-warning: Date header was inserted by topaz.cqu.edu.au 
From: HAPPYELF!!!! <jonesmj@topaz.cqu.edu.au> 
Subject: Re: Related subject: 
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 
 
 
>2)	It would be nice to see how character are actually constructed 
>	for a _good_ well run high powered game.  Most people/groups I 
>	know of start with lower powered characters (225 or 250 points) 
>	and I have rarely seen a game go past 50 Exp or so before the 
>	GM get's bored and kills the game. 
> 
>			~ Mike 
> 
 
 
not true, but i'll answer anyway: 
 
 
my high power campaigns (one of which i will do up in pbem format in a few months)  
are done out with heaps of bases and vehicles, as well as BIG powers-  
like AE mind coltrols, immortality(lots of body and regeneration), and most  
important: no frameworks allowed!! 
 
 
 
 
 
X-Sender: bsvitavs@acs-mail.bu.edu 
Date: Fri, 13 Jun 1997 22:10:01 -0500 
From: bsvitavs@bu.edu (Bill Svitavsky) 
Subject: A Plague on Both Your Houses 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
 
I'm working on a new Fantasy Hero campaign with a setting very loosely 
modeled on the Venetian Empire, where the PC's are members of the houses of 
powerful merchant princes. Conflicts between rival families will be very 
important, and the first adventure will involve a curse laid upon an entire 
family. 
 
I'd be interested in suggestions for how one might build that kind of 
curse. Normally, I'd build a general curse as a Transform target to target 
with Unluck. But in this case, the effect goes beyond any individual, and 
would probably pass on to future generations. A Transform vs. all the BODY 
of all the members of a family seems somewhat unfeasible, though I suppose 
a cumulative selective area effect might do it. Anybody got any better 
ideas? 
 
"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 
 
 
X-Sender: wabbit@globaldialog.com (Unverified) 
Date: Fri, 13 Jun 1997 22:25:15 -0500 
From: Earl Kwallek <earl@thewarren.mil.wi.us> 
Subject: Re: Related subject: 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 11:46 AM 1/16/78, Robert Rutherford wrote: 
>On Fri, 13 Jun 1997 04:19:46 -0500, 
>Earl Kwallek <earl@thewarren.mil.wi.us> wrote about Re: Champions: New 
>Millenium: 
> 
>    What kind of power limitations do you use  for 375 point games.  The only 
>game that I've had fall apart started the characters with 300+ almost no 
limit 
>on disads.  It didn't fall apart because of their power level; it fell apart 
>because I was tired of everybody, (yes everybody), whining that sombody else 
>had something more abusive than they did.  My current game has been running 
>about 4 years has multiple characters with over 200 Xp.  I really only have 
>couple of problem characters, and they're problematic because of the players, 
>not the point totals. 
 
  I believe I set the average attack at the 60-75 pt range with an absolute 
Max of 90. You guessed it, everyone went for the 75-90 range. I set Dex/Spd 
at 23/5 for avg, and everyone had to be 6+ Spd and 28+ Dex (EVEN THE 
#@$@#$* BRICK!). 
You get the idea....   
 
  Incedentally, for my games the avg XP is 2 per SCENARIO, a scenario 
usually lasts three sessions if the player's don't spend two more sessions 
just dithering around....If the scenario exceeds four sessions of serious 
play I award 1 extra XP per session... Most of my players came from games 
where they got 2-4 XP every SESSION, must have been a major shock for them.... 
 
From: Robert Rutherford <mirage@hpserv.keh.utulsa.edu> 
Reply-To: mirage@hpserv.keh.utulsa.edu 
Subject: Re: Related subject: 
Date: Sat, 14 Jun 1997 04:31:55 (-0600) 
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 22:25:15 -0500, 
Earl Kwallek <earl@thewarren.mil.wi.us> wrote about Re: Related subject:: 
> At 11:46 AM 1/16/78, Robert Rutherford wrote: 
> >On Fri, 13 Jun 1997 04:19:46 -0500, 
> >Earl Kwallek <earl@thewarren.mil.wi.us> wrote about Re: Champions: New 
> >Millenium: 
> > 
> >    What kind of power limitations do you use  for 375 point games.  The only 
> >game that I've had fall apart started the characters with 300+ almost no 
>  
> limit 
> >on disads.  It didn't fall apart because of their power level; it fell 
> apart 
> >because I was tired of everybody, (yes everybody), whining that sombody 
> else 
> >had something more abusive than they did.  My current game has been running 
> >about 4 years has multiple characters with over 200 Xp.  I really only have 
> >couple of problem characters, and they're problematic because of the 
> players, 
> >not the point totals. 
>  
>   I believe I set the average attack at the 60-75 pt range with an absolute 
> Max of 90. You guessed it, everyone went for the 75-90 range. I set Dex/Spd 
> at 23/5 for avg, and everyone had to be 6+ Spd and 28+ Dex (EVEN THE #@$@#$* 
> BRICK!). You get the idea....   
>  
>   Incedentally, for my games the avg XP is 2 per SCENARIO, a scenario 
> usually lasts three sessions if the player's don't spend two more sessions 
> just dithering around....If the scenario exceeds four sessions of serious 
> play I award 1 extra XP per session... Most of my players came from games 
> where they got 2-4 XP every SESSION, must have been a major shock for 
> them.... 
 
I think that part of the problem is the establishment of 'Average'  who want's 
to be 'Average'.  In my game a 23 DEX is pretty standard, but I get really 
restrictive on > 5 SPD and Evil on those with a 7 and  35 is the MAX DEX, no 
exceptions.  I should probably be more restrictive on those who want a 29 or 
higher.  I should get more viscous with my players about SFX and sats.  They 
may not be happy with me next week.  But really I try to keep SPD/DEX around 
5/23 and I seem to be doing OK.  But there are allways players that want to do 
something unusual.  For beginning characters I have a 12 DC MAX, though I have 
made some exceptions. 
 
But 2-4 EP session?  Talk about culture shock.  I my campaign I've given out 3 
for a session--once, and recomended 4--once.  But these were spectacular 
sessions where the players did really well and the time I recomended 4 we 
really didn't need prompting or leading by the GM, we used information 
available and took an active role in the goings on.  This group hs only done 
that once.  I really need to play more.   
 
--  
+-----------------------------+-------------------------------------------+ 
|Rob Rutherford               |Mandatory Disclaimer:                      | 
|A.K.A. mirage                |                                           | 
|E-mail                       |If my views were those of my university    | 
|mirage@hpserv.keh.utulsa.edu |my tuition wouldn't go up every year.      | 
+-----------------------------+-------------------------------------------+ 
|           URL http://hpserv.keh.utulsa.edu/~mirage/home.html            | 
+-----------------------------+-------------------------------------------+ 
 
 
Date: Fri, 13 Jun 1997 22:23:35 -0700 
From: Mike Sprague <sprague@VivaNET.com> 
Reply-To: sprague@VivaNET.com 
Subject: Re: Related subject: 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
Robert Rutherford wrote: 
> What kind of power limitations do you use  for 375 point games.  The 
> only game that I've had fall apart started the characters with 300+ 
> almost no limit on disads.  It didn't fall apart because of their power 
> level; it fell apart because I was tired of everybody, (yes everybody), 
> whining that sombody else had something more abusive than they did. 
> My current game has been running about 4 years has multiple characters 
> with over 200 Xp.  I really only have couple of problem characters, 
> and they're problematic because of the players, not the point totals. 
 
While I'm sure it's obvious, remember that a 450 point character with 
200 
points of Exp will be very different (and usually less abusive) than a 
400 point character with no experience. 
 
While I don't like seeing the power levels grow ever larger in the Hero 
books (the comments at the beginning of the "Mutant File" mildly 
offended 
me), I must point out the following: 
 
1)	I don't have a problem with something like three different Seeker 
	characters, each with more experience than the last, showing how 
	the character has grown and been modified to fit new rules. 
 
2)	It would be nice to see how character are actually constructed 
	for a _good_ well run high powered game.  Most people/groups I 
	know of start with lower powered characters (225 or 250 points) 
	and I have rarely seen a game go past 50 Exp or so before the 
	GM get's bored and kills the game. 
 
			~ Mike 
 
Date: Sat, 14 Jun 1997 02:16:19 -0500 
From: Joel Vallejo <jvallejo@bellsouth.net> 
Reply-To: jvallejo@bellsouth.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 
 
Shawn Lockard 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? 
>  
Personally, I like it.  The word is that later supplements (I'm hoping 
the it will be C:NM, Allies) will clarify the gaps and inconsistencies 
with Fuzion.  RTG has done this before i.e. Mekton.  However, I'm still 
using 4th Ed. Rules till they clarify Fuzion.  I am in the process of 
converting some of my characters over to Fuzion, but the process is 
taking longer than I expected. 
 
Date: Sat, 14 Jun 1997 07:38:23 -0700 
From: Mike Sprague <sprague@VivaNET.com> 
Reply-To: sprague@VivaNET.com 
Subject: Re: Related subject: 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
HAPPYELF!!!! wrote: 
>  
> >2)     It would be nice to see how character are actually constructed 
> >       for a _good_ well run high powered game.  Most people/groups I 
> >       know of start with lower powered characters (225 or 250 pts) 
> >       and I have rarely seen a game go past 50 Exp or so before the 
> >       GM get's bored and kills the game. 
>  
> not true, but i'll answer anyway: 
 
What's not true??  The above statement is simply based on my experience 
and on the many groups I played with ... which certainly doesn't cover 
everyone who plays.  That still doesn't make my observations false, and 
all the more reason why _I_ wouldn't mind seeing how characters are 
constructed for a _good_ high powered campaign.  I have not been overly 
pleased with the examples presented the published material. 
 
> important: no frameworks allowed!! 
 
And a very importent note!  :-)  That makes a big difference. 
 
			~ Mike 
 
Date: Sat, 14 Jun 1997 08:07:24 -0700 
From: Mike Sprague <sprague@VivaNET.com> 
Reply-To: sprague@VivaNET.com 
Subject: Re: Related subject: 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
> I believe I set the average attack at the 60-75 pt range with an 
> absolute Max of 90. You guessed it, everyone went for the 75-90 
> range. I set Dex/Spd at 23/5 for avg, and everyone had to be 6+ 
> Spd and 28+ Dex (EVEN THE #@$@#$* BRICK!). You get the idea.... 
 
In general, everyone tends to go for the max, so the best thing to do is 
explain the average range your going to use for the villians then set a 
max, assuming you want one, and let the players decided what they want. 
 
My current Champs campiagn is played twice a month, for the past two+ 
years ... and reached 50 Exp for many players (1-3 Exp every two to four 
gamming sessions) and is still going strong.  It's a lower powered 
campaign, where all characters are either mutants or normals with 
technology (no magic, aliens or the like). 
 
For Power levels, I did the following for _starting_ characters.  Once 
the game has started, the Power limits are gone, and characters can use 
Exp. to raise their power levels if they want.  The nice thing is that 
most of them have used Exp to improve Skills (like Paramedic) and 
Knowledge Skills, rather than raising the Power Level of the game. 
 
Main Attack		40 to 50 Active Pts 
Total PD or ED		15 to 25 
DEX			18 to 24 
SPD			4 to 8 
Skill Rolls		up to 14- 
Combat Skill Levels	up to +4 
 
The Active Points for the Power Level limits are calculated as follows. 
Note that if an attack is something like a Hand Killing Attack where 
Strength can add in, you should do the calculations based on the full 
number of dice for the attack. 
 
1)	Include the full value of advantages that directly effect 
	the damage caused (i.e., Armor Piercing or Autofire) 
2)	Include half the value of advantages that increase 
	effectiveness but not damage (i.e., No Range Mod or Area 
	Effect). 
3)	Ignore the value of advantages that make the power easier 
	to use (i.e., Reduced END or lots of charges). 
 
This doesn't change the actual cost of the powers, just what is figured 
toward the power level max. 
 
I also did a few other non-standard things (well, more than a few 
actually). 
 
For example, all characters have Normal character Maxima, for no 
disadvantage.  A character who wants to go beyond the max may buy 
characteristics as powers, avoiding the 2X cost ... but they 
automatically get the No Figured Characteristics Limitation at -0.  I 
have also tweaked the characteristic maxima a little, allowing a little 
higher PD, ED and REC. 
 
I also changed SPEED to 2+DEX/10, giving everyone an extra point for 
free.  Note that this also applies to normals, and I changed the Normal 
Characteristic Maxima to 6 for Speed.  Normals now start out with 3, and 
can go up to 6.  Typical agents are 4 or 5 speed now, and must be taken 
more seriously by characters (something I wanted, that you may not).  
The nice thing about this is that a character must now have a Speed of 6 
to be double a normal (rather than 4) and even a Speed of 8 is only 
twice as fast as the typical agent.  What surprised me was that half the 
characters have a speed of 5, and only one went as high as 7. 
 
I like this Speed change so much that I am considering keeping it for 
all Hero Level genre's I run in the future. 
 
			~ Mike 
 
Subject: Re: A Plague on Both Your Houses 
Date: Sat, 14 Jun 97 10:33:52 -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 
 
Todd Hanson 
 
>Bill Svitavsky wrote: 
>>  
>> I'm working on a new Fantasy Hero campaign with a setting very loosely 
>> modeled on the Venetian Empire, where the PC's are members of the houses of 
>> powerful merchant princes. Conflicts between rival families will be very 
>> important, and the first adventure will involve a curse laid upon an entire 
>> family. 
>>  
>> I'd be interested in suggestions for how one might build that kind of 
>> curse. Normally, I'd build a general curse as a Transform target to target 
>> with Unluck. But in this case, the effect goes beyond any individual, and 
>> would probably pass on to future generations. A Transform vs. all the BODY 
>> of all the members of a family seems somewhat unfeasible, though I suppose 
>> a cumulative selective area effect might do it. Anybody got any better 
>> ideas? 
> 
>How about.. 1d6 cumulative transform, continuous uncontrolled, zero 
>end... with the STICKY advantage??  (and a limitation on the 'sticky' 
>part of it - only vs members of the family).   Start this with ONE 
>member of the family and in a very short time it will work its way to 
>each and every branch.  AND this insures that each new member of the 
>family gains the curse at birth. 
 
This definantly covers the special effect.  However I tend to agree with  
Rat's 
approach, for once... 
 
Stainless Steel Rat 
 
>It is a plot device, a special effect. 
 
Occationally, its better to define things as a plot devise.  Otherwise the 
players may start trying the same things, which could be really bad.  If  
you 
do worry about the actual mechanic for your curse, I'd strongly recommend 
you put some kind of very nasty, quite possibly lethal, side effect on it. 
If you don't, you can expect the PCs to start wielding similar curses in 
short order and your game will likely fall apart, or at least that's been 
my experience in a number of fantasy settings... 
 
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: Sat, 14 Jun 1997 12:41:57 -0500 
From: Todd Hanson <badtodd@dacmail.net> 
Subject: Re: A Plague on Both Your Houses 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
Bill Svitavsky wrote: 
>  
> I'm working on a new Fantasy Hero campaign with a setting very loosely 
> modeled on the Venetian Empire, where the PC's are members of the houses of 
> powerful merchant princes. Conflicts between rival families will be very 
> important, and the first adventure will involve a curse laid upon an entire 
> family. 
>  
> I'd be interested in suggestions for how one might build that kind of 
> curse. Normally, I'd build a general curse as a Transform target to target 
> with Unluck. But in this case, the effect goes beyond any individual, and 
> would probably pass on to future generations. A Transform vs. all the BODY 
> of all the members of a family seems somewhat unfeasible, though I suppose 
> a cumulative selective area effect might do it. Anybody got any better 
> ideas? 
 
How about.. 1d6 cumulative transform, continuous uncontrolled, zero 
end... with the STICKY advantage??  (and a limitation on the 'sticky' 
part of it - only vs members of the family).   Start this with ONE 
member of the family and in a very short time it will work its way to 
each and every branch.  AND this insures that each new member of the 
family gains the curse at birth. 
 
 
Todd 
 
From: "qts" <qts@nildram.co.uk> 
Cc: "hero-l@omg.org" <hero-l@omg.org> 
Date: Sat, 14 Jun 97 18:12:11  
Reply-To: "qts" <qts@nildram.co.uk> 
Priority: Normal 
Subject: Re: A Plague on Both Your Houses 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
On Sat, 14 Jun 1997 12:46:06 +1000, HAPPYELF!!!! wrote: 
 
>>Date: Sat, 14 Jun 1997 12:51:21 
>>To: bsvitavs@bu.edu (Bill Svitavsky) 
>>From: HAPPYELF!!!! <jonesmj@topaz.cqu.edu.au> 
>>Subject: Re: A Plague on Both Your Houses 
>> 
>>At 10:10 PM 6/13/97 -0500, you wrote: 
>>> 
>>>I'm working on a new Fantasy Hero campaign with a setting very loosely 
>>>modeled on the Venetian Empire, where the PC's are members of the houses of 
>>>powerful merchant princes. Conflicts between rival families will be very 
>>>important, and the first adventure will involve a curse laid upon an entire 
>>>family. 
>>> 
>>>I'd be interested in suggestions for how one might build that kind of 
>>>curse. Normally, I'd build a general curse as a Transform target to target 
>>>with Unluck. But in this case, the effect goes beyond any individual, and 
>>>would probably pass on to future generations. A Transform vs. all the BODY 
>>>of all the members of a family seems somewhat unfeasible, though I suppose 
>>>a cumulative selective area effect might do it. Anybody got any better 
>>>ideas? 
 
Decidedly disgusting, but... 
 
How about the Transform being Continuous, Uncontrolled, and Sticky? You 
limit the Stickiness by saying it only applies to Progeny. ie the son 
or daughter gets Transformed at conception. 
 
qts  
 
From: Curt Hicks <exucurt@exu.ericsson.se> 
Date: Sat, 14 Jun 1997 15:01:42 -0500 (CDT) 
Subject: nonstandard settings 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
 
Mike Sprague <sprague@VivaNET.com> wrote:  
> Curt Hicks wrote: 
> > 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 ? 
>  
> Maybe your question wasn't clear.  Do you mean to ask what genres 
> people have used the Hero System for, beyond superheroes?  If so, 
> simply listing the published Hero sourcebooks cover a lot. 
>  
What I meant was stuff like Bill Svitavsky wrote with his  
apocalyptic-superheroes-as ruling-class of city states  
OR 
CIA versus the swords - and - sorcery fantasy world 
 
or Opal's stuff about the Dark Wheel game.  
 
(cool stuff Bill & Opal ) 
  
Basically unusual genres or combinations of genres that require a bit of 
background explanation...  Actually what I'm thinking about is starting another 
type of game rather than my long-running superhero game.. 
 
Curt 
 
X-Sender: wabbit@globaldialog.com (Unverified) 
Date: Sat, 14 Jun 1997 15:03:28 -0500 
From: Earl Kwallek <earl@thewarren.mil.wi.us> 
Subject: Re: Related subject: 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 04:42 PM 6/14/97 -0700, happyelf!!!! wrote: 
>Earl Kwallek wrote: 
> 
>>   I believe I set the average attack at the 60-75 pt range with an absolute 
>> Max of 90. You guessed it, everyone went for the 75-90 range. I set Dex/Spd 
>> at 23/5 for avg, and everyone had to be 6+ Spd and 28+ Dex (EVEN THE 
>> #@$@#$* BRICK!). 
>> You get the idea.... 
>> 
> 
>so? who says bricks have to be slow??? 
> 
 
  No one- but I have a minor objection to the team Brick being the FASTEST 
member of the party (I dug up the CHar-Recs for that game) 
  The brick Had: DEX 33, SPD 8, and 90 STR as well as 30" of Flight 
 
  Yes guys, thats 28 dice on a Move through, and since he had 75% Dam 
Reduction Phy you can guess what his favorite attack was....I think he 
tried to buy a 90 pt HA as well (+30 dice), but I'm SURE I shot that one 
down.... 
 
  Never should have allowed the character in the first place.... but 
sometimes things do get past me.... 
 
From: Curt Hicks <exucurt@exu.ericsson.se> 
Date: Sat, 14 Jun 1997 15:15:07 -0500 (CDT) 
Subject: The Return of Scenario Help Needed 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
 
Thanks again to all who had suggestions before.   
 
I talked to Arcane's player, and he came up with a little more background. 
Arcane's Evil Father In Law now has a name - Mordwen. 
According to the new backstory, elves ruled earth before the race of man. 
As men became more populous, the elves split into two factions; Mordwen's 
wanted to destroy mankind; the others opted to move to another dimension. 
For whatever reason (possibly I can use this in my scenario) Mordwen's  
opponents won the debate and the elves moved to another dimension.  
 
I've pretty much changed Mordwen's goals from using Earth's technology to 
conquer the other dimension.  Now he wants to kill most of the humans, 
turn the few survivors into his slaves, and rule the world !  Mordwen 
has determined that his magic and 'dark armies' are sufficient to handle 
Earth's conventional defenses, however he needs to find a way to deal with 
the superhumans.  I guess one 'problem' with this is it reduces Mordwen to 
a fairly stereotypical genocidal megalomaniac...   
 
Ideas or suggestions welcome.   
 
Curt Hicks 
 
Date: Sat, 14 Jun 1997 13:49:47 -0700 
From: "Capt. Spith" <cptspith@teleport.com> 
Reply-To: cptspith@teleport.com 
Subject: Re: Related Subject 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
Mike sez; 
 > 
 > HAPPYELF!!!! wrote: 
 > > important: no frameworks allowed!! 
 > 
 > And a very importent note!  :-)  That makes a big difference. 
 > 
 >                         ~ Mike 
    Good God!  What is it with this manhunt on frameworks!?  It seems 
 every few weeks, somebody has a beef about power frameworks.... sheesh 
  
 -- 
    -Capt. Spith 
    Savior of Humanity 
    Secular Messiah 
 
X-Sender: ctaylor@mailhost.cyberhighway.net 
Date: Sat, 14 Jun 1997 14:21:55 -0700 
From: Christopher Taylor <ctaylor@cyberhighway.net> 
Subject: Re: Related Subject 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
> > HAPPYELF!!!! wrote: 
> > > important: no frameworks allowed!! 
> > 
> > And a very importent note!  :-)  That makes a big difference. 
> > 
> >                         ~ Mike 
>    Good God!  What is it with this manhunt on frameworks!?  It seems 
> every few weeks, somebody has a beef about power frameworks.... sheesh 
 
Heh heh, yeah, seems like a lot of GMs got burnt by not being careful with 
peoples' frameworks... 
 
---------------------------------------------------------- 
Sola Gracia		Sola Scriptura		Sola Fide 
Soli Gloria Deo		Solus Christus		Corum Deo 
----------------------------------------------------------- 
 
Date: Sat, 14 Jun 1997 16:42:21 -0700 
From: "happyelf!!!!" <jonesmj@topaz.cqu.edu.au> 
Subject: Re: Related subject: 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
Earl Kwallek wrote: 
 
>   I believe I set the average attack at the 60-75 pt range with an absolute 
> Max of 90. You guessed it, everyone went for the 75-90 range. I set Dex/Spd 
> at 23/5 for avg, and everyone had to be 6+ Spd and 28+ Dex (EVEN THE 
> #@$@#$* BRICK!). 
> You get the idea.... 
> 
 
so? who says bricks have to be slow??? 


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Date: Wednesday, March 31, 1999 08:54 AM