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)
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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 *
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* 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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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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HE>so, has anyone seen the new THUNDERBOLTS mag? i feel a bit silly, having
HE>actually
HE>been suprised at the suprise ending to #1. it is about a bunch of villans wh
HE>pretend
HE>to be heros, with snazzy new costumes and stuff!
Yes. I have been reading it since issue #1. I have also gotten their
appearances in the Hulk and Spiderman Team-Up. Great book!
I have also been working up 4th Edition adaptations based on each
team member's stats in the Gamer's Handbook To The Marvel Universe. But
since the title is so new, I'm choosing to wait before finishing or
posting them until I have been able to get a better view of some of
their new abilities.
___
X SLMR 2.1a X This tagline stolen by Silly Little Mail Reader!
Comments: Authenticated sender is <ghoyle1@mail.airmail.net>
From: "Guy Hoyle" <ghoyle1@mail.airmail.net>
Date: Sun, 8 Jun 1997 23:11:43 +0000
Subject: Re: Deadhead (fwd)
Reply-to: ghoyle1@airmail.net
Priority: normal
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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
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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
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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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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
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To: champ-l@omg.org
On Sat, 7 Jun 1997, Urklore The Iron wrote:
> I was wondering,
> How would any of you do the power of voice mimicry. You know, the way Data
> could sound like any one of the STNG members and the like. The Mimicry
> skill does not work well, it is a learned skill. It does not function well
> for 100% accuracy like a computer could. I was thinking maybe change
> enviroment for the ability to mimic voices?
How about an Images, only vs. Ears, and the usual game mechanics to
resolve if the person BELIEVED in the Images?
===============================================
= Jens-Arthur Leirbakk =
= e-mail: leirbakk@stud.ntnu.no =
= http://www.pvv.ntnu.no/~leirbakk/index.html =
= Smash forehead on keyboard to continue =
===============================================
X-Sender: bsvitavs@acs-mail.bu.edu
Date: Mon, 9 Jun 1997 11:04:32 -0500
From: bsvitavs@bu.edu (Bill Svitavsky)
Subject: Re: Voice Duplication
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
>I was wondering,
> How would any of you do the power of voice mimicry. You know, the way
>Data
>could sound like any one of the STNG members and the like. The Mimicry
>skill does not work well, it is a learned skill. It does not function well
>for 100% accuracy like a computer could. I was thinking maybe change
>enviroment for the ability to mimic voices?
What's wrong with Mimicry with an extremely high roll (Say, 30 or less)?
Sure, an 18 will always fail, but I can imagine situations where Data-type
Mimicry might not be convincing (the tone is inappropriate for the moment,
for example, or there's a bug in the program.) Situational modifiers are
still quite relevent - imagine filtering out background noise. A reasonable
GM would probably not require the roll in more routine situations.
"The physical world is true and real; the inner world is also true and
real. It is when we muddle them, when we fail to live the inner world as
symbol, when we try to locate it in literal people, that the illusory world
is created. The illusory world is the projected world, which so distorts
both inner and outer that we can see neither as it is."
Robert A. Johnson
From: Stainless Steel Rat <ratinox@peorth.gweep.net>
Subject: Re: Deadhead (fwd)
X-No-Archive: yes
X-Attribution: Rat
Organization: The Happy Fun Ball Brigade
Date: 09 Jun 1997 12:52:39 -0400
Lines: 28
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X-Hero: champ-l
To: champ-l@omg.org
-----BEGIN PGP SIGNED MESSAGE-----
>>>>> "MS" == Michael Surbrook <susano@access.digex.net> writes:
MS> Doesn't quite work that way. The memories fade within a short period
MS> of time after absobstion. Also, Deadhaed can 'see' what his target saw
MS> right before death, including spoken words and the like.
Well, that was not what was described the first time around, so sue me for
coming up with the "wrong" game mechanics. :)
Cramming and Retrocognition.
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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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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
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Nntp-Posting-Host: dial90.radiks.net
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Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
X-Status:
X-UID: 5
> When I tried to connect to www.herogames.com I was told
> that the site is no longer there. From the message it appears that their
> internet supplier is no longer in the web page business (but I am not
> sure).
You might want to try again. I had no problems connecting to their
site.
Rob
X-Forwarding-Note: Was sent to herolist@october.com; forwarding to hero-l@omg.org
From: HAPPYELF!!!! <jonesmj@topaz.cqu.edu.au>
Date: Tue, 10 Jun 1997 16:08:59 +1000
X-To: hero-l@october.com (Multiple recipients of Hero)
Subject: Re: Thunderbolts
X-Listname: Hero
Reply-To: hero-l@october.com (Multiple recipients of Hero)
X-Smtp-Ip-Host: topaz.cqu.EDU.AU ip 138.77.1.3
X-Smtp-Mail-From: jonesmj@topaz.cqu.edu.au
Date-Warning: Date header was inserted by topaz.cqu.edu.au
X-Sender: jonesmj@topaz.cqu.edu.au
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
X-Status:
X-UID: 2
anybody got any ideas how the whole "second alias" idea could be used easily in champs?
At 07:46 PM 6/8/97 +0000, you wrote:
>
>
>HE>so, has anyone seen the new THUNDERBOLTS mag? i feel a bit silly, having
>HE>actually
>HE>been suprised at the suprise ending to #1. it is about a bunch of villans wh
>HE>pretend
>HE>to be heros, with snazzy new costumes and stuff!
>
> Yes. I have been reading it since issue #1. I have also gotten their
>appearances in the Hulk and Spiderman Team-Up. Great book!
>
> I have also been working up 4th Edition adaptations based on each
>team member's stats in the Gamer's Handbook To The Marvel Universe. But
>since the title is so new, I'm choosing to wait before finishing or
>posting them until I have been able to get a better view of some of
>their new abilities.
>___
> X SLMR 2.1a X This tagline stolen by Silly Little Mail Reader!
>
>
Comments: Authenticated sender is <dnasset@mail.gr.cc.wa.us>
From: "David Nasset, Sr." <Filksinger@gr.cc.wa.us>
Date: Tue, 10 Jun 1997 09:52:07 +0000
Subject: Re: CHAR: Popinjay
Priority: normal
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
X-Status:
X-UID: 9
> Popinjay...
>
> Didn't he also "Pop" someone from Earth to Takis??? That's a heck
> of a lot of non-combat multipliers... :])
>
Alternatively, you can give him FTL. Lots and lots and lots and lots
of FTL. Assuming a transportation time of one second, about 28
levels beyond the base for one light year, with one level for each
doubling of distance. While expensive, this is much cheaper than
teleportation. Simply declare that it is teleportation that can only
be used through space. It will then get you to the Moon or Mars, for
instance. For teleportation on Earth, you need the non-combat
multipliers.
The Blood teleporter Pathfinder brought everyone from Ean, and
according to the book, Ean _could_ have been in our dimension. This
would give characters with the ability to teleport to other
dimensions also the ability to teleport to other worlds. While I
don't think this is normally a proper usage, as it contradicts the
BBB, I personally would declare that, for the same costs as any other
advantage on Extra-dimensional Movement, you can buy Interstellar
Movement as an additional feature, or buy only IM for the same price
as EDM. The effects on the game are virtually identical, though
people who bought FTL might object. However, if you buy FTL, you can
transport whatever you can carry, but with EDM you have to buy that
ability by weight.
Filksinger
"No Silicon Heaven? Then where do all the calculators go when they die?"
Date: Tue, 10 Jun 1997 13:07:53 -0500
From: James Van Sickle <khaine@swbell.net>
Reply-To: khaine@swbell.net
CC: champ-l@omg.org
Subject: Re: Hero Games Website
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
X-Status:
X-UID: 6
R Jacobs wrote:
> > When I tried to connect to www.herogames.com I was told
> > that the site is no longer there. From the message it appears that
> their
> > internet supplier is no longer in the web page business (but I am
> not
> > sure).
>
> You might want to try again. I had no problems connecting to their
> site.
>
> Rob
I have had problems trying to access their site in the past. It can
be slow to access, doesn't load all graphics, or gives a No DNS error."
While that can all be linked to my provider, I wouldn't put it past it
being their provider also. Best advice is if you can't get to it now,
try again later in the day.
James
X-Forwarding-Note: Was sent to herolist@october.com; forwarding to hero-l@omg.org
From: James Van Sickle <khaine@swbell.net>
Date: Tue, 10 Jun 1997 13:07:53 -0500
X-To: Multiple recipients of Hero <hero-l@october.com>
X-Cc: champ-l@omg.org
Subject: Re: Hero Games Website
X-Listname: Hero
Reply-To: hero-l@october.com (Multiple recipients of Hero)
X-Smtp-Ip-Host: mail1.rcsntx.swbell.net ip 151.164.1.2
X-Smtp-Mail-From: khaine@swbell.net
X-Reply-To: khaine@swbell.net
Cc: champ-l@omg.org
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
X-Status:
X-UID: 7
R Jacobs wrote:
> > When I tried to connect to www.herogames.com I was told
> > that the site is no longer there. From the message it appears that
> their
> > internet supplier is no longer in the web page business (but I am
> not
> > sure).
>
> You might want to try again. I had no problems connecting to their
> site.
>
> Rob
I have had problems trying to access their site in the past. It can
be slow to access, doesn't load all graphics, or gives a No DNS error."
While that can all be linked to my provider, I wouldn't put it past it
being their provider also. Best advice is if you can't get to it now,
try again later in the day.
James
Date: Tue, 10 Jun 1997 13:46:43 -0500
From: Todd Hanson <badtodd@dacmail.net>
Subject: Re: Hero Games Website
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
X-Status:
X-UID: 8
James Van Sickle wrote:
> I have had problems trying to access their site in the past. It can
> be slow to access, doesn't load all graphics, or gives a No DNS error."
> While that can all be linked to my provider, I wouldn't put it past it
> being their provider also. Best advice is if you can't get to it now,
> try again later in the day.
I have never had any of the above problems on the herogames web site
(although, with a previous provider I often had the above problems on
many web sites). If I were you, I would complain to my service
provider, this is definately a problem on their end.
Todd
--
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Todd Hanson Minnesota: Land of two seasons:
BadTodd@dacmail.net winter is coming, winter is here.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Date: Tue, 10 Jun 1997 14:51:22 -0500
From: James Van Sickle <khaine@swbell.net>
Reply-To: khaine@swbell.net
Subject: Re: Hero Games Website
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
X-Status:
X-UID: 10
Are you kidding? I know the company that does SWBell technical
support. Hell, I worked for them! The representative on the other side
of that telephone will 9 out of 10 times NOT be able to fix your
problem. Besides the company they work for has a quick-fix-goodbye
policy which does nothing but waste my time. Besides I don't believe in
concept of "owning" and "credit card" being in a sentence referrng to
me.
--
A soul in tension that's learning to fly
condition grounded, but determined to try
Can't keep my eyes from the circling skies
tongue-tied & twisted just an Earth-bound misfit, I
From: DocTough@aol.com
Date: Tue, 10 Jun 1997 17:01:02 -0400 (EDT)
Subject: Re: Thunderbolts
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
X-Status:
X-UID: 11
In a message dated 97-06-10 04:35:39 EDT, you write:
<< so, has anyone seen the new THUNDERBOLTS mag? i feel a bit silly, having
actually
been suprised at the suprise ending to #1. it is about a bunch of villans
who pretend
to be heros, with snazzy new costumes and stuff!
has anyone out there got any experiance with a simmilar type of champions
game storyline? i think it's a pretty cool idea, myself. . . though it has
been
around for a while, it's only ever been done superficially.
>>
Doc sez...
I haven't Gm'ed such a situation but a friend of mine did something
similar in his Champs game in which the villainous Destroyers from the V&V
RPG played at being heroes while working to get their jailed comrades out.
It went on for a year and worked quite well. This senario was played out
about 5 years ago and is still quite memorable.
Doc Tough
Date: Tue, 10 Jun 1997 17:40:08 -0400
From: David Tanner <nightmare@total.net>
Subject: CHAMPIONS - Rule Questions
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
X-Status:
X-UID: 12
<x-html><HTML>
Hi people! I need a few questions answered about some
rules I don't fully understand.
<BR> #1. How EXACTLY do Turn Modes work? I haven't been
able to grasp this rule at all! I could use a detailed explanation on this
one.
<BR> #2. How do you determine the velocity at which somone
can throw something/somebody, like with Martial Throw?
<BR> #3. How would you determine damage if you threw
a character into another character?
<BR> #4. How would you determine damage if you threw
an object at someone?
<BR> Those are my questions. If you could use examples
when answering, it would be much appreciated. Anyone answering these questions
should E-mail me directly at <B><U>nightmare@total.net</U></B> as I am
not on the mailing list! Thanx in advance!
<P>PS: I'm new to the game
<BR>Raymond Tanner <<<<<<<
NEWBIE!!!!
<BR>nightmare@total.net</HTML>
</x-html>From ???@??? Wed Jun 11 20:38:18 1997
Received: from emerald (emerald.omg.org [192.67.184.65]) by mars.superlink.net (8.8.5/8.7.5) with SMTP id TAA25222 for <why@mars.superlink.net&> Tue, 10 Jun 1997 19:09:46 -0400 (EDT)
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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
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
X-Status:
X-UID: 14
Could someone email me a copy of this character? I just joined the
mailing list and missed the first posting.
Thanks,
Will
Date: Tue, 10 Jun 1997 18:44:09 -0400 (EDT)
From: Michael Surbrook <susano@access.digex.net>
cc: Hero Character Adaption <catdrag@vnet.net&> champion@cyberhighway.net,
Champions Character List <deejay@cu-online.com&>
greenlucifer@geocities.com, jdriscol@vt.edu,
Rob Rutherford <mirage@hpserv.keh.utulsa.edu&> sourdust@ix.netcom.com,
robertni@us.ibm.com, teriaca@omnifest.uwm.edu, vances@sympatico.ca,
Weasel Attack!!! <weasel-patrol@otd.com>
Subject: CHAR: Popinjay (revised)
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To: champ-l@omg.org
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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
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Sender: owner-champ-l@omg.org
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To: champ-l@omg.org
X-Status:
X-UID: 16
TI MALICE
Designers Notes:
Ti Malice is one of the more... horrific creations of the Wildcards
universe. Born in Haiti in the early 50s, Ti Malice is a mere 2' 6" tall
and weighs only about 30lbs. He (it?) has no chin, a single tooth, pale,
white skin, large black eyes and no hair. He can't speak, can't eat and
can only survive by feed upon someone else's blood. This feeding uses his
host's blood to supply oxygen and nutrients, but doesn't kill them. While
feeding, Ti Malice can contact his host telepathically, as well as control
their actions. He speaks (and acts) via his mounts. While feeding, he
secretes a highly addictive substance that stimulates the brain's pleasure
center. One 'kiss' from Ti Malice and your his forever.
Note: Ti Mailice's telepathy powers are bought with the 'No Range'
limitation. Depending upon GM's choice, a further limitation (such as
must touch subject) could be added. Also note that Ti Malice's mounts
should be expressed as followers, and can range from normal humans to
powerful aces.
The Character:
STAT VAL COST
Str 0 -10
Dex 6 -12
Con 7 -6
Body 7 -6
Int 26 16
Ego 30 40
Pre 10 0
Com 2 -4
PD 1 1
ED 1 0
Spd 1 0
Rec 2 2
End 14 0
Stun 11 0
Char Total 21
Power Total 159
Total Cost 201
COST POWERS & SKILLS
13 Shrinking: 1 Level, 0 END, Persistent, Always On
2'6", 30 lbs, +2 DCV, -2 PER, +3" KB
-12 Running: 0"
30 EC: Telepathy, No Range (-1/2)
75 18d6 Mind Control, Telepathic, 0 END
30 12d6 Telepathy, 0 END
21 Transformation Attack: 1d6 Major, Cumulative, Penetrating, 0 END,
Works vs Ego Defense instead of Power Defense (-1/4), No Range,
Linked to Mind Control - Turns target into willing slave (ie
'mount') of Ti Malice
10 Eidetic Memory
10 Wealth
3 Contact: Assorted Mounts 12-
Disadvantages
100 Base
20 DF: Stunted, skeletally thin humanoid. He lacks a chin, teeth,
hair, has fish-belly white skin, no genitalia and large
protuberent black eyes.
15 Dependence: Fresh human blood, per minute, 1d6
20 Phys: Crippled Legs (Effective Running of 0")
15 Psych: Addicted to sensations of *all* kinds
15 Psych: Meglomaniac, desires to have as many 'mounts' as possible.
15 Psych: Sadist, enjoys new sensations, regardless of what they are.
1 Experience
(Ti Malice created by John J Miller, character sheet created by Michael
Surbrook)
***************************************************************************
* "'Cause I'm the god of destruction, that's why!" - Susano Orbatos,Orion *
* Michael Surbrook / susano@access.digex.net *
* Attacked Mystification Police / AD Police / ESWAT *
* Society for Creative Anachronism / House ap Gwystl / Company of St.Mark *
***************************************************************************
Date: Tue, 10 Jun 1997 20:27:14 -0400 (EDT)
From: Michael Surbrook <susano@access.digex.net>
cc: Hero Character Adaption <catdrag@vnet.net&> champion@cyberhighway.net,
Champions Character List <deejay@cu-online.com&>
greenlucifer@geocities.com, jdriscol@vt.edu,
Rob Rutherford <mirage@hpserv.keh.utulsa.edu&> sourdust@ix.netcom.com,
robertni@us.ibm.com, teriaca@omnifest.uwm.edu, vances@sympatico.ca,
Weasel Attack!!! <weasel-patrol@otd.com>
Subject: CHAR: Warlock
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
X-Status:
X-UID: 17
WARLOCK
(Peter Nance)
Designers Notes:
Warlock is a big man, standing 6'1" and weighing a good 185 lbs. He is
the leader of the Werewolves and *always* goes masked. His choice of mask
also determines the Werewolves's choice of mask. Warlock's power is the
ability to see imminent death in a person's face. This death will occur
sometime in the next 24 hours (or less). Warlock tries to use this to his
advantage, claiming to have a 'death curse' power. His power also makes
him completely afraid of mirrors, since he might see his own death if he
looks into one.
The Character:
STAT VAL COST
Str 13 3
Dex 15 15
Con 13 6
Body 13 6
Int 14 4
Ego 13 6
Pre 15 5
Com 10 0
PD 5 2
ED 3 0
Spd 3 5
Rec 6 0
End 26 0
Stun 27 0
Char Total 52
Power Total 81
Total Cost 133
COST POWERS & SKILLS
17 Precognition, 0 END, Only to see death on someone's face (-2), No
Range
MA:JDirty Infighting
4 Block +2 OCV +2 DCV Block, Abort
4 Disarm -1 OCV +1 DCV 23 STR Disarm
4 Punch/Backhand +0 OCV +2 DCV 4 1/2d6 Strike
5 Roundhouse -2 OCV +1 DCV 6 1/2d6 Strike
3 Takedown +1 OCV +1 DCV 2 1/d6 Strike; Target falls
6 Enhanced Perception:J+2
5 Wealth
3 Contact: Shadow Fist Society 12-
1 Perk: Head of the Werewolves
6 AK: Jokertown 15-
3 Persuasion 12-
2 WF: Knife, Pistol
5 KS: Occult 14-
3 KS: Psychology 12-
3 Stealth 12-
7 Streetwise 14-
Disadvantages
75 Base
5 DF: Always goes masked
15 Psych: Terrorfied of mirrors
10 Psych: Heavily into the occult
5 Watched: Shadow Fist Society (MoPow) 8-
23 Experience
(Warlock created by John J Miller, character sheet created by Michael
Surbrook)
***************************************************************************
* "'Cause I'm the god of destruction, that's why!" - Susano Orbatos,Orion *
* Michael Surbrook / susano@access.digex.net *
* Attacked Mystification Police / AD Police / ESWAT *
* Society for Creative Anachronism / House ap Gwystl / Company of St.Mark *
***************************************************************************
Date: Tue, 10 Jun 1997 21:30:51 -0400
From: David Tanner <nightmare@total.net>
Subject: Thanx people!/The New Millenium?
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
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To: champ-l@omg.org
X-Status:
X-UID: 18
<x-html><HTML>
Thanx people. I've already recieved more than enough
answers to those questions. You guys are great! I do have one more question
I've thought to ask though.
<BR> Has Champions: The New Millenium come out yet, and
if so, where can I get a copy? E-mail me at <B><U>nightmare@total.net</U></B>
if it's out, and/or if you know of any stores that carry it (online/mail-order
stores are good too!)
<BR>Raymond Tanner
<BR>nightmare@total.net</HTML>
</x-html>From ???@??? Wed Jun 11 20:38:35 1997
Received: from emerald (emerald.omg.org [192.67.184.65]) by mars.superlink.net (8.8.5/8.7.5) with SMTP id GAA12003 for <why@mars.superlink.net&> Wed, 11 Jun 1997 06:52:16 -0400 (EDT)
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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,
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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>
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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
Sender: owner-champ-l@omg.org
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To: 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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To: 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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-----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
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To: champ-l@omg.org
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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
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To: champ-l@omg.org
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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)
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Sender: owner-champ-l@omg.org
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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
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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
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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
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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
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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
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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
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Date: 11 Jun 1997 17:29:00 -0400
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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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From: Stainless Steel Rat <ratinox@peorth.gweep.net>
Subject: Re: Deadhead
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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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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)
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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
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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
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>>>>> "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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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
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> 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
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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
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Sender: owner-champ-l@omg.org
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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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Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
X-Status:
X-UID: 5
Hi. I am new to Champions, specifically starting with New Millenium.
I bought Champions (3rd?) edition and some other books that go with
it at discount, but never got to read them. Fuzion sounded
interesting, and I am a fan of things Super, so I decided to get it.
To make a long email shorter, i subscribed here to learn about C:NM
and see what Champions fans thought of it, but I haven't even seen
it mentioned.SO I am curious... is it that bad?
Shawn Lockard
slockard@ncs.pvt.k12.va.us
NCS System Admin & Webmaster - http://www.ncs.pvt.k12.va.us
My Home Page - http://www.geocities.com/TimesSquare/Dungeon/4074/
X-Forwarding-Note: Was sent to herolist@october.com; forwarding to hero-l@omg.org
From: "Richard D. Bergstresser Jr." <richberg@erols.com>
Date: Thu, 12 Jun 1997 11:06:30 -0400
Subject: Re: CHAR: Popinjay (revised)
Newsgroups: october.hero
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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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>
> 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
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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
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Organization: Fidonet: Red October Alpha * Hero Roleplaying * 408-629-4695 *
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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
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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
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To: champ-l@omg.org
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[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
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To: champ-l@omg.org
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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
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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>
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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
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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)
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<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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To: champ-l@omg.org
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-----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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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
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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
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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)
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subscribe thunder@bconnex.net
From: DocTough@aol.com
Date: Thu, 12 Jun 1997 23:51:34 -0400 (EDT)
Subject: Re: Champions: New Millenium
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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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you really are better off learning championt 4th edition as well. both systems have their strenths, but hero is way better imho, and deffinitly a system any gamer should have a look at.
At 02:05 PM 6/12/97 +0000, you wrote:
>Hi. I am new to Champions, specifically starting with New Millenium.
>I bought Champions (3rd?) edition and some other books that go with
>it at discount, but never got to read them. Fuzion sounded
>interesting, and I am a fan of things Super, so I decided to get it.
>
>To make a long email shorter, i subscribed here to learn about C:NM
>and see what Champions fans thought of it, but I haven't even seen
>it mentioned.SO I am curious... is it that bad?
>
>
>Shawn Lockard
>slockard@ncs.pvt.k12.va.us
>NCS System Admin & Webmaster - http://www.ncs.pvt.k12.va.us
>My Home Page - http://www.geocities.com/TimesSquare/Dungeon/4074/
>
and now for my brand new signoff thingie. .
HAPPYELF!!! AKA Michael John Jones AKA DIEHARD!
lord of "How's my typing? "last of the
goofy carnage: phone: 1-800-BITEME" tough-guy heros"
look fer me in coming to a PBEM
iseek.com/ near YOU! (maybe)
TheGathering (jonesmj@topaz.cqu.edu.au)
:->~ :-<~ B->~
wow, i realy oughta cut that down,. . *lol*
Date: Fri, 13 Jun 1997 14:20:55 +1000
Date-warning: Date header was inserted by topaz.cqu.edu.au
From: HAPPYELF!!!! <jonesmj@topaz.cqu.edu.au>
Subject: Re: Champions: New Millenium
X-Sender: jonesmj@topaz.cqu.edu.au
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>> 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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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
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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>
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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
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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
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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
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> 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
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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
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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
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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
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Organization: The Happy Fun Ball Brigade
Date: 13 Jun 1997 13:02:59 -0400
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-----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".
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Xo5qLJA87UN2SZtJ26vMIKisrzSLDTqlaKAorAcAG3/7D9nh2M14QPy+Ss6Zhk/O
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=y03L
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--
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
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-----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.
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--
Rat <ratinox@peorth.gweep.net> \ If Happy Fun Ball begins to smoke, get
PGP Key: at a key server near you! \ away immediately. Seek shelter and cover
\ head.
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
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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
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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 =
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Organization: Fidonet: Red October Alpha * Hero Roleplaying * 408-629-4695 *
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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
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[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
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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
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Sender: owner-champ-l@omg.org
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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
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>>>>> "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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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
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X-Status:
X-UID: 36
On Thu, 12 Jun 1997 15:27:04 +0000 Shawn Lockard <slockard@ncs.pvt.k12.va.us>
wrote:
>> Personally, I saw a few nice ideas, but nothing to make me dump all my old
>> 4th edition books and switch over.
>Reasonable enough. Will you buy the new source material and convert
>it to Champions 4th ed? Or do most people on the list develop their
>own settings?
Don't know about most people, but I use the fourth ed. background with my own
modifications, mostly based on whats happened in my previous campaigns... I would
buy new source material IF the background was compatable with the C4 background...
Unfortunately, it's not. At least, not without some work...
Gordon
X-Forwarding-Note: Was sent to herolist@october.com; forwarding to hero-l@omg.org
From: R Jacobs <rjacobs@radiks.net>
Date: Fri, 13 Jun 1997 17:21:11 -0500
Subject: Subscribe
Newsgroups: october.hero
X-Listname: Hero
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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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Sender: owner-champ-l@omg.org
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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
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
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
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Date: 13 Jun 1997 22:25:41 -0400
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>>>>> "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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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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X-Hero: champ-l
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
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Sender: owner-champ-l@omg.org
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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:
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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)
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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>
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Subject: Re: Related subject:
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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
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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:
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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:
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> 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>
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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
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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
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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
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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
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Date: Sat, 14 Jun 1997 15:03:28 -0500
From: Earl Kwallek <earl@thewarren.mil.wi.us>
Subject: Re: Related subject:
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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
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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
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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
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Date: Sat, 14 Jun 1997 14:21:55 -0700
From: Christopher Taylor <ctaylor@cyberhighway.net>
Subject: Re: Related Subject
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> > 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:
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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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