Week Ending June 21, 1997
Date: Sun, 15 Jun 1997 12:42:30 +1000
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From: HAPPYELF <jonesmj@topaz.cqu.edu.au>
Subject: Re: Related subject:
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>>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
>
so??? why do we have to chuck this guy in s steryotype he obviously doesn't fit??
> 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....
>
it just looks like a solid combat style to me. . . . but maybe i'm mad?
> Never should have allowed the character in the first place.... but
>sometimes things do get past me....
>
imhho. .. . it is always better to err on the "give the players the characters they want
side of your instincts, at least in hero. . .
Date: Sun, 15 Jun 1997 12:47:44 +1000
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From: HAPPYELF <jonesmj@topaz.cqu.edu.au>
Subject: Re: The Return of Scenario Help Needed
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>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
>
how about doing the whole "white elf's burden" slave ethic thing???
he could consider supers "almost elfin" , and want to harvest them for their own good..
. . maybe along with other 'specials'., like normal geniuses and maybe even idiot savants?? you could put the whole creepy 'for your own good" spin on it. . he
could evn try to reduce fertility or something like that instead of just killin' the
hell out of everyone
Date: Sun, 15 Jun 1997 12:54:48 +1000
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From: HAPPYELF <jonesmj@topaz.cqu.edu.au>
Subject: Re: Related subject:
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>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.
fair enough. that's due to me not running hero yet *Lol*
>
>> important: no frameworks allowed!!
>
>And a very importent note! :-) That makes a big difference.
>
> ~ Mike
a lot can be said for 'cool powers": really wopping ones, but which. . odds are . . won't offer much value-for-points. . . . they seem liike a waste,
BUT they are huge, so the player has to choose between coll powerrs and just " a billion points of speed" sorta thing. .
Date: Sun, 15 Jun 1997 13:01:32 +1000
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From: HAPPYELF <jonesmj@topaz.cqu.edu.au>
Subject: Re: Related Subject
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At 01:49 PM 6/14/97 -0700, you wrote:
>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
>
down with frameworks!! flames to the infidels!! *lol*
seriously, i would only use this rule in a high-powered campaign, though it works
suprisingly well if you use it(and maybe a FEW other limits) to make a slightly low-power game.
Date: Sun, 15 Jun 1997 13:03:13 +1000
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From: HAPPYELF <jonesmj@topaz.cqu.edu.au>
Subject: Re: Related Subject
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At 09:40 PM 6/14/97 -0700, you wrote:
>Capt. Spith wrote:
>>
>> 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
>
>Uh, manhunt??? Beef about power frameworks??? What the _heck_ are you
>talking about? I'd like for you not to take my message out of context,
>please!
>
>My comment was only noting that this higher powered campaign under
>discussion didn't use Power Frameworks ... something that wasn't
>mentioned before and made a difference in my understanding of it.
>
>BTW: I happen to use all Power Frameworks, though modifications on
>Elemental Control per one of the Hero Almanacs. Power Frameworks do
>make a big difference, as they save a heck of a lot of points!!
>
>However, no "manhunt" or "beef" of any kind was intended!
>
> ~ Mike
>
that's right, capt splith. . you were just imagining it. . . there's no-
CONSPIRACY!!!!! hahahahahahahahaahahahhaahahhaahhahahahahaahhaahhahaah!!!!!!!!
(my humblest apologies for this small piece of spam)
Date: Sat, 14 Jun 1997 21:40:16 -0700
From: Mike Sprague <sprague@VivaNET.com>
Reply-To: sprague@VivaNET.com
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Capt. Spith wrote:
>
> 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
Uh, manhunt??? Beef about power frameworks??? What the _heck_ are you
talking about? I'd like for you not to take my message out of context,
please!
My comment was only noting that this higher powered campaign under
discussion didn't use Power Frameworks ... something that wasn't
mentioned before and made a difference in my understanding of it.
BTW: I happen to use all Power Frameworks, though modifications on
Elemental Control per one of the Hero Almanacs. Power Frameworks do
make a big difference, as they save a heck of a lot of points!!
However, no "manhunt" or "beef" of any kind was intended!
~ Mike
Date: Sun, 15 Jun 1997 00:51:04 -0500
From: Todd Hanson <badtodd@dacmail.net>
Subject: Re: Related subject:
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Earl Kwallek wrote:
> 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
You're right.. that IS obscene.. in some games. In other games, it
might be the average.
Just so we can get an idea of its obsceneness, what were the power
levels of the OTHER characters?
Todd
Date: Sun, 15 Jun 1997 00:56:08 -0500
From: Todd Hanson <badtodd@dacmail.net>
Subject: Re: Related Subject
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Capt. Spith wrote:
> Good God! What is it with this manhunt on frameworks!? It seems
> every few weeks, somebody has a beef about power frameworks.... sheesh
I've gotta agree with you there. Everyone seems to have this 'power
frameworks are evil' mindset.
Power frameworks are only evil IF THE GM LETS THEM BE!
As long as everyone (including the villians) are built using the same
rules, they aren't abusive!
My first response to any of my players who want to add something obscene
to one of their characters - 'Okay, fine with me. You dont mind if the
villians have this also do you?'
Would you believe that every time the players have decided that they
would rather not see the same thing used AGAINST them, and have opted to
NOT add the obscene power?
Todd
Date: Sun, 15 Jun 1997 01:12:41 -0500
From: Todd Hanson <badtodd@dacmail.net>
Subject: Code vs Killing
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looking for a bit of advice..
How do other GMs handle a character who has code vs killing.. and kills?
Let me point out up front - this hasn't happened.. YET. But I'm
expecting it to.
One of my players has a code vs killing. Kind of my own fault - in order
to promote more of a 'four color' feel to my game, I started my players
at 275 pts, and let them take any points taken as 'code vs killing' as
bonus points. I have a feeling that THIS player took the disad just for
the points.
He hasn't actually killed YET, but there are several times (especially
when losing) where he has threatened to pull out his 'big gun' (his 4d6
RKA) against villians/agents who obviously have little or no resistant
defenses (usually with comments along the lines of 'as pissed off as I
am at this guy, I dont care if I kill him!'). So far his teammates (who
also all have cvk) have held him back, but (as I've discussed with the
player), his OWN code vs killing should be holding him back.
Unfortunately the player doesn't see it this way. He seems to think
because he only has a 15 point cvk (vs the 20 pt that most of the rest
of the team does) that he only has to follow the cvk... MOST of the
time. Its become pretty clear that the player and I have different
views of what code vs killing means.
So.. assuming the inevitable happens, how should I handle it? I don't
really want to turn it into a big confrontation (besides gaming with
him, I have to work with him), but I don't intend to let him get by with
it either.
The obvious penalty is that future experience will be earmarked to
buying down his code vs killing. But I wanted an 'in-game' penalty as
well. How would the government (he is on an officially sponsored team
of the city of Chicago) deal with him?
Thanks for the help,
Todd
X-Sender: ctaylor@mailhost.cyberhighway.net
Date: Sun, 15 Jun 1997 00:08:05 -0700
From: Christopher Taylor <ctaylor@cyberhighway.net>
Subject: Re: Code vs Killing
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>How do other GMs handle a character who has code vs killing.. and kills?
...
>One of my players has a code vs killing. Kind of my own fault - in order
>to promote more of a 'four color' feel to my game, I started my players
>at 275 pts, and let them take any points taken as 'code vs killing' as
>bonus points. I have a feeling that THIS player took the disad just for
>the points.
Drain his points that he got for the code, if he kills, and take it away.
Then have the government and police chase him all over, and have the
villains take off the kid gloves. Then have the family of the guy he kakked
show up and make him feel guilty. And for kicks, have a girlfriend be
related to them somehow. :)
----------------------------------------------------------
Sola Gracia Sola Scriptura Sola Fide
Soli Gloria Deo Solus Christus Corum Deo
-----------------------------------------------------------
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Date: Sun, 15 Jun 1997 09:02:48 -0500
From: Earl Kwallek <earl@thewarren.mil.wi.us>
Subject: Re: Related subject:
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At 12:42 PM 6/15/97 +1000, HAPPYELF wrote:
>
>>>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
>>
>so??? why do we have to chuck this guy in s steryotype he obviously
doesn't fit??
You are either being deliberately dense here, or missing my point
entirely...
I have a problem with characters that "Have it all" this guy had the best
SPD, highest attack (in dice), Best defenses, and second highest DEX/CV in
the game.
Now do you understand my objection?
>> 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....
>
>it just looks like a solid combat style to me. . . . but maybe i'm mad?
Fine- but 28 dice in a campaign where the attack range is SUPPOSED to be
12-15 dice is a bit much don't you think? (and he was trying to get that HA
for a total of 58 dice!)
>> Never should have allowed the character in the first place.... but
>>sometimes things do get past me....
>>
>
>imhho. .. . it is always better to err on the "give the players the
characters they want
>side of your instincts, at least in hero. . .
IMHO- yer nuts... Giving my players what they want (at least that group)
turned the campaign into a never-ending Power Escalation war with NO
role-playing. But if you have a better class of player than i did. more
power to you - me I'll stick to the lower point totals where it's harder to
build the truly obscene characters... (not impossible - just harder)....
X-Sender: wabbit@globaldialog.com (Unverified)
Date: Sun, 15 Jun 1997 09:16:41 -0500
From: Earl Kwallek <earl@thewarren.mil.wi.us>
Subject: Re: Related subject:
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At 12:51 AM 6/15/97 -0500, Todd Hanson wrote:
>Earl Kwallek wrote:
>
>> 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
>
>You're right.. that IS obscene.. in some games. In other games, it
>might be the average.
>
>Just so we can get an idea of its obsceneness, what were the power
>levels of the OTHER characters?
First I will tell you (in case you missed it) the level I was aiming for:
Attack 60-75 APts
DEX 20-25
SPD 4-6 (Maybe a single 7+)
Def 25-45
The characters I got (I'm not going to post them all) not inclusing the
afformentioned BRICK....
Attack 2 at 90 AP, 2 at 80 AP, 1 at 75, 1 at 60
the guy with 60 had 18 different attack powers in a MP)
DEX 3 at 30, 2 at 28, 1 at 25
SPD 5 at 7, 1 at 6
Defense Not a single player BELOW the 45/45 PD/ED level
the lowest resistant Defense was 35/35
EVERYONE had Mental Defense 20+
EVERYONE had Power Defense 15+
EVERYONE had Flash Defense (Vision) of 5+
4 (of 7 including brick) had other flash defense)
5 (of 7) had some level of Dam reduction
4 had Energy Absorbtion
In short, these players designed a bunch of Combat-Killer-Death-Machines
rather than anything resembling real people... but then that seems to be
normal for the games I have run/played in....
Oh well....
Subject: Re: Code vs Killing
Date: Sun, 15 Jun 97 10:11:57 -0500
From: John P Weatherman <asahoshi@nr.infi.net>
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Todd Hanson
>looking for a bit of advice..
>
>How do other GMs handle a character who has code v killing.. and kills?
>
>He hasn't actually killed YET, but there are several times (especially
>when losing) where he has threatened to pull out his 'big gun' (his 4d6
>RKA) against villains/agents who obviously have little or no resistant
>defenses (usually with comments along the lines of 'as pissed off as I
>am at this guy, I don't care if I kill him!'). So far his teammates (who
>also all have cvk) have held him back, but (as I've discussed with the
>player), his OWN code v killing should be holding him back.
>
>Unfortunately the player doesn't see it this way. He seems to think
>because he only has a 15 point cvk (v the 20 pt that most of the rest
>of the team does) that he only has to follow the cvk... MOST of the
>time. Its become pretty clear that the player and I have different
>views of what code v killing means.
First off, why, exactly, does a CVK character HAVE a 4d6 Killing
attack? I've written some really high end characters and I really don't
think I've ever let a 4d6 creep into them. That aside however, you are
REQUIRING he make his EGO check before he pulls out that gun aren't you.
A STRONG limit requires it. Also, the more he tries it, the more
penalties
you could assess against the roll. Eventually, he might give up trying
OR
just ask to have the thing bought off. Also, if he fails a check, he'll
behave "irrationally" to avoid killing. So have him abandon his team
mates
and flee at top speed away from the fight he feels he "has" to kill in.
During "irrational" periods, it is completely legitimate for the GM to
take
control of a PC to enforce what should be happening.
If the unthinkable happens and he DOES kill somebody, have the
character
beset with remorse. Say a -4 or -5 on all CV. Maybe gut his attacks by
2
or 3 DC for a while as he subconsciously pulls attacks, fearful of
hurting
someone again. Personally, the only 15 point CvK I've used had a related
Reputation: CvK does not apply to members of Genocide. You got it, a
mutant
whose families was killed and maimed by Genocide. Normally wouldn't hurt
a fly, even went out of his way to learn non-violent capture methods, but
when Genocide turned up he routinely made that check (to the point the GM
graciously just let him, since it was part of the concept) and would kill
without a second thought. Of course he is sorry that it had to be done.
You might also just spend his XP for him on buying the CvK down to 10
points. That's, "I try other options first and am not casual about
killing,
but if that appears the only recourse, so be it."
All this IMHO, of course.
PAX.
____________________________________________________________________
| Name: John P. Weatherman | Phone: |
| email: asahoshi@nr.infi.net | (H) (910) 785-1130 |
| fax: (910) 748-4632 | (O) (910) 545-2722 |
|_____________________________|____________________________________|
| He who walking on the sea could calm the bitter waves, who gives |
| life to the dying seeds of the earth; He who was able to loose |
| the mortal chains of death and after three days' darkness could |
| bring again to the upper world the brother of his sister Martha: |
| He, I beleive, will make Damasus rise again from the dust. |
| Pope St. Damasus I (c.305-384) |
|__________________________________________________________________|
X-Sender: bsvitavs@acs-mail.bu.edu
Date: Sun, 15 Jun 1997 10:45:13 -0500
From: bsvitavs@bu.edu (Bill Svitavsky)
Subject: Re: A Plague on Both Your Houses
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Todd Hanson wrote:
>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.
>
I really like this approach; I think I'll use it.
As for the many people who suggested the "plot device" approach, I'm not
averse to unspecified plot devices, but I think it lends credibility to a
magic system to have even the vastly powerful spells built within it. I
have a fairly elaborate magic system which I intend to use for this
campaign, and with the restrictions built into the system concerning types
of spells, power levels, and spell research, I don't think I have to worry
about PC's building anything comparable. Meanwhile, I'm perfectly willing
to let this curse be affected by suppress or dispel (though I'll probably
make it difficult to dispel) or otherwise interfered with in the usual
terms of game mechanics. Another advantage of having the spell worked out
in game mechanics is that it gives me a starting point to build the wizard
who cast the spell in the first place - he'll either be quite powerful or
quite specialized (or both.)
Thanks to all for your suggestions.
Bill
"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: Sun, 15 Jun 1997 11:46:32 -0400 (EDT)
From: Michael Surbrook <susano@access.digex.net>
cc: Hero Character Adaption <catdrag@vnet.net&> champion@cyberhighway.net,
Champions Character List <deejay@cu-online.com&>
greenlucifer@geocities.com, jdriscol@vt.edu,
Rob Rutherford <mirage@hpserv.keh.utulsa.edu&> sourdust@ix.netcom.com,
robertni@us.ibm.com, teriaca@omnifest.uwm.edu, vances@sympatico.ca,
Weasel Attack!!! <weasel-patrol@otd.com>
Subject: CHAR: Loophole
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LOOPHOLE
(Edward St. John Latham)
Designers Notes:
Loophole stands 6'1" and weighs 170 lbs. He is reasonable handsome,
although a bit cold, and dresses impeccably. He is so emotionless and
distant that many believe his human feelings were burned away by the wild
card virus. At top notch lawyer, he served the Astronomer at one point,
before coming into Kien Phuc's employ. He cares nothing for right and
wrong, but only if he can get way with what ever he is planning. He has
no compunctions about killing, especially if it will aid him in a case.
The Character:
STAT VAL COST
Str 10 0
Dex 10 0
Con 13 6
Body 12 4
Int 23 16
Ego 23 32
Pre 20 10
Com 14 2
PD 2 0
ED 2 -1
Spd 3 10
Rec 5 0
End 26 0
Stun 24 0
Char Total 79
Power Total 73
Total Cost 152
COST POWERS & SKILLS
4 Contact: Kien Phuc 13-
1 Perk: Lawyer
1 Perk: Well known and influental lawyer
10 Perk: Wealth
3 Acting 13-
3 AK: New York City 14-
3 Bureacratics 13-
3 Criminology 14-
5 High Society 14-
8 KS: Law 18-
5 Oratory 14-
3 PS: Lawyer (INT) 14-
4 SC: Intelligence Analysis 14-
3 SC: Psychology 13-
5 Streetwise 14-
1 WF: Pistol
8 Lang: English (0), French (4), Vietnamese (4)
3 SL: +1 with all PRE Skills
Disadvantages
75 Base
10 DF: Emotionless
15 Psych: Overconfident, especially in court room situations
20 Psych: Totally amoral, is concerned only with himself and his
employers
5 Rep: Attorney with far to many criminal dealings 8-
27 Experience
(Loophole 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: Sun, 15 Jun 1997 11:48:23 -0400 (EDT)
From: Michael Surbrook <susano@access.digex.net>
cc: Hero Character Adaption <catdrag@vnet.net&> champion@cyberhighway.net,
Champions Character List <deejay@cu-online.com&>
greenlucifer@geocities.com, jdriscol@vt.edu,
Rob Rutherford <mirage@hpserv.keh.utulsa.edu&> sourdust@ix.netcom.com,
robertni@us.ibm.com, teriaca@omnifest.uwm.edu, vances@sympatico.ca,
Weasel Attack!!! <weasel-patrol@otd.com>
Subject: CHAR: Ezili-je-Rouge
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EZILI-JE-ROUGE
(Red-Eyed Ezili)
Designers Notes:
Ezili is very beautiful light-skinned black woman from Port-au-Prince
Haiti. She's 5'6" in height and weighs 125 lbs, with red eyes with a
black iris. Her hair is thick wild mane that falls to her waist. She is
chief among Ti Malice's mounts and is totally devoted to him. She will do
anything Ti Malice asks, and is often the one who acquires new mounts for
him. She is totally amoral and will do whatever she must to protect Ti
Malice, regardless of the cost.
The Character:
STAT VAL COST
Str 11 1
Dex 15 15
Con 13 6
Body 10 0
Int 14 4
Ego 14 8
Pre 18 8
Com 24 9
PD 3 1
ED 3 0
Spd 3 5
Rec 5 0
End 26 0
Stun 23 0
Char Total 57
Power Total 64
Total Cost 121
COST POWERS & SKILLS
3 +1 with Perception
5 Contact: Ti Malice 15-
5 Perk: Wealth
7 Disguise 13-
7 KS: 'Karma Sutra' 16-
5 KS: Posions 14-
5 KS: Posion Brewing 14-
9 PS: 'Karma Sutra' 18-
5 Seduction 14-
3 Streetwise 13-
1 WF: Knife
7 Lang: English (3), French (4), Hatian Creole (0)
2 CSL: +1 OCV with Knife
Disadvantages
50 Base
15 DF: Very beautiful, has red eyes
20 Phys: Addicted to Ti Malice's 'kiss'
5 (15) Phys: Addicted to various narcotics
0 (0) Phys: Illiterate
20 Psych: Protective of Ti Malice
5 (10) Psych: Amoral lecherousness (very bisexual)
6 Experience
(Ezili-je-Rouge created by John J Miller, character sheet created by
Michael Surbrook)
***************************************************************************
* "'Cause I'm the god of destruction, that's why!" - Susano Orbatos,Orion *
* Michael Surbrook / susano@access.digex.net *
* Attacked Mystification Police / AD Police / ESWAT *
* Society for Creative Anachronism / House ap Gwystl / Company of St.Mark *
***************************************************************************
Date: Sun, 15 Jun 1997 11:49:50 -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: Charles Dutton
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CHARLES DUTTON
Designers Notes:
Dutton is tall, standing 6'3" and very leaning, weighing 180 lbs. His
face is that of a yellowish living skull. He is a prime player in the
Jokertown community, owning the Bowery Wild Card Dime Museum, a portion of
the Crystal Palace and a number of other businesses. He is reclusive,
preferring to work behind the scenes, but is well known in Jokertown. His
is a major collector of ace 'souvenirs' and displays his collection in his
museum.
The Character:
STAT VAL COST
Str 9 -1
Dex 10 0
Con 13 6
Body 12 4
Int 18 8
Ego 15 10
Pre 15 5
Com 6 -2
PD 2 0
ED 2 -1
Spd 2 0
Rec 5 0
End 26 0
Stun 24 0
Char Total 29
Power Total 32
Total Cost 64
COST POWERS & SKILLS
10 Perk: Wealthy
4 PS: Accountant (INT) 14-
3 PS: Museum Curator (INT) 13-
3 PS: Stockbroker (INT) 13-
4 SC: Accounting 14-
3 Streetwise 12-
5 Trading 14-
Disadvantages
25 Base
5 Age: 40+
15 DF: Face is a yellowish skull
10 Psych: Sense of duty to help jokers
9 Experience
(Charles Dutton created by Walter 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: Sun, 15 Jun 1997 11:10:14 -0700
From: "Capt. Spith" <cptspith@teleport.com>
Reply-To: cptspith@teleport.com
Subject: Re: Related subject:
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happyelf!!!! wrote:
>
> Mike Sprague wrote:
> >
> > I took this off line, because I doubt anyone but you and I are
> > interested (not to mention things I wrote being taken out of context).
> > :-)
>
> capt splith was just kidding!!!
> hanks, but i really think we should discuss this on the list- that's what it's for!!
> i get plenty bored of all this wildcards stuff. . . (sorry)
Yes, I wasn't accusing you personally of loathing frameworks, just
randomly commenting on the frequency of mention in various ways of
problems with frameworks.
(BTW, no 'l' in 'Spith', please :-)> )
> > > a lot can be said for 'cool powers": really wopping ones, but which
> > > . . odds are . . won't offer much value-for-points. . . . they seem
> > > liike a waste, BUT they are huge, so the player has to choose between
> > > coll powerrs and just " a billion points of speed" sorta thing. .
Is that like a 'thousand points of light'?
<...snip...>
> > Can you give me examples of what you mean?
> >
> > ~ Mike
> what i meant is really complex webs of powers- with heaps of limitations and
> advantages, most invented by the gm- and designet to steal points!! think of it
> as sort of a reverse- framework- with the player spending extra points of real
> cost for just a really cool power!!!
This is why I think there's nothing wrong with frameworks regardless
of point level; i.e.; I built for one of my players a 'sound wave' power
- he turned into a sound wave. I had to include a desolidification,
obscene flight, and a few attacks, all useable while desolid. Without
frameworks, there's no way in hell it would have been an acceptable
point level. What I ended up with was a very effective, but also very
limited character, which overall was balanced with the other characters
in the game.
Aside from - say - a 200 point VPP, frameworks tend to balance out,
if the inherent limitions are used; if the GM occasionally makes sure to
use attack vs. SFX against them, and makes the fellow with the MP wish
he could use a couple of his slots at once, etc. In fact, I think that
with higher-level games (350+ or so), I would think it'd be easier for a
GM to decide to capitalize on the framework limitations.
--
-Capt. Spith
Savior of Humanity
Secular Messiah
From: DocTough@aol.com
Date: Sun, 15 Jun 1997 15:26:12 -0400 (EDT)
Subject: Re: Code vs Killing
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Doc sez...
Ah, the interesting problem that every GM must contend with at some
point in their campaign is how to handle PCs with Code vs Killing. There
have been a few article written on this subject, but none left me feeling
that they gave a good answer. I ran into this problem shortly after I
started GMing in 1981. What follows isn't an absolute answer but simply
observations from my campaigns.
As mentioned, i found out about this situation shortly after picking up
the GM reins in a Champions 1 campaign. The players were coming out of
playing D&D and had the Kill it mentality fairly well bred into them. They
equated the offing of a NPC as okay and what characters simply did. They
were a good group of players, but very violent and destructive overall.
Efforts to make the PCs with CvK failed and even back fired when I forcibly
tried tmake them not bump thugs and agents off.
* Point One: NEVER force the character/player to do or not do
something.*
Things went along this way until a new batch of players entered the
scene. They were older and came out of other AD&D games were the DM didn't
reward slaughtering everthing in sight. The two groups clashed over the
topic and their voices and the actions by their PCs toned the mayhem down a
bit.
*Point Two: Let the other players in the campaign lead on issues that
could be disruptive the game. The GM then acts arbitor and peacemaker.*
Their influence brought about many of the "Killer" PCs buying off or
transforming their CvKs to something else. Unfortunately, the issue didn't
get completely resolved because some of the newer players started going to
non-lethal extremes themselves. This flair up was nasty because I personally
started laying down a strict morality law. Breaking it resulted in swift,
really swift retaliation from me. BIG ERROR. Even the good players rebelled
and things got ugly.
*Point Three: While the GM has the right to the campaign ethics, they
shouldn't be used as a sledgehammer. Player should be free to act as they
feel, but they must understand their may be consequences involved. State
this to all players new and old.*
That spat was resolved by the above understanding. After this I really
scrutinzed ANY player taking CvK. I gave most players a grace period to see
if they would be able to play it. If things didn't seem to the case, then
they were allowwed to switch the points to another Disad. Some players
simply stopped taking CvK after a while.
*Point Four: Give the player the benfit of the doubt to be able to play
the Disad. If they can't handle it, just let them try something else with no
recriminations.*
Even later in the game even newer player came to play who had not been
around during the painful earlt times and brought in their own thoughts about
how '90s heroes act (Thanks Image). They would manipulate the Frequency and
Intensity aspects to create a CvK that could be played, but still allowwed
them to get awith alot. Another flair up over this resulted in the
enforcement of the idea that a Disad that isn't a Problem is worth NO POINTS.
*Point Five: A Character Disad that isn't a problem is worth no
points.*
More recently, I've begun handling how CvKs of differing values are
treated. A Code vs Killing is now defined as being unable to use lethal
force or tactics against an opponent that MAY not be able to take it. This
means that PCs can use differing force levels against opponents if they know
their targets possible ability to survive the attack or action. Even if they
are mortally in danger they may not use lethal tactics to get out of it.
What balances this out is how easily they can temporarily overcome this
ethic. The Intensity mod controls this ability. Modest means that the PC
can override their natural mores by making a simple EGO roll. If made, the
PC can carry out they questionable action. A Strong intensity requires an
EGO roll at -3. A Total intensity sually means that the PC isn't able to
overcome this deep set ethic at all, although I do allow players in REALLY
BAD situations to attempt a Critical EGO roll to act against the Disad.
Players are not allowwed to abuse this Disad. Abusers are policed by
the other players who realize that campaign repercussions effect all PCs.
Offending PCs are asked to change their ways or create a new character.
So far this is working fairly well and only one PC has recently gone so
far over the abuse limit that his character had to go through a special
senario to "correct" the character.
Doc Tough
PS: Sometimes focussing on the "Killer" character and giving them the
spotlight, even if they don't want it can help.
From: BeerCarboy@aol.com
Date: Sun, 15 Jun 1997 15:59:42 -0400 (EDT)
cc: catdrag@vnet.net, champion@cyberhighway.net, deejay@cu-online.com,
greenlucifer@geocities.com, jdriscol@vt.edu,
mirage@hpserv.keh.utulsa.edu, sourdust@ix.netcom.com,
robertni@us.ibm.com, teriaca@omnifest.uwm.edu, vances@sympatico.ca
Subject: Re: CHAR: Loophole
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Isn't this the guy who creates the jumpers via buggery? How about showing us
THAT power? Talk about expensive . . .
Carter Humphrey BeerCarboy@AOL.com
From: Chuff78002@aol.com
Date: Sun, 15 Jun 1997 16:47:47 -0400 (EDT)
Subject: Re: Champions: New Millenium
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In a message dated 15/06/97 09:03:05am, you write:
<< 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. >>
Err as it's called Fuzion, I intend to blend the best elements of BOTH
systems together....after all, isn't that what the publishers have suggested
somewhere ?
I'm not dumping my 4th ed stuff either...in fact, I also use 2nd ed stuff as
well !
Chuf78002
From: Chuff78002@aol.com
Date: Sun, 15 Jun 1997 16:47:47 -0400 (EDT)
Subject: Re: Code vs Killing
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In a message dated 15/06/97 06:29:47am, you write:
<<
So.. assuming the inevitable happens, how should I handle it? I don't
really want to turn it into a big confrontation (besides gaming with
him, I have to work with him), but I don't intend to let him get by with
it either.
The obvious penalty is that future experience will be earmarked to
buying down his code vs killing. But I wanted an 'in-game' penalty as
well. How would the government (he is on an officially sponsored team
of the city of Chicago) deal with him?
>>
Question 1 does the team he is in work for an official organisation ? In
which case if the answer is yes, and the team is merely a squad, (smaller
part of a larger organisation ) then one of the rep's from another team
should/could be sent to bring the guy in .
Let him know that this guy is going to bring him in and if he resists, he's
gonna get bounced....
Question 2 Why couldn't the team leader 'ground' the guy for a while, or at
least, give a warning that their superiors are watching him.
Of course, he's gonna inherit new watched and possibly hunted disad's if the
guy actually pulls the trigger....at least let him know that the feds have
very big guns with which they can deal with him if needs be....
Chuff78002.
Date: Sun, 15 Jun 1997 14:05:31 -0700
From: "happyelf!!!!" <jonesmj@topaz.cqu.edu.au>
Subject: Re: Related subject:
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Mike Sprague wrote:
>
> I took this off line, because I doubt anyone but you and I are
> interested (not to mention things I wrote being taken out of context).
> :-)
capt splith was just kidding!!!
hanks, but i really think we should discuss this on the list- that's what it's for!!
i get plenty bored of all this wildcards stuff. . . (sorry)
>
> > a lot can be said for 'cool powers": really wopping ones, but which
> > . . odds are . . won't offer much value-for-points. . . . they seem
> > liike a waste, BUT they are huge, so the player has to choose between
> > coll powerrs and just " a billion points of speed" sorta thing. .
>
> I can't say I really follow you, here. If I didn't, ignore the
> following:
>
> Many cool whopping big powers can be made affordable by the application
> of Limitations. For that matter, though whopping big powers _do_ tend
> to give value-for-points ... often unbalancing the game.
>
> There are cases where things cost to much (Flash, for example), but
> there are more that cost too little (Aid and Hand Attack). Over all,
> things are pretty well ballanced.
>
> Can you give me examples of what you mean?
>
> ~ Mike
what i meant is really complex webs of powers- with heaps of limitations and
advantages, most invented by the gm- and designet to steal points!! think of it
as sort of a reverse- framework- with the player spending extra points of real
cost for just a really cool power!!!
From: Stainless Steel Rat <ratinox@peorth.gweep.net>
Subject: Re: Code vs Killing
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Date: 15 Jun 1997 18:16:33 -0400
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>>>>> "TH" == Todd Hanson <badtodd@dacmail.net> writes:
TH> How do other GMs handle a character who has code vs killing.. and
TH> kills?
First of all I have to ask two questions: what is the level of the
psychological limitation and what are the circumstances surrounding the
event?
In general, a character with a "total" psychological against killing will
*NEVER* use potentialy lethal force. This does not mean he will just never
use Killing Attacks because not all KAs are lethal; a 15d6 Energy Blast
certainly *is* lethal force if you shoot it at a "normal" person. It means
that if the character knows that certain actions could result in the death
of another he will actively avoid performing those actions regardless of
the circumstances. In fact, most characters with this level of
psychological limitation will never even consider the use of lethal force.
At the lesser levels of the disadvantage the character will still actively
avoid performing actions that could be lethal. To such a character the use
of lethal force is an absolute last resort, to be used when all other
avenues have been explored.
In either case should the character actually kill someone the psychological
trauma is going to be be pretty severe.
A Code vs. Killing represents a character's desire not to kill. It is not,
as this player belives, a license to kill only some of the time. If the
character will use lethal force on a continuing basis, if he *wants* to do
so, he should not have a Code vs. Killing.
So I suggest either slapping the player down (not a good idea) or get him
to buy off the disadvantage since it clearly is nothing more than free
points for him.
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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.
\
From: Firelynx16@aol.com
Date: Sun, 15 Jun 1997 18:46:03 -0400 (EDT)
cc: champ-l@omg.org
Subject: Re: Code vs Killing
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In a message dated 97-06-15 02:29:47 EDT, you write:
<< looking for a bit of advice..
How do other GMs handle a character who has code vs killing.. and kills?
[snip]
He seems to think
because he only has a 15 point cvk (vs the 20 pt that most of the rest
of the team does) that he only has to follow the cvk... MOST of the
time. Its become pretty clear that the player and I have different
views of what code vs killing means. >>
Even though the cvk is only 15 points (common, strong), the character is
still forced by the Psych Lim to make every effort within his/her disposal to
prevent killing (by his hand or someone else) for at least one Phase, and
then can only stray from this stringent path by making an EGO roll... so it's
not up to the player at all. If anything, it's up to the dice. Of course,
there are always situations where the GM can wave the Disad away if they
think it really fits the moment. But the rest of the time, if the player
goes against the Psych Lim, take an XP away from him, and tell him
immediately when you're doing it, and why. That's how I would handle it in
my game, anyway.
Brad
Date: Sun, 15 Jun 1997 16:25:19 -0700
From: Mike Sprague <sprague@VivaNET.com>
Reply-To: sprague@VivaNET.com
Subject: Complex Powers and Frameworks (Was: Related subject)
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happyelf!!!! wrote:
> what i meant is really complex webs of powers- with heaps of
> limitations and advantages, most invented by the gm- and designet
> to steal points!! think of it as sort of a reverse- framework- with
> the player spending extra points of real cost for just a really
> cool power!!!
Okay, I think I sort of follow you now. :-) I'll admit I have done
things like that to my own characters from time to time ... probably
paid more than I should have because I had something that I thought
looked cool, and wanted it to work a specific way. I tend to write
very point effecient characters however (though I try not to take
advantage of STR, Aid or Hand Attack costs) so it balances out.
I have rarely seen GM's do this however, which is strange, since
NPC's do not really need to be built to a specific set of points
like PC's are. (Chuckle, 12 years ago, I was GM'ing a Champs game,
and one of the players got upset because I was not basing the
villians on the (then) standard 225 points.) When creating an NPC
as a GM, I am more concerned with balance and what the villain will
do the the game, than in how many points he cost. I still add it
up though.
As a GM, I love having NPC's that cause the players to say "How
does he/she do that?" Predictable villians, whoes powers are
well understood can end up boring for both the GM and players.
Capt. Spith wrote:
> This is why I think there's nothing wrong with frameworks
> regardless of point level; i.e.; I built for one of my players
> a 'sound wave' power - he turned into a sound wave. I had to
> include a desolidification, obscene flight, and a few attacks,
> all useable while desolid. Without frameworks, there's no way
> in hell it would have been an acceptable point level. What I
> ended up with was a very effective, but also very limited
> character, which overall was balanced with the other characters
> in the game.
Okay, since you got me started ... I haven't been involved in a
Framework Discussion here for about three years now. :-) I'm not
trying to start a new one, I'm just expressing my observations and
views, along with givng advice that some might find useful. You
can take it or leave it!!
While I won't say there is nothing wrong with Frameworks, I _am_
on the side that likes and uses them. That's why I took offence at
a quote from my message tied in with a manhunt on Frameworks. :-)
Anyway,
Mike's Observations and Views on Power Frameworks:
1) I feel that Frameworks are like any other power that has a
magnifying glass or a Stop sign next to them. The GM _must_
take a close look at them, to make sure they make sense and
are not too abusive.
2) Since Frameworks tend to be so points effecient, all characters
should probably use them in order to keep balanced with each
other. This is the main reason, I continue to allow Elemental
Control. The other Frameworks don't always work with a
character concept.
3) Frameworks make a lot of character concepts possible that would
otherwise either be too expensive to create or would simply cost
to much for the function receivedto be worth playing.
4) The way a gaming group uses Limitations, both in general and
specific to a Framework, greatly affects any ability to really
generalize anything about frameworks. Whats abusive in one
group is not an issue in another. That said, I'll still try. :-)
As far as the individual Frameworks go:
Elemental Control:
This Framework is simply there to save points. I admit that it's
evil, :-) but I still like and use it. The problem is that it has
no built in Limitations like the others. It simply saves points.
My advice:
a) Look for, and don't allow ones with lots of powers (unless, of
course, you want to). The more powers you add, the greater the
cost savings, and the more powerful the character becomes when
compared to the others (unless they do the same thing).
b) Be very very picky about what goes in, paying close attention
to the Special Powers. For example, I tend to allow Enhances
senses in EC's, but I usually won't allow multiple Enhanced
Senses combined into one Slot, which means that many are cheaper
to buy outside the EC, unless it's a small one. On the flip
side, I usually won't allow the same power to be bought as
multiple slots. For example, three Slots of STR, each with
different Limitations. Since thay can be used together, I
consider this one power, which the character got to subtract
the base EC cost off three times! I insist the character buy
it all in one slot, and use partially Limited powers.
c) I only allow a character to take Elemetal Control when none of
the other frameworks fit their character concept. That is, they
can't use this framework if they use any others.
d) Consider using the rules modifications found in one of the Hero
Alminacs. All the powers in an EC share a common base power
(the EC itself) so if a power in an EC is Drained, Supressed,
Transferred or the like, then all powers in the EC are affected.
There are verious ways you can use this, I play it such that the
slot cost is affected first, but once it dips into the EC, then
everything in the EC goes down by that much.
MultiPower:
This framework has the biggest Limitations built in, but I find it
the framework that get's abused the most (ignoring points rape using
EC). This is because once you pay for the pool (where the cost can
greatly be reduced by Limitations), and then powers defined as ultra's
cost next to nothing, so you can have many cheaply. This is both
good and bad.
My advice:
a) Look for, and don't allow "Swiss Army Knife" MP's (unless again,
it doesn't bother you). MP should not be a cheap method to get
every neat power in the book! Also, if most of the slots are
attacks, then the built in MP limitations, where you can use
only one at a time rarely comes into play (and let's not drop
into the great linked debate again).
b) I like to apply many of the EC concepts to MP. The reason for
having an MP should be closely tied to special effect. I think
the ideal MP is where for example, you have a character based on
fire/flames, where he has some kind of Flame blast. The MP _is_
his flame blast, and the slots define the way the flame blast can
be used. Slots might include a straight EB, an EB with Area Effect,
an EB with some other Advantage, and maybe a Change Environment,
when the power is turned on low. In other words, you get a break
for redundent powers.
c) I am not fond of characters with two MP, one full of attack powers,
and one full of defense type stuff ... through if you tied all
those points together into a big MP, the end cost turns out to
pretty much be the same. Still, it allows different Limitations
to be universally applied to the MP.
Variable Power Pool:
Actually, this is the Framework I have the least problem with. In
general, it seems to work. Of course I'm not saying it isn't
abusive, but in my experience, it is rarely used .... and is
especially avoided by our powergamers. The fact that the Active
points of a power can not exceed the number of points in the pool,
and that you can not take limitations on the pool itself, tend to
keep the Variable Power Pool in check.
Advice:
a) Avoid "Cosmic" Power Pools, or for that matter, any pool that
can be changed on the fly during combat. Players who have this
will just seriously bog things down, and make the game boring
for everyone else.
b) If you _do_ allow pools that can be changed on the fly during
combat, consider limiting the powers in them to ones the
character has predefined ahead of time.
This turned out to be longer than I expected. I hope someone get's
some use out of it.
~ Mike
From: "\"qts\" <qts@nildram.co.uk>
\"Earl Kwallek\"" <qts@nildram.co.uk>
Date: Mon, 16 Jun 97 00:13:00
Reply-To: "qts" <qts@nildram.co.uk>
Priority: Normal
Subject: Re: Related subject:
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On Sun, 15 Jun 1997 09:02:48 -0500, Earl Kwallek wrote:
>At 12:42 PM 6/15/97 +1000, HAPPYELF wrote:
>>
>>>>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
>>>
>>so??? why do we have to chuck this guy in s steryotype he obviously
>doesn't fit??
>
> You are either being deliberately dense here, or missing my point
>entirely...
>I have a problem with characters that "Have it all" this guy had the best
>SPD, highest attack (in dice), Best defenses, and second highest DEX/CV in
>the game.
>Now do you understand my objection?
<subtle hint coming up :}>
Right, so what was the guy's ECV?
Date: Sun, 15 Jun 1997 17:19:21 -0700
From: Mike Sprague <sprague@VivaNET.com>
Reply-To: sprague@VivaNET.com
Subject: Re: Code vs Killing
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DocTough@aol.com wrote:
>
> Doc sez...
>
> [test deleted]
Doc sez a lot of good stuff here!!!
While our group is usually pretty good about this sort of thing, they
were getting a little too violent for "heroes." I dealt with this in
two ways.
First, the gaming session following an adventure (each of which usually
lasts several gaming sessions) I pass out a "NewsFax," which summarizes
the last adventure, contains clues to upcoming adventures (including red
herrings) and general news of what is going on in the gaming
city/world. This is always from the viewpoint of local reporters and
includes editorials.
Not only is it a good way to recap the adventures and start new ones,
the players have a pretty good idea what the public things of them in
general (they have a running feud with the DA and Cheif of Police, but
the Mayor is starting to like them).
Second, things came to a head when one of the players did a full killing
attack against a normal with no resistent defenses (the normla had an
assault rifle pointed at the character, and had told her to freese).
The normal was not killed, but was in very bad shape. A paramedic roll
was made, but then the real battle begain with an explosion. The normal
took more BODY, and begain to bleed again. By the time the battle was
over, no one had a good enough Paramedics roll to save her, and she
"died in their arms." The player felt pretty bad about killing a
normal, but then got rather upset when she was charged with assault.
The whole next gaming session was spent in court. One of the players
(the slimy power gamer :-) got to play her lawyer. I gave him a bunch
of info I have from various books on law and penalties for crimes. I
played the DA and the jury. Each of the PC's got to take the stand and
tell what they saw happen, along with other hostile and friendly
witnesses.
I told them that the outcome would depend on their putting together a
good defense. They did a good job, and made heavy use of the facts that
the deceased was a criminal who did fire her weapon (self defense), and
that the explosion was what actually killed the NPC.
They managed to sway the jury their way, and the assault charges were
dropped, but that character then had to go in for a psych analysis and
do some time in the "mutant Research Institute."
NONE of the players what to go through this again, and have been much
more careful since. Chuckle, several have also improved there Paramedic
skills.
~ Mike
Date: Sun, 15 Jun 1997 17:25:25 -0700
From: "happyelf!!!!" <jonesmj@topaz.cqu.edu.au>
Subject: Re: Related Subject
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Todd Hanson wrote:
>
>
> Would you believe that every time the players have decided that they
> would rather not see the same thing used AGAINST them, and have opted to
> NOT add the obscene power?
>
> Todd
i don't have that choice: i have villans with obscene powers on principle!!
Date: Sun, 15 Jun 1997 17:29:17 -0700
From: "happyelf!!!!" <jonesmj@topaz.cqu.edu.au>
Subject: Re: Code vs Killing
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always by the "always" frequency bit for cvk, but let the players choose the strenth:
either strong or total, or moderate if they are a real b (just don't want to get their
clothes dirty maybe).
if the player wants to resist, they can roll a ego roll!!! (with whatever penelties u
want, based on their motives for not wanting to kill)
Todd Hanson wrote:
>
> looking for a bit of advice..
>
> How do other GMs handle a character who has code vs killing.. and kills?
>
> Let me point out up front - this hasn't happened.. YET. But I'm
> expecting it to.
>
> One of my players has a code vs killing. Kind of my own fault - in order
> to promote more of a 'four color' feel to my game, I started my players
> at 275 pts, and let them take any points taken as 'code vs killing' as
> bonus points. I have a feeling that THIS player took the disad just for
> the points.
>
> He hasn't actually killed YET, but there are several times (especially
> when losing) where he has threatened to pull out his 'big gun' (his 4d6
> RKA) against villians/agents who obviously have little or no resistant
> defenses (usually with comments along the lines of 'as pissed off as I
> am at this guy, I dont care if I kill him!'). So far his teammates (who
> also all have cvk) have held him back, but (as I've discussed with the
> player), his OWN code vs killing should be holding him back.
>
> Unfortunately the player doesn't see it this way. He seems to think
> because he only has a 15 point cvk (vs the 20 pt that most of the rest
> of the team does) that he only has to follow the cvk... MOST of the
> time. Its become pretty clear that the player and I have different
> views of what code vs killing means.
>
> So.. assuming the inevitable happens, how should I handle it? I don't
> really want to turn it into a big confrontation (besides gaming with
> him, I have to work with him), but I don't intend to let him get by with
> it either.
>
> The obvious penalty is that future experience will be earmarked to
> buying down his code vs killing. But I wanted an 'in-game' penalty as
> well. How would the government (he is on an officially sponsored team
> of the city of Chicago) deal with him?
>
> Thanks for the help,
>
> Todd
Date: Sun, 15 Jun 1997 18:07:45 -0700
From: "happyelf!!!!" <jonesmj@topaz.cqu.edu.au>
Subject: my wierdest campaign >long<
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okey- dokey, the chat server i'm addicted to is down fer i while, so i have tme to go n
about one of my wierdest campaigns:
the campaign was called "downward spiral", and it followed the tribulations of
a bunch of supers in a sci-fi city known as the spiral- because it was a spiral,
a hole in the crust of a planet which reached right into the mantle, with a city
built on one continuious spiraling ledge which curled around and around the walls of the
hole. the city was one of 100, scattered across a barren planet with no atmosphere.
the idea was that ice-miners would fly by, flinging their massive payloads of
frozen whatever into 'the maw' as it was know, the massive lava-filled pit which was
the bottom level of the spiral, which was a huge lava vent. all this stuff would hiss
and bubble away, eventually giving the planet some sort of breathable atmosphere, thanks
to the scads of supertech being used. The idea was that since there was no atmosphere
the stuff just wouldn't burn up on reentry. now, because of the pure volume of the
daily deliveries, plus the aformentioned supertech, it was actually possible to
live, and even breathe on certain levels of the spiral!! the air was actuall breathable
in the middle sections, where most of the nasty stuff ws filtered out, but the air
pressure was still okay. obviously this is all very shaky, but the imagry of a huge
pitt, which looked like like a smoking bullethole from the air, plus all the gas and
falling asteroids and sweeping purity-beams was pure gold, imhho.
the 'greater setting' went something like this(basically a bit conventional):
it was about 100 years after our time, in te future of a 'standard' superheroic
genre. Rather than doing the whole 'galaxy guardians" bit, but quite a grim setting-
almost like warhammer40k, with whole planets teetering on the brink. ..
the human race was a massive congregation of system-governments and independant
planets, some fair and democratic, others pits of corperate or military opression.
The spiral world was basically one of the latter, but some areas of society were
treated well and fairly thanks to their unions. The unions existed because they had
the support of the local superheros. Yup, in almost every area, supers flourished.
The military and corperate security had squads of "psudclones", who had cloned dna
fragments which gave them superpowers, though not the match of the true superhumans-
they were expensive to create and, since cloning was illegal and usually didn't work on
supers, only certain baddies had cloned supers.
The way idea was that the 'bloodline' oh a powerful superhuman only ran for a generation
or two, so the tough ones(first generation) were always popping up in unexpected corners
hence the Supers of the campaign, who were mostly born in the 'middle zone', in a
society suprisingly simmilar to ours- the middle circle was the outside-habitable
section which functioned sorta like a big hotel, like a stopover fo rich folks, which
actually did great buisness, what with the spectacle of the purity beams and all.. ..
above this was the airtight towers of the ultra-rich, and below was the slums and
gaseous squallor of hell, as it was known. . a bit cliche i know but it was a solid
framework, with heaps of stuff going on. . Superheros were well-respected, especially
in this neck of the wood where they were , quite literally, the champions of the
opressed- they were the hard edge the unions needed to keep their standard of living,
and the link between the two groups was common on many plnets of the human side of
things. . .
as for the aliens. . .
. . gee.. . i've really gotta go. . . sorry.. . .
well, i may finish this later. . . bye!!
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->~
Date: Sun, 15 Jun 1997 21:50:39 -0500
From: Todd Hanson <badtodd@dacmail.net>
Subject: Re: Code vs Killing
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DocTough@aol.com wrote:
> PS: Sometimes focussing on the "Killer" character and giving them the
> spotlight, even if they don't want it can help.
Well, if this character decides to take the step over the edge, there
WILL be campaign consequences.. and his character WILL get the spotlight
for awhile.. although I don't know how much he's going to enjoy it ;)
First off, the character WILL be put suspension while the matter is
investigated (he's part of a government sponsored team which comes with
police powers. This is similar to what happens to a police officer who
kills in the line of duty). More than likely the investigation is going
to determine that he was justified in using the lethal force (in the
middle of the battle, some villians were using lethal attacks, thought
the team was in danger, etc...) so after he is eventually re-instated to
the team, he'll still be on probation for a while with one of the other
PCs being put in charge of 'babysitting' him. On top of this there will
be the public reaction, media attention (Mr. Frost - what exactly gives
you the authority to act as judge, jury and executionor of criminals?
Do you believe that your powers puts you above the law?) etc.
Any other ideas, or problems with the above?
Todd
Date: Sun, 15 Jun 1997 22:08:22 -0500
From: Todd Hanson <badtodd@dacmail.net>
Subject: Re: Code vs Killing
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Stainless Steel Rat wrote:
>
> -----BEGIN PGP SIGNED MESSAGE-----
>
> >>>>> "TH" == Todd Hanson <badtodd@dacmail.net> writes:
>
> TH> How do other GMs handle a character who has code vs killing.. and
> TH> kills?
>
> First of all I have to ask two questions: what is the level of the
> psychological limitation and what are the circumstances surrounding the
> event?
The CvK is at the 15 point level. A typical situation is: villians
have a mentalist that has tagged him a couple of times (he has NO mental
defense). The mentalist is stunned by another character - he'll make a
comment along the lines of... 'I'm thinking about using my killing
attack on her.. ' At that point either myself or one of the other
players will remind him about his CvK. His response is usually along
the lines of... 'as pissed as I am at her I dont CARE if I kill her'
(although he will use a less lethal attack).
Like I said, he hasnt actually killed YET but I'm expecting it to happen
(the player has a history of having his CHARACTER do irrational things
when the PLAYER is annoyed or frustrated about something).
Todd
Todd
From: Stainless Steel Rat <ratinox@peorth.gweep.net>
Subject: Re: Code vs Killing
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Organization: The Happy Fun Ball Brigade
Date: 15 Jun 1997 23:38:40 -0400
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-----BEGIN PGP SIGNED MESSAGE-----
>>>>> "TH" == Todd Hanson <badtodd@dacmail.net> writes:
TH> Like I said, he hasnt actually killed YET but I'm expecting it to
TH> happen (the player has a history of having his CHARACTER do irrational
TH> things when the PLAYER is annoyed or frustrated about something).
I suppose the best thing I can suggest you do is sit down with the guy and
have him buy off the out of character disadvantages or exchange them for an
equivalent point value of disadvantages that fit the character he is
playing. If he has even a half a clue he'll go for it. But if he insists
on keeping what he has and continues to play as he does, when he starts
trying to make good on his threats you slap him on the nose and take away
his "playing in character" experience because he clearly is not playing in
character.
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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: Mon, 16 Jun 1997 13:40:45 +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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At 09:02 AM 6/15/97 -0500, you wrote:
>At 12:42 PM 6/15/97 +1000, HAPPYELF wrote:
>>
>>>>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
>>>
>>so??? why do we have to chuck this guy in s steryotype he obviously
>doesn't fit??
>
> You are either being deliberately dense here, or missing my point
>entirely...
>I have a problem with characters that "Have it all" this guy had the best
>SPD, highest attack (in dice), Best defenses, and second highest DEX/CV in
>the game.
>Now do you understand my objection?
>
no. you can't play a game like champs and expect people to limit themselves, you
as gm must do it yourself..
you don't see many 'balanced' supers in comics, and that's the most resonable set of guidelines i can think of (as opposed to mana, where everyone has 8+ spd, imhho)
>>> 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....
>>
>>it just looks like a solid combat style to me. . . . but maybe i'm mad?
>
> Fine- but 28 dice in a campaign where the attack range is SUPPOSED to be
>12-15 dice is a bit much don't you think? (and he was trying to get that HA
>for a total of 58 dice!)
>
then why didn't you step in? and if you did, why even mention it???
>>> Never should have allowed the character in the first place.... but
>>>sometimes things do get past me....
>>>
>>
>>imhho. .. . it is always better to err on the "give the players the
>characters they want
>>side of your instincts, at least in hero. . .
>
> IMHO- yer nuts... Giving my players what they want (at least that group)
>turned the campaign into a never-ending Power Escalation war with NO
>role-playing. But if you have a better class of player than i did. more
>power to you - me I'll stick to the lower point totals where it's harder to
>build the truly obscene characters... (not impossible - just harder)....
>
i said *err*, not "aquiese"!!! role playing does not come from a dictitorial GM
style. giving the players the most versatile sytem in the world, useing a superheroic
setting, and expecting them play average characters- that's nut. power has noting
to do with real roleplaying, only how obidient the players have to be to your pre-set plot.
From: BeerCarboy@aol.com
Date: Mon, 16 Jun 1997 03:31:25 -0400 (EDT)
Subject: Re: Code vs Killing
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Some thoughts about Code vs Killing itself:
The 20pt sample in the BBB states that it is a Common situation and a total
commitment, the total commitment is pretty self-explanatory but I am not at
all sure why it is considered Common rather than Uncommon or Very Common.
After all given the activity heroes engage in killing seems to be an option
almost all the time, on the other hand heinous acts deserving of summary
execution are pretty rare. Be that as it may, I am willing to accept that
the BBB is gospel and that therefore ANY Code vs. Killing is Common. That's
10 pts, everything else depends upon commitment. Total commitment, this is a
character who will not use a 10d or greater attack on someone whose defenses
they are unfamiliar with and will take any risk to save lives no matter what
the cost; one of the more interesting dilemmas for this character to find
herself in is one where no matter what she does someone will die. Strong
commitment, this is a character who will go to irrational extremes to avoid
killing someone but will take more risks than the total commitment character
and may be more tolerant of people dying for reasons not related to the
characters actions. Moderate commitment, still does not kill when there are
other options, but will bite the bullet in extreme cases and kill.
But that's all mechanics, what does the Code vs. Killing mean for an
individual character. In the comics its all fairly vague, for example did
Superman really have a Code vs. Killing back in the Seventies or was it
simply that with all his powers he always had another option? Supes
certainly has a Code vs. Killing now, but how about what he did to Doomsday?
What level would his Code vs. Killing be at? Batman is a different matter.
He has killed in the early days and has since explicitly stated he will not
do so again, and he has held to that in some fairly extreme circumstances
(given the means and the opportunity I would kill the Joker without a moment
of hesitation, whenever Bats doesn't I think his code borders on the
immoral), but what about in the heat of battle? Bats I thinks risks killing
people fairly often in combat situations, and probably has little choice
about since his powers are very limited compared to actual supers. OIn the
Marvel side (before they got too confused about the difference between heroes
and villains) you have similar things. Daredevil did not kill Bullseye after
the death of Electra, but do I really believe that he judged the result of
what he did to Bullseye so closely that it wasn't an attempt at killing him?
Or what about what about what Spiderman did to what's his name that serial
killer who killed his cop friend? Surely it was only luck that kept that man
alive. Or when they claimed that Captain America had never killed anybody
before the incident where he shot the terrorist (which struck me as
incredibly dumb since given all we know about Cap he could certainly have
THROWN the gun instead).
The fact is that I think every character in the comic books who
apparently has decided to never kill has an inordinate about of providence to
help them maintain that standard. Everyone of them has taken actions that
could have resulted in a foe dying. Basically, I think all they really
adhere to is a standard of not executing criminals and the rest of the time
they let the chips land where they may.
So they real guideline has to be the character's own motivation for
having a CVK. Obviously this is a Common, strong commitment but why does he
have it? What makes him so adverse to killing the scum he fights? Determine
that and you have a handle on how to make his own CVK stop his hand. Also,
it seems to me that you and the other characters are intervening far too
much. After all, his comments might be part of an interior dialogue as his
character struggles to reign in his desire to kill, and even if he makes a
statement aloud does it make sense for a teammate to overhear it in combat
and break off in order to reprimand him? Let him go about and when he
actually commits to pulling the trigger hit him ith the ego roll and with the
rationale behind his CVK. If he makes the ego roll, and chooses to fire then
he fires; but, maybe, if you want to maintain the four color flavor of your
campaign it may be necessary for you to let him be lucky and have his target
survive. Perhaps the character should be horribly maimed and he will have to
live with what he tried to do to that person. You could have this be the
incident that reforms the character he tried to kill, she become a good guy
and he has to live the fact that he almost killed someone who has
accomplished a lot of good; or alternatively, you could have the maimed
villain become embittered by this experience and become much more ruthless
and evil and the hero will have to live with his responsibility for setting
that off. Or if the villain dies, well surely you can come up with your own
version of hell for the character, try running a few nightmares without
telling the player that that is what you are doing, maybe . . .
Carter Humphrey
BeerCarboy@AOL.com
From: S McGinness <smcginn@csm.ex.ac.uk>
Date: Mon, 16 Jun 97 08:41:07 GMT
Subject: Heroes in the Courtroom (was: Code vs killing)
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Mike Sprague <sprague@com.VivaNET>
>The whole next gaming session was spent in court. One of the players
>(the slimy power gamer :-) got to play her lawyer. I gave him a bunch
>of info I have from various books on law and penalties for crimes. I
>played the DA and the jury. Each of the PC's got to take the stand and
>tell what they saw happen, along with other hostile and friendly
>witnesses.
I used this kind of tactic in a general situation where the heroes
were present during the death of a VIPER agent. It was a major scrap
and the agent was the victim of a collapsing tunnel, the heroes were
aware that someone had perhaps died but had no chance of doing anything
about it. One of the characters howevr was called Mercenary and had
a huge reputation as ruthless and he used a BIG gun.
I left the death for two scenarios and then, at the end of the second
the session finished with a police delegation coming to the base. When
the policeman asked Mercenary if he was who he claimed he was and
whether he had taken part in the raid on the VIPER base he was thinking
he was going to be commended publicly (sp?). Instead he got read his
rights and asked to attend court charged with murder in the first degree.
Now obviously it was a frame, but after the time that had passed they
weren't a hundred percent sure that Mercenary hadn't actually caused
the cave-in or whether one of his shots had actually killed someone,
he often came close to it. I wanted to make him think more about the
whole issue.
>I told them that the outcome would depend on their putting together a
>good defense. They did a good job, and made heavy use of the facts that
>the deceased was a criminal who did fire her weapon (self defense), and
>that the explosion was what actually killed the NPC.
Well, I carried out the whole bit. I cross questioned the characters
and the accused, and it was excellent when some carefully phrased
questions caused the players to have some screaming arguments
which had to be squelched by the court!! :-)
>They managed to sway the jury their way, and the assault charges were
>dropped, but that character then had to go in for a psych analysis and
>do some time in the "mutant Research Institute."
At the end of the day, I asked the player of the accused character
to leave the room and the rest of the players (whilst only 4 or 5
ever usually played at any one time there were around 9 in the
group, all nine came for the trial!) were to be the jury. They
were given 10 minutes to argue and decide on a verdict. When it
came to a vote Mercenary squeezed through on the narrowest of margins,
then i told them that Death Commando (my own version and Mercenaries
Hunted) had mind controlled them to vote guilty as charged!!! What a
cheer there was, Mercenary's player returned and was read the death
penalty to his unbelieving face!! He was of course later vindicated
and rescued from the death sentence but it was a close run thing.
>NONE of the players what to go through this again, and have been much
>more careful since.
Ditto
> ~ Mike
Stephen McGinness
From: ErolB1@aol.com
Date: Mon, 16 Jun 1997 07:11:51 -0400 (EDT)
Subject: Re: nonstandard settings
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I've only used HERO for "straight" 4-color superheroes (so far, at least),
but I've done a few "weird" things with other systems (or other non-systems):
1. When I was in college, mumble years ago, we often ran characters (or
ourselves as characters) through freeform dimension-hopping trips. I remember
one time when I ran such a session and had the characters appear in the dorm
room where we were playing. The catch was that the characters were shrunk to
less than 2 mm tall...
2. I'll include various oddball touches in my "normal" campaigns. Like the
gods having all died a thousand years ago in my fantasy world of Etan. The
current religions in the campaign all arose from cults that proported to
explain "what do we do now?" when the gods died. (The various answers
include: "Keep worshiping the ghosts of the gods", "The Emperor of the South
is the True Heir of the gods - everyone should worship *him*", "This world is
but a womb; when you die, you get reborn into the *real* world and can then
begin your *real* life", "The Hand of Fate is mighter than the gods ever
were; one should worship it and submit to ones fate", "The great gods never
were very important to the lives of ordinary people; it's the minor godlings
and tribal totems (who continue to exist) that one should worry about" and
"The gods are dead; religion & piety are obsolete."
3. Several years ago, I saw one too many cheap tv-science fiction
"matriarchies" based on simple-minded role-reversal (women acting like men in
all ways and vice versa), In response I wrote up (& submitted) a world for
the GURPS Space Atlas series: Home, a matriarchy world "done right." On Home,
the men are masculine and the women are feminine, with just enough changes in
the stereotypes to keep the women in charge. (E.g. on Home, "everyone knows"
that men are more beastial and emotional than women, and that women are
smarter and more rational than men. Or if Home had an army, it wouldn't be an
all-female army as per a "standard" matriarchy. Instead, the men would all be
grunts and the women would make up the officer corps.)
4. In response to some of the "women in gaming" arguments, I've half-created
a couple of "anti-feminist" campaigns. The first one is based on John
Norman's *GOR* novels. ("If you think that that other GM was hostile to
women, you should see *this* campaign.") The other setting is one where the
PC's are all concubines and eunichs in the harem of a mythical sultan. ("You
said you wanted a setting that was low on combat and high on social &
pollitical interplay, and that had lots of opportunities to play female
characters. Doesn't this fit what you said you wanted?")
[DISCLAIMER & FLAME-BAIT: I am not against 'women in gaming.' I don't think
it's acceptable to pick on a player (or on her character) because she's a
woman. But I do think that gaming is inherently masculine - full of "boy
stuff" - and that women should accept it on those terms. IMHO it's better for
women to use RPGs to get in touch with their 'inner amazon' or 'inner tomboy'
rather than to try to change the games into something more 'feminine' or
'feminist'.]
5. One variant on 4-color superheroes that I've considered (but never set up)
is an interstellar campaign set in the Andromeda galaxy a million years in
the future - with the players playing agumented versions of themselves. The
backstory is that they were going about their ordinary business on Earth when
they were suddenly hit by a blinding white light. The next thing they know,
they wake up with powers & augmented abilities from stasis pods in a giant,
abandoned, half-wrecked starship. They had been kidnapped from Earth by
interstellar raiders, and now find themselves in the Andromeda galaxy a
million years after the 20th century.
Erol K. Bayburt
Evil Genius for a Better Tomorrow
Date: Mon, 16 Jun 1997 08:34:14 -0500
From: Jerry & Jamie Nealis <jnealis@OnRamp.NET>
Reply-To: jnealis@OnRamp.NET
Subject: Advanced STR Chart
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During our last gaming session one of my fellow players (playing the
team brick) used a baseball to take out a VIPER agent. The GM converted
the Bricks STR to an EB and added 1D6 for the ball. (12D6 EB) Needless
to say it worked.
But this got me to thinking, I remember seeing some kind of STR chart
for Throwing Distances and Damages for smaller items..... like what STR
it would take to put a 2 kilo object into orbit..... that sort of thing.
Does anybody else recall this chart? If so could you please tell me
where I could find a copy? I think it would be a useful tool for later
games......plus just think of a Professional Baseball pitcher with a 40
STR. ;)
Thanx in advance
Jerry
aka Puzzleboy--Foxbat's Best Friend
Date: Mon, 16 Jun 1997 09:20:51 -0500
From: Alex Rojas <rojasa@uthscsa.edu>
Subject: RE: CHAR: Popinjay (revised)
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>> 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??
No problem :)
In most of his dreams, Jay would look at the moon, then say something like,
"don't look at it again or it will get you." then he would describe the
monster. If I remember correctly, he mentions the moon when Ti Malice is
crawling towards him.
I thought Jay associated the creature with the moon. I saw the joker
babies as only a comparison or a description. And I never even considered
that he could send the creature to an abstract place like a dream.
That's my spin on things.
Alex
RojasA@uthscsa.edu
Date: Mon, 16 Jun 1997 10:46:04 -0400 (EDT)
From: Michael Surbrook <susano@access.digex.net>
Subject: Re: CHAR: Loophole
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On Sun, 15 Jun 1997 BeerCarboy@aol.com wrote:
> Isn't this the guy who creates the jumpers via buggery? How about showing us
> THAT power? Talk about expensive . . .
This is the pre-'jumpers' Loophole. There is a version that can create
jumpers out on the Unoffical Champions Character Archive.
***************************************************************************
* "'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: High Power Campaigns
Date: Mon, 16 Jun 97 11:36:57 -0400
x-sender: DFair@pop.worldweb.net
From: "David A. Fair" <DFair@sdslink.com>
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> 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.
Some general rules from my "Galactic Centurians" campaign (150/150 to
start, up to 550-800 towards the end).
Note: The players played a group of heroes dedicated to fighting the evil
Skordian Empire, (and their attempted destruction of the Terran Republic)
and securing peace and safety in their Sector (which they were also
responsible for charting and exploring). They regularly encountered
hostile worlds, Cosmic Entities, Stellar Phenomenon of Massive
Destructiveness [tm], and fleets of InterGalactic Warships. This campaign
started in '88 and ran until late '93. It broke up when I had to move
from DC to Pittsburgh. Several of the players have experssed interest in
reviving the campaign now that I'm back in the DC area.
Ten rules for playing a Galactic Centurian
1. Multipowers are OK, all other frameworks are forbidden.
2. Main attack can be up to 90 Active, any secondary attacks can be up
to
75 Active.
3. Primary Defenses should not go over 75 Active. (Note: most PC's have
pd/ed
around 35-45 & some level of Damage Reduction)
4. Movement can be any level, but only combat speeds will help in combat
maneuvers (ie move through/by).
5. DEX should be less than 45 & SPD no higher than 8. (Note: most PC's
average
around 35/6)
6. Life Support (vs. Vacumns, Heat/Cold, & breathing) MUST be purchased
either
through innate ability or a focus/vehicle. FTL same as for Life
Support.
7. Powers not in concept will be disallowed - concept comes first.
8. In this campaign, there will be no such thing as distinctive features
(you
get used to odd looks easily in this galaxy), unless you are among
the very
last members of an easily identified race (like Chewbacca in Star
Wars) and
then you should take other appropriate lims as well (hunted,
reputation,
psych lims, etc.).
9. No magic using characters (please!), any other concepts are OK.
10. Remember - your team has to serve as interplanetary diplomats,
explorers,
scientists, detectives/police officers, military advisors, and as
SuperHeroes. Be sure that you can function well in more than just one
of these areas, or you may feel left out very quickly.
Hope This Helps!
.oooO |
( ) Oooo. | David A. Fair
\ ( ( ) | SDS International
\_) ) / | dfair@sdslink.com
(_/ |
Subject: Re: Code vs Killing
Date: Mon, 16 Jun 97 11:57:39 -0400
x-sender: DFair@pop.worldweb.net
From: "David A. Fair" <DFair@sdslink.com>
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On 6/15/97 2:12 AM, Todd Hanson (badtodd@dacmail.net) Said:
[snip]
>
>Unfortunately the player doesn't see it this way. He seems to think
>because he only has a 15 point cvk (vs the 20 pt that most of the rest
>of the team does) that he only has to follow the cvk... MOST of the
>time. Its become pretty clear that the player and I have different
>views of what code vs killing means.
>
[snip]
>
>The obvious penalty is that future experience will be earmarked to
>buying down his code vs killing. But I wanted an 'in-game' penalty as
>well. How would the government (he is on an officially sponsored team
>of the city of Chicago) deal with him?
Have one of his teammates (preferably an NPC, or a good roleplayer) turn
him in or attempt to arrest him for murder. Roleplay the trial and the
conviction (all of his teammates will likely testify against him). He'll
be retired.
.oooO |
( ) Oooo. | David A. Fair
\ ( ( ) | SDS International
\_) ) / | dfair@sdslink.com
(_/ |
From: Stainless Steel Rat <ratinox@peorth.gweep.net>
Subject: Re: Code vs Killing
X-No-Archive: yes
X-Attribution: Rat
Organization: The Happy Fun Ball Brigade
Date: 16 Jun 1997 12:05:23 -0400
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-----BEGIN PGP SIGNED MESSAGE-----
>>>>> "B" == BeerCarboy <BeerCarboy@aol.com> writes:
B> The 20pt sample in the BBB states that it is a Common situation and a
B> total commitment, the total commitment is pretty self-explanatory but I
B> am not at all sure why it is considered Common rather than Uncommon or
B> Very Common.
When the villains are normals (ie, thugs and minions) an average
superhero's full-power attacks definitely are lethal -- an 8D6 autofire
energy blast may not sound like much, but three hits out of five will
outright kill a normal person with 2-4 points of defense. Normals involved
in fights with superheros are a common occourance in four-color comics --
at the very least they make for convenient hostages and innocent
bystanders. The frequency level is based on that premise.
[...]
B> But that's all mechanics, what does the Code vs. Killing mean for an
B> individual character.
It means that the character will consciously and actively avoid the use of
lethal force.
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--
Rat <ratinox@peorth.gweep.net> \ Happy Fun Ball contains a liquid core,
PGP Key: at a key server near you! \ which, if exposed due to rupture, should
\ not be touched, inhaled, or looked at.
Subject: Re: Related subject:
Date: Mon, 16 Jun 97 12:26:37 -0400
x-sender: DFair@pop.worldweb.net
From: "David A. Fair" <DFair@sdslink.com>
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On 6/15/97 10:16 AM, Earl Kwallek (earl@thewarren.mil.wi.us) Said:
[snippage on characters generated by the patented Abuse-A-Matic Hero
Generator]
> In short, these players designed a bunch of Combat-Killer-Death-Machines
>rather than anything resembling real people... but then that seems to be
>normal for the games I have run/played in....
> Oh well....
So throw them into a mystery, or a diplomatic situation. Watch 'em
squirm. Tell them that these kinds of plots are common, and they can redo
their characters now, if they want, or never.
.oooO |
( ) Oooo. | David A. Fair
\ ( ( ) | SDS International
\_) ) / | dfair@sdslink.com
(_/ |
Date: Mon, 16 Jun 1997 11:51:53 -0700
From: "Capt. Spith" <cptspith@teleport.com>
Reply-To: cptspith@teleport.com
Subject: Re: Related subject:
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Earl Kwallek sed;
> First I will tell you (in case you missed it) the level I was aiming for:
>
> Attack 60-75 APts
> DEX 20-25
> SPD 4-6 (Maybe a single 7+)
> Def 25-45
>
> The characters I got (I'm not going to post them all) not inclusing the
> afformentioned BRICK....
>
> Attack 2 at 90 AP, 2 at 80 AP, 1 at 75, 1 at 60
> the guy with 60 had 18 different attack powers in a MP)
>
> DEX 3 at 30, 2 at 28, 1 at 25
>
> SPD 5 at 7, 1 at 6
>
> Defense Not a single player BELOW the 45/45 PD/ED level
> the lowest resistant Defense was 35/35
> EVERYONE had Mental Defense 20+
> EVERYONE had Power Defense 15+
> EVERYONE had Flash Defense (Vision) of 5+
> 4 (of 7 including brick) had other flash defense)
> 5 (of 7) had some level of Dam reduction
> 4 had Energy Absorbtion
>
> In short, these players designed a bunch of Combat-Killer-Death-Machines
> rather than anything resembling real people... but then that seems to be
> normal for the games I have run/played in....
> Oh well....
This is the situation where you 'suddenly happen into' circumstances
where non-combat skills and pure roleplaying/characterization is what's
necessary to save the day.
The villian has come up with a way to neutralize the heroes powers (or
threaten reprecussions if they use them) so they have to ignore those
300 points of combat aptitude and find something in their few remaining
points to use...
--
-Capt. Spith
Savior of Humanity
Secular Messiah
X-Sender: travisf@mail.cei.net
Date: Mon, 16 Jun 1997 14:04:25 -0500
From: Travis Foster <travisf@mail.cei.net>
Subject: Re: High Power Campaigns
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Author unknown
> 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.
I was in a Fabtsay Hero campaign that started at 150 pts (75+75) that ended
up at about 700 pts. We had NCM and few other restrictions. Most characters
ended up with Magic VPP'
s [the ones that didn't start as mages]. We also had several MPP's and EC's.
The only power problems that we had were GM provided: he gave out
progresively bigger magic items and had a house rule that Aids affected base
points. When these combined into each character having 30-50 d6 of Aid to
any and all magic spells the game broke down. We had no problems regarding
having a lot of experience.
Date: Mon, 16 Jun 1997 15:15:10 -0400
From: Eric Burns <burns@cug.dorm.usm.maine.edu>
Subject: Stupid Mind Tricks
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Hi Folks,
I just discovered Champions recently, and am so far very impressed.
It seems like almost any power is possible to build. I'm stumped
on a couple of psionic powers, though:
-
Psionic Surgery - A lengthy process (can take as long as a day or two
for severe changes, less time for minor ones) where the target's per-
sonality is reshaped to to psychic's whim. This can add or remove
psychological disadvantages, memories, etc. The effects can be
reversed by a friendly telepath or psychotherepist, given enough
rehab time.
-
Possesion - Like mind control, but the character senses what the
target would sense, and also has more detailed control over the
target's actions.
-
Mind Swap - The character and the target swap bodies. All physical
traits and non-psychic powers are exchanged.
-
Also, how would one build a shrinking power where strength, movement
rates, and vulnerability to attack all change in proportion to the
character's new size? Would it be reasonable to do this with side
effects?
-
Any ideas? Apologies if these questions have been answered a cagillion
times, but I'm new to this list :-).
-
Eric
Date: Mon, 16 Jun 1997 15:17:27 -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: Cpt. Angela Ellis
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CAPTAIN ANGELA ELLIS
Designers Notes:
Captain Ellis is Korean woman who stands 5'1" with long black hair and
green eyes. Adopted by a US Army officer, she was raised an 'army brat'
and shows little interest in her Asian origins. She is a committed police
officer and is very honest in operations, observing the proper legalities
and not allowing any one to cross the line. She is a workaholic, smokes
constantly (and coughs because of it), drinks coffee like it was water,
studies kenpo karate, is an excellent shot and was wounded in the line of
duty. Her precinct is popularly called "Ft. Freak" and Ellis has to live
with the knowledge that the previous two precinct captains were both
murdered (and that one was an flunky of the Astronomer).
The Character:
STAT VAL COST
Str 10 0
Dex 18 24
Con 13 6
Body 13 6
Int 14 4
Ego 18 16
Pre 15 5
Com 12 1
PD 4 2
ED 3 0
Spd 3 2
Rec 5 0
End 26 0
Stun 25 0
Char Total 66
Power Total 77
Total Cost 143
COST POWERS & SKILLS
MA: Kenpo Karate
4 Block +2 OCV +2 DCV Block, Abort
4 Disarm -1 OCV +1 DCV 20 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
2 Perk: Local Police Powers
2 Perk: Weapon Permit
3 Breakfall 13-
5 Bureaucratics 13-
7 Criminology 14-
7 Deduction 14-
3 Interrogation 12-
5 KS: Kenpo Karate 14-
5 KS: Criminal Law and Procedure 14-
2 PS: Police Officer 11-
3 Streetwise 12-
2 WF: Nightstick, Pistol
9 CSL: +3 with Pistols
3 CSL: +1 with Kenpo
Disadvantages
75 Base
5 DF: NYPD Police Officer
3 Package Bonus (Police)
10 Psych: Addicted to cigarettes, chain smokes
15 Psych: Honest cop who does things "by the book"
10 Psych: Workaholic who drinks far to much coffee
10 Watched: NYPD 8-
15 Captain of Ft. Freak bonus
(Angela Ellis 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: Mon, 16 Jun 1997 15:23:20 -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: Karvey Kant
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To: champ-l@omg.org
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X-UID: 19
DETECTIVE SECOND GRADE HARVEY KANT
Designers Notes:
Kant is only one of two joker officers in the entire NYPD. The other is
Sgt Mole, in the Jokertown precinct records division. Kant is 5'8", with
a brown lizard-like body, sharp teeth and nictating membranes over his
eyes. He is very fast and very strong (for a human) and is known to be
very tough. He usually plays the precinct 'bad cop'. He's won several
citations for bravery, shot a few people (killing some) and been shot
himself.
The Character:
STAT VAL COST
Str 18 8
Dex 20 30
Con 18 16
Body 14 8
Int 11 1
Ego 11 2
Pre 18 8
Com 8 -1
PD 4 0
ED 4 0
Spd 3 0
Rec 8 0
End 36 0
Stun 32 0
Char Total 72
Power Total 54
Total Cost 126
COST POWERS & SKILLS
15 Armor: DEF 5
2 Perk: Local Police Powers
2 Perk: Weapon Permit
5 AK: Jokertown 14-
3 Bureaucratics 13-
7 Criminology 13-
3 Deduction 11-
2 KS: Criminal Law and Procedure 11-
2 PS: Police Officer 11-
5 Streetwise 14-
2 WF: Nightstick, Pistol
6 CSL: +2 with Block, Grab, Punch
Disadvantages
75 Base
5 DF: NYPD Police Officer
10 DF: Bown humanoid lizard with no scales or hair
3 Package Bonus (Police)
15 Psych: Not afraid to use physical force
10 Rep: Tough cop who' not afrid to get physical 11-
10 Watched: NYPD 8-
(Harvey Kant 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 *
***************************************************************************
Date: Mon, 16 Jun 1997 15:39:42 -0400
From: geoff@omg.org (Geoffrey Speare)
Subject: Stupid Mind Tricks
Errors-To: owner-champ-l@omg.org
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> Psionic Surgery - A lengthy process (can take as long as a day or two
> for severe changes, less time for minor ones) where the target's per-
> sonality is reshaped to to psychic's whim. This can add or remove
> psychological disadvantages, memories, etc. The effects can be
> reversed by a friendly telepath or psychotherepist, given enough
> rehab time.
This is easy to do, but hard to do in fine detail without invoking GM
discretion. I would use Transformation (and have it work against EGO
& Mental Defense rather than CON/Power Defense as a special effect),
with a Limitation "requires extra time based on degree of change".
> -
> Possesion - Like mind control, but the character senses what the
> target would sense, and also has more detailed control over the
> target's actions.
You can build this with Mind Control (Telepathic) and Clairsentience
(only through victim). You can also use the optional Spirit Rules
(which can be found in Horror Hero or the Hero System Almanac);
however, see below for a commentary on those rules.
> Mind Swap - The character and the target swap bodies. All physical
> traits and non-psychic powers are exchanged.
You could do this with Transformation, but I would be more inclined to
use the Spirit Rules.
The Spirit Rules provide a good way to handle a number of supernatural
and mind based effects that the basic rules aren't as good at.
However, those rules do have a couple problems: 1) They tend to treat
Spirits as a special effect completely separate from the rest of the
Hero System (for example, Affects Spirits is a separate Advantage
which completely mirrors the Affects Desolid Advantage); 2) they tend
to create new powers rather than use old ones (Create Spirit, etc. all
could be done with the existing powers). As a new GM, you might want
to not use these rules until you have a better grip on the Hero System.
> Also, how would one build a shrinking power where strength, movement
> rates, and vulnerability to attack all change in proportion to the
> character's new size? Would it be reasonable to do this with side
> effects?
Side Effects would be reasonable; another way would be to put a
limitation on STR, movement, etc. "reduced as character Shrinks". If
this was a power you were going to use on someone else, you'd have to
use a Drain or Suppress, I think.
Geoff Speare
Date: Mon, 16 Jun 1997 13:00:18 -0700 (PDT)
From: Anthony Jackson <ajackson@iii.com>
Reply-To: Anthony Jackson <ajackson@iii.com>
Subject: Re: Stupid Mind Tricks
Cc: champ-l@omg.org
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To: champ-l@omg.org
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Eric Burns writes:
> I just discovered Champions recently, and am so far very impressed.
> It seems like almost any power is possible to build. I'm stumped
> on a couple of psionic powers, though:
> -
> Psionic Surgery - A lengthy process (can take as long as a day or two
> for severe changes, less time for minor ones) where the target's per-
> sonality is reshaped to to psychic's whim. This can add or remove
> psychological disadvantages, memories, etc. The effects can be
> reversed by a friendly telepath or psychotherepist, given enough
> rehab time.
Transform, based on ECV. Alternately, extremely large quantities of mind
control, or a combination of ego drain and mind control. This is one of those
powers which you may not wish a player to possess; in the case of an NPC,
exactly how it works is generally irrelevant.
> Possesion - Like mind control, but the character senses what the
> target would sense, and also has more detailed control over the
> target's actions.
Classic 'no such power' power in champions. Closest version is probably
telepathic mind control plus clairsentience based on ECV linked to the mind
control.
> Mind Swap - The character and the target swap bodies. All physical
> traits and non-psychic powers are exchanged.
Transform based on ECV, with a side effect that the person transformed gets
your body. Best used as a GM-only plot device, however, as it is more or less
guaranteed to be unbalanced.
> Also, how would one build a shrinking power where strength, movement
> rates, and vulnerability to attack all change in proportion to the
> character's new size? Would it be reasonable to do this with side
> effects?
'limited power: strength, move, etc, change in proportion to...'. Basing the
limitation value on side effects is about right, however.
Date: Mon, 16 Jun 1997 13:18:38 -0700
From: "Capt. Spith" <cptspith@teleport.com>
Reply-To: cptspith@teleport.com
Subject: Re: Code vs Killing[LONG]
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Doc sez...
> Ah, the interesting problem that every GM must contend with at some
> point in their campaign is how to handle PCs with Code vs Killing. There
> have been a few article written on this subject, but none left me feeling
> that they gave a good answer. I ran into this problem shortly after I
> started GMing in 1981. What follows isn't an absolute answer but simply
> observations from my campaigns.
(...Not an absolute answer, but simply an observation from his
campaigns...)
> * Point One: NEVER force the character/player to do or not do
> something.*
(...)
> *Point Two: Let the other players in the campaign lead on issues that
> could be disruptive the game. The GM then acts arbitor and peacemaker.*
(...)
> *Point Three: While the GM has the right to the campaign ethics, they
> shouldn't be used as a sledgehammer. Player should be free to act as they
> feel, but they must understand their may be consequences involved. State
> this to all players new and old.*
(...)
> *Point Four: Give the player the benfit of the doubt to be able to play
> the Disad. If they can't handle it, just let them try something else with no
> recriminations.*
(...)
> *Point Five: A Character Disad that isn't a problem is worth no
> points.*
(...)
> More recently, I've begun handling how CvKs of differing values are
> treated. A Code vs Killing is now defined as being unable to use lethal
> force or tactics against an opponent that MAY not be able to take it. This
> means that PCs can use differing force levels against opponents if they know
> their targets possible ability to survive the attack or action.
(....)
First of all, Doc, I never tire of your eloquent and well thought
postings on gaming philosophy.
Now, then;
I always consider the totality of a CVK disad as well as its
specifics. A 20 point disad should be as limiting as any other 20 point
disad, i.e.; 20 points of Accidental Change will happen almost every
campaign with a <11 chance or about half the time with a <14 chance; 20
points of Distinctive features will have somebody react poorly to them
every game, or be concealed only with effort (making the effort being
limiting in the characters actions), and otherwise cause extreme
reactions; a 20 point reputation means 3/4 of the people will know your
rep., and it is an extreme one. Thus a 20 point Code vs. Killing
should almost always affect the character to some degree.
As for the specifics, frequency applies to the frequency of
_concern_over_killing_, not just how often the hero is fighting; if
Captainman regularly battles demigods, it's unlikely he's concerned that
they may die or get maimed, but Captainman's sidekick Privateboy often
fights street thugs, and the level of lethality is much more of a
concern. A CVK's frequency should also apply to how often the character
is concerned about his/her teammates using lethal force. Commitment is
more straightforward; how strongly does the hero (antihero?) wish not to
kill. Characters with a CVK due to obligation or onus, and not of their
own personal beliefs, should never take a total commitment on this
disad.
Additionally, thr role-playing aspect should always be considered; a
*character* who continually camplains about not being allowed to use
lethal force probably should find a different kind of psych lim, or at
least limit it to 10 points, since that kind of 'code' is as little as
wanting to avoid being arrested for murder (or manslaughter, I guess.)
I have always enjoyed playing CVKs as I enjoy the 'ultrahero' style,
and in a number of games, My character (Capt. Spith, in fact) would get
involved in heated arguements with another (an anti-terrorist, who liked
to kill terrorists) until we had to be dampened down by the GM and/or
other players to continue with the game. 12 (game) years later, the two
had a love affair based of mutual respect; the two dichotomous beliefs
were played very sincerely, as core beliefs, and both characters had to
begrudge the other his/her altruism.
In an amusing twist (before the affair), Capt. Spith's CVK actually
had him screaming for the execution of a certain nasty; After a
multi-session epic, we had finally captured a major shadowy villian
whom, we discovered, was immortal (or at least semi-immortal) and had
become an assasin for around a thousand years, simply to alleviate the
boredom of immortality. In my opinion, a full commitment code vs.
killing left no option but to sacrifice the one to save hundreds or
more. Based on the villian's power level, there was effectively no
other way to contain or stop him. And it was the anti-terrorist killer
who was the leading voice against Capt. Spith, though I don't remember
the specific reason, but at the time, this peculiar role-reversal made
perfect sense to everyone.
Umm... I guess I kind of went off for a bit there... Did that help
any?
--
-Capt. Spith
Savior of Humanity
Secular Messiah
Date: Mon, 16 Jun 1997 13:32:43 -0700
From: "Capt. Spith" <cptspith@teleport.com>
Reply-To: cptspith@teleport.com
Subject: Re: Code vs Killing
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Todd sez;
>
> looking for a bit of advice..
>
> How do other GMs handle a character who has code vs killing.. and kills?
>
> Let me point out up front - this hasn't happened.. YET. But I'm
> expecting it to.
> So.. assuming the inevitable happens, how should I handle it? I don't
> really want to turn it into a big confrontation (besides gaming with
> him, I have to work with him), but I don't intend to let him get by with
> it either.
>
> The obvious penalty is that future experience will be earmarked to
> buying down his code vs killing. But I wanted an 'in-game' penalty as
> well. How would the government (he is on an officially sponsored team
> of the city of Chicago) deal with him?
One option is to make sure that, once he decides to go over that
boundary, somebody attempts to save the villian, or stop the 'hero', so
that an 'innocent' gets hurt/killed instead. Possibly a dear one. Also
keep in mind the idea of simply transmuting the disad into a hunted or
equally negative disad, based on the character's lack of restraint (or
totally unrelated for that matter). It should be YOUR choice of disad,
however, since the point was a CVK=bonus to MAX char points.
However, be sure to make it clear to the player beforehand what your
intentions are, whatever they may be. GM-player confrontation is always
tough, but nasty (though fair) reprecussions without warning are much
harder on the relationship. Definitely let your player know your
concerns and planned reprecussions. They may be poorly received and/or
ignored, but at least in that instance, the animosity will have
originated from the player, and not from you. Yeah, that sounds like a
downer, but rule 2 is; always be prepared for the worst. (Rule 1 is
always be prepared for the best - they're both necessary, and both have
caused problems when not followed....)
----
-Capt. Spith
Savior of Humanity
Secular Messiah
Date: Mon, 16 Jun 1997 14:00:41 -0700 (PDT)
X-Sender: bob.greenwade@klock.com
From: Bob Greenwade <bob.greenwade@klock.com>
Subject: Re: Champions: New Millenium
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At 02:05 PM 6/12/97 +0000, 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?
Not quite so much that, as this is technically the wrong list.
Most of the people here still play 4th edition Champions, which is based
on the Hero System.
What I think you'll want is the Fuzion mailing list. To subscribe, send
mail to fuzion-request@pjh.org
Oh, and if you're a fan of all things Super, you might want to look into
HeroZine, a fanzine for all superhero role-playing games. If you're
interested, take a look at its website at:
http://members.aol.com/hzineweb/index.htm
Have fun! :-]
---
This mail was sent from the Corvallis Public Library
Date: Mon, 16 Jun 1997 14:00:42 -0700 (PDT)
X-Sender: bob.greenwade@klock.com
From: Bob Greenwade <bob.greenwade@klock.com>
Subject: Re: Code vs Killing
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At 01:12 AM 6/15/97 -0500, Todd Hanson wrote:
>One of my players has a code vs killing. Kind of my own fault - in order
>to promote more of a 'four color' feel to my game, I started my players
>at 275 pts, and let them take any points taken as 'code vs killing' as
>bonus points. I have a feeling that THIS player took the disad just for
>the points.
>
>He hasn't actually killed YET, but there are several times (especially
>when losing) where he has threatened to pull out his 'big gun' (his 4d6
>RKA) against villians/agents who obviously have little or no resistant
>defenses (usually with comments along the lines of 'as pissed off as I
>am at this guy, I dont care if I kill him!'). So far his teammates (who
>also all have cvk) have held him back, but (as I've discussed with the
>player), his OWN code vs killing should be holding him back.
>
>Unfortunately the player doesn't see it this way. He seems to think
>because he only has a 15 point cvk (vs the 20 pt that most of the rest
>of the team does) that he only has to follow the cvk... MOST of the
>time. Its become pretty clear that the player and I have different
>views of what code vs killing means.
>
>So.. assuming the inevitable happens, how should I handle it? I don't
>really want to turn it into a big confrontation (besides gaming with
>him, I have to work with him), but I don't intend to let him get by with
>it either.
>
>The obvious penalty is that future experience will be earmarked to
>buying down his code vs killing. But I wanted an 'in-game' penalty as
>well. How would the government (he is on an officially sponsored team
>of the city of Chicago) deal with him?
(I've read only a few of the responses so far, but here's my input:)
At this stage, he's only threatened. If he's on an officially sponsored
team, then his supervisor should have a stern talk with him. How this goes
should depend on the character's reaction; likely possibilities include:
"You've been acting real threatening with that big gun of yours. Tone it
down, or you're off the team."
"Look, this is a major problem, both legally and in PR. If you ever
actually do kill someone, this city's going to have a helluva lawsuit on its
hands, and I doubt we could defend ourselves."
"Listen, Mister. This is a government outfit, and we play by the rules,
*period.*"
Or, if he really mouths off, it might not be inappropriate for the super
to fire him on the spot.
Also, remind the player that a 15pt CVK doesn't mean that he'll gladly
kill someone if he gets really pissed. That falls more on the Casual Killer
side of things. Dark Champions has descriptions of what certain levels of
CVK mean; use that as a guideline, and let the player know that you'll be
enforcing it. (As I recall, CVK15 is basically "will kill in
self-defense.") In other words, every time he acts like that (which is
technically "out of character" for a CVK15 character), he gets docked an
experience point for poor role-playing.
Then, if the character ever does actually kill in cold blood, you should
let him face the consequences. Since he apparently never really had a CVK,
he loses that Disad, and it's replaced by something else. He may get a
warrant put out for his arrest, the aforementioned lawsuit, and other stuff
that folks have mentioned thus far. (But, of course, let the player know
ahead of time that that's what the character will be facing in that
circumstance; that's what the little meeting with the supervisor is supposed
to do. That way he can't complain that he didn't know!)
---
This mail was sent from the Corvallis Public Library
Date: Tue, 17 Jun 1997 11:22:33 +1000
From: Steven Clark <nahema@mailbox.uq.edu.au>
Subject: Re: Stupid Mind Tricks
Errors-To: owner-champ-l@omg.org
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X-UID: 28
Eric Burns wrote:
>
> Hi Folks,
> I just discovered Champions recently, and am so far very impressed.
> It seems like almost any power is possible to build. I'm stumped
> on a couple of psionic powers, though:
> -
> Psionic Surgery - A lengthy process (can take as long as a day or two
> for severe changes, less time for minor ones) where the target's per-
> sonality is reshaped to to psychic's whim. This can add or remove
> psychological disadvantages, memories, etc. The effects can be
> reversed by a friendly telepath or psychotherepist, given enough
> rehab time.
This is mentioned in the Ultimate Mentalist. I think they do it with
a cumulative tranformation... invisible continuous etc
> -
> Possesion - Like mind control, but the character senses what the
> target would sense, and also has more detailed control over the
> target's actions.
> -
I'd do this as a Mind Control, but with a mind link or telepathy to
the target. You could put a limitation on the Mind Link so that you
have feedback (take any damage the target takes) if you wish. I'd
also put a limitation on the Mind Control that it only works while
the Mind Link is active, and that it is O DCV concentration throughout.
(This means you'd be unaware of anything around you while you were
posessing someone else)
> Mind Swap - The character and the target swap bodies. All physical
> traits and non-psychic powers are exchanged.
> -
This was covered in the Spirit Rules in Adventurers Club... Also in
Heroic Adventures volume 1 they have a character who uses this power,
but it is a special power in itself, although you could get the same
effects from a transform with side effects, so it transforms both you
and the victim simultaneously.
Steven
Date: Mon, 16 Jun 1997 22:06:40 -0500 (UTC -05:00)
Date-warning: Date header was inserted by KUHUB.CC.UKANS.EDU
From: kevinc@KUHUB.CC.UKANS.EDU (Kevin R. Criscione)
Subject: GENCON scenario
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For those of you going to GENCON, I would like to post the following
announcement for the game I am running this year. (For those of you not
interested, I apologize for the bandwidth.)
Adventure Games: Hero 4th Edition
400232 TS Omega 3
[StarHero] A request for help from an old friend sends a vacationing Omega
Team to an orbital casino where all is not fun and games. One round, six
players per game.
Slots 02, 06, 10; Location: D08--MECCA Auditorium, Deep Labyrinth
This is a game set in a future space opera genre universe. The PCs are a
group of Heroic level characters (equipment, skills, some minor innate
abilities) who are employed as troubleshooters by a corporation
specializing in solving problems.
Hope to see some of you at GENCON,
Kevin Criscione
kevinc@kuhub.cc.ukans.edu
Date: Mon, 16 Jun 1997 23:27:44 -0400
From: Dave Thompson <ezadd@bconnex.net>
Subject: Re: Code vs Killing
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Todd Hanson wrote:
> Well, if this character decides to take the step over the edge, there
> WILL be campaign consequences.. and his character WILL get the spotlight
> for awhile.. although I don't know how much he's going to enjoy it ;)
<edit>
> Any other ideas, or problems with the above?
Todd how about the fact that this character will be forever
changed in
the eyes of his peers. Especially those with a total CVK. And lots not
forget those vigilantes who may now see him/her as one of the bad guys!
Lots of possibilities for making the character's life hell!
EZ
Date: Tue, 17 Jun 1997 00:39:09 -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: Digger Downs
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To: champ-l@omg.org
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X-UID: 32
DIGGER DOWNS
(Thomas Downs)
Designers Notes:
Digger is over average size, 5'10" and 150 lbs. He has brown hair and
brown eyes. He is a reporter for Aces Magazine, and a more pushy,
obnoxious 'news-hound' you will never meet. His ace powers is the ability
to smell aces, detecting them by a sweet pleasant odor. This sense can
also clue him into a person's emotional state allowing him to readily tell
if someone is lying. He is not very well liked by most other aces and has
made virtual enemies of a few (such as Carnifex, Peregrine and Hiram
Worchester).
The Character:
STAT VAL COST
Str 9 -1
Dex 10 0
Con 12 6
Body 10 0
Int 15 5
Ego 13 6
Pre 10 0
Com 12 1
PD 2 0
ED 2 0
Spd 2 0
Rec 4 0
End 24 0
Stun 21 0
Char Total 17
Power Total 87
Total Cost 104
COST POWERS & SKILLS
6 +2 with Perception
10 Enhanced Perception: +5 with smell/taste group
23 Detect: Wild Cards 21-, Sense
15 Detect: Lies 18-
1 Perk: Press Pass
5 AK: New York 14-
4 AK: America 13-
3 Conversation 11-
5 Persuasion 12-
4 PS: Reporter 13-
2 PS: Writer 11-
3 Streetwise 11-
6 SL: +2 with PRE Skills
Disadvantages
50 Base
10 Psych: Pushy and obnoxius in his efforts to get a story
10 Psych: Overconfidence
15 SID: He's an ace
10 Rep: Reporter for Aces Magazine tabloid 11-
9 Experience
(Digger Downs created by Steve Perrin, character sheet created by Michael
Surbrook)
***************************************************************************
* "'Cause I'm the god of destruction, that's why!" - Susano Orbatos,Orion *
* Michael Surbrook / susano@access.digex.net *
* Attacked Mystification Police / AD Police / ESWAT *
* Society for Creative Anachronism / House ap Gwystl / Company of St.Mark *
***************************************************************************
Date: Tue, 17 Jun 1997 00:40:26 -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: J. C. Jayewardene
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To: champ-l@omg.org
X-Status:
X-UID: 31
J. C. JAYEWARDENE
Designers Notes:
Jayewardene is a small man, 5'6" and 165 lbs. He is a diplomat serving
the government Sri Lanka. He has the power to dream the future.
Jayewardene is uncertain if he is dreaming events that *may* happen, or if
he actually causes these events *to* happen. He feels burdened by his
power, and would like very much to be rid of it.
The Character:
STAT VAL COST
Str 10 0
Dex 9 -3
Con 11 2
Body 11 2
Int 15 5
Ego 15 10
Pre 13 3
Com 10 0
PD 2 0
ED 2 0
Spd 2 0
Rec 4 0
End 22 0
Stun 22 0
Char Total 19
Power Total 58
Total Cost 77
COST POWERS & SKILLS
24 Clairsentience: Precognition, 0 END, No Range, Only While Sleeping
(Dreaming) (-1)
4 AK: World 13-
3 Bureaucratics 12-
3 Conversation 12-
3 High Society 12-
3 Oratory 12-
12 Lang: Dutch (3), English (3), Hindi (3), Singhalese (3), Tamil (0)
6 SL: +2 with PRE Skills
Disadvantages
50 Base
5 Age: 40+
15 Psych: Wishes to rid himself of his power, fears his dreams
7 Experience
(J. C. Jayewardene 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: Tue, 17 Jun 1997 00:42:04 -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: Jube the Walrus
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To: champ-l@omg.org
X-Status:
X-UID: 33
JUBE THE WALRUS
(Jube Benson / Jhubben)
Designers Notes:
Jube is 5' tall and weighs 300 lbs. He has blue-black skin, tufts of
bristly red hair, and two small tusks. He seems immune to cold, is always
dressed in loud Hawaiian shirts (even in snowstorms) and smells like
buttered popcorn. He's been in Jokertown as long as anyone can remember
(well, since 1952 anyway). In reality, Jube is an alien, a xenologist
come to Earth from the plant Glabber to study the effects of the wild card
virus on humanity. Other than that, he a nice enough guy, who sells his
newspapers from his stand and is more than willing to trade information
with anyone. He is also the source of some of the worst jokes anyone has
ever heard, and he seems to have an infinite number of them.
Note: Jube has access to both a large amount of wealth and some
interesting pieces of high technology, including an FTL 'radio' and a
laser pistol.
The Character:
STAT VAL COST
Str 18 8
Dex 8 -6
Con 15 10
Body 13 6
Int 20 10
Ego 15 10
Pre 15 5
Com 8 -1
PD 8 4
ED 6 3
Spd 2 2
Rec 7 0
End 30 0
Stun 30 0
Char Total 51
Power Total 92
Total Cost 143
COST POWERS & SKILLS
12 Armor: DEF 4 (Thick skin)
2 Life Support: Immune to cold (only) (-1)
15 Perk: Wealth
5 Computer Programming 14-
4 KS: Bad jokes, esp joker jokes 14-
5 Persuasion 13-
2 PS: Newspaper Vendor 11-
4 SC: Anthropology 14-
4 SC: Computer Operations 14-
4 SC: Linguistics 14-
4 SC: Xenology 14-
5 Streetwise 13-
3 Trading 12-
1 WF: Laser Pistol
19 Lang: English (4), French (3), Glabberan (0), Mandarin (3),
Network Trade Talk (4), Rhindarian (4), Spanish (4), Yiddish (4)
3 Linguist
Disadvantages
75 Base
10 DF: Short, fat, blue-black, walrus-looking humanoid, who smells
like buttered popcorn
5 Phys: Fat; he's 5' tall and 300 lbs
10 Phys: Requires specialized medical attention
10 Psych: Likes it cold, dresses in loud Hawaiian shirts even in the
coldest weather
10 Psych: Likes people (ie. humans)
15 SID: Alien
8 Hidden Alien Bonus
(Jube the Walrus 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, 17 Jun 1997 01:50:31 -0400 (EDT)
From: Michael Surbrook <susano@access.digex.net>
Subject: Wild Cards update
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For those who are interested (and for those who are wondering when I'm
going to stop cluttering up the list) I have exactly 14 Wild Cards
adaptions left to post and/or finish. I'm down to the fun, easy to design
characters now... Demise, Water Lilly, Fatman, Puppetman, Whisperer...
***************************************************************************
* "'Cause I'm the god of destruction, that's why!" - Susano Orbatos,Orion *
* Michael Surbrook / susano@access.digex.net *
* Attacked Mystification Police / AD Police / ESWAT *
* Society for Creative Anachronism / House ap Gwystl / Company of St.Mark *
***************************************************************************
Date: Mon, 16 Jun 1997 21:11:48 -1000
From: Richard Scott <rscott@hawaii.edu>
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cc: champ-l@omg.org
Subject: Re: Wild Cards update
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You are doing a quite legendary job. :)
Richard Scott (rscott@hawaii.edu)
--You were spectacular, Bob. But not very effective.
South Melbourne official when the legendary Bob Pratt failed to win
South's 1934 best and fairest despite kicking a league record 150 goals.
On Mon, 16 Jun 1997, Michael Surbrook wrote:
> For those who are interested (and for those who are wondering when I'm
> going to stop cluttering up the list) I have exactly 14 Wild Cards
> adaptions left to post and/or finish. I'm down to the fun, easy to design
> characters now... Demise, Water Lilly, Fatman, Puppetman, Whisperer...
>
> ***************************************************************************
> * "'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, 17 Jun 1997 00:59:58 -0700
From: "Capt. Spith" <cptspith@teleport.com>
Reply-To: cptspith@teleport.com
Subject: LOW-Powered Games(Was: Related Subject)
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HAPPYELF sez;
> down with frameworks!! flames to the infidels!! *lol*
> seriously, i would only use this rule in a high-powered campaign, though it works
> suprisingly well if you use it(and maybe a FEW other limits) to make a slightly >low-power game.
Actually in low-power games (150 to 200 points) I found a unique way
to really make players think about going a route other than
power-mongering (such as you *can* with 150 points...) attempts.
This is actually for games where the 'supers' are supposed to be only
barely more powerful than well equipped super-agents, but with innate
powers; Normal CHAR Max for no disad, then apply the CHAR Max to the
active points in any framework pool.
That is, the first 20 active points in a MP (for example) are 20
points, then 2 points per add'l point in the pool after that, thus a 30
point MP would cost 40 points (plus advantages, minus limitations, plus
slot costs, and such).
For MPs and VPPs, slot costs and control costs would be figured
directly from the total pool cost, and with ECs, each slot would be
figured with the 'CHAR Max' in effect before reducing by the EC cost. I
like the way this drives home the idea of having _either_ a single
powerful attack _or_ a variation of less powerful attacks, though it
only tends to work well on lower powered games, since at higher power
levels the point costs get too overblown and then downright unfair.
--
-Capt. Spith
Savior of Humanity
Secular Messiah
Date: Tue, 17 Jun 1997 01:52:53 -0700
From: "Capt. Spith" <cptspith@teleport.com>
Reply-To: cptspith@teleport.com
Subject: Re: Complex Powers and Frameworks (Was: Related subject)
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Mike Sprague wrote:
> As a GM, I love having NPC's that cause the players to say "How
> does he/she do that?" Predictable villians, whoes powers are
> well understood can end up boring for both the GM and players.
Okay, this has nothing to do with frameworks, but that's a great
point; I created this one group of villians, none of whom had a 'normal'
set of powers; My favorite confusing attack was the brick's major nasty
- A small RKA with a lot of extra STUN multiple, Based on ECV with No
Range. He wiped out the heroes' damage sponge, since nobody expected
the need to send any EGO defenders against a *brick*!
(Honest, it was legitimately within his concept to build the attack
thusly)
> Mike's Observations and Views on Power Frameworks:
>
> 1) I feel that Frameworks are like any other power that has a
> magnifying glass or a Stop sign next to them. The GM _must_
> take a close look at them, to make sure they make sense and
> are not too abusive.
Fine point; in fact, however, player-created characters should have
either magnifying glasses or stop signs on them, since players are just
as likely to be abusive without frameworks.
(other stuff I generally agree with)
> As far as the individual Frameworks go:
>
> Elemental Control:
>
> This Framework is simply there to save points. I admit that it's
> evil, :-) but I still like and use it. The problem is that it has
> no built in Limitations like the others. It simply saves points.
There are no obvious limitations, but an EC is limiting in the
following ways;
I)Fewer points are saved than with other frameworks
II)All powers generally need to be around the same point level to
capitalize
on the (lower) savings in the first place
III)BY DEFINITION, all powers in an EC are of the SAME SFX. This is
the
hallmark of (nearly) all frameworks everywhere. A GM should
always
have prepared some NPC to do something against 'All powers of X
SFX'
to be able to affect an EC, a MP or a VPP. This is the core
concept
I consider to be most important for all frameworks, but
particularly
EC's, and think that it is important to occasionally 'flex that
muscle',
since it is one of the reasons for point savings in the first
place.
> My advice:
>
> a) Look for, and don't allow ones with lots of powers (unless, of
> course, you want to). The more powers you add, the greater the
> cost savings, and the more powerful the character becomes when
> compared to the others (unless they do the same thing).
As I mentioned in the above semi-rant, this is simply not true;
Every additional slot in an EC costs at least half of the points it
would if bought 'straight', but every additional slot in a MP costs at
MOST 1/5 of the cost it would otherwise, and usually only 1/10 the
cost. So by comparison, EC slots cost 2-1/2 times to 5 times as much as
comparable MP slots, which is why the inherent limitations are less
stringent.
Since it makes NO sense to have a framework with less than two slots,
This comparison works from the minimum; A 10 DC MP with two multi-slots
costs (ignoring limitations and such) would cost 70 points, a 10 DC EC
with two slots would cost 75 points. 'Nuff said.
> b) Be very very picky about what goes in, paying close attention
> to the Special Powers. For example, I tend to allow Enhances
> senses in EC's, but I usually won't allow multiple Enhanced
> Senses combined into one Slot, which means that many are cheaper
> to buy outside the EC, unless it's a small one. On the flip
> side, I usually won't allow the same power to be bought as
> multiple slots. For example, three Slots of STR, each with
> different Limitations. Since thay can be used together, I
> consider this one power, which the character got to subtract
> the base EC cost off three times! I insist the character buy
> it all in one slot, and use partially Limited powers.
Sound advice....
(more EC stuff, but I've already went on too much)
> MultiPower:
> My advice:
>
> a) Look for, and don't allow "Swiss Army Knife" MP's (unless again,
> it doesn't bother you). MP should not be a cheap method to get
> every neat power in the book! Also, if most of the slots are
> attacks, then the built in MP limitations, where you can use
> only one at a time rarely comes into play (and let's not drop
> into the great linked debate again).
I will occasionally allow this, but only if it is necessary for the
concept ( a utility belt where you simple can't use everything at once),
but it has to be precisely and reasonably defined.
(MP's as 'one power' with varying applications; definitely the best
use)
> c) I am not fond of characters with two MP, one full of attack powers,
> and one full of defense type stuff ... through if you tied all
> those points together into a big MP, the end cost turns out to
> pretty much be the same. Still, it allows different Limitations
> to be universally applied to the MP.
I don't like these either, unless the concept includes a definite
disparity in power between offense and defense (Powerful defense with
weak attacks, for example), and of course, only with good reason.
> Variable Power Pool:
>Advice:
> b) If you _do_ allow pools that can be changed on the fly during
> combat, consider limiting the powers in them to ones the
> character has predefined ahead of time.
My rule is that if the powers are being switched 'on the fly' then
the character has but a few seconds(segments) to decide how, thus the
player must have his/her power ready to use AT THEIR DEX when 'called',
or they have to resort to a familiar standby, or no change. This solves
the problem of players holding up the game to finish figuring out their
latest power. It also allows for improvisation in sticky situations.
> This turned out to be longer than I expected. I hope someone get's
> some use out of it.
Hey, I got to rant about EC's again, I haven't done that in awhile.
Thank you for the opportunity.
(BTW, if this damn subject gains life again, please change the header
again to warn those weary of such nonsense :-)> )
--
-Capt. Spith
Savior of Humanity
Secular Messiah
From: Clint Fishback <Fishback@mail.dec.com>
Subject: Unsubcribing?
Date: Tue, 17 Jun 1997 07:52:16 -0400
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The message that tells how to usubscribe was deleted when they changed
my email address. I need to unsubscribe the old email and re-subscribe
to my new one. Would someone please email me direct, as I don't get
the stuff from the list anymore, with how to do that? Thanx.
From: Dave Mattingly <DaveM@FocusSoft.com>
Subject: Stupid Shrinking Tricks (was RE: Stupid Mind Tricks)
Date: Tue, 17 Jun 1997 08:31:45 -0400
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>Also, how would one build a shrinking power where strength, movement
>rates, and vulnerability to attack all change in proportion to the
>character's new size? Would it be reasonable to do this with side
>effects?
There are several ways to handle this. Here is an excerpt from my Power
Point article dealing with size and density powers. The entire article
can be found at http://www.geocities.com/area51/cavern/1905/haym15.html.
--- BEGIN EXCERPT ---
Shrinking Power Stunts
There are many different tricks that can be done by characters with
Shrinking.
Weak Shrinking
Some shrinkers keep their proportionate STR, not their full-sized STR,
when shrunk.
Mechanic's Rambling
A Weak Shrinking option is to buy negative STR (sell off STR) with the
linked limitation.
Example: Felina can shapeshift into a house cat. She buys two levels of
shrinking for 20 points, and -20 points of linked STR (at a real cost of
-13 points), so her Weak Shrinking costs her 7 points.
Felina can't sell off 30 points of STR (which would seem appropriate for
two levels of Shrinking), because then the linked power would cost (sell
for) more than the base power, and the linked limitation must always be
applied to the lower cost power. If she wanted to, she could have bought
her Shrinking at 0 END for 30 points, then sold off the whole 30 points
of linked STR, for a net cost of 10 points.
Another option is to buy Shrinking with a Weak limitation, -1 (priced
similar to full side effect).
Example: Wisp, normally STR 10, buys three levels of Weak Shrinking for
a real cost of 15 points. At 1/8 size, she has a -35 STR, and can barely
lift a pencil.
Strong Shrinking
Some shrinking character conceptions make the character stronger as he
gets smaller. The most common way to model this is to buy three levels
of Density Increase for each level of Shrinking. The mass cancels out,
leaving a concentrated hero.
Combat Shrinking
The logic that shrunken characters are harder to hit can also work
backwards. Now that the world seems much bigger to the shrinker,
normal-sized characters are easier to hit. This can be bought as +2 OCV
Combat Skill Levels per level, linked to Shrinking.
Shrink Versus Shrink
Two shrunken characters will have a hard time hitting each other, even
when they're in the same hex, since they both have a bonus to DCV!
Growth momentum only applies to characters larger than the shrinker --
this should also apply to DCV and PER modifiers for hand-to-hand combat.
Example: Mind Mole can get twice as small as Bonsai. Against
normal-sized people, Mind Mole has a +8 DCV, and Bonsai has a +6 DCV.
But if the two ever faced each other, Mind Mole would only have a +2 DCV
against Bonsai (but would still have a +8 against others).
For hand-to-hand combat, the GM has the option to ignore Shrinking DCV
bonuses completely, regardless of the size of the combatants. Small
characters are still hard to hit, but when the attacker's hand is bigger
than the entire shrinker's body, it can become the equivalent of an area
effect attack, and cancel out the Shrinker's DCV.
Inner Healing
Some shrinking characters can undertake a fantastic voyage inside the
human body. It's a great way to eavesdrop (from inside the ear!).
Combined with medical knowledge skills, a shrinker with this type of
shrinking special effect can diagnose or cure people.
Example: Dr. Shrinker has the Aid power with the optional healing rules.
Since his special effect is shrinking and curing the patient from the
inside, he buys 8d6 Healing, requires a skill roll, gradual effect: 1
day, and a 14- activation with a side effect of 8d6 Energy Blast.
If he fails the skill roll, the operation does not succeed, and the
patient might get worse or stay the same, depending on the case. The
side effect is tied to the activation, not to the skill roll, and he
only takes damage if he fails the activation, regardless of the outcome
of the skill roll. The activation with side effect is defined as
overcoming the body's defenses, which treat him as an outsider. "Oh, no!
It's a squadron of white blood cells after me!"
Alternately, this could have been bought with just a skill roll, and the
level of the success or failure of the roll would determine whether or
not the side effect energy blast occurs.
Climbing
Some small characters can climb better than normal-sized characters,
because of small imperfections in a surface that are too small for
normal characters to use. Velcro clings because of thousands of tiny
hooks that grab onto each other.
Sub-Atomic Shrinking
Some shrinkers can get so small, they become smaller than atoms, and
cross into a whole sub-atomic universe. This can be represented by
Extra-Dimensional Movement to the sub-atomic universe. With this power,
it's not necessary to also buy a zillion levels of shrinking -- the
special effects of the EDM specify that the character shrinks small
enough to enter.
When the shrunken character arrives, everything seems normal-sized to
him, since everything in the sub-atomic universe is already shrunken by
the same amount that he is.
Example: Particle Man has 7 levels of Shrinking, and Extra-Dimensional
Movement to the sub-atomic universe. The GM rules that nothing in the
sub-atomic universe can change size, since everything there is already
so small, but does not allow Particle Man to take a -¼ limitation on his
Shrinking, since it applies to everything that goes to the sub-atomic
universe, not just Particle Man.
What characters find in the sub-atomic universe is up to the GM. It
might an entire civilization, a barren wasteland, or something extremely
bizarre. Champions in 3-D can offer some ideas.
Travel Through Phone Lines
Some characters can get small enough to travel through the phones lines.
This can be bought as:
5" Teleport, 256xNCM {=1280"}, OIF: any phone (-½), only through phone
lines (-1), destination is other phone, which must be answered (-1),
immediate hang-up or bad connection gives random location (-½), no
combat move (-¼), not instantaneous: teleport is gradual, and averages
the speed of sound (-¼); for an active cost of 45, and a real cost of 10
points.
This gives a total distance per two phases (since it takes an extra
phase to use long-range teleport) of 1.6 miles. For a 4 SPD character,
this averages to 960 miles per hour. Teleport was chosen instead of
flight or running because teleport takes only one phase to achieve
maximum non-combat distance, which becomes velocity with the gradual
limitation.
Traveling at the speed of sound will still take a few seconds for a
long-distance call. Nowadays, many phone lines are fiber optic, and
don't transmit at the speed of sound, but the speed of light. Shrinkers
who can't shrink as small as a photon will probably not be able to
transmit through these digital lines. A -1 limitation can be applied to
the teleport if only older analog lines can be traveled through.
Mechanic's Rambling
Some people prefer the combination of FTL and Desolid to be able to move
at light speed through the atmosphere, but that seems to me to go
against the spirit of the FTL rules.
--- END EXCERPT ---
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: 17 Jun 97 16:20:06 GMT
Subject: Code vs Killing
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Path: october!opal
Organization: Fidonet: Red October Alpha * Hero Roleplaying * 408-629-4695 *
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h > How do other GMs handle a character who has code vs killing.. and
h > kills?
h >
h > Let me point out up front - this hasn't happened.. YET. But I'm
h > expecting it to.
....
h > So.. assuming the inevitable happens, how should I handle it? I don't
h > really want to turn it into a big confrontation (besides gaming with
h > him, I have to work with him), but I don't intend to let him get by
h > with
h > it either.
h >
h > The obvious penalty is that future experience will be earmarked to
h > buying down his code vs killing. But I wanted an 'in-game' penalty as
h > well. How would the government (he is on an officially sponsored team
h > of the city of Chicago) deal with him?
h >
h > Thanks for the help,
h >
h > Todd
One good idea is to replace the Code with a different disad or disads.
Since he hasn't been roleplaying the Code, I wouldn't bother to try to
give him a new psych lim to represent the trauma of breaking the Code.
Instead, you can give him an Enraged or Berserk for that nasty temper -
and invoke your GM perogative to *take control of the character* when
he loses it. You could pull a similar thing, giving him a nasty split
personality that kills. The evil personality would take over the
character's behavior more and more (translating to the *player* losing
control of the characters action - let him think he's being mind
controlled or something), until you can play through some cathartic
scene where he regains control - and his Code. If he ever comes close
to breaking the Code again - back comes his dard side!
Alternately, since it seems the player doesn't want the Code anyway,
you can just replace it with apropriate hunteds (the Law if what he
did could be considered murder, and/or vengeful associates of the
victim. And, of course, witholding exp to buy off the disad is
also perfectly reasonable.
___
* OFFLINE 1.58
Date: Tue, 17 Jun 1997 12:47:31 -0400
X-Sender: absga@elbertonga.com
From: Patrick Barden <absga@elbertonga.com>
Subject: Re: Stupid Mind Tricks
Cc: champ-l@omg.org
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At 03:15 PM 6/16/97 -0400, Eric Burns wrote:
>Hi Folks,
>I just discovered Champions recently, and am so far very impressed.
>It seems like almost any power is possible to build. I'm stumped
>on a couple of psionic powers, though:
>-
>Psionic Surgery - A lengthy process (can take as long as a day or two
>for severe changes, less time for minor ones) where the target's per-
>sonality is reshaped to to psychic's whim. This can add or remove
>psychological disadvantages, memories, etc. The effects can be
>reversed by a friendly telepath or psychotherepist, given enough
>rehab time.
Major Transformation with the following advantages and limitations:
extra time,
based on ECV,
>Possesion - Like mind control, but the character senses what the
>target would sense, and also has more detailed control over the
>target's actions.
Link mind control with clairsentience
>Mind Swap - The character and the target swap bodies. All physical
>traits and non-psychic powers are exchanged.
I have no idea but if you find out tell me. I have wanted this effect myself.
>Also, how would one build a shrinking power where strength, movement
>rates, and vulnerability to attack all change in proportion to the
>character's new size? Would it be reasonable to do this with side
>effects?
No idea
>Any ideas? Apologies if these questions have been answered a cagillion
>times, but I'm new to this list :-).
>-
>Eric
>
Patrick B.
Date: Tue, 17 Jun 1997 12:47:40 -0400
X-Sender: absga@elbertonga.com
From: Patrick Barden <absga@elbertonga.com>
Subject: Urban Myth group
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I am looking to create an NPC team of villians based on urban myths.
The only one I have so far is:
Candyman
A drug dealer who uses mirrors to terrorize his victims and opponents. He
also maintains a personal dimension behind the mirrors. He is obsessed with
(ie. will be stalking) some of the female members of the hero team.
What I am looking for are ideas for other similar characters based on
commonly held urban myths. The accent on this team will be fear, horror and
terror. I want to maintain a spooky, gothic feel to this story.
Any suggestion for characters or story points and atmosphere would be
appreciated.
Patrick B.
Date: Tue, 17 Jun 1997 10:11:07 -0700
From: Samuel.Bell@Eng.Sun.COM (Sam Bell)
Subject: Re: Urban Myth group
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-> From absga@elbertonga.com Tue Jun 17 09:55:52 1997
-> I am looking to create an NPC team of villians based on urban myths.
->
-> The only one I have so far is:
-> Candyman
-> A drug dealer who uses mirrors to terrorize his victims and opponents. He
-> also maintains a personal dimension behind the mirrors. He is obsessed with
-> (ie. will be stalking) some of the female members of the hero team.
->
-> What I am looking for are ideas for other similar characters based on
-> commonly held urban myths. The accent on this team will be fear, horror and
-> terror. I want to maintain a spooky, gothic feel to this story.
->
-> Any suggestion for characters or story points and atmosphere would be
-> appreciated.
->
At the risk of being obvious:
The Albino Sewer Alligator!
-Sam
Date: Tue, 17 Jun 1997 13:18:24 -0400 (EDT)
From: Michael Surbrook <susano@access.digex.net>
cc: champ-l@omg.org
Subject: Re: Urban Myth group
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On Tue, 17 Jun 1997, Patrick Barden wrote:
> I am looking to create an NPC team of villians based on urban myths.
<snip>
> What I am looking for are ideas for other similar characters based on
> commonly held urban myths. The accent on this team will be fear, horror and
> terror. I want to maintain a spooky, gothic feel to this story.
>
> Any suggestion for characters or story points and atmosphere would be
> appreciated.
Two other ideas would be a sewer dwelling were-alligator (gee, and I
posted Sewer Jack awhile back...); and something involving cattle
mutilations (evil sorcerer/Satanic cultist?).
Depending upon the feel of the game, the were alligator could be normal
sized or gigantic and probably should be albino.
The cattle multilator should have HKA (knife), Invisibility (no one ever
sees these guys), Ninja Hero's Hing Kung movement (they never leave
tracks) and skills relating to surgery, anatomy and (possibly) medecine.
He should dress in a sliver suit jumpsuit.
Oh, yeah... Men In Black (aka MIB). This guy should be big, dark-skinned,
dark haired and look hispanic. He wears a black suit and sun
glasses. His accent and mannerisms should be just a little bit "odd".
Powers include a good STR, a high PRE and EGO and a number of skills
realting to information gathering and intimidation. (these guys seem to
know all and see all) He should have a high Forgery skill and IDs marking
as belonging to some sort of military orginization.
How's that?
***************************************************************************
* "'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, 17 Jun 1997 13:56:53 -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: Deadhead
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
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[sick, sick, sick, sick...]
DEADHEAD
(Glen Stephens)
Designers Notes:
Deadhead is tall and exceedingly thin, standing 5'10" and weighing 120
lbs. He is only about 20 years old, but looks much older due to his dead
white skin , black hair and staring eyes. He is bothered by a constant
nervous tic and babbles almost non-stop. Deadhead's power is the ability
to experience the memories of anything he eats. If he has a burger (for
example) then he'll relive the life of the cow that made up the meat. If
he eats brain tissue, the memories become very clear, and he can often
'relive' the subject's last moments. Being an excellent artist, he can
then sketch what he sees. It should be noted that Deadhead is very much
on the edge of insanity (or over it). People who know him find him
disgusting to say the least.
The Character:
STAT VAL COST
Str 6 -4
Dex 8 -6
Con 8 -4
Body 8 -4
Int 15 5
Ego 10 0
Pre 8 -2
Com 8 -1
PD 2 1
ED 2 0
Spd 2 2
Rec 3 0
End 16 0
Stun 15 0
Char Total -13
Power Total 37
Total Cost 24
COST POWERS & SKILLS
17 Clairsentience: Retrocognition, 0 END, No Range, Must eat eat
brains of subject (-2)
3 Contact: Shadow Fist Society 12-
3 KS: Art 12-
4 KS: Nutrition 13-
7 PS: Artist 15-
3 Streetwise 11-
Disadvantages
0 Base
5 DF: Babbles and chatters constantly, mostly to himself
10 Psych: Afraid of food and eating
15 Psych: Believes that he *must*Jeat human flesh
10 Rep: Disgusting ace geek (Ext) 8-
(Deadhead 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, 17 Jun 1997 14:02:51 -0400 (EDT)
From: Bill Svitavsky <bsvitavs@bu.edu>
Subject: Re: Urban Myth group
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
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To: champ-l@omg.org
On Tue, 17 Jun 1997, Patrick Barden wrote:
> I am looking to create an NPC team of villians based on urban myths.
...
> What I am looking for are ideas for other similar characters based on
> commonly held urban myths. The accent on this team will be fear, horror and
> terror. I want to maintain a spooky, gothic feel to this story.
>
How about either the ghost or the avenging parent of a child who was
killed jumping off a roof in an attempt to emulate his favorite flying
superhero? If you go the ghost route, it would probably be a desolid
flying child in a cape, perhaps with some other ghostly abilities. An
avenging parent, on the other hand, might simply have a real grudge
against heroes. If you want to really have fun, make the hero the child
was emulating one of the PC's.
If you want really something *really* gruesome, how about an exploded
cat? A little old lady tried to dry off her pet in the microwave, and so
of course the little kitty exploded. Somehow the microwave radiation
mutated it, though, so it came back to life and grew, while remaining
hideously mangled.
Date: Tue, 17 Jun 1997 14:07:24 -0400 (EDT)
From: Donald DiPaula <dipaula@access.digex.net>
cc: Hero system mail list <hero-l@emerald.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: Deadhead
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
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> [sick, sick, sick, sick...]
>
> DEADHEAD
> (Glen Stephens)
>
> Designers Notes:
> Deadhead is tall and exceedingly thin, standing 5'10" and weighing 120
> lbs. He is only about 20 years old, but looks much older due to his dead
> white skin , black hair and staring eyes. He is bothered by a constant
> nervous tic and babbles almost non-stop. Deadhead's power is the ability
> to experience the memories of anything he eats. If he has a burger (for
> example) then he'll relive the life of the cow that made up the meat. If
> he eats brain tissue, the memories become very clear, and he can often
> 'relive' the subject's last moments. Being an excellent artist, he can
> then sketch what he sees. It should be noted that Deadhead is very much
> on the edge of insanity (or over it). People who know him find him
> disgusting to say the least.
hmm... does this creature/idea remind anyone else of the alzabo from gene
wolfe's _the book of the new sun_?
-D-
Cynthia Alice DiPaula was born 9 June 1997, 3:36 p.m., 7 lb. 10 oz., 20.5"
My 1988 Mazda MX-6 is for sale, email me if interested.
My 1989 Honda CB-1 (CB400F) is for sale, email me if interested, or read my
<a href="http://www.access.digex.net/~dipaula/cb1.html">CB-1 description</a>
Date: Tue, 17 Jun 1997 14:15:23 -0400 (EDT)
From: Michael Surbrook <susano@access.digex.net>
cc: Hero system mail list <hero-l@emerald.omg.org&>
Weasel Attack!!! <weasel-patrol@otd.com>
Subject: Re: CHAR: Deadhead
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
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To: champ-l@omg.org
On Tue, 17 Jun 1997, Donald DiPaula wrote:
> > DEADHEAD
> > (Glen Stephens)
<snip>
> hmm... does this creature/idea remind anyone else of the alzabo from gene
> wolfe's _the book of the new sun_?
Dunno, never read that one.
***************************************************************************
* "'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, 17 Jun 1997 14:28:14 -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: Demise
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DEMISE
(James Spector)
Designers Notes:
Demise is on of the more lethal characters in the Wild Cards universe.
He's tall, standing about 6' in height, and thin, weighing 150 lbs. He
has stringy brown hair, a ragged mustache and a permanently disheveled
look to him. He died from the virus but was revived by an experimental
process of Tachyon's. After spending 6 months in an IC unit, he managed
to recover some of his sanity. It was at this time that Demise learned of
his new power, the ability to project the 'memory of his death' into a
target, killing them almost instantly. He can also choose to simply stun
someone as well. Demise must be within a few feet of his target and must
be able to see their eyes (mirror shades will stop this power). Since he
usually hits his target's by suprise (most don't know what to expect),
this is not usually a problem. It should be noted that Demise, having
died once, has little in the way of moral restraint.
Note: a varient version of his Death Stare could be a No Range RKA AVLD
(Ego Defense). Also, the power as written does require the GM to allow a
Drain to kill someone.
The Character:
STAT VAL COST
Str 9 -1
Dex 18 24
Con 15 10
Body 20 20
Int 14 4
Ego 14 8
Pre 10 0
Com 10 0
PD 4 2
ED 4 1
Spd 3 2
Rec 5 0
End 30 0
Stun 33 0
Char Total 70
Power Total 276
Total Cost 346
COST POWERS & SKILLS
169 Multipower: Death Stare, all multipower slots have the following
limitations; Affects Ego Defense instead of Power Defense (-1/4),
Requires eye contact (-1/2)
16 u 6d6 Drain vs Body, Affects Ego Defense instead of Power
Defense (-1/4), Returns 5 Active Points per day (or 1 Active point
per five hours (+1 1/4)
Invisible to Sight (+1/2), 0 END, Requires eye contact (-1/2)
6 u 6d6 Drain vs Stun, Affects Ego Defense instead of Power
Defense (-1/4), Invisible to Sight (+1/2), 0 END, Requires eye
contact (-1/2)
42 12d6 Mind Control: Telepathic (+1/4), Single Command: Look at
me (-1/2), 0 END, No Range, Requires eye contact (-1/2), Linked
to Death Stare Multipower (-1/2)
10 Damage Reduction: 1/4 Physical, Resistant, vs Stun Only (-1/2)
3 LS: Immune to disease
8 Regeneration: 1 BODY per Minute (-1/4)
3 PS: Accountant 12-
3 SC: Accounting 12-
5 Shadowing 12-
3 Stealth 13-
7 Streetwise 13-
1 WF: Pistols
Disadvantages
100 Base
5 DF: Tall, skinny and seedy looking
15 Psych: Bad Tempered, tends to kill thouse who irritate him
15 Psych: Casual Killer, will kill for the slightest reason
10 Psych: Impulsive, will often kill first worry about it later
10 Psych: Paranoid, afraid of death, Tachyon and the Astronomer
15 Rep: Demise - killer for hire (ext) 11-
204 Experience
(Demise created by Walter 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: Tue, 17 Jun 1997 14:52:08 -0400 (EDT)
From: Michael Surbrook <susano@access.digex.net>
cc: Hero Character Adaption <catdrag@vnet.net&> champion@cyberhighway.net,
Champions Character List <deejay@cu-online.com&>
greenlucifer@geocities.com, jdriscol@vt.edu,
Rob Rutherford <mirage@hpserv.keh.utulsa.edu&> sourdust@ix.netcom.com,
robertni@us.ibm.com, teriaca@omnifest.uwm.edu, vances@sympatico.ca,
Weasel Attack!!! <weasel-patrol@otd.com>
Subject: CHAR: Lazy Dragon
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
[okay Rat, is this what you meant?]
LAZY DRAGON
(Ben Choy / Tienbao)
Designers Notes:
Lazy Dragon (he gets his name from a Chinese folk hero) is of average
height and build, standing 5'7" and weighing 140 lbs. He usually has a
dreamy expression on his face. Dragon's power is the ability to animate
small figures of animals into full grown representations of these
creatures. He must first create the figurine, either via folded paper of
sculpting something such as soap, potato or carrot. He then projects his
consciousness into the figurine, resulting in a fully real animal. When
he does this his original body falls inert, looking as if he's sleeping.
So far, he has created a mouse, a cat, a tiger, a polar bear and a
oriental dragon (in 20' and 40' lengths). The creatures are for all
intents and purposes 'real' and can be killed (at which point his mind
returns to his original body). Presumably, if you killed his body, he'd
have to live in his animal form for as long as possible.
Note: the value given for his duplication pool is an arbitrary figure. It
should let one build a mouse and a cat, although it may be a bit hard to
squeeze a bear and tiger in there. GM's should assign a value that suits
them. Also note that the animal forms retain Dragon's INT score.
The Character:
STAT VAL COST
Str 12 2
Dex 14 12
Con 15 10
Body 13 6
Int 13 3
Ego 13 6
Pre 10 0
Com 10 0
PD 4 2
ED 3 0
Spd 3 6
Rec 5 0
End 30 0
Stun 27 0
Char Total 47
Power Total 183
Total Cost 230
COST POWERS & SKILLS
100 100 Point Variable Power Pool: Animal 'Duplication' Powers
57 VPP Control Cost: No Skill Roll Needed, Limited Special Effects
(animal powers), Requires IIF sculptures
3 Contact: Fadeout 12-
3 KS: Chinese History 12-
2 KS: Origami 11-
1 KS: KS: Shadow Fist Society 8-
6 PS: Origami (DEX) 16-
4 PS: Sculpting (DEX) 14-
3 Streetwise 11-
4 Lang: Catonese (native), English (4)
Disadvantages
100 Base
10 Psych: Dislike of white society
15 Psych: Impulsive
20 Phys: Main body is asleep while animal duplicate is active
8 Watched: Shadowfist Society (MoPow) 8-
77 Experience
(Lazy Dragon created by William F Wu, 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, 17 Jun 1997 15:05:21 -0400 (EDT)
From: Michael Surbrook <susano@access.digex.net>
cc: Hero Character Adaption <catdrag@vnet.net&> champion@cyberhighway.net,
Champions Character List <deejay@cu-online.com&>
greenlucifer@geocities.com, jdriscol@vt.edu,
Rob Rutherford <mirage@hpserv.keh.utulsa.edu&> sourdust@ix.netcom.com,
robertni@us.ibm.com, teriaca@omnifest.uwm.edu, vances@sympatico.ca,
Weasel Attack!!! <weasel-patrol@otd.com>
Subject: CHAR: Water Lilly
Errors-To: owner-champ-l@omg.org
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To: champ-l@omg.org
WATER LILLY
(Jane Lillian Dow)
Designers Notes:
Water Lilly is 5'7", 115 lbs, with red hair and green eyes. She quite
pretty. She's also one of the most unlucky characters in the Wild Cards
universe. In the course of her 'career', she's been captured by the
Astronomer, tossed off the 86th floor of the Empire State Building, worked
(unknowingly) for the Mafia, used as a mount by Ti Malice and infected by
Typhoid Croyd.
Water Lilly's power is the ability to condense water out of the
surrounding atmosphere. She can also draw water from someone's body,
leaving a white, powdery residue if she does it all the way. She can
create mini-rain falls and move masses of water about. She tends to soak
herself is excited or scared (or angry), leaving pools of water about.
After she was re-infected by Typhoid Croyd, she gained the power to cure a
wild card victim via sexual intimacy. Naturally, this process takes a
while.
The Character:
STAT VAL COST
Str 7 -3
Dex 14 12
Con 12 4
Body 11 2
Int 15 5
Ego 13 6
Pre 10 0
Com 14 2
PD 2 1
ED 2 0
Spd 3 6
Rec 4 2
End 24 0
Stun 21 0
Char Total 37
Power Total 226
Total Cost 263
COST POWERS & SKILLS
126 Multipower: Water Control, all slots have limitation; Not in dry
areas/vs dry targets (-1/4)
13 u 6d6 Drain vs Body, Ranged, 1/2 END, Not vs 'dry' targets (-1/4),
END 7
9 m 30 STR TK, 0 END, Requires large quantities of water (-1/4),
Affects all parts of target (-1/4), Not in very dry areas (-1/4)
20 m 10d6 Transformation Attack Minor: Create Water, 1/2 END, Not in
very dry areas (-1/4), END
3 m Change Environment:JMini-rain showers, 4" radius, 0 END,
Not in very dry areas (-1/4)
51 Transformation 6d6 Major: wildcard victim to normal human,
Cumulative, 0 END, No Range, Requires intimate contact (-2)
2 PS: Restaurant Manager 11-
2 PS: Waitress 11-
Disadvantages
100 Base
15 DF: Power manifests when she is excited or scared, drenching her
(and the surrounding area)
5 Poor
15 Psych: Impulsive
10 Psych: Naive about life in the big city
10 Psych: Will not accept charity
5 Unluck 1d6
91 Experience
(Water Lilly created by Pat Cadigan, character sheet created by Michael
Surbrook)
***************************************************************************
* "'Cause I'm the god of destruction, that's why!" - Susano Orbatos,Orion *
* Michael Surbrook / susano@access.digex.net *
* Attacked Mystification Police / AD Police / ESWAT *
* Society for Creative Anachronism / House ap Gwystl / Company of St.Mark *
***************************************************************************
From: Eric Burns <burns@cug.dorm.usm.maine.edu>
Subject: Re: Urban Myth group (fwd)
Date: Tue, 17 Jun 1997 15:20:37 -0400 (EDT)
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
Forwarded message:
>
> -> From absga@elbertonga.com Tue Jun 17 09:55:52 1997
> -> I am looking to create an NPC team of villians based on urban myths.
> ->
>
> At the risk of being obvious:
>
> The Albino Sewer Alligator!
>
> -Sam
>
Yeah, or "Steals-People's-Kidneys-and-Sells-Them-on-the-Black-Market-Man"!
-Eric
From: Stainless Steel Rat <ratinox@peorth.gweep.net>
Subject: Re: CHAR: Lazy Dragon
X-No-Archive: yes
X-Attribution: Rat
Organization: The Happy Fun Ball Brigade
Date: 17 Jun 1997 16:11:54 -0400
Lines: 37
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To: champ-l@omg.org
-----BEGIN PGP SIGNED MESSAGE-----
>>>>> "MS" == Michael Surbrook <susano@access.digex.net> writes:
MS> 100 100 Point Variable Power Pool: Animal 'Duplication' Powers
MS> 57 VPP Control Cost: No Skill Roll Needed, Limited Special Effects
MS> (animal powers), Requires IIF sculptures
Close enough. I envisioned it as having a skill roll to change the
duplication power in the pool, though, especially since he does have the
requisite skills. The limited powers limitation is "one instance of
duplication" -- that is, the pool may be set for only one form at a time
(more semantics than anything else since the actual value does not change).
There are probably a few other limitations that could be added, such as
time and concentration. Special effects -0 that the creature created is
pretty much "normal" for that type of creature.
And let me reiterate that this is gross. This kind of thing should not
generally be allowed in players' hands. It deliberately and with malice
aforethought bypasses most of the restrictions on Duplication, but it is
still the simplest way to do it that I could think of.
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Version: 2.6.3
Charset: noconv
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--
Rat <ratinox@peorth.gweep.net> \ Do not use Happy Fun Ball on concrete.
PGP Key: at a key server near you! \
\
From: Dave Mattingly <DaveM@FocusSoft.com>
Subject: RE: CHAR: Demise
Date: Tue, 17 Jun 1997 16:15:41 -0400
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Sender: owner-champ-l@omg.org
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To: champ-l@omg.org
I want to see how you're going to handle the Demise versus Puppetman
battle.
Dave Mattingly
Subject: Re: Stupid Mind Tricks)
X-Juno-Line-Breaks: 0-14,18-25
From: dwtoomey@juno.com (David W Toomey)
Date: Tue, 17 Jun 1997 17:22:42 EDT
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
>Some characters can get small enough to travel through the phones
>lines.
>This can be bought as:
>
>5" Teleport, 256xNCM {=1280"}, OIF: any phone (-½), only through phone
>lines (-1), destination is other phone, which must be answered (-1),
>immediate hang-up or bad connection gives random location (-½), no
>combat move (-¼), not instantaneous: teleport is gradual, and averages
>the speed of sound (-¼); for an active cost of 45, and a real cost of
>10
>points.
>Traveling at the speed of sound will still take a few seconds for a
>long-distance call. Nowadays, many phone lines are fiber optic, and
>don't transmit at the speed of sound, but the speed of light.
Beg Pardon? All phone lines are electromagnetic phenomenon, and work at
a little less than lightspeed. Otherwise, if you called California from
New York, each reply would take HOURS to get to the respondant. Old
style phone lines are NOT two tin cans with string between.
David W Toomey
dwtoomey@juno.com
Date: Tue, 17 Jun 1997 17:24:08 -0400 (EDT)
X-Sender: nexus@uky.campus.mci.net
From: Kim Foster <nexus@uky.campus.mci.net>
Subject: Re: Urban Myth group
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
At 12:47 PM 6/17/97 -0400, Patrick Barden wrote:
>I am looking to create an NPC team of villians based on urban myths.
>
>The only one I have so far is:
>Candyman
>A drug dealer who uses mirrors to terrorize his victims and opponents. He
>also maintains a personal dimension behind the mirrors. He is obsessed with
>(ie. will be stalking) some of the female members of the hero team.
>
>What I am looking for are ideas for other similar characters based on
>commonly held urban myths. The accent on this team will be fear, horror and
>terror. I want to maintain a spooky, gothic feel to this story.
>
>Any suggestion for characters or story points and atmosphere would be
>appreciated.
The Stranger (As in never talk to.....)
Based on the mythical kiddnapper/molester most children are taught to fear.
He/It would be high Pre sort, friendly over all but with either 1. Insane
desire to torment children and woman or 2. Some other driving and
supernatural reason (such as being a demon who feeds on innocent souls or
fear.) Might have mind control, invisibilty and shape shifting powers.
Possibly a teleport to escape with his victims.
The Phantom Hitchhiker is another possibility but I am not sure how to twist
it into a villinous angle.
Can God make a plot so twisted even he can't figure it out?
Tom Servo -MST 3K "The Island of Dr Fu Manchu"
Date: Sun, 18 May 1997 17:13:03 -0400 (EDT)
From: Michael Surbrook <susano@access.digex.net>
cc: Hero Character Adaption <catdrag@vnet.net&> champion@cyberhighway.net,
Champions Character List <deejay@cu-online.com&>
greenlucifer@geocities.com, jdriscol@vt.edu,
Rob Rutherford <mirage@hpserv.keh.utulsa.edu&> sourdust@ix.netcom.com,
robertni@us.ibm.com, teriaca@omnifest.uwm.edu, vances@sympatico.ca,
Weasel Attack!!! <weasel-patrol@otd.com>
Subject: CHAR: Chickenhawk
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To: champ-l@omg.org
X-Status:
X-UID: 19
CHICKENHAWK
(Gus Wenninger)
Description:
Chickenhawk is short, standing only about 5'3", and very light, weighing about
60 lbs. He has wings that are formed from flaps of skin between his
fingerbones, these flaps are anchored at his wrists and ankles. Hew also has a
long, barbed tail, dirty clumps of feathers scattered over his body and wattles
under his chin. Chickenhawk's main ability is to be able to glide on air
currents. He also has very acute vision and can use his feet in place of his
weak hands.
The Character:
STAT VAL COST
Str 5 -5
Dex 14 12
Con 10 0
Body 9 -2
Int 8 -2
Ego 10 0
Pre 8 -2
Com 2 -4
PD 2 1
ED 2 0
Spd 3 6
Rec 3 0
End 20 0
Stun 17 0
Char Total 4
Power Total 48
Total Cost 52
COST POWERS & SKILLS
-10 Running: 1"
8 Gliding: 8"
6 Enhanced Perception: +3
6 Telescopic Sight: +4 vs RMod
5 Extra Limbs: Feet
3 Contact Shadow Fist Society 12-
6 AK: New York City 15-
5 Climbing 13-
1 KS: Shadow Fist Society 8-
3 Streetwise 11-
9 Survival 14-
4 CSL: +2 with Gliding
2 CSL: +1 OCV with Grab
Disadvantages
100 Base
20 DF: Hideous joker with wings and a tail
5 Phys: Weighs 60 lbs, +2" to all KB rolls
15 Phys: Virtual cripple when on the ground; 1" Running and 1/2 DCV
15 Psych: Likes his food raw and live
(Chickenhawk created by George R. R. Martin, character sheet created by Michael
Surbrook)
***************************************************************************
* "'Cause I'm the god of destruction, that's why!" - Susano Orbatos,Orion *
* Michael Surbrook / susano@access.digex.net *
* Attacked Mystification Police / AD Police / ESWAT *
* Society for Creative Anachronism / House ap Gwystl / Company of St.Mark *
***************************************************************************
From ???@??? Mon May 19 19:07:09 1997
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From: Michael Surbrook <susano@access.digex.net>
cc: Hero Character Adaption <catdrag@vnet.net&> champion@cyberhighway.net,
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Weasel Attack!!! <weasel-patrol@otd.com>
Subject: CHAR: Carnifex
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CARNIFEX
(William "Billy" Ray)
Description:
Carnifex is over average height, standing 5'10" and weighs about 165. His face
is a little off; the eyes aren't level, his jaw is canted, there is too much
nose and his chin is lacking a bit. His costume consists of a white body suit
with a black hood, gloves and boots. Carnifex's ace powers include increased
strength, speed and the ability to regenerate from massive amounts of damage.
Carnifex is also a master of hand to hand combat, although he hasn't studied any
formal martial art, he just knows what move to make when he needs to make it.
Thus, Carnifex's martial maneuvers function both as punches and kicks.
The Character:
STAT VAL COST
Str 25 15
Dex 34 72
Con 18 16
Body 20 20
Int 12 2
Ego 18 16
Pre 20 10
Com 8 -1
PD 12 7
ED 10 6
Spd 6 16
Rec 10 2
End 36 0
Stun 42 0
Char Total 181
Power Total 153
Total Cost 334
COST POWERS & SKILLS
Martial Arts: Free-form Mayhem
4 Block +2 OCV +2 DCV Block, Abort
4 Dodge +0 OCV +5 DCV Dodge vs All, Abort
4 Counterstrike +2 OCV +2 DCV 7d6 Strike; Must follow successful Block
4 Fast Strike +2 OCV +0 DCV 7d6 Strike
3 Legsweep +2 OCV -1 DCV 6d6 Strike; Target Falls
4 Martial Strike +0 OCV +2 DCV 7d6 Strike
5 Offensive Strike -2 OCV +1 DCV 9d6 Strike
20 Damage Resistance: 1/2 Energy, Resistant, vs Stun Only (-1/2)
20 Damage Resistance: 1/2 Physical, Resistant, vs Stun Only (-1/2)
8 Regeneration: 1 BODY per Minute (-1/4)
8 Running: +4" (10" total)
9 Enhanced Perception: +3 PER
3 Perk: Federal Police Powers
3 Ambidexterity
3 Breakfall 16-
5 Deduction 13-
3 Interrogation 13-
3 KS: Law 12-
5 KS: Football 14-
3 PS: Football Player (DEX) 16-
2 PS: Dept of Justice Agent 11-
5 Shadowing 12-
3 Stealth 16-
3 Streetwise 13-
7 Tactics 14-
2 WF: Small Arms
10 CSL: +2 with HTH
Disadvantages
100 Base
15 Berserk: Combat, 8-/14-
10 DF: Mismatched features
15 Psych: Overconfident, Likes to fight tough, powerful foes
15 Psych: Impulsive and Reckless, Tends to act without thinking
10 Psych: Lecherousness, 'Skirt chaser'
5 Psych: Neatness freak
15 Rep: Powerful, dangerous Government Ace 14-
15 Watched: US Justice Dept, (Mopow, NCI) 14-
134 Executioner Bonus
(Carnifex created by John J Miller, character sheet created by Michael
***************************************************************************
* "'Cause I'm the god of destruction, that's why!" - Susano Orbatos,Orion *
* Michael Surbrook / susano@access.digex.net *
* Attacked Mystification Police / AD Police / ESWAT *
* Society for Creative Anachronism / House ap Gwystl / Company of St.Mark *
***************************************************************************
From ???@??? Mon May 19 19:07:10 1997
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From: Michael Surbrook <susano@access.digex.net>
cc: Hero Character Adaption <catdrag@vnet.net&> champion@cyberhighway.net,
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Weasel Attack!!! <weasel-patrol@otd.com>
Subject: CHAR: Bludgeon
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This is the first of a series of posts of characters adapted from GURPS
Wildcards. I'm planning on doing... oh... as many of them as interests me
so if you haven't seen you favorite character yet, just wait. I'll post
my conversion notes when I get around to it, but I haven't really written
them up into something coherant yet. Note that these conversions are of
the 'quick and dirty' variety and as with all character adaptions, YMMV.
BLUDGEON
(Robert Sievers)
Description:
Bludgeon is huge, standing about 7' tall and weighing over 300 pounds. His
right arm and hand are a malformed mass of muscle and bone. His fist is
described as being: "the size and color of a smoked Virginia ham". Bludgeon's
face is scared and pockmarked, and he has one blue eye and one red one. His
scalp is covered with boils and sores. Bludgeon's 'ace' power is immense
physical strength and to be able to absorb tremendous punishment. As noted in
his Psych Lims, Bludgeon is aggressive, violent and brutal. He is the perfect
thug, especially since he's not all that bright, either.
The Character:
STAT VAL COST
Str 38 23
Dex 9 -3
Con 20 20
Body 20 18
Int 8 -2
Ego 10 0
Pre 15 5
Com 6 -2
PD 9 2
ED 6 2
Spd 3 11
Rec 11 0
End 40 0
Stun 48 0
Char Total 74
Power Total 55
Total Cost 129
COST POWERS & SKILLS
7 Growth: 1 Level, 0 END, Persistant, Always On
+5 STR, +1 BODY, +1 STUN, -1" KB, 7' Tall, 310 lbs
6 HA: +2d6, 0 END, Right hand only (-1/2)
9 Armor: 3 DEF (Thick skin)
10 Damage Resistance: 1/4 Physical, Resistant, vs Stun Only (-1/2)
2 AK: Jokertown 11-
2 AK: New York City 11-
3 Interrogation 12-
1 KS: Mafia 8-
1 KS: Shadow Fist Society 8-
3 Streetwise 12-
5 CSL: +1 HTH
6 CSL: +2 with Block, Haymaker, Punch
Disadvantages
100 Base
20 DF: Huge, ugly joker with a deformed right hand/arm
5 DF: Constant use of foul language
15 Psych: Bad Tempered, Prone to fits of rage
15 Psych: Bully, Likes to hurt others
10 Rep: Violent Thug 11-
(Bludgeon created by George R. R. Martin, character sheet created by Michael
Surbrook)
***************************************************************************
* "'Cause I'm the god of destruction, that's why!" - Susano Orbatos,Orion *
* Michael Surbrook / susano@access.digex.net *
* Attacked Mystification Police / AD Police / ESWAT *
* Society for Creative Anachronism / House ap Gwystl / Company of St.Mark *
***************************************************************************
From ???@??? Mon May 19 19:07:12 1997
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From: Patrick Barden <absga@elbertonga.com>
Subject: The Pretender
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Can anyone suggest some ideas about how to duplicate the effect of the
Pretender. I have a few ideas but I'd like to see how others might handle this.
For those who may not be familiar with the character it is a man who can not
only assume any personality but also any profession. He can basically be
any person or profession he wants anytime he wants.
Patrick B.
From ???@??? Mon May 19 19:07:13 1997
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From: Patrick Barden <absga@elbertonga.com>
Subject: Re: Name needed
Cc: champ-l@omg.org
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At 05:05 PM 5/17/97 -0700, Bob Greenwade wrote:
>At 09:12 PM 5/7/97 -0400, Richard D. Bergstresser Jr. wrote:
>>> Somehow, I don't think that a macho, male Irish hero (at least, I
>>> *assume* that this character is male) would take the name Bain Sidhe (Gaelic
>>> for "female fairy").
>>
>>But that does bring up a good idea. My faerie lore just shut off, so what's
>the
>>Irish equivalent of the Wendigo or the Will o'Wisp?
>
> That one, I don't happen to know... and, judging from the deafening
>silence, I'm guessing that nobody else on the list knows either.
> I got my information above (Bain Sidhe) from "Kingdom of Champions"
>(which, I might add, I find to be a good resource when I wear my writer's
>hat as well as when I wear my GM's hat). Maybe you can find some help there
>as well.
>---
The Irish Male equivalent of the Wendifo or the Will of the Wisp is the Jack
O' The Lantern.
Patrick B.
From ???@??? Mon May 19 19:07:14 1997
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Date: Sun, 18 May 1997 12:29:55 -1000
From: Richard Scott <rscott@hawaii.edu>
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Subject: Re: The Pretender
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some sort of intelligence based power that lets you learn skills
instantly? A sort of skills reflex like the Taskmaster's combat reflex.
Richard Scott (rscott@hawaii.edu)
--You were spectacular, Bob. But not very effective.
South Melbourne official when the legendary Bob Pratt failed to win
South's 1934 best and fairest despite kicking a league record 150 goals.
On Sun, 18 May 1997, Patrick Barden wrote:
> Can anyone suggest some ideas about how to duplicate the effect of the
> Pretender. I have a few ideas but I'd like to see how others might handle this.
>
> For those who may not be familiar with the character it is a man who can not
> only assume any personality but also any profession. He can basically be
> any person or profession he wants anytime he wants.
>
> Patrick B.
>
>
>
From ???@??? Mon May 19 19:07:15 1997
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From: Richard Scott <rscott@hawaii.edu>
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Subject: Re: CHAR: Chickenhawk
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thanks Michael, keep up the good work. Have you done
Fortunato/Turtle/Yeoman? Maybe we can compare notes on those.
Richard Scott (rscott@hawaii.edu)
--You were spectacular, Bob. But not very effective.
South Melbourne official when the legendary Bob Pratt failed to win
South's 1934 best and fairest despite kicking a league record 150 goals.
From ???@??? Mon May 19 19:07:16 1997
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From: Richard Scott <rscott@hawaii.edu>
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Subject: Re: CHAR: Carnifex
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Looks good Michael. 25 strength is what, 8 times as strong as the average
guy? Or thereabouts.
Richard Scott (rscott@hawaii.edu)
--You were spectacular, Bob. But not very effective.
South Melbourne official when the legendary Bob Pratt failed to win
South's 1934 best and fairest despite kicking a league record 150 goals.
From ???@??? Mon May 19 19:07:43 1997
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Date: Mon, 19 May 1997 01:31:51 -0400 (EDT)
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Subject: Re: The Pretender
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In a message dated 97-05-18 17:47:20 EDT, you write:
<< Can anyone suggest some ideas about how to duplicate the effect of the
Pretender. I have a few ideas but I'd like to see how others might handle
this.
For those who may not be familiar with the character it is a man who can not
only assume any personality but also any profession. He can basically be
any person or profession he wants anytime he wants.
Patrick B.
>>
This sounds like a case where a VPP based just on Skills geared toward a
profession would be allowable. The personality could be accomplished with
Acting, Oratory, Disguise (for the body language and facial expressions), and
maybe even Mimicry or Seduction.
From ???@??? Mon May 19 19:07:44 1997
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From: John Turner <Avery1@flash.net>
Subject: Re: real world martial art
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At 10:58 AM 5/17/97 +1000, jonesmj@topaz.cqu.edu.au wrote:
>how about thai, cross-trained with judo? the best fighter is always a
hybrid, and i don't mean those fat boys in the ucf who pretend they can kick.
Um, just to point out something, judo is the sport form of juijitsu.
:)
From ???@??? Mon May 19 19:07:45 1997
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In a message dated 97-05-18 17:55:14 EDT, absga@elbertonga.com (Patrick
Barden) writes:
> The Irish Male equivalent of the Wendifo or the Will of the Wisp is the
Jack
> O' The Lantern.
>
> Patrick B.
Isn't "Will of the Wisp" Irish? My sources attribute it to all of the
british isles.
Jay Albright (not Irish...I'm told I've got a little Manx blood in me.)
From ???@??? Mon May 19 19:07:46 1997
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From: Richard Scott <rscott@hawaii.edu>
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Subject: Re: The Pretender
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yes, that was what I was tyring to think of being rusty, no tmultipower
etc., variable power pool deal. Well done. :) That would work fine, can
grab the skills as he needs them, and some process to keep them too if you
want, I guess.
Richard Scott (rscott@hawaii.edu)
--You were spectacular, Bob. But not very effective.
South Melbourne official when the legendary Bob Pratt failed to win
South's 1934 best and fairest despite kicking a league record 150 goals.
On Sun, 18 May 1997 Firelynx16@aol.com wrote:
> In a message dated 97-05-18 17:47:20 EDT, you write:
>
> << Can anyone suggest some ideas about how to duplicate the effect of the
> Pretender. I have a few ideas but I'd like to see how others might handle
> this.
>
> For those who may not be familiar with the character it is a man who can not
> only assume any personality but also any profession. He can basically be
> any person or profession he wants anytime he wants.
>
> Patrick B.
> >>
>
> This sounds like a case where a VPP based just on Skills geared toward a
> profession would be allowable. The personality could be accomplished with
> Acting, Oratory, Disguise (for the body language and facial expressions), and
> maybe even Mimicry or Seduction.
>
From ???@??? Mon May 19 19:07:47 1997
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Subject: Re: The Pretender
Date: Mon, 19 May 97 08:35:23 -0400
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On 5/18/97 5:27 PM, Patrick Barden (absga@elbertonga.com) Said:
>Can anyone suggest some ideas about how to duplicate the effect of the
>Pretender. I have a few ideas but I'd like to see how others might handle
>this.
>
>For those who may not be familiar with the character it is a man who can not
>only assume any personality but also any profession. He can basically be
>any person or profession he wants anytime he wants.
Buy all the skill enhancers, and some perks & contacts. Buy forgery and
disguise skills. Oratory & Persuasion would be a good bet. And throw in
the Cramming Talent bought multiple times, and allow bonuses to it for
whatever you feel appropriate (extra time, related skills, etc.) and
maybe, 8-10 overall skill levels.
.oooO |
( ) Oooo. | David A. Fair
\ ( ( ) | SDS International
\_) ) / | dfair@sdslink.com
(_/ |
From ???@??? Mon May 19 19:07:50 1997
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From: wga@po.cwru.edu (Will Austin)
Subject: Re: whispering vault
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>Revenant said:
> One of the big problems I found is the initiative system - the way
>(for example) Speed 7 translates to an action on segments
>2,4,6,7,9,11,12.
>Not only is it a pain to keep track of when your turn is, but it's a
>pain
>to keep track of what segment you're actually up to.
I've never found this to be true. . .each character sheet has a
little section where you can mark off the phases your character moves on,
and (usually) the GM monitors the passing of phases. . .not a pain at all,
unless you're new to the system. . .
From ???@??? Mon May 19 19:07:51 1997
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From: wga@po.cwru.edu (Will Austin)
Subject: Re: CHAR: Carnifex
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Bravo, Michael!! I'd love to see more!
From ???@??? Mon May 19 19:07:52 1997
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Date: Mon, 19 May 1997 11:31:45 -0700
From: Christopher Taylor <ctaylor@cyberhighway.net>
Subject: Hughes Academy Game
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Okay, I am going to run a PBEM game of young students in a private school
that teaches how to safely use powers. The game will be based on Hero rules
(but as it is Email, that is less important than it is face to face), and
will likely follow the once turn per week pattern used by most games. I
presently have 6 people interested, and can have more (how many more will
depend on how complex this gets, for now 10 is a limit I will stay at).
My home page is not yet up, but will be soon, I will post the URL when I get
it up. The game information and some pix will be on there for players, and
I will post the turns there as well.
For basic information, no student can be older than a 12th grader, and none
should be younger than a 7th grader. The students can have any background
that does not involve some sort of history, training, or technology (like
armor). The students should, in other words, need to learn with their
powers, and the powers should be inherent. This can range from the vanilla
Mutant to a Vampire, an Alien, a little confused Cyborg, etc etc... as long
as the character is new to this, needs some help with the powers, and is a teen.
In other words, I want no one like 'M' in the Generation X comic...
Characters are 75 pts + up to 75 pts in disadvantages. For each 15 points
of disads over the max, you get a coolness point (which helps your status in
the school with the other students, more will be explained on this later).
You also get coolness points for taking some limitations on your powers that
simluate poor control and difficulty of use (such as activation cost, Skill
rolls based on a stat, increased END cost, etc). For each -1/2 of these
limitations, you get another coolness point.
Coolness points add to your status in the eyes of other students, they act
as sort of extra Presence only to peers. Lots of COOL means you are very
popular, less means you are just known. Characters can take negative cool
for extra points, for each 1 cool you are in the red, you get 5 points, but
you can only go to -5 cool before you implode into a black hole of insecurity.
The Hughes Acadmey has many more students than just the characters, and only
a handful of them have powers like your characters will. The Academy is a
prestigious private school for grades 7-12, and costs quite a bit. However,
any student with acedemic promise or unusual powers gets in free, as Gilbert
Hughes was the sole recipient of Howard Hughes' fortunes.
More will follow, and the Home Page will have all you need on it.
----------------------------------------------------------
Sola Gracia Sola Scriptura Sola Fide
Soli Gloria Deo Solus Christus Corum Deo
-----------------------------------------------------------
From ???@??? Mon May 19 19:07:55 1997
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Date: Mon, 19 May 1997 16:16:10 -0400 (EDT)
From: Michael Surbrook <susano@access.digex.net>
cc: champ-l@omg.org
Subject: Re: CHAR: Carnifex
In-Reply-To: <199705191447.KAA26431@arthur.INS.CWRU.Edu>
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On Mon, 19 May 1997, Will Austin wrote:
> Bravo, Michael!! I'd love to see more!
Thanks. I'm mostly done with Captain Trips... can you say "Point
Monster"?
BTW: Wildcards has the most incredible extreme'sI've ever seen in
character design. On one hand we have 52 point Chickenhawk, while *all*
of Trip's 'friends' are at least 370 points or better. I also have to
deal with such things at 170 Active Point attacks! (yes, you read that
right...) The other interesting thing is DEX, or lack their of. Most of
these guys look to have a DEX of about 18 and a SPD of 4, which means that
true stat monsters like Carnifex and Moonchild *really* stand out.
Following the character posts, I'll post my notes explaining "How I Did
it". It should help with anyone wanting a 'rough and ready' meathod of
conversion.
***************************************************************************
* "'Cause I'm the god of destruction, that's why!" - Susano Orbatos,Orion *
* Michael Surbrook / susano@access.digex.net *
* Attacked Mystification Police / AD Police / ESWAT *
* Society for Creative Anachronism / House ap Gwystl / Company of St.Mark *
***************************************************************************
From ???@??? Mon May 19 19:07:57 1997
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Date: Mon, 19 May 1997 13:34:59 -0500
From: ghost@softfarm.com (Bryce Berggren)
Subject: Re: CHAR: Carnifex
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At 04:16 PM 5/19/97 -0400, Michael Surbrook wrote:
>On Mon, 19 May 1997, Will Austin wrote:
>
>> Bravo, Michael!! I'd love to see more!
>
>Thanks. I'm mostly done with Captain Trips... can you say "Point
>Monster"?
If you can build Trips on less than a thousand points, you are a god ...
well, demi-god now, since he's lost Starshine & Moonchild.
>BTW: Wildcards has the most incredible extreme'sI've ever seen in
>character design. On one hand we have 52 point Chickenhawk, while *all*
>of Trip's 'friends' are at least 370 points or better. I also have to
>deal with such things at 170 Active Point attacks! (yes, you read that
>right...)
Only 170?? :) Have you tried Popinjay yet? Just your normal everyday
heroic-level
character ... except for a 420 pt. Active Point power. And I actually think
my version of him may have skimped.
The other interesting thing is DEX, or lack their of. Most of
>these guys look to have a DEX of about 18 and a SPD of 4, which means that
>true stat monsters like Carnifex and Moonchild *really* stand out.
True ... although I've noted your conversions are coming out a bit more zapped
up then my own. I've deflated the DEX/SPD equation a bit, which means someone
like Turtle is likely to end up with around 11 DEX/3 SPD ... but Carnifex is
still 24/6.
On a secondary note, I'd be curious to see someone take on the characters that
/weren't/ in GURPS Wildcards, particularly Will o' the Wisp, Shad, Crypt-Kicker,
and Cameo. (I'd try it myself, but stupidly I traded my Card Sharks books at
a paperback exchange, and now I can't seem to get them back).
H. G.
From ???@??? Mon May 19 19:07:59 1997
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Date: Mon, 19 May 1997 17:28:30 -0400 (EDT)
From: Michael Surbrook <susano@access.digex.net>
Subject: Re: CHAR: Carnifex
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On Mon, 19 May 1997, Bryce Berggren wrote:
> >Thanks. I'm mostly done with Captain Trips... can you say "Point
> >Monster"?
>
> If you can build Trips on less than a thousand points, you are a god ...
> well, demi-god now, since he's lost Starshine & Moonchild.
Lost Moonchild? When did that happen, who did it?
BTW: what is the total count of WC books? Are they still avaliable?
> >BTW: Wildcards has the most incredible extreme'sI've ever seen in
> >character design. On one hand we have 52 point Chickenhawk, while *all*
> >of Trip's 'friends' are at least 370 points or better. I also have to
> >deal with such things at 170 Active Point attacks! (yes, you read that
> >right...)
>
> Only 170?? :) Have you tried Popinjay yet? Just your normal everyday
> heroic-level
> character ... except for a 420 pt. Active Point power. And I actually think
> my version of him may have skimped.
Well, no, but I can see how it is a disgustingly powerful attack. What
did you do? I was going to try Extra-Dimensional Movement, Ranged,
Useable on Others.
> The other interesting thing is DEX, or lack their of. Most of
> >these guys look to have a DEX of about 18 and a SPD of 4, which means that
> >true stat monsters like Carnifex and Moonchild *really* stand out.
>
> True ... although I've noted your conversions are coming out a bit more zapped
> up then my own. I've deflated the DEX/SPD equation a bit, which means someone
> like Turtle is likely to end up with around 11 DEX/3 SPD ... but Carnifex is
> still 24/6.
I'm using the conversion notes from Fantasy Hero for stats. Basically you
do this: (GURPS stat x 2) - 10. It sorta works, except for STR.
> On a secondary note, I'd be curious to see someone take on the characters that
> /weren't/ in GURPS Wildcards, particularly Will o' the Wisp, Shad, Crypt-Kicker,
> and Cameo. (I'd try it myself, but stupidly I traded my Card Sharks books at
> a paperback exchange, and now I can't seem to get them back).
Problem is, most of these guys didn't get a lot of screen time. The guy
that would scare me would be, uh... what ever Snotman called himself after
Typhod Croyd got done with him. *HE* was scary!.
***************************************************************************
* "'Cause I'm the god of destruction, that's why!" - Susano Orbatos,Orion *
* Michael Surbrook / susano@access.digex.net *
* Attacked Mystification Police / AD Police / ESWAT *
* Society for Creative Anachronism / House ap Gwystl / Company of St.Mark *
***************************************************************************
From ???@??? Mon May 19 19:08:01 1997
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From: Richard Scott <rscott@hawaii.edu>
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Subject: Re: CHAR: Carnifex
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well, chickenhawk is just a joker though, they will be lower levels.
cf DC first edition Superman. :)
Captain Trips foci must cut down the points a lot though, with all those
limitations?
Richard Scott (rscott@hawaii.edu)
--You were spectacular, Bob. But not very effective.
South Melbourne official when the legendary Bob Pratt failed to win
South's 1934 best and fairest despite kicking a league record 150 goals.
From ???@??? Mon May 19 19:07:03 1997
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To: Joe Mucchiello <why@mars.superlink.net&> champ-l@omg.org
From: Tim Haas <wabbit@thewarren.mil.wi.us>
Subject: Re: Help
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At 08:45 PM 5/13/97 -0400, Joe Mucchiello wrote:
>Actually, based on the original question, you might want the RKA to be the
>major attack since that will cause the focus to lose its abilities.
>Unfortunately, the focus rules do not tell you how much BODY a focus has,
>only how much DEF. In your example of melting a gun, how much BODY would
>you have to Drain to destroy the gun? If it is a 2d6 RKA, it has a DEF of
>3. The first time you do 4 BODY to the gun it loses one ability, which
>should be its only ability, the RKA. (Yes, I know, gun is listed in the
>Breaking Things rules, but that's a normal gun, what do you do with the 70
>Active point monstrosity that your High-Tech hero has created?)
In my campaign, I've made body into something of a figured characteristic.
For human(oids) I use the formula:
BODY = (Wt in kg / 12.5) + (Ego/5)
and allow the player to vary by no more than 3 off of this. Also ALL
Fractions in the wt figure rd up, only .5 or better rds up in the ego section.
Based on my above formulae most foci have a BODY of 1 with a maximum of 4
for an incredibly well-built piece (assuming a wt of no more than 12.5 kg).
Almost all normal guns could be considered well built (street knock off
excepted).
What is the Def/Body of a normal gun anyways (my BBB is packed away at
the moment)?
From ???@??? Mon May 19 19:25:44 1997
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Date: Mon, 19 May 1997 15:21:52 -0700
From: Nic Neidenbach <naneiden@iswest.com>
Subject: Re: CHAR: Carnifex
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At 05:28 PM 5/19/97 -0400, Michael Surbrook wrote:
>On Mon, 19 May 1997, Bryce Berggren wrote:
>
>> >Thanks. I'm mostly done with Captain Trips... can you say "Point
>> >Monster"?
>>
>> If you can build Trips on less than a thousand points, you are a god ...
>> well, demi-god now, since he's lost Starshine & Moonchild.
>
>Lost Moonchild? When did that happen, who did it?
>
Actually, in the lastest WC book. Cap'n Trips united his 'friends' and has
permanently become the Radical now.
>BTW: what is the total count of WC books? Are they still avaliable?
>
Not sure. I'll see if I can find out though.
-Nic
+-------------------------------------------------+
| naneiden@iswest.com |
| http://www.iswest.com/~naneiden/ |
| "Kame...hame..ha!" - Goku, Gohan & Goten |
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From ???@??? Mon May 19 19:35:37 1997
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From: "Larian" <vmsmith@execpc.com>
Subject: Re: CHAR: Carnifex
Date: Mon, 19 May 1997 17:32:11 -0500
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----------
> From: Michael Surbrook <susano@access.digex.net>
> To: champ-l@omg.org
> Subject: Re: CHAR: Carnifex
> Date: Monday, May 19, 1997 4:28 PM
>
> Lost Moonchild? When did that happen, who did it?
That one is a mystery to me, as far as i know she was still around as of
the end of "Double Solitair" (WC #10)
> BTW: what is the total count of WC books? Are they still avaliable?
There are 12 original wildcards books, and at least 3 "Card Sharks" books
I have 1-10, and im sorry to say they are out of print at the current time.
I have tryed every major book store chain i know of to find 11 and 12, but
sofar NADA!! maby thats where Moonchild dies, but i don't know!
LATER :)
From ???@??? Mon May 19 20:05:45 1997
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From: Curt Hicks <exucurt@exu.ericsson.se>
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Date: Mon, 19 May 1997 18:08:41 -0500 (CDT)
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Subject: Wild Cards Characters
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There's a pretty good version of Black Shadow available on the net somewhere.
Unfortunately I don't remember the location. If I remember right, it's
around 600 or 700 points.
I disagree that jokers would always be lower levels than aces.
I used Bludgeon for quite a while as a goon / thug in my game. His speed
and dex were closer to average for supers in my game to keep him competitive.
I'd like to see The Sleeper written up....
Curt
From ???@??? Tue May 20 21:10:58 1997
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Date: Mon, 19 May 1997 18:27:13 -0700
From: Christopher Taylor <ctaylor@cyberhighway.net>
Subject: Hughes Academy Game
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Okay, the game is on, I have 10 people interested in playing (?!), but I
will take more people as I don't have character ideas from everybody. The
ones I have seen so far have been pretty interesting (hard to believe from
this group, eh? :) no creativity in Champs players).
My web page (that feels wierd to say) is at www.cyberhighway.net/~lancec/
It is not complete yet, but is on it's way rapidly. The campaign
information and lots of extraneous info is on there. My House Rules are
there too, they aren't particularly key for the game, but they should
provide a laugh at least.
Let me know what you think (I know some of the links are dead, give me time! :)
----------------------------------------------------------
Sola Gracia Sola Scriptura Sola Fide
Soli Gloria Deo Solus Christus Corum Deo
-----------------------------------------------------------
From ???@??? Tue May 20 21:11:00 1997
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Subject: Re: CHAR: Carnifex
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From: dwtoomey@juno.com (David W Toomey)
Date: Mon, 19 May 1997 21:29:15 EDT
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>On a secondary note, I'd be curious to see someone take on the
>characters that
>/weren't/ in GURPS Wildcards, particularly Will o' the Wisp, Shad,
>Crypt-Kicker,
>and Cameo. (I'd try it myself, but stupidly I traded my Card Sharks
>books at
>a paperback exchange, and now I can't seem to get them back).
I know Cameo was in Aces Abroad, GURPS second WC sourcebook/adventure.
I'm not sure on the others. Lots of other interesting characters,
though.
David Toomey
dwtoomey@juno.com
From ???@??? Tue May 20 21:11:01 1997
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Date: Mon, 19 May 1997 21:36:59 -0400 (EDT)
From: Michael Surbrook <susano@access.digex.net>
cc: champ-l@omg.org
Subject: Re: CHAR: Carnifex
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On Mon, 19 May 1997, Nic Neidenbach wrote:
> >> If you can build Trips on less than a thousand points, you are a god ...
> >> well, demi-god now, since he's lost Starshine & Moonchild.
> >
> >Lost Moonchild? When did that happen, who did it?
>
> Actually, in the lastest WC book. Cap'n Trips united his 'friends' and has
> permanently become the Radical now.
What do you know, a happy ending for someone!
> >BTW: what is the total count of WC books? Are they still avaliable?
> >
>
> Not sure. I'll see if I can find out though.
And what's a Cardshark Book?
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* "'Cause I'm the god of destruction, that's why!" - Susano Orbatos,Orion *
* Michael Surbrook / susano@access.digex.net *
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Date: Mon, 19 May 1997 21:35:18 -0400 (EDT)
From: Michael Surbrook <susano@access.digex.net>
Subject: Re: CHAR: Carnifex
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On Mon, 19 May 1997, Richard Scott wrote:
> Captain Trips foci must cut down the points a lot though, with all those
> limitations?
Well, Captain Trips is obviously Multiform, I guess IIF (little bottles)
and x number of 1 hour charges. Yeah, the final cost won't be all *that*
bad.
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From ???@??? Tue May 20 21:11:03 1997
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Date: Mon, 19 May 1997 21:39:21 -0400 (EDT)
From: Michael Surbrook <susano@access.digex.net>
Subject: Re: Wild Cards Characters
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On Mon, 19 May 1997, Curt Hicks wrote:
>
> There's a pretty good version of Black Shadow available on the net somewhere.
> Unfortunately I don't remember the location. If I remember right, it's
> around 600 or 700 points.
The Unoffical Champions Character Archive.
> I disagree that jokers would always be lower levels than aces.
So far, quite a few jokers and aces are all around 200 points. Ti Malice,
who is a joker/ace looks to be a whopper in the points department.
> I used Bludgeon for quite a while as a goon / thug in my game. His speed
> and dex were closer to average for supers in my game to keep him competitive.
The version I posted was ment to be a seriously dangerous thug. I tired
to give him good defenses to make up for the low DEX.
> I'd like to see The Sleeper written up....
Wait for it...
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* Attacked Mystification Police / AD Police / ESWAT *
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From ???@??? Tue May 20 21:11:04 1997
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From: Michael Surbrook <susano@access.digex.net>
cc: Hero Character Adaption <catdrag@vnet.net&> champion@cyberhighway.net,
Champions Character List <deejay@cu-online.com&>
greenlucifer@geocities.com, jdriscol@vt.edu,
Rob Rutherford <mirage@hpserv.keh.utulsa.edu&> sourdust@ix.netcom.com,
robertni@us.ibm.com, teriaca@omnifest.uwm.edu, vances@sympatico.ca,
Weasel Attack!!! <weasel-patrol@otd.com>
Subject: CHAR: Cordelia Chassion
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This character is one of the first of the mega-point monsters. Although
her actual point total is low (228) most of that is taken up by her RKA
power. Cordilia is similar to at least two other characters in this
series (Demise and Water Lilly) in that they have massivly powerful
killing attacks that are almost impossible for people to defend against.
I've decided to go with the final result of these powers (you die) in
determining exactly how to build them. If you've got another way, please,
let me know.
Anyway:
CORDELIA CHAISSON
Designers Notes:
Cordelia is the young niece of "Sewer" Jack Robinson. She is tall and
slim, standing 5'7"and weighing 115 lbs. She has black hair, dark eyes
and a pronounced Cajun accent. Her ace power is the ability to stop her
target's respitory and cardiac systems, causeing an almost instant (and
painful) death. She can also use her power to revive someone who is
suffering from shock or similar effects, she cannot heal actual wounds.
Note: Her power could also be simulated by a Body Drain, although some GMs
may balk at allowing a Drain to actually kill someone. One could also go
with a smalller RKA, but add in the Continous advantage.
The Character:
STAT VAL COST
Str 8 -2
Dex 13 9
Con 13 6
Body 11 2
Int 15 5
Ego 15 10
Pre 10 0
Com 14 2
PD 2 0
ED 2 -1
Spd 2 0
Rec 4 0
End 26 0
Stun 22 0
Char Total 31
Power Total 197
Total Cost 228
COST POWERS & SKILLS
135 3d6 RKA, NND (Defenses: Not needing to breathe, non-human cardiac
system, not being 'alive'), Does Body (+1), Invisible to Sight
(+1/2), 1/2 END, No KB, END 8
27 9d6 Healing, Invisible to Sight (+1/2), No Range, Not vs actual
wounds, only vs shock or similar damage (-1), END 7
3 Bureacratics 11-
7 Conversation 13-
2 KS: Cable TV Industry 11-
3 KS: Rock Music 12-
3 Persuasion 11-
2 PS: TV Producer 11-
3 Seduction 11-
4 Lang: Cajun French
8 CSL: +4 with RKA
Disadvantages
100 Base
5 DF: Pronounced Cajun Accent
15 Psych: Stubborn
15 Psych: Will only use power in dire emergencies
93 Experience
(Cordelia Chaisson created by Edward Bryant and Leanne C Harper, character
sheet created by Michael Surbrook)
***************************************************************************
* "'Cause I'm the god of destruction, that's why!" - Susano Orbatos,Orion *
* Michael Surbrook / susano@access.digex.net *
* Attacked Mystification Police / AD Police / ESWAT *
* Society for Creative Anachronism / House ap Gwystl / Company of St.Mark *
***************************************************************************
From ???@??? Tue May 20 21:11:06 1997
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Date: Mon, 19 May 1997 21:52:05 -0400 (EDT)
From: Michael Surbrook <susano@access.digex.net>
cc: Hero Character Adaption <catdrag@vnet.net&> champion@cyberhighway.net,
Champions Character List <deejay@cu-online.com&>
greenlucifer@geocities.com, jdriscol@vt.edu,
Rob Rutherford <mirage@hpserv.keh.utulsa.edu&> sourdust@ix.netcom.com,
robertni@us.ibm.com, teriaca@omnifest.uwm.edu, vances@sympatico.ca,
Weasel Attack!!! <weasel-patrol@otd.com>
Subject: CHAR: Father Squid
Message-ID: <Pine.SUN.3.96.970519215102.24122B-100000@access2.digex.net>
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FATHER SQUID
Description:
Father Squid stands about 6' tall and is very broad, weighing close to 270
lbs. He is gray skinned , with large hands lined with vestigial suckers.
Instead of a nose he has a short fall of tentacles. He is always dressed
in the manner of a priest and smells faintly like the ocean. Father
Squid's powers include immense physical strength and the ability to remain
underwater for extended periods of time.
The Character:
STAT VAL COST
Str 33 23
Dex 14 12
Con 23 26
Body 16 12
Int 14 4
Ego 14 8
Pre 15 5
Com 6 -2
PD 10 3
ED 6 1
Spd 4 16
Rec 12 0
End 46 0
Stun 45 0
Char Total 108
Power Total 70
Total Cost 178
COST POWERS & SKILLS
9 Armor: 3 DEF (Thick skin)
10 Life Support: No Need to Breath, 1 Recoverable Charge of 1 Hour
8 Running: +4" (Total 10"), END 2
1 Swimming: +1" (Total: 3")
1 Perk: Priest
9 Demolitions 14-
6 KS: Theology 15-
5 Oratory 13-
3 Paramedic 12-
3 Streetwise 12-
5 Survival 13-
2 WF: Small Arms
2 Lang: Church Latin
6 CSL: +2 with Block, Disarm, Punch
Disadvantages
100 Base
5 DF: Smells faintly of the sea
10 DF: Gray skinned joker with tentacles where his nose should be
15 Psych: Sense of Duty to help _all_ jokers
10 Psych: Secretive about past
38 Experience
(Father Squid created by John J Miller, character sheet created by Michael
Surbrook)
***************************************************************************
* "'Cause I'm the god of destruction, that's why!" - Susano Orbatos,Orion *
* Michael Surbrook / susano@access.digex.net *
* Attacked Mystification Police / AD Police / ESWAT *
* Society for Creative Anachronism / House ap Gwystl / Company of St.Mark *
***************************************************************************
From ???@??? Tue May 20 21:11:08 1997
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Date: Mon, 19 May 1997 21:56:27 -0400 (EDT)
From: Michael Surbrook <susano@access.digex.net>
cc: Hero Character Adaption <catdrag@vnet.net&> champion@cyberhighway.net,
Champions Character List <deejay@cu-online.com&>
greenlucifer@geocities.com, jdriscol@vt.edu,
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Weasel Attack!!! <weasel-patrol@otd.com>
Subject: CHAR: The Harlem Hammer
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THE HARLEM HAMMER
(Mordecai Albert "Kai" Jones)
Description:
The Hammer is tall and *very* heavy, standing 6'1" and weighing 475 lbs.
His wildcard power has granted massive physical strength, and virtual
immunity to physical harm. It has also altered his metabolism, replacing
his skeletal structure with heavy metal compounds and allowing him to
regenerate from any actually physical damage that does occur to him. He
barely has to sleep, is virtually tireless and is somewhat faster than
normal people. The Hammer prefers to keep out of the public eye. He
thinks of himself as a joker and wants little to do with the typical ace
'heroics'. Note: the Hammer's regeneration wil not work on damage due to
his dependency.
The Character:
STAT VAL COST
Str 53 38
Dex 17 21
Con 25 30
Body 25 30
Int 23 13
Ego 18 16
Pre 20 10
Com 12 1
PD 30 19
ED 30 25
Spd 4 13
Rec 15 0
End 50 0
Stun 62 0
Char Total 216
Power Total 94
Total Cost 310
COST POWERS & SKILLS
7 Density Increase: 1 Level, 0 END, Persistant, Always On
+5 STR, +1 PD/ED, -1" KB, x2 Mass; 6'1" Tall, 475 lbs
30 Damage Resistance: Full
6 Life Support: Immune to Disease, Doesn't Sleep
8 Regeneration: 1 BODY per Minute (-1/4)
13 1/2 END on STR, END 3
5 Perk: Wealth
3 KS: Automobiles and Automotive repair 14-
3 KS: Assorted esoteric information and trivia 14-
9 Mechanics 14-
2 PS: Auto Mechanic 11-
3 Trading 13-
2 TF: Large Ground Vehicles, Tracked Vehicles
3 CSL: +1 with Block, Haymaker, Punch
Disadvantages
100 Base
15 Phys: Dependence upon heavy metal salts once per day, or take 1
BODY per hour (Regen will *not* heal this damage)
10 Phys: Increased metabolism: eats four times the human norm, body
temperature of 106 degrees
15 Psych: Dislikes Doctors, Scientists, Hospitals and Laboratories
10 Psych: Prefers to be left to himself
10 Rep: Harlem Hammer; One of the worlds strongest men 11-
150 Experience Bonus
(Harlem Hammer created by Victor Milan, character sheet created by Michael
Surbrook)
***************************************************************************
* "'Cause I'm the god of destruction, that's why!" - Susano Orbatos,Orion *
* Michael Surbrook / susano@access.digex.net *
* Attacked Mystification Police / AD Police / ESWAT *
* Society for Creative Anachronism / House ap Gwystl / Company of St.Mark *
***************************************************************************
From ???@??? Tue May 20 21:11:09 1997
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Date: Mon, 19 May 1997 21:54:09 -0400 (EDT)
From: Michael Surbrook <susano@access.digex.net>
cc: Hero Character Adaption <catdrag@vnet.net&> champion@cyberhighway.net,
Champions Character List <deejay@cu-online.com&>
greenlucifer@geocities.com, jdriscol@vt.edu,
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robertni@us.ibm.com, teriaca@omnifest.uwm.edu, vances@sympatico.ca,
Weasel Attack!!! <weasel-patrol@otd.com>
Subject: CHAR: Golden Boy
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GOLDEN BOY
(Jack Braun)
Description:
Golden Boy is tall, standing 6'2" and broad, weighing 190 lbs. He's blond
haired, blue eyed, muscular and good looking. He's possibly the strongest
man in the world. His force field, which has a golden glow when it's
active, grants him immunity from just about *anything*. He is especially
resistant to physical impacts, such as bullets and fists. (Note the extra
PD should only be applied to 'blunt' impacts, such as bullets, fists, most
thrown objects, etc. Golden Boy should not get this extra PD vs sonic
attacks, falls or any physical attack with the AP advantage.) Golden Boy
doesn't age, and looks to be 25, despite being born in 1924. As one of
the original Four Aces (aka the Exotics for Democracy), he fought fascism
in the late 40's. When dragged before HUAC in the 50's, he collapsed and
became a "friendly" witness. This has resulted in him being a 'marked
man' in the ace community, an image that hasn't totally left him with
time.
The Character:
STAT VAL COST
Str 53 43
Dex 21 33
Con 20 20
Body 14 8
Int 10 0
Ego 8 -2
Pre 18 8
Com 18 4
PD 10 -1
ED 10 6
Spd 5 19
Rec 15 0
End 40 0
Stun 51 0
Char Total 138
Power Total 171
Total Cost 309
COST POWERS & SKILLS
60 Force Field: +20 PD/ED, 0 END
33 +50 PD vs physical impacts only (-1/4), Not vs falls (-1/4)
6 Life Support: Immune to Aging, Immune to Disease
4 Running: +2" (8" total)
13 1/2 END on STR, END 3
15 Wealth
3 Acrobatics 13-
3 Acting 13-
3 Breakfall 13-
5 Gambling 12-
7 KS: Politics 16-
1 PS: Actor 8-
1 PS: Farming 8-
2 PS: Real Estate 11-
3 Seduction 13-
3 Tactics 11-
5 Trading 14-
1 TF: Small Planes
2 WF: Small Arms
1 Lang: German
Disadvantages
100 Base
20 Psych: Overconfident, willing to tackle anything singlehandedly
10 Psych: Lecherous, prides himself as a 'ladies man'
10 Psych: Reckless, tends to act first, think later
10 Psych: Guilt complex over his past
10 Rep: The 'Judas' Ace, ext 8-
149 Experience
(Golden Boy created by Walter John Williams, character sheet created by
Michael Surbrook)
***************************************************************************
* "'Cause I'm the god of destruction, that's why!" - Susano Orbatos,Orion *
* Michael Surbrook / susano@access.digex.net *
* Attacked Mystification Police / AD Police / ESWAT *
* Society for Creative Anachronism / House ap Gwystl / Company of St.Mark *
***************************************************************************
From ???@??? Tue May 20 21:11:11 1997
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Cc: champ-l@omg.org
Subject: Re: real world martial art
Message-ID: <19970519.192425.4022.6.TamOlyn@juno.com>
References: <3.0.1.32.19970514232336.006f3ce4@pop-gw.homeshopping.com.br>
X-Mailer: Juno 1.15
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From: tamolyn@juno.com (Michael S Mears)
Date: Mon, 19 May 1997 22:28:14 EDT
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High-level military in the US also are given exposure to JKD and
Hwarangdo.
Michael Scott Mears
TamOlyn@juno.com
SB,>--
On Wed, 14 May 1997 22:45:39 -0500 Todd Hanson <badtodd@dacmail.net>
writes:
>Rafael Sant'Anna Meyer wrote:
>>
>> Well if he is member of Mossad he'll receive Krav Manga
>training. If he's
>> member of MI-5 ,MI-6 or any type of Military Secret Service he'll
>receive a
>> military training and some training in Jiu Jitsu or Aikido. If he'll
>be
>> member of CIA he'll receive Aikido and Karate training and a lot of
>anatomy
>> class to learn where really hurts B) .
>
>What is the Mossad?
>
>This character is actually one I'm helping another player build.
>Interestingly enough, in the draft that *I* did of the character, I
>gave
>him Jujutsu (spelled as in UMA.. not sure if its correct). The player
>ended up using Aikido (mainly because its the 'art' that Steven Segal
>uses in his movies, and thats basically the type of character he
>wanted).
>
>Would anatomy class qualify him for find weakness?? ;)
>
>
>
>Todd
>
From ???@??? Tue May 20 21:11:12 1997
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Subject: Re: real world martial art
Message-ID: <19970519.192425.4022.2.TamOlyn@juno.com>
References: <Pine.GSO.3.95.970516140434.18008I-100000@james.stud.ntnu.no>
X-Mailer: Juno 1.15
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From: tamolyn@juno.com (Michael S Mears)
Date: Mon, 19 May 1997 22:28:14 EDT
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"Best" how?
Michael Scott Mears
TamOlyn@juno.com
SB,>--
On Fri, 16 May 1997 14:05:05 +0200 (MET DST) Jens-Arthur Leirbakk
<leirbakk@stud.ntnu.no> writes:
>
>
>On Thu, 15 May 1997, Stephen B. Mann wrote:
>> > From: Todd Hanson <badtodd@dacmail.net>
>> > What is the Mossad?
>>
>> Israeli spy agency. Small, but with an impressive reputation.
>I've
>> heard it referred to as the best in the world. YMMV
>>
>
>Bah :) The best agency in the world, is Kempai. *They're* small, and
>the
>best in the world. :))
>
> ===============================================
> = Jens-Arthur Leirbakk =
> = e-mail: leirbakk@stud.ntnu.no =
> = http://www.pvv.ntnu.no/~leirbakk/index.html =
> = Smash forehead on keyboard to continue =
> ===============================================
>
>
>
From ???@??? Tue May 20 21:11:14 1997
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Subject: Re: real world martial art
Message-ID: <19970519.192425.4022.5.TamOlyn@juno.com>
References: <1.5.4.32.19970515062748.006763f4@mailhost.cyberhighway.net>
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From: tamolyn@juno.com (Michael S Mears)
Date: Mon, 19 May 1997 22:28:14 EDT
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The Israelis also use their extremely fine Paratroops for covert
operations.
Michael Scott Mears
TamOlyn@juno.com
SB,>--
On Wed, 14 May 1997 23:27:48 -0700 Christopher Taylor
<ctaylor@cyberhighway.net> writes:
>
>
>>> What is the Mossad?
>>
>> Israeli spy agency. Small, but with an impressive reputation.
>I've
>>heard it referred to as the best in the world. YMMV
>
>Their reputation got greatly inflated after a hostage event in the
>70's.
>Mossad is certainly the best for their budget and size.
>
>----------------------------------------------------------
>Sola Gracia Sola Scriptura Sola Fide
>Soli Gloria Deo Solus Christus Corum Deo
>-----------------------------------------------------------
>
>
>
From ???@??? Tue May 20 21:11:15 1997
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Cc: champ-l@omg.org
Subject: Re: real world martial art
Message-ID: <19970519.192425.4022.4.TamOlyn@juno.com>
References: <1.5.4.16.19970516131340.28177e42@topaz.cqu.edu.au>
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From: tamolyn@juno.com (Michael S Mears)
Date: Mon, 19 May 1997 22:28:14 EDT
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I'm sorry, but tae kwon do is really more a sport than a style of
fighting. If you've seen their olympic contests, you can understand why.
A really integrated, effective, martial art needs to be good in all four
ranges, and must include a study of transitional techniques. It simply
isn't good enough to be a puncher, a kicker, a trapper, or a grappler.
These ranges are important, but transition from one to the other smoothly
is more important. And overarching these considerations is your ability
to gauge your opponent.
So I wind up evaluating Role-Playing games by how well they consider
hand-to-hand combat. Everyone has a hobby, and a different set of
criteria. SB,>--
Michael Scott Mears
TamOlyn@juno.com
SB,>--
On Fri, 16 May 1997 13:07:59 +1000 michael <jonesmj@topaz.cqu.edu.au>
writes:
>
>>> 'tough man'- neither of these people are in any way practically
>trained -
>>> why do you think that gracy guy made dog-meat of the competition in
>that
>>> goofy UFC thing you had?
>>
>>Actually, Royce Gracie made dog meat out of those guys because in
>>champions terms he had a style they were totally unfamiliar with and
>they
>>could not handle. Ryoce has not competed in years and others with
>his
>>style do not do nearly so well since people know what to expect.
>>
>
>I think they would have the same problem with any real artist.
>
>
>>Anyway, what was so goofy about it. NHB fighting is the closest
>thing you
>>will get to a sport that shows what martial arts style -really- works
>one
>>on one:)
>>
>>
>how about thai-style kickboxing? and besides, the nhb styles i've seen
>are crap,
>particularly they don't have any technique - if there was good
>technique, every second
>fight would include a serious injury, like taekwondo in korea, only
>worse.AND they still have refs, and it's pretty obvious that the
>fighters are told to 'take yer time', as the saying goes.
>
>
>
>
>
From ???@??? Tue May 20 21:11:16 1997
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Cc: champ-l@omg.org
Subject: Re: real world martial art
Message-ID: <19970519.192425.4022.3.TamOlyn@juno.com>
References: <Pine.GSO.3.95q.970516013816.176D-100000@iquest7>
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From: tamolyn@juno.com (Michael S Mears)
Date: Mon, 19 May 1997 22:28:14 EDT
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The problem with muay thai is that they don't practice ground-fighting.
If you shoot their legs, they're in trouble. Not that it's easy to do.
Michael Scott Mears
TamOlyn@juno.com
SB,>--
On Fri, 16 May 1997 01:39:45 -0500 (EST) Tokyo Mark <bastet@iquest.net>
writes:
>> I once saw via satellite a competition that was from Thailand.
>(Mind
>> you that this was a real competition and not a movie) After a small
>warm
>> up for the fighters (All of which were using various forms but not
>over
>> 5'8") which for the Kick Boxers were a good few kicks to a concrete
>> column. In the very first fight the first move was a kick to the
>head
>> that not only broke the opponents arm (he blocked) but it smashed up
>his
>> nose as well. The second kick Ko'ed him real quick. The whole
>thing
>> lasted for less than 10 seconds. There was a no killing rule from
>what
>> I could tell, but it didn't matter how close they were to death only
>> that they didn't die. In ten fights there were more broken bones
>and
>> major medical problems than Seeker has had on all the covers of all
>the
>> Champs books. It was certainly not a "take your time" competition.
>
>Sounds alot like muy thai. I recall they used to fight those with
>ground
>glass in their hand wrappings. Very brutal fights. The muy thai
>fighers
>who have crossed over into boxing have usually shown the same high
>resistence to pain that this sort of fighting requires.
>
>TokyoMark
>
>
From ???@??? Tue May 20 21:11:18 1997
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Subject: Re: real world martial art
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From: tamolyn@juno.com (Michael S Mears)
Date: Mon, 19 May 1997 22:28:14 EDT
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Lots of cops take hapkido -- lots of joint techniques, comealongs, etc.
Prevents, or at least lessens lawsuits. This is not a consideration in
the military, but is for Secret Service.
Michael Scott Mears
TamOlyn@juno.com
SB,>--
On Tue, 13 May 1997 12:49:10 +1000 michael <jonesmj@topaz.cqu.edu.au>
writes:
>At 08:37 PM 5/12/97 -0500, you wrote:
>>Todd Hanson wrote:
>>>
>>> This question is more for the martial arts experts than the hero
>>> experts..
>>
>>> I'm working on a character whose background is kind of a
>>> secret-service/govt agent type. I want to give him martial arts,
>but
>>> I'm not sure what 'real world' martial art would be appropriate.
>What
>>> kind of training would a govt agent (or secret serviceman) receive?
>>
>>I have a fairly diverse background in the martial arts and have
>trained
>>in several schools. I think the real snswer to your question
>involves
>>your character concept more than anything else. The martial arts
>rules
>>in Champions are not very diverse.. i.e. you take a particular move
>or
>>set of moves that is the same regardless what martial art style you
>>practice.. Offensive strike is offensive strike no matter what your
>>school calls it.
>
>no, you can furnish a strike with extra dc's and csl's if you want:
>i'ts the
>point of the game-yes?
>
>
>>The real answer to your question lies in your
>>character's attitude. Why is he a student of the martial arts? What
>>school did he choose to study in? Why did he pick this school? I
>have
>>seen everything from instructors who consider the martial arts more
>of a
>>self development art or sport and neglect the finer details of
>fighting
>>and confrontation .. and I have seen schools where a bloody nose is a
>>nightly occurrance.
>>
>haw about: which school did his agency choose to study, based on real
>practical value?
>
>
>
>
>>Every martial artist is influenced by his instructor in some way. I
>>knew one junior instructor who was a street scrapper as a kid. His
>>total focus was on hitting and taking a hit. Certain students
>>gravitated towards him and others he drove away like flies. Another
>>instructor was very calm, patient and gentle. His students were
>>technically perfect but could not last five minutes in the sparring
>>ring. They were not prepared for conflict and had not been taught to
>>look for weaknesses in their opponents.
>
>
>actually, if they were "perfect", they should have been able to do
>just
>that- as well as hitting a lot harder than less 'technical' students .
>..
>
>
>>I stood somewhere in the
>>middle. My students were taught fighting as an art for self-defense.
>
>>Dynamics such as taking the initiative, where to strike to take the
>>fight out of your opponent, and above all control of their emotions
>and
>>techniques. I am not saying my way is right.. the point I am making
>is
>>that three separate instructors are going to turn out three different
>>types of martial artists and all from the same school.
>>
>
>but are all of them practical? no, and only a good, skilled, and
>practical
>style
>would be adopted by such an agency- yours, in other words, is the only
>one
>which need apply.
>
>
>>For a government agent.. control is the most important element. You
>>have to be able to decide whether your opponent is truly a threat or
>>not. You have to decide this in a split second and you have to react
>on
>>that decision. Obviously the wrong decision is disasterous.
>
>are we talkin' spooks or nurses?? the agent in question is not going
>to
>bother trying
>to be gantle- if they are cleared to kill(in self-defense) they will,
>no
>question.
>
>
>
>>Decide on
>>who your character is and how the martial arts relate to his personal
>>beliefs and your question will be answered. Did he just walk out of
>a
>>tough-man competition, is he the national forms champion, or does he
>>possess the wisdom and patience of a true master?
>>
>he's an agent, isn't he?? he will have been trained to kill and
>restrain,
>and he would not be trained by a wimpy forms expert, or an even
>wimpier
>'tough man'- neither of these people are in any way practically
>trained -
>why do you think that gracy guy made dog-meat of the competition in
>that
>goofy UFC thing you had?
>
>PS: there is no such thing as a true master.
>
>
>
>
>
From ???@??? Tue May 20 21:11:20 1997
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From: tamolyn@juno.com (Michael S Mears)
Date: Mon, 19 May 1997 22:28:14 EDT
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Subject: Re: real world martial art
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"Best" how?
Michael Scott Mears
TamOlyn@juno.com
SB,>--
On Fri, 16 May 1997 14:05:05 +0200 (MET DST) Jens-Arthur Leirbakk
<leirbakk@stud.ntnu.no> writes:
>
>
>On Thu, 15 May 1997, Stephen B. Mann wrote:
>> > From: Todd Hanson <badtodd@dacmail.net>
>> > What is the Mossad?
>>
>> Israeli spy agency. Small, but with an impressive reputation.
>I've
>> heard it referred to as the best in the world. YMMV
>>
>
>Bah :) The best agency in the world, is Kempai. *They're* small, and
>the
>best in the world. :))
>
> ===============================================
> = Jens-Arthur Leirbakk =
> = e-mail: leirbakk@stud.ntnu.no =
> = http://www.pvv.ntnu.no/~leirbakk/index.html =
> = Smash forehead on keyboard to continue =
> ===============================================
>
>
>
From ???@??? Tue May 20 21:11:21 1997
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Date: Mon, 19 May 1997 22:28:14 EDT
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The Israelis also use their extremely fine Paratroops for covert
operations.
Michael Scott Mears
TamOlyn@juno.com
SB,>--
On Wed, 14 May 1997 23:27:48 -0700 Christopher Taylor
<ctaylor@cyberhighway.net> writes:
>
>
>>> What is the Mossad?
>>
>> Israeli spy agency. Small, but with an impressive reputation.
>I've
>>heard it referred to as the best in the world. YMMV
>
>Their reputation got greatly inflated after a hostage event in the
>70's.
>Mossad is certainly the best for their budget and size.
>
>----------------------------------------------------------
>Sola Gracia Sola Scriptura Sola Fide
>Soli Gloria Deo Solus Christus Corum Deo
>-----------------------------------------------------------
>
>
>
From ???@??? Tue May 20 21:11:22 1997
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Date: Mon, 19 May 1997 19:22:15 -0500
From: ghost@softfarm.com (Bryce Berggren)
Subject: Re: CHAR: Carnifex
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At 05:28 PM 5/19/97 -0400, Michael Surbrook wrote:
>On Mon, 19 May 1997, Bryce Berggren wrote:
>
>> >Thanks. I'm mostly done with Captain Trips... can you say "Point
>> >Monster"?
>>
>> If you can build Trips on less than a thousand points, you are a god ...
>> well, demi-god now, since he's lost Starshine & Moonchild.
>
>Lost Moonchild? When did that happen, who did it?
In the Card Sharks series. My memories are fuzzy (time to track these books
down again), but essentially Moonchild was forced to do something nasty she
hadn't wanted to, and went catatonic on poor Mark.
>BTW: what is the total count of WC books? Are they still avaliable?
Lessee ... Wildcards, Aces High, Jokers Wild, Aces Abroad, Down & Dirty, Ace
In the Hole, Dead Man's Hand, One-Eyed Jacks, Jokertown Shuffle, Assault on
the Rox, the Tachyon goes home novel, and the three Card Sharks ... I think
that's all of them.
>> Only 170?? :) Have you tried Popinjay yet? Just your normal everyday
>> heroic-level
>> character ... except for a 420 pt. Active Point power. And I actually think
>> my version of him may have skimped.
>
>Well, no, but I can see how it is a disgustingly powerful attack. What
>did you do? I was going to try Extra-Dimensional Movement, Ranged,
>Useable on Others.
EDM? Kinduva cheat ... 'course, I had kinduva cheat too, so pot/kettle. I
bit the bullet and gave him Teleport, tons of noncombat, Invisible to Sight
(it makes a sound and it has a psychic signature, but if you don't know
Jay's around you don't know what happened), UAO but only UAO, with Gestures
and a -1/4 limitation to represent the fact that he has to be familiar with
the location. Hmmm ... come to think of it, I should have bought him a bunch
of floating locations instead of the -1/4. (Of course, this construction
only works because my group dumped the pointless extra phase bit on
noncombat teleport, which a lot of people wouldn't agree with, so ...).
>> The other interesting thing is DEX, or lack their of. Most of
>> >these guys look to have a DEX of about 18 and a SPD of 4, which means that
>> >true stat monsters like Carnifex and Moonchild *really* stand out.
>>
>> True ... although I've noted your conversions are coming out a bit more
zapped
>> up then my own. I've deflated the DEX/SPD equation a bit, which means someone
>> like Turtle is likely to end up with around 11 DEX/3 SPD ... but Carnifex is
>> still 24/6.
>
>I'm using the conversion notes from Fantasy Hero for stats. Basically you
>do this: (GURPS stat x 2) - 10. It sorta works, except for STR.
Ahh ... I'd wondered about that ... for STR, I've been using Extra Effort
Lift (normal lift is multiplied by 10% x STR-16) to compare to the STR chart
in HERO.
>> On a secondary note, I'd be curious to see someone take on the characters
that
>> /weren't/ in GURPS Wildcards, particularly Will o' the Wisp, Shad,
Crypt-Kicker,
>> and Cameo. (I'd try it myself, but stupidly I traded my Card Sharks books at
>> a paperback exchange, and now I can't seem to get them back).
>
>Problem is, most of these guys didn't get a lot of screen time. The guy
>that would scare me would be, uh... what ever Snotman called himself after
>Typhod Croyd got done with him. *HE* was scary!.
Reflector. Iggghh ...
Actually, Cameo gets quite a bit of play in CardSharks as I recall, and Shad
and Crypt-Kicker play fairly big roles in the Rox cycle. Will o' the Wisp
has a story to himself in the first Sharks novel, but he dies, so that puts
a damper on his usefulness. :)
> >> If you can build Trips on less than a thousand points, you are a god ...
> >> well, demi-god now, since he's lost Starshine & Moonchild.
> >
> >Lost Moonchild? When did that happen, who did it?
>
>> Actually, in the lastest WC book. Cap'n Trips united his 'friends' and has
>> permanently become the Radical now.
>What do you know, a happy ending for someone!
You've got a funny idea of a happy ending. :) Basically put, the Radical's a
24 karat jerk. Almost any of his 'friends' are better people ... and when
that includes CT and Aquarian, those are strong words.
> And what's a Cardshark Book?
I'd like to think they're an apology for One-Eyed Jacks and Jokertown
Shuffle. :) Seriously, to make this as short as possible, the Wild Cards
Trust switched publishers, and their first trilogy (only trilogy? say it
ain't so!) with the new publisher involved a worldwide conspiracy called the
Card Sharks, who are trying to eradicate the Wild Card virus and anyone
infected by it. The first book traces the history of the Card Sharks to
present day, and the next two deal with their present plan. Hartmann,
Bradley Finn, the Ackroyd agency, and a couple other people find out what's
going on, and try to stop it.
H. G.
From ???@??? Tue May 20 21:11:24 1997
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From: Richard Scott <rscott@hawaii.edu>
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Subject: Captain Trips
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also with the limitation of consecutive uses causes
personality/psychological problems, as well?
Richard Scott (rscott@hawaii.edu)
--You were spectacular, Bob. But not very effective.
South Melbourne official when the legendary Bob Pratt failed to win
South's 1934 best and fairest despite kicking a league record 150 goals.
On Mon, 19 May 1997, Michael Surbrook wrote:
> On Mon, 19 May 1997, Richard Scott wrote:
>
> > Captain Trips foci must cut down the points a lot though, with all those
> > limitations?
>
> Well, Captain Trips is obviously Multiform, I guess IIF (little bottles)
> and x number of 1 hour charges. Yeah, the final cost won't be all *that*
> bad.
>
> ***************************************************************************
> * "'Cause I'm the god of destruction, that's why!" - Susano Orbatos,Orion *
> * Michael Surbrook / susano@access.digex.net *
> * Attacked Mystification Police / AD Police / ESWAT *
> * Society for Creative Anachronism / House ap Gwystl / Company of St.Mark *
> ***************************************************************************
>
>
From ???@??? Tue May 20 21:11:25 1997
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From: Richard Scott <rscott@hawaii.edu>
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Subject: Re: Wild Cards Characters
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No, no talways, but your average joker is just a person with some oddities
that might give 'powers' i.e. claws, scaly hide, whatever.
Richard Scott (rscott@hawaii.edu)
--You were spectacular, Bob. But not very effective.
South Melbourne official when the legendary Bob Pratt failed to win
South's 1934 best and fairest despite kicking a league record 150 goals.
On Mon, 19 May 1997, Curt Hicks wrote:
>
> There's a pretty good version of Black Shadow available on the net somewhere.
> Unfortunately I don't remember the location. If I remember right, it's
> around 600 or 700 points.
>
> I disagree that jokers would always be lower levels than aces.
>
> I used Bludgeon for quite a while as a goon / thug in my game. His speed
> and dex were closer to average for supers in my game to keep him competitive.
>
> I'd like to see The Sleeper written up....
>
> Curt
>
From ???@??? Tue May 20 21:11:27 1997
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From: Richard Scott <rscott@hawaii.edu>
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Subject: Re: CHAR: Carnifex
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guess I haven't seen that one yet. Card Sharks is the second cycle of
Wild Cards books, the next however many up to 12, I guess. Good stuff. :)
Richard Scott (rscott@hawaii.edu)
--You were spectacular, Bob. But not very effective.
South Melbourne official when the legendary Bob Pratt failed to win
South's 1934 best and fairest despite kicking a league record 150 goals.
On Mon, 19 May 1997, Michael Surbrook wrote:
> On Mon, 19 May 1997, Nic Neidenbach wrote:
>
> > >> If you can build Trips on less than a thousand points, you are a god ...
> > >> well, demi-god now, since he's lost Starshine & Moonchild.
> > >
> > >Lost Moonchild? When did that happen, who did it?
> >
> > Actually, in the lastest WC book. Cap'n Trips united his 'friends' and has
> > permanently become the Radical now.
>
> What do you know, a happy ending for someone!
>
> > >BTW: what is the total count of WC books? Are they still avaliable?
> > >
> >
> > Not sure. I'll see if I can find out though.
>
> And what's a Cardshark Book?
>
> ***************************************************************************
> * "'Cause I'm the god of destruction, that's why!" - Susano Orbatos,Orion *
> * Michael Surbrook / susano@access.digex.net *
> * Attacked Mystification Police / AD Police / ESWAT *
> * Society for Creative Anachronism / House ap Gwystl / Company of St.Mark *
> ***************************************************************************
>
>
From ???@??? Tue May 20 21:11:28 1997
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From: Richard Scott <rscott@hawaii.edu>
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Subject: Re: CHAR: Carnifex
In-Reply-To: <19970519.201945.4455.4.dwtoomey@juno.com>
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yes, we could take a whack at them - I have some books here, but not the
Champions ones. :)
Richard Scott (rscott@hawaii.edu)
--You were spectacular, Bob. But not very effective.
South Melbourne official when the legendary Bob Pratt failed to win
South's 1934 best and fairest despite kicking a league record 150 goals.
On Mon, 19 May 1997, David W Toomey wrote:
>
> >On a secondary note, I'd be curious to see someone take on the
> >characters that
> >/weren't/ in GURPS Wildcards, particularly Will o' the Wisp, Shad,
> >Crypt-Kicker,
> >and Cameo. (I'd try it myself, but stupidly I traded my Card Sharks
> >books at
> >a paperback exchange, and now I can't seem to get them back).
>
>
> I know Cameo was in Aces Abroad, GURPS second WC sourcebook/adventure.
>
> I'm not sure on the others. Lots of other interesting characters,
> though.
>
> David Toomey
> dwtoomey@juno.com
>
From ???@??? Tue May 20 21:11:29 1997
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From: Tim Statler <tstatler@igateway.net>
Date: Mon, 19 May 1997 09:06:35 -0700
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Subject: Re: real world martial art
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Stephen B. Mann wrote:
>
> > From: Todd Hanson <badtodd@dacmail.net>
> > What is the Mossad?
>
> Israeli spy agency. Small, but with an impressive reputation. I've
> heard it referred to as the best in the world. YMMV
As to their reputation:
After the Israeli atheltes were killed at the Munich olympics (Do I
have the right one, I'm going from memory), the Mossad vowed revenge.
10 years later, the last terrorist turned himself in to either Israeli
or Western European police and admitted his crimes. It seems that all
the others hafd been killed, no matter what safety precautions taken.
Mossad isn't fast but they ARE lethal.
Tim Statler
From ???@??? Tue May 20 21:11:30 1997
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Date: Mon, 19 May 1997 23:23:48 -0400 (EDT)
From: Michael Surbrook <susano@access.digex.net>
Subject: Re: CHAR: Carnifex
In-Reply-To: <19970520025920503.AAA233@lizard>
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On Mon, 19 May 1997, Bryce Berggren wrote:
> >> If you can build Trips on less than a thousand points, you are a god ...
> >> well, demi-god now, since he's lost Starshine & Moonchild.
> >
> >Lost Moonchild? When did that happen, who did it?
>
> In the Card Sharks series. My memories are fuzzy (time to track these books
> down again), but essentially Moonchild was forced to do something nasty she
> hadn't wanted to, and went catatonic on poor Mark.
That's depressing. Moonchild was one of my favorite Cpt Trips 'friends'
> >BTW: what is the total count of WC books? Are they still avaliable?
>
> Lessee ... Wildcards, Aces High, Jokers Wild, Aces Abroad, Down & Dirty, Ace
> In the Hole, Dead Man's Hand, One-Eyed Jacks, Jokertown Shuffle, Assault on
> the Rox, the Tachyon goes home novel, and the three Card Sharks ... I think
> that's all of them.
Hmmm... I've got books 1-10. Tachyon goes home is "Double Solitaire",
while the assualt on the Rox book is "Dealer's Choice". There's also a
Captain Trips book, with him going to Nam... we get to meat another
friend.. "Monster" (who reminded me of the Overfeind). I should try and
permenently 'borrow' the ones I'm missing from a friend of mine...
> >Well, no, but I can see how it is a disgustingly powerful attack. What
> >did you do? I was going to try Extra-Dimensional Movement, Ranged,
> >Useable on Others.
>
> EDM? Kinduva cheat ...
Well, Popinjay is going to be described as a "GMs Special" anyway...
> >I'm using the conversion notes from Fantasy Hero for stats. Basically you
> >do this: (GURPS stat x 2) - 10. It sorta works, except for STR.
>
> Ahh ... I'd wondered about that ... for STR, I've been using Extra Effort
> Lift (normal lift is multiplied by 10% x STR-16) to compare to the STR chart
> in HERO.
I forget what I used exactly to figure my STR chart, but I do have one.
I'll post it when I'm all done. BTW: using the FH conversion formula,
Turtle will have an 11 DEX and a 3 SPD.
> >Problem is, most of these guys didn't get a lot of screen time. The guy
> >that would scare me would be, uh... what ever Snotman called himself after
> >Typhod Croyd got done with him. *HE* was scary!.
>
> Reflector. Iggghh ...
The scene that got me was where he absorbed the impact of a *train* and
all the extra energy bled off of him in the form of lightning...
> > >Lost Moonchild? When did that happen, who did it?
> >
> >> Actually, in the lastest WC book. Cap'n Trips united his 'friends' and has
> >> permanently become the Radical now.
>
> >What do you know, a happy ending for someone!
>
> You've got a funny idea of a happy ending. :) Basically put, the Radical's a
> 24 karat jerk. Almost any of his 'friends' are better people ... and when
> that includes CT and Aquarian, those are strong words.
Oh well, I hadn't read the book, I just guessed.
> > And what's a Cardshark Book?
>
> I'd like to think they're an apology for One-Eyed Jacks and Jokertown
> Shuffle. :) Seriously, to make this as short as possible, the Wild Cards
> Trust switched publishers, and their first trilogy (only trilogy? say it
> ain't so!) with the new publisher involved a worldwide conspiracy called the
> Card Sharks, who are trying to eradicate the Wild Card virus and anyone
> infected by it. The first book traces the history of the Card Sharks to
> present day, and the next two deal with their present plan. Hartmann,
> Bradley Finn, the Ackroyd agency, and a couple other people find out what's
> going on, and try to stop it.
Sounds pretty cool.
***************************************************************************
* "'Cause I'm the god of destruction, that's why!" - Susano Orbatos,Orion *
* Michael Surbrook / susano@access.digex.net *
* Attacked Mystification Police / AD Police / ESWAT *
* Society for Creative Anachronism / House ap Gwystl / Company of St.Mark *
***************************************************************************
From ???@??? Tue May 20 21:11:32 1997
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From: Michael Surbrook <susano@access.digex.net>
cc: Hero Character Adaption <catdrag@vnet.net&> champion@cyberhighway.net,
Champions Character List <deejay@cu-online.com&>
greenlucifer@geocities.com, jdriscol@vt.edu,
Rob Rutherford <mirage@hpserv.keh.utulsa.edu&> sourdust@ix.netcom.com,
robertni@us.ibm.com, teriaca@omnifest.uwm.edu, vances@sympatico.ca,
Weasel Attack!!! <weasel-patrol@otd.com>
Subject: CHAR: The Sleeper
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<snicker> This guy was easy! Reminded me of the DC Heroes write up for
the Phantom Stranger in that Ambush Bug adventure...
THE SLEEPER
(Croyd Crenson)
Designers Notes:
The Sleeper is so named due to the nature of his power; when ever he falls
asleep, his body changes into a new form. Usually, he sleeps for several
weeks, and then awakens, remaining awake for several weeks. The Sleeper
has a new body each time he wakes, often with a few joker features, and is
usually a powerful ace. His typical powers are great strength and
enhanced dexterity and speed. Due to the nature of his powers, the
Sleeper fears sleep. He is terrified of eventually waking up in a hideous
joker body that will either die before he sleeps again, or that won't need
to sleep at all. He pops pills constantly, and will usually turn into a
ravening, paranoid maniac before crashing at the end of his waking period.
The Character:
STAT VAL COST
Str varies, but usually is 30+
Dex varies, but usually is 20+
Con varies
Body varies
Int 14 4
Ego 14 8
Pre varies
Com varies
PD varies
ED varies
Spd varies, usually 4+
Rec varies
End varies
Stun varies
Char Total na
Power Total na
Total Cost na
COST POWERS & SKILLS
Powers vary from waking cycle to waking cycle. The Sleeper is
often very strong and resistant to damage. His other powers (if he has
any) vary greatly.
Standard powers and skills:
3 Life Support: Immune to aging
2 Running: +1" (often more)
10 Wealth
5 AK: New York City 14-
7 Gambling 13-
? Lockpicking 14-
? High Society 12-
5 Security Systems 13-
9 Shadowing 14-
? Sleight of Hand ?
? Stealth ?
? Streetwise 16-
15 CSL: +3 with HTH combat
Disadvantages
100 Base
20 Phys: Addicted to Amphetamines
15 Psych: Addicted to Amphetamines
15 Psych: Reckless
15 Psych: Terrified of Sleeping
15 Rep: The Sleeper, a violent freelance criminal and plague
spreader, Ext 11-
(The Sleeper created by Roger Zelazny, character sheet created by Michael
Surbrook)
***************************************************************************
* "'Cause I'm the god of destruction, that's why!" - Susano Orbatos,Orion *
* Michael Surbrook / susano@access.digex.net *
* Attacked Mystification Police / AD Police / ESWAT *
* Society for Creative Anachronism / House ap Gwystl / Company of St.Mark *
***************************************************************************
From ???@??? Tue May 20 21:11:34 1997
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At 01:27 AM 5/19/97 +0000, you wrote:
>At 10:58 AM 5/17/97 +1000, jonesmj@topaz.cqu.edu.au wrote:
>>how about thai, cross-trained with judo? the best fighter is always a
>hybrid, and i don't mean those fat boys in the ucf who pretend they can kick.
>
>
>Um, just to point out something, judo is the sport form of juijitsu.
>
WRONG. jujitsu is a completly different art, and not nearly as effective.
>:)
>
>
>
From ???@??? Tue May 20 21:11:35 1997
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At 10:28 PM 5/19/97 -0400, you wrote:
>I'm sorry, but tae kwon do is really more a sport than a style of
>fighting. If you've seen their olympic contests, you can understand why.
yes, but that's tournament tqd, NOT meant for self-defense!!!
>
>A really integrated, effective, martial art needs to be good in all four
>ranges, and must include a study of transitional techniques. It simply
>isn't good enough to be a puncher, a kicker, a trapper, or a grappler.
>These ranges are important, but transition from one to the other smoothly
>is more important. And overarching these considerations is your ability
>to gauge your opponent.
NO! if you try to teach everything, all you get is a sloppy fighter. That is why the best arts focus on one area - -judo, thai kickboxing, kendo, various grappling styles, are good because they focus and dont pretend they know everything. it is up to the individual to find their own strenths and weaknesses - - - the gracy brothers are good at grappling, but they don't fall down when confronted by a kicker, do they??? the same can be said for all good artists.tradition is what you make it, nothing more. and if you try to 'gague' your
opponent in a real fight, you get your head kicked in>
From ???@??? Tue May 20 21:11:36 1997
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At 10:28 PM 5/19/97 -0400, you wrote:
>High-level military in the US also are given exposure to JKD and
>Hwarangdo.
>
>Michael Scott Mears
>TamOlyn@juno.com
>SB,>--
>
yeah?? i DO Hwa Rang Do!!! of course, we are korean-origin kick and grapple legends, while those american hwarangdo guys completly different - - - in fact, both these
styles auffer from the same fate - - - they/we are so diverse, it takes a really good
instructor to make it work - - -otherwise it's just a sham, and no one learns anything.
this is the problem with too wide a curriculum
From ???@??? Tue May 20 21:11:37 1997
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At 10:28 PM 5/19/97 -0400, you wrote:
>The problem with muay thai is that they don't practice ground-fighting.
>If you shoot their legs, they're in trouble. Not that it's easy to do.
>
it's SIMPLE!! alll you need is a titanum skull!!! *lol*
seriously, do you really think you could go for a thai-fighters legs in a real fight? no, you couldn't: he'd knee you in the face, and stomp on your neck.
piece of advise kids: NEVER lower your head!!! it is suicide!!! when you take-down, ONLY use your legs!! keep upright!!! always!!!
sorry for the outburst. this concludes (hopefully) my martial arts lecture.
From ???@??? Tue May 20 21:11:38 1997
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From: Richard Scott <rscott@hawaii.edu>
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Subject: Re: CHAR: The Sleeper
In-Reply-To: <Pine.SUN.3.96.970519235400.21054A-100000@access1.digex.net>
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This is cheating, we can do better than that. :)
First, I guess start with what he turns into, ace, joker/ace, joker in
descending order of probability. Like 14- ace or something like that.
Then, how do you simulate a random generator of powers? This would be a
good time to have a game when you randomly roll powers up on some table
other than technological.
I guess being basically an NPC only - would anyone play him or would they
let anyone play him?
Richard Scott (rscott@hawaii.edu)
--You were spectacular, Bob. But not very effective.
South Melbourne official when the legendary Bob Pratt failed to win
South's 1934 best and fairest despite kicking a league record 150 goals.
From ???@??? Tue May 20 21:11:40 1997
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From: John Turner <Avery1@flash.net>
Subject: Re: real world martial art
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I beg to differ. Read the alt.rec.martial-arts FAQ. Read the history of
Judo and Jujitsu.
At 02:36 PM 5/20/97 +1000, jonesmj@topaz.cqu.edu.au wrote:
>At 01:27 AM 5/19/97 +0000, you wrote:
>>At 10:58 AM 5/17/97 +1000, jonesmj@topaz.cqu.edu.au wrote:
>>>how about thai, cross-trained with judo? the best fighter is always a
>>hybrid, and i don't mean those fat boys in the ucf who pretend they can
kick.
>>
>>
>>Um, just to point out something, judo is the sport form of juijitsu.
>>
>WRONG. jujitsu is a completly different art, and not nearly as effective.
>
>
>>:)
>>
>>
>>
>
>
From ???@??? Tue May 20 21:11:41 1997
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From: John Turner <Avery1@flash.net>
Subject: Re: real world martial art
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At 02:36 PM 5/20/97 +1000, jonesmj@topaz.cqu.edu.au wrote:
>At 01:27 AM 5/19/97 +0000, you wrote:
>>At 10:58 AM 5/17/97 +1000, jonesmj@topaz.cqu.edu.au wrote:
>>>how about thai, cross-trained with judo? the best fighter is always a
>>hybrid, and i don't mean those fat boys in the ucf who pretend they can
kick.
>>
>>Um, just to point out something, judo is the sport form of juijitsu.
>>
>WRONG. jujitsu is a completly different art, and not nearly as effective.
Well, gee aren't you just captain kung fu? Judo was derived from juijitsu
in the 1800s. Juijitsu is the form from which Judo, Aikido and Hapkido all
came.
>From the alt.rec.martial-arts FAQ:
"Judo is derived from Jujutsu (see Jujutsu). It was created by Professor
Jigoro Kano who was born in Japan in 1860 and who died in 1938 after a
lifetime of promoting Judo. Mastering several styles of jujutsu in his
youth he began to develop his own system based on modern sports principles.
In 1882 he founded the Kodokan Judo Institute in Tokyo where he began
teaching and which still is the international authority for Judo. The name
Judo was chosen because it means the "gentle way". Kano emphasised the
larger educational value of training in attack and defense so that it could
be a path or way of life that all people could participate in and benefit
from. He eliminated some of the traditional jujutsu techniques and changed
training methods so that most of the moves could be done with full force to
create a decisive victory without injury. "
Gee, create a decisive victory without injury? Sounds like a sport to me.
I get really sick of all the "my Flowering Pig kungfu is better than your
Festering Boil style." No one style is the be all end all of Martial Arts.
Every move has a counter move and many factors apply to the outcome of a
fight. Strength and resistance to pain are two of the greatest, as are the
rules of contact. How do you think Mike Tyson was able to defeat more
technical fighters? ALL styles have their strengths AND weaknesses.
There is also the factor of the instuctor's teaching style. You may find
that dojo A of, say, Tae Kwon Do, is nothing more than preparation for
sport competition and dojo B teaches the asthetics and philosophy of Tae
Kwon Do. Which is better? Depends on the individual taking the
instruction. Any supergrand master can be defeated. Royce Gracie has been
defeated, big deal.
From ???@??? Tue May 20 21:12:00 1997
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Subject: Re: Hughes Academy Game
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At 06:27 PM 5/19/97 -0700, Christopher Taylor wrote:
>Okay, the game is on, I have 10 people interested in playing (?!), but I
>will take more people as I don't have character ideas from everybody. The
>ones I have seen so far have been pretty interesting (hard to believe from
>this group, eh? :) no creativity in Champs players).
>
>My web page (that feels wierd to say) is at www.cyberhighway.net/~lancec/
Chris, I was interested in following this, but it crashes my browser.
This Public Library machine only has Netscape 2.01; does your page use some
of the more advanced Java stuff that NS201 can't handle? (If so, don't feel
that you have to change it; I'll probably have an upgrade before too long.)
>It is not complete yet, but is on it's way rapidly. The campaign
>information and lots of extraneous info is on there. My House Rules are
>there too, they aren't particularly key for the game, but they should
>provide a laugh at least.
>
>Let me know what you think (I know some of the links are dead, give me time! :)
Is there a link to my stuff? ;-]
---
This mail was sent from the Corvallis Public Library
From ???@??? Tue May 20 21:12:05 1997
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From: "David Graham" <dgraham882@hotmail.com>
Cc: owner-champ-l@omg.org
Subject: Fwd: The Apocalypse Parallel
Content-Type: text/plain
Date: Tue, 20 May 1997 17:06:04 PDT
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The following is an advertisement for a live AOL campaign. Any AOL members who
are interested in playing, please send private mail to JQuick000@aol.com. DO
NOT reply to this list! Thank you.
______________________________________________________________________
Commander's Log
UN Gateway Recon Team, Alpha 01
Subject: Mission failed
12.28.97
*****************Start Log*************************
This transcript is eyes only. Security level Omicron. If you're not
cleared for this material, take a hike, Jack.
This is my final entry. Current locatin is Akron, Ohio, CRA. That's
Communist Republic of America, if you didn't know. And if you understand the
rest of this, then you probably didn't. Of course it's irrelevant now.
Everyone here is dead. Everyone except for them, and I don't think they can
talk.
When we came through the gateway, we expected something odd, but not what
we found. At first, it looked just like our world. Then we noticed most of the
signs were in German. And that was before thing started going really wrong.
There was a plague...it was wiping out the population of that earth at the rate
of about 20% a week. It took us three weeks to find out that the Arrowhead
Project was located in Virginia in this world, not New York. By the time we
found the gateway, half the team was dead from the plague. Marcus was dead too,
but it wasn't the plague. The Nazis got Marcus. We thought the
gateway would get us home, but we were wrong about that, too.
It's been 5 weeks and 4 worlds since then. We lost two more team
members when one world flooded. We lost the Wren unit on one that was
freezing over like a tray of ice cubes. The Wren was the one who figured out
that the gateways were randomly changing alignment.
They got Sgt. Peters this morning. I've been holed up here since then, but
they'll get in soon enough. Luckily, I've got one round left.
If you're reading this then you probably already know; the gateways just
lead on and on to different earths, each a little different from the last.
Except for the fact that they're all dying, of course. I've already seen
plague, ice, flood, and the...things...that got Sgt. Peters. What would I see if
I went on? Alien invasions? Meteor strikes? Or just empty, dead planets floating
through space like discarded tin cans?
We fought the invaders that came through the gateway when they showed up
on our planet, but I think I can understand them now. If they were running from
a place like this then I understand all too well.
They've broken through the outer door. There isn't much to left to say
anyhow, except that whoever you are, I hope that you saved yourself a bullet.
Pretty soon you'll be needing it.
****************End Log************************
The Apocalypse Parallel is a cross dimensional campaign using the Hero System
rules. The PCs are part of a multinational team sent through a mysterious
gateway after an advanced extradimensional army uses it to launch an invasion of
earth. Their objective was to recon and locate weapons or technology usable
against the enemy, but now it remains to be seen whether or not they can survive
each dying world even long enough to get to the next.
The game at this point is planned to run Sunday evenings from 4:30 to 7:30
EST in the RPG forum on AOL. EMail JQuick000 for complete campaign ground rules.
---------------------------------------------------------
Get Your *Web-Based* Free Email at http://www.hotmail.com
---------------------------------------------------------
From ???@??? Tue May 20 23:02:57 1997
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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,
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Weasel Attack!!! <weasel-patrol@otd.com>
Subject: CHAR: The Oddity
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THE ODDITY
(Patti Roberts, Evan Crozier, John Sheak)
Description:
The Oddity is three people (Patti Roberts, Evan Crozier and John Sheak)
fused into *one* body. Thus, the Oddity is a massive figure, weighing
close to 500 lbs, while only standing 6' in height. The Oddity dresses in
a floor-length, hooded black cloak, and wears a fencing mask to hide it's
constantly shifting features. It's body shifts as well, and the cloak is
constantly shifting and sliding about. The Oddity possess immense
physical strength as well as great resistance to physical damage. Because
of it's multiple personalities, it is also very hard to contact and
control telepathically. Also, due to it's multiple personalities, the
Oddity's INT can range from 11 to 15 depending upon who's currently
dominant. These changes will also affect which if the Oddity's Psych Lims
are currently in use.
The Character:
STAT VAL COST
Str 45 30
Dex 12 6
Con 20 20
Body 20 20
Int 13 3
Ego 18 16
Pre 20 10
Com 2 -4
PD 25 16
ED 20 15
Spd 4 18
Rec 12 0
End 40 0
Stun 50 0
Char Total 150
Power Total 49
Total Cost 199
COST POWERS & SKILLS
7 Density Increase: 1 Level, 0 END, Persistant, Always On
+5 STR, +1 PD/ED, -1" KB, x2 Mass; 6' Tall, 490 lbs
11 Damage Resistance: 12 PD/10 ED
7 Mental Defense: 15 DEF, Only vs Mind Control and Telepathy (-1)
6 Regeneration: 1 BODY per hour (-3/4)
2 AK: Jokertown 11-
4 AK: New York City 13-
2 KS: Art 11-
2 PS: Artist 11-
2 PS: Sculpting 11-
3 Streetwise 13-
3 CSL: +1 with Grab, Haymaker, Punch
Disadvantages
100 Base
20 DF: Tall, massive joker with piebald skin and mutable form
15 Phys: Multiple personalities - Patti is dominate, can cause
changes in INT and Psych Lims
5 Phys: In constant pain
10 Psych: Bad Tempered (John)
15 Psych: Protective of jokers and jokers rights
10 Psych: Shy (Evan)
24 Experience Bonus
(The Oddity created by Stephen Leigh, character sheet created by Michael
Surbrook)
***************************************************************************
* "'Cause I'm the god of destruction, that's why!" - Susano Orbatos,Orion *
* Michael Surbrook / susano@access.digex.net *
* Attacked Mystification Police / AD Police / ESWAT *
* Society for Creative Anachronism / House ap Gwystl / Company of St.Mark *
***************************************************************************
From ???@??? Tue May 20 23:12:49 1997
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From: Michael Surbrook <susano@access.digex.net>
cc: Hero Character Adaption <catdrag@vnet.net&> champion@cyberhighway.net,
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Weasel Attack!!! <weasel-patrol@otd.com>
Subject: CHAR: Howler
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THE HOWLER
(Stan Wojpowicz)
Description:
The Howler is a large, powerfuly built man, 6'1" and 180 lbs. He has
short brown hair, brown eyes and a strong chin. His neck is very thick
due to his mutated throat. When acting as the Howler, he dresses in a
distictive yellow costume with kevlar reinforcement. His sonic powers
allow him to shatter just about anything. He can also create a 'wall' of
sound, capable of knocking down buildings.
The Character:
STAT VAL COST
Str 15 5
Dex 18 24
Con 15 10
Body 14 8
Int 12 2
Ego 11 2
Pre 15 5
Com 8 -1
PD 6 3
ED 4 1
Spd 4 12
Rec 6 0
End 30 0
Stun 30 0
Char Total 71
Power Total 173
Total Cost 244
COST POWERS & SKILLS
100 Multipower: Sonic Powers
7 u 12d6 EB (physical), 1/2 END, END 3
7 u 10d6 EB (physical), AoE: Cone (11"), No Range, END 10
7 u 3d6 RKA, Penetrating, END 7
9 Armor: 6 DEF, Act 14-, OIF: Body Armor
7 Damage Resistance: 1/4 Physical, vs Stun Only (-1/2)
5 AK: New York City 14-
5 Deduction 12-
5 PS: Longshoreman 14-
3 Stealth 13-
3 Streetwise 12-
6 CSL: +2 with Block, Dodge, Punch
9 CSL: +3 with Multipower
Disadvantages
100 Base
10 DF: *Very* thick neck and throat
10 Psych: Easy going and good natured
10 Rep: Ace crime fighter 11-
114 Experience
(The Howler created by Stephen Leigh, character sheet created by Michael
Surbrook)
***************************************************************************
* "'Cause I'm the god of destruction, that's why!" - Susano Orbatos,Orion *
* Michael Surbrook / susano@access.digex.net *
* Attacked Mystification Police / AD Police / ESWAT *
* Society for Creative Anachronism / House ap Gwystl / Company of St.Mark *
***************************************************************************
From ???@??? Tue May 20 23:12:54 1997
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From: Michael Surbrook <susano@access.digex.net>
cc: Hero Character Adaption <catdrag@vnet.net&> champion@cyberhighway.net,
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Weasel Attack!!! <weasel-patrol@otd.com>
Subject: CHAR: Peregrine
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PEREGRINE
Description:
Peregrine (she legally changed her name) is tall and broad-shouldered,
with a buxom build, long brown hair and blue eyes. She has brown and
white feathered wings, and looks to weigh about 140 lbs, but due to her
hollow bones, only weighs 80 lbs. Her wings grant her the ability to fly,
although her actual flight power is a form of telekinesis. She is a quite
famous ace, having her own talk show (Peregrine's Perch), cosmetic line,
designer clothing label, etc. Peregrine is also turned on by excitement
and danger and often joins in on dangerous situations and events. She
wears a set of titanium talons on each hand for such encounters.
The Character:
STAT VAL COST
Str 13 3
Dex 23 39
Con 15 10
Body 13 6
Int 17 7
Ego 15 10
Pre 18 8
Com 22 6
PD 5 2
ED 4 1
Spd 4 7
Rec 6 0
End 30 0
Stun 30 2
Char Total 101
Power Total 95
Total Cost 196
COST POWERS & SKILLS
15 HKA: 1d6 (1 1/2d6 w/STR), 0 END, OIF: Fighting claws
20 Multipower: Wings, Restrainable (-1/2)
2 u Flight: 15" (30" noncombat), END 3
1 u Gliding: 15"
2 Running: +1" (7" total)
10 Perk: Wealth
5 Acrobatics 15-
1 Bureacratics 8-
3 Conversation 13-
3 High Society 13-
3 Oratory 13-
5 PS: Model (PRE) 15-
3 PS: Talk Show Host (PRE) 13-
3 Seduction 13-
3 Trading 13-
10 CSL: +2 with HTH
6 CSL: +3 with Flight
Disadvantages
100 Base
15 DF: Extreme beauty and tendency to dress very revealingly
15 DF: Wings
10 Phys: Hollow bones, weighs 80 lbs; +1" KB and requires special
medical attention
10 Phys: Large, bulky wings
15 Psych: Reckless, craves exceitment
10 Psych: Likes to flirt
5 Psych: Fear of getting wings dirty/fouled
10 Public ID
6 Experience
(Peregrine created by Gail Gerstner-Miller, character sheet created by
Michael Surbrook)
***************************************************************************
* "'Cause I'm the god of destruction, that's why!" - Susano Orbatos,Orion *
* Michael Surbrook / susano@access.digex.net *
* Attacked Mystification Police / AD Police / ESWAT *
* Society for Creative Anachronism / House ap Gwystl / Company of St.Mark *
***************************************************************************
From ???@??? Wed May 21 20:27:18 1997
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Date: Wed, 21 May 1997 00:37:02 -0400
From: Joe Mucchiello <why@mars.superlink.net>
Subject: Re: Help
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At 11:54 AM 5/18/97 -0500, Tim Haas wrote:
> What is the Def/Body of a normal gun anyways (my BBB is packed away at
>the moment)?
DEF on any focus is 1 for every 5 active points. A normal gun his a 2d6
RKA or 30 active points and thus 6 DEF. If you do 7 pbody to a gun, it is
destroyed.
The minimum DEF is 3. BBB pg 105.
Joe
From ???@??? Wed May 21 20:27:19 1997
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Date: Wed, 21 May 1997 00:56:09 -0400
From: Joe Mucchiello <why@mars.superlink.net>
Subject: Re: CHAR: The Sleeper
In-Reply-To: <Pine.GSO.3.95q.970519194609.19766C-100000@uhunix4>
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At 07:48 PM 5/19/97 -1000, Richard Scott wrote:
>This is cheating, we can do better than that. :)
>
>Then, how do you simulate a random generator of powers? This would be a
>good time to have a game when you randomly roll powers up on some table
>other than technological.
Alright, I don't know the books, but from the description Michael Surbrook
gave he seems simple. One power:
VPP (100-300 base, however powerful he needs to be, you know the books, you
tell me) Cosmic(+1), Can only change between games (-1/2), No Conscious
Control (-2).
Throw in the LS: Needs no sleep (-1/2 plot device limitation)
Joe
From ???@??? Wed May 21 20:27:20 1997
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Message-ID: <33828D1C.3601@apeleon.net>
Date: Tue, 20 May 1997 23:50:20 -0600
From: Curtis Gibson <Mhoram@apeleon.net>
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Subject: Humor (slightly off topic) Long
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I know this is a little off topic but I thought the list at large would
like this....
You might be a gamer if...
...losing your dice bag would be a serious financial blow.
... " what do you mean dice bag ?" ( singular )
...you could paper you bathroom in character sheets.
...you could paper your bathroom in different versions of just one
character.
...you are unable to walk past the latest TSR supplement without leafing
through it, even though you know it's going to be bad.
...you have more entertaining "No-shit,-there-I-was-in-a-game" stories
than
you do anecdotes about your family.
...you talk about your characters as if they are real people.
...you refer to your IRL job as " Live Role Playing "
...you alternate between referring to your characters in the first and
the
third person.
... and none of your friends gets confused.
...you've ever spent a significant fraction of your life modifying game
rules that you didn't like
... and, as soon as the system worked to your satisfaction,
discarded it.
...when someone says "The blue books," you don't automatically picture
the
kind that they give you during a college final exam.
...you worship idols of Gary Gygax in your basement.
...you burn Gary Gygax in effigy in your back yard.
...you will not buy comic books with the Dragon Strike (tm) logo on the
back.
...you've ever seen the old AD&D tv series.
...you're still reading this list.
...you hang out with people you actively dislike because they give good
role-play.
...you've ever gotten into a screaming match over something that
happened
in a game.
...you have more than one photocopied bootleg of a gaming text.
...you keep old characters around because they are good company.
...you keep old characters around just in case someone might run that
system again. (Never mind that its TS: SI)
...You knew what I meant when I said TS:SI.
...you have a PhD in manipulating point systems to the best effect,even
though you failed high school geometry.
...you can consume your body weight in junk food in one gaming session.
...It's not enough to sustain you.
...you consider Altoids, Salt-&-Vinegar chips, and blue Teeni Hugs a
balanced diet. (or even an acceptable combination.)
...pizza, Coke, cheese puffs, and Sanex
...pringles, chocolet covered penuts, and moutain dew
...you have been known to drive to far away places where you paid
enormous
amounts of money for the privilege of sleeping on floors, eating crap,
buying little pewter statues of Gandalf, and meeting dozens of
psychopathic
members of the alternate (or similar) sex who will follow you around for
months, merely for the pleasure of playing with gamers you don't know.
...and then signed up en masse with all of you friends to play
in games
with game masters who you've known since high school.
...you own your own weight in gaming books.
...before or after the 'consuming own weight' thing?
...the owners of local hobby stores take your checks without ID because
they know where you live.
...And don't want to come over to collect
...you can do AD&D money conversions in your head.
...while sleeping.
...you could wallpaper your bedroom in Dragon Mirths (tm).
... you have.
...you consider the demise of "What's New With Phil & Dixie" a blow to
great literature.
...you consider the resurrection of "What's New With Phil & Dixie" the
redeeming feature of Magic: The Gathering.
...you consider the 20th century a state of mind.
...you have a random NPC generator, written in BASIC, designed to run on
the Trash-80,the Commodore 64, MSX or Apple II.
...you've ever designed your own character sheets.
...you can be more that three NPCs at the same time without generating
more
than reasonable confusion in your players.
...you have ever played a Dwarven character who did not have "axe" or
"beard" ANYWHERE in his or her name.
...you know how to sex dwarves. (chromosome typing- required a blood
sample. I'M not getting it...)
...you've ever tried to explain gaming to a school counselor, parent, or
other PW/OC (Person With/Out Clue).
...you've succeeded.
...you've played Talisman more than once.
...you've finished a game of Talisman.
...more than once.
...you're STILL reading this list.
...you can quote extensively from the Wandering Damage Tables.
...you've mistaken a d12 or a double d10 for a d20 while playing AD&D
and
had a THAC0 low enough to hit the 8HD monster, anyway...
...you understood that.
...you carry AD&D insurance.
...your AC is so low that even you can't hit yourself.
...an 87 point Balrog is no big thrill anymore.
... you bring your dicebag even to diceless roleplaying events.
... to hit people with.
...you've ever discovered, after gaming with your significant other,
that
you like their character better than you do them.
...you have friends or acquaintances gularly refer to you as "Og."
(Or something similar.)
...you've ceased responding to your birth name.
...you spend more money on dice than on food.
...you sometimes forget what century this is.
...your first response to any frustrating situation is, "I bash it with
my
axe."
...you know a lot of gaming jokes that used to be funny once.
... you still find them funny
...your friend(s) who does not game feels very left out of all of your
conversations.
...you have more gaming books than the local hobby store.
...you've discovered that spare dice make good beanbag filler.
... use the beanbag as traveling-dice bag.
...you knew that that last question was a ringer:
who has more dice than they can use?
... you have a copy of "Dark Dungeons" kicking around somewhere because
a: you thought it was funny
b: your parents got concerned that you were living in a fantasy
realm.
c: you're sort of dissapointed that you haven't reached the
level where
they start teaching you the real spells (as described in the above "Dark
Dungeons" pamphlet) yet:
d: You're sure you must be a high enough level.
...you've been gaming for more than half of your life.
...you still laugh when someone says "Hey, Dave, I think the barbarian
in
the corner wants another beer."
...the phrase "Collect Call of Cthulhu" brings back fond memories.
...you can quote the whole "Trolls! Mutants! Trolls! Mutants!" strip
from "what's New With Phil & Dixie."
...you knew a female gamer once.
...you were a female gamer once.
...you tend to play characters as different from you in race, religion,
sex, sexual orientation, and what have you as possible, just to confuse
your friends.
...(For New Englanders only) You were able to find stuff at "Flock,
Stock,
and Barrel."
...you've been known to have in-depth conversations about the relative
merits of Champions, V&V, Marvel, and DC heroes... ignoring the fact
that
all superhero systems are intrinsically sucky.
...you like one of the above systems enough that you yelped when
I called
them all, "sucky."
...you've thought of four or five additions to this list.
...you actually bought TSR's "Dungeoneer's Survival Guide" when it first
came out.
...you've ever tried to discover the strengths and weaknesses of a
hemophiliac werewolf.
...someone is attempting to explain the floor plan of a building to you
and
you immediately start thinking in terms of 10x10 squares...or 6'x6'
hexes.
...Or in terms of loot and monsters.
... you know what a "flumph" is.
... you know how to pronounce "Tscojanith" and "Drizz't."
--
-Mhoram
Why is it a penny for your thoughts, but you have to put your
two cents in. Somebody's makin' a penny somewhere. -Stephen Wright
Mhoram's Fantasy Hero Domain:
http://apeleon.net/~mhoram/hero/FHsplash1.htm
From ???@??? Wed May 21 20:27:23 1997
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Date: Wed, 21 May 1997 05:22:54 -0400 (EDT)
From: Wayne J Shaw <shaw@IDT.NET>
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cc: HeroGames@aol.com, fuzion@pjh.org, Mike Bandoian <Bandoian@deltanet.com&>
Sean Fannon <SeanPatFan@aol.com>
Subject: Fuzion commentary (long)
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Here's the full version of the one I popped out incompletely a while ago.
I know some of it is old news by now, but it still seemed worth sending
out:
Okay, now that C:TNM is out, I'm ready to actually make my comments on the
system.
First off, I want to make it clear that I come at it from a fairly neutral
stance: I don't think (as some people apparently do) that Hero Games is
the Antichrist because they've done something to try to break up the
sluggish movement their system has had for years, and because it doesn't
happen to be what I'd necessarily prefered. On the other hand, I'm not
going in with the assumption they've done things properly either, just
because of marketspeak. I also have pronounced opinions of where some
bugs in Hero 4th are, and this will cover my views, as you'll see.
This will largely be broken up into commentary about each rules section as
I get to it. Some of it will have been stated before, but I'm going to
still comment when I hit something worth commenting on.
Lifepath/Originpath: Unlike some people, I find these fairly harmless;
sure some people will think they're manditory, but frankly, they seem
obviously bypassable to me on reading them, and they look like they could
be a good tool for someone with no concept in mind when they start out.
They are also (at least the Origin Path) rather obviously set up for the
specifics of the C:TNM universe in mind.
Primary Characteristics: For the most part, I thought this did a good job
of breaking down the sets of characteristics in the two parent games and
making them _appoximately_ even in value. I thought the modifications to
Strength (removing the figureds) and Dexterity (splitting it in two) were
particularly good choices. I'm not sure making them all equal was
necessarily the ideal choice, but for a game that was trying to simplify
it's structre it was an understandable one. Even though I am not
altogether comfortable about the fact your Strength no longer has any
impact on your Defense or Stun, I think it makes certain of the issues
involving things like Hand-to-Hand attack much more approachable. I would
have prefered them to call Reflexes and Dexterity Dexterity and Agility,
and really think Speed should be based off of the latter, but that's
probably just me.
Adding/Removing Characteristics: I'm not nearly as sanguine about this as
they are. I suspect rolling some of these characteristics in together
would have very non-benign effects. I also think their statement about
emphasizing the importance of characteristics is ducking the issue; some
campaigns just _can't_ make all characteristics be equal. That was one of
GURPS flaws. On the other hand, there's an easy fix; it isn't hard at all
to retroduce increased cost for heavily valued characteristics.
Figured Characteristics: It's really unfortunate that they don't spell out
how to buy these seperately. It clearly can be done from the implication
of the Increasing or Decreasing Characteristics bar at the bottom of page
116. However, the only ones on the characters are either Defenses (which
were priced off of the entry in Powers on Armor) or Speed (which at 10 per
one point, seems pricey given that 10 Option Points could also buy you 2
more points of Reflex, which would _also_ give you a Speed point).
Personally, I also wish they'd have kept Stun Defense as Physical Defense.
I realize the distinction they were making, but...
Gadgets and Bought Options: These need to be spelled out in much greater
detail. It _appears_ the distinction is that Gadgets are bought as powers
with the character taking a Complication to represent the problems with
having a power on a Focus, while Bought Options are purchased with the
'money' value of an Option Point. This also strikes me as creating some
real problems, since while it's better than giving them out for free, it
still gives an enormous cost break to conventional technology.
Complications: In general, I'm actually glad about their attempts to
generalize these more (and don't let the tables fool you, that's what
they've done; the tables are exemplary for the most part, with a few of
them giving specifics for common types of complications that are not self
evident from the general rules). However, a few things could have been
clearer. For example, the Vulnerability section seems to double-dip on
frequency. My _guess_ would be that this represents how commonly the
character can expect to run into it in the environment, and how often the
GM is permitted to insert it deliberately, but it's _anything_ but clear.
And the Susceptibility does not give any numbers for how it's applies, nor
are there any examples in the sample characters. But it's still a
generally sound approach, and some things (like the 'social
disadvantages') have been long needed.
Skills: In general, the breaking down of skills more finely was a good
thing. It does, however, produce some odd results, such as the
distinction between Hand to Hand Evade and Melee Evade. It also seems
like something like the old Scientist/Scholar/etc. structure could have
been imported; I'm sorry, but I've simply never seen a campaign where the
miscellaneous Knowledge skills are as useful as a lot of functional and
combat oriented skills. Also, the business found later about using skills
with the stat appropriate for the situation should either have been here,
or at least had a 'See' reference.
Talents: Okay. I understand the desire to keep things simple here, but it
seems to me this is an area where the fixed cost mania got out of hand.
Some of these seem clearly worth more than 3 points to me (Acute Sense
comes to mind). Also, I notice one has disappeared since Bubblegum
Crises: Knack, which seemed to be the replacement for Scholar/Scientist/
Etc. Since that sort of thing belongs, if anything, more in the Superhero
genre than anywhere else, I'm a bit suprised.
Perks and Privledges: Okay, this is the first of a couple places where an
idea that should have been either implimented more fully or left the hell
alone is presented: the Dial for 'impact' of Perks influencing cost. This
should either be discussed as a general proceedure for all kinds of
purchases, or left the hell alone. Yes, wealth has very little impact in
a superhero game, but enormous in a cyberpunk game; but that's also true
of computer programming. Also, it's doubtful that Perks as a class change
from setting to setting: Wealth may not matter much in a superhero game,
but contacts and favors certainly can.
Wealth: Speaking of Wealth, the way 'regular' equipment is purchased in
C:TNM is unclear as hell; you buy a Wealth perk, but yet characters do
seem to pay a small number of option points for the privledge to hall
things around. Do you have to pay them again if you lose the equipment?
And are weapons and armor pointed differently than other everyday
equipmenet? (It seems so.) This is a very unclear area.
Superpower Plug-In: <Leans back and cracks his nuckles in preparation>.
Okay. Most of this section I had no problem with. The simpliied
purchasing of powers is in keeping with the rest of the system. Buuuut...
I even understand the idea of doing up 'canned' powers like the Armor
Pierecing Energy Blast rather than defining Advantages. But the reduced
damage rather than modified cost is, I think, a terrible idea. It
produces the effect of making powers with Advantages progressively more
attractive the more dice of it you're going to buy. A typical C:TNM
campaign might not feel this hideously, but a higher powered campaign
definitely would. In addition, it's not even implimented consistently;
the adjustment powers are adapted more or less straight across form
Champions; their advantages (Range in particular, though they talk about
extended fade time) is bought by increasing the cost of the power as a
multiplier, in effect. I think this whole idea, along with the idea of
using Compensations rather than Limitations, is dangerous at best for
balance reasons.
There are also a few annoyingly missing powers; one that has jumped out at
a number of people (Regeneration) is discussed as being done by buying up
Recovery. Unfortunately, this just won't do for actual combat-time
regenerators, which are a small but not non-existant group. The vanished
Transform is also annoying. You'd also think they could have fixed the
damn fool business about having to buy the rest of the group at full cost
on the sensory modification powers.
A few specific power problems while I'm at it:
Entangle: Surely they didn't mean for Entangle to actually cost END each
round. That bug went out back in Champs I.
Invisibility: The END cost listed on this is 1/phase. What is this
supposed to mean, or is it some sort of typo?
Force Wall: Given that Energy Blasts and Killing Attacks do damage the
same way to inanimate objects, and that Killing Defense is normally
equally effective against either, the difference between the two in the
way Force Walls are effected makes no sense at all. In addition, Force
Walls were often too easy to bring down in Champs; against a Killing
Attack of compareably power, they're _much_ too easy in the Power Plug in.
At the least they should get 3 DEF per level, and even then at higher
level totals there are going to be problems since Killing Attacks slowly
gain on the Force Wall. Personally I'm beginning to see virtue in the
idea of giving Force Walls some SDP in addition to their Armor, and then
maybe require putting one up actually be an action.
Growth: This shows all the signs of not being edited when copied over from
Hero4th. Inches of Knockback? Adding Body? Only adding 1 Stun in a
version of the game where characters often have significantly more Stun
than Champs characters?
See in the Dark: Does this really mean to go through _any_ Darkness, or is
it just effectively a Special Group targeting sense that you have to buy a
dedicated Darkness to stop? If the former, I'm very leery of neutralizing
a whole power quite that trivially.
Mental Powers Plug-In: Not much change from what we're used to here,
except for apparently dropping back to the pre-Fourth Edition, pay
Endurace each round rule. On the other hand, it only looks like you get
once shot to pull out of the effect, and then you're stuck. Hmmm.
Also, the breakout roll seems rather easy to make, and there seems to be
no way to make it harder on the target.
Martial Arts Plug-In: There are some interesting features in this, and
some things that struck me as strange. Making Breakfall a Martial Arts
manuever rather than a skill, for example. The presence of Ki Strike in
Streetfighting (and _only_ Streetfighting). The goofy Martial Arts cost
dial (see the discussion of Perks above for my problem with this.) Also,
at only two option point per extra damage class, it seems way too good a
deal. At four per DC it would have been a good deal, given the lack of
END cost.
Mekton Plug-In: This seems generally well done, but was not explained
fully, as some errata I've seen on the net indicates; in particular,
calculating the final weight is problematic with the information given.
Some thought to the proper application of the Rule of X to Mecha or
Vehicle using characters also would have been helpful. My assumption was
that you use the vehicle or the character's defenses and toughness,
whichever is higher. That makes it barely possible to build a small
battlesuit or vehicle under the system with a decent character and fit it
into a Rule of 24. Also, I think explicit discussion of the scale
targeting differences would have been helpful, otherwise one of Mekton's
more important balancing factors goes out the window.
Experience: There are some problems in this area; particularly the rules
for buying up skills after the fact mean that it's actually cheaper to buy
an underlaying Characteristic after a Skill has reached Level Five. It's
also not clear at all from the write-up how many Option Points over all
should be awarded per game.
Rule of X: A fine idea, but the implimentation in some cases is unclear.
For example, it mentions Damage of attack, not Points, which could be
interpeted to mean that a 10D6 AP attack is worth the same as a 10D6
regular attack.
Time, Turns and Speed: The various speed up options and such are nice.
The lack of half-phases is something that might take some getting used to,
and the accidental removal of the Move action isn't going to help in some
cases. I also think there were better places to mention the Post-12
Recovery than where it is, since, sure enough, some people think you only
get it when you're using Speed, even though they clearly mention that
without Speed, it' just as though you had everyone with a Speed of 4.
It's also interesting that the alternative use for Speed charg mentions
Speeds up to 24.
Distance and Movement: Perhaps it's me, but having read the movement and
accelleration rules on page 140, and additional discussion under the
movement powers in the Powers Plug-In, I _still_ can't figure out how fast
someone actually accellerates. Their combat move? Their Move score?
What? It's rather important, especially in light of some potentil effects
of the Strength tables. There are places that seem to imply that
accelleration works much more dramatically than the pokey version in Hero,
but it's simply impossible to be sure.
Taking Action/Difficulty Values: This seems generally simple and workable
enough (though you wouldn't get me to use the Interlock option on a bet;
small linear die rolls are Not A Good Thing). However, the table of
difficulites needs to be modified down by -5 if you're using the D10
option, or things are significantly harder for people using that.
Using Your Skills: Mostly good work; I particularly like the discussion of
varying the characteristic base for the skill based on the situation.
However I think the critical success and failure rules could use some
work; in practice, these don't really _matter_ as written, in the majority
of situations.
Actions: There are a few problems in this area, such as the apparent
accidental removal of the Move action (equivelent to the Champions
half-move, allowing you to move a bit and still take action). There are
also some changes that have profound effects on other parts of the rules:
Diving for Cover is a fairly trivial exercise for a super, which somewhat
reduces the utility of area and explosive effects, and Getting Up is a
full action, which makes being knocked down (by a throw or knockkback) far
more problematical.
Lifting and Throwing: There are some problems with the whole way the Lift
table is set up. For one thing, many of the high-end examples are messed
up, being _way_ too heavy. Also, with the superheroic dial setting, we're
back to the bottom end being able to lift a hell of a lot. As to throwing
things, while a cute idea, there are some problems. First off, the second
paragraph seems problematic; either it's correct as written, in which case
minimum throws (because of the STR +4 formula) are way high, or that's
supposed to be a _minus_ four...in which case teh line under Strength
feats about only throwing a quarter of your lift is probably not correct.
More importantly, in the case of high end strengths, the new table makes
it far too viable a technique to simply pick up an annoying opponent and
_throw_ him out of the area. Unless the accelleration rules for movment
powers have changed (and as I noted, its unclear) he will not likely get
back before the battle is over. This worked in DCHeroes because DCHeroes
characters can accellerate to full speed instantly, and often have
horrendously large movement powers.
Special Attacks: Some of these aren't much different that in Hero.
However:
Explosions: As I noted above, it's perhaps a trifle too easy for
high-characteristic characters to get out of these.
Autofire Attacks: The phrasing under 'Hosing it Down' is seriously
confused. It appears the intent is to use something like the Hero and
RTG autofire rules, which generally worked fairly similar; this is
supported both by the rules in BubbleGum Crises, and by how the example
reads. However, if read literally, any hit leads to a flat number of hits
equal to some divisor of the rounds fired. Also, does the rounds fired
serve any _beneficial_ purpose? It doesn't appear so.
Manuevering: The discussion of missing a manuever roll seems backward; as
listed, a lower miss seems to produce a worse result than a higher one.
Most likely the consequence of the reversed die-rolling convention.
Oh, and since they're in this area: On the guns table, since there was a
spot between medium Pistols and Magnum Pistols available, damage wise,
shouldn't the heavies have gotten it rather than setting them the same as
the Mediums?
Damage: Most of this is clear enough, and seems to fix some old problems.
The things that will be hardest for Hero players to get used to is that
it's not going to be possible to get knocked out a lot any more without
taking some real damage in the form of Hits. There's at least a couple of
problems in here though:
Melee Weapons: The strength minimums on weapons are seriously broken.
None of the Stun weapons are worth using; a STR 3 man can literally do
more damage with his hand than with a club, and neither the club nor staff
does any more damage than the person would do unarmed. Some of the
Killing Weapons suffer from the same problem if you're dealing with
armored opponents; they don't actually do any more damage than the person
expects with his strength, they just turn it from Stun to Killing.
Kills: The implimentation of this idea looks like it'll work well in
supers games and be mostly harmless elsewhere. There is an extremely
cryptic statement about Kill damage applied to humans creating extra
knockback that is never explained, however.
Knockback: Speaking of Knockback, this is an extra area that is a problem.
According to the rules as listed, a normal handgun will knockdown an
average human, even with the Everyday/realistic setting, every time. It
seems like some of this problem would go away if the D6 of knockback
bonus was subtracted, not added. Even getting rid of it would still leave
too much knockback, however, and in a game where getting up is an Action,
this can be a problem.
Defense and Armor: In general, the sample armors seem too light. It takes
chainmail, on the average, for example, to stop a shortsword wielded by a
STR 3 man.
Mecha Armor: It seems like at least some of these rules (Staged
Penetration) should be applied to normal armor too, or not at all.
Falling and Collisions: Other than the problem of the missing columns,
we're right back to having a completely unrelated system used for falling
and collusions than for Move Throughs and Movebys.
For all of the above, I think the game has genuine potential; but I think
it is seriously hindered by the bad editing and lack of blindreading and
blindtesting it obviously recieved before going out the door.
From ???@??? Wed May 21 20:27:54 1997
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Date: Wed, 21 May 1997 08:56:41 -0500
From: James Van Sickle <khaine@swbell.net>
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I actually have to agree somewhat on this. While granted I have not
finished going through the book in its entireity, I have found some
points that have excellent potential. The revision of the attributes
was an interesting concept with splitting of the DEX characteristic.
The Life Path/Origins section was a nice addition since it helps add
some background ideas after simply designing a basic character concept.
I have had many occassions in which I or someone else has an interesting
character concept or idea, but just can't seem to pull background or
origin together. However, the powers have been the section I have
concentrated most on currently.
I liked how they explained Special Effects, and gave some common
examples of these in the beginning. I always seem to end up explaining
and explaining the concepts of Special Effects. However, I did not care
for the idea of limited amount of Advantages and Disadvantages
available. Granted Fuzion is supposed to simplify the game so that it
would be easier to play and design characters. Unfortunately I have
always felt that the huge amount of Advantages and Disadvantages which
you can add to Powers has been one of the best factors of the game. It
allows you to design almost any power you want to just about any
specifics you can possibly think of.
As for Martial Arts and Mecha sections, well I have not had a chance
to get into those yet, but I have lightly scanned through them once or
twice. From what I can see of the Martial Arts, yes I do agree that
"Breakfall" should be a common skill rather than a Martial Art; it does
not take much to learn how to fall "correctly." I would have also
preferred to seem some packages of various Martial Arts styles, much
like what was written up in the Ultimate Martial Artist. I will fully
admit that I have not even looked closely enough to give a good opinion
of the Mecha/Mekton section.
The Complication/Disadvantage section is written rather better than
others. While I am not saying it lacks typos or conflicts with the game
system, I am saying that they more general way of taking a Disadvantage
is a nice improvement in my book. The idea that a Secret ID can vary
now on how many friends, relatives, etc may come knocking or who cares
is a nice concept. The Social Disadvantages were also a good addition
to help fully flesh out a character.
Overall I have to agree that the book does have large potential, but
could do with an errata and possible rewrite in some areas. Other parts
of the game system do need to be tested a little more throroughly, or
looked into at least. One concept that did catch my eye in the Combat
section was the Alternative Speed Chart. I have always had a problem
with combat being so slow that we can only have one possibly two fights
per game. I am thinking of trying this Alternative in a regular
Champions game just to see if it might work.
From ???@??? Wed May 21 20:27:56 1997
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Date: Wed, 21 May 1997 10:38:07 -0400 (EDT)
From: Michael Surbrook <susano@access.digex.net>
cc: champ-l@omg.org
Subject: Re: CHAR: The Sleeper
In-Reply-To: <3.0.1.32.19970521005609.00a31fb0@mars.superlink.net>
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On Wed, 21 May 1997, Joe Mucchiello wrote:
> Alright, I don't know the books, but from the description Michael Surbrook
> gave he seems simple. One power:
>
> VPP (100-300 base, however powerful he needs to be, you know the books, you
> tell me) Cosmic(+1), Can only change between games (-1/2), No Conscious
> Control (-2).
>
> Throw in the LS: Needs no sleep (-1/2 plot device limitation)
The problem is, is that the Sleeper changes *completely* each time he
wakes. It's more like a 'cosmic' multiform, in which there are an
infinate number of forms, each usable only once. There is also the fact
that Sleeper can be anywhere from 50 to 500 points when he wakes up.
He's a great 'plot' device character, and certainly a GM's dream, but I'd
never really allow him as a PC... too much of a head ache, and his falling
asleep for weeks at a time certainly would make including him into
adventures difficult.
***************************************************************************
* "'Cause I'm the god of destruction, that's why!" - Susano Orbatos,Orion *
* Michael Surbrook / susano@access.digex.net *
* Attacked Mystification Police / AD Police / ESWAT *
* Society for Creative Anachronism / House ap Gwystl / Company of St.Mark *
***************************************************************************
From ???@??? Wed May 21 20:28:00 1997
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Date: Wed, 21 May 1997 10:02:57 -0700
From: Jim <champion@cyberhighway.net>
Subject: Flavor Lines!
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Hi everyone! I am gettting a final draft of my HeroDeck ready for web-publishing, and thought I'd add a flavor line to the cards so that with each card comes a "traditional" comic book sound, like
T H W A A P! KA-BOOM!
or others like that.
I'm interested in collecting as many differect Comic Book Sounds as possible, from Big Hit Sounds, to Big MISS sounds... to "I'm Stunned" kind of sounds, etc.
I remember people were exchanging this some time ago on the list, but I can't find them anywhere.
I'd love to see your favorites, and add them to the cards! Send away! ;-)
Thanks
Jim
_________________________________________________________________
Jim Dickinson -=- Portland. OR USA -=- champion@cyberhighway.net
Castle Game Knight: http://www.cyberhighway.net/~jd/cgk
Join the Circle of HEROs: http://www.cyberhighway.net/~jd/coh
-----------------------------------------------------------------
From ???@??? Wed May 21 20:28:01 1997
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Date: Wed, 21 May 1997 13:30:52 -0400 (EDT)
From: Bill Svitavsky <bsvitavs@bu.edu>
Subject: Re: Flavor Lines!
In-Reply-To: <3.0.1.32.19970521100257.006e67bc@mailhost.cyberhighway.net>
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On Wed, 21 May 1997, Jim wrote:
> Hi everyone! I am gettting a final draft of my HeroDeck ready for web-publishing, and thought I'd add a flavor line to the cards so that with each card comes a "traditional" comic book sound, like
>
> T H W A A P! KA-BOOM!
>
> or others like that.
>
> I'm interested in collecting as many differect Comic Book Sounds as possible, from Big Hit Sounds, to Big MISS sounds... to "I'm Stunned" kind of sounds, etc.
>
> I remember people were exchanging this some time ago on the list, but I can't find them anywhere.
>
> I'd love to see your favorites, and add them to the cards! Send away! ;-)
You should check out the Dictionary of Comic Book words at
http://www.intergate.bc.ca/business/kjohn. Not only is it a great
collection of sound effect words, it cites where & when they were
(first?) used!
From ???@??? Wed May 21 20:28:02 1997
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Date: Wed, 21 May 1997 10:56:03 -0700
From: Nic Neidenbach <naneiden@iswest.com>
Subject: Re: Flavor Lines!
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At 10:02 AM 5/21/97 -0700, Jim wrote:
>Hi everyone! I am gettting a final draft of my HeroDeck ready for
web-publishing, and thought I'd add a flavor line to the cards so that with
each card comes a "traditional" comic book sound, like
>
> T H W A A P! KA-BOOM!
>
>or others like that.
>
>I'm interested in collecting as many differect Comic Book Sounds as
possible, from Big Hit Sounds, to Big MISS sounds... to "I'm Stunned" kind
of sounds, etc.
>
>I remember people were exchanging this some time ago on the list, but I
can't find them anywhere.
>
One of my favorites is from an issue of the Hulk where he was on a
battlefield, carrying a huge energy cannon over his shoulder. The gun made
this huge Ba-Chooom! noise whenever it fired.
At one point, the cannon ran out of ammo, and the Hulk said, "Empty.. I
really liked that great Ba-Choom noise."
Note, I don't remember the quote directly, just the general idea. :)
-Nic
+-------------------------------------------------+
| naneiden@iswest.com |
| http://www.iswest.com/~naneiden/ |
| "Kame...hame..ha!" - Goku, Gohan & Goten |
+-------------------------------------------------+
From ???@??? Wed May 21 20:28:03 1997
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Date: Wed, 21 May 1997 11:31:44 -0500
From: ludator@softfarm.com (Bryan Berggren)
Subject: Re: Flavor Lines!
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At 10:56 AM 5/21/97 -0700, Nic Neidenbach wrote:
>One of my favorites is from an issue of the Hulk where he was on a
>battlefield, carrying a huge energy cannon over his shoulder. The gun made
>this huge Ba-Chooom! noise whenever it fired.
>
>At one point, the cannon ran out of ammo, and the Hulk said, "Empty.. I
>really liked that great Ba-Choom noise."
>
>Note, I don't remember the quote directly, just the general idea. :)
Ah, it's nice to see someone else remembering the classics. ;] A group I
used to play with officially renamed the VIPER Mauler cannon the "Ba-choom
Gun" after this issue came out.
--
Vox 25:17, Patron Saint of Gadflies
+-----------------------------------------------------------------+
| Files corrupt; absolute files corrupt absolutely. |
+-----------------------------------------------------------------+
Visit the SoapVox at http://www.io.com/~angilas/soapvox.html
From ???@??? Wed May 21 20:28:05 1997
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From: "Lisa Hartjes" <psyche@ionsys.com>
Subject: Re: Flavor Lines!
Date: Wed, 21 May 1997 15:40:25 -0400
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>One of my favorites is from an issue of the Hulk where he was on a
>battlefield, carrying a huge energy cannon over his shoulder. The gun
>made this huge Ba-Chooom! noise whenever it fired.
>
>At one point, the cannon ran out of ammo, and the Hulk said, "Empty.. I
>really liked that great Ba-Choom noise."
>
>Note, I don't remember the quote directly, just the general idea. :)
Then there's always the "THOOMP!!" noise which became so loved (or rather
we loved to hate it) in one of our campaigns. It was the sound of one of
the bad guy's Entangle attacks - a huge shotgun-like weapon that when it
shot the Entangle made that noise. By the end of the campaign, just making
that noise was enough to make us cringe and look for cover. :)
Lisa Hartjes
psyche@ionsys.com
Home: http://www.ionsys.com/~psyche
Work: http://web.idirect.com/~ncg
From ???@??? Wed May 21 20:28:06 1997
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Date: Wed, 21 May 1997 13:58:52 -0700 (PDT)
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From: Bob Greenwade <bob.greenwade@klock.com>
Subject: Re: Flavor Lines!
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At 10:02 AM 5/21/97 -0700, Jim wrote:
>Hi everyone! I am gettting a final draft of my HeroDeck ready for
web-publishing, and thought I'd add a flavor line to the cards so that with
each card comes a "traditional" comic book sound, like
>
> T H W A A P! KA-BOOM!
>
>or others like that.
>
>I'm interested in collecting as many differect Comic Book Sounds as
possible, from Big Hit Sounds, to Big MISS sounds... to "I'm Stunned" kind
of sounds, etc.
Big Hit Sounds: Bang! Bop! Crunch! Dong! Kazow! Klang! Ouch! Pow!
Strike! Wham! Whang! Zap! Zowie!
Big Miss Sounds: Airball! Whizz! Whoosh!
Sounds of Pain: Gnungh! Homna-homna... Ohhh... Ouch!
>I remember people were exchanging this some time ago on the list, but I
can't find them anywhere.
Really? I don't remember it, but maybe I was off the list at the time....
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Subject: Re: Flavor Lines!
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At 01:30 PM 5/21/97 -0400, Bill Svitavsky wrote:
>You should check out the Dictionary of Comic Book words at
>http://www.intergate.bc.ca/business/kjohn. Not only is it a great
>collection of sound effect words, it cites where & when they were
>(first?) used!
I checked this link, and got a "Not Found" error. Are you sure this is
accurate? (I'm very interested in this one, Bill!) :-]
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Date: Wed, 21 May 1997 17:06:30 -0400 (EDT)
From: Michael Surbrook <susano@access.digex.net>
cc: champ-l@omg.org
Subject: Re: Flavor Lines!
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On Wed, 21 May 1997, Bob Greenwade wrote:
> At 01:30 PM 5/21/97 -0400, Bill Svitavsky wrote:
> >You should check out the Dictionary of Comic Book words at
> >http://www.intergate.bc.ca/business/kjohn. Not only is it a great
> >collection of sound effect words, it cites where & when they were
> >(first?) used!
>
> I checked this link, and got a "Not Found" error. Are you sure this is
> accurate? (I'm very interested in this one, Bill!) :-]
Yes, the address works, I went there. Make sure the end of the address
reads "kjohn" and not "kjohn." Not the period that shouldn't be used.
***************************************************************************
* "'Cause I'm the god of destruction, that's why!" - Susano Orbatos,Orion *
* Michael Surbrook / susano@access.digex.net *
* Attacked Mystification Police / AD Police / ESWAT *
* Society for Creative Anachronism / House ap Gwystl / Company of St.Mark *
***************************************************************************
From ???@??? Wed May 21 20:28:09 1997
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From: Bob Greenwade <bob.greenwade@klock.com>
Subject: Re: Humor (slightly off topic) Long
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At 11:50 PM 5/20/97 -0600, Curtis Gibson wrote:
>I know this is a little off topic but I thought the list at large would
>like this....
This is only marginally off topic, and we're on a light spell right now,
so why not? :-]
>You might be a gamer if...
>
>...losing your dice bag would be a serious financial blow.
>
> ... " what do you mean dice bag ?" ( singular )
... losing your dice bag *was* a serious financial blow.
>...you talk about your characters as if they are real people.
... your characters talk about you as if you aren't.
>...you consider Altoids, Salt-&-Vinegar chips, and blue Teeni Hugs a
>balanced diet. (or even an acceptable combination.)
>
> ...pizza, Coke, cheese puffs, and Sanex
>
> ...pringles, chocolet covered penuts, and moutain dew
Pepsi, bubble gum, Snickers, and egg foo yung. (At the Game Alliance of
Salem, these were the Four Basic Food Groups.)
>...the phrase "Collect Call of Cthulhu" brings back fond memories.
...you own a "Cthulhu for President" bumper sticker.
>...you've thought of four or five additions to this list.
No comment. :-]
>...someone is attempting to explain the floor plan of a building to you
>and
>you immediately start thinking in terms of 10x10 squares...or 6'x6'
>hexes.
>
> ...Or in terms of loot and monsters.
...you see a traffic cop parked by the side of the road and you immediately
recognize his radar gun as Sense Movement, at Range, Discriminatory, OAF,
Single Target Only (-1).
...you know what all of that meant.
...a bully starts harassing you and, just in case it comes to blows, you
immediately try to Find Weakness on him.
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Date: Wed, 21 May 1997 14:47:35 -0700 (PDT)
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From: Bob Greenwade <bob.greenwade@klock.com>
Subject: Re: Flavor Lines!
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At 05:06 PM 5/21/97 -0400, Michael Surbrook wrote:
>On Wed, 21 May 1997, Bob Greenwade wrote:
>> At 01:30 PM 5/21/97 -0400, Bill Svitavsky wrote:
>> >You should check out the Dictionary of Comic Book words at
>> >http://www.intergate.bc.ca/business/kjohn. Not only is it a great
>> >collection of sound effect words, it cites where & when they were
>> >(first?) used!
>>
>> I checked this link, and got a "Not Found" error. Are you sure this is
>> accurate? (I'm very interested in this one, Bill!) :-]
>
>Yes, the address works, I went there. Make sure the end of the address
>reads "kjohn" and not "kjohn." Not the period that shouldn't be used.
That was the problem, all right. I was using Eudora Light, and just
feeding the link directly to Netscape as you'd typed it. I tried it again
just how using the Copy feature, and I got it. Thanks. :-]
---
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From ???@??? Wed May 21 20:28:12 1997
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From: Daniel Rothman <drothman@bah.com>
cc: champ-l@omg.org
Subject: Re: Flavor Lines!
In-Reply-To: <1.5.4.16.19970521134905.3fcf1876@klock.com>
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On Wed, 21 May 1997, Bob Greenwade wrote:
> At 05:06 PM 5/21/97 -0400, Michael Surbrook wrote:
> >On Wed, 21 May 1997, Bob Greenwade wrote:
> >> At 01:30 PM 5/21/97 -0400, Bill Svitavsky wrote:
> >> >You should check out the Dictionary of Comic Book words at
> >> >http://www.intergate.bc.ca/business/kjohn. Not only is it a great
> >> >collection of sound effect words, it cites where & when they were
> >> >(first?) used!
> >>
> >> I checked this link, and got a "Not Found" error. Are you sure this is
> >> accurate? (I'm very interested in this one, Bill!) :-]
> >
> >Yes, the address works, I went there. Make sure the end of the address
> >reads "kjohn" and not "kjohn." Not the period that shouldn't be used.
>
> That was the problem, all right. I was using Eudora Light, and just
> feeding the link directly to Netscape as you'd typed it. I tried it again
> just how using the Copy feature, and I got it. Thanks. :-]
You might be a geek if:
...you edited the URL correctly when you copied it, without realizing it
From ???@??? Wed May 21 20:28:13 1997
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Subject: borg
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Has anyone done a write-up of the different races from star trek, such as
vulcans, klingons, the borg, ect???
If so could you please send them to me at koko@tir.com when you get a chance?
Thanks.
koko@tir.com
From ???@??? Wed May 21 22:46:51 1997
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Date: Wed, 21 May 1997 21:32:20 -0400 (EDT)
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Subject: Re: Flavor Lines!
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Okay, to bring the intellectual level of this DOWN (if you can believe it) in
an early issue of DC's Captain Carrot and his Amazing Zoo Crew, CC flies by
this huge Mecha-ish creature (the Crew was dimension hopping IIRC) and hits
it as he goes by (this is after several of the other Crew members have gone
down to this critter {or just before they do . . .}) and the sound effect is
HIT!!!! and CC thinks: "hit?"
BeerCarboy@AOL.com Carter Humphrey
From ???@??? Thu May 22 19:22:16 1997
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From: Rob <rvb@visi.com>
Subject: Re: Flavor Lines
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Not that it competes with an entire website, but one of my personal
favourite "sounds of pain", from, of course, the Hulk (vs. UFO Ray) being
shot in the back with a massive energy attack:
"Aaaarrrgggghhh! Higher! Higher! To the left! Ah. That's better."
(Or words to that effect.)
From ???@??? Thu May 22 19:22:27 1997
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Date: Thu, 22 May 1997 10:58:31 -0400 (EDT)
From: Bill Svitavsky <bsvitavs@bu.edu>
Reply-To: Bill Svitavsky <bsvitavs@bu.edu>
Subject: Re: Flavor Lines!
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On Wed, 21 May 1997 BeerCarboy@aol.com wrote:
> Okay, to bring the intellectual level of this DOWN (if you can believe it) in
> an early issue of DC's Captain Carrot and his Amazing Zoo Crew, CC flies by
> this huge Mecha-ish creature (the Crew was dimension hopping IIRC) and hits
> it as he goes by (this is after several of the other Crew members have gone
> down to this critter {or just before they do . . .}) and the sound effect is
> HIT!!!! and CC thinks: "hit?"
>
One of my favorite uses of a sound effect was back in the great
Levitz/Giffen run on the Legion of Super-Heroes. As I recall the scene,
Wildfire's girlfriend Dawnstar had just left him, largely due to the fact
that his body was composed of formless energy. In frustration, Wildfire
blew himself up, destroying his containment suit. The sound effect to the
explosion, written in large sound effect letters, was "DAMN!"
From ???@??? Thu May 22 19:22:28 1997
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Subject: [Fwd: You might be a gamer if...]
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The fwd. part is a friends own extra addings to the list.
You might be a gamer if........
You have ever told your girlfriend that you will be back in a segment.
you have ever actually held a martial arts tounament just to see if
people really only have a 2-4 Spd.
you still own a first ed. of some old gaming book even though you know
that you will never use it.
you have the same character written up once in enough systems to
wallpaper your bathroom.
you know that if you want to run a 6hr. game to make it 9hrs so that
you can actually play for 6.
Ah there are so many more........
Return-Path: <chenszu@juno.com>
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Date: Wed, 9 Apr 1997 01:12:12 PST
Subject: You might be a gamer if...
Message-ID: <19970409.011213.7110.1.chenszu@juno.com>
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From: chenszu@juno.com (Jennifer J O'Malley)
1) Every person that you have ever dated games.
2) You met your current love interest AT a game.
3) You still game with your ex(s).
4) You have a prepared speech in defense of gaming.
5) You're told your parents more than once that gaming has nothing to do
with Satanism.
6) You've watched children on a playground, and decided that they have
phantom hit points.
7) You've looked at everyday objects, say a very large Shakespeare book,
and decided how much damage it would inflict if used as a melee weapon.
8) You say things like, "I'm taking damage", when something upsets your
sensibilities.
9) You're ever said anything like, "Man, I have an 8 Dex", when you trip
or fall.
10) Your dice bag CAN be used as a melee weapon.
From ???@??? Thu May 22 19:22:31 1997
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From: "Richard D. Bergstresser Jr." <richberg@erols.com>
Date: Thu, 22 May 1997 14:45:01 -0400
Subject: Re: Flavor Lines!
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herolist wrote:
>
> From: Bill Svitavsky <bsvitavs@bu.edu>
> Reply-To: Bill Svitavsky <bsvitavs@bu.edu>
> Subject: Re: Flavor Lines!
> To: champ-l@omg.org
>
> On Wed, 21 May 1997 BeerCarboy@aol.com wrote:
>
> > Okay, to bring the intellectual level of this DOWN (if you can believe it) in
> > an early issue of DC's Captain Carrot and his Amazing Zoo Crew, CC flies by
> > this huge Mecha-ish creature (the Crew was dimension hopping IIRC) and hits
> > it as he goes by (this is after several of the other Crew members have gone
> > down to this critter {or just before they do . . .}) and the sound effect is
> > HIT!!!! and CC thinks: "hit?"
> >
>
> One of my favorite uses of a sound effect was back in the great
> Levitz/Giffen run on the Legion of Super-Heroes. As I recall the scene,
> Wildfire's girlfriend Dawnstar had just left him, largely due to the fact
> that his body was composed of formless energy. In frustration, Wildfire
> blew himself up, destroying his containment suit. The sound effect to the
> explosion, written in large sound effect letters, was "DAMN!"
I remember a Nightcrawler story that was vaguely derivative of Burroughs'
John Carter books. In it, when a airship exploded the sound effect was "BARSOOM".
I was definately ROTFL.
From ???@??? Thu May 22 19:22:33 1997
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Cc: champ-l@omg.org
Date: Wed, 21 May 1997 13:16:43 -0700
Subject: Real Martial Arts
Message-ID: <19970522.122742.4726.0.TamOlyn@juno.com>
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From: tamolyn@juno.com (Michael S Mears)
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All right.
Since I have been told now on several occasions that I should not write
"one-liners", I will now lecture at length. I have tried to respond
succinctly in the past, as is my wont. However, in the interests of
polite discourse, I will curb my tendency not to wander.
I have been studying the martial arts since I was five years old. I
have, in that time, studied Kodokan judo, Shotokan karate, two different
schools of Kempo, Tae Kwon Do, Hapkido, and Jeet Kune Do. I have also
fenced, boxed, and wrestled.
I get sick of people who don't know speaking.
1. Before you use any grappling attack, you must have your opponent
off-guard. No, you do not simply shoot on a Thai-boxer. However, when
the opportunity arises, taking a Thai-boxer to the ground is your optimal
strategy.
2. If you study only kicking, or only punching, or only wrestling, you
are a sucker. You _must_ expand your ability. The aforementioned
Thai-boxer, if he had wrestling experience, would be able to counter a
shoot, or escape from the ground, in order to continue to use his boxing
skills.
3. No one art has the answers. If one art had all the answers, no one
would study anything else.
4. Jeet Kune Do is a concept, not an art. Students are encouraged to
study other arts, and incorporate useful concepts and movements. In a
sense, JKD is the only scientific approach to the martial arts. Too many
people take their martial arts on faith, without applying their reason to
what is taught. They get into endless arguments about whose art is
better that resemble religious arguments, because neither side has any
basis for argument other than faith. De gustibus non disputatem est.
5. If you don't apply reason to your art, then you will lose to someone
who does. If you take your art on faith, without question, you will lose
to someone who makes a rational inquiry. You get locked into patterns
and are at the mercy of someone trained to break those patterns. It is
for this reason that JKD has no forms.
6. It is extremely difficult to translate real fighting into a
role-playing game. Even Hero, which does it well, does not cover most of
the problems. In fact, it probably should not, as real fighting is an
intellectual exercise that requires too much work for someone who is, in
essence, at play.
7. If you don't try to gauge your opponent, you suffer from what
Clausewitz called "the fog of war." You must try, as much as possible,
to _out-think_ an enemy -- especially one you cannot beat toe-to-toe.
Michael Scott Mears
TamOlyn@juno.com
SB,>--
From ???@??? Thu May 22 19:22:34 1997
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Date: Thu, 22 May 1997 14:36:21 -0700
From: Mark Lemming <icepirat@ix.netcom.com>
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Michael S Mears wrote:
<Michael's experience snipped.>
> 1. Before you use any grappling attack, you must have your opponent
> off-guard. No, you do not simply shoot on a Thai-boxer. However, when
> the opportunity arises, taking a Thai-boxer to the ground is your optimal
> strategy.
When I first saw "shoot" as a term on the list, I thought whoever said
it meant shoot their legs with a gun...
> 4. Jeet Kune Do is a concept, not an art. Students are encouraged to
> study other arts, and incorporate useful concepts and movements. In a
> sense, JKD is the only scientific approach to the martial arts.
American Kenpo does a lot with the scientific approach. I would say it's
more the student & the instructor that determine how much tradition and
how much thinking go into learning an art.
<The rest of Michael's comments agreed with and snipped.>
-Mark
From ???@??? Thu May 22 21:31:08 1997
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From: Curt Hicks <exucurt@exu.ericsson.se>
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Date: Thu, 22 May 1997 18:17:23 -0500 (CDT)
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Subject: CHAR: The Sleeper
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Shape - shift persistent, no conscious control as to change.
After asking for a sleeper writeup, I remembered that I had actually
made one up. What I did was give the cosmic power pool with limitations,
then give an activation roll for every 10 points, in order to simulate
the range of powers. Then I gave physical limitations and distinctive
features with a 'activation roll' to simulate occasional joker disadvantages,
and decreased the points for the disadvantages appropriately.
Curt Hicks
>
> On Wed, 21 May 1997, Joe Mucchiello wrote:
>
> > Alright, I don't know the books, but from the description Michael Surbrook
> > gave he seems simple. One power:
> >
> > VPP (100-300 base, however powerful he needs to be, you know the books, you
> > tell me) Cosmic(+1), Can only change between games (-1/2), No Conscious
> > Control (-2).
> >
> > Throw in the LS: Needs no sleep (-1/2 plot device limitation)
>
> The problem is, is that the Sleeper changes *completely* each time he
> wakes. It's more like a 'cosmic' multiform, in which there are an
> infinate number of forms, each usable only once. There is also the fact
> that Sleeper can be anywhere from 50 to 500 points when he wakes up.
>
> He's a great 'plot' device character, and certainly a GM's dream, but I'd
> never really allow him as a PC... too much of a head ache, and his falling
> asleep for weeks at a time certainly would make including him into
> adventures difficult.
>
From ???@??? Thu May 22 22:16:20 1997
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Date: Thu, 22 May 1997 21:32:11 -0400
From: Joe Mucchiello <why@mars.superlink.net>
Subject: Re: CHAR: The Sleeper
Cc: champ-l@omg.org
In-Reply-To: <Pine.SUN.3.96.970521103021.21919C-100000@access5.digex>
>
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At 10:38 AM 5/21/97 -0400, Michael Surbrook wrote:
>On Wed, 21 May 1997, Joe Mucchiello wrote:
>
>> Alright, I don't know the books, but from the description Michael Surbrook
>> gave he seems simple. One power:
>>
>> VPP (100-300 base, however powerful he needs to be, you know the books, you
>> tell me) Cosmic(+1), Can only change between games (-1/2), No Conscious
>> Control (-2).
>>
>> Throw in the LS: Needs no sleep (-1/2 plot device limitation)
>
>The problem is, is that the Sleeper changes *completely* each time he
How does VPP not handle "changes *completely*"? Are you following the
silly rule that you can't put characteristics in a VPP? Then buy all of
his (her?) stats up to 100 and put a -1 limitation on the stats "Only
available in some forms." (use activation as a guideline: if his STR is
>20 all the time, you have no lim. if STR >30 ~90% of the time assume -1/4
on the 10 points from 21-30. if STR >40 ~75% assume -1/2 on these 10
points, etc. Personally, I would just put a simple -1 or something on the
whole stat which includes the -1/4 only this hero ID.)
>wakes. It's more like a 'cosmic' multiform, in which there are an
>infinate number of forms, each usable only once.
That's what No Conscious Control does for the VPP.
> There is also the fact
>that Sleeper can be anywhere from 50 to 500 points when he wakes up.
okay, so the VPP is 500 base points.
>He's a great 'plot' device character, and certainly a GM's dream, but I'd
>never really allow him as a PC... too much of a head ache, and his falling
>asleep for weeks at a time certainly would make including him into
>adventures difficult.
But he makes a great visiting-player-needs-a-character character.
From ???@??? Sat May 24 12:13:24 1997
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From: jonesmj@topaz.cqu.edu.au
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you do the same!!! they share a common ancestry, nothing more. it is just plain stupid to think they are in any way related.
At 03:04 AM 5/20/97 +0000, you wrote:
>I beg to differ. Read the alt.rec.martial-arts FAQ. Read the history of
>Judo and Jujitsu.
>
>At 02:36 PM 5/20/9
From ???@??? Sat May 24 12:13:25 1997
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At 07:05 PM 5/21/97 +0200, you wrote:
>On Tue, 20 May 1997 jonesmj@topaz.cqu.edu.au wrote:
>
>> >Um, just to point out something, judo is the sport form of juijitsu.
>> >
>> WRONG. jujitsu is a completly different art, and not nearly as effective.
>
>Oh. So the fact that all judoka admit/actively say that their form, judo,
>is a toned-down, less lethal "sport" version of jujitsu is insignificant,
>next to your total knowledge of jujitsu and judo?
>
>
ALL? WOW!! i must be talking to a real live psycic!! such comments are over simplified, and do not take into account the FUNCTIONS of the styles, only their origins.
From ???@??? Sat May 24 12:13:26 1997
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WRONG AGAIN! the kido styles originated in korea, and were ripped off from the japanese.
it is not the 'sport form'- there is hardly any relationship at all.
At 03:38 AM 5/20/97 +0000, you wrote:
>At 02:36 PM 5/20/97 +1000, jonesmj@topaz.cqu.edu.au wrote:
>>At 01:27 AM 5/19/97 +0000, you wrote:
>>>At 10:58 AM 5/17/97 +1000, jonesmj@topaz.cqu.edu.au wrote:
>>>>how about thai, cross-trained with judo? the best fighter is always a
>>>hybrid, and i don't mean those fat boys in the ucf who pretend they can
>kick.
>>>
>>>Um, just to point out something, judo is the sport form of juijitsu.
>>>
>>WRONG. jujitsu is a completly different art, and not nearly as effective.
>
>Well, gee aren't you just captain kung fu? Judo was derived from juijitsu
>in the 1800s. Juijitsu is the form from which Judo, Aikido and Hapkido all
>came.
>
>From the alt.rec.martial-arts FAQ:
>"Judo is derived from Jujutsu (see Jujutsu). It was created by Professor
>Jigoro Kano who was born in Japan in 1860 and who died in 1938 after a
>lifetime of promoting Judo. Mastering several styles of jujutsu in his
>youth he began to develop his own system based on modern sports principles.
>In 1882 he founded the Kodokan Judo Institute in Tokyo where he began
>teaching and which still is the international authority for Judo. The name
>Judo was chosen because it means the "gentle way". Kano emphasised the
>larger educational value of training in attack and defense so that it could
>be a path or way of life that all people could participate in and benefit
>from. He eliminated some of the traditional jujutsu techniques and changed
>training methods so that most of the moves could be done with full force to
>create a decisive victory without injury. "
>
and hence created a different art!
>Gee, create a decisive victory without injury? Sounds like a sport to me.
WRONG. are you suggesting tear gas is a sport?
and the idea is so it can be practiced effectivley without limiting its potential.
>I get really sick of all the "my Flowering Pig kungfu is better than your
>Festering Boil style." No one style is the be all end all of Martial Arts.
> Every move has a counter move and many factors apply to the outcome of a
>fight. Strength and resistance to pain are two of the greatest, as are the
>rules of contact. How do you think Mike Tyson was able to defeat more
>technical fighters? ALL styles have their strengths AND weaknesses.
>
yes. but there ARE more and less practical styles!
>There is also the factor of the instuctor's teaching style. You may find
>that dojo A of, say, Tae Kwon Do, is nothing more than preparation for
>sport competition and dojo B teaches the asthetics and philosophy of Tae
>Kwon Do. Which is better? Depends on the individual taking the
>instruction. Any supergrand master can be defeated. Royce Gracie has been
>defeated, big deal.
>
>
*sigh* the priginal question reguarded practical fightiing techniques tought to
agents.
From ???@??? Sat May 24 12:13:28 1997
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Date: Fri, 23 May 1997 13:45:40 +1000
Date-warning: Date header was inserted by topaz.cqu.edu.au
Subject: Re: Real Martial Arts
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At 02:36 PM 5/22/97 -0700, you wrote:
>Michael S Mears wrote:
>
><Michael's experience snipped.>
>
>> 1. Before you use any grappling attack, you must have your opponent
>> off-guard. No, you do not simply shoot on a Thai-boxer. However, when
>> the opportunity arises, taking a Thai-boxer to the ground is your optimal
>> strategy.
>
>When I first saw "shoot" as a term on the list, I thought whoever said
>it meant shoot their legs with a gun...
>
>
>> 4. Jeet Kune Do is a concept, not an art. Students are encouraged to
>> study other arts, and incorporate useful concepts and movements. In a
>> sense, JKD is the only scientific approach to the martial arts.
>
>American Kenpo does a lot with the scientific approach. I would say it's
>more the student & the instructor that determine how much tradition and
>how much thinking go into learning an art.
>
all styl;es are scientific. but some people are elitist with their views, such as the boys at most JKD styles.
><The rest of Michael's comments agreed with and snipped.>
>
>-Mark
>
From ???@??? Sat May 24 12:13:29 1997
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Date: Thu, 22 May 1997 23:05:40 -0500
From: Todd Hanson <badtodd@dacmail.net>
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Subject: Re: real world martial art
References: <1.5.4.16.19970523132755.10afac28@topaz.cqu.edu.au>
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Mr Jones,
If you feel you just HAVE to flame somebody, do it in private email.
The rest of us don't need to see your immature rantings.
And yes, I know I'm being a hypocrite sending this to the list, but
every time I've sent private email to Mr Jones in the past, he has
echoed it back to the list ANYWAY, so I figured I would save him the
step.
Todd
jonesmj@topaz.cqu.edu.au wrote:
>
> you do the same!!! they share a common ancestry, nothing more. it is just plain stupid to think they are in any way related.
>
> At 03:04 AM 5/20/97 +0000, you wrote:
> >I beg to differ. Read the alt.rec.martial-arts FAQ. Read the history of
> >Judo and Jujitsu.
> >
> >At 02:36 PM 5/20/9
From ???@??? Sat May 24 12:13:53 1997
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Date: Fri, 23 May 1997 08:54:32 -0400 (EDT)
From: Michael Surbrook <susano@access.digex.net>
cc: Hero Character Adaption <catdrag@vnet.net&> champion@cyberhighway.net,
Champions Character List <deejay@cu-online.com&>
greenlucifer@geocities.com, jdriscol@vt.edu,
Rob Rutherford <mirage@hpserv.keh.utulsa.edu&> sourdust@ix.netcom.com,
robertni@us.ibm.com, teriaca@omnifest.uwm.edu, vances@sympatico.ca,
Weasel Attack!!! <weasel-patrol@otd.com>
Subject: CHAR: Fadeout
Message-ID: <Pine.SUN.3.96.970523085328.6722F-100000@access2.digex.net>
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FADEOUT
(Philip Cunningham)
Designers Notes:
Fadeout is tall and athletic, standing 6' and weighing 170 lbs. He is
blonde and blue eyed, with handsome features and excellent taste in
clothing. His power is the ability to turn invisible. It should be noted
that his the 'fringe' effect on his invisibility is not a fringe outlining
his body, but the fact that he must keep his eyes visible in order to see.
He can make his eyes invisible, and lose the fringe effect, but he will
also be blind as well.
The Character:
STAT VAL COST
Str 13 3
Dex 16 18
Con 15 10
Body 13 6
Int 18 8
Ego 14 8
Pre 15 5
Com 14 2
PD 6 3
ED 4 1
Spd 4 14
Rec 6 0
End 30 0
Stun 28 0
Char Total 78
Power Total 132
Total Cost 210
COST POWERS & SKILLS
MA: Kung Fu
4 Block +2 OCV +2 DCV Block, Abort
4 Dodge +0 OCV +5 DCV Dodge vs All, Abort
4 Escape +0 OCV +0 DCV 28 STR vs Grabs
5 Kick -2 OCV +1 DCV 6 1/2d6 Strike
3 Legsweep +2 OCV -1 DCV 3 1/2d6 Strike; Target Falls
4 Punch +0 OCV +2 DCV 4 1/2d6 Strike
45 Invisibility: Sight Group, 0 END
6 Enhanced Perception: Hearing +3
3 Contact: Kien Phuc 12-
5 Wealth
5 Breakfall 13-
3 High Society 12-
2 KS: Kung Fu 11-
3 KS: Shadow Fist Society 13-
4 KS: Yoga 14-
7 Lockpicking 14-
3 Persuasion 12-
3 Security Systems 13-
11 Stealth 16-
5 Streetwise 13-
3 SL: +1 with all PRE skills
Disadvantages
100 Base
15 Psych: Greedy
15 Psych: Very ambitious
10 Watched: Shadowfist Society (MoPow) 11-
65 Experience
(Fadeout created by George R R Martin, character sheet created by Michael
Surbrook)
***************************************************************************
* "'Cause I'm the god of destruction, that's why!" - Susano Orbatos,Orion *
* Michael Surbrook / susano@access.digex.net *
* Attacked Mystification Police / AD Police / ESWAT *
* Society for Creative Anachronism / House ap Gwystl / Company of St.Mark *
***************************************************************************
From ???@??? Sat May 24 12:13:55 1997
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Date: Fri, 23 May 1997 08:49:36 -0400 (EDT)
From: Michael Surbrook <susano@access.digex.net>
cc: champ-l@omg.org
Subject: Re: real world martial art
In-Reply-To: <1.5.4.16.19970523133746.276f733c@topaz.cqu.edu.au>
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I got a great idea: Let's drop the argument of which martial art style is
best, and get back to discussing Champions and the Hero System, or at the
very least, some *more* related to comic books.
***************************************************************************
* "'Cause I'm the god of destruction, that's why!" - Susano Orbatos,Orion *
* Michael Surbrook / susano@access.digex.net *
* Attacked Mystification Police / AD Police / ESWAT *
* Society for Creative Anachronism / House ap Gwystl / Company of St.Mark *
***************************************************************************
From ???@??? Sat May 24 12:13:56 1997
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Date: Fri, 23 May 1997 08:52:33 -0400 (EDT)
From: Michael Surbrook <susano@access.digex.net>
cc: Hero Character Adaption <catdrag@vnet.net&> champion@cyberhighway.net,
Champions Character List <deejay@cu-online.com&>
greenlucifer@geocities.com, jdriscol@vt.edu,
Rob Rutherford <mirage@hpserv.keh.utulsa.edu&> sourdust@ix.netcom.com,
robertni@us.ibm.com, teriaca@omnifest.uwm.edu, vances@sympatico.ca,
Weasel Attack!!! <weasel-patrol@otd.com>
Subject: CHAR: Cyclone
Message-ID: <Pine.SUN.3.96.970523085115.6722E-100000@access2.digex.net>
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CYCLONE
(Vernon Henry Carlysle)
Designers Notes:
Cyclone is moderatly tall and muscular, standing 5'11" and weighing 170
lbs. A well known ace from the West Coast, he possess the abilty to
create and control winds. Thus, he can fly, generate powerful wind gusts,
pick up objects, are create a defensive shield. He has a daughter,
Mistral, with virtually the same powers as himself.
The Character:
STAT VAL COST
Str 13 3
Dex 17 21
Con 18 16
Body 12 4
Int 15 5
Ego 13 6
Pre 18 8
Com 18 4
PD 6 3
ED 5 1
Spd 4 13
Rec 9 0
End 46 5
Stun 30 2
Char Total 91
Power Total 211
Total Cost 302
COST POWERS & SKILLS
30 EC: Air Control
30 12d6 EB (physical), END 6
40 8d6 EB, (physical), Double KB, END 7
23 35 STR TK, 1/2 END, Requires large amounts of avaliable air, can
only really be used outside (-1/2), END 3
20 20 PD/ED Force Field, 1/2 END, +2 DCV, Requires large amounts of
avaliable air, can only really be used outside (-1/2), END 2
20 24" Flight (48" noncombat), 1/2 END, Requires large amounts of
avaliable air, can only really be used outside (-1/2), END 2
9 Armor: 6 DEF, Act 14-, OIF: Body Armor
3 IR Vision, OIF: Helmet
1 Radio Hearing, OIF: Helmet
3 Bureacratics 13-
7 High Society 15-
3 KS: Golfing 12-
3 PS: Play golf 12-
1 TF: Parachute
5 Trading 14-
1 WF: Shotguns
12 CSL: +4 with Wind Control EC
Disadvantages
100 Base
15 Psych: Egotistical
15 Psych: Glory hound, likes to be in the media eye
10 Public ID
157 Experience
(Cyclone created by Steve Perrin, character sheet created by Michael
Surbrook)
***************************************************************************
* "'Cause I'm the god of destruction, that's why!" - Susano Orbatos,Orion *
* Michael Surbrook / susano@access.digex.net *
* Attacked Mystification Police / AD Police / ESWAT *
* Society for Creative Anachronism / House ap Gwystl / Company of St.Mark *
***************************************************************************
From ???@??? Sat May 24 12:13:58 1997
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Date: Fri, 23 May 1997 08:56:42 -0400 (EDT)
From: Michael Surbrook <susano@access.digex.net>
cc: Hero Character Adaption <catdrag@vnet.net&> champion@cyberhighway.net,
Champions Character List <deejay@cu-online.com&>
greenlucifer@geocities.com, jdriscol@vt.edu,
Rob Rutherford <mirage@hpserv.keh.utulsa.edu&> sourdust@ix.netcom.com,
robertni@us.ibm.com, teriaca@omnifest.uwm.edu, vances@sympatico.ca,
Weasel Attack!!! <weasel-patrol@otd.com>
Subject: CHAR: Gimili
Message-ID: <Pine.SUN.3.96.970523085527.6722G-100000@access2.digex.net>
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GIMILI
(Tom Miller)
Designers Notes:
Gimili is a short, barrel-shested joker dwarf. He stands 4' tall and
weighs 130 lbs, with powerfully built arms and legs. His hair is thick
and reddish brown. Gimili is a very angry individual, and tends to prefer
radical politics and extreme measures when fighting for joker's rights.
The Character:
STAT VAL COST
Str 20 10
Dex 15 15
Con 20 20
Body 15 10
Int 14 4
Ego 14 8
Pre 18 8
Com 10 0
PD 8 4
ED 6 2
Spd 3 5
Rec 8 0
End 40 0
Stun 35 0
Char Total 86
Power Total 20
Total Cost 106
COST POWERS & SKILLS
3 Contact: Jokers for a Just Society 12-
4 KS: Politics 13-
3 Oratory 13-
3 Persuasion 13-
3 Streetwise 13-
1 WF: Pistols
3 CSL: +1 with Block, Grab, Punch
Disadvantages
100 Base
15 DF: Short, barrel chested joker
10 Phys: Dwarfism, 4' tall, 130 lbs
10 Psych: Despises 'normals'
10 Psych: Bad tempered
15 Rep: Violent joker terrorist (ext) 11-
(Gimili created by Stephen Leigh, character sheet created by Michael
Surbrook)
***************************************************************************
* "'Cause I'm the god of destruction, that's why!" - Susano Orbatos,Orion *
* Michael Surbrook / susano@access.digex.net *
* Attacked Mystification Police / AD Police / ESWAT *
* Society for Creative Anachronism / House ap Gwystl / Company of St.Mark *
***************************************************************************
From ???@??? Sat May 24 12:13:59 1997
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Date: Fri, 23 May 1997 08:59:48 -0400 (EDT)
From: Michael Surbrook <susano@access.digex.net>
cc: Hero Character Adaption <catdrag@vnet.net&> champion@cyberhighway.net,
Champions Character List <deejay@cu-online.com&>
greenlucifer@geocities.com, jdriscol@vt.edu,
Rob Rutherford <mirage@hpserv.keh.utulsa.edu&> sourdust@ix.netcom.com,
robertni@us.ibm.com, teriaca@omnifest.uwm.edu, vances@sympatico.ca,
Weasel Attack!!! <weasel-patrol@otd.com>
Subject: CHAR: Mackie Messer
Message-ID: <Pine.SUN.3.96.970523085727.6722H-100000@access2.digex.net>
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X-UID: 12
MACKIE MESSER
(Detlev Mackintosh aka 'Mack the Knife')
Designers Notes:
Mackie is a thin, pale, hunchbacked little man. He stands 5'7" and weighs
all of 125 lbs. He has straw colored hair, sunken cheeks, bad skin, and
is prone to facial tics. He is usually very scruffily dressed.
Unfortunatly, Mackie also happens to be a very potent ace. His power is
the ability to resonate his body's molecular structure, allowing him to
walk through walls, as well as granting him the ability to make his hands
vibrate so rapidly that they can cut through anything. Note that Mackie
can use this power while remaning Desolid. Also note his Damage Shield,
which represents his using his vibrating hands to block an opponent's
strikes.
The Character:
STAT VAL COST
Str 8 -2
Dex 9 -3
Con 14 8
Body 12 4
Int 10 0
Ego 10 0
Pre 10 0
Com 8 -1
PD 4 2
ED 4 1
Spd 3 11
Rec 5 0
End 28 0
Stun 21 0
Char Total 20
Power Total 316
Total Cost 336
COST POWERS & SKILLS
135 3d6 HKA, AP, Penetrating, Affects Solid, 0 END, Not vs Force
Fields (-1/2)
56 1 1/2d6 RKA, Penetrating, Damage Shield, Affects Solid, 0 END, Not
vs Force Fields (-1/2), Must be aware of attack (-1/2)
60 Desolidification: Affected by vibrational, sonic powers, 1/2 END,
END 2
24 STR Affects Solid, 0 END
3 Ambidexterity
3 Contact: Senator Greg Hartman 12-
1 KS: Politics 8-
1 KS: Scrounging 8-
9 Streetwise 14-
1 Survival (city streets) 8-
3 Lang: English (German native)
20 CSL: +4 with HTH
Disadvantages
100 Base
10 DF: Thin, pallid hunchback
20 Psych: Hates just about everyone (Jews, jokers, homosexuals,
homeless, the rich)
15 Psych: Sadistic, likes to instill fear and cause pain
15 Psych: Likes to kill
176 Experience
(Mackie Messer created by Victor Milan, character sheet created by Michael
Surbrook)
***************************************************************************
* "'Cause I'm the god of destruction, that's why!" - Susano Orbatos,Orion *
* Michael Surbrook / susano@access.digex.net *
* Attacked Mystification Police / AD Police / ESWAT *
* Society for Creative Anachronism / House ap Gwystl / Company of St.Mark *
***************************************************************************
From ???@??? Sat May 24 12:14:01 1997
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Date: Fri, 23 May 1997 9:14:17 -0500
Subject: RE:MELTING - resent
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I am resending this e-mail about melting. It seems my e-mail server failed
From ???@??? Sat May 24 12:14:08 1997
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From: Patrick Barden <absga@elbertonga.com>
Subject: Invasion!?!
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I am soon to be lauching my first alien invasion in a Champions Campaign. I
have been putting it off because the scale seems somewhat overwhelming. I
would appreciate the advice or suggestions of anyone who has played an invasion.
Here are some of my questions:
What can I do to keep things moving?
What can I do to keep it fun and not bogged down?
What are some short cuts you have learned?
What are some mistakes that I can avoid?
Anything else you might think of would be appreciated.
Oh' in referring to manuals take note that I do not have access to more than
a handful of the newest books. (ie. Champions version 1-4, C:TNM, and
Allies and Enemies Assemble are about it.)
Patrick B.
From ???@??? Sat May 24 12:14:09 1997
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From: Patrick Barden <absga@elbertonga.com>
Subject: Where can I find?
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My local hobby store just went out of business :(
Can anyone recommend a good, reliable mail order source for Champions and
hero resources. I am also looking for a good mail order source of general
RPG materials such as dice, hex paper and mats, and other materials.
Please send me the name and address of the company and if they have an 800 #
or E-mail address or URL that would also be appreciated. I would rather not
give my address at this time, but if you want to contact me by snail-mail
let me know and I will send you my address directly.
Patrick B.
From ???@??? Sat May 24 12:14:10 1997
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From: Patrick Barden <absga@elbertonga.com>
Subject: How many d6 does a papaer airplane do?
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There is something I have never been able to determine satisfactorily, so I
am seeking opinions from the group. How do you figure out how much damage a
thrown object will do when it hits a person. I have been told that you do
damage based on extra strength. This doesn't seem quite right. By this
standard a paper airplane could be quite deadly in the hands of a strong
enough brick. One option I had tried was to reverse the damage rules for
hitting a solid object (ie 1d6 per body and DEF of the object thrown). Also
converting this damage to a killing equivalent if the object thrown was
sharp or similarly appropriate).
Any comments or suggestions would be appreciated.
Patrick B.
From ???@??? Sat May 24 12:14:11 1997
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From: Patrick Barden <absga@elbertonga.com>
Subject: Custom Character Drawing
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Over the last few years I have gotten into drawing pictures of mine and my
friends characters. I enjoy doing this and have considered offering to draw
other peoples characters as well. I usually work in pen and ink as well as
colored pencil. What I want to know is; is there an interest in this kind
of work and what would be a fair price for and 8 1/2 X11 colored drawing.
Feedback wanted.
Also if you do something similar I would like to know how you handle matters.
Patrick B.
From ???@??? Sat May 24 12:14:12 1997
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From: Bob Greenwade <bob.greenwade@klock.com>
Subject: Re: How many d6 does a papaer airplane do?
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At 02:35 PM 5/23/97 -0400, Patrick Barden wrote:
>There is something I have never been able to determine satisfactorily, so I
>am seeking opinions from the group. How do you figure out how much damage a
>thrown object will do when it hits a person. I have been told that you do
>damage based on extra strength. This doesn't seem quite right. By this
>standard a paper airplane could be quite deadly in the hands of a strong
>enough brick. One option I had tried was to reverse the damage rules for
>hitting a solid object (ie 1d6 per body and DEF of the object thrown). Also
>converting this damage to a killing equivalent if the object thrown was
>sharp or similarly appropriate).
As far as I'm aware, there's no published rule covering this. If there
is, then ignore the rest of this post. :-]
On the whole, I'd rule the opposite of what you say; that is, that
objects do damage based on how much STR it takes to lift them. Thus, if it
takes 30 STR to lift an object, it does 6d6 damage when it hits.
Arguably, one could take a principle based on the Throwing Distance Table
and assign the same proportions to damage; thus, if an object is either
balanced or aerodynamic, the damage doubles, and if it's both, it
quadruples. Thus a billiard ball (which takes a *lot* less than 15 STR)
could do 3d6 damage.
Than again, one could also put STR into the throw, up to doubling the
damage from that. Whether that STR is the STR behind the throw, the STR
above what's needed to lift the object in the first place, or whatever
amount of STR the character wants to use would probably depend on the flavor
of the campaign (heroic vs superheroic, for instance).
Of course, the only hard and fast rule about this is that it's the GM's
decision.
---
This mail was sent from the Corvallis Public Library
From ???@??? Sat May 24 12:14:14 1997
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Subject: Re: How many d6 does a papaer airplane do?
Date: Fri, 23 May 97 16:00:12 -0400
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On 5/23/97 2:35 PM, Patrick Barden (absga@elbertonga.com) Said:
>There is something I have never been able to determine satisfactorily, so I
>am seeking opinions from the group. How do you figure out how much damage a
>thrown object will do when it hits a person. I have been told that you do
>damage based on extra strength. This doesn't seem quite right. By this
>standard a paper airplane could be quite deadly in the hands of a strong
>enough brick. One option I had tried was to reverse the damage rules for
>hitting a solid object (ie 1d6 per body and DEF of the object thrown). Also
>converting this damage to a killing equivalent if the object thrown was
>sharp or similarly appropriate).
We have always ruled that a thrown object does 1d6 per 5 extra STR of the
thrower, up to a maximum of the BOD of the object.
.oooO |
( ) Oooo. | David A. Fair
\ ( ( ) | SDS International
\_) ) / | dfair@sdslink.com
(_/ |
From ???@??? Sat May 24 12:14:15 1997
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From: jprins@interhop.net (John and Ron Prins)
Subject: Re: How many d6 does a papaer airplane do?
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>There is something I have never been able to determine satisfactorily, so I
>am seeking opinions from the group. How do you figure out how much damage a
>thrown object will do when it hits a person. I have been told that you do
>damage based on extra strength. This doesn't seem quite right. By this
>standard a paper airplane could be quite deadly in the hands of a strong
>enough brick. One option I had tried was to reverse the damage rules for
>hitting a solid object (ie 1d6 per body and DEF of the object thrown). Also
>converting this damage to a killing equivalent if the object thrown was
>sharp or similarly appropriate).
Any non-focus object (i.e. scenery) can only do as much dice of damage as
its BODY + DEF, regardless of the STR of the user. So if I pick up a piece
of paper on a superheroic (or heroic) battlefield and make a paper airplane,
I could do a max of 1D6 damage with it (piece of paper is probably 0 DEF, 1
BODY - note that dirt is 0 DEF too). You might be able to poke somebody in
the eye and do damage, but that's about it.
OTOH, if you bought a 3D6 HKA, Ranged with 'paper airplanes' as your SFX,
then Bob's your uncle - you could do as much as 6D6 RKA, provided you've got
enough STR.
----------------------------------------------------------------------------
"All right, all right! I'll sit on your crummy lap! Anything!! Just stop
disintigrating me!!"
-Gold Digger
----------------------------------------------------------------------------
John D. Prins
jprins@interhop.net
From ???@??? Sat May 24 12:14:16 1997
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From: Bob Greenwade <bob.greenwade@klock.com>
Subject: Re: Invasion!?!
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At 02:35 PM 5/23/97 -0400, Patrick Barden wrote:
>I am soon to be lauching my first alien invasion in a Champions Campaign. I
>have been putting it off because the scale seems somewhat overwhelming. I
>would appreciate the advice or suggestions of anyone who has played an
invasion.
>
>Here are some of my questions:
>
>What can I do to keep things moving?
There are all sorts of things you can do here. If things seem to be
going too smoothly for the PCs, have a patrol of alien guards happen upon
them. (How much the PCs are surprised by this should depend on the story
needs; the scene could become just a "Quick -- hide!" kind of encounter.)
Plan the major sequence of events in advance, knowing what will happen if
the PCs don't intervene, how the enemies will react to the PCs'
intervention, and so forth. When things start slowing down, go on ahead
with the next phase of the story. That doesn't mean to not give them
breathing room or time to recover their wits; pauses like that can be just
as interesting as action. It's just when things are looking boring that you
should give them a scare or a surprise.
>What can I do to keep it fun and not bogged down?
Don't be afraid to say, "Well, this isn't working, so let's end it." For
example, if the PCs' opponents are clearly beaten, they'll probably know it,
and chances are against their fighting to the bitter end. They might
surrender, try to escape, or bring in some deus ex machina. If the PCs are
on the losing end of a combat that's getting boring besides, have a more
powerful force show up to save their bacon (giving thanks for "keeping these
guys busy until we got here," of course, just to make them feel useful).
>What are some short cuts you have learned?
I don't have any, so I can't help you there.
>What are some mistakes that I can avoid?
Most of the mistakes I've made are addressed in the Campaigning sections
of the Champions and C:NM rulebooks. There is one extra thing that I think
will help for a long, involved scenario like this, though: whenever an
event is planned, go in ahead of time knowing just what you'll do if the PCs
succeed in the encounter, and what you'll do if they fail. Think through
intermediate levels of success vs failure (such as capturing the terrorists
but failing to locate and disarm the bomb). If you make a rough flowchart
of the events on this basis, your scenario will be that much better.
>Anything else you might think of would be appreciated.
And I hope this works for you. :-]
---
This mail was sent from the Corvallis Public Library
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Date: Fri, 23 May 1997 15:36:44
From: John Turner <Avery1@flash.net>
Subject: Re: real world martial art
In-Reply-To: <1.5.4.16.19970523133431.10aff328@topaz.cqu.edu.au>
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At 01:28 PM 5/23/97 +1000, jonesmj@topaz.cqu.edu.au wrote:
>WRONG AGAIN! the kido styles originated in korea, and were ripped off from
the japanese.
>it is not the 'sport form'- there is hardly any relationship at all.
And your sources are what?
>At 03:38 AM 5/20/97 +0000, you wrote:
>>At 02:36 PM 5/20/97 +1000, jonesmj@topaz.cqu.edu.au wrote:
>>>At 01:27 AM 5/19/97 +0000, you wrote:
>>>>At 10:58 AM 5/17/97 +1000, jonesmj@topaz.cqu.edu.au wrote:
>>>>>how about thai, cross-trained with judo? the best fighter is always a
>>>>hybrid, and i don't mean those fat boys in the ucf who pretend they can
>>kick.
>>>>
>>>>Um, just to point out something, judo is the sport form of juijitsu.
>>>>
>>>WRONG. jujitsu is a completly different art, and not nearly as effective.
>>
>>Well, gee aren't you just captain kung fu? Judo was derived from juijitsu
>>in the 1800s. Juijitsu is the form from which Judo, Aikido and Hapkido all
>>came.
>>
>>From the alt.rec.martial-arts FAQ:
>>"Judo is derived from Jujutsu (see Jujutsu). It was created by Professor
>>Jigoro Kano who was born in Japan in 1860 and who died in 1938 after a
>>lifetime of promoting Judo. Mastering several styles of jujutsu in his
>>youth he began to develop his own system based on modern sports principles.
>>In 1882 he founded the Kodokan Judo Institute in Tokyo where he began
>>teaching and which still is the international authority for Judo. The name
>>Judo was chosen because it means the "gentle way". Kano emphasised the
>>larger educational value of training in attack and defense so that it could
>>be a path or way of life that all people could participate in and benefit
>>from. He eliminated some of the traditional jujutsu techniques and changed
>>training methods so that most of the moves could be done with full force to
>>create a decisive victory without injury. "
>>
>
>and hence created a different art!
>
>>Gee, create a decisive victory without injury? Sounds like a sport to me.
>
>WRONG. are you suggesting tear gas is a sport?
Yeah, I said that, uh huh, right. Nice display of false logical deduction...
>and the idea is so it can be practiced effectivley without limiting its
potential.
You were the one that mentioned tear gas. I thought we were talking about
martial arts. Also, did you catch the phrase in the above about 'MODERN
SPORTS PRINCIPLES?'
>>I get really sick of all the "my Flowering Pig kungfu is better than your
>>Festering Boil style." No one style is the be all end all of Martial Arts.
>> Every move has a counter move and many factors apply to the outcome of a
>>fight. Strength and resistance to pain are two of the greatest, as are the
>>rules of contact. How do you think Mike Tyson was able to defeat more
>>technical fighters? ALL styles have their strengths AND weaknesses.
>>
>
>yes. but there ARE more and less practical styles!
>
>
>
>>There is also the factor of the instuctor's teaching style. You may find
>>that dojo A of, say, Tae Kwon Do, is nothing more than preparation for
>>sport competition and dojo B teaches the asthetics and philosophy of Tae
>>Kwon Do. Which is better? Depends on the individual taking the
>>instruction. Any supergrand master can be defeated. Royce Gracie has been
>>defeated, big deal.
>>
>>
>
>*sigh* the priginal question reguarded practical fightiing techniques
tought to
>agents.
>
Yeah, and the answer to that is very little. The type of agents in
question get a basic self-defense training in their initial training, but
move on to investigative and firearm techniques. It is the individual that
takes additional training upon himself.
From ???@??? Sat May 24 12:14:22 1997
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From: Stainless Steel Rat <ratinox@peorth.gweep.net>
Subject: Re: How many d6 does a papaer airplane do?
References: <199705231835.OAA18064@emerald>
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Date: 23 May 1997 23:29:12 -0400
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>>>>> "PB" == Patrick Barden <absga@elbertonga.com> writes:
PB> There is something I have never been able to determine satisfactorily,
PB> so I am seeking opinions from the group. How do you figure out how
PB> much damage a thrown object will do when it hits a person.
If the character paid points for the object in question then the amount of
damage it will do is based on what he paid for. Otherwise the damage is
either a) the character's Strength/5 or b) the character's Strength beyond
what he needs to lift the object/5. Use some common sense when figuring
damage. The maximum Body damage an object can do is equal to its DEF+Body.
So, a paper airplane with 0 DEF, 1 BODY can do a maximum of 1 Body; I would
call it a 1/2d6 normal attack.
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From ???@??? Sat May 24 12:14:24 1997
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From: Stainless Steel Rat <ratinox@peorth.gweep.net>
Subject: Re: real world martial art
References: <1.5.4.16.19970523133431.10aff328@topaz.cqu.edu.au>
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>>>>> "j" == jonesmj <jonesmj@topaz.cqu.edu.au> writes:
j> WRONG AGAIN! the kido styles
Pardon me, but there are no "kido" styles. There are "do" styles and
"jutsu" styles, corresponding to "way" and "art". Aikijutsu is "the art of
Aiki" and Aikido is "the way of Aiki". The forms are similar, but "do"
styles encompass a philosophy: they are a way of life, whereas "jutsu"
forms tend to concentrate on the martial (combat) aspects: they are an art
of combat.
And if you are going to flame people I would suggest doing so in private
mail.
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From ???@??? Sat May 24 12:14:25 1997
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A
>j> WRONG AGAIN! the kido styles
>
>Pardon me, but there are no "kido" styles. There are "do" styles and
>"jutsu" styles, corresponding to "way" and "art". Aikijutsu is "the art of
>Aiki" and Aikido is "the way of Aiki". The forms are similar, but "do"
>styles encompass a philosophy: they are a way of life, whereas "jutsu"
>forms tend to concentrate on the martial (combat) aspects: they are an art
>of combat.
>
hapKIDO!! aiKIDO!! And your literal interpretations were valid about 100 years ago, and no longer.
>And if you are going to flame people I would suggest doing so in private
>mail.
>
i suggest you grow a thicker skin. i get pretty insulted by a lot of the things said on here, but i usually have the balls to grin and bear it. you do the same, and maybe we'll even get some stuff done, yes?
From ???@??? Sat May 24 12:14:27 1997
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At 03:36 PM 5/23/97 +0000, you wrote:
>At 01:28 PM 5/23/97 +1000, jonesmj@topaz.cqu.edu.au wrote:
>>WRONG AGAIN! the kido styles originated in korea, and were ripped off from
>the japanese.
>>it is not the 'sport form'- there is hardly any relationship at all.
>
>And your sources are what?
>
how valid are yours??? can either of us prove anything at all?? HEY!!! how about we just drop it, like 90% of the list want us to do?
From ???@??? Sat May 24 12:14:28 1997
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Date: Sat, 24 May 1997 15:12:15 +1000
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Subject: Re: Invasion!?!
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At 02:35 PM 5/23/97 -0400, you wrote:
>I am soon to be lauching my first alien invasion in a Champions Campaign. I
>have been putting it off because the scale seems somewhat overwhelming. I
>would appreciate the advice or suggestions of anyone who has played an invasion.
>
>Here are some of my questions:
>
>What can I do to keep things moving?
>What can I do to keep it fun and not bogged down?
just chase the characters areund!!
>What are some short cuts you have learned?
>What are some mistakes that I can avoid?
DON'T go overboard with lots of different critters. i finnd a single race much better, despite how cool ds's invasionstoryline was.
>
From ???@??? Sat May 24 12:14:32 1997
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well, how about this: it IS stupid to make such a comparison between two such different arts, so all i was being is accurate. I don't give a cold rock in orbit if someone calls me stupid, so there really isn't much grounds for accusing me of flaming, is there?
At 11:05 PM 5/22/97 -0500, you wrote:
>Mr Jones,
>
>If you feel you just HAVE to flame somebody, do it in private email.
>The rest of us don't need to see your immature rantings.
>
>And yes, I know I'm being a hypocrite sending this to the list, but
>every time I've sent private email to Mr Jones in the past, he has
>echoed it back to the list ANYWAY, so I figured I would save him the
>step.
>
>Todd
>
>
>jonesmj@topaz.cqu.edu.au wrote:
>>
>> you do the same!!! they share a common ancestry, nothing more. it is just plain stupid to think they are in any way related.
>>
>> At 03:04 AM 5/20/97 +0000, you wrote:
>> >I beg to differ. Read the alt.rec.martial-arts FAQ. Read the history of
>> >Judo and Jujitsu.
>> >
>> >At 02:36 PM 5/20/9
>
From ???@??? Sat May 24 12:14:33 1997
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From: S McGinness <smcginn@csm.ex.ac.uk>
Date: Sat, 24 May 97 12:23:40 GMT
Message-Id: <7866.9705241223@csm.exeter.ac.uk>
Subject: Re: Invasion!?!
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At 02:35 PM 5/23/97 -0400, Patrick Barden wrote:
>I am soon to be lauching my first alien invasion in a Champions Campaign. I
>have been putting it off because the scale seems somewhat overwhelming. I
>would appreciate the advice or suggestions of anyone who has played an
invasion.
>
>Here are some of my questions:
>
>What can I do to keep things moving?
Have you read the Harry Turtledove alien invasion books??
In the balance/Tilting the balance/ and something else about balance :-)
There should be enough material for stuff to use in various
scenarios to base a campaign around.
Stephen
From ???@??? Sat May 24 12:14:34 1997
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Date: Sat, 24 May 1997 07:43:38 -0600
From: Curtis Gibson <Mhoram@apeleon.net>
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Subject: Re: Invasion!?!
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S McGinness wrote:
>
> At 02:35 PM 5/23/97 -0400, Patrick Barden wrote:
> >I am soon to be lauching my first alien invasion in a Champions Campaign. I
> >have been putting it off because the scale seems somewhat overwhelming. I
> >would appreciate the advice or suggestions of anyone who has played an
> invasion.
> >
>
> Have you read the Harry Turtledove alien invasion books??
>
> In the balance/Tilting the balance/ and something else about balance :-)
>
Worldwar: In the balance, Tilting the balance, upsetting the balance,
Finding the balance.
Highly recomemnded reading.
Also:
Footfall by Niven & Pournell
The Invasion: Target Earth Module has some basic advice on running
invasions. I found it usefull as a guide.
Basic problems in running invasion stories... Why can this race defeat
Humanity, and if it is "nearly unbeatable", how is it that the humans
can actually win, all the while keeping a willing suspension of
disbelief. That was the problem a lot of people had with "Independance
Day".
> There should be enough material for stuff to use in various
> scenarios to base a campaign around.
>
> Stephen
--
-Mhoram
Why is it a penny for your thoughts, but you have to put your
two cents in. Somebody's makin' a penny somewhere. -Stephen Wright
Mhoram's Fantasy Hero Domain:
http://apeleon.net/~mhoram/hero/FHsplash1.htm
From ???@??? Sat May 24 13:04:39 1997
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From: "Matt Korth" <korthmat@cps.msu.edu>
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> well, how about this: it IS stupid to make such a comparison between two
> such different arts, so all i was being is accurate.
Despite the accuracy of your comments (or lack thereof--I have no
knowledge with which to confirm or dispute them), your lack of tact, and
apparent immaturity, were inexcusable.
> I don't give a cold
> rock in orbit if someone calls me stupid, so there really isn't much
> grounds for accusing me of flaming, is there?
"I don't care if someone flames me, so therefore nobody can accuse me of
flaming them"? Perhaps you should re-evaluate the statement you just
made.
And while you're at it...
*plonk*--this time, for good.
HAND.
--M
--
korthmat@cps.msu.edu http://www.cps.msu.edu/~korthmat
*** People who send me UCE or UBE will be crucified. ***
"Were you always this stupid--or did you take lessons?"
"I took lessons!" --_The Long Kiss Goodnight_
From ???@??? Mon May 26 21:06:00 1997
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Date: Sat, 24 May 1997 14:26:57 -0500
From: Todd Hanson <badtodd@dacmail.net>
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jonesmj@topaz.cqu.edu.au wrote:
>
> well, how about this: it IS stupid to make such a comparison between two such different arts, so all i was being is accurate. I don't give a cold rock in orbit if someone calls me stupid, so there really isn't much grounds for accusing me of flaming, is there?
Last time I checked, the purpose of this list was to discuss
Champions/Hero, not martial arts, and certainly not as a free forum for
any person to regularly insult the rest of the list. It doesnt matter
'a cold rock in orbit' how YOU feel about being called stupid, it
matters how the rest of the list feels about it.
If I remember correctly, you stayed on this list by the skin of your
teeth once before when you insisted on making an ass of yourself
repeatedly. The only thing that saved you was the requests of a few of
the respected members of the list asking that we give you a second
chance. The rest of us did, in the hopes that you would grow up.
Apparently you arent ready to do that.
Todd
From ???@??? Mon May 26 21:06:04 1997
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Date: Sat, 24 May 1997 14:39:18 -0500
From: Todd Hanson <badtodd@dacmail.net>
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Subject: Re: Invasion!?!
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Bob Greenwade wrote:
>
> surrender, try to escape, or bring in some deus ex machina. If the PCs are
> on the losing end of a combat that's getting boring besides, have a more
> powerful force show up to save their bacon (giving thanks for "keeping these
> guys busy until we got here," of course, just to make them feel useful).
This is one thing I would definately disagree with. As a PC it would
leave me feeling like I had wasted my time if I had just fought for my
life against the aliens, only to have the big guns show up to bail me
out. I would be left with the 'why bother' attitude.
Instead, make the aliens seem unbeatable, but leave a method (or more
than one) where the PCs can discover a method to turn the tide of the
battle, kind along the lines of how in Independance Day they discovered
how to turn off the force fields of the alien ships (although I would go
for something a little more believable)
Let the PCs discover some alien technology that enhances their own
powers - giving them additional firepower and defenses. It doesnt have
to be much - adding 2 to 4 dice to a standard attack makes it a really
nasty attack.. add a 10/10 force field to their defenses and an alien
gun that would have stunned them before is no more than a nuisance. Let
the PCs feel like they defeated the aliens on their own by outsmarting
them. Of course, make the technology run off of an alien power source
so you can get rid of it after this scenario...
Todd
From ???@??? Mon May 26 21:06:05 1997
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Date: Sat, 24 May 1997 03:34:31 -0400
From: Tokyo Mark <bastet@iquest.net>
Subject: Re: Real Martial Arts
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I've been avoiding posting more on this thread since it departed so much
from what is relevent to champions but thought I should respond to at least
a couple of things. There are no Kido styles. There are, however, do
styles. Kendo. Judo. Aikido. Hapkido. Yes, Aikido and Hapkido have kido
in them. Why?
In Japanese Aikido is written with three characters. Ai-ki-do. Do meaning
'The way' Ki meaning The spirit. Ai meaning Harmony. Thus it can be
translated 'The way of harmony with the spirit.'
Hapkido is a korean art and to be honest my knowledge of Korean is almost
non existent. However, according to an interview with Master Suh Bok Sup,
one of the first students of the founder of Hapkido, Choi Yong Suhl, Hap Ki
means total art. Later on it sounds like another translation could be
coordinated energy. It was not until 1958 that the 'Do' was added to the
name.
Hope this helps with any misunderstandings.
TokyoMark
From ???@??? Mon May 26 21:06:07 1997
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Date: Sat, 24 May 1997 03:34:31 -0400
From: Tokyo Mark <bastet@iquest.net>
Subject: Re: Real Martial Arts
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I've been avoiding posting more on this thread since it departed so much
from what is relevent to champions but thought I should respond to at least
a couple of things. There are no Kido styles. There are, however, do
styles. Kendo. Judo. Aikido. Hapkido. Yes, Aikido and Hapkido have kido
in them. Why?
In Japanese Aikido is written with three characters. Ai-ki-do. Do meaning
'The way' Ki meaning The spirit. Ai meaning Harmony. Thus it can be
translated 'The way of harmony with the spirit.'
Hapkido is a korean art and to be honest my knowledge of Korean is almost
non existent. However, according to an interview with Master Suh Bok Sup,
one of the first students of the founder of Hapkido, Choi Yong Suhl, Hap Ki
means total art. Later on it sounds like another translation could be
coordinated energy. It was not until 1958 that the 'Do' was added to the
name.
Hope this helps with any misunderstandings.
TokyoMark
From ???@??? Mon May 26 21:06:08 1997
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Date: Sun, 25 May 1997 11:45:53 -0700
From: michael <jonesmj@topaz.cqu.edu.au>
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Subject: Re: real world martial art
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Rob wrote:
>
> This isn't by way of flame, and don't take it the wrong way, but when I
> dabbled in such things, I met or studied under three people who met or
> studied under the man called the father of modern Aikido. All of them eighth
> Dan. None of them used 'kido' as a term in itself, although several times
> their lessons addressed the subjects of 'do', 'ki' and 'ai', which I'm sure
> you well know mean 'way', 'personal energy' and 'harmony' in Japanese. None
> of them mentioned Korea, either, in connection with Aikido.
>
rule of thumb: i don't consider critical comments flames. don't think i'm going to be
offended by dialogue. i tend to ignore such concepts, so i doubt i'd have any grounds
for going all high-minded on you . . .
> Perhaps I'm reading too much into what you're saying. Did you only intended
> to cover Hapkido (which a second Dan instructor did mention had some
> connection to Korea to me) in your statement?
>
it was a classification which made sense: both styles are simmilar, and deal with the
concept of 'ki', and have common ancestry - it was merly a classification, one which i
have seen used many times.
> And, while I am getting old, I promise you this happened much, much less
> than a hundred years ago. Judo only descended from Jiujitsu a little over a
> hundred years ago, and the popular explosion in the various jutsu's and do's
> began in this century. It is more like the distinction of 'do' and 'jutsu'
> was less important literally a hundred years ago. Given that - despite
> claims of 'Te' adherents to the contrary -martial arts in the Orient are
> less than eight hundred years old (much less than the four thousand year
> Western traditions of wrestling and boxing, or the approximate twenty five
> hundred year history of martial forms in India, where the Western traditions
> evolved into the roots of the Oriental martial arts) it surprises me that so
> many people get carried away to the extent that they do about all this. I
> think it's just the fascination people have with the exotic that makes them
> forget it's just another version of a sport.
>
i agree! however, the idea of "do-vs-jutsu" comes from earlier times, in feudal japan.
different schools "something-jutsu" competed in war and duels. and the "do" concept came
in with judo and the like later on. AND, there is a great deal of evidence that martial
arst originted all over the place, from very old roots, and evolved together over time.
i think it is silly to think "we(korean styles)" "them(japanese styles)" or "us(chinese
styles" were the progenetor of martial arts.
From ???@??? Mon May 26 21:06:10 1997
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From: Len Undy <bryce144@fan.net.au>
Subject: Re: Invasion!?!
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At 02:35 PM 23/05/97 -0400, you wrote:
>I am soon to be lauching my first alien invasion in a Champions Campaign. I
>have been putting it off because the scale seems somewhat overwhelming. I
>would appreciate the advice or suggestions of anyone who has played an
invasion.
>
>Here are some of my questions:
>
>What can I do to keep things moving?
>What can I do to keep it fun and not bogged down?
>What are some short cuts you have learned?
>What are some mistakes that I can avoid?
>
>Anything else you might think of would be appreciated.
>
>Oh' in referring to manuals take note that I do not have access to more than
>a handful of the newest books. (ie. Champions version 1-4, C:TNM, and
>Allies and Enemies Assemble are about it.)
>
>Patrick B.
I like my invasions to be BIG. You shouldn't have too many of these
type of Invasions, they should be BIG world shaking events. The Aliens,
preferably of the same type, should hit the earth by surprise and hard.
Unless your governments in your campaign have encountered aliens before,
they really shouldn't be prepared. Perhaps they bombard the major cities of
the world first, or disrupt communication. Then they send in their
unstoppable airforce(think ID4, or even Robotech). This is where the heroes
come in. Ussaully the heroes base is in a city, so this is where you wipe
out their base(in one of those-it looks trashed, but can still be rebuilt
within a few weeks)
I like putting the heroes on the run in an Invasion, its one of the
few opportunities that you get to do so.
Keep things moving:
1: Keep the heroes on the run. The Aliens are soon going to
learn of the threat superheroes pose. Therefore their going to want to take
them down.
2: Add lots of twist. eg. A second Alien race, worse then the
first attacks both sides. Heroes must choose between the evil they know and
a possible ally. Shapeshifter that inflitrate the Hero community. The
aliens originally came from Earth and therefore have some claim over it.
Keeping it fun and not bogged down:
1: In the "On the run" Invasion, the aliens will at first seem very
powerful. To avoid the feeling of "we can't win", show that the aliens do
have major weaknesses. See below for suggestions.
2: Have lots of variety in your senarios(sp?). This is a good
excuse to send your heroes into all sorts situations around the world, and
beyond
3: Remember other heroes and villians. Have major villians side
with the heroes, and even show that the villians are human after all,
compared to the aliens. But also have villians side with the aliens. eg.
that evil corporation will build weapons for the aliens in return for
advanced tech.
4: Have you heroes hate the aliens. This is doen in several ways.
Have a hero ally die in a important fight, sacrificing himself in some way.
Thus the heroes will seek some sort of revenge. Have the heroes discover a
concentration camp, where the human prisoners are about to be processed in
food(but give the heroes a chance to save the victims before its to late).
Finally, have the aliens seem, well, ALIEN. Have there motivations seem
completly inhuman. Look to insects like ants, bees, and wasp, even spiders
for ideas on this.
Notes:
1: You must always decide how the aliens will be defeated in the
end, before you start the campaign. Are your heroes going to beat them to a
stand still, causing the aliens to either respect human kind, or just give
up. Or are the heroes going to find the Hive Queen, kill her, and destroy
the mother ship, thus wiping out all the aliens in one fell swoop. This is
the most important part of an invasion, as you can then plan the steps
leading upto it.
ALIEN ENEMIES(some sterotypes for heroes to battle)
1: Standard hovertanks, spaceship fighters, armoured infantry etc.
2: Giant robots(hey don't knock 'em until you try 'em)
3: Powerarmour troops( perhaps their the aliens commandoes)
4: STEAL from movies, go on try it. The Predator is just a powerarmoured
assassin sent to kill the heroes, the terminator is standard troops, etc.
5: Alien Superheroes, furthering the Aliens ambitions. The aliens have
their own superheroe teams, etc.
6: Shapeshifters, inflitrators
7: Genetic expimentation: All those humans, how can they resist using them
in their experiments, perhaps making a new team of villians
7: Local villians: evil corporations, just plain stupid villians
ALIEN WEAKNESS:
1: They aliens last studied the humans several hundred years ago, and
expect a very basic level of tech. Boy were they surprised when when they
see us now. However, they are still more advanced then us, but not that
much more.
2: Limited numbers. You can only fit so many soldiers on board the ship
and the world is a big place. The Aliens are slowly overextending their
lines. Combined with 1, the aliens are in big trouble.
3: Code of Honour, A Rule Book of War. The Aliens are predictable, because
of a code of honour or a strict set of rules on of war is fought. Humans
however are renowned for constantly changing the rules without consulting
the enemy. The Aliens even expect us to have the same rules, and are most
confused with gurrila warfare and terrorist attacks.
4: Superheroes? Aliens have never encountered something as strange as
superheroes. Super soldiers with thousands of different powers. How does
one plan against that.
5: Tratior!! Perhaps some of the invaders actually like human kind, and
will surply info and tech to the humans. However, their pacifist and will
not actually fight for the humans. Another slant is that the helpers are
another alien race hoping to use the humans against the invaders.
6: Drugs. Didn't relize that ginger was so addictive to the aliens did
you? Addicts are willing to do anything for a little sample of their
favoirite drug. Even give info, or smuggle you aboard the mothership.
7: Enemy alien races. Earth just happens to be the key to an intersteller
war. Whoever takes it will rule the universe. Two or more alien races are
invading. Fortunatly the aliens see each other as stronger threats then the
humans. Heroes can use each of the aliens against each other in an attemt
to weaken each of them for a final blow. But can they do it before the
earth becomes a wasteland.
8: Only one Megadeath weapon? We only need one. If the heroes can destroy
the ship carry the megadeath weapon, the aliens will severly be weakened.
9: Time Limit. The alien invasion is to prepare the earth for a colony of
aliens. The invaders must take the planet before a certain time or else.
If the heroes can delay or even defeat the invasion, the aliens may be
forced to negoitiate a peace treaty or loose thousands of alien civilians.
Well that all(!) I can think of now. I hope this helps.
BRYCE
GRANDMASTER OF THE CENTRUIN IX ASSUALT FLEET
From ???@??? Mon May 26 21:06:16 1997
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From: michael <jonesmj@topaz.cqu.edu.au>
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Subject: Re: Invasion!?!
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Todd Hanson wrote:
>
> Bob Greenwade wrote:
> >
>
> > surrender, try to escape, or bring in some deus ex machina. If the PCs are
> > on the losing end of a combat that's getting boring besides, have a more
> > powerful force show up to save their bacon (giving thanks for "keeping these
> > guys busy until we got here," of course, just to make them feel useful).
>
> This is one thing I would definately disagree with. As a PC it would
> leave me feeling like I had wasted my time if I had just fought for my
> life against the aliens, only to have the big guns show up to bail me
> out. I would be left with the 'why bother' attitude.
>
but the cavalry has to come alon once or twice: remember, the idea of global cooperation
figures very strongly here. what better way to show it than have the "soviet
supernaughts" turn up and save the characters ass, and then have the characters do the
same?? it is a war, afteral, there should be wins and losses, and lots o' dead npc
supers :->~
> Instead, make the aliens seem unbeatable, but leave a method (or more
> than one) where the PCs can discover a method to turn the tide of the
> battle, kind along the lines of how in Independance Day they discovered
> how to turn off the force fields of the alien ships (although I would go
> for something a little more believable)
>
*sigh* no i really regret deciding not to be so abrasive. This is a cliche (no flame
intended, todd) which has been done several times in billions of situations, and is one
of the few plots used in startrek (no flame intended, universal studios!). I would
aavoid it at all costs myself, but probably a better idea is to use it a littly bit
(maybe neutralise a particular race in a coalition, for instance) but keep it to a
minimum.
> Let the PCs discover some alien technology that enhances their own
> powers - giving them additional firepower and defenses. It doesnt have
> to be much - adding 2 to 4 dice to a standard attack makes it a really
> nasty attack.. add a 10/10 force field to their defenses and an alien
> gun that would have stunned them before is no more than a nuisance. Let
> the PCs feel like they defeated the aliens on their own by outsmarting
> them. Of course, make the technology run off of an alien power source
> so you can get rid of it after this scenario...
>
> Todd
they did this in dc, i think(no flame intended, DC comics)
and it's a bit mean(no fl-oh, forget it) maybe they could steal a ship or two,
and maybe you could tell them to save their points before the scenario, so one or two of
them can have a radiation accident?
From ???@??? Mon May 26 21:06:18 1997
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Date: Sun, 25 May 1997 12:01:02 -0700
From: michael <jonesmj@topaz.cqu.edu.au>
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Subject: Re: Invasion!?!
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S McGinness wrote:
>
> At 02:35 PM 5/23/97 -0400, Patrick Barden wrote:
> >I am soon to be lauching my first alien invasion in a Champions Campaign. I
> >have been putting it off because the scale seems somewhat overwhelming. I
> >would appreciate the advice or suggestions of anyone who has played an
> invasion.
> >
> >Here are some of my questions:
> >
> >What can I do to keep things moving?
>
> Have you read the Harry Turtledove alien invasion books??
>
> In the balance/Tilting the balance/ and something else about balance :-)
>
> There should be enough material for stuff to use in various
> scenarios to base a campaign around.
> plus try to get hold of the old "INVASION: DCUNIVERSE" stories. they had some cool
scenes of a united superheroic front, and a good set of cool potential scenes.
From ???@??? Mon May 26 21:06:19 1997
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Subject: Charges
Date: Sat, 24 May 97 23:20:13 -0500
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From: "John P. Weatherman" <asahoshi@nr.infi.net>
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OK, this may seem a little strange, but can someone explain to
me exactly why a charges limitation/advantage should EVER cost
more that +1 for an autofire attack and +1/2 for a non-autofire
attack? It seems a little strange that having a limited number
of shots, even a very large number of finite shots, is more
limiting than not having any limit at all.
Actually, allong those lines, it seems that an autofire charges
attack should max out its advantage at +3/4 and a non-autofire
at +1/4. After all, shouldn't having a finite number of shots
always be more limiting than not having ANY limit.
Just curious what all of you are thinking on this.
PAX
____________________________________________________________________
| Name: John P. Weatherman | Phone: |
| email: asahoshi@nr.infi.net | (H) (910) 785-1130 |
| fax: (910) 748-4632 | (O) (910) 545-2722 |
|_____________________________|____________________________________|
| He who walking on the sea could calm the bitter waves, who gives |
| life to the dying seeds of the earth; He who was able to loose |
| the mortal chains of death and after three days' darkness could |
| bring again to the upper world the brother of his sister Martha: |
| He, I beleive, will make Damasus rise again from the dust. |
| Pope St. Damasus I (c.305-384) |
|__________________________________________________________________|
From ???@??? Mon May 26 21:06:20 1997
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From: Stainless Steel Rat <ratinox@peorth.gweep.net>
Subject: Re: real world martial art
References: <1.5.4.16.19970524153038.2847e872@topaz.cqu.edu.au>
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Organization: The Happy Fun Ball Brigade
Date: 24 May 1997 22:56:49 -0400
In-Reply-To: jonesmj@topaz.cqu.edu.au's message of Sat, 24 May 1997 15:21:33 +1000
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--text follows this line--
-----BEGIN PGP SIGNED MESSAGE-----
>>>>> "j" == jonesmj <jonesmj@topaz.cqu.edu.au> writes:
j> hapKIDO!! aiKIDO!!
Aikido is three words: ai: harmony, ki: spirit, do: way. The entire
meaning is, roughly, the way of harmony of the spirit. Hapkido is also
three words: hap: (roughly) coordinate, ki: energy, do: way. The entire
meaning roughly being, because my Korean is practically nonexistant, the
way of coordinated energy. The "do" part of Hapkido did not appear until
the late 1950s -- less than the 100 years you claim makes "my"
interpretation obsolete. This was also about the time that Aikijutsu (the
art of harmony with the spirit) mostly ceased being taught, replaced by
Aikido (there are probably a handful of Aikijutsu schools around, but not
many; an Aikijutsu practicioner is a rarity these days).
Calling "do" styles "sport forms" is a misnomer of convenience.
Competition between schools that teach a particular style is common. To
moderate these matches there are regulatory bodies that deliniate exactly
what can and cannot be done during such matches, just as (I'm blanking on
the name, the Earl of Queensbury?) did for Boxing, the manly art of
fisticufs, over a century ago.
One of the clearest examples of this is Kendo, which really is a sport form
of Kenjutsu. In the various schools of Kenjutsu, the Bushi's sword art,
almost anything goes, as long as it leaves you standing and your opponent
dead. But in Kendo there are exactly 8 ways to hit your opponent, seven
strikes to various parts of the upper body (head, torso, shoulders) and one
thrust to the torso. Anything else will cause you to be eliminated from
the match. Because Kendo rigorously enforces these in training they become
reflexive. This is a liability in a fight against anyone other than
another Kendo practicioner because Kendo teaches to block only those 8
strikes. A Kendo master that practices no other art is practically
defenseless against a 9 year old kid wearing heavy boots.
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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.
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Date: Sat, 24 May 1997 21:06:46 -0700
From: Christopher Taylor <ctaylor@cyberhighway.net>
Subject: Re: Charges
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>OK, this may seem a little strange, but can someone explain to
>me exactly why a charges limitation/advantage should EVER cost
>more that +1 for an autofire attack and +1/2 for a non-autofire
>attack? It seems a little strange that having a limited number
>of shots, even a very large number of finite shots, is more
>limiting than not having any limit at all.
I have a house rule along those lines, it's a silly holdover from the old
reduced END rules.
----------------------------------------------------------
Sola Gracia Sola Scriptura Sola Fide
Soli Gloria Deo Solus Christus Corum Deo
-----------------------------------------------------------
From ???@??? Mon May 26 21:06:24 1997
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Subject: Re: Charges
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> Subject: Charges
> Date: Sat, 24 May 97 23:20:13 -0500
> From: "John P. Weatherman" <asahoshi@nr.infi.net>
> To: champ-l@omg.org
> OK, this may seem a little strange, but can someone explain to
> me exactly why a charges limitation/advantage should EVER cost
> more that +1 for an autofire attack and +1/2 for a non-autofire
> attack? It seems a little strange that having a limited number
> of shots, even a very large number of finite shots, is more
> limiting than not having any limit at all.
>
> Actually, allong those lines, it seems that an autofire charges
> attack should max out its advantage at +3/4 and a non-autofire
> at +1/4. After all, shouldn't having a finite number of shots
> always be more limiting than not having ANY limit.
>
> Just curious what all of you are thinking on this.
>
> PAX
Well, it seems to me that while you have a limited number of shots you also
are getting those shots at no endurance. The no endurance is a 1/2 mod. off
the top and autofire makes it possible to fire off more shots than would
otherwise be given to a hero of the same speed.
I think that the way charges are, are fine. If anything, I think that the
'clips' section of the rules is a little kind, but that is a loophole I can
live with.
John
From ???@??? Mon May 26 21:06:26 1997
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Subject: Active Costs
Date: Sun, 25 May 97 07:45:04 -0500
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Has anyone else noticed that while Hero suggests things
like a 60 Active Point limit for attack powers of beginning
characters, they also create their "standard" weapondry at
closer to 100 Active Points? I'm refering in particular to
CyberHero which is my best available Hero source for
technotoys. Does anyone have any house rules for allowing
heros to use the more powerful standard weapons that hero
releases? In particular, many of my character concepts have
military backgrounds, so it gets quite frustrating to be
unable to build military grade gear that's usable.
PAX
____________________________________________________________________
| Name: John P. Weatherman | Phone: |
| email: asahoshi@nr.infi.net | (H) (910) 785-1130 |
| fax: (910) 748-4632 | (O) (910) 545-2722 |
|_____________________________|____________________________________|
| He who walking on the sea could calm the bitter waves, who gives |
| life to the dying seeds of the earth; He who was able to loose |
| the mortal chains of death and after three days' darkness could |
| bring again to the upper world the brother of his sister Martha: |
| He, I beleive, will make Damasus rise again from the dust. |
| Pope St. Damasus I (c.305-384) |
|__________________________________________________________________|
From ???@??? Mon May 26 21:06:27 1997
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Subject: Re: Charges
Date: Sun, 25 May 97 07:45:01 -0500
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From: "John P. Weatherman" <asahoshi@nr.infi.net>
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>> OK, this may seem a little strange, but can someone explain to
>> me exactly why a charges limitation/advantage should EVER cost
>> more that +1 for an autofire attack and +1/2 for a non-autofire
>> attack? It seems a little strange that having a limited number
>> of shots, even a very large number of finite shots, is more
>> limiting than not having any limit at all.
>>
> Well, it seems to me that while you have a limited number of shots you
>also are getting those shots at no endurance. The no endurance is a 1/2
>mod. off the top and autofire makes it possible to fire off more shots
>than would otherwise be given to a hero of the same speed.
That's actually my point. The only advantage that charges give is No END
on
the shot. So why should the charges "Advantage" cost more than the
equivilent
reduced END cost? Even the Continuing Charges Rules seem awfully
expensive.
I can have 250 charges that last 1 hour each as a +2 1/4 Advantage, or
Unlimited No END Continuous Uncontrolled Shots that never time out for
a +2 Advantage.
My thought is just that Charges as an Advantage shouldn't ever cost more
than
if you just built the power as a Reduced Endurance Construct, and IMHO
should
be a hair cheaper.
> I think that the way charges are, are fine. If anything, I think that the
>'clips' section of the rules is a little kind, but that is a loophole I can
>live with.
The clips rules are the only thing that has made Charges useful at all to
me.
At least with autofire, I can build a reasonably accurate automatic weapon
that doesn't completely break Active Point limits just building a 2d6 KA,
the
standard for military grade gear in the Viper suppliment as well as
CyberHero.
I'm not sure why your considering them a loophole.
PAX
____________________________________________________________________
| Name: John P. Weatherman | Phone: |
| email: asahoshi@nr.infi.net | (H) (910) 785-1130 |
| fax: (910) 748-4632 | (O) (910) 545-2722 |
|_____________________________|____________________________________|
| He who walking on the sea could calm the bitter waves, who gives |
| life to the dying seeds of the earth; He who was able to loose |
| the mortal chains of death and after three days' darkness could |
| bring again to the upper world the brother of his sister Martha: |
| He, I beleive, will make Damasus rise again from the dust. |
| Pope St. Damasus I (c.305-384) |
|__________________________________________________________________|
From ???@??? Mon May 26 21:06:28 1997
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From: S McGinness <smcginn@csm.ex.ac.uk>
Date: Sun, 25 May 97 17:29:09 GMT
Message-Id: <11415.9705251729@csm.exeter.ac.uk>
Subject: Re: Active Costs
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"John P. Weatherman" <asahoshi@net.infi.nr>
>Has anyone else noticed that while Hero suggests things
>like a 60 Active Point limit for attack powers of beginning
>characters, they also create their "standard" weapondry at
>closer to 100 Active Points? I'm refering in particular to
>CyberHero which is my best available Hero source for
>technotoys. Does anyone have any house rules for allowing
>heros to use the more powerful standard weapons that hero
>releases? In particular, many of my character concepts have
>military backgrounds, so it gets quite frustrating to be
>unable to build military grade gear that's usable.
My My John, we are full of questions this weekend aren't we? :-)
I have broken away completely with limiting the active point cost
of things. I don't think it is a good way to balance out the
various powers you might come up with. I'm not trying to say that
a point is not getting you a points value anywhere, though we all
realise that things aren't (and can never truly be 100% balanced),
but if you buy a 100 point power then it will give 100 point value,
if you place limitations on it then it tends to give 100 point value
_some_ of the time. Why should players be limited to either 60
points all the time, or 60 points some of the time, and in some cases
60 points none of the time?? If the utility of a power is very
limited then I'll tend to allow higher point powers. If the power
is limited in effectiveness then I'll always allow higher point
powers. The active point might be a good initial point to start
limitations but I tend to use it more as a guide than a rule.
Stephen
From ???@??? Mon May 26 21:06:30 1997
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Date: Sun, 25 May 1997 12:37:38 -0500 (CDT)
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From: Rob <rvb@visi.com>
Subject: Re: Charges
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Part of the figuring of the value of limitations is in figuring the
pragmatic value, not the hypothetical one. Up around 250 charges, on a
single use attack, you're talking about over fifty turns of ordinary combat.
I don't know anyone whose single adventures go through so much combat. This
is ten or more average combats in my Champions experience. For a single
attack used routinely, about sixteen to thirty uses for even the longest
adventure would be about as much as pragmatically would be used.
Turning to the case of autofire attacks, there's a whole other kettle of
fish. Autofire attacks redistribute the odds on Stun Lotto effects of both
normal and killing attacks, skewing in favour of Stunning. The difference is
so dramatic in the case of killing attacks that my house rule doubles the
cost of autofire charges on KA's. The mathematics of this is fairly
involved, for a short reply, but it seemed to balance fairly well over a
course of five years of weekly campaigns.
As for inconsistencies in costs, sure, at the extreme limits of the rules,
things often get a bit distorted. That's why GM's exercise discretion.
From ???@??? Mon May 26 21:06:32 1997
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Subject: Re: Charges
Date: Sun, 25 May 97 12:15:34 -0500
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From: "John P. Weatherman" <asahoshi@nr.infi.net>
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>The limitation is that the shots do not cost the character Endurance to
>use.. while a character without charges can rest and recuperate thus
>gaining endurance back.. the character with the charges can run out if
>the story line does not allow him the chance to recharge.
That's why I was asking about a +1/2 / +1 cap for regular/autofire
attacks. No END cost on a normal attack is a +1/2 Advantage and on
an autofire attack is a +1 advantage. Sence the only "Advantage" of
charges is No END, it seems the advantage cost should max out at the
same levels No END itself does.
PAX.
____________________________________________________________________
| Name: John P. Weatherman | Phone: |
| email: asahoshi@nr.infi.net | (H) (910) 785-1130 |
| fax: (910) 748-4632 | (O) (910) 545-2722 |
|_____________________________|____________________________________|
| He who walking on the sea could calm the bitter waves, who gives |
| life to the dying seeds of the earth; He who was able to loose |
| the mortal chains of death and after three days' darkness could |
| bring again to the upper world the brother of his sister Martha: |
| He, I beleive, will make Damasus rise again from the dust. |
| Pope St. Damasus I (c.305-384) |
|__________________________________________________________________|
From ???@??? Mon May 26 21:06:33 1997
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From: Kim Foster <nexus@uky.campus.mci.net>
Subject: Rengeration Question
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Does anyone have a system for derterming the length of time need to regrow
limbs/organs for characters with rengeration? Any suggestions would be well
appreciated,thanks.
Can God make a plot so twisted even he can't figure it out?
Tom Servo -MST 3K "The Island of Dr Fu Manchu"
From ???@??? Mon May 26 21:06:34 1997
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From: Jens-Arthur Leirbakk <leirbakk@stud.ntnu.no>
Subject: Re: Rengeration Question
In-Reply-To: <1.5.4.16.19970525232714.091762f8@uky.campus.mci.net>
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On Mon, 26 May 1997, Kim Foster wrote:
> Does anyone have a system for derterming the length of time need to regrow
> limbs/organs for characters with rengeration? Any suggestions would be well
> appreciated,thanks.
>
> Can God make a plot so twisted even he can't figure it out?
> Tom Servo -MST 3K "The Island of Dr Fu Manchu"
Well, I'd perhaps guess something along these lines: First, figure out the
maximum amount of Body that limb can take, based on the Body multiple in
that area. For instance, I believe that an arm is .5. Thus, if a character
has 30 Body, then that character's "arm body" is 15. Then, let's say that
this number represents the number of months it takes for a character's
limb to regrow (unless you want real 4-color, then you say weeks or days
or whatever). Divide that on the Body/turn of the Regeneration power to
find the total time needed to regrow that limb. Example: The character has
a 4 Body Regeneration, and lost that arm. 15/4 is somewhat under 4 months,
so it'll take 3 months and 3 weeks to completely regrow that arm. It is
probable that the character will be able to actually use the arm in but a
fraction of that time, but it will not be back to normal strength until 3
months and 3 weeks have passed. If that seems long to you, then use weeks
as your base time unit, or what have you.
===============================================
= Jens-Arthur Leirbakk =
= e-mail: leirbakk@stud.ntnu.no =
= http://www.pvv.ntnu.no/~leirbakk/index.html =
= Smash forehead on keyboard to continue =
===============================================
From ???@??? Mon May 26 21:06:37 1997
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Subject: Re: Rengeration Question
Date: Mon, 26 May 97 08:46:17 -0500
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From: John P Weatherman <asahoshi@nr.infi.net>
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>>On Mon, 26 May 1997, Kim Foster wrote:
>
>> Does anyone have a system for derterming the length of time need to regrow
>> limbs/organs for characters with rengeration? Any suggestions would be well
>> appreciated,thanks.
>On Mon, 26 May 1997, Jens-Arthur Leirbakk wrote:
>
>Well, I'd perhaps guess something along these lines: First, figure out the
>maximum amount of Body that limb can take, based on the Body multiple in
>that area. For instance, I believe that an arm is .5. Thus, if a character
>has 30 Body, then that character's "arm body" is 15. Then, let's say that
>this number represents the number of months it takes for a character's
>limb to regrow (unless you want real 4-color, then you say weeks or days
>or whatever). Divide that on the Body/turn of the Regeneration power to
>find the total time needed to regrow that limb. Example: The character has
>a 4 Body Regeneration, and lost that arm. 15/4 is somewhat under 4 months,
>so it'll take 3 months and 3 weeks to completely regrow that arm. It is
>probable that the character will be able to actually use the arm in but a
>fraction of that time, but it will not be back to normal strength until 3
>months and 3 weeks have passed. If that seems long to you, then use weeks
>as your base time unit, or what have you.
Another approach would be to simply slide the regeneration down to Body
per
day. In the example above, that would allow the arm to grow back in a
litle
over four days. For higher regens if would be faster and for (in my
experience
more common) slower regens it would take longer. In any case, a
regenerating
character has their arm back in 16 days. This seems about right for four
color.
About the highest regen I've ever seen actually used was 5/TURN, which
would
still require 3 days to recover (and considering the same character can
recover
from near fatal wounds, say -29 BODY, in just over 2 minutes) this still
feels
about right for a four color. In Dark Champions, I'd probably say
Jens-Arthur's
approach works better. Reguardless, depending on the special effect, it
might
be reasonable to allow for "reapplying the severed limb" assuming it
wasn't
destroyed, only lopped off, and allow normal regeneration to work.
PAX.
____________________________________________________________________
| Name: John P. Weatherman | Phone: |
| email: asahoshi@nr.infi.net | (H) (910) 785-1130 |
| fax: (910) 748-4632 | (O) (910) 545-2722 |
|_____________________________|____________________________________|
| He who walking on the sea could calm the bitter waves, who gives |
| life to the dying seeds of the earth; He who was able to loose |
| the mortal chains of death and after three days' darkness could |
| bring again to the upper world the brother of his sister Martha: |
| He, I beleive, will make Damasus rise again from the dust. |
| Pope St. Damasus I (c.305-384) |
|__________________________________________________________________|
From ???@??? Mon May 26 21:06:38 1997
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Date: Mon, 26 May 1997 10:50:59 -0500 (CDT)
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From: Rob <rvb@visi.com>
Subject: Re: Regeneration
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While I can appreciate the dramatic effect of slow regeneration of limbs, my
own take on the issue is that the limb is restored as soon as all BODY taken
in the injury that severed it is restored, unless the special effects or
circumstances interfere.
This is more satisfying to me that alternatives based on 'proportion of
BODY'. After all, why should a character who loses an arm, having paid
nothing for BODY, get it back in a third the time that an otherwise
identical character, paying 40 points more for BODY, does? (To cite the
example of the 30 BODY one-armed regenerator.)
I suggest, if you need slower regeneration, just attribute it to
circumstances, and set an arbitrary duration based on measures the character
takes. Rest in bed attended by excellent caregivers being faster, trekking
through disease-infested swamps slower.
From ???@??? Mon May 26 21:06:40 1997
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Date: Mon, 26 May 1997 09:33:59 -0700
From: Christopher Taylor <ctaylor@cyberhighway.net>
Subject: Hughes Academy Game
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Okay, the game is full, thanks for everyone's submissions and suggestions.
I have the following information from each player, for those of you without
a full character and a background please get those to me soon, I would like
to get started by next Monday (June 1).
Anthony MacElroy --- character
John Jerles --- character and background
Rafael Sant'Anna --- character and background
Razor Sharp --- character outline
Captain Spith --- character and background
jnealis (sorry, I neglected to write your name down) --- letter of intent
Will Austin --- character and background
Alex Rojas --- character
Bryce --- character and background
Carolyn Vaughan --- character and background
flacksd@evron.com (sorry, I neglected to write your name down) --- character
MartinTucker --- Letter of Intent
----------------------------------------------------------
Sola Gracia Sola Scriptura Sola Fide
Soli Gloria Deo Solus Christus Corum Deo
-----------------------------------------------------------
From ???@??? Tue May 27 18:21:59 1997
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Date: Tue, 27 May 1997 12:42:29 -0700
From: michael <jonesmj@topaz.cqu.edu.au>
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Subject: Re: Active Costs
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John P. Weatherman wrote:
>
> Has anyone else noticed that while Hero suggests things
> like a 60 Active Point limit for attack powers of beginning
> characters, they also create their "standard" weapondry at
> closer to 100 Active Points? I'm refering in particular to
> CyberHero which is my best available Hero source for
> technotoys. Does anyone have any house rules for allowing
> heros to use the more powerful standard weapons that hero
> releases? In particular, many of my character concepts have
> military backgrounds, so it gets quite frustrating to be
> unable to build military grade gear that's usable.
>
> PAX
why not just ignore the llimits?? i tend to think any active points limint is stupid . .
. what's the difference between 60 and 63?
>
> ____________________________________________________________________
> | Name: John P. Weatherman | Phone: |
>
> | email: asahoshi@nr.infi.net | (H) (910) 785-1130 |
> | fax: (910) 748-4632 | (O) (910) 545-2722 |
> |_____________________________|____________________________________|
> | He who walking on the sea could calm the bitter waves, who gives |
> | life to the dying seeds of the earth; He who was able to loose |
> | the mortal chains of death and after three days' darkness could |
> | bring again to the upper world the brother of his sister Martha: |
> | He, I beleive, will make Damasus rise again from the dust. |
> | Pope St. Damasus I (c.305-384) |
> |__________________________________________________________________|
From ???@??? Tue May 27 18:22:01 1997
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Date: Tue, 27 May 1997 12:45:13 -0700
From: michael <jonesmj@topaz.cqu.edu.au>
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Subject: Re: Rengeration Question
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I do organ damage as a plot concept, and use a ten point 'bonus' body cost for a normal
organ/limb/bit. Also you could try a bonus cost as a function of total body.
Kim Foster wrote:
>
> Does anyone have a system for derterming the length of time need to regrow
> limbs/organs for characters with rengeration? Any suggestions would be well
> appreciated,thanks.
>
> Can God make a plot so twisted even he can't figure it out?
> Tom Servo -MST 3K "The Island of Dr Fu Manchu"
From ???@??? Tue May 27 18:22:02 1997
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From: jprins@interhop.net (John and Ron Prins)
Subject: Re: Active Costs
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>why not just ignore the llimits?? i tend to think any active points limint
is stupid . .
>. what's the difference between 60 and 63?
Last time I looked, it was 3. :-) I've always thought of the 'active point
limit' as more of a guideline. Especially with very heavily advantaged
powers, where the difference between 3D6 of effect and 4D6 of effect can
mean 15-20 points. So you either allow a 70 point power or force the PC to
take a 50 point power - heck, give him the 70 pointer. 'Raw' powers,
however, should adhere more closely to the AP limit.
----------------------------------------------------------------------------
"All right, all right! I'll sit on your crummy lap! Anything!! Just stop
disintigrating me!!"
-Gold Digger
----------------------------------------------------------------------------
John D. Prins
jprins@interhop.net
From ???@??? Tue May 27 18:22:03 1997
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Date: Tue, 27 May 1997 15:03:34 -0700
From: "HAPPYELF!!!!" <jonesmj@topaz.cqu.edu.au>
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Subject: Re: Active Costs
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John and Ron Prins wrote:
>
> >why not just ignore the llimits?? i tend to think any active points limint
> is stupid . .
> >. what's the difference between 60 and 63?
>
> Last time I looked, it was 3. :-) I've always thought of the 'active point
> limit' as more of a guideline. Especially with very heavily advantaged
> powers, where the difference between 3D6 of effect and 4D6 of effect can
> mean 15-20 points. So you either allow a 70 point power or force the PC to
> take a 50 point power - heck, give him the 70 pointer. 'Raw' powers,
> however, should adhere more closely to the AP limit.
>
i agree! however, i would still like to abolish the whole idea, or put it all in
gm-campagn control . . .
From ???@??? Tue May 27 18:22:05 1997
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Subject: Recoveries
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Okay,
A fellow Champions GM and friend of mine just ran a strange idea past me. He
has abolished the post segment 12 recovery in his combats. He says "If you
want a recovery, you gotta take one. I'm not handing you one on a silver
platter" (or words to that effect). He claims it greatly speeds up his
combats and does not change the feel of the game.
I'm intrigued. I'm not running a game right now and have had no opportunity
to give it a whirl. Have any of you out there tried this or anything
similar? And if so, what are your thoughts? Heck, even if you haven't tried
it what are your thoughts?
Jay A
From ???@??? Tue May 27 18:22:06 1997
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Date: Tue, 27 May 1997 01:55:03 -0600
From: Curtis Gibson <Mhoram@apeleon.net>
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Subject: Re: Recoveries
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HoosierJA@aol.com wrote:
>
> Okay,
>
> A fellow Champions GM and friend of mine just ran a strange idea past me. He
> has abolished the post segment 12 recovery in his combats. He says "If you
> want a recovery, you gotta take one. I'm not handing you one on a silver
> platter" (or words to that effect). He claims it greatly speeds up his
> combats and does not change the feel of the game.
>
> I'm intrigued. I'm not running a game right now and have had no opportunity
> to give it a whirl. Have any of you out there tried this or anything
> similar? And if so, what are your thoughts? Heck, even if you haven't tried
> it what are your thoughts?
>
> Jay A
I personally thing it would shift the balance of power off. Bricks (for
instance) usually have low speeds and high recoveries. Without a post
12, they wouldn't be able to absorb damage anywhere near as well. A
speedster or High speed MA could afford to blow a phase to recover, but
the low speed bricks couldn't.
End use could also get to be a problem.
This kind of rule could work well for a dark Champs, but I don't think
it would fly well in a Four color.
All the previous is IMHO, of course.
A question of my own, while on the subject. When we had a player that
came in from another campaign (ie we didn't teach him) we found a
differance of style, with no real basis for doing things whichever way;
to wit: Post 12's in our game were for Stun/End recoveries only. The way
his group had always run it, that if you get stunned in 12, your post 12
goes to recovering from being stunned, and thus doesn't help end/stun.
Does any of the list at large do this?
We don't have difficuties here because of the differance (we are adults
after all) but are curious as to how others do it.
--
-Mhoram
Why is it a penny for your thoughts, but you have to put your
two cents in. Somebody's makin' a penny somewhere. -Stephen Wright
Mhoram's Fantasy Hero Domain:
http://apeleon.net/~mhoram/hero/FHsplash1.htm
From ???@??? Tue May 27 18:22:07 1997
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Date: Tue, 27 May 1997 04:16:22 -0400 (EDT)
From: Wayne J Shaw <shaw@IDT.NET>
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Subject: Re: Recoveries
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On Tue, 27 May 1997 HoosierJA@aol.com wrote:
> Okay,
>
> A fellow Champions GM and friend of mine just ran a strange idea past me. He
> has abolished the post segment 12 recovery in his combats. He says "If you
> want a recovery, you gotta take one. I'm not handing you one on a silver
> platter" (or words to that effect). He claims it greatly speeds up his
> combats and does not change the feel of the game.
>
> I'm intrigued. I'm not running a game right now and have had no opportunity
> to give it a whirl. Have any of you out there tried this or anything
> similar? And if so, what are your thoughts? Heck, even if you haven't tried
> it what are your thoughts?
Well, it'll certainly do that. But it also overly rewards a high
movement, high speed person, who can afford to duck around a corner and
recover, while his lesser bretheren can't. And it makes it impossible to
fly long distances unless your flight is at 0 END.
From ???@??? Tue May 27 18:22:08 1997
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From: Tokyo Mark <bastet@iquest.net>
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Subject: Re: Recoveries
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> A fellow Champions GM and friend of mine just ran a strange idea past
me. He
> has abolished the post segment 12 recovery in his combats. He says "If you
> want a recovery, you gotta take one. I'm not handing you one on a silver
> platter" (or words to that effect). He claims it greatly speeds up his
> combats and does not change the feel of the game.
I'm sure it would speed up combat, but at least with the groups I'm in it
would change the feel of the game. Like Hobbes 'State of Nature' combats
woudl become nasty, brutish and short. 0 End powers and aids will be
more common.
>
> I'm intrigued. I'm not running a game right now and have had no opportunity
> to give it a whirl. Have any of you out there tried this or anything
> similar? And if so, what are your thoughts? Heck, even if you haven't tried
> it what are your thoughts?
One thing the group I'm with does that helps. WE start combat at the top
of a turn, not on 12. Starting on 12 gives everyone a chance to push an
attack, then recover from their damage and end. It's almost a wasted
round. By starting either on the first phase someone goes on (me)
or having a 'start of combat' phase then starting with the first phase,
combat seems to go a little quicker. Just my thoughts.
TokyoMark
From ???@??? Tue May 27 18:22:10 1997
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Subject: In case anyone's interested.....
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Hi,
Look, I know that this is the hero mailer, but I'd thought I'd offer out an
invitation anyway. If anyone wishes to join an AD&D PBEM set in my own
version of the Forgotten Realms please e-mail direct rather than to the list
thankyou.
lurkers are more than welcome.
Thanx
Chuff78002.
From ???@??? Tue May 27 18:22:11 1997
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Date: Tue, 27 May 1997 06:15:55 -0400 (EDT)
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Subject: Uthden Troll...watch this space !
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Sorry about the delays folks, but things have gotten hectic over here and The
Uthden Troll mtg/fh conversion has been put on the back burner for a while,
however i'm almost ready to compile the data and it should be posted real
soon !
WATCH THIS SPACE !!!!!
Chuff78002.
From ???@??? Tue May 27 18:22:12 1997
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Date: Tue, 27 May 1997 06:30:40 -0500
From: "Joe Claffey Jr." <jrc@mail1.nai.net>
Subject: Re: Recoveries
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Curtis Gibson <Mhoram@apeleon.net> wrote,
>to wit: Post 12's in our game were for Stun/End recoveries only. The way
>his group had always run it, that if you get stunned in 12, your post 12
>goes to recovering from being stunned, and thus doesn't help end/stun.
>Does any of the list at large do this?
Yeah, that's how my friends and I do it. It doesn't seem to throw anything
out of balance.
We also play that if you get stunned before your DEX count, you recover
from being stunned that phase but lose your action. I don't know if that's
standard or not.
Joe Claffey | "In the end, everything is a gag."
jrc@ct1.nai.net | - Charlie Chaplin
From ???@??? Tue May 27 18:22:13 1997
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From: Jon Knutson <waffyjon@execpc.com>
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Subject: Re: Recoveries
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Curtis Gibson wrote:
>
> A question of my own, while on the subject. When we had a player that
> came in from another campaign (ie we didn't teach him) we found a
> differance of style, with no real basis for doing things whichever way;
> to wit: Post 12's in our game were for Stun/End recoveries only. The way
> his group had always run it, that if you get stunned in 12, your post 12
> goes to recovering from being stunned, and thus doesn't help end/stun.
> Does any of the list at large do this?
>
> We don't have difficuties here because of the differance (we are adults
> after all) but are curious as to how others do it.
>
In my old gaming group in Washington, we'd make it an option; anyone
stunned on Phase 12 could either use their post-12 to recover STUN and
END, or to recover from being stunned. If they used it to recover
stun/end, they'd still need to use their next phase to recover from
being stunned. It worked rather well for us.
Jon
From ???@??? Tue May 27 18:22:16 1997
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Sorry to take up bandwidth like this, but I sent in my
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From ???@??? Tue May 27 18:22:17 1997
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From: Bob Greenwade <bob.greenwade@klock.com>
Subject: Re: real world martial art
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At 03:21 PM 5/24/97 +1000, jonesmj@topaz.cqu.edu.au wrote:
>>Pardon me, but there are no "kido" styles. There are "do" styles and
>>"jutsu" styles, corresponding to "way" and "art". Aikijutsu is "the art of
>>Aiki" and Aikido is "the way of Aiki". The forms are similar, but "do"
>>styles encompass a philosophy: they are a way of life, whereas "jutsu"
>>forms tend to concentrate on the martial (combat) aspects: they are an art
>>of combat.
>
>hapKIDO!! aiKIDO!! And your literal interpretations were valid about 100
years ago, and no longer.
Try hapkiDO and aikiDO (as per a very clear interpretation of the Korean
language originals that Rat gave you).
---
This mail was sent from the Corvallis Public Library
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From: Bob Greenwade <bob.greenwade@klock.com>
Subject: Re: Invasion!?!
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At 02:39 PM 5/24/97 -0500, Todd Hanson wrote:
>> surrender, try to escape, or bring in some deus ex machina. If the PCs are
>> on the losing end of a combat that's getting boring besides, have a more
>> powerful force show up to save their bacon (giving thanks for "keeping these
>> guys busy until we got here," of course, just to make them feel useful).
>
>
>This is one thing I would definately disagree with. As a PC it would
>leave me feeling like I had wasted my time if I had just fought for my
>life against the aliens, only to have the big guns show up to bail me
>out. I would be left with the 'why bother' attitude.
That's a little different than what I was talking about. The mechanics
of what I was saying would be the same, except that afterward the big guns
tell the PCs, "Boy, it's a good thing you guys were here to slow these guys
down, or the whole world would've been toast!" Admittedly, that's not as
satisfying as stopping the Evil One on your own, but it still can give a
sense of having made a vital contribution.
>Instead, make the aliens seem unbeatable, but leave a method (or more
>than one) where the PCs can discover a method to turn the tide of the
>battle, kind along the lines of how in Independance Day they discovered
>how to turn off the force fields of the alien ships (although I would go
>for something a little more believable)
>
>Let the PCs discover some alien technology that enhances their own
>powers - giving them additional firepower and defenses. It doesnt have
>to be much - adding 2 to 4 dice to a standard attack makes it a really
>nasty attack.. add a 10/10 force field to their defenses and an alien
>gun that would have stunned them before is no more than a nuisance. Let
>the PCs feel like they defeated the aliens on their own by outsmarting
>them. Of course, make the technology run off of an alien power source
>so you can get rid of it after this scenario...
This is good advice for overall plotting. (Very good, in fact.) I was
addressing what can be done when an individual encounter bogs down.
---
This mail was sent from the Corvallis Public Library
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Date: Tue, 27 May 1997 15:57:52
From: John Turner <Avery1@flash.net>
Subject: Re: Active Costs
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At 12:42 PM 5/27/97 -0700, michael wrote:
>John P. Weatherman wrote:
>>
>> Has anyone else noticed that while Hero suggests things
>> like a 60 Active Point limit for attack powers of beginning
>> characters, they also create their "standard" weapondry at
>> closer to 100 Active Points? BLAH BLAH BLAH
>> PAX
>
>why not just ignore the llimits?? i tend to think any active points limint
is stupid . .
>. what's the difference between 60 and 63?
>
that would be 3. :P
From ???@??? Tue May 27 18:41:53 1997
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Date: Tue, 27 May 1997 16:17:29
From: John Turner <Avery1@flash.net>
Subject: Re: Recoveries
Cc: champ-l@omg.org
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At 04:44 AM 5/27/97 -0500, Tokyo Mark wrote:
>One thing the group I'm with does that helps. WE start combat at the top
>of a turn, not on 12. Starting on 12 gives everyone a chance to push an
>attack, then recover from their damage and end. It's almost a wasted
>round. By starting either on the first phase someone goes on (me)
> or having a 'start of combat' phase then starting with the first phase,
>combat seems to go a little quicker. Just my thoughts.
>
>TokyoMark
The group I play with start combat on 12, but we never let anyone push an
attack at this time. I really hate the pushing rules, they are too often
abused. We had one player that would try to push everytime he attacked,
because he figured he could mathematically risk the END. This made me
institute a rule that I, as GM, have total control of when the players can
push. I can understand if a character wants to boost a power with xps and
pushes the attack everytime for a while (while he is building up the xps to
increase the points in the power). The players have since learned that
pushing is to be used only in extreme cases, not on every phase.
From ???@??? Tue May 27 18:41:55 1997
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From: Bob Greenwade <bob.greenwade@klock.com>
Subject: Re: Rengeration Question
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At 12:20 AM 5/26/97 -0400, Kim Foster wrote:
>Does anyone have a system for derterming the length of time need to regrow
>limbs/organs for characters with rengeration? Any suggestions would be well
>appreciated,thanks.
I don't think that Regeneration (or any other "enhancement Power") is
able to regrow limbs, at least in the official rules.
In my own games, I allow "Can Regrow Limbs" as a +1/2 Advantage to
[healing] Aid, Regeneration, and Transfer, and the REC Characteristic. In
this case, the amount of BODY needed to regrow a limb is equal to the amount
that it took to cut it off in the first place.
And for the curious: yes, if a character with Transfer that Can Regrow
Limbs uses that Power on someone else, the other person does lose the limb,
but only for the duration that the Transfer lasts (and none of the
applications of this Advantage will work if the person with the Power never
had the limb in question to begin with).
---
This mail was sent from the Corvallis Public Library
From ???@??? Tue May 27 18:41:57 1997
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Date: Tue, 27 May 1997 17:10:58 EDT
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Subject: Pacificon moved?
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The Dunfey Hotel told me today that they have been sold, and will be
closed for renovations from 11 June to "sometime in November". Pacificon
will not be held at the Dunfey.
Has anyone heard anything on where Pacificon will be held, or if it will
be held?
Dennis
A government that robs Peter to pay Paul can always depend upon the
support of Paul. -- George Bernard Shaw
From ???@??? Tue May 27 19:11:54 1997
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Date: Tue, 27 May 1997 18:10:53 -0500
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Subject: Re: Recoveries
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On 27 May 97 at 7:55, Curtis Gibson wrote:
> A question of my own, while on the subject. When we had a player
> that came in from another campaign (ie we didn't teach him) we found
> a differance of style, with no real basis for doing things whichever
> way; to wit: Post 12's in our game were for Stun/End recoveries
> only. The way his group had always run it, that if you get stunned
> in 12, your post 12 goes to recovering from being stunned, and thus
> doesn't help end/stun. Does any of the list at large do this?
My group has traditionally done it this way, more from ignorance than
anything else. To our way of thinking, whether you recover from being
stunned and then recover END/STUN or recover END/STUN then recover
from being stunned, the end result is the same.
Never seemed to unbalance anything.
--
Al Everett | "Work is the curse of the drinking
aeverett@worldnet.att.net | classes" - Rev William A Spooner
From ???@??? Tue May 27 19:31:54 1997
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Date: Tue, 27 May 1997 18:23:30 -0400 (EDT)
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Subject: Re: Recoveries
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Doc sez...
Speeds up combat, eh?... Not surprised, characters must be getting
exhausted and knocked out sooner. Does your friend mention if there's been
an increase in the number of characters that have tried to purchase reduced
END on their STR and other powers?
Doc Tough
From ???@??? Wed May 28 22:27:10 1997
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Date: Tue, 27 May 1997 18:43:48 -0400 (EDT)
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Subject: Re: Invasion!?!
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In a message dated 97-05-27 17:46:33 EDT, bob.greenwade@klock.com (Bob
Greenwade) writes:
> >This is one thing I would definately disagree with. As a PC it would
> >leave me feeling like I had wasted my time if I had just fought for my
> >life against the aliens, only to have the big guns show up to bail me
> >out. I would be left with the 'why bother' attitude.
>
> That's a little different than what I was talking about. The mechanics
> of what I was saying would be the same, except that afterward the big guns
> tell the PCs, "Boy, it's a good thing you guys were here to slow these
guys
> down, or the whole world would've been toast!" Admittedly, that's not as
> satisfying as stopping the Evil One on your own, but it still can give a
> sense of having made a vital contribution.
I would think that the "Queen Bee" motif would be the best for player
satisfaction. Not to mention that fact that it's easier to fight smaller
combats. Let the NPCs defend the white house (perhaps with a little help
from our heros). It's the PCs job to infiltrate, get in there and destroy
the queen mother, or the main computer, or whatever you can think of. Or
maybe even just talk 'em out of attacking...thats always fun. Or maybe
just......
You get my point. As many Earthlings as you want can stave off individual
attacks. Even win battles against incredible odds. But the PCs should be
the ones to eventually save the world. Unless you don't want the world
saved, that could be fun too.
Jay A
From ???@??? Wed May 28 22:27:23 1997
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From: David.Berge@october.com (David Berge)
Date: 25 May 97 12:16:08 -0800
Subject: How many d6 does a papae
Message-ID: <355_9705280038@october.com>
Organization: Fidonet: Red October Alpha * Hero Roleplaying * 408-629-4695 *
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Patrick Barden writes:
h> How do you figure out how much damage a thrown object will do when it
> hits a person. I have been told that you do
> damage based on extra strength. This doesn't seem quite right. By this
> standard a paper airplane could be quite deadly in the hands of a strong
> enough brick.
Terminal velocity intrudes. An object's terminal velocity depends on its
density and shape. The paper airplane simply can't go fast enough to do the
full STR damage of a normal person. (More precisely, the airplane dece-
lerates immediately when it leaves the thrower's hand.)
In game terms, I would set an upper limit on the thrown damage that any
object can generate. Anyone can probably do full damage with dense metal
objects. Bricks will hit a limit with objects of density less than, oh, 3,
and everyone else will be limited with objects less dense than water (1.0).
I don't want to assign exact numbers, though; it's really not an important
issue unless the density is very low.
From ???@??? Wed May 28 22:27:24 1997
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Date: Wed, 28 May 1997 02:49:53 -0500 (EST)
From: Tokyo Mark <bastet@iquest.net>
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Subject: Re: How many d6 does a papae
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> Terminal velocity intrudes. An object's terminal velocity depends on its
> density and shape. The paper airplane simply can't go fast enough to do the
> full STR damage of a normal person. (More precisely, the airplane dece-
> lerates immediately when it leaves the thrower's hand.)
>
> In game terms, I would set an upper limit on the thrown damage that any
> object can generate. Anyone can probably do full damage with dense metal
> objects. Bricks will hit a limit with objects of density less than, oh, 3,
> and everyone else will be limited with objects less dense than water (1.0).
>
> I don't want to assign exact numbers, though; it's really not an important
> issue unless the density is very low.
I believe there is a section in the book where it states that the damage
of an object can't be more then def+body of the object. It's been a long
time since I bothered to look this up so it might simply apply to a past
edition, but it seems a reasonable way to handle it.
TokyoMark
From ???@??? Wed May 28 22:27:26 1997
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From: Patrick Barden <absga@elbertonga.com>
Subject: Some effects I am working on
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Have a couple of effects I am trying to duplicate.
1) I want to create directed explosions. The attacks would be similar to
an explosion except that the area of the effect would be either a line or a
cone. Would this be a modification of the explosion advantage or the area
effect advantage?
2.) I want to duplicate the effect of a healer who absorbs the damage he
heals. What level of disadvantage would you give for a power that costs
STUN instead of or in addition to END. The character is a NPC so I am not
worried about the long term effects of such a power.
TIA, TTFN
Patrick B.
From ???@??? Wed May 28 22:27:27 1997
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From: Eric Langendorff <ericl@swiftmedia.com>
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Patrick Barden wrote:
>
> Have a couple of effects I am trying to duplicate.
>
> 1) I want to create directed explosions. The attacks would be similar to
> an explosion except that the area of the effect would be either a line or a
> cone. Would this be a modification of the explosion advantage or the area
> effect advantage?
I'd say 1/4 to 1/2 less advantage: Explosive Degrade.
> 2.) I want to duplicate the effect of a healer who absorbs the damage he
> heals. What level of disadvantage would you give for a power that costs
> STUN instead of or in addition to END. The character is a NPC so I am not
> worried about the long term effects of such a power.
Transfer with a -0 SFX limitation: Only works in reverse.
-Eric
From ???@??? Wed May 28 22:27:28 1997
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Date: Wed, 28 May 1997 12:41:58 -0400
From: badger@badgerden.com (Charles T. Badger)
Subject: Re: Some effects I am working on
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At 11:50 05/28/97 -0400, Patrick Barden wrote:
>Have a couple of effects I am trying to duplicate.
>
>1) I want to create directed explosions. The attacks would be similar to
>an explosion except that the area of the effect would be either a line or a
>cone. Would this be a modification of the explosion advantage or the area
>effect advantage?
since the radius advantage is +1 advantage and gives the same distance as a
explosion with the explosion giving less damage to the outer area and also
being a +1/2 advantage you could use those two facts to build the other area
effect cone and line and use the same distance they would and divide the
decrease over even increments. I don't have my book with me currently but
the distance is more or less based on dc in the base power.
>2.) I want to duplicate the effect of a healer who absorbs the damage he
>heals. What level of disadvantage would you give for a power that costs
>STUN instead of or in addition to END. The character is a NPC so I am not
>worried about the long term effects of such a power.
I saw one where the aid with feedback is a -1 limitation that does the same
amount of body to the user as he/she heals. Transfer would be similar to but
instead of my transfer transfering points from you to me it would be me to
you. that would be worth at least -1/2 limitation.
-----
Charles T. Badger
President Badger Internet Services, Inc.
http://www.badgerden.com
vrml page
http://vrml.badgerden.com
From ???@??? Wed May 28 22:27:29 1997
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Subject: Re: Some effects I am working on
Date: Wed, 28 May 97 13:08:33 -0400
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On 5/28/97 11:50 AM, Patrick Barden (absga@elbertonga.com) Said:
>1) I want to create directed explosions. The attacks would be similar to
>an explosion except that the area of the effect would be either a line or a
>cone. Would this be a modification of the explosion advantage or the area
>effect advantage?
>
I would probably do this as :
Energy Blast, AE:(Line or Cone), Reduced by Range
>2.) I want to duplicate the effect of a healer who absorbs the damage he
>heals. What level of disadvantage would you give for a power that costs
>STUN instead of or in addition to END. The character is a NPC so I am not
>worried about the long term effects of such a power.
I think this is spelled out in the HSR under Aid....
.oooO |
( ) Oooo. | David A. Fair
\ ( ( ) | SDS International
\_) ) / | dfair@sdslink.com
(_/ |
From ???@??? Wed May 28 22:27:30 1997
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Date: Wed, 28 May 1997 10:07:14 -0700
From: Mark Lemming <icepirat@ix.netcom.com>
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Patrick Barden wrote:
>
> Have a couple of effects I am trying to duplicate.
>
> 1) I want to create directed explosions. The attacks would be similar to
> an explosion except that the area of the effect would be either a line or a
> cone. Would this be a modification of the explosion advantage or the area
> effect advantage?
Work it like the area effect advantages. The cone would act just like
the radius effect in that -1d6 per 1". The line I might automatically
allow -1d6 per 2" since it's a lot easier to dive out of.
I think the cone advantage was either Champs II or Champs 3.
>
> 2.) I want to duplicate the effect of a healer who absorbs the damage he
> heals. What level of disadvantage would you give for a power that costs
> STUN instead of or in addition to END. The character is a NPC so I am not
> worried about the long term effects of such a power.
Side effect that always goes off. Without my books I couldn't say the
the costs. probably -1. -2 if he doesn't have ready access to personal
healing.
-Mark
From ???@??? Wed May 28 22:27:31 1997
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Date: Wed, 28 May 1997 14:06:51 -0700 (PDT)
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From: Bob Greenwade <bob.greenwade@klock.com>
Subject: Re: Some effects I am working on
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At 11:50 AM 5/28/97 -0400, Patrick Barden wrote:
>Have a couple of effects I am trying to duplicate.
>
>1) I want to create directed explosions. The attacks would be similar to
>an explosion except that the area of the effect would be either a line or a
>cone. Would this be a modification of the explosion advantage or the area
>effect advantage?
Personally, for the cone effect, I would allow a "cone explosion," which
only operates in a 60-degree cone but which loses damage at -1 DC/2", for
the same +1/2 Advantage one already gets for Explosion. Alternately, you
could just use a regular Explosion, with a -1 Limitation (on the Advantage
only) for a cone shape.
As for the line, I'd just use Area Effect: Line with a -1 Limitation (on
the Advantage only) for the degradation.
>2.) I want to duplicate the effect of a healer who absorbs the damage he
>heals. What level of disadvantage would you give for a power that costs
>STUN instead of or in addition to END. The character is a NPC so I am not
>worried about the long term effects of such a power.
Rather than do it this way ("Costs STUN as well as END"), give it a -1
"Side Effects" Limitation (-1/2 if you use the 10 points/1d6 variant on
Aid). This ends up doing the same level of damage to the user as he heals.
You can just rule by GM fiat that the damage the NPC takes is always
identical to the amount he heals.
---
This mail was sent from the Corvallis Public Library
From ???@??? Wed May 28 22:27:33 1997
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From: Trevor Barrie <tbarrie@ibm.net>
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Subject: Re: Active Costs
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On Tue, 27 May 1997, HAPPYELF!!!! wrote:
> > Last time I looked, it was 3. :-) I've always thought of the 'active point
> > limit' as more of a guideline. Especially with very heavily advantaged
> > powers, where the difference between 3D6 of effect and 4D6 of effect can
> > mean 15-20 points. So you either allow a 70 point power or force the PC to
> > take a 50 point power - heck, give him the 70 pointer. 'Raw' powers,
> > however, should adhere more closely to the AP limit.
>
> i agree! however, i would still like to abolish the whole idea, or put it
> all in gm-campagn control . . .
How do you mean? It's already entirely a GM campaign-control issue.
From ???@??? Wed May 28 22:27:34 1997
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From: R Jacobs <rjacobs@radiks.net>
Date: Wed, 28 May 1997 16:51:14 -0500
Subject: Determining Limitations
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Hello All,
Anybody have any good suggestions on how to determine the value of
non-standard limitations? I'm looking for a way to remove some of the
subjectivity from the process (I realize that there is no way to make it
totally objective, but some guidance would be beneficial).
Rob
From ???@??? Wed May 28 22:27:35 1997
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Date: Wed, 28 May 1997 18:08:17 -0500
From: Donald Tsang <tsang@sedl.org>
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Subject: House Rule suggestion for Side Effects
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A suggestion: Side Effects that always happen (as opposed to those that
only happen on unsuccessful activation rolls) should not have to take
a minimum of 30/60 active points. It's limiting enough that they happen
_every_ time the character activates the power.
So, for example, the "Empathic Healing" mentioned earlier could simply
be Aid/Healing with Side Effects: Damage (not Drain) equal to the Aid,
for a limitation bonus of -1. Since generic Damage (EB, whatever) is
5 pts/d6, just like Aid, the total Active Points of Side Effect is
exactly equal to the total Active Points of the Aid. Requiring that
the character take 12d6 damage for 3d6 of Aid would just be lame.
Donald
From ???@??? Thu May 29 20:35:29 1997
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Date: Wed, 28 May 1997 07:58:08 -0700
From: Tim Statler <tstatler@igateway.net>
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Subject: Re: Some effects I am working on
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Charles T. Badger wrote:
>
> At 11:50 05/28/97 -0400, Patrick Barden wrote:
> >Have a couple of effects I am trying to duplicate.
> >
> >1) I want to create directed explosions. The attacks would be similar to
> >an explosion except that the area of the effect would be either a line or a
> >cone.
>
> since the radius advantage is +1 advantage and gives the same distance as a
> explosion with the explosion giving less damage to the outer area and also
> being a +1/2 advantage you could use those two facts to build the other area
> effect cone and line and use the same distance they would and divide the
> decrease over even increments.
A good use of the AE:Explosive Cone (+1/2) advantage is in modelling a
shotgun blast.
Tim Statler
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Date: Thu, 29 May 1997 18:45:02 +1000
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From: happyelf! <jonesmj@topaz.cqu.edu.au>
Subject: Re: Invasion!?!
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>I would think that the "Queen Bee" motif would be the best for player
>satisfaction. Not to mention that fact that it's easier to fight smaller
>combats. Let the NPCs defend the white house (perhaps with a little help
>from our heros). It's the PCs job to infiltrate, get in there and destroy
>the queen mother, or the main computer, or whatever you can think of. Or
>maybe even just talk 'em out of attacking...thats always fun. Or maybe
>just......
>
>You get my point. As many Earthlings as you want can stave off individual
>attacks. Even win battles against incredible odds. But the PCs should be
>the ones to eventually save the world. Unless you don't want the world
>saved, that could be fun too.
>
>Jay A
>
>
how about "the heros are one of many who save the world?" or
"the heros' strategist works dilligently with Dr Destroyer to formulate a
defense plan, and all the world pulls it off?" or
"during peace talks the heros give the aliens east hoboken, not mentioning
Mechanon just took the joint over" or
"the world is saved by another alien race, who then tries to plunge the
world into debt-slavery?" or
"the aliens are really running like crazy from something else, and move on as soon
as the earth orbits out of their jetstream" or
"the heros side with the aliens, and they turn out to be really wimpy" or
"the battle rages on indefinitley, with the aliens holding everything outside
of Mars, with teams of space-borne heros doing guerilla warfare within the asteroid belt"
we can do WAY better than the old 'shoot de generator vent and it all go boom'
, guys .. .
From ???@??? Thu May 29 20:35:32 1997
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From: happyelf! <jonesmj@topaz.cqu.edu.au>
Subject: Re: Determining Limitations
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here's a very small guide:
-1/4 anything not involved directly in the campaign, like an effect that you make up
and the gm says "yeah, shure, whatever . ."
-1/2 Something really involved with the character: like kryptonite or silver, something the character will see a lot of, within the plot of the setting(it not just a random thingie)
At 04:51 PM 5/28/97 -0500, you wrote:
>
>
>Hello All,
>
>Anybody have any good suggestions on how to determine the value of
>non-standard limitations? I'm looking for a way to remove some of the
>subjectivity from the process (I realize that there is no way to make it
>totally objective, but some guidance would be beneficial).
>
>Rob
>
>
From ???@??? Thu May 29 20:35:49 1997
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From: Stainless Steel Rat <ratinox@peorth.gweep.net>
Subject: Re: Determining Limitations
References: <338CA8D2.36DE@radiks.net>
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Date: 29 May 1997 13:14:36 -0400
In-Reply-To: R Jacobs's message of Wed, 28 May 1997 16:51:14 -0500
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-----BEGIN PGP SIGNED MESSAGE-----
>>>>> "RJ" == R Jacobs <rjacobs@radiks.net> writes:
RJ> Anybody have any good suggestions on how to determine the value of
RJ> non-standard limitations?
Just as a baseline I look at the probabilities for Activation Roll success.
A limitation that is restrictive about half the time (11-) is worth a -1,
working up to a -2 for a limitation that is restrictive almost always (8-)
and down to -1/4 for a limitation that is infrequently restrictive (15-).
I then make a comparison between the new limitation and any existing but
similar limitations, and adjust the bonus to fit within the existing
structure.
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From ???@??? Thu May 29 20:35:51 1997
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From: Stainless Steel Rat <ratinox@peorth.gweep.net>
Subject: Re: House Rule suggestion for Side Effects
References: <199705282308.SAA09921@id.sedl.org>
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Date: 29 May 1997 13:20:27 -0400
In-Reply-To: Donald Tsang's message of Wed, 28 May 1997 18:08:17 -0500
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>>>>> "DT" == Donald Tsang <tsang@sedl.org> writes:
DT> A suggestion: Side Effects that always happen (as opposed to those that
DT> only happen on unsuccessful activation rolls) should not have to take a
DT> minimum of 30/60 active points. It's limiting enough that they happen
DT> _every_ time the character activates the power.
Yeah, well, Side Effects is slightly broken in that it is less of a
disadvantage to the character if the power has an Activation roll on it.
So I figure that the Side Effects bonus is worth double (give or take) if
there is no Activation roll on the power. But that's just me. :)
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From ???@??? Thu May 29 20:35:52 1997
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Date: Thu, 29 May 1997 15:22:48 -0400 (EDT)
Message-ID: <970529152246_-1498146900@emout06.mail.aol.com>
Subject: Re: Invasion!?!
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In a message dated 97-05-29 05:37:25 EDT, jonesmj@topaz.cqu.edu.au
(happyelf!) writes:
> how about "the heros are one of many who save the world?" or
>
> "the heros' strategist works dilligently with Dr Destroyer to formulate a
> defense plan, and all the world pulls it off?" or
>
> "during peace talks the heros give the aliens east hoboken, not mentioning
> Mechanon just took the joint over" or
>
> "the world is saved by another alien race, who then tries to plunge the
> world into debt-slavery?" or
>
> "the aliens are really running like crazy from something else, and move on
> as soon
> as the earth orbits out of their jetstream" or
>
> "the heros side with the aliens, and they turn out to be really wimpy" or
>
> "the battle rages on indefinitley, with the aliens holding everything
> outside
> of Mars, with teams of space-borne heros doing guerilla warfare within the
> asteroid belt"
>
>
>
> we can do WAY better than the old 'shoot de generator vent and it all go
> boom'
> , guys .. .
All these ideas are wonderfull. And if your players wouldn't feel cheated
not being the ones who dealt the final blow then you should just run with it.
I backed the "queen bee" story line on the assumption that the invaders were
bad guys who needed to be stopped. If if turns out they *are* wimps or
fleeing a greater terror (I like the fleeing especially) then of course the
scene is different. But if they are fleeing to earth then we have the
pursuers to worry about.
My players would love to team up with Dr. Destroyer to thwart a global
threat. They would eat it up. But if the good (?) Doctor got to be the one
who finally finnished off the bad guys, I could not appologize enough to my
players.
It is also very possible that you want the invasion to change the face of
your campaing. Maybe they actualy are friendly and misunderstood. Or maybe
they do take control of Hoboken.
There are an infinate number of ways to play it. But if you want the
invasion to be just one story arc out of many without altering too much the
face of your world, then the invaders must be dealt with somehow, and you
must consider the personality of your players and their team. Would they
mind merely fighting a few battles or holding up the rear while some other
NPC heros took the glory?
And of course the "Queen Bee" could be anything. I did not mean to imply
that the good guys burst in with guns (and EBs) blazing. What I meant was
that there should be one final and culminating Event that should make
everything all better. And that the PC heros should be behind (no...not
behind...in front of) that Event.
I should have been more exacting...less flippant in my original post.
Jay A
From ???@??? Thu May 29 20:35:53 1997
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References: Donald Tsang's message of Wed, 28 May 1997 18:08:17 -0500
<199705282308.SAA09921@id.sedl.org>
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Date: Thu, 29 May 1997 18:22:30 -0500
From: "Joe Claffey Jr." <jrc@mail1.nai.net>
Subject: Re: House Rule suggestion for Side Effects
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Stainless Steel Rat <ratinox@peorth.gweep.net> wrote,
>>>>>> "DT" == Donald Tsang <tsang@sedl.org> writes:
>
>DT> A suggestion: Side Effects that always happen (as opposed to those that
>DT> only happen on unsuccessful activation rolls) should not have to take a
>DT> minimum of 30/60 active points. It's limiting enough that they happen
>DT> _every_ time the character activates the power.
>
>Yeah, well, Side Effects is slightly broken in that it is less of a
>disadvantage to the character if the power has an Activation roll on it.
>So I figure that the Side Effects bonus is worth double (give or take) if
>there is no Activation roll on the power. But that's just me. :)
One variation that I've been toying with is to require any Side Effect
that is an attack power (EB, KA, etc) to include the NND and Does BODY
advantages (+2 total). This makes Side Effects unpleasant, but not fatal
(how many characters can take a 12d6 EB that bypasses their defenses?)
Joe Claffey | "In the end, everything is a gag."
jrc@ct1.nai.net | - Charlie Chaplin
From ???@??? Thu May 29 21:15:35 1997
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From: Curt Hicks <exucurt@exu.ericsson.se>
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Date: Thu, 29 May 1997 18:10:43 -0500 (CDT)
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Subject: Wrack power
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The target of this power suffers from agonizing pain whenever he or she
exerts himself (i.e. spends endurance) The damage is proportional to the
degree of exertion. How can this be bought ?
I had thought about a continuous noncontrolled NND with the defense being
not spending endurance, and the limitation that the damage is proportional
to the amount of endurance the target spends. Is this 'legal' ?
Is there a more elegant way to do this ?
(I originally came up with this idea when trying to make characters based
on the different alien races in the game Cosmic Encounter. Anybody else
done this ? )
Curt Hicks
From ???@??? Thu May 29 21:35:34 1997
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Date: Thu, 29 May 1997 19:29:25 -0400 (EDT)
From: Michael Surbrook <susano@access.digex.net>
cc: Hero Character Adaption <catdrag@vnet.net&> champion@cyberhighway.net,
Champions Character List <deejay@cu-online.com&>
greenlucifer@geocities.com, jdriscol@vt.edu,
Rob Rutherford <mirage@hpserv.keh.utulsa.edu&> sourdust@ix.netcom.com,
robertni@us.ibm.com, teriaca@omnifest.uwm.edu, vances@sympatico.ca,
Weasel Attack!!! <weasel-patrol@otd.com>
Subject: CHAR: Captain Trips
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(Brace yourselves)
CAPTAIN TRIPS
(Dr. Marcus Aurelius Meadows / Mark Meadows)
Designers Notes:
Welcome to one of the most powerful aces in the Wildcards universe!
Captain Trips (named after the late Jerry Garcia), has the ability to
transform himself into a number of different forms, or 'friends'. Each of
these alternate personalities are potent aces in their own right, although
that doesn't mean they will agree with what ever it is the good Captain is
involved in.
Mark Meadows is tall and very thin, standing 6'2" and weighing about 160
lbs. He has shoulder length hair and a goatee. He is exceedingly
intelligent and is probably the most brilliant biochemist in the world.
He is also quite the burned-out hippie. As Captain Trips, Mark wears (in
effect) a purple and white Uncle Sam suit, complete with top hat and a
flower in the button hole. Each of his 'friends' however, looks very
different. It should be noted that Mark has assumed two other forms aside
from the five mentioned here. One is the Radical, a youthful
blonde-haired man clad only in jeans and wearing a peace medallion. The
other was called Monster, stood something like 60' tall and was strong
enough to toss around T-72 tanks (and reminded me greatly of the
Overfiend...).
Note: Mark is built on a 25 point base, and is presumed to be a 'normal',
hence the point total for his INT score.
The Character:
STAT VAL COST
Str 10 0
Dex 9 -3
Con 11 2
Body 10 0
Int 28 26
Ego 14 8
Pre 10 0
Com 10 0
PD 3 1
ED 2 0
Spd 2 1
Rec 4 0
End 22 0
Stun 21 0
Char Total 35
Power Total 29
Total Cost 64
COST POWERS & SKILLS
3 KS: 'Counter Culture' Rock 15-
2 KS: Recreational Drugs 11-
3 PS: Biochemist (INT) 15-
1 PS: Shop Owner 8-
3 SC: Biochemsitry 16-
1 SC: Biology 11-
3 SC: Chemistry 16-
2 SC: Mathmatics 15-
2 SC: Organic Chemistry 15-
2 SC: Pharacology 15-
3 Streetwise 11-
1 Trading 8-
3 Scientist
Disadvantages
25 Base
5 DF: 'Hippie' dress and mannerisms
15 DNPC: Sprout (incomp) 8-
10 Psych: Generally lacking in common sense
10 Psych: Shy, tries to avoid overt publicity
(Captain Trips created by Victor Milan, character sheet created by Michael
Surbrook)
***************************************************************************
* "'Cause I'm the god of destruction, that's why!" - Susano Orbatos,Orion *
* Michael Surbrook / susano@access.digex.net *
* Attacked Mystification Police / AD Police / ESWAT *
* Society for Creative Anachronism / House ap Gwystl / Company of St.Mark *
***************************************************************************
From ???@??? Thu May 29 21:35:44 1997
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Date: Thu, 29 May 1997 19:33:18 -0400 (EDT)
From: Michael Surbrook <susano@access.digex.net>
cc: Hero Character Adaption <catdrag@vnet.net&> champion@cyberhighway.net,
Champions Character List <deejay@cu-online.com&>
greenlucifer@geocities.com, jdriscol@vt.edu,
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Weasel Attack!!! <weasel-patrol@otd.com>
Subject: Char: CT (Cosmic Traveler)
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COSMIC TRAVELER
(Damon Strange)
Designers Notes:
Cosmic Traveler stand 5'10" tall and weighs 145 lbs. His costume consists
of a tight-fighting body suit and a black hooded cloak that is lined with
a glowing starfield. Traveler's actual appearence is of a stoop
shouldered man with a thin chest, arms and legs and a slight pot belly.
Among his ace powers is the ability to change his shape, so he normally
looks much more imposing. Traveler has a number of powers, including
Desoldification, Invisibility, Flight and a powerful will... He's also a
total coward, and is prone to flee from any threatening situation.
The Character:
STAT VAL COST
Str 9 -1
Dex 23 39
Con 20 20
Body 13 6
Int 26 16
Ego 40 60
Pre 10 0
Com 8 -1
PD 4 2
ED 4 0
Spd 4 7
Rec 6 0
End 40 0
Stun 28 0
Char Total 148
Power Total 229
Total Cost 377
COST POWERS & SKILLS
40 Desoldification, END 4
40 Invisibility: Sight Group, No Fringe, 0 END, Linked to Desolid
(-1/2)
13 Life Support: Self-contained breathing, Immune to Vaccum
30 15" Flight, END 3
2 Running: +1" (7" total)
45 Shapeshift - anything of same mass, 0 END
7 +10 PRE, Linked to Shapeshift
3 +10 COM, Linked to Shapeshift
9 Enhanced Perception: +3
13 Acting 16-
3 Lockpicking 14-
13 Mimicry 16-
5 Shadowing 12-
3 Sleight of Hand 14-
3 Stealth 14-
Disadvantages
100 Base
25 Psych: Total Coward
15 Psych: Arrogant, egotistical snob
10 Psych: Terrified of bugs and other crawly things
20 Vuln: 2 x Effect from Fear-based PRE attacks
207 Experience
(Cosmic Traveler created by Victor Milan, character sheet created by
Michael Surbrook)
***************************************************************************
* "'Cause I'm the god of destruction, that's why!" - Susano Orbatos,Orion *
* Michael Surbrook / susano@access.digex.net *
* Attacked Mystification Police / AD Police / ESWAT *
* Society for Creative Anachronism / House ap Gwystl / Company of St.Mark *
***************************************************************************
From ???@??? Thu May 29 21:35:46 1997
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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,
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Weasel Attack!!! <weasel-patrol@otd.com>
Subject: CHAR: CT (Jumping Jack Flash)
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JUMPING JACK FLASH
(John Jacob Flash)
Designers Notes:
Flash is a small man, standing 5'6" and weighing 135 lbs. He has red
hair, a handsome face and wears an orange bodysuit, open down to the
navel, trimmed in red and yellow flames. His ace powers include the
ability create and control fire. He can fire bolts of flame, create a
flaming rope (that will not burn), fly and extinguish fires. At times,
he's been known to create and play flaming guitars.
Note: JJ Flash totals 492 points and thus is the most expensive of the
Captain's assorted forms. This means that he's been saddled with the cost
of the Multiform power. Aquarius is considered the 'second' from is has a
point cost of (total points/5). All other forms have a point cost of
(total/10).
The Character:
STAT VAL COST
Str 20 10
Dex 31 63
Con 23 23
Body 12 4
Int 18 8
Ego 18 16
Pre 20 10
Com 20 5
PD 24 20
ED 30 25
Spd 5 9
Rec 10 2
End 60 7
Stun 34 0
Char Total 205
Power Total 510
Total Cost 715
COST POWERS & SKILLS
30 EC: Pyrokinesis
30 12d6 EB, END 6
30 6d6 EB, AoE: Line (24"), END 6
37 3d6 RKA, AP, END 7
24 30 STR TK, 0 END, Affects all parts of target (-1/4)
15 Damage Reduction: 3/4 Energy, Resistant, Vs fire only (-1)
13 10d6 Dispell vs RKA, AoE: Radius (3"), 0 END, No Range, Vs natural
fires only (-2)
30 30" Flight (60" noncombat), END 6
15 6d6 Absorbtion vs Energy, to END, Fire attacks only (-1)
27 Full Damage Resistance
4 Running: +2" (8" total)
3 Conversation 13-
3 KS: Guitar 13-
3 KS: Law 13-
3 PS: Lawyer (INT) 13-
3 PS: Play Guitar (DEX) 15-
3 Seduction 13-
6 CSL: +2 with Pyrokinesis EC
8 CSL: +4 with Flight
223 Multiform:JCaptain Trips (64 points), Cosmic Traveler (377 points)
Starshine (378 points), Moonchild (450 points), Aquarius (478
points) IIF: Little glass bottles (-1/4), Gestures (must open
bottle and swallow) (-1/4) 5 continuous charges of 1 Hour each
(+1/2)
Disadvantages
100 Base
15 Psych: Hates bullies and cruelty
15 Psych: Impulsive and Reckless
15 Psych: Womanizer
10 Vuln: 1 1/2 x Body from Water Attacks
20 Vuln: 2 x Stun from Water Attacks
540 Experience
(Jumping Jack Flash created by Victor Milan, character sheet created by
Michael Surbrook)
***************************************************************************
* "'Cause I'm the god of destruction, that's why!" - Susano Orbatos,Orion *
* Michael Surbrook / susano@access.digex.net *
* Attacked Mystification Police / AD Police / ESWAT *
* Society for Creative Anachronism / House ap Gwystl / Company of St.Mark *
***************************************************************************
From ???@??? Thu May 29 21:36:06 1997
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Date: Thu, 29 May 1997 19:36:21 -0400 (EDT)
From: Michael Surbrook <susano@access.digex.net>
cc: Hero Character Adaption <catdrag@vnet.net&> champion@cyberhighway.net,
Champions Character List <deejay@cu-online.com&>
greenlucifer@geocities.com, jdriscol@vt.edu,
Rob Rutherford <mirage@hpserv.keh.utulsa.edu&> sourdust@ix.netcom.com,
robertni@us.ibm.com, teriaca@omnifest.uwm.edu, vances@sympatico.ca,
Weasel Attack!!! <weasel-patrol@otd.com>
Subject: CHAR: CT (Moonchild)
Message-ID: <Pine.SUN.3.96.970529193500.6159F-100000@access2.digex.net>
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(my favorite of the Captian's friends)
MOONCHILD
(Isis Moon)
Designers Notes:
Moonchild is a tall, exotic looking Asian beauty. Standing 5'7", and
weigh 120, she is graceful, with a well-muscled form and long black hair.
She wears a skintight black costume, complete with gloves and boots. On
her chest is black and white yin-yang symbol. A similarly patterned
half-mask covers her face. A master martial artist, Moonchild is stronger
than a normal human and *much* faster. She is also able to make the dark
her home, and can become invisible, as well as teleport amid the shadows.
The Character:
STAT VAL COST
Str 23 13
Dex 36 78
Con 20 20
Body 14 8
Int 18 8
Ego 21 22
Pre 20 10
Com 22 6
PD 20 15
ED 10 6
Spd 7 24
Rec 10 2
End 36 0
Stun 36 0
Char Total 212
Power Total 238
Total Cost 450
COST POWERS & SKILLS
MA: Tae Kwon Do and Hapkido
4 Arm Sweep Block +2 OCV +2 DCV Block, Abort
5 Crescent Kick Block +1 OCV +3 DCV Block, Abort
4 Disarm -1 OCV +1 DCV 33 STR Disarm
4 Dodge +0 OCV +5 DCV Dodge vs All, Abort
4 Escape +0 OCV +0 DCV 38 STR vs Grabs
5 Flying Side Kick +1 OCV -2 DCV 8 1/2d6 Strike
4 Front Kick +01 OCV +2 DCV 6 1/2d6 Strike
3 Joint Lock +0 OCV -1 DCV Grab One Limbs; 33 STR to Hold
4 Punch / Elbow Strike +2 OCV +0 DCV 6 1/2d6 Strike
5 Side / Roundhouse Kick -2 OCV +1 DCV 8 1/2d6 Strike
3 Sweep +2 OCV -1 DCV 5 1/2d6 Strike; Target Falls
3 Takedown +1 OCV +1 DCV 4 1/2d6 Strike; Target Falls
3 Throw +0 OCV +1 DCV 4 1/2d6 Strike; Target Falls
7 Damage Reduction: 1/4 Physical, vs Stun Only (-1/2)
8 Damage Resistance: 10 PD/5 ED
40 Invisibility: Sight Group, No Fringe, 0 END, Requires shadows or
darkness (-1/2)
11 Mental Defense: 15 DEF
10 Clinging: 23 STR
8 Running: +4" (10" total), END 2
15 Invisible Power Effects: Hearing, 0 END, on 10" Running
13 Teleport: 10", Requires shadows or darkness (-1/2), END 2
5 UV Vision
6 1/2 END, STR
3 Acrobatics 16-
3 Breakfall 16-
5 Combat Sense 14-
10 Defense Maneuver (full)
3 KS: Hapkido 13-
3 KS: Tae Kwon Do 13-
3 KS: Zen Philosophy 13-
9 Shadowing 14-
3 Stealth 16-
13 Lang: English (3), French (3), Japanese (1 - literacy only),
Korean (0), Mandarin Chinese (3), Portuguese (3)
3 Linguist
6 CSL: +2 with Martial Arts
Disadvantages
100 Base
10 DF: Exotic beauty
20 Psych: Cannot kill; cannot even cause serious harm to a human
being
15 Psych: Fatalistic and without fear
10 Psych: Hates the South Korean governtment
295 Experience
(Moonchild created by Victor Milan, character sheet created by Michael
Surbrook)
***************************************************************************
* "'Cause I'm the god of destruction, that's why!" - Susano Orbatos,Orion *
* Michael Surbrook / susano@access.digex.net *
* Attacked Mystification Police / AD Police / ESWAT *
* Society for Creative Anachronism / House ap Gwystl / Company of St.Mark *
***************************************************************************
From ???@??? Thu May 29 21:36:08 1997
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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,
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robertni@us.ibm.com, teriaca@omnifest.uwm.edu, vances@sympatico.ca,
Weasel Attack!!! <weasel-patrol@otd.com>
Subject: CHAR: CT (Aquarius)
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(How's this for a headache... a Multiform form that has Multiform...)
AQUARIUS
(Cetus Dauphin - human from)
Designers Notes:
Aquarius is a huge man, standing 6' tall and weighing 280 lbs. He has
grayish skin and is bald. His primary power is the ability to turn into a
20' long dolphin. Aquarius is a somewhat unpleasant fellow, who doesn't
like *any*Jland dwellers and has a particular distaste for people from
whaling nations. He can be talking into giving aid, but it will be only
grudgingly.
The Character:
STAT VAL COST
Str 20 10
Dex 9 -3
Con 18 16
Body 14 8
Int 18 8
Ego 14 8
Pre 15 5
Com 8 -1
PD 8 4
ED 5 1
Spd 3 11
Rec 8 0
End 36 0
Stun 33 0
Char Total 67
Power Total 33
Total Cost 100
COST POWERS & SKILLS
3 Swimming: +3" (5" total)
5 Discriminatory Taste
4 KS: Scuba 14-
5 Navigation 14-
6 SC: Marine Biology 16-
1 TF: Scuba
3 Lang: English (native), French
6 CSL: +2 with Block, Dodge, Punch
Disadvantages
25 Base
25 Berserk:JOcean Mammals harmed (14-/8-)
5 Dependence: Water, 2d6/5 Minutes
5 DF:JGrey skinned man
10 Phys: No sense of smell
20 Psych: Protective of aquatic mammals
10 Psych: Hates land dwellers (esp Japanese, Norwegians and Soviets)
(Aquarius created by Victor Milan, character sheet created by Michael
Surbrook)
***************************************************************************
* "'Cause I'm the god of destruction, that's why!" - Susano Orbatos,Orion *
* Michael Surbrook / susano@access.digex.net *
* Attacked Mystification Police / AD Police / ESWAT *
* Society for Creative Anachronism / House ap Gwystl / Company of St.Mark *
***************************************************************************
From ???@??? Thu May 29 21:36:19 1997
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Date: Thu, 29 May 1997 19:32:38 -0400 (EDT)
From: Michael Surbrook <susano@access.digex.net>
cc: Hero Character Adaption <catdrag@vnet.net&> champion@cyberhighway.net,
Champions Character List <deejay@cu-online.com&>
greenlucifer@geocities.com, jdriscol@vt.edu,
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robertni@us.ibm.com, teriaca@omnifest.uwm.edu, vances@sympatico.ca,
Weasel Attack!!! <weasel-patrol@otd.com>
Subject: CHAR: CT (Aquarius - dolphin)
Message-ID: <Pine.SUN.3.96.970529193140.6159C-100000@access2.digex.net>
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AQUARIUS
(Cetus Dauphin - dolphin from)
Designers Notes:
This is Aquarius dolphin form. The size of an Orca (Killer Whale), in this
form Aquarius can out swim anything else in the ocean. His skin is
virtually immune to bullets and harpoons, and he can sink a ship with his
rostrum. On top of that, Aquarius can call upon and control other
ocean-going mammals, especially other whales.
The Character:
STAT VAL COST
Str 40 0
Dex 18 24
Con 30 40
Body 35 38
Int 18 8
Ego 14 8
Pre 20 10
Com 10 0
PD 8 6
ED 8 2
Spd 4 12
Rec 8 0
End 60 0
Stun 55 0
Char Total 148
Power Total 330
Total Cost 478
COST POWERS & SKILLS
40 Growth:J6 Levels, 0 END, Persistant, Always On
+30 STR, +6 Body, +6 Stun, -6" KB, -3 DCV, +3 PER, 20' long,
12,800 lbs
15 EC: Ocean Mammal (cetacean) control, Ocean Mammals only (-2)
15 Mind Control:J12d6, 0 END
15 Mind Scanning: 12d6, 0 END
24 2d6 HKA, Reduced Penetration - bite, 3 END
36 +8d6 HA, 0 END, Move Through attacks only (-1)
60 Armor; +20 PD/ED
10 +20 PD, only when performing a Move Through (-1)
3 Life Support: High Pressure
10 Life Support: No Need to Breath, 1 Recoverable Charge of 1 Hour
-12" -6" Running
27 Swimming: +20" (22" total, 36" noncombat, 60 mph), 1/2 END, END 2
15 Active Sonar
9 Enhanced Perception +3
6 Enhanced Percpetion: Taste +3
22 Mind Link: Ocean Mammals (+5), Any distance (+5), 0 END
20 Multiform: Cetus Dauphin, 100 Point total
15 Universal Translator:J18-, Ocean Mammals only (-1)
Disadvantages
100 Base
5 Dependence: Water, 2d6/5 Minutes
15 DF: Huge, 20' long dolphin
15 Phys: No Fine Manipulaiton
10 Phys: No Sense of Smell
20 Psych: Protective of aquatic mammals
10 Psych: Hates land dwellers (esp Japanese, Norwegians and Soviets)
10 Vuln: Water-borne posions and gases:Jx2 Body
(Aquarius created by Victor Milan, character sheet created by Michael
Surbrook)
***************************************************************************
* "'Cause I'm the god of destruction, that's why!" - Susano Orbatos,Orion *
* Michael Surbrook / susano@access.digex.net *
* Attacked Mystification Police / AD Police / ESWAT *
* Society for Creative Anachronism / House ap Gwystl / Company of St.Mark *
***************************************************************************
From ???@??? Thu May 29 21:36:31 1997
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From: Michael Surbrook <susano@access.digex.net>
cc: Hero Character Adaption <catdrag@vnet.net&> champion@cyberhighway.net,
Champions Character List <deejay@cu-online.com&>
greenlucifer@geocities.com, jdriscol@vt.edu,
Rob Rutherford <mirage@hpserv.keh.utulsa.edu&> sourdust@ix.netcom.com,
robertni@us.ibm.com, teriaca@omnifest.uwm.edu, vances@sympatico.ca,
Weasel Attack!!! <weasel-patrol@otd.com>
Subject: CHAR: CT (Starshine)
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STARSHINE
(Justin Bright)
Designers Notes:
Starshine is a huge imposing figure, well muscled, who stands 6'4" and
weighs 234 lbs. He has a solid, square jaw, green eyes and wavy,
yellow-blond hair. His costume consists of a yellow bodystocking with an
orange sunburst on the chest, and green trunks, gloves and folded over
boots. His powers are the manipulation of light itself, allowing him to
generate bolts of pure light energy, create a protective field, exist in
space and transform himself into a beam of light. He is very arrogant,
and opinionated and will quite gladly lecture *anyone* on the evils of
*Everything*.
The Character:
STAT VAL COST
Str 40 30
Dex 18 24
Con 23 26
Body 13 6
Int 18 8
Ego 18 16
Pre 23 13
Com 24 7
PD 8 0
ED 8 3
Spd 5 22
Rec 14 2
End 46 0
Stun 45 0
Char Total 157
Power Total 221
Total Cost 378
COST POWERS & SKILLS
30 EC: Light Control
30 12d6 EB, END 6
32 25 DEF Force Field, 1/2 END, END 3
24 Teleport: 30", Line of sight targets only and not through smoke,
tinted glass etc (-1/4), END 6
24 Teleport: 5", x2048 noncombat (10240"), Line of sight targets only
and not through smoke, tinted glass etc (-1/4), END 1
20 8d6 Absorbtion vs Energy, to END, Visible light attacks only (-1)
30 Full Life Support
10 FTL: 1 light year a year
4 KS: Literature
1 KS: Poetry 8-
3 Oratory 14-
3 Persuasion 14-
4 CSL: +2 OCV with EB
6 CSL: +2 with Block, Haymaker, Punch
Disadvantages
100 Base
10 DF: Large, muscular Adonis figure
15 Psych: Dislike of 'bad elements'
20 Psych: Must pontificate before any confrontation
15 Psych: Stubborn and *very* opinionated
218 Experience
(Starshine created by Victor Milan, character sheet created by Michael
Surbrook)
***************************************************************************
* "'Cause I'm the god of destruction, that's why!" - Susano Orbatos,Orion *
* Michael Surbrook / susano@access.digex.net *
* Attacked Mystification Police / AD Police / ESWAT *
* Society for Creative Anachronism / House ap Gwystl / Company of St.Mark *
***************************************************************************
From ???@??? Thu May 29 22:05:24 1997
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Date: Thu, 29 May 1997 17:05:30 -0700 (PDT)
From: Anthony Jackson <ajackson@iii.com>
Reply-To: Anthony Jackson <ajackson@iii.com>
Subject: Re: Wrack power
Cc: champ-l@omg.org
In-Reply-To: <199705292310.SAA21647@b04b17.exu.ericsson.se>
Message-Id: <ML-2.3.864950730.5566.ajackson@ping>
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Curt Hicks writes:
>
>
> The target of this power suffers from agonizing pain whenever he or she
> exerts himself (i.e. spends endurance) The damage is proportional to the
> degree of exertion. How can this be bought ?
Reduce target's endurance to zero (via drain or suppress). Target now has to
burn stun to spend endurance.
>
> I had thought about a continuous noncontrolled NND with the defense being
> not spending endurance, and the limitation that the damage is proportional
> to the amount of endurance the target spends. Is this 'legal' ?
As a rule, no (definition of legal defense for NND is somewhat unclear).
From ???@??? Thu May 29 22:15:46 1997
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Message-ID: <338E1DDD.6E7D@bconnex.net>
Date: Thu, 29 May 1997 20:22:53 -0400
From: Dave Thompson <ezadd@bconnex.net>
Organization: Blackeagle/Blackeagle Canada
X-Mailer: Mozilla 3.01Gold (Win95; I)
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Subject: Re: Invasion!?!
References: <970529152246_-1498146900@emout06.mail.aol.com>
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HoosierJA@aol.com wrote:
>
> My players would love to team up with Dr. Destroyer to thwart a global
> threat. They would eat it up. But if the good (?) Doctor got to be the one
> who finally finnished off the bad guys, I could not appologize enough to my
> players.
Ah..but what if the Doctor did finish the big baddie off and left the
heroes without pummelling their remains into the turf? How would they
feel next time they had to go off and try to stop him?? Just a thought
Dave
From ???@??? Sat May 31 22:47:59 1997
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Subject: Re: House Rule suggestion for Side Effects
Date: Thu, 29 May 97 22:09:55 -0500
x-mailer: Claris Emailer 2.0, March 15, 1997
From: John P Weatherman <asahoshi@nr.infi.net>
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Joe Claffey Jr.
>Stainless Steel Rat <ratinox@peorth.gweep.net> wrote,
>>>>> "DT" == Donald Tsang <tsang@sedl.org> writes:
>>
>>DT> A suggestion: Side Effects that always happen (as opposed to those that
>>DT> only happen on unsuccessful activation rolls) should not have to take a
>>DT> minimum of 30/60 active points. It's limiting enough that they happen
>>DT> _every_ time the character activates the power.
>>
>>Yeah, well, Side Effects is slightly broken in that it is less of a
>>disadvantage to the character if the power has an Activation roll on it.
>>So I figure that the Side Effects bonus is worth double (give or take) if
>>there is no Activation roll on the power. But that's just me. :)
>
> One variation that I've been toying with is to require any Side Effect
>that is an attack power (EB, KA, etc) to include the NND and Does BODY
>advantages (+2 total). This makes Side Effects unpleasant, but not fatal
>(how many characters can take a 12d6 EB that bypasses their defenses?)
Does Body on a NND should be a +2 advantage for a total of +3 total. I'm
basing that on NND on Killing attacks (used in poison rules) being a +2
advantage. It's probably an arguable position though.
____________________________________________________________________
| Name: John P. Weatherman | Phone: |
| email: asahoshi@nr.infi.net | (H) (910) 785-1130 |
| fax: (910) 748-4632 | (O) (910) 545-2722 |
|_____________________________|____________________________________|
| He who walking on the sea could calm the bitter waves, who gives |
| life to the dying seeds of the earth; He who was able to loose |
| the mortal chains of death and after three days' darkness could |
| bring again to the upper world the brother of his sister Martha: |
| He, I beleive, will make Damasus rise again from the dust. |
| Pope St. Damasus I (c.305-384) |
|__________________________________________________________________|
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Subject: Re: Wrack power
Date: Thu, 29 May 97 22:20:43 -0500
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From: John P Weatherman <asahoshi@nr.infi.net>
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Anthony Jackson
>Curt Hicks writes:
>> I had thought about a continuous noncontrolled NND with the defense being
>> not spending endurance, and the limitation that the damage is proportional
>> to the amount of endurance the target spends. Is this 'legal' ?
>As a rule, no (definition of legal defense for NND is somewhat unclear).
NND only calls for something reasonably common that can turn the power
off.
So if the defence is not spending END, that qualifies. However, if a
target
stops burning END for 1 phase in that case, the wrack is cancelled and
the
target can then expend END again with no further ill effects.
>> The target of this power suffers from agonizing pain whenever he or she
>> exerts himself (i.e. spends endurance) The damage is proportional to the
>> degree of exertion. How can this be bought ?
>
>Reduce target's endurance to zero (via drain or suppress). Target now has to
>burn stun to spend endurance.
Try a continuous uncontrolled EGO Blast with the limitation, dice applied
proportional to END spent. The limitation would be up to the GM, but I'd
call it a -1/2 or so. You could also use the Cumulative (+1/2) advantage
off of transform. Then the attack should eventually overwhelm any
defences
the target has assuming they continue to expend end.
A word of warning...No END Continuous Uncontrolled Cumulative is NOT a
good
idea. It evenually puts a target into a coma with little to nothing that
can be done about it. My GM did this with a SPE drain, needless to say no
one was comfortable about it. If you do do something like this, make
sure
to require some method of stopping it, whether its a mind control from a
friendly to set things right or some drug or something.
PAX
____________________________________________________________________
| Name: John P. Weatherman | Phone: |
| email: asahoshi@nr.infi.net | (H) (910) 785-1130 |
| fax: (910) 748-4632 | (O) (910) 545-2722 |
|_____________________________|____________________________________|
| He who walking on the sea could calm the bitter waves, who gives |
| life to the dying seeds of the earth; He who was able to loose |
| the mortal chains of death and after three days' darkness could |
| bring again to the upper world the brother of his sister Martha: |
| He, I beleive, will make Damasus rise again from the dust. |
| Pope St. Damasus I (c.305-384) |
|__________________________________________________________________|
From ???@??? Sat May 31 22:48:01 1997
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Date: Fri, 30 May 1997 13:10:39 +1000
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From: happyelf! <jonesmj@topaz.cqu.edu.au>
Subject: Re: Invasion!?!
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>
>All these ideas are wonderfull. And if your players wouldn't feel cheated
>not being the ones who dealt the final blow then you should just run with it.
> I backed the "queen bee" story line on the assumption that the invaders were
>bad guys who needed to be stopped. If if turns out they *are* wimps or
>fleeing a greater terror (I like the fleeing especially) then of course the
>scene is different. But if they are fleeing to earth then we have the
>pursuers to worry about.
>
>My players would love to team up with Dr. Destroyer to thwart a global
>threat. They would eat it up. But if the good (?) Doctor got to be the one
>who finally finnished off the bad guys, I could not appologize enough to my
>players.
>
in one of my campagns, the invasion started with the aliens oblitering all the toughest villans. Maybe Dr destroyer in a wheel-chair?
>It is also very possible that you want the invasion to change the face of
>your campaing. Maybe they actualy are friendly and misunderstood. Or maybe
>they do take control of Hoboken.
>
In my opinion any 'campagn arc' should change the campagn. just my opinion, is all.
>There are an infinate number of ways to play it. But if you want the
>invasion to be just one story arc out of many without altering too much the
>face of your world, then the invaders must be dealt with somehow, and you
>must consider the personality of your players and their team. Would they
>mind merely fighting a few battles or holding up the rear while some other
>NPC heros took the glory?
>
but what if the 'rear-guard' ended up being the important battle?
anyone else see the premiere of "Space: Above and Beyond"?
>And of course the "Queen Bee" could be anything. I did not mean to imply
>that the good guys burst in with guns (and EBs) blazing. What I meant was
>that there should be one final and culminating Event that should make
>everything all better. And that the PC heros should be behind (no...not
>behind...in front of) that Event.
>
this i have to disagree with. One event is an oversimplification, IMHO.
>I should have been more exacting...less flippant in my original post.
>
be as flippant as you want. I condone flippancy. MORE FLIPPANCY ON CHAMP-L!!!
I am just a bit leery of the 'star trek' type plots, is
all.
>Jay A
>
From ???@??? Sat May 31 22:48:03 1997
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From: Tony Satterthwaite <arsenal@iquest.net>
Subject: Top Ten Reasons to Suspect You Might be a Gamer
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>Return-Path: <LghtnBolt@aol.com>
>Delivered-To: arsenal@iquest.net
>Date: Wed, 28 May 1997 03:03:25 -0400 (EDT)
>From: LghtnBolt@aol.com
>To: arsenal@iquest.net
>Subject: Top Ten Reasons to Suspect You Might be a Gamer
>
>
>TOP TEN REASONS TO SUSPECT YOU MIGHT BE A GAMER
>
>10) You realize it's time to explain to junior Samuel isn't really a family
>name, he was actually named after Sam Sun, the Shining Samauri, one of the
>founding members of the Gainesville Guardians.
>
>9) You see the dictionary as a source of supervillians, creating teams like
>the Terrible T's and the Killer Bs with a couple dozen
>villians based on a single letter of the alphabet
>
>
>8) After a phone call from an aggressive telemarketer who won't take "no"
>for an . answer you drop everything to create the Red Ringer, a demented
>psychopath who screams "I SAID I WASN"T INTERESTED!!" over and over until
>his voice shatters his victoms eardrums.
>
>7) You still have nightmares about all the things that went wrong with the
>whole
>"if-I-create-a-killer-tornado-20-miles-wide-and-start-wasting-hoosiers-they-MU
>ST-make-me-King-of-Indiana" plot.
>
>6) You wake up in the morning, hear the rain, and your first thought is:
>. "Fantastic! My talking bullfrog is gonna LOVE today!"
>
>5) You realize your typing has increased by 30 words a minute because of
>all the time you've spent working on the problems associated with creating a
>unique magic system
>
>4) At a party, after too many drinks, you realize you're saying"Yeah, I
>killed , George Bush one New Year's Eve. Sure, the damn good-guys
> turned me to stone right afterwards but it was worth it." and you actually
>puff your chest out in pride as you boast: "I was the reason Dan Quail
>became the President in our realitiy!"
>
>3) You watch every 60 minutes, Nightline, Dateline, Discovery Channel,
>and Learning Channel special you can find if it's about genetics, always
>hoping to come with an even better way to build flying monkeys.
>
>2) You realize this has to be at least the hundredth time you've had to
>defend yourself for going back into the burning building for your gaming
>files instead of the kittens.
>
>and the Number One Reason to Suspect You Might Be A Gamer...
>
>During foreplay you find yourself repeatedly saying: "Do it, Babeazon! Use
>your Enchanted Handcuffs!"
>
>LghtnBolt@aol.com Bill O'Neal
>
>
Tony Satterthwaite
http://www.iquest.net/~arsenal Last Updated Jan 22, 1997
Arizona Diamondbacks, CCABL APBA (c) Baseball League
******* *************
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From ???@??? Sat May 31 22:48:05 1997
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Date: Fri, 30 May 1997 01:18:29 -0500
From: Earl Kwallek <earl@thewarren.mil.wi.us>
Subject: Re: Determining Limitations
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At 06:53 PM 5/29/97 +1000, happyelf! wrote:
>here's a very small guide:
>
>-1/4 anything not involved directly in the campaign, like an effect that you
>make up and the gm says "yeah, shure, whatever . ."
>
In my Campaigns these are called -0 Limitations, "A limitation that does
not limit is not a LIMITATION and is not worth a point break". Generally I
just disallow most of these silly/stupid things....
>-1/2 Something really involved with the character: like kryptonite or
silver, >something the character will see a lot of, within the plot of the
setting(it not >just a random thingie)
>
Based on your examples, Kryptonite (at least for S-Man) would be a -1/4 in
my campaigns (it's SUPPOSED to be rather rare), Silver would be worth a
-1/2 ONLY
if everyone new the character was affected by silver (ie A werewolf)
otherwise it also would be a -1/4.
My general guideline is:
For every eight adventures how often will this effect you:
Once= -1/4
Two Adventures= -1/2
etc
Every Adventure -2
Again this is only a guideline, but it works for me, and it keeps players
from coming up with "-1/4 Doesn't work when all the planets form a
straight line from the sun" which happens (IIRC) about once every 10,000 yrs.
From ???@??? Sat May 31 22:48:06 1997
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From: Daniel Pawtowski <dpawtows@access.digex.net>
Message-Id: <199705300727.DAA14856@access2.digex.net>
Subject: Re: Determining Limitations
Date: Fri, 30 May 1997 03:27:27 -0400 (EDT)
In-Reply-To: <3.0.1.32.19970530011829.00693e90@globaldialog.com> from Earl Kwallek at "May 30, 97 01:18:29 am"
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> from coming up with "-1/4 Doesn't work when all the planets form a
> straight line from the sun" which happens (IIRC) about once every 10,000 yrs.
>
>
Well, you could allow it. Then have Galactus come by once a month and
re-arrange the planets into a nice, neat line. :-)
Daniel Pawtowski
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Date: Fri, 30 May 1997 09:22:47 -0700 (PDT)
From: Anthony Jackson <ajackson@iii.com>
Reply-To: Anthony Jackson <ajackson@iii.com>
Subject: Re: Wrack power
Cc: champ-l@omg.org
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John P Weatherman writes:
> NND only calls for something reasonably common that can turn the power
> off.
> So if the defence is not spending END, that qualifies. However, if a
> target
> stops burning END for 1 phase in that case, the wrack is cancelled and
> the
> target can then expend END again with no further ill effects.
No, you're thinking of 'uncontrolled'. 'Not spending END for a phase'
certainly qualifies as a legitimate way to turn an uncontrolled power off.
From ???@??? Sat May 31 22:48:10 1997
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Date: Fri, 30 May 1997 12:55:15 -0400 (EDT)
From: Michael Surbrook <susano@access.digex.net>
cc: susano@access.digex.net, champ-l@omg.org, catdrag@vnet.net,
champion@cyberhighway.net, deejay@cu-online.com,
greenlucifer@geocities.com, jdriscol@vt.edu,
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Subject: Re: CHAR: CT (Aquarius)
In-Reply-To: <970530095438_149660464@emout12.mail.aol.com>
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On Fri, 30 May 1997 BeerCarboy@aol.com wrote:
> Hmmmnn, 20 STR? Ithink that is an underestimate . . .
Using my (rough) conversion charts, Aquarius would have an 18 STR. I
upped this to 20, but after reading Wildcards Book II, agree that he
should probably have a 25 (maybe 30). I don't think the GURPS Wildcards
book fully represents that character properly.
***************************************************************************
* "'Cause I'm the god of destruction, that's why!" - Susano Orbatos,Orion *
* Michael Surbrook / susano@access.digex.net *
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Date: Fri, 30 May 1997 16:15:08 -0500
From: "Joe Claffey Jr." <jrc@mail1.nai.net>
Subject: Re: House Rule suggestion for Side Effects
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"David A. Fair" <DFair@sdslink.com> wrote,
>On 5/29/97 7:22 PM, Joe Claffey Jr. (jrc@mail1.nai.net) Said:
>
>> One variation that I've been toying with is to require any Side Effect
>>that is an attack power (EB, KA, etc) to include the NND and Does BODY
>>advantages (+2 total). This makes Side Effects unpleasant, but not fatal
>>(how many characters can take a 12d6 EB that bypasses their defenses?)
>
>Are you really doing this? If I have a standard 12d6 EB (60 AP) (average
>42 stun, 12 bod BEFORE defenses) and take the side effects disad (-1) I
>get hit by a 12d6 EB, NND, Does Body (180 AP) (average 42 stun, 12 bod
>and NO defenses).
>
>That seems a little extreme, and could be fatal to low BOD characters, or
>those that had already taken som BOD damage.
The 12d6 EB that bypasses defenses is the *standard* way to do Side Effect
(at the -1 level). My method reduces it to 4d6.
Joe Claffey | "In the end, everything is a gag."
jrc@ct1.nai.net | - Charlie Chaplin
From ???@??? Sat May 31 22:48:21 1997
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Subject: Re: House Rule suggestion for Side Effects
Date: Fri, 30 May 97 10:12:21 -0400
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On 5/29/97 7:22 PM, Joe Claffey Jr. (jrc@mail1.nai.net) Said:
> One variation that I've been toying with is to require any Side Effect
>that is an attack power (EB, KA, etc) to include the NND and Does BODY
>advantages (+2 total). This makes Side Effects unpleasant, but not fatal
>(how many characters can take a 12d6 EB that bypasses their defenses?)
Are you really doing this? If I have a standard 12d6 EB (60 AP) (average
42 stun, 12 bod BEFORE defenses) and take the side effects disad (-1) I
get hit by a 12d6 EB, NND, Does Body (180 AP) (average 42 stun, 12 bod
and NO defenses).
That seems a little extreme, and could be fatal to low BOD characters, or
those that had already taken som BOD damage.
.oooO |
( ) Oooo. | David A. Fair
\ ( ( ) | SDS International
\_) ) / | dfair@sdslink.com
(_/ |
From ???@??? Sat May 31 22:48:22 1997
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Date: Fri, 30 May 1997 17:14:00 -0400 (EDT)
From: Michael Surbrook <susano@access.digex.net>
cc: Hero Character Adaption <catdrag@vnet.net&> champion@cyberhighway.net,
Champions Character List <deejay@cu-online.com&>
greenlucifer@geocities.com, jdriscol@vt.edu,
Rob Rutherford <mirage@hpserv.keh.utulsa.edu&> sourdust@ix.netcom.com,
robertni@us.ibm.com, teriaca@omnifest.uwm.edu, vances@sympatico.ca,
Weasel Attack!!! <weasel-patrol@otd.com>
Subject: CHAR: The Great and Powerful Turtle
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THE GREAT AND POWERFUL TURTLE
(Thomas Tudbury)
Designers Notes:
The Turtle is *the* most powerful telekineticist in the world. As Thomas
Tudbury, the Turtle stands 5'9" and weighs about 170 lbs, with collar
length dark brown hair. Within his 'shell' however, the Turtle become a
true 'superhero', righting wrongs, saving those in distress and doing his
best to combat crime. Although he's become a bit cynical over the years,
the Turtle still keeps at it, doing his best to keep the streets of New
York safe for everyone.
Note: Some people way want to give the Turtle some for of Variable Area of
Affect advantage to the Turtle's TK. He can use his TK much like a giant
pair of hands, pushing people about, picking up masses of water and so on.
The 100 STR value was achieved due to the fact that the Turtle *lifted*
the battleship New Jersey out of the water for 30 seconds one day.
Note II: Turtles Hero ID requires him to be inside of his Shell to use
his powers. He can over come this psychological crutch outside of his
Shell, but the Turtle is limited to about 10 STR and a x10 END cost.
The Character:
STAT VAL COST
Str 9 -1
Dex 11 3
Con 11 2
Body 10 0
Int 18 8
Ego 15 10
Pre 10 0
Com 10 0
PD 2 0
ED 2 0
Spd 3 9
Rec 4 0
End 22 0
Stun 21 0
Char Total 31
Power Total 318
Total Cost 349
COST POWERS & SKILLS
240 TK: 100 STR, Invisible to Sight (+1/2), 0 END, Only in HID (-1/4)
31 Vehicle: Turtle's Shell
10 Wealth
6 AK: New York City 16-
9 Electronics 14-
6 KS: Comic Books 16-
4 KS: Electronics 14-
2 PS: Electrician 11-
5 Systems Operation 14-
5 Trading 12-
Disadvantages
100 Base
10 Phys: Bad eyes, needs glasses
15 Psych: Protective of innocents, feels it is his duty to aid those
in trouble
10 Psych: Shy, tends to keep to himself
15 Secret ID
(The Great and Powerful Turtle created by George R R Martin, character
sheet created by Michael Surbrook)
***************************************************************************
* "'Cause I'm the god of destruction, that's why!" - Susano Orbatos,Orion *
* Michael Surbrook / susano@access.digex.net *
* Attacked Mystification Police / AD Police / ESWAT *
* Society for Creative Anachronism / House ap Gwystl / Company of St.Mark *
***************************************************************************
From ???@??? Sat May 31 22:48:24 1997
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Date: Fri, 30 May 1997 17:15:06 -0400 (EDT)
From: Michael Surbrook <susano@access.digex.net>
cc: Hero Character Adaption <catdrag@vnet.net&> champion@cyberhighway.net,
Champions Character List <deejay@cu-online.com&>
greenlucifer@geocities.com, jdriscol@vt.edu,
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Weasel Attack!!! <weasel-patrol@otd.com>
Subject: CHAR: Turtle's shell
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THE GREAT AND POWERFUL TURTLE'S SHELL
This is Turtle's shell. It is made from old battleship armor plate,
layered over (at least the first time around) the body of a Volkswagen
Beetle. Later models have included a reclining chair, refrigerator,
external spotlights, a loudspeaker system and an on board computer. I'll
leave those sorts of modifications up to individual GMs.
STAT VALUE COST
Size 3.2x1.6 25
DCV -3
Mass (KB) 4t (-3)
STR 35 0
DEF 20 54
BODY 15 0
DEX 11 3
SPD 3 9
Flt Move 30" 60
MAX 180
Char Total 151
Equip Total 21
Total Cost 172
COST EQUIPMENT
5 360 Degree Vision IAF (cameras)
6 HRRH, IIF (internal radio)
2 IRJVision (IR filters for cameras), IAF
8 Radar, IIF
Disadvantages
157 Base
15 DF: Turtle's Shell, a one-of-a-kind vehicle
***************************************************************************
* "'Cause I'm the god of destruction, that's why!" - Susano Orbatos,Orion *
* Michael Surbrook / susano@access.digex.net *
* Attacked Mystification Police / AD Police / ESWAT *
* Society for Creative Anachronism / House ap Gwystl / Company of St.Mark *
***************************************************************************
From ???@??? Sat May 31 22:48:26 1997
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Date: Fri, 30 May 1997 09:54:40 -0400 (EDT)
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Subject: Re: CHAR: CT (Aquarius)
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Hmmmnn, 20 STR? Ithink that is an underestimate . . .
Carter Humphrey BeerCarboy@AOL.com
From ???@??? Sat May 31 22:48:27 1997
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Message-ID: <338F4D20.585B@dacmail.net>
Date: Fri, 30 May 1997 16:56:48 -0500
From: Todd Hanson <badtodd@dacmail.net>
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Subject: Re: House Rule suggestion for Side Effects
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Joe Claffey Jr. wrote:
>
> "David A. Fair" <DFair@sdslink.com> wrote,
> >On 5/29/97 7:22 PM, Joe Claffey Jr. (jrc@mail1.nai.net) Said:
> >
> >> One variation that I've been toying with is to require any Side Effect
> >>that is an attack power (EB, KA, etc) to include the NND and Does BODY
> >>advantages (+2 total). This makes Side Effects unpleasant, but not fatal
> >>(how many characters can take a 12d6 EB that bypasses their defenses?)
> >
> >Are you really doing this? If I have a standard 12d6 EB (60 AP) (average
> >42 stun, 12 bod BEFORE defenses) and take the side effects disad (-1) I
> >get hit by a 12d6 EB, NND, Does Body (180 AP) (average 42 stun, 12 bod
> >and NO defenses).
> >
> >That seems a little extreme, and could be fatal to low BOD characters, or
> >those that had already taken som BOD damage.
>
> The 12d6 EB that bypasses defenses is the *standard* way to do Side Effect
> (at the -1 level). My method reduces it to 4d6.
I dont have my books with me, and maybe this was a house rule, but an
old GM always made the side effect NND for free. His logic? If not
NND, it wasn't worth anything (especially the 30 pt effect level). If
you get to apply your defenses towards the side effect, how often is 6d6
going to get through? Go ahead and give me that freebie -1/2 side
effect on ALL of my powers!!
Todd
--
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Todd Hanson Minnesota: Land of two seasons:
BadTodd@dacmail.net winter is coming, winter is here.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
From ???@??? Sat May 31 22:48:28 1997
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From: Curt Hicks <exucurt@exu.ericsson.se>
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Subject: Wrack power
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D'oh ! Thanks to all who pointed out that the spending stun as endurance
rules nicely takes care of this, assuming you can nullify all of somebody's
endurance.
Curt
From ???@??? Sat May 31 22:48:29 1997
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From: Curt Hicks <exucurt@exu.ericsson.se>
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Date: Fri, 30 May 1997 18:25:45 -0500 (CDT)
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Subject: CHAR: Turtle's shell
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Michael Surbrook <susano@access.digex.net> writes:
> BODY 15 0
> DEX 11 3
> SPD 3 9
> Flt Move 30" 60
> MAX 180
Actually, strictly speaking, the Turtle's shell should have no movement
capabilities on its own, since the Turtle moves it with his awesomely
powerful TK.
Curt
p.s. I like the adaptions !
From ???@??? Sat May 31 22:48:30 1997
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Date: Fri, 30 May 1997 17:17:44 -0700
From: Christopher Taylor <ctaylor@cyberhighway.net>
Subject: Re: House Rule suggestion for Side Effects
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>I dont have my books with me, and maybe this was a house rule, but an
>old GM always made the side effect NND for free. His logic? If not
>NND, it wasn't worth anything (especially the 30 pt effect level). If
>you get to apply your defenses towards the side effect, how often is 6d6
>going to get through? Go ahead and give me that freebie -1/2 side
>effect on ALL of my powers!!
In the original Fantasy Hero rules that is how it worked... but they changed
that with 4th edition. The comments about how little effect 30 active
points has are based only on Champions experience. Make a wizard for
Fantasy hero some time and see what the 2D6 HKA or a 3D6 flash side effect
does... especially when the spell is less than 30 active points its self.
In my opinion, the side effects should be more like this:
-1/2: 10 active points or 1/2 the points of the power
-1: 30 active points or equal to power
whichever is greater.
----------------------------------------------------------
Sola Gracia Sola Scriptura Sola Fide
Soli Gloria Deo Solus Christus Corum Deo
-----------------------------------------------------------
From ???@??? Sat May 31 22:48:31 1997
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Date: Fri, 30 May 1997 10:07:55 -0700
From: Tim Statler <tstatler@igateway.net>
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Subject: Character Challenge (long)
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A hero I have has 2 DNPCs. I'd like to challenge the list to create one
or both of them. I'll give you some background and a few possible disads
and let the creators create. There is no prize but the final 2 choices
I'll repost and recognize the author.
Without further ado here are their backgrounds.
Grampa William Smith (I'm terrible with names)
Billy Smith was a young golden gloves boxer in the late 1930s - early
1940s. He was on the way to making a name for himself when the US became
invovled in WWII. Like most of his generation, he volunteered for the
Marines. He fought in the Pacific campaign, Island hoping. During one
fight, he rescued an injured Japanese soldier from being killed
outright. The soldier wasn't the simple man Billy thought and according
to tradition, now owed Billy his life.
At the time Billy didn't give it much thought. After the war, he went
back to his Boxing career. He unfortuneately fell into the clutches of
the wrong people, people who could garentee him wins. Billy realized
only when it was too late, what the enevitable was going to be. To
garuntee a life for his new wife and son he bought a gym in [campaign
city]. A little over a year later, the men who managed him told him to
take a dive or else. Billy decided to stand up to them and ended up
beating his opponent. The men who he had burned decided to get even.
They caught him unaware and beat him, breaking his back in the process.
To keep him from testifing against them, they threatened his family.
He went home to manage the Gym. A few weeks later a knock on the door
heralded the arrival of the Japanese soldier he had saved. The Japanese
moved into a small apartment over the Gym and did wwhatever work the gym
needed. His discussions with the Japanese led William to go to the
police with what he knew of the Gangsters. Days later, his apartment
caught fire while he was at the gym, killing his wife. He moved into the
Apartment over the gym with his son (who had been in school at the time
of the fire).
Years later his son was grown, married and had a young boy of his own.
Tragedy struck again, as his son and wife were killed in a traffic
accident. William Smith took in his Grandson to finish raising,
instilling in him a sense of right and wrong, using himself as a
negative example. Later the boy became X and fought the gangs and other
villians as a costumed hero.
Mr.Hitaschu Myogi (If you know Japanese spelling please correct mine,
written in Western Style)
Myogi had grown up in a family of samuri, and masters of the martial
arts, instilling in him a code of duty and honor. He joined the imperial
marines upon reaching adulthood, and fought in the pacific during WWII.
His life took a great turn when, while wounded and about to be killed by
an American soldier, another intervended and saved his life. He went
into a POW camp for the remainder of the war and home after the
surrender.
He search for the American to whom he owed the life debt, but didn't
find him until he saw a newspaper article about a boxer who had been
nearly killed by Mobsters. He recognized him as the man who saved his
life and sold what he had to travel to America.
He took a job working for his new freind doing watever was needed at the
gym, from cleaning to fixing broken plumbing. He also debated life with
him, trying to instill honor. After William Smith's wife died, he shared
his living space with the man and his son.
When William took in his grandson, Mr. Myogi (What the boy always
called him) taught him the ways of the samuri and karate. The boy took
to the training rather easily and became a master himself.
Here is some disads and othe rnotes for the 2 DNPCs:
William Smith:
Incompetent DNPC
may have a few jabs etc. still in memory.
AGE 60+ (approx 75 to 80 now) 10 pts
Pys Lim: Paralzed from waist down, can't walk. freq,great 15 pts
Distinctive features: Wheelchair, conceal w/effort, is always noticed
15 pts.
Mr. Hitaschu Myogi
Normal DNPC
Karate Master
Age 40+ (about same age as William Smith but in much better shape) 5
points
Dis Feature: Japanese easily conceal, note&recognized 5 points
Psych LIm: Indebted to, loyal to William Smith (common, strong)
(this is just a minimum. could be stronger if modeled correctly.)
Thanks and good huniting
From ???@??? Sat May 31 22:48:33 1997
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Date: Sat, 31 May 1997 00:39:00 -0400 (EDT)
From: Michael Surbrook <susano@access.digex.net>
cc: champ-l@omg.org
Subject: Re: CHAR: Turtle's shell
In-Reply-To: <199705302325.SAA24664@b04b17.exu.ericsson.se>
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On Fri, 30 May 1997, Curt Hicks wrote:
> Michael Surbrook <susano@access.digex.net> writes:
>
> > BODY 15 0
> > DEX 11 3
> > SPD 3 9
> > Flt Move 30" 60
> > MAX 180
>
> Actually, strictly speaking, the Turtle's shell should have no movement
> capabilities on its own, since the Turtle moves it with his awesomely
> powerful TK.
Uhm, well, yes... but in effect, the Shell is a vehicle and not a focus.
Even the GURPS sourcebook lists it a 'vehicle' of sorts.
> p.s. I like the adaptions !
Thanks!
***************************************************************************
* "'Cause I'm the god of destruction, that's why!" - Susano Orbatos,Orion *
* Michael Surbrook / susano@access.digex.net *
* Attacked Mystification Police / AD Police / ESWAT *
* Society for Creative Anachronism / House ap Gwystl / Company of St.Mark *
***************************************************************************
From ???@??? Sat May 31 22:48:34 1997
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Date: Sat, 31 May 1997 01:33:51 -0400 (EDT)
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Subject: Re: Invasion!?!
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In a message dated 97-05-30 12:12:09 EDT, jonesmj@topaz.cqu.edu.au
(happyelf!) writes:
> >...there should be one final and culminating Event that should make
> >everything all better. And that the PC heros should be behind (no...not
> >behind...in front of) that Event.
> >
>
> this i have to disagree with. One event is an oversimplification, IMHO.
I just gotta restate my point here. Virtually all good fictional stories
wrap up with a demouement. From Homer to John Byrne there is almost always
the one Final Event that brings the story to a close. Maybe (sure) there are
unanswered questions, but the Final chapter is just that...the Final Chapter.
And in a role playing enviornment I think it would be unfair to the players
if the Event didn't feature them.
I don't think you're disagreeing with me on this point. At least I hope your
not.
And of course I agree with you that most good story arcs should change the
face of the campaing. But they don't all have to be complete plastic
surgical overhauls. And if the players just thought they where bringing up
the rear but found themselves saving the planet...great. As long as they're
the ones doing the saving. As long as the Event features them.
I maintain that the best stories are the purest ones. Don't get me
wrong...The characters needn't be simple or ordinary. Nor do the actual
plots and the events in them need to be hackneyed or too easy to second
guess. There should always be at least one or two surprises. But the age
old rules of presenting a story have rarely to be improved upon.
In the immortal words of Henry David Thoreau: " Simplify, simplify,
simplify".
Of course Thoreau said it three times when he only needed to once.
Jay "the flip" A.
From ???@??? Sat May 31 22:48:36 1997
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Date: Sat, 31 May 1997 01:35:40 -0400 (EDT)
From: Michael Surbrook <susano@access.digex.net>
Subject: Wildcards characters
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For anyone who is keeping track, here is a list of completd (nad planned)
GURPS Wildcards conversions. Note, not all the complete characters have
been posted yet.
NAME POINTS
Astronomer, The
Bagabond
Black Eagle
Bludgeon 129
Cpt. Trips 64
(Aquarius) 100
(Aquarius - Dolphin Form) 478
(Cosmic Traveler) 377
(Jumping Jack Flash) 715
(Moonchild) 450
(Starshine) 378
Carnifex 334
Chaisson Cordelia 201
Chickenhawk 52
Cyclone 302
Deadhead
Demise
Dr. Tachyon
Elephant Girl 92
(Elephant form) 341
Envoy, The
Fadeout 210
Fantasy
Father Squid 178
Fortunato
Gimli 106
Golden Boy 309
Harlem Hammer, The 310
Howler, The 244
Kid Dinosaur
Kien Phuc 136
Mistral
Lazy Dragon
Mackie Messer 336
Modular Man 631
Oddity, The 199
Peregrine 196
Popinjay 463
Puppetman
Quasiman 200
Quinn the Eskimo
Sewer Jack 75
(Alligator form) 179
Sleeper, The varies
Steele, George
Strauss, Jerimiah 100
Ti Malice 201
Travineck, Maxim
Troll 153
Turtle, The 349
(Shell) 172
Warlock
Water Lily
Whisperer
Worchester, Hiram
Wraith 232
Wyrm 285
Wyungare 170
Yeoman 335
***************************************************************************
* "'Cause I'm the god of destruction, that's why!" - Susano Orbatos,Orion *
* Michael Surbrook / susano@access.digex.net *
* Attacked Mystification Police / AD Police / ESWAT *
* Society for Creative Anachronism / House ap Gwystl / Company of St.Mark *
***************************************************************************
From ???@??? Sat May 31 22:48:37 1997
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Date: Sat, 31 May 1997 00:11:19 -0500
From: Todd Hanson <badtodd@dacmail.net>
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One of the toughest parts of being a Champs GM is coming up with new
scenarios that are more than 'the villians are robbing the bank - you
all manage to arrive at the same time... phase 12!'
I stumbled across a neat site that has sparked several scenario ideas.
It has all kinds of articles on the latest and greatest science news
(including things like new findings about stars and planets, the effects
of space travel on germs and bacteria, the current status of the Russian
space program, etc). All the neat things that might trigger a new super
hero or villian, or might be the target of that slightly insane
scientist... The site is http://www.sciencenow.org if you want to check
it out.
This got me to wondering.. has anyone else stumbled on a non-champions
web site that has information useful to a Champs GM?
Todd
From ???@??? Sat May 31 22:48:38 1997
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Date: Sat, 31 May 1997 00:13:39 -0500
From: Todd Hanson <badtodd@dacmail.net>
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After watching the latest episode of the new Spawn animated series, I
realized that I actually have no clue what the guys actual powers are.
I never bothered with the comic when it came out (seemed like just
another Image 'anti-hero' title).
Has anyone attempted a Champions write up of Spawn? Would you like to
share it with me (and the list?)
Todd
From ???@??? Sat May 31 22:48:39 1997
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Date: Sat, 31 May 1997 17:26:55 -0700
From: "happyelf!!!!" <jonesmj@topaz.cqu.edu.au>
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> I just gotta restate my point here. Virtually all good fictional stories
> wrap up with a demouement. From Homer to John Byrne there is almost always
> the one Final Event that brings the story to a close. Maybe (sure) there are
> unanswered questions, but the Final chapter is just that...the Final Chapter.
> And in a role playing enviornment I think it would be unfair to the players
> if the Event didn't feature them.
yeah, and they were *literature*, while this is *roleplaying*- it keeps going, and
where it goes is up to the players- tying it down like this is a bad idea.
>
> I don't think you're disagreeing with me on this point. At least I hope your
> not.
>
yes, i am. not your tone, your point.
your tone is fine, your point is incorect.
hence my point about your point, as opposed to a point about your tone(sorry)
> And of course I agree with you that most good story arcs should change the
> face of the campaing. But they don't all have to be complete plastic
> surgical overhauls. And if the players just thought they where bringing up
> the rear but found themselves saving the planet...great. As long as they're
> the ones doing the saving. As long as the Event features them.
>
but i would argue for millions of these "events" like . .say they have in all the
crosovers? spidey bussed some sentinels in onslaught, too, y'know. . . .it was a good
use of his character . . .
> I maintain that the best stories are the purest ones. Don't get me
> wrong...The characters needn't be simple or ordinary. Nor do the actual
> plots and the events in them need to be hackneyed or too easy to second
> guess. There should always be at least one or two surprises. But the age
> old rules of presenting a story have rarely to be improved upon.
> In the immortal words of Henry David Thoreau: " Simplify, simplify,
> simplify".
>
but he wasn't six people!! an rpg CANNOT follow the rules of literature!
sorry, but this is one of the major misconceptions i hav come across.
a good game does not a good book make, and vice versa is also true.
> Of course Thoreau said it three times when he only needed to once.
>
actually, he needed to say it three times- his secretary coudn't take dictation
for nuts . .*lol*
> Jay "the flip" A.flip away, man!
so, what does the rest of the list think?
From ???@??? Sat May 31 22:48:40 1997
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Subject: Re: Invasion!?!
Date: Sat, 31 May 97 09:37:50 -0500
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From: John P Weatherman <asahoshi@nr.infi.net>
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happyelf!!!!
>> I just gotta restate my point here. Virtually all good fictional stories
>> wrap up with a demouement. From Homer to John Byrne there is almost always
>> the one Final Event that brings the story to a close. Maybe (sure) there
are
>> unanswered questions, but the Final chapter is just that...the Final
Chapter.
>> And in a role playing enviornment I think it would be unfair to the players
>> if the Event didn't feature them.
>
>yeah, and they were *literature*, while this is *roleplaying*- it keeps
>going, and where it goes is up to the players- tying it down like this is
>a bad idea.
In my experience, the rules of good literature, when applied to
role-playing,
make execellent role-playing. A story should tie up and should have a
cumulating Event. This does not imply an ending however sence, just like
novels, the next sequel is always arround the corner. As a player, I get
VERY discouraged when there aren't final grant Events, one per story arc,
to cleanly let the playing move into a new arena.
I do agree that some things that work in literature don't work in
role-playing
very well, precognition being at the top of my list, but the basic
structure
works very well.
>> And of course I agree with you that most good story arcs should change the
>> face of the campaing. But they don't all have to be complete plastic
>> surgical overhauls. And if the players just thought they where bringing up
>> the rear but found themselves saving the planet...great. As long as they're
>> the ones doing the saving. As long as the Event features them.
>>
>
>but i would argue for millions of these "events" like . .say they have in
>all the crosovers? spidey bussed some sentinels in onslaught, too, y'know
>. . . .it was a good use of his character . . .
Crossovers do not preclude the use of a final cumulating even that ends
the
mechanism by which the crossover occured.
>
>> I maintain that the best stories are the purest ones. Don't get me
>> wrong...The characters needn't be simple or ordinary. Nor do the actual
>> plots and the events in them need to be hackneyed or too easy to second
>> guess. There should always be at least one or two surprises. But the age
>> old rules of presenting a story have rarely to be improved upon.
>> In the immortal words of Henry David Thoreau: " Simplify, simplify,
>> simplify".
>>
>
>but he wasn't six people!! an rpg CANNOT follow the rules of literature!
>sorry, but this is one of the major misconceptions i hav come across.
>a good game does not a good book make, and vice versa is also true.
I would maintain that the biggest misconception I've come across is that
the
rules of literature shouldn't apply to role-playing. A good RPG should a
good
story tell, and a good story should make a good book. However I'll grant
that
a good book may not always work the best as an RPG. The issue here being
the
writer doesn't control the main character anymore, the plotlines are
usually
still good material, the Events just never turn out right! :)
PAX.
____________________________________________________________________
| Name: John P. Weatherman | Phone: |
| email: asahoshi@nr.infi.net | (H) (910) 785-1130 |
| fax: (910) 748-4632 | (O) (910) 545-2722 |
|_____________________________|____________________________________|
| He who walking on the sea could calm the bitter waves, who gives |
| life to the dying seeds of the earth; He who was able to loose |
| the mortal chains of death and after three days' darkness could |
| bring again to the upper world the brother of his sister Martha: |
| He, I beleive, will make Damasus rise again from the dust. |
| Pope St. Damasus I (c.305-384) |
|__________________________________________________________________|
From ???@??? Sat May 31 22:48:42 1997
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Date: Sat, 31 May 1997 08:36:28 -0700
From: Nic Neidenbach <naneiden@iswest.com>
Subject: Re: CHAR: Turtle's shell
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At 12:39 AM 5/31/97 -0400, Michael Surbrook <susano@access.digex.net> wrote:
>On Fri, 30 May 1997, Curt Hicks wrote:
>
>> Michael Surbrook <susano@access.digex.net> writes:
>>
>> > BODY 15 0
>> > DEX 11 3
>> > SPD 3 9
>> > Flt Move 30" 60
>> > MAX 180
>>
>> Actually, strictly speaking, the Turtle's shell should have no movement
>> capabilities on its own, since the Turtle moves it with his awesomely
>> powerful TK.
>
>Uhm, well, yes... but in effect, the Shell is a vehicle and not a focus.
>Even the GURPS sourcebook lists it a 'vehicle' of sorts.
>
Well, since TK clearly states that you can't use TK to move yourself around.
You can't pick up an object with TK, step on it, then fly around like the
Silver Surfer. So you have to buy flight to simulate it. At most, the
flight's special effect is Turtle's TK.
>> p.s. I like the adaptions !
>
Yep, they are way cool. :)
-Nic
From ???@??? Sat May 31 22:48:43 1997
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From: Patrick Barden <absga@elbertonga.com>
Subject: Re: Custom Character Drawings
Cc: hero-l@omg.org
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At 07:04 AM 5/29/97 -0400, Legionair@aol.com wrote:
><<I am afraid I can only send pictures by snail mail. I can send copies of
>some of the stuff I have done for others.
>Patrick B.>>
>
>That's fine. I'll give you my home address and you can mail the copies of
>the samples there. The best thing I can think of is to send me those
>copies and tell me how much you charged for each of them... That would
>give me the best idea of what you have and what you charge for it...
>
>Here's another question... Are there any genres you don't like to do? Or do
>you stick strictly to Champions type stuff?
>
Thanks for all those who expressed interest in my custom drawings. Here is
where thing stand.
I have had someone generously offer to scan my work for me so that I can
send out samples in (hopefully) the very near future. As far as price goes
I usually charge around $10.00 for an 8 1/2 X 11 color drawing on vellum
bristol.
I have no real qualms about other genres so much as certain subject matter.
No nudity, partial or otherwise. I avoid subject matter of a patently
demonic nature. (ie I'd rather not do Spawn style characters) I try to
avoid multiple characters in one drawing. I usually ask for someone to give
me a description first and then I decide whether I can do it or not.
Usually if I refuse a drawing it is because I just don't think I can do a
decent, satisfactory job of it.
As soon as I have the scans ready to send I willlet the list kn ow and then
anyone who wants copies can request them. Any questions should be directed
to me at my address not the list. I will post answers to the list only when
I get enough of the same request to make it practical
Thanks for the interest.
I'll be in touch.
Patrick B.
From ???@??? Sat May 31 22:48:45 1997
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From: Opal@october.com (Opal)
Date: 31 May 97 02:29:02 GMT
Subject: Determining Limitations
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r > Hello All,
r >
r > Anybody have any good suggestions on how to determine the value of
r > non-standard limitations? I'm looking for a way to remove some of the
r > subjectivity from the process (I realize that there is no way to make
r > it
r > totally objective, but some guidance would be beneficial).
r >
r > Rob
One old rule of thumb for Limitations in the 'only when' or
'not when' structure (where you either can use the power or cant):
The limitation should come up, on average, in about as many games
as the proportion of the limitation: so a 1/2 Lim, would come up
in about half the games played, a -1 in most of them, and a -2 more
than once in practically every game.
For limitations that reduce the utility of a power, you're pretty much
stuck comparing them to existing lims - find an existing limitation that
is *more* limiting than the new one, and use it as a maximum.
For limitations that are the 'reverse' of advantages: If you want to
play it conservative, say that they are half the value of the advantage:
For instance: Instant (-1/2) is the reverse of Constant (+1). However,
there are also instances where the vaules are the same at range and
no range are +1/2 and -1/2, respectively.
___
* OFFLINE 1.58
From ???@??? Sat May 31 22:48:46 1997
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Subject: Re: Invasion!?!
Date: Sat, 31 May 97 13:12:39 -0500
From: Fugazi <fugazi@frontiernet.net>
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-- [ From: Fugazi * EMC.Ver #2.5.02 ] --
-------- REPLY, Original message follows --------
> Date: Saturday, 31-May-97 09:37 AM
>
> From: John P Weatherman \ Internet: (asahoshi@nr.infi.net)
> To: champ-l@omg.org \ Internet: (champ-l@omg.org)
>
> Subject: Re: Invasion!?!
>
> happyelf!!!!
>
> >> I just gotta restate my point here. Virtually all good fictional
stories
> >> wrap up with a demouement. From Homer to John Byrne there is almost
always
> >> the one Final Event that brings the story to a close. Maybe (sure)
there
> are
> >> unanswered questions, but the Final chapter is just that...the Final
> Chapter.
> >> And in a role playing enviornment I think it would be unfair to the
players
> >> if the Event didn't feature them.
> >
> >yeah, and they were *literature*, while this is *roleplaying*- it keeps
> >going, and where it goes is up to the players- tying it down like this is
> >a bad idea.
>
I find it helpful to remember that the basis for champions is super-hero
comics. And there is no "final moment" in the comics that I enjoy. Oh sure
, the heroes may beat, force, or out-think a threat into a kind of dormancy,
but would Batman be as interesting if he had destroyed the Joker completely
and permanently in their first encounter? No, in champions, as in comics, a
good plotline is a series of threats layered over each other.
>
> >> And of course I agree with you that most good story arcs should change
the
> >> face of the campaing. But they don't all have to be complete plastic
> >> surgical overhauls. And if the players just thought they where
bringing up
> >> the rear but found themselves saving the planet...great. As long as
they're
> >> the ones doing the saving. As long as the Event features them.
> >>
> >
> >but i would argue for millions of these "events" like . .say they have in
> >all the crosovers? spidey bussed some sentinels in onslaught, too, y'know
> >. . . .it was a good use of his character . . .
Exactly. Keep the threat alive! Keeps them on their toes. Makes sure
Superman doesn't become an overweight couch potato, ordering out for pizza
("delivery please. Address? 1 Fortress of Solitude.") and watching cnn for
the Next Big Threat. Kill 'em slowly with stress, I say.
> >
> >> I maintain that the best stories are the purest ones. Don't get me
> >> wrong...The characters needn't be simple or ordinary. Nor do the
actual
> >> plots and the events in them need to be hackneyed or too easy to second
> >> guess. There should always be at least one or two surprises. But the
age
> >> old rules of presenting a story have rarely to be improved upon.
> >> In the immortal words of Henry David Thoreau: " Simplify, simplify,
> >> simplify".
> >>
> >
> >but he wasn't six people!! an rpg CANNOT follow the rules of literature!
> >sorry, but this is one of the major misconceptions i hav come across.
> >a good game does not a good book make, and vice versa is also true.
>
A good book? No. But hopefully a heckuva comic book. To draw on another
analogy, a good champions campaign should be a nightmare for the heroes in
which they are relentlessly pursued by an innumerable and unending stream of
villains, or villanous deeds. After all, if your group got together to play
, and the campaign events consisted of receiving awards for the storyline
they just ended, then "nothing else, guys. Must be a slow week for crime!",
they'd soon be bored. But if they are attacked by a new threat while
receiving the awards, well, then we're in business!
From ???@??? Sat May 31 22:48:47 1997
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(The following is an advertisement.)
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From ???@??? Sun Jun 01 21:16:08 1997
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At 09:37 AM 5/31/97 -0500, you wrote:
>happyelf!!!!
>
>>yeah, and they were *literature*, while this is *roleplaying*- it keeps
>>going, and where it goes is up to the players- tying it down like this is
>>a bad idea.
>
>In my experience, the rules of good literature, when applied to
>role-playing,
>make execellent role-playing. A story should tie up and should have a
>cumulating Event. This does not imply an ending however sence, just like
>novels, the next sequel is always arround the corner. As a player, I get
>VERY discouraged when there aren't final grant Events, one per story arc,
>to cleanly let the playing move into a new arena.
>
I don't. imho, Loose ends and closure abuse a good campagn make. Otherwise
the gm has to make basically a new campaign for each scenario, instead of just relying on the fabric of his continuity.
>I do agree that some things that work in literature don't work in
>role-playing
>very well, precognition being at the top of my list, but the basic
>structure
>works very well.
>
but is it the structure of literatuer, or storytelling in general which applies?
>>> And of course I agree with you that most good story arcs should change the
>>> face of the campaing. But they don't all have to be complete plastic
>>> surgical overhauls. And if the players just thought they where bringing up
>>> the rear but found themselves saving the planet...great. As long as they're
>>> the ones doing the saving. As long as the Event features them.
>>>
>>
>>but i would argue for millions of these "events" like . .say they have in
>>all the crosovers? spidey bussed some sentinels in onslaught, too, y'know
>>. . . .it was a good use of his character . . .
>
>Crossovers do not preclude the use of a final cumulating even that ends
>the
>mechanism by which the crossover occured.
>
yes, but from the perspective of (for instance) spidey, the battle he and pete(i know)
had *WAS* *their* culminating event, and it was just as signifigant for them
as any other culminating event.
>>but he wasn't six people!! an rpg CANNOT follow the rules of literature!
>>sorry, but this is one of the major misconceptions i hav come across.
>>a good game does not a good book make, and vice versa is also true.
>
>I would maintain that the biggest misconception I've come across is that
>the
>rules of literature shouldn't apply to role-playing. A good RPG should a
>good
>story tell, and a good story should make a good book. However I'll grant
>that
>a good book may not always work the best as an RPG. The issue here being
>the
>writer doesn't control the main character anymore, the plotlines are
>usually
>still good material, the Events just never turn out right! :)
>PAX
so in all honesty, we have very little in common with literature at all if what
you say is true. Sorry, that's my opinion, and i just happen to be correct. *eg*
i bet if you actually "nailed down" a set of rules for literature we would find
that most of them don't apply to literature, littleown roleplaying.
RPG's and literature are seperate and distinct: one cannot be made or judged directly from the other.
From ???@??? Sun Jun 01 21:16:09 1997
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From: HAPPYELF!!! <jonesmj@topaz.cqu.edu.au>
Subject: Re: Invasion!?!
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>> >but he wasn't six people!! an rpg CANNOT follow the rules of literature!
>> >sorry, but this is one of the major misconceptions i hav come across.
>> >a good game does not a good book make, and vice versa is also true.
>>
>
> A good book? No. But hopefully a heckuva comic book. To draw on another
>analogy, a good champions campaign should be a nightmare for the heroes in
>which they are relentlessly pursued by an innumerable and unending stream of
>villains, or villanous deeds. After all, if your group got together to play
>, and the campaign events consisted of receiving awards for the storyline
>they just ended, then "nothing else, guys. Must be a slow week for crime!",
>they'd soon be bored. But if they are attacked by a new threat while
>receiving the awards, well, then we're in business!
>
>
point taken. I think the only place this went overboard was in the spidey
comics where PP ended up going mad from stress for a while- wimp!
From ???@??? Sun Jun 01 21:16:11 1997
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From: salvador <salvador@cww.de>
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Subject: Der Drachenhort
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Der Drachenhort hat seine Tore geöffnet !
-Was ist der Drachenhort ?-
Der Darchenhort ist von einem Rollenspieler für alle Rollenspieler
gemacht. Deshalb weiß ich auch wonach es euch dürstet:
a) Infos übers Rollenspiel
b) Abenteuer und Regelerwiterungen und
c) Ein Ort an dem man gebrauchtes RPG Zubehör günstig kaufen und
verkaufen kann.
-Kommerz ????-
Nein !
Ich bin Schüler, und habe weiß Gott nicht vor hier aus Geldgier einen
proffesionellen Versand oder so was aufzumachen. Ich werde aller
Wahrscheinlichkeit nach etwas Profit machen, aber immerhin stecke ich
auch jede Menge Arbeit in das Projekt.
-Wieso?-
Ich habe gesehen wie günstig man in den USA gebrauchtes RPG Zubehör
bekommt, und denke daß das auch bei uns in Deutschland funktioniert.
Alle Rollenspieler profitieren davon:
a) Will man ein neues System ausprobieren, muß man nicht Unmengen an
Geld investieren, um dann festzustellen, daß einem das Produkt nicht
zusagt.
b) Findet man ein Produkt, was man sich gekauft hat nicht so toll, kann
man es immer weiterverkaufen, und muß es nicht jahrelang im Bücherregal
anstarren, und sich über die Fehlinvestition ärgern, sondern kann sich
darüber freuen, daß jetzt andere Spieler damit jede Menge Spaß haben.
c) Es ist einfach billiger.
-Wo, Wie ?-
Das ganze Projekt befindet sich gerade im Aufbau, deshalb ist mein
Angebot etwas knapp. Also schreibt mir, wenn ihr etwas verkaufen wollt
!:
< salvador@cww.de >
Unter dieser Adresse könnt ihr auch das aktuelle Angebot und die
Versandbedingungen anfordern.
Im Internet findet ihr meine Homepage unter:
http://www.geocities.com/Area51/Zone/3493
-Die Homepage: Infos für und von euch !-
Auf der Homepage findet ihr ein -noch- relativ kleines Angebot, da
größtenteils von mir allein geschrieben, an Infos zu TSR, den AD&D
Welten, White Wolf und der World of Darkness Reihe. Eine Einführung für
Anfänger ist von einem anderen Autor verfügbar.
Und es gibt den Formwwandler als Klasse für AD&D herunterzuladen. Und
natürlich Links.
Und jetzt seid ihr gefragt: Habt ihr etwas in Richtung RPG/Fantasy
geschrieben, von dem ihr glaubt, saß es für viele Spieler interessant
ist ? Dann schickt es an < salvador@cww.de >, und ich tus vielleicht
(mein Platz ist beschränkt) auf die Homepage.
-Anfänger ?-
Auf meiner Homepage findest du eine Einleitung zu RPG, außerdem stehe
ich für Fragen unter < salvador@cww.de > zur Verfügung. Unter bestimmten
Umständen leite ich auch euer erstes Abenteuer.
Ich hoffe bald von euch allen zu hören,
euer Salvador
P.S. Wie schon gesagt kann dieses Projekt eine Berreicherung für alle
RPG Spieler sein. Doch die Vorraussetzung ist, daß ihr bereti seid
mitzuarbeiten. Es liegt in eurem Interesse.
From ???@??? Sun Jun 01 21:16:13 1997
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Date: Sun, 1 Jun 1997 13:26:03 -0400 (EDT)
From: Michael Surbrook <susano@access.digex.net>
cc: Hero Character Adaption <catdrag@vnet.net&> champion@cyberhighway.net,
Champions Character List <deejay@cu-online.com&>
greenlucifer@geocities.com, jdriscol@vt.edu,
Rob Rutherford <mirage@hpserv.keh.utulsa.edu&> sourdust@ix.netcom.com,
robertni@us.ibm.com, teriaca@omnifest.uwm.edu, vances@sympatico.ca,
Weasel Attack!!! <weasel-patrol@otd.com>
Subject: CHAR: Kien Phuc
Message-ID: <Pine.SUN.3.96.970601132453.10582C-100000@access5.digex.net>
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KIEN PHUC
Designers Notes:
Kien Phuc is am older Asian man of average height with a slightly pudgy
build. He stands 5'10", weighs 175 and is always dressed in finely
tailored, expensive suits. A form ARVN general, he currently resides in
New York, where he own a large chain of Chinese restaurants and dry
cleaning stores. He is also the head of the Shadow Fist Society, an
organized crime group bent of becoming the master of the criminal
underworld in New York. Kien Phuc has recruited heavily among both Asian
and Western Operatives, as well as using both nats, jokers and aces to
accomplish his ends. He is very ruthless, very dangerous and will kill
anyone who cross him without the slightest hesitation. He has made a
mortal enemy of Yeoman, who has sworn to kill him. While trying to kill
Wraith, Kien Phuc lost most of his right hand. Currently, Kien is the
master of New York, having driven the mafia away and battled Yeoman to a
stalemate.
The Character:
STAT VAL COST
Str 10 0
Dex 12 6
Con 14 8
Body 12 4
Int 20 10
Ego 20 20
Pre 18 8
Com 10 0
PD 4 1
ED 3 0
Spd 3 8
Rec 5 0
End 28 0
Stun 24 0
Char Total 65
Power Total 71
Total Cost 136
COST POWERS & SKILLS
MA: Than Vo Dao
4 Block +2 OCV +2 DCV Block, Abort
3 Joint Lock +0 OCV -1 DCV Grab One Limb; 20 STR to Hold
3 Legsweep +2 OCV -1 DCV 3d6 Strike; Target Falls
4 Punch +2 OCV +0 DCV 4d6 Strike
3 Throw +0 OCV +1 DCV 2d6 Strike; Target Falls
15 Wealth
5 Perk: Head of the Shadow Fist Society
2 Perk: Respected businessman
5 Bureacratics 14-
3 KS: Psychology 13-
3 Oratory 13-
3 Persuasion 13-
3 Trading 13-
2 WF: Small Arms
10 Lang: Catonese (4), English (3), French (3), Vietnamese (native)
3 SL: +1 with PRE skills
Disadvantages
75 Base
5 Age: 40+
10 Hunted: Yeoman 8- (AsPow)
15 Phys: One Hand
10 Psych: Bad Tempered
15 Psych: Greedy
6 Experience
(Kien Phuc created by John J Miller, character sheet created by Michael
Surbrook)
***************************************************************************
* "'Cause I'm the god of destruction, that's why!" - Susano Orbatos,Orion *
* Michael Surbrook / susano@access.digex.net *
* Attacked Mystification Police / AD Police / ESWAT *
* Society for Creative Anachronism / House ap Gwystl / Company of St.Mark *
***************************************************************************
From ???@??? Sun Jun 01 21:16:15 1997
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From: Michael Surbrook <susano@access.digex.net>
cc: Hero Character Adaption <catdrag@vnet.net&> champion@cyberhighway.net,
Champions Character List <deejay@cu-online.com&>
greenlucifer@geocities.com, jdriscol@vt.edu,
Rob Rutherford <mirage@hpserv.keh.utulsa.edu&> sourdust@ix.netcom.com,
robertni@us.ibm.com, teriaca@omnifest.uwm.edu, vances@sympatico.ca,
Weasel Attack!!! <weasel-patrol@otd.com>
Subject: CHAR: Elephant Girl (elephant)
Message-ID: <Pine.SUN.3.96.970601132204.10582B-100000@access5.digex.net>
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ELEPHANT GIRL
(Elephant form)
Designers Notes:
This is Radha's elephant form. She assumes the shape of a full-grown,
female, Asian elephant. By flapping her ears, she can fly (GMs may want
to put the limitation of "restrainable" upon her flight, but with a 65
STR, I wonder if that's really a limitation). When assuming the elephant
form, Radha absorbs all the available electricity in the local area (up to
several blocks away). This could be bought in several ways, I decided to
go with a Drain since that was the one power that would have the most
effect upon PCs and NPCs. A Transformation attack (with a huge Radius of
Affect) would also work, the transforming blacking or shorting out of
electrical devices. When returning to human form, her excess masss is
dissipated in the form of light energy, causing a brillaint flash.
Naturally, the power level for these sorts of effects are very GM
dependedent, I used the 'default' of 60 AP for all effects.
The Character:
STAT VAL COST
Str 65 25
Dex 15 15
Con 30 40
Body 35 40
Int 15 5
Ego 13 6
Pre 25 15
Com 10 0
PD 13 5
ED 8 1
Spd 3 5
Rec 13 0
End 60 0
Stun 67 0
Char Total 157
Power Total 184
Total Cost 341
COST POWERS & SKILLS
33 Growth: 5 Levels, 0 END, Persistant, Always on
7 Density Increase: 1 Level, 0 END, Persistant, Always on
+30 STR, +5 Body, +1 PD, +1 ED, +5 Stun, -6" KB, -3 DCV, +3 PER
14' tall, 12,800 lbs
18 Multiform: Radha Valeria O'Reilly (92 points)
22 Energy Manipulation Multipower, Linked to Multiform Activation
(-1/2), 1 Recoverable Charge (charges recover by switching
Multiforms) (-1 1/4)
2 u 3d6 Drain vs END Reserve, Radius of Effect, Electrical END
Reserves Only (-1), 1 Recoverable Charge
2 u 4d6 Flash - Sight, Explosive, No Range, 1 Recoverable Charge
20 1 1/2d6 HKA, Reduced Pentration - tusks
15 Armor: +6 PD, +4 ED
40 Movement Multipower
8 m Flight: 20", END 4
2 m Running: +6" (12" total), END 2
5 Extra Limb: Trunk
3 +1 with All Perception
2 +1 with Smell Percpetion
5 CSL: +1 w/HTH
Disadvantages
100 Base
15 DF: Asian Elephant
10 Hunted: Priests of Gonesh (aspow) 8-
5 Phys: Cannot Leap
10 Phys: Limited Fine Manipulation
10 Phys: Mute
191 Experience
(Elephant Girl created by Parris, character sheet created by Michael
Surbrook)
***************************************************************************
* "'Cause I'm the god of destruction, that's why!" - Susano Orbatos,Orion *
* Michael Surbrook / susano@access.digex.net *
* Attacked Mystification Police / AD Police / ESWAT *
* Society for Creative Anachronism / House ap Gwystl / Company of St.Mark *
***************************************************************************
From ???@??? Sun Jun 01 21:16:17 1997
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From: Michael Surbrook <susano@access.digex.net>
cc: Hero Character Adaption <catdrag@vnet.net&> champion@cyberhighway.net,
Champions Character List <deejay@cu-online.com&>
greenlucifer@geocities.com, jdriscol@vt.edu,
Rob Rutherford <mirage@hpserv.keh.utulsa.edu&> sourdust@ix.netcom.com,
robertni@us.ibm.com, teriaca@omnifest.uwm.edu, vances@sympatico.ca,
Weasel Attack!!! <weasel-patrol@otd.com>
Subject: CHAR: Yeoman
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YEOMAN
(Daniel Brennan)
Designers Notes:
Yeoman is the Batman of the Wildcard's universe. He is of average height,
standing 5'10" and weighs a muscular 175 lbs. Yeoman has coarse black
hair, dark eyes, and dark tanned skin. He normally dresses very casually,
although when operating as Yeoman he does wear a face mask (and leaves an
Ace of Spades as a calling card on or near his victims). Yeoman got his
start in the late 60's in Vietnam. There is where he first met Kien Phuc
(see) and first learned of Kien's criminal activities (which included
selling secrets to the North Vietnamese). Yeoman's attempts to expose
Kien resulted in the death of Yeoman's wife, as well as the deaths of the
men in his command. Since the fall of Saigon occurred soon after, Yeoman
stayed in Asia, eventually traveling to Japan to join a monastery where he
learned Zen and perfected his archery skill. Returning to America in the
mid-80's, Yeoman again envounted Kien, now in New York City, and resumed
his vendetta.
Note: Yeoman's stats are far beyond what most people would expect from a
'normal'. It should be pointed out that Yeoman's GURPS stats are
similarly quite high, and that he is highly trained and very competant.
The Character:
STAT VAL COST
Str 15 5
Dex 26 48
Con 20 20
Body 15 10
Int 14 4
Ego 23 26
Pre 20 10
Com 10 0
PD 7 4
ED 6 2
Spd 5 14
Rec 8 2
End 40 0
Stun 32 0
Char Total 145
Power Total 190
Total Cost 335
COST POWERS & SKILLS
22 Multipower: Compound Bow, OAF
1 u 2d6 RKA Broadhead arrows, 12 Charges
1 u 6d6 EB: Explosive, Act 11-, 4 Charges
1 +1 RMod with Multipower, OAF: Compound Bow
Martial Arts: Karate
4 Block +2 OCV +2 DCV Block, Abort
4 Disarm -1 OCV +1 DCV 25 STR Disarm
4 Dodge +0 OCV +5 DCV Dodge vs All, Abort
3 Legsweep +2 OCV -1 DCV 4d6 Strike; Target Falls
4 Punch/Snapkick +0 OCV +2 DCV 5d6 Strike
5 Side/Spin Kick -2 OCV +1 DCV 7d6 Strike
8 Running: +4" (10" total)
12 Perception: +4
3 Breakfall 14-
5 Demolitions 12-
11 Fast Draw (Bow) 18-
4 KS: Horticulture 13-
5 KS: Philosophy 14-
5 KS: Zen Archery 14-
3 Paramedic 12-
5 Persuasion 14-
5 Stealth 15-
7 Streetwise 15-
3 Survival 12-
3 Tactics 12-
2 TF: Helicopter, Parachute
3 Tracking 12-
17 Weaponsmith: Bows 18-
3 WF: Blades, Small Arms
9 Lang: Catonese (1), French (2), Japanese (2), Spanish (1),
Vietnamese (3)
6 SL: +2 with all INT-based Skills
16 CSL: +2 with Combat
6 CSL: +2 with Multipower
Disadvantages
100 Base
15 Hunted: Shadow Fist Society (Mopow) 8-
20 Psych: Loyal to friends and allies
15 Psych: Hunting Kein Phuc
15 Psych: Justice, not Law
0 Psych: Leaves an Ace of Spades as a 'calling card'
15 SID: Daniel Brennan, US Army deserter
155 Experience Bonus
(Yeoman created by John J Miller, character sheet created by Michael
Surbrook)
***************************************************************************
* "'Cause I'm the god of destruction, that's why!" - Susano Orbatos,Orion *
* Michael Surbrook / susano@access.digex.net *
* Attacked Mystification Police / AD Police / ESWAT *
* Society for Creative Anachronism / House ap Gwystl / Company of St.Mark *
***************************************************************************
From ???@??? Sun Jun 01 21:16:19 1997
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From: Michael Surbrook <susano@access.digex.net>
cc: Hero Character Adaption <catdrag@vnet.net&> champion@cyberhighway.net,
Champions Character List <deejay@cu-online.com&>
greenlucifer@geocities.com, jdriscol@vt.edu,
Rob Rutherford <mirage@hpserv.keh.utulsa.edu&> sourdust@ix.netcom.com,
robertni@us.ibm.com, teriaca@omnifest.uwm.edu, vances@sympatico.ca,
Weasel Attack!!! <weasel-patrol@otd.com>
Subject: CHAR: Elephant Girl (human)
Message-ID: <Pine.SUN.3.96.970601132045.10582A-100000@access5.digex.net>
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ELEPHANT GIRL
(Radha Valeria O'Reilly - human form)
Designers Notes:
Elephant Girl (better known as Radha Valeria O'Reilly) is an Indian/Irish
woman, who stands 5'2" and weighs all of 105 lbs. She has a trim muscular
figure, and posses the ability to shapeshift into a full-grown Asian
elephant. Currently, Radha uses this power as part of a circus act,
working with a troupe of 'normal' elephants. Due to her origins, she is
hunted by priests of the Elephant god Gonesh, who wish for her to return
with them to India. Having escaped from their clutches when she was 17,
Radha has no desire to return.
The Character:
STAT VAL COST
Str 8 -2
Dex 20 30
Con 14 8
Body 12 4
Int 15 5
Ego 13 6
Pre 13 3
Com 18 4
PD 2 0
ED 2 -1
Spd 3 0
Rec 5 0
End 28 0
Stun 23 0
Char Total 57
Power Total 35
Total Cost 92
COST POWERS & SKILLS
10 Wealth
3 Acrobatics 13-
11 Animal Handler (elephants) 15-
2 PS: Circus Performer 11-
5 SC: Veterinarian 14-
4 Lang: English (4), Hindi (native)
Disadvantages
50 Base
10 Hunted: Priests of Gonesh (aspow) 8-
5 Psych: Vegitarian
27 Experience
(Elephant Girl created by Parris, character sheet created by Michael
Surbrook)
***************************************************************************
* "'Cause I'm the god of destruction, that's why!" - Susano Orbatos,Orion *
* Michael Surbrook / susano@access.digex.net *
* Attacked Mystification Police / AD Police / ESWAT *
* Society for Creative Anachronism / House ap Gwystl / Company of St.Mark *
***************************************************************************
From ???@??? Sun Jun 01 21:16:20 1997
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From: R Jacobs <rjacobs@radiks.net>
Date: Sun, 01 Jun 1997 16:12:51 -0500
Subject: Re: Web sites with useful info for Champs GMs?
Newsgroups: october.hero
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herolist wrote:
>
> From: Todd Hanson <badtodd@dacmail.net>
> Subject: Web sites with useful info for Champs GMs?
> To: champ-l@omg.org
>
> One of the toughest parts of being a Champs GM is coming up with new
> scenarios that are more than 'the villians are robbing the bank - you
> all manage to arrive at the same time... phase 12!'
>
> /...snip/
>
> This got me to wondering.. has anyone else stumbled on a non-champions
> web site that has information useful to a Champs GM?
>
> Todd
On a related issue: Anyone have any good Champs-RELATED sites? I've
been searching the web for a few weeks and have found a severe lack of
sites. I know they are out there...I'm just not finding them...what are
your FAVORITE CHAMPS sites?
From ???@??? Sun Jun 01 22:15:59 1997
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Date: Sun, 01 Jun 1997 18:58:16
From: John Turner <Avery1@flash.net>
Subject: Re: Web sites with useful info for Champs GMs?
In-Reply-To: <3391E5D3.4810@radiks.net>
References: <622_9705310037@october.com>
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Well, not to blow my own horn, but I have a web page that is/will be
featuring herosystem stuff from time to time. The most notable is a
nauseatingly comprehensive melee weapon list for fantasy hero. It is in MS
WORD 6.0 format. There isn't a plain text version yet, as I don't want to
realign all the tables. :p
It is at:
http://www.flash.net/~avery1/heromain.htm
Tell me what ya think...
At 04:12 PM 6/1/97 -0500, R Jacobs wrote:
>
>
>herolist wrote:
>>
>> From: Todd Hanson <badtodd@dacmail.net>
>> Subject: Web sites with useful info for Champs GMs?
>> To: champ-l@omg.org
>>
>> One of the toughest parts of being a Champs GM is coming up with new
>> scenarios that are more than 'the villians are robbing the bank - you
>> all manage to arrive at the same time... phase 12!'
>>
>> /...snip/
>>
>> This got me to wondering.. has anyone else stumbled on a non-champions
>> web site that has information useful to a Champs GM?
>>
>> Todd
>
>On a related issue: Anyone have any good Champs-RELATED sites? I've
>been searching the web for a few weeks and have found a severe lack of
>sites. I know they are out there...I'm just not finding them...what are
>your FAVORITE CHAMPS sites?
>
>
From ???@??? Sun Jun 01 23:36:22 1997
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From: "Richard D. Bergstresser Jr." <richberg@erols.com>
Date: Sun, 01 Jun 1997 21:06:59 -0400
Subject: Re: Web sites with useful info for Champs GMs?
Newsgroups: october.hero
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herolist wrote:
>
> On a related issue: Anyone have any good Champs-RELATED sites? I've
> been searching the web for a few weeks and have found a severe lack of
> sites. I know they are out there...I'm just not finding them...what are
> your FAVORITE CHAMPS sites?
I haven't looked at any in awhile, but there are some good ones.
I start checking with the Circle Of Heroes sight listing at
http://www.webring.org/cgi-bin/webring?ring=coh&list
From ???@??? Mon Jun 02 00:10:43 1997
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From: Jim Dickinson <champion@cyberhighway.net>
Date: Sun, 01 Jun 1997 17:17:42 -0700
X-To: hero-l@october.com (Multiple recipients of Hero)
Subject: Re: Web sites with useful info for Champs GMs?
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At 04:12 PM 6/1/97 -0500, you wrote:
>On a related issue: Anyone have any good Champs-RELATED sites? I've
>been searching the web for a few weeks and have found a severe lack of
>sites. I know they are out there...I'm just not finding them...what are
>your FAVORITE CHAMPS sites?
There's always the Circle of HEROs. This is an ever-expanding ring of Hero
related web pages...
The URL is in the Sig below:
_________________________________________________________________
Jim Dickinson -=- Portland. OR USA -=- champion@cyberhighway.net
Castle Game Knight: http://www.cyberhighway.net/~jd/cgk
Join the Circle of HEROs: http://www.cyberhighway.net/~jd/coh
-----------------------------------------------------------------
From ???@??? Mon Jun 02 01:11:43 1997
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Subject: Re: Web sites with useful info for Champs GMs?
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try any of lthe heroes sites that is on the ring of heroes,(or hero ring,
hero-ing, whatever). If you don't like a site, it sure makes it easy to find
another.
From ???@??? Mon Jun 02 01:12:02 1997
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try any of lthe heroes sites that is on the ring of heroes,(or hero ring,
hero-ing, whatever). If you don't like a site, it sure makes it easy to find
another.
From ???@??? Mon Jun 02 22:26:22 1997
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From: Darrin.Kelley@october.com (Darrin Kelley)
Date: 01 Jun 97 23:44:06 GMT
Subject: Source material
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The recent release of The Babylon Project was something, at least
locally, that was met with a great amount of anticipation. But other
than simply being a good sourcebook on the Babylon 5 background, the
game system itself is useless fluff.
The central problem with the Babylon Project is in the die rolling
conventions they use. It is a straight target number based system. But
unlike what was done in Fuzion, there is a straight 50-50 chance of
success or failure, no matter how high a character's skill level is.
Making any increase of stats or skills through experience a totally
useless proposition.
Until recently, I was part of an official playtest group for the
Babylon Project. The company itself made a titanic blunder from the
outset. They published the game first and recruited the playtesters
afterward. Which resulted in a slick looking product that is a truly
inferior one. And judging from how the game worked in playtest, I'm not
sure that they even knew if it worked before they published it in the
first place.
My advice? If you choose to buy this game, don't use the system.
Take the background and cull whatever you can from the character
generation section and use another system. Like the Hero System, Fuzion,
or even GURPS.
___
X SLMR 2.1a X Nothing is so smiple that it can't get screwed up.
From ???@??? Mon Jun 02 22:26:23 1997
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From: Eric Pawtowski <epawtows@cray-ymp.acm.stuorg.vt.edu>
Date: Mon, 2 Jun 1997 04:04:36 -0400 (EDT)
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Subject: Re: Source material
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In-Reply-To: <76f_9706020034@october.com> from Darrin Kelley at "Jun 1, 97 11:44:06 pm"
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>
> The central problem with the Babylon Project is in the die rolling
> conventions they use. It is a straight target number based system. But
> unlike what was done in Fuzion, there is a straight 50-50 chance of
> success or failure, no matter how high a character's skill level is.
> Making any increase of stats or skills through experience a totally
> useless proposition.
Suggestion: before you criticize a role-playing game, you might want
to try reading the rules first.
Eric
From ???@??? Mon Jun 02 22:26:25 1997
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From: John P Weatherman <asahoshi@nr.infi.net>
Date: Mon, 2 Jun 97 06:45:14 -0500
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Eric Pawtowski
>> The central problem with the Babylon Project is in the die rolling
>> conventions they use. It is a straight target number based system. But
>> unlike what was done in Fuzion, there is a straight 50-50 chance of
>> success or failure, no matter how high a character's skill level is.
>> Making any increase of stats or skills through experience a totally
>> useless proposition.
>
>Suggestion: before you criticize a role-playing game, you might want
>to try reading the rules first.
>
> Eric
The original poster was suposedly part of the Playtest group. I would
assume
that means he HAS resd the rules. If you're taking exception to his
opinion,
please site specific examples. I haven't bought the rules yet and could
be
swayed either way by reasoned arguement, but personal attacks don't say
anything about the game system itself. My biggest grip with The Babylon
Project
is that, like in the Star Wars RPG, the rules don't allow for characters
built
along the same lines as the series. In Star Wars, major players were
built on
60+ dice and characters started with only 7, in the Babylon Project
they've
got arbitrary rules like "no telepaths stronger than P5". At least
Champions
generally allows for characters very similar in scope/nature to the
comics it
is pased upon.
Comments?
PAX.
____________________________________________________________________
| Name: John P. Weatherman | Phone: |
| email: asahoshi@nr.infi.net | (H) (910) 785-1130 |
| fax: (910) 748-4632 | (O) (910) 545-2722 |
|_____________________________|____________________________________|
| He who walking on the sea could calm the bitter waves, who gives |
| life to the dying seeds of the earth; He who was able to loose |
| the mortal chains of death and after three days' darkness could |
| bring again to the upper world the brother of his sister Martha: |
| He, I beleive, will make Damasus rise again from the dust. |
| Pope St. Damasus I (c.305-384) |
|__________________________________________________________________|
From ???@??? Mon Jun 02 22:26:26 1997
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Subject: Re: Source material
Date: Mon, 2 Jun 97 06:45:14 -0500
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Eric Pawtowski
>> The central problem with the Babylon Project is in the die rolling
>> conventions they use. It is a straight target number based system. But
>> unlike what was done in Fuzion, there is a straight 50-50 chance of
>> success or failure, no matter how high a character's skill level is.
>> Making any increase of stats or skills through experience a totally
>> useless proposition.
>
>Suggestion: before you criticize a role-playing game, you might want
>to try reading the rules first.
>
> Eric
The original poster was suposedly part of the Playtest group. I would
assume
that means he HAS resd the rules. If you're taking exception to his
opinion,
please site specific examples. I haven't bought the rules yet and could
be
swayed either way by reasoned arguement, but personal attacks don't say
anything about the game system itself. My biggest grip with The Babylon
Project
is that, like in the Star Wars RPG, the rules don't allow for characters
built
along the same lines as the series. In Star Wars, major players were
built on
60+ dice and characters started with only 7, in the Babylon Project
they've
got arbitrary rules like "no telepaths stronger than P5". At least
Champions
generally allows for characters very similar in scope/nature to the
comics it
is pased upon.
Comments?
PAX.
____________________________________________________________________
| Name: John P. Weatherman | Phone: |
| email: asahoshi@nr.infi.net | (H) (910) 785-1130 |
| fax: (910) 748-4632 | (O) (910) 545-2722 |
|_____________________________|____________________________________|
| He who walking on the sea could calm the bitter waves, who gives |
| life to the dying seeds of the earth; He who was able to loose |
| the mortal chains of death and after three days' darkness could |
| bring again to the upper world the brother of his sister Martha: |
| He, I beleive, will make Damasus rise again from the dust. |
| Pope St. Damasus I (c.305-384) |
|__________________________________________________________________|
From ???@??? Mon Jun 02 22:26:27 1997
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Subject: Re: House Rule suggestion for Side Effects
Date: Mon, 2 Jun 97 08:08:16 -0400
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On 5/30/97 5:15 PM, Joe Claffey Jr. (jrc@mail1.nai.net) Said:
>
> The 12d6 EB that bypasses defenses is the *standard* way to do Side Effect
>(at the -1 level). My method reduces it to 4d6.
Sorry - I misunderstood: your'e still using a 60 AP attack. Sorry.
.oooO |
( ) Oooo. | David A. Fair
\ ( ( ) | SDS International
\_) ) / | dfair@sdslink.com
(_/ |
From ???@??? Mon Jun 02 22:26:29 1997
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Subject: Damage modifiers
Date: Mon, 02 Jun 97 12:51:34 -0500
From: Fugazi <fugazi@frontiernet.net>
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-- [ From: Fugazi * EMC.Ver #2.5.02 ] --
Just wanted some feedback on this...
Say I have a +4D6 Hand-to-Hand attack that I bought with Armor Piercing and
Double Knockback. I also have a 30 strength. Does the dice for strength
get the modifiers also? If not, how do you work figuring damage?
Any help would be appreciated.
-fugazi
From ???@??? Mon Jun 02 22:26:30 1997
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From: Anthony Jackson <ajackson@iii.com>
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Subject: Re: Damage modifiers
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Fugazi writes:
> Just wanted some feedback on this...
>
> Say I have a +4D6 Hand-to-Hand attack that I bought with Armor
> Piercing and Double Knockback. I also have a 30 strength. Does the dice
> for strength get the modifiers also? If not, how do you work figuring
> damage? Any help would be appreciated.
Your strength gets the advantages, but must also power them up. Thus, since AP
and double knockback are a total of a 2.25 advantage, you get +1d6 per 11.25
strength you use to power up the attack. In addition, you may not use more
strength to power up the attack than you have active points in the HA, limiting
you to 27 strength. This gives a total of +2.4 dice; as this is not enough for
a half-die, the total damage of the attack is 6d6 (AP, double knockback).
From ???@??? Mon Jun 02 22:26:31 1997
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Date: Mon, 02 Jun 1997 13:08:44 -0500
From: Todd Hanson <badtodd@dacmail.net>
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Fugazi wrote:
>
> -- [ From: Fugazi * EMC.Ver #2.5.02 ] --
>
> Just wanted some feedback on this...
>
> Say I have a +4D6 Hand-to-Hand attack that I bought with Armor Piercing and
> Double Knockback. I also have a 30 strength. Does the dice for strength
> get the modifiers also? If not, how do you work figuring damage?
> Any help would be appreciated.
I think this was covered in the Ultimate Martial Artist - you can add
your strength to the attack, but you don't get the full 6d6 - you have
to do a little figuring based on the advantages you applied.
You have 30 active points of strength. The armor piercing and the
double knockback are a total of +1.25 advantage. You have to figure out
how much strength you can add that, with the +1.25 advantage adds up to
30 active points. In this case you can add about 13 strength to the
attack (comes out to 29.25 active points), so you can get about 2.5
extra dice on your attack.
Make sense?
Todd
--
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Todd Hanson Minnesota: Land of two seasons:
BadTodd@dacmail.net winter is coming, winter is here.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
From ???@??? Mon Jun 02 22:26:32 1997
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From: Michael House <macross@gol.com>
Subject: Re: Damage modifiers
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At 12:51 -0500 1997.06.02, Fugazi wrote:
> Say I have a +4D6 Hand-to-Hand attack that I bought with Armor Piercing
>and
> Double Knockback. I also have a 30 strength. Does the dice for strength
> get the modifiers also? If not, how do you work figuring damage?
> Any help would be appreciated.
Quoting from Ninja Hero, pp. 47-48:
Power Advantage: Armor-Piercing
An example: Let's say a character has STR 15 and a slew of (martial arts)
maneuvers giving him up to 7d6 damage. He can buy:
Example: Hand-to-Hand Attack, 4d6, 0 END (+1/2), Armor-Piercing (+1/2);
24 pts.
This will give him a 6d6 armor-piercing normal attack.
You might be asking yourself, why doesn't it give him 7d6? STR 15 is 3d6,
plus 4d6 from H-to-H Attack equals 7d6, right? Well, that's wrong--in this
case.
4d6 of H-to-H Attack is 12 points' worth of power (not counting the
Armor-Piercing advantage). Therefore, the character, since he has not
bought Armor-Piercing for his STR, can only add 12 STR to it--for +2d6.
Thus, it's a 6d6 attack. If he were to buy Armor-Piercing for his STR,
he could have his full 7d6.
HTH ALAL,
Be Seeing You...
--Michael House, macross@gol.com, www.gainax.co.jp
GAINAX Co., Ltd. (Opinions expressed are my own unless otherwise specified)
Jibun no ishi o motanu nara, ikiteitemo shikata arumai
From ???@??? Mon Jun 02 22:26:33 1997
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From: "Vance Scott" <vances@sympatico.ca>
Date: Mon, 2 Jun 1997 16:36:03 +0000
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Subject: The Infamous GM's Guide.
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Foreword
In an attempt to live up to my promises I present the following
article. The enormity of writing a Guide to GameMastering, and
Roleplaying became evident during my outlining. This effort falls
short of my initial vision, but I needed to start or I never would.
I welcome CONSTRUCTIVE criticism, and comments.
Introduction
A good place to begin a Guide to GameMastering is with roleplaying.
Roleplaying is acting the part of another person. A roleplaying game is
an activity where the participants derive enjoyment out of playing the
various roles in a story, and taking part in creation of a story. Roleplaying
Games are best compared to improvisational theatre where the players take
the part of actors, and the GameMaster that of director. Together
the players, and the Game Master create the story of the heroes, and their
world. The players job is that of Actor, and Playwrite. The players role
as actor is obvious, but the role of Playwright is often forgotten, or ignored.
The players are responsible for the actions, and dialogue of the heroes making
as important to the success of a game as the game master. The importance of
the heroes, and therefore players to a story shouldn't be underestimated. The
success, and enjoyment of a roleplaying game depends on both the players,
and the Game Master. Usually; the players are responsible for the protagonists
of a story, and the Game Master for the antagonists, and supporting
characters. In order Guide Game Masters it is necessary to define the role that
they play in a roleplaying game. A Game Master takes on the role of
actor, director, and playwright. Taking on the three roles of a Game
Master are obviously taxing. It is my hope that this guide will assist Game
Masters in their efforts to run an meaningful, and enjoyable games.
Authors Note:
The following is a list of prospective topics please let me know if
you think I'm missing something. I expect this list to be revised.
1. Encouraging, and managing players
2. Acting the many roles of a GM
3. Managing, and Directing a Game
4. The responsibility of story
5. Outlining a Story
6. Creating Characters
7. Playing the Game
Part II coming to a mail list near you.
Vance Scott
Vanquisher of all foes.
From ???@??? Mon Jun 02 22:26:35 1997
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Date: Mon, 2 Jun 1997 17:07:47 -0400 (EDT)
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Subject: Re: Damage modifiers
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In a message dated 97-06-02 14:02:27 EDT, fugazi@frontiernet.net (Fugazi)
writes:
> Say I have a +4D6 Hand-to-Hand attack that I bought with Armor Piercing and
> Double Knockback. I also have a 30 strength. Does the dice for strength
> get the modifiers also? If not, how do you work figuring damage?
> Any help would be appreciated.
I think not. I would make you buy AP and 2xKB on your strength as well as
your HtH attack.
Now if these were increased DCs with a martial arts, and you had bought the
martial attack with AP and 2xKB I'd probably let you have it. I dunno...I'd
have to check my books.
Jay A.
From ???@??? Mon Jun 02 22:26:36 1997
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From: Curt Hicks <exucurt@exu.ericsson.se>
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Date: Mon, 2 Jun 1997 17:45:09 -0500 (CDT)
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Subject: CHAR: Turtle's shell
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> From: Nic Neidenbach <naneiden@iswest.com>
>
> Well, since TK clearly states that you can't use TK to move yourself around.
> You can't pick up an object with TK, step on it, then fly around like the
> Silver Surfer. So you have to buy flight to simulate it. At most, the
> flight's special effect is Turtle's TK.
>
>
Sorry ! Touched a pet peeve. I'll admit up front that this is hardly
worth quibbling over.
1) the Turtle uses telekinesis to move his shell around. The shell should
have no movement ability of it's own. Perhaps movement based on the Turtle's
TK ?
2) Hero system "Telekinesis" does not let you lift yourself. The stated
reason for this in the rules is that "there is no action/reaction" with
telekinesis. This is absurd and incorrect. If "there is no action/reaction"
with telekinesis, then you CAN lift yourself. Be that as it may, the last
time I was whining about this, somebody wisely pointed out that the Hero
System powers can be interpreted only by what they allow, rather than what
the corresponding 'non-Hero' system power actually would allow.
Curt
From ???@??? Mon Jun 02 22:26:37 1997
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From: Curt Hicks <exucurt@exu.ericsson.se>
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Date: Mon, 2 Jun 1997 17:34:58 -0500 (CDT)
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Subject: Wrack power again
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Actually, I thought about this more again over the weekend.
I think it's still useful as a separate power from draining/suppressing
endurance because:
1) you might want to do more damage than the using stun as endurance rules
cause
2) you want to be sure to be able to affect everybody without limiting
yourself by how much endurance you can drain or suppress
Curt
----- Begin Included Message -----
From: Curt Hicks <exucurt@exu.ericsson.se>
D'oh ! Thanks to all who pointed out that the spending stun as endurance
rules nicely takes care of this, assuming you can nullify all of somebody's
endurance.
Curt
----- End Included Message -----
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From ???@??? Mon Jun 02 22:26:40 1997
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From: Daniel Pawtowski <dpawtows@access.digex.net>
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Subject: Re: CHAR: Turtle's shell
Date: Mon, 2 Jun 1997 19:18:45 -0400 (EDT)
In-Reply-To: <199706022245.RAA25160@b04b17.exu.ericsson.se> from Curt Hicks at "Jun 2, 97 05:45:09 pm"
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>
> 1) the Turtle uses telekinesis to move his shell around. The shell should
> have no movement ability of it's own. Perhaps movement based on the Turtle's
> TK ?
That's what it should have, yes. Which I would buy as either the Turtle's
Flight with a "Only while in HID" limitation, or as the Shell's flight
with a "Only while occupied by the Turtle" limitation (probably a -0
limit in most games, anyway). In both cases, the SFX of the Flight is
"The Turtle is lifting it with his TK".
> 2) Hero system "Telekinesis" does not let you lift yourself. The stated
> reason for this in the rules is that "there is no action/reaction" with
> telekinesis. This is absurd and incorrect. If "there is no action/reaction"
The actual reason for this is the overall Hero metarule "You cannot use one
power to do something that another power does." Which means that if you
want to fly, you have to use Flight. You can't use TK to lift yourself.
You can't use massive amounts of Stretching to swing under orbiting
sattelites. You can't use "Transform: Person into Person Flying through
Air". Etc, etc.
The whole action/reaction bit was an attempt by the Hero authors to
come up with a pseudo-physics reason. In my opinion, they shouldn't have
bothered to try, they just should have said "Look. If you want to pick
yourself up with your TK, then buy flight and use a TK SFX!".
Yes, this does lead to the occasional illogical situation of a powerful
telekinetic falling to his death. That's a case of a player who neglected
to purchase all the logical abilities that his set of powers should include.
(Admittedly, if I were GMing a case where a relatively new character
fell off an office building like that, I'd probably let the character pick
himself with TK and tell the player to buy some Flight with his experience
for that session).
> System powers can be interpreted only by what they allow, rather than what
> the corresponding 'non-Hero' system power actually would allow.
Another way of stating that would be "Pay attention to the power's
description, not it's name". TK is "The ability to lift objects at
range". Nothing more, nothing less. The name "Telekinesis" is just
a carrying handle for the power description, not the power itself.
A fair number of Hero rules will allow some ridiculous situations to
those who don't pay enough attention to stuff like that. Another
example is Growth: A giant standing a half-kilometer tall who can only
tiptoe at 6" per phase? Oops, that guy should have boght extra
Running with SFX of "Really, REALLY big legs".
Yes, extra Growth could have had more Running built in. But there are
some concepts that call for big immobile people. To me, it's simpler
to tell Paul Bunyon to buy more movement than to figure out what "Gains
no ground movement from size" is worth for The Amazing Oak.
Daniel Pawtowski
From ???@??? Wed Jun 04 20:12:29 1997
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Date: Mon, 02 Jun 1997 18:38:10 -0700
From: Christopher Taylor <ctaylor@cyberhighway.net>
Subject: HA Game
Errors-To: owner-champ-l@omg.org
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Has anyone ever seen the Murphy's laws for Computers? Naturally, the DAY I
want to start the game, we start to have Hard Drive troubles... The drive
has been recussitated (it is naked on the desk here, sad little thing) long
enough to get files off of it and let everyone know that there will be...
sigh... a delay.
I hate to do it on the Champs list, but this is the easiest way to get the
information to everyone quickly and efficiently. I am sorry about this, I
anticipate getting everything running again by the end of the week... but I
anticipated starting today too...
Soo, see you when I get back on line, and thank God I was able to get on
long enough to let you know what is up.
----------------------------------------------------------
Sola Gracia Sola Scriptura Sola Fide
Soli Gloria Deo Solus Christus Corum Deo
-----------------------------------------------------------
From ???@??? Wed Jun 04 20:12:30 1997
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From: Eric Pawtowski <epawtows@cray-ymp.acm.stuorg.vt.edu>
Date: Mon, 2 Jun 1997 22:53:37 -0400 (EDT)
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Subject: Re: Source material
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In-Reply-To: <199706021040.GAA01219@mh004.infi.net> from John P Weatherman at "Jun 2, 97 06:45:14 am"
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>
> The original poster was suposedly part of the Playtest group. I would
> assume
> that means he HAS resd the rules. If you're taking exception to his
And I was in a playtest group about a year and a half before he was.
I had to leave the game for job reasons.
Admittedly, the rules were very much in their infancy that early and
I haven't played since they were finalized, but I found most of his factual
points innacurate, and I disagree with his opinions.
I believe the fact that I was in a playtest that long ago negates one
of his major arguments, that the game was not playtested before it was
published. It was playtested by quite a number of people besides myself.
> opinion,
> please site specific examples. I haven't bought the rules yet and could
I have a better idea. I forwared his post to Joe Cochran, the author of
the game. Here is Joe's response, which he composed for this list:
m: Darrin.Kelley@october.com (Darrin Kelley)
>> Date: 01 Jun 97 23:44:06 GMT
>> Subject: Source material
>>
>> The recent release of The Babylon Project was something, at least
>> locally, that was met with a great amount of anticipation. But other
>> than simply being a good sourcebook on the Babylon 5 background, the
>> game system itself is useless fluff.
>
> You're certainly entitled to your opinion. But I feel that you
>have gotten a few facts wrong.
>
>> The central problem with the Babylon Project is in the die rolling
>> conventions they use. It is a straight target number based system. But
>> unlike what was done in Fuzion, there is a straight 50-50 chance of
>> success or failure, no matter how high a character's skill level is.
>> Making any increase of stats or skills through experience a totally
>> useless proposition.
>
> While it is a fairly standard skill+attribute+roll system, it
>is NOT a 50-50 chance of success or failure. It uses a spectrum of
>success and failure that allows you to determine not only S/F, but
>the degree of S/F in one roll. I'm not sure how you figure 50-50.
>
>> Until recently, I was part of an official playtest group for the
>> Babylon Project. The company itself made a titanic blunder from the
>> outset. They published the game first and recruited the playtesters
>> afterward. Which resulted in a slick looking product that is a truly
>> inferior one. And judging from how the game worked in playtest, I'm not
>> sure that they even knew if it worked before they published it in the
>> first place.
>>
>> This is patently untrue. While you may not agree with the results
>of the playtesting, we DID have playtest groups before yours (if you were
>in the one I'm assuming you're in). In fact, except for your note, I've
>only seen criticism of our look. Most people seem to think that the
>mechanics are pretty nice.
>
>> My advice? If you choose to buy this game, don't use the system.
>> Take the background and cull whatever you can from the character
>> generation section and use another system. Like the Hero System, Fuzion,
>> or even GURPS.
>
> My advice is to read a few unbiased reviews before deciding.
>Since neither Darrin nor I can really provide that, check out this
>month's Pyramid and Shadis or look at the reviews of this "contorversial"
>game at www.rpg.net.
> If you DO choose to buy it only for source material, please drop
>me a line and tell me what you didn't like about the mechanics: I'm
>always happy to hear it.
>
>Thanks to Eric and Daniel Pawtowski for passing this along.
>--
>This is a .sig proxy.
>jsciv@bev.net
>*--Joe--*
>Author, The Babylon Project
>
From ???@??? Wed Jun 04 20:12:32 1997
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Date: Tue, 03 Jun 1997 13:08:09 +1000
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From: HAPPYELF!!! <jonesmj@topaz.cqu.edu.au>
Subject: Re: Source material
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At 04:04 AM 6/2/97 -0400, you wrote:
>
>
>>
>> The central problem with the Babylon Project is in the die rolling
>> conventions they use. It is a straight target number based system. But
>> unlike what was done in Fuzion, there is a straight 50-50 chance of
>> success or failure, no matter how high a character's skill level is.
>> Making any increase of stats or skills through experience a totally
>> useless proposition.
>
>Suggestion: before you criticize a role-playing game, you might want
>to try reading the rules first.
>
> Eric
>
um, didn't he say he helped playtest?
>
>
>
From ???@??? Wed Jun 04 20:12:33 1997
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Date: Tue, 03 Jun 1997 12:48:40 +1000
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From: HAPPYELF!!! <jonesmj@topaz.cqu.edu.au>
Subject: Re: Web sites with useful info for Champs GMs?
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At 04:12 PM 6/1/97 -0500, you wrote:
>
>
>herolist wrote:
>>
>> From: Todd Hanson <badtodd@dacmail.net>
>> Subject: Web sites with useful info for Champs GMs?
>> To: champ-l@omg.org
>>
>> One of the toughest parts of being a Champs GM is coming up with new
>> scenarios that are more than 'the villians are robbing the bank - you
>> all manage to arrive at the same time... phase 12!'
>>
>> /...snip/
>>
>> This got me to wondering.. has anyone else stumbled on a non-champions
>> web site that has information useful to a Champs GM?
>>
>> Todd
>
>On a related issue: Anyone have any good Champs-RELATED sites? I've
>been searching the web for a few weeks and have found a severe lack of
>sites. I know they are out there...I'm just not finding them...what are
>your FAVORITE CHAMPS sites?
>
>
i really liked:
http://users.intercomm.com/redwolf/scm/origina;.html
but it seems to have vanished . . .
From ???@??? Wed Jun 04 20:12:34 1997
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Date: Tue, 03 Jun 1997 13:16:57 +1000
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From: HAPPYELF!!! <jonesmj@topaz.cqu.edu.au>
Subject: Re: Source material
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<lots of stuff ""edited"" out>
> At least
>Champions
>generally allows for characters very similar in scope/nature to the
>comics it
>is pased upon.
>
>Comments?
>
>PAX.
>
>
this is the beuty of our system!!! apart from the vehicle and dogfight rules . .
hey- i don't suppose anyone is intested in my-
naahh, forget it!.
Anyway . . .
the callenge of the bablyon project seems to have been to set a game in the
b5 setting, without useing the "shadow war" scenario to heavily. i think. sorta.
"Limiting" the higher ends is required, because unlike hero there is no mechanism for
an.. . um . .. "framework?" for characters like that. in hero it is fully ok for
a hero to have a 20d6 eb, BUT there are still many rules against it. Why? various reasons- the most important being that it doesn't fit the setting, and the ways the characters are supposed to act. This is the star wars/ B5 rationale as well, and it is more viable for them because the sustem is just not built as cool as hero.
From ???@??? Wed Jun 04 20:12:35 1997
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Date: Mon, 02 Jun 1997 23:36:51 -0700
From: Jim Dickinson <champion@cyberhighway.net>
Subject: Re: Web sites with useful info for Champs GMs?
In-Reply-To: <3.0.1.16.19970601185816.31372416@pop.flash.net>
References: <3391E5D3.4810@radiks.net>
<622_9705310037@october.com>
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Not this this site is particularly useful, but if anyone is interested, I
have just posted my review/experience/whatever with the NorthWest GameFest,
which happens to be the "biggest" convention in the Portland/Salem, Oregon
area. Mind you...this isn't saying much.
Anyway, if you want to read anything about my weekend there, feel free at:
http://www.cyberhighway.net/~jd/cgk/nwgf97.html
Jim
_________________________________________________________________
Jim Dickinson -=- Portland. OR USA -=- champion@cyberhighway.net
Castle Game Knight: http://www.cyberhighway.net/~jd/cgk
Join the Circle of HEROs: http://www.cyberhighway.net/~jd/coh
-----------------------------------------------------------------
From ???@??? Wed Jun 04 20:12:38 1997
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From: Darrin.Kelley@october.com (Darrin Kelley)
Date: 02 Jun 97 14:47:00 GMT
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Subject: Re: Source material
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To: epawtows@cray-ymp.acm.stuorg.vt.edu
EP>> The central problem with the Babylon Project is in the die rolling
EP>> conventions they use. It is a straight target number based system. But
EP>> unlike what was done in Fuzion, there is a straight 50-50 chance of
EP>> success or failure, no matter how high a character's skill level is.
EP>> Making any increase of stats or skills through experience a totally
EP>> useless proposition.
EP>Suggestion: before you criticize a role-playing game, you might want
EP>to try reading the rules first.
Try reading all of my message the next time before you jump down my
throat. And you might have realized that my criticism had come from
hands on experience.
I own a copy of the Babylon Project rulebook, and have gone over it
thoroughly during the coarse of that playtest campaign. Which has lasted
for months. The conclusions and opinions highlighted above are not
only based on what I have delt with in play, but from the mathematical
curve of its die rolling conventions. There is a such thing as a game
system being too random.
Be that as it may, The Babylon Project is the only gaming source for
concrete information on Babylon 5. A series I have liked alot and have
been following since the very beginning. My only regret with the Babylon
Project is that it is such an inferior product. One that doesn't do
justice to the material it is based on.
___
X SLMR 2.1a X All hope abandon, ye who enter messages here.
From ???@??? Wed Jun 04 20:12:40 1997
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From: Darrin.Kelley@october.com (Darrin Kelley)
Date: 02 Jun 97 14:38:02 GMT
Subject: Re: Source material
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AS>The original poster was suposedly part of the Playtest group. I would
AS>assume that means he HAS resd the rules.
Bingo! For once, somebody on this list was actually listening.
Up until two weeks ago, I was an active member of a sanctioned
Babylon Project playtest group. I left because the "leader" of that
group wasn't doing his job. Like reporting our comments on the game to
the company.
AS>If you're taking exception to his opinion, please site specific
AS>examples. I haven't bought the rules yet and could be swayed
AS>either way by reasoned arguement, but personal attacks don't say
AS>anything about the game system itself.
Personal attacks are a waste of time, anyway. They also lack
maturity.
I swear, over the years I have gotten so flack for my criticisms
of the inconsistancies in science fiction TV shows that it defies
imagination. Rabid fans, especially Star Trek fans, just seem to go off
whenever someone finds even the slightest blemish in the object of their
obsession. My opinion on this? They need to get a clue and get a life!
They are only TV shows. Good TV shows, mind you. But TV none-the-less.
AS>My biggest gripe with The Babylon Project is that, like in the Star
AS>Wars RPG, the rules don't allow for characters built along the same
AS>lines as the series. In Star Wars, major players were built on 60+
AS>dice and characters started with only 7, in the Babylon Project
AS>they've got arbitrary rules like "no telepaths stronger than P5". At
AS>least Champions generally allows for characters very similar in
AS>scope/nature to the comics it is based upon.
Largely, I do agree with this statement.
___
X SLMR 2.1a X --T-A+G-L-I+N-E--+M-E-A+S-U-R+I-N-G+--G-A+U-G-E--
From ???@??? Wed Jun 04 20:12:41 1997
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From: "Vance Scott" <vances@sympatico.ca>
Date: Tue, 3 Jun 1997 08:08:57 +0000
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Subject: Re: The Infamous GM's Guide.
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> >The following is a list of prospective topics please let me know if
> >you think I'm missing something. I expect this list to be revised.
> >
> >1. Encouraging, and managing players
How to handle players in your Game.
> >2. Acting the many roles of a GM
Some Acting advise for GMs. The many roles are the characters the GM
must play in the Game.
> >3. Managing, and Directing a Game
How to direct your players during the game. Getting players to help
you tell your collective story.
> >4. The responsibility of story
> >5. Outlining a Story
How to create a plot line for a story.
> >6. Creating Characters
Some advice on how to create, and characterize your characters for
your stories.
> >7. Playing the Game
Book keeping, and other important work the GM must do.
> could you'all be a bit more specific?
>
> >
> >Part II coming to a mail list near you.
> >
> >
> >Vance Scott
> >
> >Vanquisher of all foes.
> >
>
>
Vance Scott
Vanquisher of all foes.
From ???@??? Wed Jun 04 20:12:42 1997
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From: Daniel Pawtowski <dpawtows@access.digex.net>
Date: Tue, 3 Jun 1997 09:59:20 -0400 (EDT)
X-To: hero-l@october.com
Subject: Re: Source material
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In-Reply-To: <87e_9706030403@october.com> from Darrin Kelley at "Jun 2, 97 02:47:00 pm"
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>
> Try reading all of my message the next time before you jump down my
He did. You don't appear to have been reading his, either.
> throat. And you might have realized that my criticism had come from
> hands on experience.
And your experience is rather less than Eric's, it would appear. Two
important points of your initial posting were that the die rolls are
heavily based on a flat 50% probability, and that playtesting did not
occur before publication. Both of those are patently false.
Daniel Pawtowski
From ???@??? Wed Jun 04 20:12:44 1997
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From: Daniel Pawtowski <dpawtows@access.digex.net>
Date: Tue, 3 Jun 1997 10:19:20 -0400 (EDT)
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Oh argh. That last one was supposed to be private mail, not to
the list. Sorry about that, I'm trying to take this off the list.
Daniel Pawtowski
From ???@??? Wed Jun 04 20:12:50 1997
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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,
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robertni@us.ibm.com, teriaca@omnifest.uwm.edu, vances@sympatico.ca,
Weasel Attack!!! <weasel-patrol@otd.com>
Subject: CHAR: Popinjay
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POPINJAY
(Jay Ackroyd)
Designers Notes:
Meet Popinjay (he hates that nickname), possessor of one of the *sickest*
powers you will ever see in a Champions character. He's a projecting
teleport with the ability to 'pop' anyone he sees to *anywhere* he's been.
He has a number of standard locations (such as the NYPD 'Tombs'). His
range seems to be unlimited (I stopped at allowing him to teleport
anywhere on Earth). Jay Ackroyd is a rather average looking man,
middle-aged man who stands about 5'8" and weighs 145 lbs. He has brown
hair, brown eyes and usually dresses in worn suits. He is a competent PI,
specializing in divorce and missing person cases. He's quite savvy when
dealing with people and can often tell if someone is lying or other wise
trying to avoid telling the truth.
The Character:
STAT VAL COST
Str 10 0
Dex 14 12
Con 13 6
Body 12 4
Int 15 5
Ego 14 8
Pre 13 3
Com 10 0
PD 4 2
ED 3 0
Spd 3 6
Rec 5 0
End 26 0
Stun 24 0
Char Total 46
Power Total 417
Total Cost 463
COST POWERS & SKILLS
336 Teleport: 10", x1,048,576 noncombat (~13,000 miles) (+100 pts),
x2 Mass (+5 pts), 10 Fixed Locations (+10 pts), 1 Floating
Location (+5 pts),
Usable Against Others (+1), Ranged (+1), 0 END (+1/2), Gestures
(-1/4)
6 Enhanced Perception: +2
5 Detect: Lies 13-
1 Perk: Private Detectives License
5 AK: New York City 14-
3 Conversation 12-
7 Deduction 14-
2 KS: Law 11-
3 KS: Photography 12-
7 Lockpicking 14-
3 Persuasion 12-
4 SC: Psychology 14-
3 Security Systems 12-
9 Shadowing 14-
3 Stealth 12-
3 Streetwise 12-
1 WF: Pistol
3 SL: +1 with PRE powers
3 RSL: +4 vs RMod with Teleport
10 CSL: +5 OCV with Teleport
Disadvantages
100 Base
5 DF: Constant wisecracks, even if in great danger
5 Poor
20 Psych: Code vs Killing
15 Psych: Dislikes guns, won't carry one
318 Experience
(Popinjay created by George R R Martin, character sheet created by Michael
Surbrook)
***************************************************************************
* "'Cause I'm the god of destruction, that's why!" - Susano Orbatos,Orion *
* Michael Surbrook / susano@access.digex.net *
* Attacked Mystification Police / AD Police / ESWAT *
* Society for Creative Anachronism / House ap Gwystl / Company of St.Mark *
***************************************************************************
From ???@??? Wed Jun 04 20:12:52 1997
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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,
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Weasel Attack!!! <weasel-patrol@otd.com>
Subject: CHAR: Sewer Jack (alligator)
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SEWER JACK
(John Richard Robicheaux - Alligator form)
Designers Notes:
This is Sewer Jacks were-alligator form. Larger and stronger than most
'normal' alligators, jack is approximately 12 to 14 feet long in this
form. He has powerful jaws, and is quite capable of biting of a targets
arm or foot if needed. When in this form, Jack's human consciousness
become secondary to the more primal urges of his alligator form.
The Character:
STAT VAL COST
Str 23 8
Dex 15 15
Con 18 16
Body 20 18
Int 3 -7
Ego 5 -10
Pre 18 8
Com 10 0
PD 9 5
ED 8 4
Spd 4 15
Rec 12 8
End 40 2
Stun 37 0
Char Total 82
Power Total 97
Total Cost 179
COST POWERS & SKILLS
7 Growth: 1 Level, 0 END, Persistant, Always On
+5 STR, +1 BODY, +1 STUN, -1" KB, 12' Long, 400 lbs
16 1d6+1 HKA (bite), Reduced Penetration, END 2
9 +2d6 HA (tail lash), 0 END
9 Armor: +3 PD, +3 ED
-6 -3" Running (3" total)
4 Swimming;J+4" (6" total)
3 +1 with all Perception
6 +3 with Hearing Perception
6 +3 with Smell Perception
5 Extra Limb - Tail
11 Concealment 14-
10 CSL: +2 w/HTH
2 CSL: +1 OCV with Tail Lash
15 Multiform: to John Richard Robicheaux
Disadvantages
100 Base
15 Phys: No Fine Manipulation
5 Phys: Cannot Leap
15 Phys: Hiberantes in cold weather
10 Psych: Constantly hungry
15 Psych: Bad Tempered
19 Experience
(Sewer Jack created by Edward Bryant, character sheet created by Michael
Surbrook)
***************************************************************************
* "'Cause I'm the god of destruction, that's why!" - Susano Orbatos,Orion *
* Michael Surbrook / susano@access.digex.net *
* Attacked Mystification Police / AD Police / ESWAT *
* Society for Creative Anachronism / House ap Gwystl / Company of St.Mark *
***************************************************************************
From ???@??? Wed Jun 04 20:12:53 1997
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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,
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robertni@us.ibm.com, teriaca@omnifest.uwm.edu, vances@sympatico.ca,
Weasel Attack!!! <weasel-patrol@otd.com>
Subject: CHAR: Wyungare
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WYUNGARE
(Warreen)
Designers Notes:
Wyugare is an Australian aborigine. He stands 5'9" tall and weighs 135
lbs, with a well muscled frame. He has dark skin, dark eyes, curly black
hair and a broad flat nose. His wildcard talent allows him to enter the
Dreamtime (the land that is hte aboriginal origin of all things), and even
to take others there. Other creatures inhabit the Dreamtime, either
beings created by the wildcard or the creations of these wildcard beings
themselves.
The Character:
STAT VAL COST
Str 13 3
Dex 18 24
Con 18 16
Body 14 8
Int 14 4
Ego 18 16
Pre 15 5
Com 16 3
PD 6 3
ED 5 1
Spd 4 12
Rec 7 0
End 36 0
Stun 30 0
Char Total 95
Power Total 75
Total Cost 170
COST POWERS & SKILLS
38 Extra Dimensional Movement: The Dreamtime, x2 Mass, 0 END
4 Running: +2" (8" total), END 1
6 Enhanced Perception: +2
4 AK: Australia 14-
5 AK: Dreamtime 15-
4 KS: Dreamtime 14-
9 Survival 15-
2 WF: Boomerang, Spear
3 Lang: Aboriginal (native), English
Disadvantages
100 Base
10 Destitute
10 Psych: Sense of duty to the Aborigine people
5 Psych: Desires the return of Aboriginal lands
45 Experience
(Wyungare created by Edward Bryant, character sheet created by Michael
Surbrook)
***************************************************************************
* "'Cause I'm the god of destruction, that's why!" - Susano Orbatos,Orion *
* Michael Surbrook / susano@access.digex.net *
* Attacked Mystification Police / AD Police / ESWAT *
* Society for Creative Anachronism / House ap Gwystl / Company of St.Mark *
***************************************************************************
From ???@??? Wed Jun 04 20:12:55 1997
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Date: Tue, 3 Jun 1997 17:55:23 -0400 (EDT)
From: Michael Surbrook <susano@access.digex.net>
cc: Hero Character Adaption <catdrag@vnet.net&> champion@cyberhighway.net,
Champions Character List <deejay@cu-online.com&>
greenlucifer@geocities.com, jdriscol@vt.edu,
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robertni@us.ibm.com, teriaca@omnifest.uwm.edu, vances@sympatico.ca,
Weasel Attack!!! <weasel-patrol@otd.com>
Subject: CHAR: Sewer Jack (human)
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SEWER JACK
(John Richard Robicheaux)
Designers Notes:
Sewer Jack is a small man, standing 5'8" and weighing about 145 lbs. He
has dark brown hair and dark eyes. A native of Ateleir Parish, Louisiana,
Jack ran away to New York after discovering his wildcard talent; the
ability to shapeshift into an alligator. Getting a job with the NYC
Transit Authority, he became a track-checker, living most of his life
underground. If angered, or threatened, Jack will shapeshift into his
'gator form. He can try and stop this with an Ego roll, with the result
that he may gain secondary alligator chracteristics for a few moments
before returning to his 'normal' form.
The Character:
STAT VAL COST
Str 13 3
Dex 15 15
Con 15 10
Body 13 6
Int 12 2
Ego 11 2
Pre 10 0
Com 10 0
PD 3 0
ED 3 0
Spd 3 5
Rec 6 0
End 30 0
Stun 28 0
Char Total 43
Power Total 32
Total Cost 75
COST POWERS & SKILLS
4 AK: New York City 13-
5 AK: New York Subway System 14-
3 Electronics 11-
3 Mechanics 11-
2 PS: NYC Transit Authority Track Checker 11-
5 Stealth 13-
1 TF: Subway Car
3 Lang: Cajun French (native), English (3)
6 CSL: +2 with Block, Dodge, Punch
Disadvantages
25 Base
10 Accidental Change: Into Alligator form, triggered by undue stress
(11-)
5 Poor
10 Psych: Prefers to be left alone
15 SID: Homosexual
10 Experience
(Sewer Jack created by Edward Bryant, character sheet created by Michael
Surbrook)
***************************************************************************
* "'Cause I'm the god of destruction, that's why!" - Susano Orbatos,Orion *
* Michael Surbrook / susano@access.digex.net *
* Attacked Mystification Police / AD Police / ESWAT *
* Society for Creative Anachronism / House ap Gwystl / Company of St.Mark *
***************************************************************************
From ???@??? Wed Jun 04 20:12:56 1997
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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,
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robertni@us.ibm.com, teriaca@omnifest.uwm.edu, vances@sympatico.ca,
Weasel Attack!!! <weasel-patrol@otd.com>
Subject: CHAR: Mackie Messer
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[I can't remember if I posted Mackie before or not. If I did, I'm posting
this version to bring more in line with the way he's written in Wildcards
5, "Ace in the Hole". I've dropped his ability to attack while Desolid,
as well as pumping up his PD and ED.]
MACKIE MESSER
(Detlev Mackintosh aka 'Mack the Knife')
Designers Notes:
Mackie is a thin, pale, hunchbacked little man. He stands 5'7" and weighs
all of 125 lbs. He has straw colored hair, sunken cheeks, bad skin, and
is prone to facial tics. He is usually very scruffily dressed, often
dressing in jeans and a battered leather jacket. Unfortunately, Mackie
also happens to be a very potent ace. His power is the ability to
resonate his body's molecular structure, allowing him to walk through
walls, as well as granting him the ability to make his hands vibrate so
rapidly that they can cut through anything. Note Mackie's Damage Shield,
which represents his using his vibrating hands to block an opponent's
strikes.
The Character:
STAT VAL COST
Str 8 -2
Dex 9 -3
Con 15 8
Body 12 4
Int 10 0
Ego 10 0
Pre 10 0
Com 8 -1
PD 7 5
ED 6 3
Spd 3 11
Rec 5 0
End 30 0
Stun 30 6
Char Total 31
Power Total 207
Total Cost 238
COST POWERS & SKILLS
75 3d6 HKA, AP, Penetrating, 0 END, Not vs Force Fields (-1/2)
31 1 1/2d6 RKA, Penetrating, Damage Sheild, 0 END, Not vs Force
Fields (-1/2), Must be aware of attack (-1/2)
60 Desolidification: Affected by vibrational, sonic powers, 1/2 END,
END 2
3 Ambidexterity
3 Contact: Senator Greg Hartman 12-
1 KS: Politics 8-
1 KS: Scrounging 8-
9 Streetwise 14-
1 Survival (city streets) 8-
3 Lang: English (German native)
20 CSL: +4 with HTH
Disadvantages
100 Base
10 DF: Thin, pallid hunchback
20 Psych: Hates just about everyone (Jews, jokers, homosexuals,
homeless, the rich)
15 Psych: Sadistic, likes to instill fear and cause pain
15 Psych: Likes to kill
176 Experience
(Mackie Messer created by Victor Milan, character sheet created by Michael
Surbrook)
***************************************************************************
* "'Cause I'm the god of destruction, that's why!" - Susano Orbatos,Orion *
* Michael Surbrook / susano@access.digex.net *
* Attacked Mystification Police / AD Police / ESWAT *
* Society for Creative Anachronism / House ap Gwystl / Company of St.Mark *
***************************************************************************
From ???@??? Wed Jun 04 20:12:58 1997
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From: Michael Surbrook <susano@access.digex.net>
cc: Hero Character Adaption <catdrag@vnet.net&> champion@cyberhighway.net,
Champions Character List <deejay@cu-online.com&>
greenlucifer@geocities.com, jdriscol@vt.edu,
Rob Rutherford <mirage@hpserv.keh.utulsa.edu&> sourdust@ix.netcom.com,
robertni@us.ibm.com, teriaca@omnifest.uwm.edu, vances@sympatico.ca,
Weasel Attack!!! <weasel-patrol@otd.com>
Subject: CHAR: Wyrm
Message-ID: <Pine.SUN.3.96.970603181625.29056L-100000@access4.digex.net>
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Status: O
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X-UID: 23
WYRM
Designers Notes:
Wyrm is Kien Phuc's bodyguard and right hand man. He is very tall, very
strong, and very tough. He looks like a scaleless humanoid reptile. He
can inject a paralytic poison with his bite, and his tongue is sensitive
enough to track someone long after they have left the area.
The Character:
STAT VAL COST
Str 23 13
Dex 20 30
Con 30 40
Body 22 24
Int 8 -2
Ego 9 -2
Pre 18 8
Com 8 -1
PD 10 5
ED 8 2
Spd 4 10
Rec 11 0
End 60 0
Stun 49 0
Char Total 127
Power Total 158
Total Cost 285
COST POWERS & SKILLS
12 1d6 HKA (2d6 w/STR), Reduced Penetration, END 1
53 Drain: 4d6 vs DEX, Recovers 5 points per 5 Minutes (+1/2), 0 END,
Linked to HKA, HKA must do Body (-1/2)
5 Discriminatory Smell
5 Discriminatory Taste
10 Enhanced Perception: +5 with smell/taste group
20 Targeting Sense: Smell
10 Tracking Scent
4 Contact: Kien Phuc 13-
6 AK: New York City 15-
2 KS: Shadow Fist Society 11-
2 PS: Bodyguard 11-
3 Stealth 13-
3 Streetwise 13-
13 Tracking 16-
10 CSL: +2 with HTH
Disadvantages
100 Base
10 DF: Tall scaleless, reptilian joker
25 Berserk: Combat 11-/8-
20 Psych: Loyal to Kein Phuc
5 Rep: Tough, mean and violent joker/ace 8-
125 Experience
(Wyrm created by (unknown), character sheet created by Michael Surbrook)
***************************************************************************
* "'Cause I'm the god of destruction, that's why!" - Susano Orbatos,Orion *
* Michael Surbrook / susano@access.digex.net *
* Attacked Mystification Police / AD Police / ESWAT *
* Society for Creative Anachronism / House ap Gwystl / Company of St.Mark *
***************************************************************************
From ???@??? Wed Jun 04 20:13:03 1997
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Message-ID: <3394A405.59186811@mailbox.uq.edu.au>
Date: Wed, 04 Jun 1997 09:08:54 +1000
From: Steven Clark <nahema@mailbox.uq.edu.au>
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Subject: Re: Damage modifiers
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HoosierJA@aol.com wrote:
>
> In a message dated 97-06-02 14:02:27 EDT, fugazi@frontiernet.net (Fugazi)
> writes:
>
> > Say I have a +4D6 Hand-to-Hand attack that I bought with Armor Piercing and
> > Double Knockback. I also have a 30 strength. Does the dice for strength
> > get the modifiers also? If not, how do you work figuring damage?
> > Any help would be appreciated.
>
> I think not. I would make you buy AP and 2xKB on your strength as well as
> your HtH attack.
>
If he bought AP ad double knockback on his Str, he'd be able to add and
extra 6 dice
to the attack, but just punching someone would then do 6 dice AP & 2xKB
which
I don't think is the intended effect... basically I'd let the 30 Str add
6 damage classes to the attack, which equates to about 2.5 dice.
I agree with whoever it was that said you could only add as much
strength as
active points in the HA power, but I'm pretty sure this only applies to
heroic
settings, not to Superheroic games.
but cant quote rules at you as I'm at work at present :)
Steven
Steven
From ???@??? Wed Jun 04 20:13:05 1997
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Please re-subscribe me to the list
Thank you
Darin
From ???@??? Wed Jun 04 20:13:06 1997
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I am just seeing if I have been removed from the list.
Sorry to take up space.
Darin
From ???@??? Wed Jun 04 20:13:07 1997
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From: Darrin.Kelley@october.com (Darrin Kelley)
Date: 03 Jun 97 11:43:00 GMT
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Subject: Re: Source material
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To: epawtows@cray-ymp.acm.stuorg.vt.edu
EP>And I was in a playtest group about a year and a half before he was.
EP>I had to leave the game for job reasons.
Fair enough. A reason equally as acceptable as the one I had for
leaving.
EP>Admittedly, the rules were very much in their infancy that early and
EP>I haven't played since they were finalized, but I found most of his factual
EP>points innacurate, and I disagree with his opinions.
An admission of ignorance. Fair enough. But my own rulebook is what
I based my opinion on, as well as how the system preformed in play. The
die rolling conventions are something that definately put me off. There
is a such thing as being too random.
But I will also admit a large part of how any system is percieved is
heavily influenced by how well the GM presents it. And the GM I had been
dealing with is definately not a very good one.
EP>I believe the fact that I was in a playtest that long ago negates one
EP>of his major arguments, that the game was not playtested before it was
EP>published. It was playtested by quite a number of people besides myself.
No, it doesn't. Initial playtest groups do not have a significant
enough impact on the final product. It takes continuous playtest
throughout the entire design of a new game to find and work out the
bugs. And as I was told by the GM I delt with, who is a recognized agent
of that company, had simply not been done.
EP>I have a better idea. I forwared his post to Joe Cochran, the author of
EP>the game. Here is Joe's response, which he composed for this list:
Which, since you were so kind as to print his address, I will be
responding to directly. My reasons for this are as follows:
1) I will definately be mentioning the name of the GM whose group I
left, and the particulars of why.
2) Most of this subject matter has drifted far off-topic from the
original purpose of this list.
___
X SLMR 2.1a X I'm in shape ... round's a shape isn't it?
From ???@??? Wed Jun 04 20:13:08 1997
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From: Darrin.Kelley@october.com (Darrin Kelley)
Date: 03 Jun 97 11:45:04 GMT
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Subject: Re: Source material
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To: epawtows@cray-ymp.acm.stuorg.vt.edu
EP>> My advice is to read a few unbiased reviews before deciding.
EP>>Since neither Darrin nor I can really provide that, check out this
EP>>month's Pyramid and Shadis or look at the reviews of this "contorversial"
EP>>game at www.rpg.net.
Arcane is a better source for RPG reviews. They currently lend
themselves to less biase than the two you mentioned above.
___
X SLMR 2.1a X Back Up My Hard Drive? I Can't Find The Reverse Switch!
From ???@??? Wed Jun 04 20:13:09 1997
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Date: Tue, 03 Jun 1997 21:34:39 -0700
From: "Sage D'eenyaw, Attorney-at-rules(TM)" <atra@pacbell.net>
Organization: APA (American Powergamers Association)
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Subject: Re: CHAR: Popinjay
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> POPINJAY
> (Jay Ackroyd)
>
> Designers Notes:
> Meet Popinjay (he hates that nickname), possessor of one of the *sickest*
> powers you will ever see in a Champions character. He's a projecting
> teleport with the ability to 'pop' anyone he sees to *anywhere* he's been.
> COST POWERS & SKILLS
> 336 Teleport: 10", x1,048,576 noncombat (~13,000 miles) (+100 pts),
> x2 Mass (+5 pts), 10 Fixed Locations (+10 pts), 1 Floating
> Location (+5 pts),
> Usable Against Others (+1), Ranged (+1), 0 END (+1/2), Gestures
> (-1/4)
So, where's the "Not usable by Self" limitation?
Wayne (currently rereading the entire WC series (1-12 & new cycle 1-3)
and
am midway through 10, the Takis adventure, eagerly awaiting to read
about
Blaise getting what he deserves, again.)
--
1234567890123456789012345678901234567890123456789012345678901234567890
Join the American Powergamers' Association!
Improving the rules-knowledge of AD&D players, one group at a time.
atra@pacbell.net http://www.geocities.com/Area51/3704
From ???@??? Wed Jun 04 20:13:11 1997
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Message-ID: <33951CA5.5549@bellsouth.net>
Date: Wed, 04 Jun 1997 02:43:33 -0500
From: Joel Vallejo <jvallejo@bellsouth.net>
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Subject: DC:HOV- fuzion
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I am thinking of running a DC:HOV campaign under Fuzion rules. The
campaign would allow low level superpowers, but I am concerned with
gadgets for the characters. My question is should utility belt gadgets
be built using option points/money or power points. My players are
split on the issue, so the decision falls to me. I looked over the
rules, and they seem to indicate that common gadgets should be built
with OP, while complex ones might be built with PP. I would appreciate
anyone's input on this issue.
joel
From ???@??? Wed Jun 04 20:13:12 1997
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Date: Wed, 4 Jun 1997 08:27:08 -0400 (EDT)
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Subject: Uthden Troll Background at last !
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The Uthden Troll
(MTG/FH Conversion no. 6)
"Wot ! Is you implying that wer'e violent ! Nahh, not us gov'nor....we's
just misunderstood, that's wot we are !
Culture ! Pah!, Yes, we be cultured gov'nor, sorry miss, ( I do apologise, my
eyesight's not wot it used to be) we do not spend all our time warrin' and
fightin'. Those Keldon wussies don't have a clue missus !
Nahh, we 'ave music. Can I arrange a concert for you missus ? OI!,
BOGBREATH !,
STRIKE UP THE OL' BAND WILL YA ?
At this point I switched off the recording device, as a most unharmonius din
was produced by a five piece orchestra. Instruments seemed to be made of
glass, bone and rock and made the most horrendous din (and they say that the
Brassclaw and Ironclaw Orcs are uncouth !)
By the way, the above instruction was achieved with a large, heavy, spiked
mallet...not a pretty sight !
Oh That brings tears to the eyes that does ! <sniff>, (for all the wrong
reasons, I can tell you ! ), now where wuz I....Oh yeah, we 'as religion we
do ! Yup, we worship the great God, Wazzisname the Nameless...
An' we 'ave festivals an' rituals. Rituals ? Allrighty ! . Well, there's the
traditional head banging session that is known as the council of Hittin'
Things (translation is crude but he meant Council of War) which 'appens as
regular as clockwork, every Noonsday. We discuss 'ow's wer'e gonna teach our
ene...ene...ene....those that cheese us off , a lesson....that usually ends
in a fight.....
Then we does 'ave the marriage ritual, which involves a short courtship
display. It's called bowling the maiden over, and it consists of several of
our 'ere georgeous la...females, standing in a group of ten. The groom then
bowls towards them a large rock like rock, and knocks 'em down....those that
are left standing are taken as 'is wives....if the supply of females
outnumbers the males then the females get to do the same to the men !
What 'appens to the ones that get knocked over that are already
paired....well, they get shared guv'nor ! Usually an arm and a leg each !
Then we 'as the funeral rite....the rite of the cooking pot...this for our
fallen comrades and the dead of our enemies and it.....ohh, you've
guessed....
<switched off machine, whilst reporter lost her lunch, breakfast AND last
night's supper>
Usually, 'as that effect on you weak stomached 'umans....fancy Leg Of
Benalish Stew ? <machine switched off again......>
I left the Uthden Troll camp intact, except for the contents of and including
my stomach lining, and left them to it.
The above shows that they are truly, repulsive, barbaric and very uncouth
indeed ! Their pot bellied appearance is owed to their habit of eating
anything that moves and quite a few things that don't....Uthden's are
nomadic...now, I know why !!!!!!
They have the constitution and manners of an Ox and the bad breath and body
odour of avery large, unwashed object indeed. I am glad that my researches
are over. Now all I've got to do as part of my coursework is to find the
Nesting site of the Dragon Whelp......
Leila Dale's Journals
AC 345,
The Year of the Armageddon
Clock.
CHuff78002.
PS, Character sheet to follow soon......
From ???@??? Wed Jun 04 20:13:13 1997
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Date: Wed, 04 Jun 1997 05:15:09 -0500
From: ghost@softfarm.com (Bryce Berggren)
Subject: Re: CHAR: Popinjay
Cc: champ-l@omg.org
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At 09:34 PM 6/3/97 -0700, Sage D'eenyaw, Attorney-at-rules(TM) wrote (in
response to Michael Surbrook):
>> POPINJAY
>> (Jay Ackroyd)
>>
>> Designers Notes:
>> Meet Popinjay (he hates that nickname), possessor of one of the *sickest*
>> powers you will ever see in a Champions character. He's a projecting
>> teleport with the ability to 'pop' anyone he sees to *anywhere* he's been.
>
>> COST POWERS & SKILLS
>> 336 Teleport: 10", x1,048,576 noncombat (~13,000 miles) (+100 pts),
>> x2 Mass (+5 pts), 10 Fixed Locations (+10 pts), 1 Floating
>> Location (+5 pts),
>> Usable Against Others (+1), Ranged (+1), 0 END (+1/2), Gestures
>> (-1/4)
>
> So, where's the "Not usable by Self" limitation?
While we're nitpicking, the bit about having to visualize the location he pops
them to should be worth at least a -1/4 (Concentration, perhaps?). Several times
in the series, he has to fight off panic, stress, confusion, etc. to try and
mentally focus enough to use his power ("Ti Malice Gets His" pops to mind).
H. G.
From ???@??? Wed Jun 04 20:13:14 1997
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From: Chuff78002@aol.com
Date: Wed, 4 Jun 1997 08:27:04 -0400 (EDT)
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In a message dated 03/06/97 11:52:26am, you write:
<< I own a copy of the Babylon Project rulebook, and have gone over it
thoroughly during the coarse of that playtest campaign. Which has lasted
for months. The conclusions and opinions highlighted above are not
only based on what I have delt with in play, but from the mathematical
curve of its die rolling conventions. There is a such thing as a game
system being too random.
>>
Having actually at last seen a copy here in the UK, I agree with Darin. I
would use it only as a scource for other systems. Actually, I do like west
end's Star Wars rpg, I think it's fast and easy to run/play but that's just
my humble opinion.
Sorry, Babylon 5 fans...the game mechanics of Babylon project suck.......
Darin's is only being frank and honest with folks. Somebody out there will
like it, but i don't personally. If I buy it, i will probably use it as a
scource for a Star Hero game, or even convert it to the star wars system
rules.....or white wolf's D10 system...now there's a thought....
Chuff78002.
From ???@??? Wed Jun 04 20:13:15 1997
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Date: Wed, 4 Jun 1997 09:50:11 -0400 (EDT)
From: Michael Surbrook <susano@access.digex.net>
cc: champ-l@omg.org
Subject: Re: CHAR: Popinjay
In-Reply-To: <19970604125238156.AAA273@lizard>
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On Wed, 4 Jun 1997, Bryce Berggren wrote:
> >> POPINJAY
> >> (Jay Ackroyd)
> >>
> >> Designers Notes:
> >> Meet Popinjay (he hates that nickname), possessor of one of the *sickest*
> >> powers you will ever see in a Champions character. He's a projecting
> >> teleport with the ability to 'pop' anyone he sees to *anywhere* he's been.
> >
> >> COST POWERS & SKILLS
> >> 336 Teleport: 10", x1,048,576 noncombat (~13,000 miles) (+100 pts),
> >> x2 Mass (+5 pts), 10 Fixed Locations (+10 pts), 1 Floating
> >> Location (+5 pts),
> >> Usable Against Others (+1), Ranged (+1), 0 END (+1/2), Gestures
> >> (-1/4)
> >
> > So, where's the "Not usable by Self" limitation?
>
> While we're nitpicking, the bit about having to visualize the location he pops
> them to should be worth at least a -1/4 (Concentration, perhaps?). Several times
> in the series, he has to fight off panic, stress, confusion, etc. to try and
> mentally focus enough to use his power ("Ti Malice Gets His" pops to mind).
Okay, it has been pointed out that Popinjay's power needs the follwoing:
Armor Piercing or some sort of NND effect to allow Jay to 'pop' people
protected by Hardended defenses. I also realized that he either needs GM
permission or some sort of Advantage to counteract the 'Full Phase' part
of poping a target and using al those NMC doublings. I looked real long
and hard at "Usable on Others" and figured that "Not usable by self" was
built in to the power (am I right?). Finally, the concentrate part
doesn't sound bad, but he can usually pop people pretty quickly...
Watch this space for a re-write (suggestions welcome).
***************************************************************************
* "'Cause I'm the god of destruction, that's why!" - Susano Orbatos,Orion *
* Michael Surbrook / susano@access.digex.net *
* Attacked Mystification Police / AD Police / ESWAT *
* Society for Creative Anachronism / House ap Gwystl / Company of St.Mark *
***************************************************************************
From ???@??? Wed Jun 04 20:13:17 1997
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Date: Wed, 4 Jun 1997 10:59:47 -0400 (EDT)
From: Michael Surbrook <susano@access.digex.net>
Reply-To: Michael Surbrook <susano@access.digex.net>
Subject: Wildcards character questions
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Okay, having written up what seems to be a zillion Wildcards adaptions (so
far) I'm now reaching the really 'tough' characters. So, I thought I'd
canvas a few opinions before tackling these guys.
1) How would one define Bagabond's ability to summon and control animals?
Summon and Mind Control seem to be the obvious choices with the "limited
class of creatures" for Summon. What sort of limitation would it be for
"Animals must arrive under own power"? And any sort of limitaiton for
"Animals only" on the Mind Control? Her ability to see the world around
througfh the eyes of animals looks to be neat SFX for Clairsentience.
Finally, she is a friend to all animals (they just come up and hang around
her) would this be a power of SFX?
2) Water Lilly's power to 'create' water. Transform vs Air? If so, who
mcuh water does one get? Also she can draw all the water out of some one
(leaving a pile of white powder behind) I was going to use Drain (vs
Body). Would an RKA work better? If so how?
3) Fortunato - any suggestions on his powers?
4) The Astronomer - ditto... esp his ability to send his 'astral' from
just about anywhere in the universe. He seems to have a desolid form that
can affect solids, as well as shapeshift itself into assorted forms (pure
visual affects though).
5) Hiram's gravity control. I was considering TK since it would allow
hiim to push and pull things (esp at range). But he can make something so
light it will float away, and if he increases something's weight the
effects last for some time (dissipating gradually). Any suggestions here?
6) Demise's death stare. My first idea was RKA AVLD (Ego Defense). Then
I considered a Continous Drain vs Ego Defense (a -1/4 lim since Ego Def is
*much* more common than Power Def). He can also stun some one with it...
any suggestions here?
Any and all useful suggestions will be considered, so thanks for your
time.
***************************************************************************
* "'Cause I'm the god of destruction, that's why!" - Susano Orbatos,Orion *
* Michael Surbrook / susano@access.digex.net *
* Attacked Mystification Police / AD Police / ESWAT *
* Society for Creative Anachronism / House ap Gwystl / Company of St.Mark *
***************************************************************************
From ???@??? Wed Jun 04 20:13:19 1997
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Date: Wed, 4 Jun 1997 11:09:46 -0400 (EDT)
From: Michael Surbrook <susano@access.digex.net>
cc: susano@access.digex.net, champ-l@omg.org, catdrag@vnet.net,
champion@cyberhighway.net, deejay@cu-online.com,
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Subject: Re: CHAR: Wyungare
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On Wed, 4 Jun 1997 BeerCarboy@aol.com wrote:
> You don't give any powers to represent the control he has over the Dreamtime.
> How would you handle that?
Well...
1) The GURPS write-up (from which this was adapted) didn't list any.
2) I just read WC book 4 and I don't remember him being able to control
the Dreamtime
3) Is this something that showed up later, and if so, what sort of control
did he have?
***************************************************************************
* "'Cause I'm the god of destruction, that's why!" - Susano Orbatos,Orion *
* Michael Surbrook / susano@access.digex.net *
* Attacked Mystification Police / AD Police / ESWAT *
* Society for Creative Anachronism / House ap Gwystl / Company of St.Mark *
***************************************************************************
From ???@??? Wed Jun 04 20:13:20 1997
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Date: Wed, 4 Jun 1997 11:02:46 -0400 (EDT)
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Subject: Re: CHAR: Wyungare
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You don't give any powers to represent the control he has over the Dreamtime.
How would you handle that?
BeerCarboy@AOL.com Carter Humphrey
From ???@??? Wed Jun 04 20:13:23 1997
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Subject: Re: Wildcards character questions
Date: Wed, 4 Jun 97 13:17:01 -0400
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>1) How would one define Bagabond's ability to summon and control animals?
>Summon and Mind Control seem to be the obvious choices with the "limited
>class of creatures" for Summon. What sort of limitation would it be for
>"Animals must arrive under own power"? And any sort of limitaiton for
>"Animals only" on the Mind Control? Her ability to see the world around
>througfh the eyes of animals looks to be neat SFX for Clairsentience.
>Finally, she is a friend to all animals (they just come up and hang around
>her) would this be a power of SFX?
>
Try buying Extra Presence & Comliness, Only Vs. Animals (-1 to -2)
>5) Hiram's gravity control. I was considering TK since it would allow
>hiim to push and pull things (esp at range). But he can make something so
>light it will float away, and if he increases something's weight the
>effects last for some time (dissipating gradually). Any suggestions here?
>
Hmmm... Transform?
.oooO |
( ) Oooo. | David A. Fair
\ ( ( ) | SDS International
\_) ) / | dfair@sdslink.com
(_/ |
From ???@??? Wed Jun 04 20:13:24 1997
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Date: Wed, 04 Jun 1997 10:22:03 -0500
From: ludator@softfarm.com (Bryan Berggren)
Subject: Re: CHAR: Popinjay
Cc: champ-l@omg.org
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At 09:50 AM 6/4/97 -0400, Michael Surbrook wrote:
>Armor Piercing or some sort of NND effect to allow Jay to 'pop' people
>protected by Hardended defenses. I also realized that he either needs GM
>permission or some sort of Advantage to counteract the 'Full Phase' part
>of poping a target and using al those NMC doublings. I looked real long
>and hard at "Usable on Others" and figured that "Not usable by self" was
>built in to the power (am I right?). Finally, the concentrate part
>doesn't sound bad, but he can usually pop people pretty quickly...
"Not usable by self" is apparently *not* built into the UAO advantage. You
can always use the power on yourself -- that is, "shoot" yourself with the
UAO ability -- just as you could shoot yourself in the head with your own RKA.
Popinjay can't, even if he points his finger at himself and "shoots", so
this is worth the extra limitation.
--
Vox 25:17, Patron Saint of Gadflies
+-----------------------------------------------------------------+
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Visit the SoapVox at http://www.io.com/~angilas/soapvox.html
From ???@??? Wed Jun 04 20:13:25 1997
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From: Dave Mattingly <DaveM@FocusSoft.com>
Subject: Re: Wildcards character questions
Date: Wed, 4 Jun 1997 14:07:41 -0400
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> 1) How would one define Bagabond's ability to summon and control
animals?
> Summon and Mind Control seem to be the obvious choices with the
"limited
> > class of creatures" for Summon.
>
Mind Scan, too, in case she's looking for a specific animal. I think she
located Sewer Jack this way once.
> What sort of limitation would it be for
> > "Animals must arrive under own power"?
>
Extra Time: 1 Turn is a -1 lim. I think that's a pretty good value to go
with. She'll rarely get any immediate help, and she'll occasionally have
to wait a minute or more.
> And any sort of limitaiton for
> > "Animals only" on the Mind Control?
>
Depends whether you go by Ultimate Mentalist rules or not. Either -0 or
-1/2.
> Her ability to see the world around
> > through the eyes of animals looks to be neat SFX for Clairsentience.
>
Yes. I've done this before with a bird-controller named Talon. He had
Clairsentience, area effect, increased area x 8 (= 4 1/2 miles) with a
limitation of depends on birds in the area, at a -1. Since Bagabond's
power depends on any animal, not just any bird, I'd give her a -1/4 or
-1/2.
> Finally, she is a friend to all animals (they just come up and hang
around
> > her) would this be a power of SFX?
>
Animal Handling, invisible power effects.
> 2) Water Lilly's power to 'create' water. Transform vs Air? If so,
who
> much water does one get?
This has always been a peeve of mine, but the way the rules are, this is
your best bet. The amount of water is the BODY of air that was affected.
Alternately, you could define a change environment or EB, and water is
just the sfx.
> Also she can draw all the water out of some one
> (leaving a pile of white powder behind) I was going to use Drain (vs
> Body). Would an RKA work better? If so how?
This depends on whether you think she could affect Golden Boy. If not,
then his Power Defense must be stopping her drain. If so, then an RKA
NND, does BODY. Defense is not being water based or full life support
(but Golden Boy might have this, too).
> 3) Fortunato - any suggestions on his powers?
He seems to be able to do anything shen he needs it. His powers are so
vague, it's hard to get a handle on them.
> 4) The Astronomer - ditto... esp his ability to send his 'astral' from
> just about anywhere in the universe. He seems to have a desolid form
that
> can affect solids, as well as shapeshift itself into assorted forms
(pure
> visual affects though).
His astral would probably have to be clairsentience with huge area, or
some N-Ray + telescopic vision deal. Or else a desolid + teleport (yuck)
or a desolid + EDM (pretty yuck).
> 5) Hiram's gravity control. I was considering TK since it would allow
> hiim to push and pull things (esp at range). But he can make
something so
> light it will float away, and if he increases something's weight the
> effects last for some time (dissipating gradually). Any suggestions
here?
Flight UAO Continuous?
> 6) Demise's death stare. My first idea was RKA AVLD (Ego Defense).
Then
> I considered a Continous Drain vs Ego Defense (a -1/4 lim since Ego
Def is
> *much* more common than Power Def). He can also stun some one with
it...
> any suggestions here?
The hard part here is deciding how his duel with Puppetman was done. Was
Puppetman a multiform who was killed, or does Demise have some transform
versus multiple personalities built into his stare? How did Hartmann
really survive?
Dave Mattingly
From ???@??? Wed Jun 04 20:13:27 1997
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From: Patrick Barden <absga@elbertonga.com>
Subject: Re: Web sites with useful info for Champs GMs?
Cc: champ-l@omg.org
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At 04:12 PM 6/1/97 -0500, R Jacobs wrote:
>
>
>herolist wrote:
>>
>> From: Todd Hanson <badtodd@dacmail.net>
>> Subject: Web sites with useful info for Champs GMs?
>> To: champ-l@omg.org
>>
>> One of the toughest parts of being a Champs GM is coming up with new
>> scenarios that are more than 'the villians are robbing the bank - you
>> all manage to arrive at the same time... phase 12!'
>>
>> /...snip/
>>
>> This got me to wondering.. has anyone else stumbled on a non-champions
>> web site that has information useful to a Champs GM?
>>
>> Todd
>
>On a related issue: Anyone have any good Champs-RELATED sites? I've
>been searching the web for a few weeks and have found a severe lack of
>sites. I know they are out there...I'm just not finding them...what are
>your FAVORITE CHAMPS sites?
>
No Joke! I have had fits finding sites for Champions. Even when I do it
seems that half the ones I find listed are not longer up and running. I
will say that one relativly useful jumping point is the Champions and Hero
subdivisions of Yahoo! I don't recommend trying altavista unless you are
very patient. You'll get a few thousand hits most of which have nothing to
do with the game.
Patrick B.
From ???@??? Wed Jun 04 20:13:28 1997
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At 04:12 PM 6/1/97 -0500, R Jacobs wrote:
>
>
>herolist wrote:
>>
>> From: Todd Hanson <badtodd@dacmail.net>
>> Subject: Web sites with useful info for Champs GMs?
>> To: champ-l@omg.org
>>
>> One of the toughest parts of being a Champs GM is coming up with new
>> scenarios that are more than 'the villians are robbing the bank - you
>> all manage to arrive at the same time... phase 12!'
>>
>> /...snip/
>>
>> This got me to wondering.. has anyone else stumbled on a non-champions
>> web site that has information useful to a Champs GM?
>>
>> Todd
>
>On a related issue: Anyone have any good Champs-RELATED sites? I've
>been searching the web for a few weeks and have found a severe lack of
>sites. I know they are out there...I'm just not finding them...what are
>your FAVORITE CHAMPS sites?
>
No Joke! I have had fits finding sites for Champions. Even when I do it
seems that half the ones I find listed are not longer up and running. I
will say that one relativly useful jumping point is the Champions and Hero
subdivisions of Yahoo! I don't recommend trying altavista unless you are
very patient. You'll get a few thousand hits most of which have nothing to
do with the game.
Patrick B.
From ???@??? Wed Jun 04 20:13:31 1997
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From: Daniel Pawtowski <dpawtows@access.digex.net>
Date: Wed, 4 Jun 1997 14:44:00 -0400 (EDT)
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>
> Arcane is a better source for RPG reviews. They currently lend
> themselves to less biase than the two you mentioned above.
Didn't Arcane go out of business?
Daniel Pawtowski
From ???@??? Wed Jun 04 20:13:32 1997
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From: Robert Rutherford <mirage@hpserv.keh.utulsa.edu>
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Subject: Re: CHAR: Popinjay
Date: Sat, 7 Jan 1978 11:06:40 (-0600)
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On Wed, 04 Jun 1997 10:22:03 -0500,
ludator@softfarm.com (Bryan Berggren) wrote about Re: CHAR: Popinjay:
> At 09:50 AM 6/4/97 -0400, Michael Surbrook wrote:
> >Armor Piercing or some sort of NND effect to allow Jay to 'pop' people
> >protected by Hardended defenses. I also realized that he either needs GM
> >permission or some sort of Advantage to counteract the 'Full Phase' part
> >of poping a target and using al those NMC doublings. I looked real long
> >and hard at "Usable on Others" and figured that "Not usable by self" was
> >built in to the power (am I right?). Finally, the concentrate part
> >doesn't sound bad, but he can usually pop people pretty quickly...
>
> "Not usable by self" is apparently *not* built into the UAO advantage. You
> can always use the power on yourself -- that is, "shoot" yourself with the
> UAO ability -- just as you could shoot yourself in the head with your own RKA.
>
> Popinjay can't, even if he points his finger at himself and "shoots", so
> this is worth the extra limitation.
Sounds like Personal Immunity to me.
--
+-----------------------------+-------------------------------------------+
|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 |
+-----------------------------+-------------------------------------------+
From ???@??? Wed Jun 04 20:13:33 1997
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From: Daniel Pawtowski <dpawtows@access.digex.net>
Message-Id: <199706042127.RAA02907@access5.digex.net>
Subject: Re: CHAR: Popinjay
Date: Wed, 4 Jun 1997 17:27:24 -0400 (EDT)
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> >
> > Popinjay can't, even if he points his finger at himself and "shoots", so
> > this is worth the extra limitation.
>
> Sounds like Personal Immunity to me.
>
Not quite. Personal Immunity is an advantage and makes you immune to any
harmful effects of your own power. This could happen- say, if he shot
at somebody with Missile Refection who managed to bounce the teleport
beam back (I haven't read Wild Cards, so I don't know the SFX used),
then PI would keep him from going anywhere.
However, the vast majority of the time, this is a disadvantage,
possibly a harmful one. If he wants to get across town, he can *porf*
his entire team there instantly. But, as I understand it, he'd have to
walk the distance himself. Stick him and a friend into a death trap: he
can zap the friend to safety, but he's still stuck with no way out.
As opposed to the given example of an RKA: there are very few
beneficial results to inflicting one of those onto yourself.
Personal Immunity is a pure Advantage- if a character
with a PI RKA suddenly *needed* to inflict damage upon himself with
his own attack, I'd probably let him. Flame-based guy needs to
disinfect a wound from a rotting mummy, perhaps? However, in the majority
of cases, you'll only be hit by your own RKA at times when you don't
want to be, like when shooting at a Missile Reflector. I'm sure PopinJay
would love to be able to teleport himself.
Daniel Pawtowski
From ???@??? Wed Jun 04 20:13:34 1997
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From: Richard Scott <rscott@hawaii.edu>
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Subject: Re: CHAR: Popinjay
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As for non-combat, Mr. Popinjay managed an interstellar transport, I
believe.
Richard Scott (rscott@hawaii.edu)
--You were spectacular, Bob. But not very effective.
South Melbourne official when the legendary Bob Pratt failed to win
South's 1934 best and fairest despite kicking a league record 150 goals.
From ???@??? Wed Jun 04 20:13:35 1997
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From: Richard Scott <rscott@hawaii.edu>
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Subject: Re: Wildcards character questions - Fortunato
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Here's my WoD write up of Fortunato - it might help you
>From owner-gm-l@netcom.com Fri Apr 28 18:47:15 1995
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From: SCOTT_RICHARD <scotrich@cwis.isu.edu>
Newsgroups: alt.games.whitewolf,rec.games.frp.misc
Subject: Kundalini Rising - Fortunato (1.0)
Organization: Idaho State University, Pocatello
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Status: OR
Fortunato
Nature : Deviant/Bon Vivant/Loner
Demeanour: Deviant/Bon Vivant/Loner
Concept : Middle-aged ex-pimp, drop out meditating Mage.
Card : Ace
Fortunato is a half-black half Japanese man who has been called the
Most Powerful Ace in the World by Dr. Tachyon. His mother was Ichiko, a
geisha. Fortunato ran a string of very high-class educated call-girls he
called geishas. He was instrumental in taking down the Astronomer after
several run-ins with him. He is the ace equivalent of a very powerful
Cult of Ecstasy Mage, his focus being the requirement for tantric sex
acts to charge his Quintessence pool, basically drawing Quintessence from
his sex partners.
Physical Social Mental
STR 2 CHA 4 PER 5
DEX 2 MAN 4 INT 3
STA 3 APP 3 WIT 4
Talents Skills Knowledges
Alertness 4 Etiquette 4 Cosmology 2
Awareness 5 Leadership 2 Engimas 3
Intuition 5 Research 3 Linguistics 1
Streetwise 3 Occult 4
Subterfuge 2
Allies 4 Tachyon, Brennan, his geishas and others
Contacts 5 Dogen plus lots of others.
Status 2 This is Wild Card Status, is known as sympathetic.
Influence 2 Knows lots of people, in two countries.
Library 2
Arcane 2
Conscience 3
Self-Control 3
Courage 4
Humanity 6 Fortunato has grown a bit cold and distant lately.
Willpower 10 This boy is tough.
Merits and Flaws
Health Levels Normal Human
Quintessence : Maximum when charged after tantric sex
Power : 110
Ace Powers
Basically, his Ace powers translate into the equivalents of these Mage
Spheres.
Foci : must have sexual activity to recharge his power.
Forces : 5
Life : 4
Matter : 1
Mind : 5
Prime : 3
Spirit : 4
Time : 4
Notes
After Fortunato has sex and withholds orgasm to intromit his sperm and
power along his spine his forehead bulges with the power. If Fortunato
does orgasm, he can transfer his power into others, as seen with his
coin-collector girlfriend and Peregrine.
In Japan, Fortunato has been studying with an ace Monk named Dogen with
the ability to block mental powers.
Richard Scott (rscott@hawaii.edu)
--You were spectacular, Bob. But not very effective.
South Melbourne official when the legendary Bob Pratt failed to win
South's 1934 best and fairest despite kicking a league record 150 goals.
From ???@??? Wed Jun 04 20:13:37 1997
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Date: Thu, 05 Jun 1997 08:02:57 +1000
From: Steven Clark <nahema@mailbox.uq.edu.au>
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Michael Surbrook wrote:
>
>
> 3) Fortunato - any suggestions on his powers?
>
I'd make them a Power Pool of mental powers that runs off an end
reserve.
This mimicks his ability to do pretty much any mental powers, and you
can
give him either:
1) 0 Rec on the End reserve, and a triggered 0 End aid to end
(Only when performs tantric sex)
2) Huge Rec on the End reserve, only recovers during tantric sex
> 4) The Astronomer - ditto... esp his ability to send his 'astral' from
> just about anywhere in the universe. He seems to have a desolid form that
> can affect solids, as well as shapeshift itself into assorted forms (pure
> visual affects though).
>
The problem with the Astronomer is that hes basically a plot device. His
astral form has pretty much infinite range, this would tend to equate to
pretty much infinite points, depending on how you do it... Powers like
this
I'd tend to just work out the effects, and not worry about the point
cost.
Its not like hes built on a limited number of points like us Players
are...
Steven
From ???@??? Wed Jun 04 20:13:38 1997
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Date: Wed, 4 Jun 1997 15:11:02 -0700
From: Samuel.Bell@Eng.Sun.COM (Sam Bell)
Message-Id: <199706042211.PAA14882@shonen.eng.sun.com>
Subject: Re: CHAR: Popinjay
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-> From mirage@hpserv.keh.utulsa.edu Wed Jun 4 14:25:12 1997
-> Mime-Version: 1.0
-> Subject: Re: CHAR: Popinjay
-> Content-Transfer-Encoding: 8bit
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->
-> On Wed, 04 Jun 1997 10:22:03 -0500,
-> ludator@softfarm.com (Bryan Berggren) wrote about Re: CHAR: Popinjay:
-> > At 09:50 AM 6/4/97 -0400, Michael Surbrook wrote:
-> > >Armor Piercing or some sort of NND effect to allow Jay to 'pop' people
-> > >protected by Hardended defenses. I also realized that he either needs GM
-> > >permission or some sort of Advantage to counteract the 'Full Phase' part
-> > >of poping a target and using al those NMC doublings. I looked real long
-> > >and hard at "Usable on Others" and figured that "Not usable by self" was
-> > >built in to the power (am I right?). Finally, the concentrate part
-> > >doesn't sound bad, but he can usually pop people pretty quickly...
-> >
-> > "Not usable by self" is apparently *not* built into the UAO advantage. You
-> > can always use the power on yourself -- that is, "shoot" yourself with the
-> > UAO ability -- just as you could shoot yourself in the head with your own RKA.
-> >
-> > Popinjay can't, even if he points his finger at himself and "shoots", so
-> > this is worth the extra limitation.
->
-> Sounds like Personal Immunity to me.
->
->
You want him to *pay* points so his power won't work as well as it normally
would???
-Sam
From ???@??? Wed Jun 04 21:14:59 1997
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From: Curt Hicks <exucurt@exu.ericsson.se>
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Date: Wed, 4 Jun 1997 17:44:20 -0500 (CDT)
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Subject: Wildcards - Fortunato
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Michael Surbrook writes:
> 3) Fortunato - any suggestions on his powers?
>
A variable power pool operating off an endurance reserve. The endurance
reserve is recharged by having sex.
Curt Hicks
From ???@??? Wed Jun 04 21:15:01 1997
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From: Daniel Pawtowski <dpawtows@access.digex.net>
Message-Id: <199706042247.SAA01184@access1.digex.net>
Subject: One more for Babylon 5
Date: Wed, 4 Jun 1997 18:47:42 -0400 (EDT)
Reply-To: jsciv@bev.net
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Once more into the fray: The author of the B5 RPG wanted to make one
more statement to the list, and he's chosen me to send it for him
this time:
I recommend that any comments be sent directly to Joe at the address
below, not to the list, we're far enough off-topic already.
----- Forwarded message from jsciv@bev.net -----
>From jsciv@bev.net Wed Jun 4 17:35:12 1997
From: jsciv@bev.net
Subject: Re: Source material (fwd)
To: dpawtows@access.digex.net (Daniel Pawtowski)
Date: Wed, 4 Jun 1997 17:34:51 -0400 (EDT)
---begin message---
I just have one last set of notes on the comments I've seen
about The Babylon Project on this list. I appreciate Darrin's candor
(and others), and I'm not trying to change anyone's opinions of the
game. I just want to make sure that the facts are straight.
First, after talking to Darrin in private e-mail, I have
discovered that he was NOT in a playtest group after all. Certain
people will need to be "talked with" on this one, and I apologize
to Darrin for the misrepresentation.
Second, the odds are not 50-50 on task resolution. Darrin's
point was more directed toward the idea that the dice are too
random for his tastes. If you're interested in the actual odds, I'll
be glad to send them to you privately.
Third, several people have noted that the game system is in
the same ideological vein as Star Wars in that the characters do not
generally start as heros, but are "average Joe" types. This was
indeed our intention, but something I think that we did not adequately
convey was that there CAN be heros. This will have to be fixed as we
go. As you may or may not know, we wanted to appeal to non-RPG
types as well as devoted gamers, and this required a bit more
simplicity than many of you prefer.
Fourth, I would have loved to have seen Arcane review TBP,
but with their cessation of publication that just doesn't look to be.
I named Pyramid and Shadis because those are reviews I know about.
Finally, I'm a storytelling type of gamer, and the type of
game we wrote was in that vein rather than the hard-number type that
many of you are used to. If you have bought the game and find the
mechanics not to your taste, please feel free to adapt it to
something else. But don't give up hope: the supplements were always
meant to give a little more "crunch" to the game. If you don't like
the background OR the mechanics, drop me a note explaining what
sucked and we'll see what we can do.
Thanks again to Daniel Pawtowski for his help, and thanks to
you for bearing with me.
--
This is a .sig proxy.
jsciv@bev.net
*--Joe--*
----- End of forwarded message from jsciv@bev.net -----
From ???@??? Wed Jun 04 22:04:58 1997
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Subject: Re: CHAR: Popinjay
Date: Wed, 4 Jun 97 19:54:15 -0500
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From: John P Weatherman <asahoshi@nr.infi.net>
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Robert Rutherford
>On Wed, 04 Jun 1997 10:22:03 -0500,
>ludator@softfarm.com (Bryan Berggren) wrote about Re: CHAR: Popinjay:
>> At 09:50 AM 6/4/97 -0400, Michael Surbrook wrote:
>> >Armor Piercing or some sort of NND effect to allow Jay to 'pop' people
>> >protected by Hardended defenses. I also realized that he either needs GM
>> >permission or some sort of Advantage to counteract the 'Full Phase' part
>> >of poping a target and using al those NMC doublings. I looked real long
>> >and hard at "Usable on Others" and figured that "Not usable by self" was
>> >built in to the power (am I right?). Finally, the concentrate part
>> >doesn't sound bad, but he can usually pop people pretty quickly...
>>
>> "Not usable by self" is apparently *not* built into the UAO advantage. You
>> can always use the power on yourself -- that is, "shoot" yourself with the
>> UAO ability -- just as you could shoot yourself in the head with your own
>RKA.
>>
>> Popinjay can't, even if he points his finger at himself and "shoots", so
>> this is worth the extra limitation.
>
>Sounds like Personal Immunity to me.
Personal Immunity only applies if the effect would be detrimental. Being
able
to teleport yourself is advantageous. Hence if you can't it should be a
limitation.
____________________________________________________________________
| Name: John P. Weatherman | Phone: |
| email: asahoshi@nr.infi.net | (H) (910) 785-1130 |
| fax: (910) 748-4632 | (O) (910) 545-2722 |
|_____________________________|____________________________________|
| He who walking on the sea could calm the bitter waves, who gives |
| life to the dying seeds of the earth; He who was able to loose |
| the mortal chains of death and after three days' darkness could |
| bring again to the upper world the brother of his sister Martha: |
| He, I beleive, will make Damasus rise again from the dust. |
| Pope St. Damasus I (c.305-384) |
|__________________________________________________________________|
From ???@??? Thu Jun 05 18:59:39 1997
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From: R Jacobs <rjacobs@radiks.net>
Date: Wed, 04 Jun 1997 23:14:46 -0500
Subject: Possession Power
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Hello gang,
Okay...I'm starting out as a new gamemaster for Champions 4th Ed. and
I'm working with my players on developing characters...one of them wants
to play a character who can physically possess any machine with an
electrical component (he changes into electrical energy and then enters
the machine to control it).....
Now I know that there was a villain printed in one of the Champions
supplements who had a similar power and I believe it was defined as
"Mind Control v/s machines" or something. For some reason the villain
name "Overdrive" rings a bell...
Does anybody have any suggestions on how I can develop a "possession"
power versus machines? Does anybody know of the villain I'm referring to
and how the power was accomplished with said villain?
From ???@??? Thu Jun 05 18:59:40 1997
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From: "Gordon W. Rycroft" <gwr1@ukc.ac.uk>
Subject: Re: Source material
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Date: Thu, 5 Jun 1997 09:41:49 -0400 (EDT)
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On Wed, 4 Jun 1997 14:44:00 -0400 (EDT) Daniel Pawtowski
<dpawtows@access.digex.net> wrote:
>> Arcane is a better source for RPG reviews.
> Didn't Arcane go out of business?
Arcane was "suspended" by it's publishers as of issue 20. There is little hope of a
ressurection, at least by Future Publishing, though when the announcement was made
there was talk of the title being available for sale.
Don't hold your breath.
Gordon
--------------------------------------------------------------------
This Tirade is (c) 1997 G.W.Rycroft, and shall not,
by way of trade or otherwise, be forwarded, cut-and-pasted,
plagerised, or otherwise circulated without the author's
prior consent unless you really feel like it or can suggest a
better sigfile for him.
From ???@??? Thu Jun 05 18:59:41 1997
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From: Robert Rutherford <mirage@hpserv.keh.utulsa.edu>
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Subject: Re: CHAR: Popinjay
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On Wed, 4 Jun 1997 15:11:02 -0700,
Samuel.Bell@Eng.Sun.COM (Sam Bell) wrote about Re: CHAR: Popinjay:
> -> From mirage@hpserv.keh.utulsa.edu Wed Jun 4 14:25:12 1997
> -> Mime-Version: 1.0
> -> Subject: Re: CHAR: Popinjay
> -> Content-Transfer-Encoding: 8bit
> -> X-Hero: champ-l
> -> To: champ-l@omg.org
> ->
> -> On Wed, 04 Jun 1997 10:22:03 -0500,
> -> ludator@softfarm.com (Bryan Berggren) wrote about Re: CHAR: Popinjay:
> -> > At 09:50 AM 6/4/97 -0400, Michael Surbrook wrote:
> -> > >Armor Piercing or some sort of NND effect to allow Jay to 'pop' people
> -> > >protected by Hardended defenses. I also realized that he either needs GM
> -> > >permission or some sort of Advantage to counteract the 'Full Phase' part
> -> > >of poping a target and using al those NMC doublings. I looked real long
> -> > >and hard at "Usable on Others" and figured that "Not usable by self" was
> -> > >built in to the power (am I right?). Finally, the concentrate part
> -> > >doesn't sound bad, but he can usually pop people pretty quickly...
> -> >
> -> > "Not usable by self" is apparently *not* built into the UAO advantage. You
> -> > can always use the power on yourself -- that is, "shoot" yourself with
the
> -> > UAO ability -- just as you could shoot yourself in the head with your own RKA.
> -> >
> -> > Popinjay can't, even if he points his finger at himself and "shoots", so
> -> > this is worth the extra limitation.
> ->
> -> Sounds like Personal Immunity to me.
> ->
> ->
>
> You want him to *pay* points so his power won't work as well as it normally
> would???
Perhaps the element of humor was lost on some people. [sigh....] Besides,
why not, they're only points.;) It's not like the player has to worry about
earning them. And if the GM wants him to have the power, he has the power.
We aren't talking about a character written up as a PC for a game with active
point limits.
One the more serious side, the limitation depends on how frequently missile
reflection occures in the game, and how much the GM want hose the player over.
I'd guess anywhere from -0 to -1 depending on the mood and style of the GM.
But for Popinjay, I'd figure it at a pessimistic -0.
--
+-----------------------------+-------------------------------------------+
|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 |
+-----------------------------+-------------------------------------------+
From ???@??? Thu Jun 05 18:59:43 1997
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Subject: Re: Wildcards character questions
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In a message dated 04/06/97 11:14:49pm, you write:
<< > 1) How would one define Bagabond's ability to summon and control
animals?
> Summon and Mind Control seem to be the obvious choices with the
"limited
> > class of creatures" for Summon.
>
Mind Scan, too, in case she's looking for a specific animal. I think she
located Sewer Jack this way once.
>>
Yup she sure did..Wild Cards vol 2 (original series) Jokers Wild.
Chuff78002
PS Looking for the spin off novels...anyone got the titles list for me ?
From ???@??? Thu Jun 05 18:59:44 1997
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Date: Thu, 05 Jun 1997 10:13:04 -0500
From: ludator@softfarm.com (Bryan Berggren)
Subject: Re: CHAR: Popinjay
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At 05:27 PM 6/4/97 -0400, Daniel Pawtowski wrote:
> Not quite. Personal Immunity is an advantage and makes you immune to any
>harmful effects of your own power. This could happen- say, if he shot
>at somebody with Missile Refection who managed to bounce the teleport
>beam back (I haven't read Wild Cards, so I don't know the SFX used),
>then PI would keep him from going anywhere.
In any case, Pop's teleportation appears to be "psionic" in nature, and
can't be reflected by any physical means. Since there is no character yet
seen in the Wild Cards universe who could ever turn this power against him
in the first place, it's impossible to know if he could be teleported
against his will; what is known is that this has never worked to his advantage.
As I've said before, the meta-rules of HERO should be read as applying both
ways: an "advantage" that is not advantageous is NOT an Advantage.
--
Vox 25:17, Patron Saint of Gadflies
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From ???@??? Thu Jun 05 18:59:45 1997
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Date: Thu, 05 Jun 1997 10:13:08 -0500
From: ludator@softfarm.com (Bryan Berggren)
Subject: Re: CHAR: Popinjay
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At 11:55 PM 1/7/78, Robert Rutherford wrote:
> Perhaps the element of humor was lost on some people. [sigh....]
> Besides, why not, they're only points.;) It's not like the player has
> to worry about earning them. And if the GM wants him to have the power,
> he has the power.
>
> We aren't talking about a character written up as a PC for a game with
> active point limits.
Except that point totals are also used to balance NPCs against the PCs in a
game. Some people may want to know how Popinjay stacks up compared to a
100+150 pt. PC. For example, if I'm running a Wild Cards campaign that
allows both pre-gen and home-built aces, those points are one of the main
tools I have to determine whether or not Popinjay is going to fit into my
group of PCs.
==
Vox 25:17, Patron Saint of Gadflies
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From ???@??? Sat Jun 07 15:05:34 1997
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From: Darrin.Kelley@october.com (Darrin Kelley)
Date: 05 Jun 97 08:33:04 GMT
Subject: Re: Source material
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Organization: Fidonet: Red October Alpha * Hero Roleplaying * 408-629-4695 *
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DP> Didn't Arcane go out of business?
I don't know. I saw a recent issue with a review of Champions: New
Millenium in it at a local game store. I also saw a review of The
Babylon Project.
___
X SLMR 2.1a X Nothing is so smiple that it can't get screwed up.
From ???@??? Sat Jun 07 15:05:35 1997
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From: RzrshrP927@aol.com
Date: Thu, 5 Jun 1997 20:53:16 -0400 (EDT)
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Subject: Re: Possession Power
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I think your right about Mind Control vs. Machines, you might however want to
build a possession power for the character based on his ego, but perhaps more
directly his body. Making the limit of the power he can supply to run the
machine dice wise. like his 20 body x3 equals the strength he can generate
in active points to any machines abilities, or perhaps x5 or more. Basing it
on the Mind Control will just make it an ego type roll on his part, because
you can't make him roll vs. the machines ego for effect. I think the best
thing you could do is try to work on your own Possession vs. inanimate
involvement.
Let me know how this works out!
Good Luck,
Razor Sharp
From ???@??? Sat Jun 07 15:05:44 1997
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Date: Fri, 6 Jun 1997 06:39:52 -0400 (EDT)
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Subject: Software Query....
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Hi gang,
Been looking at fuzion recently, and have been wondering if anyone's heard
any rumours concerning software similar to hero maker for Fuzion or hero to
fuzion conversions ?
Would be very interested if any such thing exists, or if anyone out there is
working on it, thanx in advance :- )
Chuff78002.
From ???@??? Sat Jun 07 15:05:45 1997
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Date: Fri, 6 Jun 1997 9:17:02 -0500
Subject: Re:Possession Power (longish)
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The character you are thinking of is 'Maximum Overdrive' in the
European Enemies supplement. He has machine control powers,
including Mind Control and Telepathy. They have used a limitation of -1.5
for only works on computers and machines with INT. This limitation is
reduced in future supplement to -1/2 and then to 0.
I think the character has more in commen with 'Albion' in the Kingdom of
Champions supplement. For thouse of you not familiar with Albion, the
character is a spirit who can physicaly enter and possess a person.
Albion's Mind Control is bought with the No Range limitiation (-1/2) and
'Must Occupy & Remain in Victims Body (-1/2).
Before I show the list my ideas for your player's machine possession
powers there is a point I would like to clarify. When your player is an
electrical spark roaming around within a machine, how can his enemies
hurt him. At best they can destroy the machine he is in. This sound like
desolid to me. Perhaps vulnerable to electricity. This would mean his
machine control powers would require the Affect Solid advantage.
Furthermore, unless the player can arch (fly) into the machine, he will
have to be next to it. This means a No Range Limitation. I personaly think
this is a good idea, and it makes the power more managable for the GM.
If his power is limited to controling machines, and he can arch into the
machine, then it would be very hard to place him in a situation without a
machine handy.
Here is my suggestions for the player characters machine control
powers.
33 Desolid, must have a machine host available (-1/2), 1/2 end cost
(+1/4) -2 end cost-
21 43 point Machine Control Elemental Command, Only while desolid
(-1/2), Must enter and remain in machine host, only vs the host (-1/2)
18 a (87) 10d6 Mind control, Affects Solid (+1/2), Only with desolid
(-1/2), Must enter and remain in machine host, only vs the host (-1/2), no
range (-1/2), 1/2 end cost (+1/4) - 3 end cost-
22 b (87) 40 STR Telekinesis, fine manipulation, Affects Solid (+1/2),
Must enter and remain in machine host, only vs the host (-1/2), Only
while desolid (-1/2), 1/2 end cost (+1/4) - 3 end cost-
18 c (87) 10d6 Telepathy, Affects Solid (+1/2), Must enter and remain in
machine host, only vs the host (-1/2), Only while Desolid (-1/2), No
Range (-1/2), 1/2 end cost (+1/4) - 3 end cost-
I have left the no range limitation of the TK so that the possessing
character can manipulate controls at various points in a large machine.
(such as the bottom and top of a construction crane). Furthermore,
using TK allows such neat comic book / anime effects as wrapping
people up in crane cables, and swating vilians with construction arms.
Such effects are not realy possible by manual control.
You may want to conside some for of life support linked to the desolid as
well.
Please note that the combination of desolid and affects solid machine
control powers would make this player character very tough, so long as
a machine is handy. Unless you villians have powers that can effect his
desolid, they can not hurt him without first destroying his machine host.
And he can always find a new host. Finally, if the player character does
not have so powers or skills he can use outside his host he will find
himself nearly powerless in a wilderness or rural setting.
I hope this helps,
Daniel Flacks
dflacks@evron.com
From ???@??? Sat Jun 07 15:05:46 1997
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Date: Fri, 6 Jun 1997 9:48:59 -0500
Subject: Re:Possession Power - Reply
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>I think your right about Mind Control vs. Machines, you might however
> want to build a possession power for the character based on his ego,
> but perhaps more directly his body. Making the limit of the power he
> can supply to run the machine dice wise. like his 20 body x3 equals
> the strength he can generate in active points to any machines abilities,
> or perhaps x5 or more. Basing it on the Mind Control will just make it an
> ego type roll on his part, because you can't make him roll vs. the
> machines ego for effect. I think the best thing you could do is try to
> work on your own Possession vs. inanimate involvement.
>
>Let me know how this works out!
>
>Good Luck,
>Razor Sharp
>
I think this is a good Idea, using the Mental Power Based on CON limitation
would definetly be an option. Since Mind control (and telepathy) have no
effect on something without a mind, they would only work on computers
or machines with INT. If the target machine or computer does not have
ego, you can use the INT instead. This will make a super computer a lot
harder to control that a laptop. I wish I had seen your e-mail before I sent
my suggestion, I am already getting new ideas.
Daniel Flacks
dflacks@evron.com
From ???@??? Sat Jun 07 15:05:48 1997
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From: Patrick Barden <absga@elbertonga.com>
Subject: Re: Possession Power
Cc: champ-l@omg.org
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At 11:14 PM 6/4/97 -0500, R Jacobs wrote:
>
>
>Hello gang,
>
> Okay...I'm starting out as a new gamemaster for Champions 4th Ed. and
>I'm working with my players on developing characters...one of them wants
>to play a character who can physically possess any machine with an
>electrical component (he changes into electrical energy and then enters
>the machine to control it).....
> Now I know that there was a villain printed in one of the Champions
>supplements who had a similar power and I believe it was defined as
>"Mind Control v/s machines" or something. For some reason the villain
>name "Overdrive" rings a bell...
>
> Does anybody have any suggestions on how I can develop a "possession"
>power versus machines? Does anybody know of the villain I'm referring to
>and how the power was accomplished with said villain?
>
>
The character I believe you are referring to is Psypher from the book
Enemies Assemble. You were also right about the fact that her powers were
defined as Mind Control versus electronics. This was bought with the
telepathic option. It might be expensive but you could try linking this
effect with desolid to represent the absence of the char5acters physical
body while in control of the machine.
Patrick B.
From ???@??? Sat Jun 07 15:05:49 1997
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---------------------
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Date: 97-06-06 02:56:46 EDT
I think your right about Mind Control vs. Machines, you might however want to
build a possession power for the character based on his ego, but perhaps more
directly his body. Making the limit of the power he can supply to run the
machine dice wise. like his 20 body x3 equals the strength he can generate
in active points to any machines abilities, or perhaps x5 or more. Basing it
on the Mind Control will just make it an ego type roll on his part, because
you can't make him roll vs. the machines ego for effect. I think the best
thing you could do is try to work on your own Possession vs. inanimate
involvement.
Let me know how this works out!
Good Luck,
Razor Sharp
From ???@??? Sat Jun 07 15:05:50 1997
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From: Patrick Barden <absga@elbertonga.com>
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Subject: Re: Possession Power
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At 11:14 PM 6/4/97 -0500, R Jacobs wrote:
>
>
>Hello gang,
>
> Okay...I'm starting out as a new gamemaster for Champions 4th Ed. and
>I'm working with my players on developing characters...one of them wants
>to play a character who can physically possess any machine with an
>electrical component (he changes into electrical energy and then enters
>the machine to control it).....
> Now I know that there was a villain printed in one of the Champions
>supplements who had a similar power and I believe it was defined as
>"Mind Control v/s machines" or something. For some reason the villain
>name "Overdrive" rings a bell...
>
> Does anybody have any suggestions on how I can develop a "possession"
>power versus machines? Does anybody know of the villain I'm referring to
>and how the power was accomplished with said villain?
>
>
The character I believe you are referring to is Psypher from the book
Enemies Assemble. You were also right about the fact that her powers were
defined as Mind Control versus electronics. This was bought with the
telepathic option. It might be expensive but you could try linking this
effect with desolid to represent the absence of the char5acters physical
body while in control of the machine.
Patrick B.
From ???@??? Sat Jun 07 15:05:53 1997
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Date: Fri, 6 Jun 1997 12:29:15 -0400 (EDT)
From: Michael Surbrook <susano@access.digex.net>
Subject: Power Question
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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 *
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From ???@??? Sat Jun 07 15:05:55 1997
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From: Stainless Steel Rat <ratinox@peorth.gweep.net>
Subject: Re: Possession Power - Reply
References: <m0wZzPf-000cc3C@focus.ftn.net>
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-----BEGIN PGP SIGNED MESSAGE-----
>>>>> "f" == flacksd <flacksd@evron.com> writes:
f> I think this is a good Idea, using the Mental Power Based on CON
f> limitation would definetly be an option. Since Mind control (and
f> telepathy) have no effect on something without a mind, they would only
f> work on computers or machines with INT.
While this may work (I tend to think not; having an INT score does not
equate to having a mind) it has the major failing of being unable to
control machines without INT. Considering that most machines do not have
INT this kind of power becomes hideously expensive for what it can
accomplish. A more reliable way of simulating the control of various
machines is an Elemental Control or VPP with powers that duplicate what
those machines can accomplish, with the special effects being "taking
control of a nearby machine".
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From ???@??? Sat Jun 07 15:05:56 1997
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From: Dave Mattingly <DaveM@FocusSoft.com>
Subject: Re: Power Question
Date: Fri, 6 Jun 1997 14:44:19 -0400
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>Lazy Dragon has the ability to animate (and bring to life) anything he
>carves or creates out of folded paper.
I've seen this kind of thing done with the "leaves body behind -1"
limitation from desolid being applied to multiform. Summon leaves the
problem of controlling the summoned creature.
Another way is to buy a bunch of followers (or even a follower pool) and
transform object to creature.
What I want to know is how are you going to write up the guy that eats
brains...
Dave Mattingly
From ???@??? Sat Jun 07 15:05:58 1997
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From: Stainless Steel Rat <ratinox@peorth.gweep.net>
Subject: Re: Power Question
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>>>>> "MS" == Michael Surbrook <susano@access.digex.net> writes:
MS> This looks like Duplication with the limitation that one of the
MS> Duplicates is inactive while the 'duplicate' is active.
On third thought I have to agree. The part about his own body becoming
useless for a while tends to eliminate the use of Summon or other powers to
simulate the abilities of the things he creates.
MS> Also, the Duplicate can be damn near anything. Would people feel that
MS> giving the duplicate a massive cosmic power pool (Only to simulate
MS> animal powers) abusive?
Yeah, but try this on for size: give him a "Duplication Pool", a variable
power pool that can only be used for Duplication. It would require a skill
roll (Sculpting) to change his current Duplication to another rather than
putting a skill roll on the Duplication itself. It is a moderately cheap
way of doing it, so I would be careful when allowing this in the hands of a
PC. And if it is in a player's hands I would want him to provide writeups
of his commonly used creations. And most importantly, it cannot be used to
create aces; anything created is "normal" for that thing's type.
MS> And what sort of lim is it to have one dupliacte fall 'asleep' (and how
MS> would one handle the 'snap back to original body part'?
His falling "asleep" when he uses the power does not really limit his
ability to use it, so it is not worth a bonus there. Instead, he gets a 20
point Physical Limitation (Frequently, Fully). The "snap back" is a
special effect, just as his "posession" of the alternate form is a special
effect.
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From ???@??? Sat Jun 07 17:25:53 1997
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this is a test to see if I get it. has the address changed or something?
From ???@??? Sat Jun 07 17:26:05 1997
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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!
From ???@??? Sat Jun 07 17:26:17 1997
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From: Stainless Steel Rat <ratinox@peorth.gweep.net>
Subject: Deadhead
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-----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.
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From ???@??? Sat Jun 07 17:26:29 1997
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From: R Jacobs <rjacobs@radiks.net>
Date: Fri, 06 Jun 1997 21:46:21 -0500
Subject: Re: Power Question
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herolist wrote:
>
> From: Michael Surbrook <susano@access.digex.net>
> Subject: Power Question
> To: champ-l@omg.org
>
> Okay, here's another Wildcards power question.
>
> Lazy Dragon has the ability to animate (and bring to life) anything he
> carves or creates out of folded paper. Thus he can whittle a block of
> soap into a mouse, or create an orgami tiger, possess the creation and
> *persto* instant full size mouse or tiger. The largest thing he's createe
> has been an oriental dragon (one 20' long, the other 40' long). He fall
> unconcious while the creation is active, and if the creature is killed, he
> returns to his own body.
>
> So...
>
> This looks like Duplication with the limitation that one of the Duplicates
> is inactive while the 'duplicate' is active. Also, the Duplicate can be
> damn near anything. Would people feel that giving the duplicate a massive
> cosmic power pool (Only to simulate animal powers) abusive? And what sort
> of lim is it to have one dupliacte fall 'asleep' (and how would one handle
> the 'snap back to original body part'?
>
> Or is this a really wierd form of summon?
>
> ***************************************************************************
> * "'Cause I'm the god of destruction, that's why!" - Susano Orbatos,Orion *
> * Michael Surbrook / susano@access.digex.net *
> * Attacked Mystification Police / AD Police / ESWAT *
> * Society for Creative Anachronism / House ap Gwystl / Company of St.Mark *
> ***************************************************************************
Have you looked at using MULTIFORM in some manner?
Rob
From ???@??? Sat Jun 07 17:26:41 1997
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Date: Fri, 6 Jun 1997 17:14:49 -0500
Subject: Re: Possession Power - Reply to Reply
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>>>>> "f" == flacksd <flacksd@evron.com> writes:
f> I think this is a good Idea, using the Mental Power Based on CON
f> limitation would definetly be an option. Since Mind control (and
f> telepathy) have no effect on something without a mind, they would
>only
f> work on computers or machines with INT.
>
>While this may work (I tend to think not; having an INT score does not
>equate to having a mind) it has the major failing of being unable to
>control machines without INT. Considering that most machines do not
>have INT this kind of power becomes hideously expensive for what it
>can accomplish. A more reliable way of simulating the control of
>various machines is an Elemental Control or VPP with powers that
>duplicate what those machines can accomplish, with the special
>effects being "taking control of a nearby machine".
I'm sorry if I was unclear. In an earlier e-mail I sent my suggestions for
the machine control power suite. It included Telekinesis to allow the hero
to move controls and parts of the machine. The TK would allow the hero
to control machines without INT. The Mind Control and Telepathy powers
allow the hero to control computers and machines that are controled by
onboard computers, rather that physical controls.
All computers have INT and the various characters I have seen with
Computer telepathy in the published supplements all apply their powers
against the computers INT. AI devices, of course, have EGO. So the
mental powers can apply to their ego (or to the higher value if the GM
likes). I do not have ALL the published supplements, so other ways to
do this may have been published as well
If you did not see my earlier e-mail I would be glad to repost it to the list,
or just to you.
I hope this clears things a little.
Daniel Flacks
dflacks@evron.com
From ???@??? Sat Jun 07 17:26:50 1997
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From: R Jacobs <rjacobs@radiks.net>
Date: Fri, 06 Jun 1997 15:44:35 -0500
Subject: Re: Possession Power (longish)
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herolist wrote:
> Please note that the combination of desolid and affects solid machine
> control powers would make this player character very tough, so long as
> a machine is handy. Unless you villians have powers that can effect his
> desolid, they can not hurt him without first destroying his machine host.=20
> And he can always find a new host.
First of all, let me say, I really enjoyed reading your response...it
was very well thought out and full of information. Now I'd like to put
another idea to you (using the clipped portion of your article above):
Do you think it would be a violation of Champs 4th Ed. character design
rules if the character being designed (heretofore known as "Hardwire")
did NOT take the DESOLID when entering a machine?
The special effect of his "possession" would be that he changes to
energy and "arcs" into the machine...but he could still be hurt while in
the machine...attacks directed against the machine would be the same as
attacking him...when the machine was destroyed he would be thrown out of
the machine.
What do you think?
Also, I already spoke (informed) the player that he would have to
physically get next to any electrical conduit that he wished to
enter...in addition to a few other restrictions.
Rob
p.s. Unless I made an error, you might want to look at the way you
figured active points for the 40 STR TK, FM -- I come out with 122
(instead of 87)....
From ???@??? Sat Jun 07 17:46:30 1997
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From: HAPPYELF!!!! <jonesmj@topaz.cqu.edu.au>
Date: Sat, 07 Jun 1997 12:20:42 +1000
X-To: hero-l@october.com (Multiple recipients of Hero)
Subject: Re: Source material
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At 11:45 AM 6/3/97 +0000, you wrote:
>
>
>To: epawtows@cray-ymp.acm.stuorg.vt.edu
>
>EP>> My advice is to read a few unbiased reviews before deciding.
>EP>>Since neither Darrin nor I can really provide that, check out this
>EP>>month's Pyramid and Shadis or look at the reviews of this "contorversial"
>EP>>game at www.rpg.net.
>
> Arcane is a better source for RPG reviews. They currently lend
>themselves to less biase than the two you mentioned above.
i'd mention AUSTRALIAN REALMS as an unbiased mag . . . .but they bash tsr like nobodies buisness!
>___
> X SLMR 2.1a X Back Up My Hard Drive? I Can't Find The Reverse Switch!
>
>
From ???@??? Sat Jun 07 17:46:36 1997
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Date: Fri, 06 Jun 1997 17:47:18 -0700
From: Christopher Taylor <ctaylor@cyberhighway.net>
Subject: HA Game
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Okay, getting a new Hard Drive installed today, the game should start on
Saturday (hopefully!), sorry for the delay.
----------------------------------------------------------
Sola Gracia Sola Scriptura Sola Fide
Soli Gloria Deo Solus Christus Corum Deo
-----------------------------------------------------------
From ???@??? Sat Jun 07 17:46:43 1997
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From: HAPPYELF!!!! <jonesmj@topaz.cqu.edu.au>
Date: Sat, 07 Jun 1997 12:55:51 +1000
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Subject: Re: Possession Power
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At 11:14 PM 6/4/97 -0500, you wrote:
>
>
>Hello gang,
>
> Okay...I'm starting out as a new gamemaster for Champions 4th Ed. and
>I'm working with my players on developing characters...one of them wants
>to play a character who can physically possess any machine with an
>electrical component (he changes into electrical energy and then enters
>the machine to control it).....
> Now I know that there was a villain printed in one of the Champions
>supplements who had a similar power and I believe it was defined as
>"Mind Control v/s machines" or something. For some reason the villain
>name "Overdrive" rings a bell...
>
> Does anybody have any suggestions on how I can develop a "possession"
>power versus machines? Does anybody know of the villain I'm referring to
>and how the power was accomplished with said villain?
>
>
they just did mind control and tk, methinks. i have some better ideas:
buy a VPP, to represent the diffent effects of the machienes in the area-
with instant power change maybe, or deffinitly limits fro the nature of available powers
buy a "wacky follower", who has vpp and shapeshift to represent whatever machiene
is being controlled
use a vehicle for the same
From ???@??? Sat Jun 07 17:56:36 1997
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From: Trevor Barrie <tbarrie@ibm.net>
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cc: Hero Character Adaption <catdrag@vnet.net&> champion@cyberhighway.net,
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greenlucifer@geocities.com, jdriscol@vt.edu,
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Subject: Re: CHAR: CT (Moonchild)
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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?
From ???@??? Sat Jun 07 18:26:41 1997
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Date: Fri, 06 Jun 1997 12:55:57 -0500
From: ghost@softfarm.com (Bryce Berggren)
Subject: Re: Power Question
Message-Id: <19970606203325745.AAA213@lizard>
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At 02:44 PM 6/6/97 -0400, Dave Mattingly wrote:
>What I want to know is how are you going to write up the guy that eats
>brains...
Piece o' cake. Telepathy with the Advantage "target need not be alive"
(probably a +2 in most GMs' campaigns), expendable focus. >:>
H. G.
From ???@??? Sat Jun 07 18:26:48 1997
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From: HAPPYELF!!!! <jonesmj@topaz.cqu.edu.au>
Subject: Re: Source material
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>Having actually at last seen a copy here in the UK, I agree with Darin. I
>would use it only as a scource for other systems. Actually, I do like west
>end's Star Wars rpg, I think it's fast and easy to run/play but that's just
>my humble opinion.
>Sorry, Babylon 5 fans...the game mechanics of Babylon project suck.......
>
this is the bottom line. all the data collected leads to this conclusion.
so can we drop it, or at least stop hearing from people who wrote the damn thing?
(like they're gonna admit it sucks)
>Darin's is only being frank and honest with folks. Somebody out there will
>like it, but i don't personally. If I buy it, i will probably use it as a
>scource for a Star Hero game, or even convert it to the star wars system
>rules.....or white wolf's D10 system...now there's a thought....
>
>Chuff78002.
>
>
ok, here we go ONE MORE TIME. . . .
a couple of centuries ago, i made the hideous mistake of sending a big chunk of
wierd space-stuff(called 3dair) to the list. i will now attempt a slightly more coherent
"pitch", and see what comes up:
3dair is a space combat simulator i adapted to hero from my own system-to-be.
it allows you to plot a three-dimensional battle between . .hmhmhm . . .
probably a maximum of 4 ships or so, which includes a detailed (but not complex)
hit location system and a good 3d model, which plots the ships only in relation to themselves and each other. I hereby offer it as a flight combat system to use with our
most esteemed of game systems, for all of you who wish to play a spacehero-type
game in which the carew of the ship get to do more than just beam up and down
like a pack of tourists.
I just wrote up a "rules summary" which basically explains how the game works.
anyone intrested in this summary, please tell me, or i won't be able to mail it to you, will i?
From ???@??? Sat Jun 07 18:27:00 1997
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From: HAPPYELF!!!! <jonesmj@topaz.cqu.edu.au>
Subject: Re: Source material
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please excuse the possible duplication, my server is foxbat's own today
>
>>Having actually at last seen a copy here in the UK, I agree with Darin. I
>>would use it only as a scource for other systems. Actually, I do like west
>>end's Star Wars rpg, I think it's fast and easy to run/play but that's just
>>my humble opinion.
>>Sorry, Babylon 5 fans...the game mechanics of Babylon project suck.......
>>
>this is the bottom line. all the data collected leads to this conclusion.
>so can we drop it, or at least stop hearing from people who wrote the damn thing?
>(like they're gonna admit it sucks)
>
>>Darin's is only being frank and honest with folks. Somebody out there will
>>like it, but i don't personally. If I buy it, i will probably use it as a
>>scource for a Star Hero game, or even convert it to the star wars system
>>rules.....or white wolf's D10 system...now there's a thought....
>>
>>Chuff78002.
>>
>>
>
>ok, here we go ONE MORE TIME. . . .
>
>a couple of centuries ago, i made the hideous mistake of sending a big chunk of
>wierd space-stuff(called 3dair) to the list. i will now attempt a slightly more coherent
>"pitch", and see what comes up:
>
>3dair is a space combat simulator i adapted to hero from my own system-to-be.
>it allows you to plot a three-dimensional battle between . .hmhmhm . . .
>probably a maximum of 4 ships or so, which includes a detailed (but not complex)
>hit location system and a good 3d model, which plots the ships only in relation to themselves and each other. I hereby offer it as a flight combat system to use with our
>most esteemed of game systems, for all of you who wish to play a spacehero-type
>game in which the carew of the ship get to do more than just beam up and down
>like a pack of tourists.
>
>I just wrote up a "rules summary" which basically explains how the game works.
>anyone intrested in this summary, please tell me, or i won't be able to mail it to you, will i?
>
From ???@??? Sat Jun 07 18:27:10 1997
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Date: Sat, 07 Jun 1997 12:50:03 +1000
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From: HAPPYELF!!!! <jonesmj@topaz.cqu.edu.au>
Subject: Re: One more for Babylon 5
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ok, here goes . . . .
How about we steer away NOT from the B5 thingie, but from the idea that authors/designers can throw on things like this. As far as i'm concerned, there is vey little merit for hearing the opinion of someone so deeply involved in the system at hand. I think if an *author* wants to explain their reasons for describing a particular
plot concept or type of character (as is done a little below), then go ahead, there is not nearly enough of that kind of discussion on thid list. HOWEVER, what is the point
of a *designer* giving his $5? let's face it: a designer is never going to look at a new
product and say: "hey, you're right! it does suck!!", and niether should he be expected to. A discussion like this leads nowhere, but of course that's only my opinion . .
At 06:47 PM 6/4/97 -0400, you wrote:
>
>Once more into the fray: The author of the B5 RPG wanted to make one
>more statement to the list, and he's chosen me to send it for him
>this time:
>
> I recommend that any comments be sent directly to Joe at the address
>below, not to the list, we're far enough off-topic already.
>
>
>----- Forwarded message from jsciv@bev.net -----
>
>>From jsciv@bev.net Wed Jun 4 17:35:12 1997
>From: jsciv@bev.net
>Subject: Re: Source material (fwd)
>To: dpawtows@access.digex.net (Daniel Pawtowski)
>Date: Wed, 4 Jun 1997 17:34:51 -0400 (EDT)
>
>---begin message---
>
> I just have one last set of notes on the comments I've seen
>about The Babylon Project on this list. I appreciate Darrin's candor
>(and others), and I'm not trying to change anyone's opinions of the
>game. I just want to make sure that the facts are straight.
> First, after talking to Darrin in private e-mail, I have
>discovered that he was NOT in a playtest group after all. Certain
>people will need to be "talked with" on this one, and I apologize
>to Darrin for the misrepresentation.
> Second, the odds are not 50-50 on task resolution. Darrin's
>point was more directed toward the idea that the dice are too
>random for his tastes. If you're interested in the actual odds, I'll
>be glad to send them to you privately.
> Third, several people have noted that the game system is in
>the same ideological vein as Star Wars in that the characters do not
>generally start as heros, but are "average Joe" types. This was
>indeed our intention, but something I think that we did not adequately
>convey was that there CAN be heros. This will have to be fixed as we
>go. As you may or may not know, we wanted to appeal to non-RPG
>types as well as devoted gamers, and this required a bit more
>simplicity than many of you prefer.
> Fourth, I would have loved to have seen Arcane review TBP,
>but with their cessation of publication that just doesn't look to be.
>I named Pyramid and Shadis because those are reviews I know about.
>
> Finally, I'm a storytelling type of gamer, and the type of
>game we wrote was in that vein rather than the hard-number type that
>many of you are used to. If you have bought the game and find the
>mechanics not to your taste, please feel free to adapt it to
>something else. But don't give up hope: the supplements were always
>meant to give a little more "crunch" to the game. If you don't like
>the background OR the mechanics, drop me a note explaining what
>sucked and we'll see what we can do.
>
> Thanks again to Daniel Pawtowski for his help, and thanks to
>you for bearing with me.
>
>--
>This is a .sig proxy.
>jsciv@bev.net
>*--Joe--*
>
>----- End of forwarded message from jsciv@bev.net -----
>
From ???@??? Sat Jun 07 18:36:21 1997
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Date: Sat, 07 Jun 1997 17:44:01 +1000
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From: HAPPYELF!!!! <jonesmj@topaz.cqu.edu.au>
Subject: Re: One more for Babylon 5
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once again . .i MAY have already sent this. . . .
>
>ok, here goes . . . .
>
>How about we steer away NOT from the B5 thingie, but from the idea that authors/designers can throw on things like this. As far as i'm concerned, there is vey little merit for hearing the opinion of someone so deeply involved in the system at hand. I think if an *author* wants to explain their reasons for describing a particular
>plot concept or type of character (as is done a little below), then go ahead, there is not nearly enough of that kind of discussion on thid list. HOWEVER, what is the point
>of a *designer* giving his $5? let's face it: a designer is never going to look at a new
>product and say: "hey, you're right! it does suck!!", and niether should he be expected to. A discussion like this leads nowhere, but of course that's only my opinion . .
>
>
>
>At 06:47 PM 6/4/97 -0400, you wrote:
>>
>>Once more into the fray: The author of the B5 RPG wanted to make one
>>more statement to the list, and he's chosen me to send it for him
>>this time:
>>
>> I recommend that any comments be sent directly to Joe at the address
>>below, not to the list, we're far enough off-topic already.
>>
>>
>>----- Forwarded message from jsciv@bev.net -----
>>
>>>From jsciv@bev.net Wed Jun 4 17:35:12 1997
>>From: jsciv@bev.net
>>Subject: Re: Source material (fwd)
>>To: dpawtows@access.digex.net (Daniel Pawtowski)
>>Date: Wed, 4 Jun 1997 17:34:51 -0400 (EDT)
>>
>>---begin message---
>>
>> I just have one last set of notes on the comments I've seen
>>about The Babylon Project on this list. I appreciate Darrin's candor
>>(and others), and I'm not trying to change anyone's opinions of the
>>game. I just want to make sure that the facts are straight.
>> First, after talking to Darrin in private e-mail, I have
>>discovered that he was NOT in a playtest group after all. Certain
>>people will need to be "talked with" on this one, and I apologize
>>to Darrin for the misrepresentation.
>> Second, the odds are not 50-50 on task resolution. Darrin's
>>point was more directed toward the idea that the dice are too
>>random for his tastes. If you're interested in the actual odds, I'll
>>be glad to send them to you privately.
>> Third, several people have noted that the game system is in
>>the same ideological vein as Star Wars in that the characters do not
>>generally start as heros, but are "average Joe" types. This was
>>indeed our intention, but something I think that we did not adequately
>>convey was that there CAN be heros. This will have to be fixed as we
>>go. As you may or may not know, we wanted to appeal to non-RPG
>>types as well as devoted gamers, and this required a bit more
>>simplicity than many of you prefer.
>> Fourth, I would have loved to have seen Arcane review TBP,
>>but with their cessation of publication that just doesn't look to be.
>>I named Pyramid and Shadis because those are reviews I know about.
>>
>> Finally, I'm a storytelling type of gamer, and the type of
>>game we wrote was in that vein rather than the hard-number type that
>>many of you are used to. If you have bought the game and find the
>>mechanics not to your taste, please feel free to adapt it to
>>something else. But don't give up hope: the supplements were always
>>meant to give a little more "crunch" to the game. If you don't like
>>the background OR the mechanics, drop me a note explaining what
>>sucked and we'll see what we can do.
>>
>> Thanks again to Daniel Pawtowski for his help, and thanks to
>>you for bearing with me.
>>
>>--
>>This is a .sig proxy.
>>jsciv@bev.net
>>*--Joe--*
>>
>>----- End of forwarded message from jsciv@bev.net -----
>>
>
From ???@??? Sat Jun 07 18:36:23 1997
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Date: Fri, 6 Jun 1997 15:51:33 -0400 (EDT)
From: Michael Surbrook <susano@access.digex.net>
Cc: champ-l@omg.org
Subject: Re: Power Question
In-Reply-To: <wkzpt3lh80.fsf@peorth.gweep.net>
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On 6 Jun 1997, Stainless Steel Rat wrote:
> MS> Also, the Duplicate can be damn near anything. Would people feel that
> MS> giving the duplicate a massive cosmic power pool (Only to simulate
> MS> animal powers) abusive?
>
> Yeah, but try this on for size: give him a "Duplication Pool", a variable
> power pool that can only be used for Duplication. It would require a skill
> roll (Sculpting) to change his current Duplication to another rather than
> putting a skill roll on the Duplication itself. It is a moderately cheap
> way of doing it, so I would be careful when allowing this in the hands of a
> PC. And if it is in a player's hands I would want him to provide writeups
> of his commonly used creations. And most importantly, it cannot be used to
> create aces; anything created is "normal" for that thing's type.
How is this different from what I suggested? I don't think I'm getting
what you are describing.
***************************************************************************
* "'Cause I'm the god of destruction, that's why!" - Susano Orbatos,Orion *
* Michael Surbrook / susano@access.digex.net *
* Attacked Mystification Police / AD Police / ESWAT *
* Society for Creative Anachronism / House ap Gwystl / Company of St.Mark *
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From ???@??? Sat Jun 07 18:46:17 1997
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From: Michael Surbrook <susano@access.digex.net>
Cc: champ-l@omg.org
Subject: Re: Power Question
In-Reply-To: <213E03DC24DCCF11B89500A0242EC28D10E548@webby.focussoft.com>
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On Fri, 6 Jun 1997, Dave Mattingly wrote:
> >Lazy Dragon has the ability to animate (and bring to life) anything he
> >carves or creates out of folded paper.
>
> I've seen this kind of thing done with the "leaves body behind -1"
> limitation from desolid being applied to multiform. Summon leaves the
> problem of controlling the summoned creature.
>
> Another way is to buy a bunch of followers (or even a follower pool) and
> transform object to creature.
Actually, I really like Rat's suggestions concerning Duplication and a
Power Pool.
> What I want to know is how are you going to write up the guy that eats
> brains...
With gloves on?
Seriously, that is another good question. Deadhead absorbs the memories
of anything he eats. If he eats someone's brain, he can absorb their
memories and a bit of their personality. This is effectivly "Telepathy"
(which is what is used in GURPS), but would people accept Telepathy on a
dead mind? Or is this retrocognition?
***************************************************************************
* "'Cause I'm the god of destruction, that's why!" - Susano Orbatos,Orion *
* Michael Surbrook / susano@access.digex.net *
* Attacked Mystification Police / AD Police / ESWAT *
* Society for Creative Anachronism / House ap Gwystl / Company of St.Mark *
***************************************************************************
From ???@??? Sat Jun 07 21:11:07 1997
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From ???@??? Sat Jun 07 21:11:08 1997
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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.
From ???@??? Sat Jun 07 21:11:09 1997
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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.
From ???@??? Sat Jun 07 21:11:11 1997
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Date: Sat, 07 Jun 1997 15:21:44 -0500
From: ludator@softfarm.com (Bryan Berggren)
Subject: Re: Thunderbolts
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At 07:13 AM 6/8/97 +1000, HAPPYELF!!!! wrote:
> so, has anyone seen the new THUNDERBOLTS mag? i feel a bit silly, having
> actually been suprised at the suprise ending to #1. it is about a bunch
> of villans who pretend to be heros, with snazzy new costumes and stuff!
Seen it, loved it, bought every issue so far. I'm getting a subscription,
if possible. ;]
Don't feel bad about being "caught". The T-Bolts happen to be more "heroic"
(on camera, anyways) than 75% of heroes in comics today (this is by evil
design, of course). And who knows? As time passes, they seem to be
'pretending' less and less. Even by issue #3, it'd be hard to imagine Abner
Jenkins going back to getting beat up by Spidey.
--
Vox 25:17, Patron Saint of Gadflies
+-----------------------------------------------------------------+
| Files corrupt; absolute files corrupt absolutely. |
+-----------------------------------------------------------------+
Visit the SoapVox at http://www.io.com/~angilas/soapvox.html
From ???@??? Sat Jun 07 21:11:12 1997
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Subject: Re: Power Question
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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
From ???@??? Sat Jun 07 21:11:13 1997
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Date: Sun, 08 Jun 1997 09:12:06 -0700
From: "happyelf!!!!" <jonesmj@topaz.cqu.edu.au>
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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. . .
From ???@??? Mon Jun 09 00:12:30 1997
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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"
From ???@??? Mon Jun 09 00:12:32 1997
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Date: Sat, 07 Jun 1997 23:34:12 -0400
From: Urklore The Iron <urklore@tiac.net>
Subject: Voice Duplication
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I was wondering,
How would any of you do the power of voice mimicry. You know, the way Data
could sound like any one of the STNG members and the like. The Mimicry
skill does not work well, it is a learned skill. It does not function well
for 100% accuracy like a computer could. I was thinking maybe change
enviroment for the ability to mimic voices?
************************************************************************
* Bill Schwartz, Billcutis of Borg, Iceman Incarnate, Internet Lord *
* Galaxy Ranger (With Series-5 Brain Implant and Bio-Defenses) *
* Leader of ANIME ADVENTURERS, Finisher of the World of XEEN, Tea Lord *
* Level 7.7 DM, Keeper of the NetHOARD, Keeper of 79 RPG Systems *
* Slave to the all powerful JOLT, Forever Knight Vampire Fledgling *
* Hot Chocolate King, "Welcome", "You've got Mail", ROBOTECH Master *
* Official Tiac "SENIOR" Customer Support/Web Team Employee! *
* Muad'dib Disciple, "Predacons TERRORIZE!" "Maximals MAXIMIZE!" *
* "Die Autobots!!", "Clearly I can not choose the wine in front of me" *
* "It musst give usss our preciousss!", "Warp 7.....Engage!." *
* "Orbots Unite!", "Blood and Souls for my Lord Arioch!" UNIX Neophyte *
* "Yes my lord?" "Ready to serve" Remember, Computers never ever lie *
************************************************************************
From ???@??? Mon Jun 09 00:12:33 1997
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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.
From ???@??? Mon Jun 09 00:12:34 1997
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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"
From ???@??? Mon Jun 09 00:12:35 1997
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Date: Sun, 8 Jun 1997 19:21:32 -0400 (EDT)
From: Michael Surbrook <susano@access.digex.net>
Subject: Re: Power Question
In-Reply-To: <199706082141.RAA05180@mail1.access.digex.net>
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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 *
***************************************************************************
From ???@??? Mon Jun 09 00:12:36 1997
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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 *
***************************************************************************
From ???@??? Mon Jun 09 00:12:37 1997
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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)
In-Reply-To: <Pine.LNX.3.96.970606221635.272B-100000@drollsden>
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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 *
***************************************************************************
From ???@??? Mon Jun 09 23:18:00 1997
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From: "Guy Hoyle" <ghoyle1@mail.airmail.net>
Date: Sun, 8 Jun 1997 23:11:43 +0000
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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!
From ???@??? Mon Jun 09 23:18:01 1997
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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
From ???@??? Mon Jun 09 23:18:03 1997
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Date: Mon, 09 Jun 1997 00:33:21 -0500
From: Todd Hanson <badtodd@dacmail.net>
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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
From ???@??? Mon Jun 09 23:18:05 1997
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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!
From ???@??? Mon Jun 09 23:18:08 1997
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From: Jens-Arthur Leirbakk <leirbakk@stud.ntnu.no>
cc: champ-l@omg.org
Subject: Re: Voice Duplication
In-Reply-To: <3.0.32.19970607233411.00e41b90@pop.tiac.net>
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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 =
===============================================
From ???@??? Mon Jun 09 23:18:09 1997
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Date: Mon, 9 Jun 1997 11:04:32 -0500
From: bsvitavs@bu.edu (Bill Svitavsky)
Subject: Re: 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?
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 ???@??? Mon Jun 09 23:18:10 1997
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From: Stainless Steel Rat <ratinox@peorth.gweep.net>
Subject: Re: Deadhead (fwd)
References: <Pine.SUN.3.96.970608005519.14701D-100000@access2.digex.net>
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Date: 09 Jun 1997 12:52:39 -0400
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-----BEGIN PGP SIGNED MESSAGE-----
>>>>> "MS" == Michael Surbrook <susano@access.digex.net> writes:
MS> Doesn't quite work that way. The memories fade within a short period
MS> of time after absobstion. Also, Deadhaed can 'see' what his target saw
MS> right before death, including spoken words and the like.
Well, that was not what was described the first time around, so sue me for
coming up with the "wrong" game mechanics. :)
Cramming and Retrocognition.
-----BEGIN PGP SIGNATURE-----
Version: 2.6.3
Charset: noconv
iQCVAwUBM5w01J6VRH7BJMxHAQGHuwQArYqu102PrYVEmGwemVhOLM+9xEy0xsFy
VTWlT7I0E1UFPqSp//rBIUa2EAKic3nYoW6vX/2L5LnGpKWQgtzviqPEOVC+25Ly
ZiAPsPRjllLr11DwF/BC2ynBBe3dZ43Nj5vSERsa7R2hiZTlC8ylbqg9e2X+SnNM
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=/rbP
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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 ???@??? Mon Jun 09 23:18:11 1997
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From: flacksd@evron.com
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Date: Mon, 9 Jun 1997 13:03:50 -0500
Subject: Hero Games Website
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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
From ???@??? Mon Jun 09 23:18:12 1997
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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.
From ???@??? Mon Jun 09 23:18:14 1997
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Date: Mon, 9 Jun 1997 11:12:20 -0700 (PDT)
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From: Bob Greenwade <bob.greenwade@klock.com>
Subject: Argh! Mail Failure
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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
From ???@??? Mon Jun 09 23:18:14 1997
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>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.
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Date: Mon, 9 Jun 1997 11:27:14 -0700 (PDT)
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From: Bob Greenwade <bob.greenwade@klock.com>
Subject: Re: Web sites with useful info for Champs GMs?
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>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. :-]
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From: Bob Greenwade <bob.greenwade@klock.com>
Subject: Re: Hero Games Website
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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).
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From: Stainless Steel Rat <ratinox@peorth.gweep.net>
Subject: Re: Voice Duplication
References: <3.0.32.19970607233411.00e41b90@pop.tiac.net> <3.0.1.16.19970609121115.2f9fe362@pop.flash.net>
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-----BEGIN PGP SIGNED MESSAGE-----
>>>>> "JT" == John Turner <Avery1@flash.net> writes:
JT> What is the mechanical difference between a mimicry roll and images vs.
JT> hearing (specific) voices?
Two big differences: one is range, the other is that the Images power does
not require a skill roll.
-----BEGIN PGP SIGNATURE-----
Version: 2.6.3
Charset: noconv
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--
Rat <ratinox@peorth.gweep.net> \ Do not taunt Happy Fun Ball.
PGP Key: at a key server near you! \
\
From ???@??? Mon Jun 09 23:18:19 1997
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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-.
From ???@??? Mon Jun 09 23:18:20 1997
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From: Christopher Taylor <ctaylor@cyberhighway.net>
Subject: HA Game
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Having trouble reaching wpo@pop.cwru.edu, is this incorrect?
----------------------------------------------------------
Sola Gracia Sola Scriptura Sola Fide
Soli Gloria Deo Solus Christus Corum Deo
-----------------------------------------------------------
From ???@??? Wed Jun 11 20:38:03 1997
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From: Trevor Barrie <tbarrie@ibm.net>
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Subject: Re: Thunderbolts
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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.)
From ???@??? Wed Jun 11 20:38:05 1997
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From: HAPPYELF!!!! <jonesmj@topaz.cqu.edu.au>
Date: Tue, 10 Jun 1997 16:08:59 +1000
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Subject: Re: Thunderbolts
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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!
>
>
From ???@??? Wed Jun 11 20:38:06 1997
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Subject: Re: CHAR: Popinjay
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Popinjay...
Didn't he also "Pop" someone from Earth to Takis??? That's a heck of a lot
of non-combat multipliers... :])
From ???@??? Wed Jun 11 20:38:08 1997
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From: R Jacobs <rjacobs@radiks.net>
Date: Mon, 09 Jun 1997 22:06:02 -0500
Subject: Re: Hero Games Website
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> 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
From ???@??? Wed Jun 11 20:38:09 1997
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Date: Tue, 10 Jun 1997 13:07:53 -0500
From: James Van Sickle <khaine@swbell.net>
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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
From ???@??? Wed Jun 11 20:38:10 1997
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From: James Van Sickle <khaine@swbell.net>
Date: Tue, 10 Jun 1997 13:07:53 -0500
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Subject: Re: Hero Games Website
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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
From ???@??? Wed Jun 11 20:38:12 1997
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Date: Tue, 10 Jun 1997 13:46:43 -0500
From: Todd Hanson <badtodd@dacmail.net>
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Subject: Re: Hero Games Website
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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.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
From ???@??? Wed Jun 11 20:38:13 1997
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From: "David Nasset, Sr." <Filksinger@gr.cc.wa.us>
Date: Tue, 10 Jun 1997 09:52:07 +0000
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Subject: Re: CHAR: Popinjay
Priority: normal
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> 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?"
From ???@??? Wed Jun 11 20:38:14 1997
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Date: Tue, 10 Jun 1997 14:51:22 -0500
From: James Van Sickle <khaine@swbell.net>
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References: <c89_9706091200@october.com> <339CC49A.5235@radiks.net> <339D97F8.A97D5961@swbell.net> <339DA113.7762@dacmail.net>
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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 ???@??? Wed Jun 11 20:38:15 1997
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Date: Tue, 10 Jun 1997 17:01:02 -0400 (EDT)
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Subject: Re: Thunderbolts
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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
From ???@??? Wed Jun 11 20:38:16 1997
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Date: Tue, 10 Jun 1997 17:40:08 -0400
From: David Tanner <nightmare@total.net>
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Subject: CHAMPIONS - Rule Questions
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<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
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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
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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 *
***************************************************************************
From ???@??? Wed Jun 11 20:38:19 1997
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Date: Tue, 10 Jun 1997 18:07:16 -0400
From: "William H. Dover" <dover@cs.sc.edu>
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Subject: Re: CHAR: Popinjay
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Could someone email me a copy of this character? I just joined the
mailing list and missed the first posting.
Thanks,
Will
From ???@??? Wed Jun 11 20:38:20 1997
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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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[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 *
***************************************************************************
From ???@??? Wed Jun 11 20:38:22 1997
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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,
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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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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 *
***************************************************************************
From ???@??? Wed Jun 11 20:38:24 1997
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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,
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robertni@us.ibm.com, teriaca@omnifest.uwm.edu, vances@sympatico.ca,
Weasel Attack!!! <weasel-patrol@otd.com>
Subject: CHAR: Warlock
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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 *
***************************************************************************
From ???@??? Wed Jun 11 20:38:26 1997
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Message-ID: <339DFFCA.10C76D08@total.net>
Date: Tue, 10 Jun 1997 21:30:51 -0400
From: David Tanner <nightmare@total.net>
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Subject: Thanx people!/The New Millenium?
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<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
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Date: Wed, 11 Jun 1997 00:03:37 -1000
From: Richard Scott <rscott@hawaii.edu>
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cc: champ-l@omg.org, Hero Character Adaption <catdrag@vnet.net&>
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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.
From ???@??? Wed Jun 11 20:38:36 1997
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Date: Wed, 11 Jun 1997 09:41:39 -0400
From: "William H. Dover" <dover@cs.sc.edu>
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Michael Surbrook <susano@access.digex.net>
Subject: Re: CHAR: Popinjay (revised)
References: <Pine.SUN.3.96.970610184307.18373D-100000@access5.digex.net>
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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
From ???@??? Wed Jun 11 20:38:42 1997
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From: Michael Surbrook <susano@access.digex.net>
cc: champ-l@omg.org
Subject: Re: CHAR: Popinjay (revised)
In-Reply-To: <Pine.GSO.3.95q.970611000324.10820C-100000@uhunix4>
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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 *
***************************************************************************
From ???@??? Wed Jun 11 20:38:43 1997
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From: Stainless Steel Rat <ratinox@peorth.gweep.net>
Subject: Re: CHAMPIONS - Rule Questions
References: <339DC9B8.CD8C22EE@total.net>
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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.
\
From ???@??? Wed Jun 11 20:38:45 1997
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Date: Wed, 11 Jun 1997 12:41:24 -0400
From: David Tanner <nightmare@total.net>
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Subject: Thanx!
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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
From ???@??? Wed Jun 11 20:38:46 1997
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Subject: Re: Hero Games Website
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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
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From: "William H. Dover" <dover@cs.sc.edu>
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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
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Date: Wed, 11 Jun 1997 13:44:59 -0400 (EDT)
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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"
From ???@??? Wed Jun 11 20:38:49 1997
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From: ludator@softfarm.com (Bryan Berggren)
Subject: Re: CHAR: Popinjay (revised)
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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
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Date: Wed, 11 Jun 1997 11:20:55 -0700 (PDT)
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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.
---
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Date: Wed, 11 Jun 1997 11:25:03 -0700
From: Mark Lemming <icepirat@ix.netcom.com>
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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
From ???@??? Wed Jun 11 20:38:52 1997
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Message-ID: <339F01B7.1133@dacmail.net>
Date: Wed, 11 Jun 1997 14:51:19 -0500
From: Todd Hanson <badtodd@dacmail.net>
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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 ???@??? Wed Jun 11 20:38:53 1997
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From: Stainless Steel Rat <ratinox@peorth.gweep.net>
Subject: Re: Missile Deflection Question
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-----BEGIN PGP SIGNED MESSAGE-----
>>>>> "KF" == Kim Foster <nexus@uky.campus.mci.net> writes:
KF> At its basic level, Missile deflection sends the deflected attack off
KF> in a random direction. My question is, how much of an advantage or cost
KF> should be applied to have the attack "vanish" so to speak.
Add me to the majority so far: +0 SFX advantage. Just remember that this
particular effect probably precludes the Reflection options. An attack
cannot both completely vanish and be reflected somewhere.
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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
-----------------------------------------------------------
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Subject: Re: CHAMPIONS - Rule Questions
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-----BEGIN PGP SIGNED MESSAGE-----
>>>>> "ML" == Mark Lemming <icepirat@ix.netcom.com> writes:
ML> And you can use turn mod levels to reduce that by 1" per level.
Correct, but they are not called such. Each skill level with a movement
power (2 point level) reduces the turn mode for that movement form by 1".
Obviously, this only applies to movement forms that have a turn mode. The
Champions FAQ goes into more detail.
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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)
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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 *
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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)
In-Reply-To: <339EDF9F.11F8@cs.sc.edu>
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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 *
***************************************************************************
From ???@??? Wed Jun 11 20:39:00 1997
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From: Stainless Steel Rat <ratinox@peorth.gweep.net>
Subject: Re: Deadhead
References: <199706112105.WAA14630@linux.nildram.co.uk>
X-No-Archive: yes
X-Attribution: Rat
Organization: The Happy Fun Ball Brigade
Date: 11 Jun 1997 17:29:47 -0400
In-Reply-To: qts@nildram.co.uk's message of "Wed, 11 Jun 97 22:04:15 +0100"
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-----BEGIN PGP SIGNED MESSAGE-----
>>>>> "q" == qts <qts@nildram.co.uk> writes:
q> Why not a Transfer with an obscenely long loss rate?
Because Adjustment Powers operate on active points and "memories" have
none.
-----BEGIN PGP SIGNATURE-----
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PGP Key: at a key server near you! \
\
From ???@??? Wed Jun 11 20:39:01 1997
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From: "David Nasset, Sr." <Filksinger@dns01.ops.usa.net>
Date: Wed, 11 Jun 1997 14:46:09 +0000
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Subject: Re: CHAMPIONS - Rule Questions
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> 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.
From ???@??? Wed Jun 11 21:07:58 1997
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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 *
***************************************************************************
From ???@??? Wed Jun 11 21:18:09 1997
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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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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 *
***************************************************************************
From ???@??? Wed Jun 11 21:28:04 1997
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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,
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robertni@us.ibm.com, teriaca@omnifest.uwm.edu, vances@sympatico.ca,
Weasel Attack!!! <weasel-patrol@otd.com>
Subject: CHAR: Modular Man
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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 *
***************************************************************************
From ???@??? Sat Jun 14 19:54:46 1997
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Subject: Re: CHAR: Fortunato
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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.
From ???@??? Sat Jun 14 19:54:48 1997
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From: "Richard D. Bergstresser Jr." <richberg@erols.com>
Date: Thu, 12 Jun 1997 11:06:30 -0400
Subject: Re: CHAR: Popinjay (revised)
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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.
From ???@??? Sat Jun 14 19:54:49 1997
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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
In-Reply-To: <19970612044334.12784.qmail@dns01.ops.usa.net>
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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 *
***************************************************************************
From ???@??? Sat Jun 14 19:54:50 1997
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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 *
***************************************************************************
From ???@??? Sat Jun 14 19:54:52 1997
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From: "Shawn Lockard" <slockard@ncs.pvt.k12.va.us>
Date: Thu, 12 Jun 1997 14:05:07 +0000
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Subject: Champions: New Millenium
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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/
From ???@??? Sat Jun 14 19:54:54 1997
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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,
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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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[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 *
***************************************************************************
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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
In-Reply-To: <199706121810.OAA12699@oak.ncs.pvt.k12.va.us>
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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 *
***************************************************************************
From ???@??? Sat Jun 14 19:54:57 1997
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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 *
***************************************************************************
From ???@??? Sat Jun 14 19:54:59 1997
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Subject: Re: Champions: New Millenium
Date: Thu, 12 Jun 97 15:01:31 -0400
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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
(_/ |
From ???@??? Sat Jun 14 19:55:01 1997
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From: "Shawn Lockard" <slockard@ncs.pvt.k12.va.us>
Date: Thu, 12 Jun 1997 15:27:04 +0000
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Subject: Re: Champions: New Millenium
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References: <199706121810.OAA12699@oak.ncs.pvt.k12.va.us>
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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/
From ???@??? Sat Jun 14 19:55:02 1997
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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
In-Reply-To: <199706121932.PAA12928@oak.ncs.pvt.k12.va.us>
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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 *
***************************************************************************
From ???@??? Sat Jun 14 19:55:03 1997
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From: ROJASA%BALIN.DECNET@UTHSCSA.EDU
Date: Thu, 12 Jun 1997 14:43:29 -0500 (CDT)
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Subject: Re: CHAR: Popinjay (revised)
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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
From ???@??? Sat Jun 14 19:55:05 1997
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Date: Thu, 12 Jun 1997 16:07:35 -0400 (EDT)
From: "Jason A. Dour" <jad@bcc.louisville.edu>
Subject: Re: Champions: New Millenium
In-Reply-To: <199706121932.PAA12928@oak.ncs.pvt.k12.va.us>
Message-ID: <Pine.LNX.3.95.970612160531.25654B-100000@bcc.louisville.edu>
Comments: Getting paid to be a geek is cool...
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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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From ???@??? Sat Jun 14 19:55:06 1997
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From: Mike Sprague <sprague@VivaNET.com>
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Subject: Re: Champions: New Millenium
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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)
From ???@??? Sat Jun 14 19:55:07 1997
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Date: Thu, 12 Jun 1997 12:51:27 -1000
From: Richard Scott <rscott@hawaii.edu>
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Subject: Re: CHAR: Fortunato
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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 *
> ***************************************************************************
>
>
From ???@??? Sat Jun 14 19:55:09 1997
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Date: Thu, 12 Jun 1997 23:51:34 -0400 (EDT)
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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
From ???@??? Sat Jun 14 19:55:11 1997
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Date: Fri, 13 Jun 1997 14:17:54 +1000
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From: HAPPYELF!!!! <jonesmj@topaz.cqu.edu.au>
Subject: Re: Champions: New Millenium
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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*
From ???@??? Sat Jun 14 19:55:12 1997
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From: HAPPYELF!!!! <jonesmj@topaz.cqu.edu.au>
Subject: Re: Champions: New Millenium
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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.
From ???@??? Sat Jun 14 19:55:13 1997
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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.
From ???@??? Sat Jun 14 19:55:14 1997
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From: Opal@october.com (Opal)
Date: 12 Jun 97 16:19:00 GMT
Subject: Re: Champions: New Mille
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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
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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)
From ???@??? Sat Jun 14 19:55:23 1997
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Date: Fri, 13 Jun 1997 04:19:46 -0500
From: Earl Kwallek <earl@thewarren.mil.wi.us>
Subject: Re: Champions: New Millenium
In-Reply-To: <199706121810.OAA12699@oak.ncs.pvt.k12.va.us>
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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 ???@??? Sat Jun 14 19:55:24 1997
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Date: Fri, 13 Jun 1997 06:59:56 -0400 (EDT)
Message-ID: <970613065956_-1128255009@emout01.mail.aol.com>
Subject: Re: Champions: New Millenium
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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.
From ???@??? Sat Jun 14 19:55:26 1997
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Subject: Re: Champions: New Millenium
Date: Fri, 13 Jun 97 08:46:33 -0400
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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
(_/ |
From ???@??? Sat Jun 14 19:55:28 1997
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From: Robert Challenger <thanos@zip.com.au>
Date: Fri, 13 Jun 1997 22:59:47 +1000
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Subject: Re: CHAR: Popinjay (revised)
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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)==-
From ???@??? Sat Jun 14 19:55:29 1997
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Date: Fri, 13 Jun 1997 07:28:16 -0600
From: Curtis Gibson <Mhoram@apeleon.net>
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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 ???@??? Sat Jun 14 19:55:31 1997
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From: Daniel Pawtowski <dpawtows@access.digex.net>
Message-Id: <199706131328.JAA25367@access5.digex.net>
Subject: Crawling Exp Syndrome (Was: Re: Champions: New Millenium)
Date: Fri, 13 Jun 1997 09:28:30 -0400 (EDT)
In-Reply-To: <199706131246.IAA09350@central.worldweb.net> from "David A. Fair" at "Jun 13, 97 08:46:33 am"
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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 ???@??? Sat Jun 14 19:55:33 1997
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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.
From ???@??? Sat Jun 14 19:55:34 1997
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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 ???@??? Sat Jun 14 19:55:36 1997
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From: Stainless Steel Rat <ratinox@peorth.gweep.net>
Subject: Re: Couple of question
References: <199706131544.LAA06371@emerald>
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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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From: Stainless Steel Rat <ratinox@peorth.gweep.net>
Subject: Re: Voice Duplication
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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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From: "Gordon W. Rycroft" <gwr1@ukc.ac.uk>
Subject: Re: Champions: New Millenium
Message-ID: <SIMEON.9706131859.A@pckcp007.ukc.ac.uk>
Date: Fri, 13 Jun 1997 18:12:59 -0400 (EDT)
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On Thu, 12 Jun 1997 15:27:04 +0000 Shawn Lockard <slockard@ncs.pvt.k12.va.us>
wrote:
>> Personally, I saw a few nice ideas, but nothing to make me dump all my old
>> 4th edition books and switch over.
>Reasonable enough. Will you buy the new source material and convert
>it to Champions 4th ed? Or do most people on the list develop their
>own settings?
Don't know about most people, but I use the fourth ed. background with my own
modifications, mostly based on whats happened in my previous campaigns... I would
buy new source material IF the background was compatable with the C4 background...
Unfortunately, it's not. At least, not without some work...
Gordon
From ???@??? Sat Jun 14 19:55:41 1997
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From: Dave Mattingly <DaveM@FocusSoft.com>
Subject: RE: Couple of question
Date: Fri, 13 Jun 1997 13:58:31 -0400
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> 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
From ???@??? Sat Jun 14 19:55:42 1997
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Subject: Re: Couple of question
Date: Fri, 13 Jun 97 14:36:12 -0400
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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
(_/ |
From ???@??? Sat Jun 14 19:55:43 1997
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Date: Fri, 13 Jun 1997 11:55:20 +0000
From: Michael Gillespie <mgill@mychoice.net>
Subject: Re: Couple of question
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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.
From ???@??? Sat Jun 14 19:55:45 1997
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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&>
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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 *
***************************************************************************
From ???@??? Sat Jun 14 19:55:48 1997
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Subject: Re: Couple of question
Date: Fri, 13 Jun 97 15:14:32 -0500
x-mailer: Claris Emailer 2.0, March 15, 1997
From: John P Weatherman <asahoshi@nr.infi.net>
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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 ???@??? Sat Jun 14 19:55:50 1997
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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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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 *
***************************************************************************
From ???@??? Sat Jun 14 19:55:51 1997
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From: Dave Mattingly <DaveM@FocusSoft.com>
Subject: RE: CHAR: Chrysalis
Date: Fri, 13 Jun 1997 16:18:58 -0400
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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
From ???@??? Sat Jun 14 19:55:52 1997
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From: Stainless Steel Rat <ratinox@peorth.gweep.net>
Subject: Re: Couple of question
References: <213E03DC24DCCF11B89500A0242EC28D1382F0@webby.focussoft.com>
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Date: 13 Jun 1997 16:36:50 -0400
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-----BEGIN PGP SIGNED MESSAGE-----
>>>>> "DM" == Dave Mattingly <DaveM@FocusSoft.com> writes:
SSR> Sounds like you have it. The limtations are worth no more than a
SSR> -1/4; it really is not that limiting.
DM> I disagree. I think they should at least equal the extra time lims.
I am operating under the (potentially incorrect) assumption that there is a
carry over between fights. If there is no carry over of defenses -- that
is, each encounter requires that the character start from scratch with no
Damage Reduction (pretty much like how Find Weakness works) -- then the
limitation is worth a little more. But it should not be much more because
the restrictions of the limitation go away quite quickly regardless.
-----BEGIN PGP SIGNATURE-----
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--
Rat <ratinox@peorth.gweep.net> \ Do not use Happy Fun Ball on concrete.
PGP Key: at a key server near you! \
\
From ???@??? Sat Jun 14 19:55:54 1997
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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
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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 ???@??? Sat Jun 14 19:55:55 1997
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From: Robert Rutherford <mirage@hpserv.keh.utulsa.edu>
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Subject: Related subject:
Date: Mon, 16 Jan 1978 11:46:39 (-0600)
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On Fri, 13 Jun 1997 04:19:46 -0500,
Earl Kwallek <earl@thewarren.mil.wi.us> wrote about Re: Champions: New
Millenium:
> 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.
>
>
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.
--
+-----------------------------+-------------------------------------------+
|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 |
+-----------------------------+-------------------------------------------+
From ???@??? Sat Jun 14 19:55:57 1997
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From: Curt Hicks <exucurt@exu.ericsson.se>
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Date: Fri, 13 Jun 1997 17:52:04 -0500 (CDT)
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Subject: Nonstandard settings = Dark Wheel Galaxy
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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
From ???@??? Sat Jun 14 19:55:58 1997
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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?
From ???@??? Sat Jun 14 19:55:59 1997
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From: R Jacobs <rjacobs@radiks.net>
Date: Fri, 13 Jun 1997 17:21:11 -0500
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From ???@??? Sat Jun 14 19:56:00 1997
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Sat, 14 Jun 1997 12:17:32 +1000
Date: Sat, 14 Jun 1997 12:17:32 +1000
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From: HAPPYELF!!!! <jonesmj@topaz.cqu.edu.au>
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what the hell?? did i send that to here???
my deepest apologies- it's not even hero material!!! (heartfelt "doh"!!!)
At 08:12 AM 6/13/97 -0500, you wrote:
>At 02:51 PM 6/13/97 +1000, you wrote:
>>
>>Attachment Converted: c:\internet\email\bryant\TGFIGHT.TXT
>
>I REALLY shouldn't have to say this, but ... it's bad form to send attached
>files to a mailing list. Instead, either slap it on your web page and mail
>a pointer note, or mail an offer to the list and collect addresses from
>interested parties to send in a private mailing. But lurkers and other
>innocents shouldn't have to go hunting down a rogue file they didn't want on
>their drive.
>
>--
>Vox 25:17, Patron Saint of Gadflies
>+-----------------------------------------------------------------+
>| Files corrupt; absolute files corrupt absolutely. |
>+-----------------------------------------------------------------+
> Visit the SoapVox at http://www.io.com/~angilas/soapvox.html
>
>
From ???@??? Sat Jun 14 19:56:01 1997
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Date: Fri, 13 Jun 1997 22:10:01 -0500
From: bsvitavs@bu.edu (Bill Svitavsky)
Subject: A Plague on Both Your Houses
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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
From ???@??? Sat Jun 14 19:56:02 1997
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Date: Fri, 13 Jun 1997 21:59:09 -0500
From: bsvitavs@bu.edu (Bill Svitavsky)
Subject: Re: Nonstandard settings
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>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
From ???@??? Sat Jun 14 19:56:04 1997
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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 ???@??? Sat Jun 14 19:56:05 1997
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Message-ID: <33A22AD7.3262@VivaNET.com>
Date: Fri, 13 Jun 1997 22:23:35 -0700
From: Mike Sprague <sprague@VivaNET.com>
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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
From ???@??? Sat Jun 14 19:56:06 1997
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From: Stainless Steel Rat <ratinox@peorth.gweep.net>
Subject: Re: A Plague on Both Your Houses
References: <199706140210.WAA78772@acs-mail.bu.edu>
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-----BEGIN PGP SIGNED MESSAGE-----
>>>>> "BS" == Bill Svitavsky <bsvitavs@bu.edu> writes:
BS> I'd be interested in suggestions for how one might build that kind of
BS> curse.
It is a plot device, a special effect.
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--
Rat <ratinox@peorth.gweep.net> \ Caution: Happy Fun Ball may suddenly
PGP Key: at a key server near you! \ accelerate to dangerous speeds.
\
From ???@??? Sat Jun 14 19:56:07 1997
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Date: Sat, 14 Jun 1997 12:46:06 +1000
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From: HAPPYELF!!!! <jonesmj@topaz.cqu.edu.au>
Subject: Re: A Plague on Both Your Houses
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>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)
>
From ???@??? Sat Jun 14 19:56:09 1997
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>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!!
From ???@??? Sat Jun 14 19:56:10 1997
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Date: Sat, 14 Jun 1997 12:41:57 -0500
From: Todd Hanson <badtodd@dacmail.net>
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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 ???@??? Sat Jun 14 19:56:11 1997
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Date: Fri, 13 Jun 1997 22:25:15 -0500
From: Earl Kwallek <earl@thewarren.mil.wi.us>
Subject: Re: Related subject:
In-Reply-To: <19780116.411678.AD67@eve.hpserv.keh.utulsa.edu>
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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
#@$@#$* BRICK!).
You get the idea....
Incedentally, for my games the avg XP is 2 per SCENARIO, a scenario
usually lasts three sessions if the player's don't spend two more sessions
just dithering around....If the scenario exceeds four sessions of serious
play I award 1 extra XP per session... Most of my players came from games
where they got 2-4 XP every SESSION, must have been a major shock for them....
From ???@??? Sat Jun 14 19:56:12 1997
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Date: Sat, 14 Jun 1997 16:42:21 -0700
From: "happyelf!!!!" <jonesmj@topaz.cqu.edu.au>
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Earl Kwallek wrote:
> I believe I set the average attack at the 60-75 pt range with an absolute
> Max of 90. You guessed it, everyone went for the 75-90 range. I set Dex/Spd
> at 23/5 for avg, and everyone had to be 6+ Spd and 28+ Dex (EVEN THE
> #@$@#$* BRICK!).
> You get the idea....
>
so? who says bricks have to be slow???
From ???@??? Sat Jun 14 19:56:13 1997
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Date: Sat, 14 Jun 1997 02:16:19 -0500
From: Joel Vallejo <jvallejo@bellsouth.net>
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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.
From ???@??? Sat Jun 14 19:56:14 1997
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Date: Sat, 14 Jun 1997 07:38:23 -0700
From: Mike Sprague <sprague@VivaNET.com>
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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
From ???@??? Sat Jun 14 19:56:23 1997
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From: Mike Sprague <sprague@VivaNET.com>
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Subject: Re: Related subject:
References: <3.0.1.32.19970613041946.00ebb388@globaldialog.com&> <3.0.1.32.19970613222515.00709620@globaldialog.com> <19970614.375968.4AAB@eve.hpserv.keh.utulsa.edu>
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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
From ???@??? Sat Jun 14 19:56:24 1997
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From: Robert Rutherford <mirage@hpserv.keh.utulsa.edu>
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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 |
+-----------------------------+-------------------------------------------+
From ???@??? Sat Jun 14 19:56:26 1997
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From: Opal@october.com (Opal)
Date: 13 Jun 97 18:15:00 GMT
Subject: Nonstandard settings =
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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
From ???@??? Sat Jun 14 19:56:28 1997
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Subject: Re: A Plague on Both Your Houses
Date: Sat, 14 Jun 97 10:33:52 -0500
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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) |
|__________________________________________________________________|
From ???@??? Sat Jun 14 19:56:31 1997
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From: Curt Hicks <exucurt@exu.ericsson.se>
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Date: Sat, 14 Jun 1997 15:01:42 -0500 (CDT)
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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
From ???@??? Sat Jun 14 19:56:32 1997
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From: Curt Hicks <exucurt@exu.ericsson.se>
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Date: Sat, 14 Jun 1997 15:15:07 -0500 (CDT)
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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
From ???@??? Sat Jun 14 19:56:33 1997
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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:
In-Reply-To: <33A32C5D.46E@topaz.cqu.edu.au>
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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 ???@??? Sat Jun 14 19:56:35 1997
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Date: Sat, 14 Jun 1997 13:49:47 -0700
From: "Capt. Spith" <cptspith@teleport.com>
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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
From ???@??? Sat Jun 14 19:56:36 1997
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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
-----------------------------------------------------------
From ???@??? Sun Jun 15 12:48:12 1997
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Capt. Spith wrote:
>
> 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
Uh, manhunt??? Beef about power frameworks??? What the _heck_ are you
talking about? I'd like for you not to take my message out of context,
please!
My comment was only noting that this higher powered campaign under
discussion didn't use Power Frameworks ... something that wasn't
mentioned before and made a difference in my understanding of it.
BTW: I happen to use all Power Frameworks, though modifications on
Elemental Control per one of the Hero Almanacs. Power Frameworks do
make a big difference, as they save a heck of a lot of points!!
However, no "manhunt" or "beef" of any kind was intended!
~ Mike
From ???@??? Sun Jun 15 12:48:13 1997
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>>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
>
so??? why do we have to chuck this guy in s steryotype he obviously doesn't fit??
> 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....
>
it just looks like a solid combat style to me. . . . but maybe i'm mad?
> Never should have allowed the character in the first place.... but
>sometimes things do get past me....
>
imhho. .. . it is always better to err on the "give the players the characters they want
side of your instincts, at least in hero. . .
From ???@??? Sun Jun 15 12:48:15 1997
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Subject: Re: The Return of Scenario Help Needed
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>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
>
how about doing the whole "white elf's burden" slave ethic thing???
he could consider supers "almost elfin" , and want to harvest them for their own good..
. . maybe along with other 'specials'., like normal geniuses and maybe even idiot savants?? you could put the whole creepy 'for your own good" spin on it. . he
could evn try to reduce fertility or something like that instead of just killin' the
hell out of everyone
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>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.
fair enough. that's due to me not running hero yet *Lol*
>
>> important: no frameworks allowed!!
>
>And a very importent note! :-) That makes a big difference.
>
> ~ Mike
a lot can be said for 'cool powers": really wopping ones, but which. . odds are . . won't offer much value-for-points. . . . they seem liike a waste,
BUT they are huge, so the player has to choose between coll powerrs and just " a billion points of speed" sorta thing. .
From ???@??? Sun Jun 15 12:48:20 1997
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At 01:49 PM 6/14/97 -0700, you wrote:
>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
>
down with frameworks!! flames to the infidels!! *lol*
seriously, i would only use this rule in a high-powered campaign, though it works
suprisingly well if you use it(and maybe a FEW other limits) to make a slightly low-power game.
From ???@??? Sun Jun 15 12:48:22 1997
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At 09:40 PM 6/14/97 -0700, you wrote:
>Capt. Spith wrote:
>>
>> 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
>
>Uh, manhunt??? Beef about power frameworks??? What the _heck_ are you
>talking about? I'd like for you not to take my message out of context,
>please!
>
>My comment was only noting that this higher powered campaign under
>discussion didn't use Power Frameworks ... something that wasn't
>mentioned before and made a difference in my understanding of it.
>
>BTW: I happen to use all Power Frameworks, though modifications on
>Elemental Control per one of the Hero Almanacs. Power Frameworks do
>make a big difference, as they save a heck of a lot of points!!
>
>However, no "manhunt" or "beef" of any kind was intended!
>
> ~ Mike
>
that's right, capt splith. . you were just imagining it. . . there's no-
CONSPIRACY!!!!! hahahahahahahahaahahahhaahahhaahhahahahahaahhaahhahaah!!!!!!!!
(my humblest apologies for this small piece of spam)
From ???@??? Sun Jun 15 12:48:23 1997
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From: "happyelf!!!!" <jonesmj@topaz.cqu.edu.au>
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Mike Sprague wrote:
>
> I took this off line, because I doubt anyone but you and I are
> interested (not to mention things I wrote being taken out of context).
> :-)
capt splith was just kidding!!!
hanks, but i really think we should discuss this on the list- that's what it's for!!
i get plenty bored of all this wildcards stuff. . . (sorry)
>
> > a lot can be said for 'cool powers": really wopping ones, but which
> > . . odds are . . won't offer much value-for-points. . . . they seem
> > liike a waste, BUT they are huge, so the player has to choose between
> > coll powerrs and just " a billion points of speed" sorta thing. .
>
> I can't say I really follow you, here. If I didn't, ignore the
> following:
>
> Many cool whopping big powers can be made affordable by the application
> of Limitations. For that matter, though whopping big powers _do_ tend
> to give value-for-points ... often unbalancing the game.
>
> There are cases where things cost to much (Flash, for example), but
> there are more that cost too little (Aid and Hand Attack). Over all,
> things are pretty well ballanced.
>
> Can you give me examples of what you mean?
>
> ~ Mike
what i meant is really complex webs of powers- with heaps of limitations and
advantages, most invented by the gm- and designet to steal points!! think of it
as sort of a reverse- framework- with the player spending extra points of real
cost for just a really cool power!!!
From ???@??? Sun Jun 15 12:48:24 1997
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Date: Sun, 15 Jun 1997 00:56:08 -0500
From: Todd Hanson <badtodd@dacmail.net>
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Capt. Spith wrote:
> Good God! What is it with this manhunt on frameworks!? It seems
> every few weeks, somebody has a beef about power frameworks.... sheesh
I've gotta agree with you there. Everyone seems to have this 'power
frameworks are evil' mindset.
Power frameworks are only evil IF THE GM LETS THEM BE!
As long as everyone (including the villians) are built using the same
rules, they aren't abusive!
My first response to any of my players who want to add something obscene
to one of their characters - 'Okay, fine with me. You dont mind if the
villians have this also do you?'
Would you believe that every time the players have decided that they
would rather not see the same thing used AGAINST them, and have opted to
NOT add the obscene power?
Todd
From ???@??? Sun Jun 15 12:48:25 1997
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From: Todd Hanson <badtodd@dacmail.net>
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Earl Kwallek wrote:
> 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
You're right.. that IS obscene.. in some games. In other games, it
might be the average.
Just so we can get an idea of its obsceneness, what were the power
levels of the OTHER characters?
Todd
From ???@??? Sun Jun 15 12:48:27 1997
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Date: Sun, 15 Jun 1997 01:12:41 -0500
From: Todd Hanson <badtodd@dacmail.net>
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Subject: Code vs Killing
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looking for a bit of advice..
How do other GMs handle a character who has code vs killing.. and kills?
Let me point out up front - this hasn't happened.. YET. But I'm
expecting it to.
One of my players has a code vs killing. Kind of my own fault - in order
to promote more of a 'four color' feel to my game, I started my players
at 275 pts, and let them take any points taken as 'code vs killing' as
bonus points. I have a feeling that THIS player took the disad just for
the points.
He hasn't actually killed YET, but there are several times (especially
when losing) where he has threatened to pull out his 'big gun' (his 4d6
RKA) against villians/agents who obviously have little or no resistant
defenses (usually with comments along the lines of 'as pissed off as I
am at this guy, I dont care if I kill him!'). So far his teammates (who
also all have cvk) have held him back, but (as I've discussed with the
player), his OWN code vs killing should be holding him back.
Unfortunately the player doesn't see it this way. He seems to think
because he only has a 15 point cvk (vs the 20 pt that most of the rest
of the team does) that he only has to follow the cvk... MOST of the
time. Its become pretty clear that the player and I have different
views of what code vs killing means.
So.. assuming the inevitable happens, how should I handle it? I don't
really want to turn it into a big confrontation (besides gaming with
him, I have to work with him), but I don't intend to let him get by with
it either.
The obvious penalty is that future experience will be earmarked to
buying down his code vs killing. But I wanted an 'in-game' penalty as
well. How would the government (he is on an officially sponsored team
of the city of Chicago) deal with him?
Thanks for the help,
Todd
From ???@??? Sun Jun 15 12:48:28 1997
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Date: Sun, 15 Jun 1997 00:08:05 -0700
From: Christopher Taylor <ctaylor@cyberhighway.net>
Subject: Re: Code vs Killing
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>How do other GMs handle a character who has code vs killing.. and kills?
...
>One of my players has a code vs killing. Kind of my own fault - in order
>to promote more of a 'four color' feel to my game, I started my players
>at 275 pts, and let them take any points taken as 'code vs killing' as
>bonus points. I have a feeling that THIS player took the disad just for
>the points.
Drain his points that he got for the code, if he kills, and take it away.
Then have the government and police chase him all over, and have the
villains take off the kid gloves. Then have the family of the guy he kakked
show up and make him feel guilty. And for kicks, have a girlfriend be
related to them somehow. :)
----------------------------------------------------------
Sola Gracia Sola Scriptura Sola Fide
Soli Gloria Deo Solus Christus Corum Deo
-----------------------------------------------------------
From ???@??? Sun Jun 15 12:48:29 1997
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From: "happyelf!!!!" <jonesmj@topaz.cqu.edu.au>
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Todd Hanson wrote:
>
>
> Would you believe that every time the players have decided that they
> would rather not see the same thing used AGAINST them, and have opted to
> NOT add the obscene power?
>
> Todd
i don't have that choice: i have villans with obscene powers on principle!!
From ???@??? Sun Jun 15 12:48:31 1997
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From: "happyelf!!!!" <jonesmj@topaz.cqu.edu.au>
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Subject: Re: Code vs Killing
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always by the "always" frequency bit for cvk, but let the players choose the strenth:
either strong or total, or moderate if they are a real b (just don't want to get their
clothes dirty maybe).
if the player wants to resist, they can roll a ego roll!!! (with whatever penelties u
want, based on their motives for not wanting to kill)
Todd Hanson wrote:
>
> looking for a bit of advice..
>
> How do other GMs handle a character who has code vs killing.. and kills?
>
> Let me point out up front - this hasn't happened.. YET. But I'm
> expecting it to.
>
> One of my players has a code vs killing. Kind of my own fault - in order
> to promote more of a 'four color' feel to my game, I started my players
> at 275 pts, and let them take any points taken as 'code vs killing' as
> bonus points. I have a feeling that THIS player took the disad just for
> the points.
>
> He hasn't actually killed YET, but there are several times (especially
> when losing) where he has threatened to pull out his 'big gun' (his 4d6
> RKA) against villians/agents who obviously have little or no resistant
> defenses (usually with comments along the lines of 'as pissed off as I
> am at this guy, I dont care if I kill him!'). So far his teammates (who
> also all have cvk) have held him back, but (as I've discussed with the
> player), his OWN code vs killing should be holding him back.
>
> Unfortunately the player doesn't see it this way. He seems to think
> because he only has a 15 point cvk (vs the 20 pt that most of the rest
> of the team does) that he only has to follow the cvk... MOST of the
> time. Its become pretty clear that the player and I have different
> views of what code vs killing means.
>
> So.. assuming the inevitable happens, how should I handle it? I don't
> really want to turn it into a big confrontation (besides gaming with
> him, I have to work with him), but I don't intend to let him get by with
> it either.
>
> The obvious penalty is that future experience will be earmarked to
> buying down his code vs killing. But I wanted an 'in-game' penalty as
> well. How would the government (he is on an officially sponsored team
> of the city of Chicago) deal with him?
>
> Thanks for the help,
>
> Todd
From ???@??? Sun Jun 15 12:48:32 1997
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From: "happyelf!!!!" <jonesmj@topaz.cqu.edu.au>
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Subject: my wierdest campaign >long<
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okey- dokey, the chat server i'm addicted to is down fer i while, so i have tme to go n
about one of my wierdest campaigns:
the campaign was called "downward spiral", and it followed the tribulations of
a bunch of supers in a sci-fi city known as the spiral- because it was a spiral,
a hole in the crust of a planet which reached right into the mantle, with a city
built on one continuious spiraling ledge which curled around and around the walls of the
hole. the city was one of 100, scattered across a barren planet with no atmosphere.
the idea was that ice-miners would fly by, flinging their massive payloads of
frozen whatever into 'the maw' as it was know, the massive lava-filled pit which was
the bottom level of the spiral, which was a huge lava vent. all this stuff would hiss
and bubble away, eventually giving the planet some sort of breathable atmosphere, thanks
to the scads of supertech being used. The idea was that since there was no atmosphere
the stuff just wouldn't burn up on reentry. now, because of the pure volume of the
daily deliveries, plus the aformentioned supertech, it was actually possible to
live, and even breathe on certain levels of the spiral!! the air was actuall breathable
in the middle sections, where most of the nasty stuff ws filtered out, but the air
pressure was still okay. obviously this is all very shaky, but the imagry of a huge
pitt, which looked like like a smoking bullethole from the air, plus all the gas and
falling asteroids and sweeping purity-beams was pure gold, imhho.
the 'greater setting' went something like this(basically a bit conventional):
it was about 100 years after our time, in te future of a 'standard' superheroic
genre. Rather than doing the whole 'galaxy guardians" bit, but quite a grim setting-
almost like warhammer40k, with whole planets teetering on the brink. ..
the human race was a massive congregation of system-governments and independant
planets, some fair and democratic, others pits of corperate or military opression.
The spiral world was basically one of the latter, but some areas of society were
treated well and fairly thanks to their unions. The unions existed because they had
the support of the local superheros. Yup, in almost every area, supers flourished.
The military and corperate security had squads of "psudclones", who had cloned dna
fragments which gave them superpowers, though not the match of the true superhumans-
they were expensive to create and, since cloning was illegal and usually didn't work on
supers, only certain baddies had cloned supers.
The way idea was that the 'bloodline' oh a powerful superhuman only ran for a generation
or two, so the tough ones(first generation) were always popping up in unexpected corners
hence the Supers of the campaign, who were mostly born in the 'middle zone', in a
society suprisingly simmilar to ours- the middle circle was the outside-habitable
section which functioned sorta like a big hotel, like a stopover fo rich folks, which
actually did great buisness, what with the spectacle of the purity beams and all.. ..
above this was the airtight towers of the ultra-rich, and below was the slums and
gaseous squallor of hell, as it was known. . a bit cliche i know but it was a solid
framework, with heaps of stuff going on. . Superheros were well-respected, especially
in this neck of the wood where they were , quite literally, the champions of the
opressed- they were the hard edge the unions needed to keep their standard of living,
and the link between the two groups was common on many plnets of the human side of
things. . .
as for the aliens. . .
. . gee.. . i've really gotta go. . . sorry.. . .
well, i may finish this later. . . bye!!
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->~
From ???@??? Sun Jun 15 12:48:34 1997
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Subject: Re: Code vs Killing
Date: Sun, 15 Jun 97 10:11:57 -0500
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Todd Hanson
>looking for a bit of advice..
>
>How do other GMs handle a character who has code v killing.. and kills?
>
>He hasn't actually killed YET, but there are several times (especially
>when losing) where he has threatened to pull out his 'big gun' (his 4d6
>RKA) against villains/agents who obviously have little or no resistant
>defenses (usually with comments along the lines of 'as pissed off as I
>am at this guy, I don't care if I kill him!'). So far his teammates (who
>also all have cvk) have held him back, but (as I've discussed with the
>player), his OWN code v killing should be holding him back.
>
>Unfortunately the player doesn't see it this way. He seems to think
>because he only has a 15 point cvk (v the 20 pt that most of the rest
>of the team does) that he only has to follow the cvk... MOST of the
>time. Its become pretty clear that the player and I have different
>views of what code v killing means.
First off, why, exactly, does a CVK character HAVE a 4d6 Killing
attack? I've written some really high end characters and I really don't
think I've ever let a 4d6 creep into them. That aside however, you are
REQUIRING he make his EGO check before he pulls out that gun aren't you.
A STRONG limit requires it. Also, the more he tries it, the more
penalties
you could assess against the roll. Eventually, he might give up trying
OR
just ask to have the thing bought off. Also, if he fails a check, he'll
behave "irrationally" to avoid killing. So have him abandon his team
mates
and flee at top speed away from the fight he feels he "has" to kill in.
During "irrational" periods, it is completely legitimate for the GM to
take
control of a PC to enforce what should be happening.
If the unthinkable happens and he DOES kill somebody, have the
character
beset with remorse. Say a -4 or -5 on all CV. Maybe gut his attacks by
2
or 3 DC for a while as he subconsciously pulls attacks, fearful of
hurting
someone again. Personally, the only 15 point CvK I've used had a related
Reputation: CvK does not apply to members of Genocide. You got it, a
mutant
whose families was killed and maimed by Genocide. Normally wouldn't hurt
a fly, even went out of his way to learn non-violent capture methods, but
when Genocide turned up he routinely made that check (to the point the GM
graciously just let him, since it was part of the concept) and would kill
without a second thought. Of course he is sorry that it had to be done.
You might also just spend his XP for him on buying the CvK down to 10
points. That's, "I try other options first and am not casual about
killing,
but if that appears the only recourse, so be it."
All this IMHO, of course.
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 ???@??? Sun Jun 15 12:48:36 1997
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Date: Sun, 15 Jun 1997 09:02:48 -0500
From: Earl Kwallek <earl@thewarren.mil.wi.us>
Subject: Re: Related subject:
In-Reply-To: <1.5.4.16.19970615124830.2ad78bfe@topaz.cqu.edu.au>
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At 12:42 PM 6/15/97 +1000, HAPPYELF wrote:
>
>>>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
>>
>so??? why do we have to chuck this guy in s steryotype he obviously
doesn't fit??
You are either being deliberately dense here, or missing my point
entirely...
I have a problem with characters that "Have it all" this guy had the best
SPD, highest attack (in dice), Best defenses, and second highest DEX/CV in
the game.
Now do you understand my objection?
>> 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....
>
>it just looks like a solid combat style to me. . . . but maybe i'm mad?
Fine- but 28 dice in a campaign where the attack range is SUPPOSED to be
12-15 dice is a bit much don't you think? (and he was trying to get that HA
for a total of 58 dice!)
>> Never should have allowed the character in the first place.... but
>>sometimes things do get past me....
>>
>
>imhho. .. . it is always better to err on the "give the players the
characters they want
>side of your instincts, at least in hero. . .
IMHO- yer nuts... Giving my players what they want (at least that group)
turned the campaign into a never-ending Power Escalation war with NO
role-playing. But if you have a better class of player than i did. more
power to you - me I'll stick to the lower point totals where it's harder to
build the truly obscene characters... (not impossible - just harder)....
From ???@??? Sun Jun 15 12:48:37 1997
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Date: Sun, 15 Jun 1997 09:16:41 -0500
From: Earl Kwallek <earl@thewarren.mil.wi.us>
Subject: Re: Related subject:
In-Reply-To: <33A382C8.F2A@dacmail.net>
References: <3.0.1.32.19970613041946.00ebb388@globaldialog.com>
<3.0.1.32.19970613222515.00709620@globaldialog.com>
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At 12:51 AM 6/15/97 -0500, Todd Hanson wrote:
>Earl Kwallek wrote:
>
>> 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
>
>You're right.. that IS obscene.. in some games. In other games, it
>might be the average.
>
>Just so we can get an idea of its obsceneness, what were the power
>levels of the OTHER characters?
First I will tell you (in case you missed it) the level I was aiming for:
Attack 60-75 APts
DEX 20-25
SPD 4-6 (Maybe a single 7+)
Def 25-45
The characters I got (I'm not going to post them all) not inclusing the
afformentioned BRICK....
Attack 2 at 90 AP, 2 at 80 AP, 1 at 75, 1 at 60
the guy with 60 had 18 different attack powers in a MP)
DEX 3 at 30, 2 at 28, 1 at 25
SPD 5 at 7, 1 at 6
Defense Not a single player BELOW the 45/45 PD/ED level
the lowest resistant Defense was 35/35
EVERYONE had Mental Defense 20+
EVERYONE had Power Defense 15+
EVERYONE had Flash Defense (Vision) of 5+
4 (of 7 including brick) had other flash defense)
5 (of 7) had some level of Dam reduction
4 had Energy Absorbtion
In short, these players designed a bunch of Combat-Killer-Death-Machines
rather than anything resembling real people... but then that seems to be
normal for the games I have run/played in....
Oh well....
From ???@??? Sun Jun 15 12:48:39 1997
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Date: Sun, 15 Jun 1997 10:45:13 -0500
From: bsvitavs@bu.edu (Bill Svitavsky)
Subject: Re: A Plague on Both Your Houses
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Todd Hanson wrote:
>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.
>
I really like this approach; I think I'll use it.
As for the many people who suggested the "plot device" approach, I'm not
averse to unspecified plot devices, but I think it lends credibility to a
magic system to have even the vastly powerful spells built within it. I
have a fairly elaborate magic system which I intend to use for this
campaign, and with the restrictions built into the system concerning types
of spells, power levels, and spell research, I don't think I have to worry
about PC's building anything comparable. Meanwhile, I'm perfectly willing
to let this curse be affected by suppress or dispel (though I'll probably
make it difficult to dispel) or otherwise interfered with in the usual
terms of game mechanics. Another advantage of having the spell worked out
in game mechanics is that it gives me a starting point to build the wizard
who cast the spell in the first place - he'll either be quite powerful or
quite specialized (or both.)
Thanks to all for your suggestions.
Bill
"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 ???@??? Sun Jun 15 12:48:46 1997
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Date: Sun, 15 Jun 1997 11:46:32 -0400 (EDT)
From: Michael Surbrook <susano@access.digex.net>
cc: Hero Character Adaption <catdrag@vnet.net&> champion@cyberhighway.net,
Champions Character List <deejay@cu-online.com&>
greenlucifer@geocities.com, jdriscol@vt.edu,
Rob Rutherford <mirage@hpserv.keh.utulsa.edu&> sourdust@ix.netcom.com,
robertni@us.ibm.com, teriaca@omnifest.uwm.edu, vances@sympatico.ca,
Weasel Attack!!! <weasel-patrol@otd.com>
Subject: CHAR: Loophole
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LOOPHOLE
(Edward St. John Latham)
Designers Notes:
Loophole stands 6'1" and weighs 170 lbs. He is reasonable handsome,
although a bit cold, and dresses impeccably. He is so emotionless and
distant that many believe his human feelings were burned away by the wild
card virus. At top notch lawyer, he served the Astronomer at one point,
before coming into Kien Phuc's employ. He cares nothing for right and
wrong, but only if he can get way with what ever he is planning. He has
no compunctions about killing, especially if it will aid him in a case.
The Character:
STAT VAL COST
Str 10 0
Dex 10 0
Con 13 6
Body 12 4
Int 23 16
Ego 23 32
Pre 20 10
Com 14 2
PD 2 0
ED 2 -1
Spd 3 10
Rec 5 0
End 26 0
Stun 24 0
Char Total 79
Power Total 73
Total Cost 152
COST POWERS & SKILLS
4 Contact: Kien Phuc 13-
1 Perk: Lawyer
1 Perk: Well known and influental lawyer
10 Perk: Wealth
3 Acting 13-
3 AK: New York City 14-
3 Bureacratics 13-
3 Criminology 14-
5 High Society 14-
8 KS: Law 18-
5 Oratory 14-
3 PS: Lawyer (INT) 14-
4 SC: Intelligence Analysis 14-
3 SC: Psychology 13-
5 Streetwise 14-
1 WF: Pistol
8 Lang: English (0), French (4), Vietnamese (4)
3 SL: +1 with all PRE Skills
Disadvantages
75 Base
10 DF: Emotionless
15 Psych: Overconfident, especially in court room situations
20 Psych: Totally amoral, is concerned only with himself and his
employers
5 Rep: Attorney with far to many criminal dealings 8-
27 Experience
(Loophole 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 *
***************************************************************************
From ???@??? Sun Jun 15 12:48:59 1997
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Date: Sun, 15 Jun 1997 11:48:23 -0400 (EDT)
From: Michael Surbrook <susano@access.digex.net>
cc: Hero Character Adaption <catdrag@vnet.net&> champion@cyberhighway.net,
Champions Character List <deejay@cu-online.com&>
greenlucifer@geocities.com, jdriscol@vt.edu,
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Weasel Attack!!! <weasel-patrol@otd.com>
Subject: CHAR: Ezili-je-Rouge
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EZILI-JE-ROUGE
(Red-Eyed Ezili)
Designers Notes:
Ezili is very beautiful light-skinned black woman from Port-au-Prince
Haiti. She's 5'6" in height and weighs 125 lbs, with red eyes with a
black iris. Her hair is thick wild mane that falls to her waist. She is
chief among Ti Malice's mounts and is totally devoted to him. She will do
anything Ti Malice asks, and is often the one who acquires new mounts for
him. She is totally amoral and will do whatever she must to protect Ti
Malice, regardless of the cost.
The Character:
STAT VAL COST
Str 11 1
Dex 15 15
Con 13 6
Body 10 0
Int 14 4
Ego 14 8
Pre 18 8
Com 24 9
PD 3 1
ED 3 0
Spd 3 5
Rec 5 0
End 26 0
Stun 23 0
Char Total 57
Power Total 64
Total Cost 121
COST POWERS & SKILLS
3 +1 with Perception
5 Contact: Ti Malice 15-
5 Perk: Wealth
7 Disguise 13-
7 KS: 'Karma Sutra' 16-
5 KS: Posions 14-
5 KS: Posion Brewing 14-
9 PS: 'Karma Sutra' 18-
5 Seduction 14-
3 Streetwise 13-
1 WF: Knife
7 Lang: English (3), French (4), Hatian Creole (0)
2 CSL: +1 OCV with Knife
Disadvantages
50 Base
15 DF: Very beautiful, has red eyes
20 Phys: Addicted to Ti Malice's 'kiss'
5 (15) Phys: Addicted to various narcotics
0 (0) Phys: Illiterate
20 Psych: Protective of Ti Malice
5 (10) Psych: Amoral lecherousness (very bisexual)
6 Experience
(Ezili-je-Rouge 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 *
***************************************************************************
From ???@??? Sun Jun 15 12:49:07 1997
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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,
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robertni@us.ibm.com, teriaca@omnifest.uwm.edu, vances@sympatico.ca,
Weasel Attack!!! <weasel-patrol@otd.com>
Subject: CHAR: Charles Dutton
Message-ID: <Pine.SUN.3.96.970615114901.16705C-100000@access2.digex.net>
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CHARLES DUTTON
Designers Notes:
Dutton is tall, standing 6'3" and very leaning, weighing 180 lbs. His
face is that of a yellowish living skull. He is a prime player in the
Jokertown community, owning the Bowery Wild Card Dime Museum, a portion of
the Crystal Palace and a number of other businesses. He is reclusive,
preferring to work behind the scenes, but is well known in Jokertown. His
is a major collector of ace 'souvenirs' and displays his collection in his
museum.
The Character:
STAT VAL COST
Str 9 -1
Dex 10 0
Con 13 6
Body 12 4
Int 18 8
Ego 15 10
Pre 15 5
Com 6 -2
PD 2 0
ED 2 -1
Spd 2 0
Rec 5 0
End 26 0
Stun 24 0
Char Total 29
Power Total 32
Total Cost 64
COST POWERS & SKILLS
10 Perk: Wealthy
4 PS: Accountant (INT) 14-
3 PS: Museum Curator (INT) 13-
3 PS: Stockbroker (INT) 13-
4 SC: Accounting 14-
3 Streetwise 12-
5 Trading 14-
Disadvantages
25 Base
5 Age: 40+
15 DF: Face is a yellowish skull
10 Psych: Sense of duty to help jokers
9 Experience
(Charles Dutton created by Walter 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 *
***************************************************************************
From ???@??? Sun Jun 15 23:13:47 1997
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Date: Sun, 15 Jun 1997 11:10:14 -0700
From: "Capt. Spith" <cptspith@teleport.com>
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Subject: Re: Related subject:
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happyelf!!!! wrote:
>
> Mike Sprague wrote:
> >
> > I took this off line, because I doubt anyone but you and I are
> > interested (not to mention things I wrote being taken out of context).
> > :-)
>
> capt splith was just kidding!!!
> hanks, but i really think we should discuss this on the list- that's what it's for!!
> i get plenty bored of all this wildcards stuff. . . (sorry)
Yes, I wasn't accusing you personally of loathing frameworks, just
randomly commenting on the frequency of mention in various ways of
problems with frameworks.
(BTW, no 'l' in 'Spith', please :-)> )
> > > a lot can be said for 'cool powers": really wopping ones, but which
> > > . . odds are . . won't offer much value-for-points. . . . they seem
> > > liike a waste, BUT they are huge, so the player has to choose between
> > > coll powerrs and just " a billion points of speed" sorta thing. .
Is that like a 'thousand points of light'?
<...snip...>
> > Can you give me examples of what you mean?
> >
> > ~ Mike
> what i meant is really complex webs of powers- with heaps of limitations and
> advantages, most invented by the gm- and designet to steal points!! think of it
> as sort of a reverse- framework- with the player spending extra points of real
> cost for just a really cool power!!!
This is why I think there's nothing wrong with frameworks regardless
of point level; i.e.; I built for one of my players a 'sound wave' power
- he turned into a sound wave. I had to include a desolidification,
obscene flight, and a few attacks, all useable while desolid. Without
frameworks, there's no way in hell it would have been an acceptable
point level. What I ended up with was a very effective, but also very
limited character, which overall was balanced with the other characters
in the game.
Aside from - say - a 200 point VPP, frameworks tend to balance out,
if the inherent limitions are used; if the GM occasionally makes sure to
use attack vs. SFX against them, and makes the fellow with the MP wish
he could use a couple of his slots at once, etc. In fact, I think that
with higher-level games (350+ or so), I would think it'd be easier for a
GM to decide to capitalize on the framework limitations.
--
-Capt. Spith
Savior of Humanity
Secular Messiah
From ???@??? Sun Jun 15 23:13:48 1997
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Date: Sun, 15 Jun 1997 15:26:12 -0400 (EDT)
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Subject: Re: Code vs Killing
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Doc sez...
Ah, the interesting problem that every GM must contend with at some
point in their campaign is how to handle PCs with Code vs Killing. There
have been a few article written on this subject, but none left me feeling
that they gave a good answer. I ran into this problem shortly after I
started GMing in 1981. What follows isn't an absolute answer but simply
observations from my campaigns.
As mentioned, i found out about this situation shortly after picking up
the GM reins in a Champions 1 campaign. The players were coming out of
playing D&D and had the Kill it mentality fairly well bred into them. They
equated the offing of a NPC as okay and what characters simply did. They
were a good group of players, but very violent and destructive overall.
Efforts to make the PCs with CvK failed and even back fired when I forcibly
tried tmake them not bump thugs and agents off.
* Point One: NEVER force the character/player to do or not do
something.*
Things went along this way until a new batch of players entered the
scene. They were older and came out of other AD&D games were the DM didn't
reward slaughtering everthing in sight. The two groups clashed over the
topic and their voices and the actions by their PCs toned the mayhem down a
bit.
*Point Two: Let the other players in the campaign lead on issues that
could be disruptive the game. The GM then acts arbitor and peacemaker.*
Their influence brought about many of the "Killer" PCs buying off or
transforming their CvKs to something else. Unfortunately, the issue didn't
get completely resolved because some of the newer players started going to
non-lethal extremes themselves. This flair up was nasty because I personally
started laying down a strict morality law. Breaking it resulted in swift,
really swift retaliation from me. BIG ERROR. Even the good players rebelled
and things got ugly.
*Point Three: While the GM has the right to the campaign ethics, they
shouldn't be used as a sledgehammer. Player should be free to act as they
feel, but they must understand their may be consequences involved. State
this to all players new and old.*
That spat was resolved by the above understanding. After this I really
scrutinzed ANY player taking CvK. I gave most players a grace period to see
if they would be able to play it. If things didn't seem to the case, then
they were allowwed to switch the points to another Disad. Some players
simply stopped taking CvK after a while.
*Point Four: Give the player the benfit of the doubt to be able to play
the Disad. If they can't handle it, just let them try something else with no
recriminations.*
Even later in the game even newer player came to play who had not been
around during the painful earlt times and brought in their own thoughts about
how '90s heroes act (Thanks Image). They would manipulate the Frequency and
Intensity aspects to create a CvK that could be played, but still allowwed
them to get awith alot. Another flair up over this resulted in the
enforcement of the idea that a Disad that isn't a Problem is worth NO POINTS.
*Point Five: A Character Disad that isn't a problem is worth no
points.*
More recently, I've begun handling how CvKs of differing values are
treated. A Code vs Killing is now defined as being unable to use lethal
force or tactics against an opponent that MAY not be able to take it. This
means that PCs can use differing force levels against opponents if they know
their targets possible ability to survive the attack or action. Even if they
are mortally in danger they may not use lethal tactics to get out of it.
What balances this out is how easily they can temporarily overcome this
ethic. The Intensity mod controls this ability. Modest means that the PC
can override their natural mores by making a simple EGO roll. If made, the
PC can carry out they questionable action. A Strong intensity requires an
EGO roll at -3. A Total intensity sually means that the PC isn't able to
overcome this deep set ethic at all, although I do allow players in REALLY
BAD situations to attempt a Critical EGO roll to act against the Disad.
Players are not allowwed to abuse this Disad. Abusers are policed by
the other players who realize that campaign repercussions effect all PCs.
Offending PCs are asked to change their ways or create a new character.
So far this is working fairly well and only one PC has recently gone so
far over the abuse limit that his character had to go through a special
senario to "correct" the character.
Doc Tough
PS: Sometimes focussing on the "Killer" character and giving them the
spotlight, even if they don't want it can help.
From ???@??? Sun Jun 15 23:13:50 1997
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Date: Sun, 15 Jun 1997 15:59:42 -0400 (EDT)
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cc: catdrag@vnet.net, champion@cyberhighway.net, deejay@cu-online.com,
greenlucifer@geocities.com, jdriscol@vt.edu,
mirage@hpserv.keh.utulsa.edu, sourdust@ix.netcom.com,
robertni@us.ibm.com, teriaca@omnifest.uwm.edu, vances@sympatico.ca
Subject: Re: CHAR: Loophole
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Isn't this the guy who creates the jumpers via buggery? How about showing us
THAT power? Talk about expensive . . .
Carter Humphrey BeerCarboy@AOL.com
From ???@??? Sun Jun 15 23:13:51 1997
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Date: Sun, 15 Jun 1997 16:25:19 -0700
From: Mike Sprague <sprague@VivaNET.com>
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Subject: Complex Powers and Frameworks (Was: Related subject)
References: <1.5.4.16.19970615130048.2ad792a0@topaz.cqu.edu.au> <33A389A5.481E@VivaNET.com> <33A4591B.4A59@topaz.cqu.edu.au>
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happyelf!!!! wrote:
> what i meant is really complex webs of powers- with heaps of
> limitations and advantages, most invented by the gm- and designet
> to steal points!! think of it as sort of a reverse- framework- with
> the player spending extra points of real cost for just a really
> cool power!!!
Okay, I think I sort of follow you now. :-) I'll admit I have done
things like that to my own characters from time to time ... probably
paid more than I should have because I had something that I thought
looked cool, and wanted it to work a specific way. I tend to write
very point effecient characters however (though I try not to take
advantage of STR, Aid or Hand Attack costs) so it balances out.
I have rarely seen GM's do this however, which is strange, since
NPC's do not really need to be built to a specific set of points
like PC's are. (Chuckle, 12 years ago, I was GM'ing a Champs game,
and one of the players got upset because I was not basing the
villians on the (then) standard 225 points.) When creating an NPC
as a GM, I am more concerned with balance and what the villain will
do the the game, than in how many points he cost. I still add it
up though.
As a GM, I love having NPC's that cause the players to say "How
does he/she do that?" Predictable villians, whoes powers are
well understood can end up boring for both the GM and players.
Capt. Spith wrote:
> This is why I think there's nothing wrong with frameworks
> regardless of point level; i.e.; I built for one of my players
> a 'sound wave' power - he turned into a sound wave. I had to
> include a desolidification, obscene flight, and a few attacks,
> all useable while desolid. Without frameworks, there's no way
> in hell it would have been an acceptable point level. What I
> ended up with was a very effective, but also very limited
> character, which overall was balanced with the other characters
> in the game.
Okay, since you got me started ... I haven't been involved in a
Framework Discussion here for about three years now. :-) I'm not
trying to start a new one, I'm just expressing my observations and
views, along with givng advice that some might find useful. You
can take it or leave it!!
While I won't say there is nothing wrong with Frameworks, I _am_
on the side that likes and uses them. That's why I took offence at
a quote from my message tied in with a manhunt on Frameworks. :-)
Anyway,
Mike's Observations and Views on Power Frameworks:
1) I feel that Frameworks are like any other power that has a
magnifying glass or a Stop sign next to them. The GM _must_
take a close look at them, to make sure they make sense and
are not too abusive.
2) Since Frameworks tend to be so points effecient, all characters
should probably use them in order to keep balanced with each
other. This is the main reason, I continue to allow Elemental
Control. The other Frameworks don't always work with a
character concept.
3) Frameworks make a lot of character concepts possible that would
otherwise either be too expensive to create or would simply cost
to much for the function receivedto be worth playing.
4) The way a gaming group uses Limitations, both in general and
specific to a Framework, greatly affects any ability to really
generalize anything about frameworks. Whats abusive in one
group is not an issue in another. That said, I'll still try. :-)
As far as the individual Frameworks go:
Elemental Control:
This Framework is simply there to save points. I admit that it's
evil, :-) but I still like and use it. The problem is that it has
no built in Limitations like the others. It simply saves points.
My advice:
a) Look for, and don't allow ones with lots of powers (unless, of
course, you want to). The more powers you add, the greater the
cost savings, and the more powerful the character becomes when
compared to the others (unless they do the same thing).
b) Be very very picky about what goes in, paying close attention
to the Special Powers. For example, I tend to allow Enhances
senses in EC's, but I usually won't allow multiple Enhanced
Senses combined into one Slot, which means that many are cheaper
to buy outside the EC, unless it's a small one. On the flip
side, I usually won't allow the same power to be bought as
multiple slots. For example, three Slots of STR, each with
different Limitations. Since thay can be used together, I
consider this one power, which the character got to subtract
the base EC cost off three times! I insist the character buy
it all in one slot, and use partially Limited powers.
c) I only allow a character to take Elemetal Control when none of
the other frameworks fit their character concept. That is, they
can't use this framework if they use any others.
d) Consider using the rules modifications found in one of the Hero
Alminacs. All the powers in an EC share a common base power
(the EC itself) so if a power in an EC is Drained, Supressed,
Transferred or the like, then all powers in the EC are affected.
There are verious ways you can use this, I play it such that the
slot cost is affected first, but once it dips into the EC, then
everything in the EC goes down by that much.
MultiPower:
This framework has the biggest Limitations built in, but I find it
the framework that get's abused the most (ignoring points rape using
EC). This is because once you pay for the pool (where the cost can
greatly be reduced by Limitations), and then powers defined as ultra's
cost next to nothing, so you can have many cheaply. This is both
good and bad.
My advice:
a) Look for, and don't allow "Swiss Army Knife" MP's (unless again,
it doesn't bother you). MP should not be a cheap method to get
every neat power in the book! Also, if most of the slots are
attacks, then the built in MP limitations, where you can use
only one at a time rarely comes into play (and let's not drop
into the great linked debate again).
b) I like to apply many of the EC concepts to MP. The reason for
having an MP should be closely tied to special effect. I think
the ideal MP is where for example, you have a character based on
fire/flames, where he has some kind of Flame blast. The MP _is_
his flame blast, and the slots define the way the flame blast can
be used. Slots might include a straight EB, an EB with Area Effect,
an EB with some other Advantage, and maybe a Change Environment,
when the power is turned on low. In other words, you get a break
for redundent powers.
c) I am not fond of characters with two MP, one full of attack powers,
and one full of defense type stuff ... through if you tied all
those points together into a big MP, the end cost turns out to
pretty much be the same. Still, it allows different Limitations
to be universally applied to the MP.
Variable Power Pool:
Actually, this is the Framework I have the least problem with. In
general, it seems to work. Of course I'm not saying it isn't
abusive, but in my experience, it is rarely used .... and is
especially avoided by our powergamers. The fact that the Active
points of a power can not exceed the number of points in the pool,
and that you can not take limitations on the pool itself, tend to
keep the Variable Power Pool in check.
Advice:
a) Avoid "Cosmic" Power Pools, or for that matter, any pool that
can be changed on the fly during combat. Players who have this
will just seriously bog things down, and make the game boring
for everyone else.
b) If you _do_ allow pools that can be changed on the fly during
combat, consider limiting the powers in them to ones the
character has predefined ahead of time.
This turned out to be longer than I expected. I hope someone get's
some use out of it.
~ Mike
From ???@??? Sun Jun 15 23:13:54 1997
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Sun, 15 Jun 1997 16:47:47 -0400 (EDT)
Date: Sun, 15 Jun 1997 16:47:47 -0400 (EDT)
Message-ID: <970615164743_1787878563@emout08.mail.aol.com>
Subject: Re: Code vs Killing
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In a message dated 15/06/97 06:29:47am, you write:
<<
So.. assuming the inevitable happens, how should I handle it? I don't
really want to turn it into a big confrontation (besides gaming with
him, I have to work with him), but I don't intend to let him get by with
it either.
The obvious penalty is that future experience will be earmarked to
buying down his code vs killing. But I wanted an 'in-game' penalty as
well. How would the government (he is on an officially sponsored team
of the city of Chicago) deal with him?
>>
Question 1 does the team he is in work for an official organisation ? In
which case if the answer is yes, and the team is merely a squad, (smaller
part of a larger organisation ) then one of the rep's from another team
should/could be sent to bring the guy in .
Let him know that this guy is going to bring him in and if he resists, he's
gonna get bounced....
Question 2 Why couldn't the team leader 'ground' the guy for a while, or at
least, give a warning that their superiors are watching him.
Of course, he's gonna inherit new watched and possibly hunted disad's if the
guy actually pulls the trigger....at least let him know that the feds have
very big guns with which they can deal with him if needs be....
Chuff78002.
From ???@??? Sun Jun 15 23:13:55 1997
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Date: Sun, 15 Jun 1997 16:47:47 -0400 (EDT)
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Subject: Re: Champions: New Millenium
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In a message dated 15/06/97 09:03:05am, you write:
<< 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. >>
Err as it's called Fuzion, I intend to blend the best elements of BOTH
systems together....after all, isn't that what the publishers have suggested
somewhere ?
I'm not dumping my 4th ed stuff either...in fact, I also use 2nd ed stuff as
well !
Chuf78002
From ???@??? Sun Jun 15 23:13:56 1997
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Date: Sun, 15 Jun 1997 17:19:21 -0700
From: Mike Sprague <sprague@VivaNET.com>
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Subject: Re: Code vs Killing
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DocTough@aol.com wrote:
>
> Doc sez...
>
> [test deleted]
Doc sez a lot of good stuff here!!!
While our group is usually pretty good about this sort of thing, they
were getting a little too violent for "heroes." I dealt with this in
two ways.
First, the gaming session following an adventure (each of which usually
lasts several gaming sessions) I pass out a "NewsFax," which summarizes
the last adventure, contains clues to upcoming adventures (including red
herrings) and general news of what is going on in the gaming
city/world. This is always from the viewpoint of local reporters and
includes editorials.
Not only is it a good way to recap the adventures and start new ones,
the players have a pretty good idea what the public things of them in
general (they have a running feud with the DA and Cheif of Police, but
the Mayor is starting to like them).
Second, things came to a head when one of the players did a full killing
attack against a normal with no resistent defenses (the normla had an
assault rifle pointed at the character, and had told her to freese).
The normal was not killed, but was in very bad shape. A paramedic roll
was made, but then the real battle begain with an explosion. The normal
took more BODY, and begain to bleed again. By the time the battle was
over, no one had a good enough Paramedics roll to save her, and she
"died in their arms." The player felt pretty bad about killing a
normal, but then got rather upset when she was charged with assault.
The whole next gaming session was spent in court. One of the players
(the slimy power gamer :-) got to play her lawyer. I gave him a bunch
of info I have from various books on law and penalties for crimes. I
played the DA and the jury. Each of the PC's got to take the stand and
tell what they saw happen, along with other hostile and friendly
witnesses.
I told them that the outcome would depend on their putting together a
good defense. They did a good job, and made heavy use of the facts that
the deceased was a criminal who did fire her weapon (self defense), and
that the explosion was what actually killed the NPC.
They managed to sway the jury their way, and the assault charges were
dropped, but that character then had to go in for a psych analysis and
do some time in the "mutant Research Institute."
NONE of the players what to go through this again, and have been much
more careful since. Chuckle, several have also improved there Paramedic
skills.
~ Mike
From ???@??? Sun Jun 15 23:14:00 1997
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From: "qts" <qts@nildram.co.uk>
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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 ???@??? Sun Jun 15 23:14:01 1997
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From: Stainless Steel Rat <ratinox@peorth.gweep.net>
Subject: Re: Code vs Killing
References: <33A387D9.6A@dacmail.net>
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Date: 15 Jun 1997 18:16:33 -0400
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>>>>> "TH" == Todd Hanson <badtodd@dacmail.net> writes:
TH> How do other GMs handle a character who has code vs killing.. and
TH> kills?
First of all I have to ask two questions: what is the level of the
psychological limitation and what are the circumstances surrounding the
event?
In general, a character with a "total" psychological against killing will
*NEVER* use potentialy lethal force. This does not mean he will just never
use Killing Attacks because not all KAs are lethal; a 15d6 Energy Blast
certainly *is* lethal force if you shoot it at a "normal" person. It means
that if the character knows that certain actions could result in the death
of another he will actively avoid performing those actions regardless of
the circumstances. In fact, most characters with this level of
psychological limitation will never even consider the use of lethal force.
At the lesser levels of the disadvantage the character will still actively
avoid performing actions that could be lethal. To such a character the use
of lethal force is an absolute last resort, to be used when all other
avenues have been explored.
In either case should the character actually kill someone the psychological
trauma is going to be be pretty severe.
A Code vs. Killing represents a character's desire not to kill. It is not,
as this player belives, a license to kill only some of the time. If the
character will use lethal force on a continuing basis, if he *wants* to do
so, he should not have a Code vs. Killing.
So I suggest either slapping the player down (not a good idea) or get him
to buy off the disadvantage since it clearly is nothing more than free
points for him.
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From ???@??? Sun Jun 15 23:14:05 1997
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Date: Sun, 15 Jun 1997 18:46:03 -0400 (EDT)
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Subject: Re: Code vs Killing
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In a message dated 97-06-15 02:29:47 EDT, you write:
<< looking for a bit of advice..
How do other GMs handle a character who has code vs killing.. and kills?
[snip]
He seems to think
because he only has a 15 point cvk (vs the 20 pt that most of the rest
of the team does) that he only has to follow the cvk... MOST of the
time. Its become pretty clear that the player and I have different
views of what code vs killing means. >>
Even though the cvk is only 15 points (common, strong), the character is
still forced by the Psych Lim to make every effort within his/her disposal to
prevent killing (by his hand or someone else) for at least one Phase, and
then can only stray from this stringent path by making an EGO roll... so it's
not up to the player at all. If anything, it's up to the dice. Of course,
there are always situations where the GM can wave the Disad away if they
think it really fits the moment. But the rest of the time, if the player
goes against the Psych Lim, take an XP away from him, and tell him
immediately when you're doing it, and why. That's how I would handle it in
my game, anyway.
Brad
From ???@??? Tue Jun 17 18:26:13 1997
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Date: Sun, 15 Jun 1997 21:50:39 -0500
From: Todd Hanson <badtodd@dacmail.net>
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Subject: Re: Code vs Killing
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DocTough@aol.com wrote:
> PS: Sometimes focussing on the "Killer" character and giving them the
> spotlight, even if they don't want it can help.
Well, if this character decides to take the step over the edge, there
WILL be campaign consequences.. and his character WILL get the spotlight
for awhile.. although I don't know how much he's going to enjoy it ;)
First off, the character WILL be put suspension while the matter is
investigated (he's part of a government sponsored team which comes with
police powers. This is similar to what happens to a police officer who
kills in the line of duty). More than likely the investigation is going
to determine that he was justified in using the lethal force (in the
middle of the battle, some villians were using lethal attacks, thought
the team was in danger, etc...) so after he is eventually re-instated to
the team, he'll still be on probation for a while with one of the other
PCs being put in charge of 'babysitting' him. On top of this there will
be the public reaction, media attention (Mr. Frost - what exactly gives
you the authority to act as judge, jury and executionor of criminals?
Do you believe that your powers puts you above the law?) etc.
Any other ideas, or problems with the above?
Todd
From ???@??? Tue Jun 17 18:26:14 1997
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Date: Sun, 15 Jun 1997 22:08:22 -0500
From: Todd Hanson <badtodd@dacmail.net>
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Subject: Re: Code vs Killing
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Stainless Steel Rat wrote:
>
> -----BEGIN PGP SIGNED MESSAGE-----
>
> >>>>> "TH" == Todd Hanson <badtodd@dacmail.net> writes:
>
> TH> How do other GMs handle a character who has code vs killing.. and
> TH> kills?
>
> First of all I have to ask two questions: what is the level of the
> psychological limitation and what are the circumstances surrounding the
> event?
The CvK is at the 15 point level. A typical situation is: villians
have a mentalist that has tagged him a couple of times (he has NO mental
defense). The mentalist is stunned by another character - he'll make a
comment along the lines of... 'I'm thinking about using my killing
attack on her.. ' At that point either myself or one of the other
players will remind him about his CvK. His response is usually along
the lines of... 'as pissed as I am at her I dont CARE if I kill her'
(although he will use a less lethal attack).
Like I said, he hasnt actually killed YET but I'm expecting it to happen
(the player has a history of having his CHARACTER do irrational things
when the PLAYER is annoyed or frustrated about something).
Todd
Todd
From ???@??? Tue Jun 17 18:26:16 1997
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From: Stainless Steel Rat <ratinox@peorth.gweep.net>
Subject: Re: Code vs Killing
References: <33A387D9.6A@dacmail.net> <wkg1ujpl4u.fsf@peorth.gweep.net> <33A4AE26.660E@dacmail.net>
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Date: 15 Jun 1997 23:38:40 -0400
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>>>>> "TH" == Todd Hanson <badtodd@dacmail.net> writes:
TH> Like I said, he hasnt actually killed YET but I'm expecting it to
TH> happen (the player has a history of having his CHARACTER do irrational
TH> things when the PLAYER is annoyed or frustrated about something).
I suppose the best thing I can suggest you do is sit down with the guy and
have him buy off the out of character disadvantages or exchange them for an
equivalent point value of disadvantages that fit the character he is
playing. If he has even a half a clue he'll go for it. But if he insists
on keeping what he has and continues to play as he does, when he starts
trying to make good on his threats you slap him on the nose and take away
his "playing in character" experience because he clearly is not playing in
character.
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From ???@??? Tue Jun 17 18:26:17 1997
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Date: Mon, 16 Jun 1997 13:40:45 +1000
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From: HAPPYELF <jonesmj@topaz.cqu.edu.au>
Subject: Re: Related subject:
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At 09:02 AM 6/15/97 -0500, you wrote:
>At 12:42 PM 6/15/97 +1000, HAPPYELF wrote:
>>
>>>>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
>>>
>>so??? why do we have to chuck this guy in s steryotype he obviously
>doesn't fit??
>
> You are either being deliberately dense here, or missing my point
>entirely...
>I have a problem with characters that "Have it all" this guy had the best
>SPD, highest attack (in dice), Best defenses, and second highest DEX/CV in
>the game.
>Now do you understand my objection?
>
no. you can't play a game like champs and expect people to limit themselves, you
as gm must do it yourself..
you don't see many 'balanced' supers in comics, and that's the most resonable set of guidelines i can think of (as opposed to mana, where everyone has 8+ spd, imhho)
>>> 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....
>>
>>it just looks like a solid combat style to me. . . . but maybe i'm mad?
>
> Fine- but 28 dice in a campaign where the attack range is SUPPOSED to be
>12-15 dice is a bit much don't you think? (and he was trying to get that HA
>for a total of 58 dice!)
>
then why didn't you step in? and if you did, why even mention it???
>>> Never should have allowed the character in the first place.... but
>>>sometimes things do get past me....
>>>
>>
>>imhho. .. . it is always better to err on the "give the players the
>characters they want
>>side of your instincts, at least in hero. . .
>
> IMHO- yer nuts... Giving my players what they want (at least that group)
>turned the campaign into a never-ending Power Escalation war with NO
>role-playing. But if you have a better class of player than i did. more
>power to you - me I'll stick to the lower point totals where it's harder to
>build the truly obscene characters... (not impossible - just harder)....
>
i said *err*, not "aquiese"!!! role playing does not come from a dictitorial GM
style. giving the players the most versatile sytem in the world, useing a superheroic
setting, and expecting them play average characters- that's nut. power has noting
to do with real roleplaying, only how obidient the players have to be to your pre-set plot.
From ???@??? Tue Jun 17 18:26:19 1997
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Subject: Re: Code vs Killing
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Some thoughts about Code vs Killing itself:
The 20pt sample in the BBB states that it is a Common situation and a total
commitment, the total commitment is pretty self-explanatory but I am not at
all sure why it is considered Common rather than Uncommon or Very Common.
After all given the activity heroes engage in killing seems to be an option
almost all the time, on the other hand heinous acts deserving of summary
execution are pretty rare. Be that as it may, I am willing to accept that
the BBB is gospel and that therefore ANY Code vs. Killing is Common. That's
10 pts, everything else depends upon commitment. Total commitment, this is a
character who will not use a 10d or greater attack on someone whose defenses
they are unfamiliar with and will take any risk to save lives no matter what
the cost; one of the more interesting dilemmas for this character to find
herself in is one where no matter what she does someone will die. Strong
commitment, this is a character who will go to irrational extremes to avoid
killing someone but will take more risks than the total commitment character
and may be more tolerant of people dying for reasons not related to the
characters actions. Moderate commitment, still does not kill when there are
other options, but will bite the bullet in extreme cases and kill.
But that's all mechanics, what does the Code vs. Killing mean for an
individual character. In the comics its all fairly vague, for example did
Superman really have a Code vs. Killing back in the Seventies or was it
simply that with all his powers he always had another option? Supes
certainly has a Code vs. Killing now, but how about what he did to Doomsday?
What level would his Code vs. Killing be at? Batman is a different matter.
He has killed in the early days and has since explicitly stated he will not
do so again, and he has held to that in some fairly extreme circumstances
(given the means and the opportunity I would kill the Joker without a moment
of hesitation, whenever Bats doesn't I think his code borders on the
immoral), but what about in the heat of battle? Bats I thinks risks killing
people fairly often in combat situations, and probably has little choice
about since his powers are very limited compared to actual supers. OIn the
Marvel side (before they got too confused about the difference between heroes
and villains) you have similar things. Daredevil did not kill Bullseye after
the death of Electra, but do I really believe that he judged the result of
what he did to Bullseye so closely that it wasn't an attempt at killing him?
Or what about what about what Spiderman did to what's his name that serial
killer who killed his cop friend? Surely it was only luck that kept that man
alive. Or when they claimed that Captain America had never killed anybody
before the incident where he shot the terrorist (which struck me as
incredibly dumb since given all we know about Cap he could certainly have
THROWN the gun instead).
The fact is that I think every character in the comic books who
apparently has decided to never kill has an inordinate about of providence to
help them maintain that standard. Everyone of them has taken actions that
could have resulted in a foe dying. Basically, I think all they really
adhere to is a standard of not executing criminals and the rest of the time
they let the chips land where they may.
So they real guideline has to be the character's own motivation for
having a CVK. Obviously this is a Common, strong commitment but why does he
have it? What makes him so adverse to killing the scum he fights? Determine
that and you have a handle on how to make his own CVK stop his hand. Also,
it seems to me that you and the other characters are intervening far too
much. After all, his comments might be part of an interior dialogue as his
character struggles to reign in his desire to kill, and even if he makes a
statement aloud does it make sense for a teammate to overhear it in combat
and break off in order to reprimand him? Let him go about and when he
actually commits to pulling the trigger hit him ith the ego roll and with the
rationale behind his CVK. If he makes the ego roll, and chooses to fire then
he fires; but, maybe, if you want to maintain the four color flavor of your
campaign it may be necessary for you to let him be lucky and have his target
survive. Perhaps the character should be horribly maimed and he will have to
live with what he tried to do to that person. You could have this be the
incident that reforms the character he tried to kill, she become a good guy
and he has to live the fact that he almost killed someone who has
accomplished a lot of good; or alternatively, you could have the maimed
villain become embittered by this experience and become much more ruthless
and evil and the hero will have to live with his responsibility for setting
that off. Or if the villain dies, well surely you can come up with your own
version of hell for the character, try running a few nightmares without
telling the player that that is what you are doing, maybe . . .
Carter Humphrey
BeerCarboy@AOL.com
From ???@??? Tue Jun 17 18:26:21 1997
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From: S McGinness <smcginn@csm.ex.ac.uk>
Date: Mon, 16 Jun 97 08:41:07 GMT
Message-Id: <6205.9706160841@csm.exeter.ac.uk>
Subject: Heroes in the Courtroom (was: Code vs killing)
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Mike Sprague <sprague@com.VivaNET>
>The whole next gaming session was spent in court. One of the players
>(the slimy power gamer :-) got to play her lawyer. I gave him a bunch
>of info I have from various books on law and penalties for crimes. I
>played the DA and the jury. Each of the PC's got to take the stand and
>tell what they saw happen, along with other hostile and friendly
>witnesses.
I used this kind of tactic in a general situation where the heroes
were present during the death of a VIPER agent. It was a major scrap
and the agent was the victim of a collapsing tunnel, the heroes were
aware that someone had perhaps died but had no chance of doing anything
about it. One of the characters howevr was called Mercenary and had
a huge reputation as ruthless and he used a BIG gun.
I left the death for two scenarios and then, at the end of the second
the session finished with a police delegation coming to the base. When
the policeman asked Mercenary if he was who he claimed he was and
whether he had taken part in the raid on the VIPER base he was thinking
he was going to be commended publicly (sp?). Instead he got read his
rights and asked to attend court charged with murder in the first degree.
Now obviously it was a frame, but after the time that had passed they
weren't a hundred percent sure that Mercenary hadn't actually caused
the cave-in or whether one of his shots had actually killed someone,
he often came close to it. I wanted to make him think more about the
whole issue.
>I told them that the outcome would depend on their putting together a
>good defense. They did a good job, and made heavy use of the facts that
>the deceased was a criminal who did fire her weapon (self defense), and
>that the explosion was what actually killed the NPC.
Well, I carried out the whole bit. I cross questioned the characters
and the accused, and it was excellent when some carefully phrased
questions caused the players to have some screaming arguments
which had to be squelched by the court!! :-)
>They managed to sway the jury their way, and the assault charges were
>dropped, but that character then had to go in for a psych analysis and
>do some time in the "mutant Research Institute."
At the end of the day, I asked the player of the accused character
to leave the room and the rest of the players (whilst only 4 or 5
ever usually played at any one time there were around 9 in the
group, all nine came for the trial!) were to be the jury. They
were given 10 minutes to argue and decide on a verdict. When it
came to a vote Mercenary squeezed through on the narrowest of margins,
then i told them that Death Commando (my own version and Mercenaries
Hunted) had mind controlled them to vote guilty as charged!!! What a
cheer there was, Mercenary's player returned and was read the death
penalty to his unbelieving face!! He was of course later vindicated
and rescued from the death sentence but it was a close run thing.
>NONE of the players what to go through this again, and have been much
>more careful since.
Ditto
> ~ Mike
Stephen McGinness
From ???@??? Tue Jun 17 18:26:23 1997
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Date: Mon, 16 Jun 1997 07:11:51 -0400 (EDT)
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Subject: Re: nonstandard settings
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I've only used HERO for "straight" 4-color superheroes (so far, at least),
but I've done a few "weird" things with other systems (or other non-systems):
1. When I was in college, mumble years ago, we often ran characters (or
ourselves as characters) through freeform dimension-hopping trips. I remember
one time when I ran such a session and had the characters appear in the dorm
room where we were playing. The catch was that the characters were shrunk to
less than 2 mm tall...
2. I'll include various oddball touches in my "normal" campaigns. Like the
gods having all died a thousand years ago in my fantasy world of Etan. The
current religions in the campaign all arose from cults that proported to
explain "what do we do now?" when the gods died. (The various answers
include: "Keep worshiping the ghosts of the gods", "The Emperor of the South
is the True Heir of the gods - everyone should worship *him*", "This world is
but a womb; when you die, you get reborn into the *real* world and can then
begin your *real* life", "The Hand of Fate is mighter than the gods ever
were; one should worship it and submit to ones fate", "The great gods never
were very important to the lives of ordinary people; it's the minor godlings
and tribal totems (who continue to exist) that one should worry about" and
"The gods are dead; religion & piety are obsolete."
3. Several years ago, I saw one too many cheap tv-science fiction
"matriarchies" based on simple-minded role-reversal (women acting like men in
all ways and vice versa), In response I wrote up (& submitted) a world for
the GURPS Space Atlas series: Home, a matriarchy world "done right." On Home,
the men are masculine and the women are feminine, with just enough changes in
the stereotypes to keep the women in charge. (E.g. on Home, "everyone knows"
that men are more beastial and emotional than women, and that women are
smarter and more rational than men. Or if Home had an army, it wouldn't be an
all-female army as per a "standard" matriarchy. Instead, the men would all be
grunts and the women would make up the officer corps.)
4. In response to some of the "women in gaming" arguments, I've half-created
a couple of "anti-feminist" campaigns. The first one is based on John
Norman's *GOR* novels. ("If you think that that other GM was hostile to
women, you should see *this* campaign.") The other setting is one where the
PC's are all concubines and eunichs in the harem of a mythical sultan. ("You
said you wanted a setting that was low on combat and high on social &
pollitical interplay, and that had lots of opportunities to play female
characters. Doesn't this fit what you said you wanted?")
[DISCLAIMER & FLAME-BAIT: I am not against 'women in gaming.' I don't think
it's acceptable to pick on a player (or on her character) because she's a
woman. But I do think that gaming is inherently masculine - full of "boy
stuff" - and that women should accept it on those terms. IMHO it's better for
women to use RPGs to get in touch with their 'inner amazon' or 'inner tomboy'
rather than to try to change the games into something more 'feminine' or
'feminist'.]
5. One variant on 4-color superheroes that I've considered (but never set up)
is an interstellar campaign set in the Andromeda galaxy a million years in
the future - with the players playing agumented versions of themselves. The
backstory is that they were going about their ordinary business on Earth when
they were suddenly hit by a blinding white light. The next thing they know,
they wake up with powers & augmented abilities from stasis pods in a giant,
abandoned, half-wrecked starship. They had been kidnapped from Earth by
interstellar raiders, and now find themselves in the Andromeda galaxy a
million years after the 20th century.
Erol K. Bayburt
Evil Genius for a Better Tomorrow
From ???@??? Tue Jun 17 18:26:25 1997
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Date: Mon, 16 Jun 1997 08:34:14 -0500
From: Jerry & Jamie Nealis <jnealis@OnRamp.NET>
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Subject: Advanced STR Chart
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During our last gaming session one of my fellow players (playing the
team brick) used a baseball to take out a VIPER agent. The GM converted
the Bricks STR to an EB and added 1D6 for the ball. (12D6 EB) Needless
to say it worked.
But this got me to thinking, I remember seeing some kind of STR chart
for Throwing Distances and Damages for smaller items..... like what STR
it would take to put a 2 kilo object into orbit..... that sort of thing.
Does anybody else recall this chart? If so could you please tell me
where I could find a copy? I think it would be a useful tool for later
games......plus just think of a Professional Baseball pitcher with a 40
STR. ;)
Thanx in advance
Jerry
aka Puzzleboy--Foxbat's Best Friend
From ???@??? Tue Jun 17 18:26:27 1997
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Date: Mon, 16 Jun 1997 09:20:51 -0500
From: Alex Rojas <rojasa@uthscsa.edu>
Subject: RE: CHAR: Popinjay (revised)
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>> 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??
No problem :)
In most of his dreams, Jay would look at the moon, then say something like,
"don't look at it again or it will get you." then he would describe the
monster. If I remember correctly, he mentions the moon when Ti Malice is
crawling towards him.
I thought Jay associated the creature with the moon. I saw the joker
babies as only a comparison or a description. And I never even considered
that he could send the creature to an abstract place like a dream.
That's my spin on things.
Alex
RojasA@uthscsa.edu
From ???@??? Tue Jun 17 18:26:28 1997
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Date: Mon, 16 Jun 1997 10:46:04 -0400 (EDT)
From: Michael Surbrook <susano@access.digex.net>
Subject: Re: CHAR: Loophole
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On Sun, 15 Jun 1997 BeerCarboy@aol.com wrote:
> Isn't this the guy who creates the jumpers via buggery? How about showing us
> THAT power? Talk about expensive . . .
This is the pre-'jumpers' Loophole. There is a version that can create
jumpers out on the Unoffical Champions Character Archive.
***************************************************************************
* "'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 ???@??? Tue Jun 17 18:26:32 1997
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Subject: High Power Campaigns
Date: Mon, 16 Jun 97 11:36:57 -0400
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From: "David A. Fair" <DFair@sdslink.com>
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> 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.
Some general rules from my "Galactic Centurians" campaign (150/150 to
start, up to 550-800 towards the end).
Note: The players played a group of heroes dedicated to fighting the evil
Skordian Empire, (and their attempted destruction of the Terran Republic)
and securing peace and safety in their Sector (which they were also
responsible for charting and exploring). They regularly encountered
hostile worlds, Cosmic Entities, Stellar Phenomenon of Massive
Destructiveness [tm], and fleets of InterGalactic Warships. This campaign
started in '88 and ran until late '93. It broke up when I had to move
from DC to Pittsburgh. Several of the players have experssed interest in
reviving the campaign now that I'm back in the DC area.
Ten rules for playing a Galactic Centurian
1. Multipowers are OK, all other frameworks are forbidden.
2. Main attack can be up to 90 Active, any secondary attacks can be up
to
75 Active.
3. Primary Defenses should not go over 75 Active. (Note: most PC's have
pd/ed
around 35-45 & some level of Damage Reduction)
4. Movement can be any level, but only combat speeds will help in combat
maneuvers (ie move through/by).
5. DEX should be less than 45 & SPD no higher than 8. (Note: most PC's
average
around 35/6)
6. Life Support (vs. Vacumns, Heat/Cold, & breathing) MUST be purchased
either
through innate ability or a focus/vehicle. FTL same as for Life
Support.
7. Powers not in concept will be disallowed - concept comes first.
8. In this campaign, there will be no such thing as distinctive features
(you
get used to odd looks easily in this galaxy), unless you are among
the very
last members of an easily identified race (like Chewbacca in Star
Wars) and
then you should take other appropriate lims as well (hunted,
reputation,
psych lims, etc.).
9. No magic using characters (please!), any other concepts are OK.
10. Remember - your team has to serve as interplanetary diplomats,
explorers,
scientists, detectives/police officers, military advisors, and as
SuperHeroes. Be sure that you can function well in more than just one
of these areas, or you may feel left out very quickly.
Hope This Helps!
.oooO |
( ) Oooo. | David A. Fair
\ ( ( ) | SDS International
\_) ) / | dfair@sdslink.com
(_/ |
From ???@??? Tue Jun 17 18:26:34 1997
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Subject: Re: Code vs Killing
Date: Mon, 16 Jun 97 11:57:39 -0400
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On 6/15/97 2:12 AM, Todd Hanson (badtodd@dacmail.net) Said:
[snip]
>
>Unfortunately the player doesn't see it this way. He seems to think
>because he only has a 15 point cvk (vs the 20 pt that most of the rest
>of the team does) that he only has to follow the cvk... MOST of the
>time. Its become pretty clear that the player and I have different
>views of what code vs killing means.
>
[snip]
>
>The obvious penalty is that future experience will be earmarked to
>buying down his code vs killing. But I wanted an 'in-game' penalty as
>well. How would the government (he is on an officially sponsored team
>of the city of Chicago) deal with him?
Have one of his teammates (preferably an NPC, or a good roleplayer) turn
him in or attempt to arrest him for murder. Roleplay the trial and the
conviction (all of his teammates will likely testify against him). He'll
be retired.
.oooO |
( ) Oooo. | David A. Fair
\ ( ( ) | SDS International
\_) ) / | dfair@sdslink.com
(_/ |
From ???@??? Tue Jun 17 18:26:35 1997
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Subject: Re: Related subject:
Date: Mon, 16 Jun 97 12:26:37 -0400
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On 6/15/97 10:16 AM, Earl Kwallek (earl@thewarren.mil.wi.us) Said:
[snippage on characters generated by the patented Abuse-A-Matic Hero
Generator]
> In short, these players designed a bunch of Combat-Killer-Death-Machines
>rather than anything resembling real people... but then that seems to be
>normal for the games I have run/played in....
> Oh well....
So throw them into a mystery, or a diplomatic situation. Watch 'em
squirm. Tell them that these kinds of plots are common, and they can redo
their characters now, if they want, or never.
.oooO |
( ) Oooo. | David A. Fair
\ ( ( ) | SDS International
\_) ) / | dfair@sdslink.com
(_/ |
From ???@??? Tue Jun 17 18:26:37 1997
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From: Stainless Steel Rat <ratinox@peorth.gweep.net>
Subject: Re: Code vs Killing
References: <970616033124_578391556@emout11.mail.aol.com>
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Organization: The Happy Fun Ball Brigade
Date: 16 Jun 1997 12:05:23 -0400
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-----BEGIN PGP SIGNED MESSAGE-----
>>>>> "B" == BeerCarboy <BeerCarboy@aol.com> writes:
B> The 20pt sample in the BBB states that it is a Common situation and a
B> total commitment, the total commitment is pretty self-explanatory but I
B> am not at all sure why it is considered Common rather than Uncommon or
B> Very Common.
When the villains are normals (ie, thugs and minions) an average
superhero's full-power attacks definitely are lethal -- an 8D6 autofire
energy blast may not sound like much, but three hits out of five will
outright kill a normal person with 2-4 points of defense. Normals involved
in fights with superheros are a common occourance in four-color comics --
at the very least they make for convenient hostages and innocent
bystanders. The frequency level is based on that premise.
[...]
B> But that's all mechanics, what does the Code vs. Killing mean for an
B> individual character.
It means that the character will consciously and actively avoid the use of
lethal force.
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--
Rat <ratinox@peorth.gweep.net> \ Happy Fun Ball contains a liquid core,
PGP Key: at a key server near you! \ which, if exposed due to rupture, should
\ not be touched, inhaled, or looked at.
From ???@??? Tue Jun 17 18:26:39 1997
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Date: Mon, 16 Jun 1997 13:18:38 -0700
From: "Capt. Spith" <cptspith@teleport.com>
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Subject: Re: Code vs Killing[LONG]
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Doc sez...
> Ah, the interesting problem that every GM must contend with at some
> point in their campaign is how to handle PCs with Code vs Killing. There
> have been a few article written on this subject, but none left me feeling
> that they gave a good answer. I ran into this problem shortly after I
> started GMing in 1981. What follows isn't an absolute answer but simply
> observations from my campaigns.
(...Not an absolute answer, but simply an observation from his
campaigns...)
> * Point One: NEVER force the character/player to do or not do
> something.*
(...)
> *Point Two: Let the other players in the campaign lead on issues that
> could be disruptive the game. The GM then acts arbitor and peacemaker.*
(...)
> *Point Three: While the GM has the right to the campaign ethics, they
> shouldn't be used as a sledgehammer. Player should be free to act as they
> feel, but they must understand their may be consequences involved. State
> this to all players new and old.*
(...)
> *Point Four: Give the player the benfit of the doubt to be able to play
> the Disad. If they can't handle it, just let them try something else with no
> recriminations.*
(...)
> *Point Five: A Character Disad that isn't a problem is worth no
> points.*
(...)
> More recently, I've begun handling how CvKs of differing values are
> treated. A Code vs Killing is now defined as being unable to use lethal
> force or tactics against an opponent that MAY not be able to take it. This
> means that PCs can use differing force levels against opponents if they know
> their targets possible ability to survive the attack or action.
(....)
First of all, Doc, I never tire of your eloquent and well thought
postings on gaming philosophy.
Now, then;
I always consider the totality of a CVK disad as well as its
specifics. A 20 point disad should be as limiting as any other 20 point
disad, i.e.; 20 points of Accidental Change will happen almost every
campaign with a <11 chance or about half the time with a <14 chance; 20
points of Distinctive features will have somebody react poorly to them
every game, or be concealed only with effort (making the effort being
limiting in the characters actions), and otherwise cause extreme
reactions; a 20 point reputation means 3/4 of the people will know your
rep., and it is an extreme one. Thus a 20 point Code vs. Killing
should almost always affect the character to some degree.
As for the specifics, frequency applies to the frequency of
_concern_over_killing_, not just how often the hero is fighting; if
Captainman regularly battles demigods, it's unlikely he's concerned that
they may die or get maimed, but Captainman's sidekick Privateboy often
fights street thugs, and the level of lethality is much more of a
concern. A CVK's frequency should also apply to how often the character
is concerned about his/her teammates using lethal force. Commitment is
more straightforward; how strongly does the hero (antihero?) wish not to
kill. Characters with a CVK due to obligation or onus, and not of their
own personal beliefs, should never take a total commitment on this
disad.
Additionally, thr role-playing aspect should always be considered; a
*character* who continually camplains about not being allowed to use
lethal force probably should find a different kind of psych lim, or at
least limit it to 10 points, since that kind of 'code' is as little as
wanting to avoid being arrested for murder (or manslaughter, I guess.)
I have always enjoyed playing CVKs as I enjoy the 'ultrahero' style,
and in a number of games, My character (Capt. Spith, in fact) would get
involved in heated arguements with another (an anti-terrorist, who liked
to kill terrorists) until we had to be dampened down by the GM and/or
other players to continue with the game. 12 (game) years later, the two
had a love affair based of mutual respect; the two dichotomous beliefs
were played very sincerely, as core beliefs, and both characters had to
begrudge the other his/her altruism.
In an amusing twist (before the affair), Capt. Spith's CVK actually
had him screaming for the execution of a certain nasty; After a
multi-session epic, we had finally captured a major shadowy villian
whom, we discovered, was immortal (or at least semi-immortal) and had
become an assasin for around a thousand years, simply to alleviate the
boredom of immortality. In my opinion, a full commitment code vs.
killing left no option but to sacrifice the one to save hundreds or
more. Based on the villian's power level, there was effectively no
other way to contain or stop him. And it was the anti-terrorist killer
who was the leading voice against Capt. Spith, though I don't remember
the specific reason, but at the time, this peculiar role-reversal made
perfect sense to everyone.
Umm... I guess I kind of went off for a bit there... Did that help
any?
--
-Capt. Spith
Savior of Humanity
Secular Messiah
From ???@??? Tue Jun 17 18:26:41 1997
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Date: Mon, 16 Jun 1997 13:00:18 -0700 (PDT)
From: Anthony Jackson <ajackson@iii.com>
Reply-To: Anthony Jackson <ajackson@iii.com>
Subject: Re: Stupid Mind Tricks
Cc: champ-l@omg.org
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Eric Burns writes:
> I just discovered Champions recently, and am so far very impressed.
> It seems like almost any power is possible to build. I'm stumped
> on a couple of psionic powers, though:
> -
> Psionic Surgery - A lengthy process (can take as long as a day or two
> for severe changes, less time for minor ones) where the target's per-
> sonality is reshaped to to psychic's whim. This can add or remove
> psychological disadvantages, memories, etc. The effects can be
> reversed by a friendly telepath or psychotherepist, given enough
> rehab time.
Transform, based on ECV. Alternately, extremely large quantities of mind
control, or a combination of ego drain and mind control. This is one of those
powers which you may not wish a player to possess; in the case of an NPC,
exactly how it works is generally irrelevant.
> Possesion - Like mind control, but the character senses what the
> target would sense, and also has more detailed control over the
> target's actions.
Classic 'no such power' power in champions. Closest version is probably
telepathic mind control plus clairsentience based on ECV linked to the mind
control.
> Mind Swap - The character and the target swap bodies. All physical
> traits and non-psychic powers are exchanged.
Transform based on ECV, with a side effect that the person transformed gets
your body. Best used as a GM-only plot device, however, as it is more or less
guaranteed to be unbalanced.
> Also, how would one build a shrinking power where strength, movement
> rates, and vulnerability to attack all change in proportion to the
> character's new size? Would it be reasonable to do this with side
> effects?
'limited power: strength, move, etc, change in proportion to...'. Basing the
limitation value on side effects is about right, however.
From ???@??? Tue Jun 17 18:26:43 1997
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Date: Mon, 16 Jun 1997 11:51:53 -0700
From: "Capt. Spith" <cptspith@teleport.com>
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Subject: Re: Related subject:
References: <3.0.1.32.19970613041946.00ebb388@globaldialog.com>
<3.0.1.32.19970613222515.00709620@globaldialog.com>
<3.0.1.32.19970614150328.006c718c@globaldialog.com> <3.0.1.32.19970615091641.00706774@globaldialog.com>
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Earl Kwallek sed;
> First I will tell you (in case you missed it) the level I was aiming for:
>
> Attack 60-75 APts
> DEX 20-25
> SPD 4-6 (Maybe a single 7+)
> Def 25-45
>
> The characters I got (I'm not going to post them all) not inclusing the
> afformentioned BRICK....
>
> Attack 2 at 90 AP, 2 at 80 AP, 1 at 75, 1 at 60
> the guy with 60 had 18 different attack powers in a MP)
>
> DEX 3 at 30, 2 at 28, 1 at 25
>
> SPD 5 at 7, 1 at 6
>
> Defense Not a single player BELOW the 45/45 PD/ED level
> the lowest resistant Defense was 35/35
> EVERYONE had Mental Defense 20+
> EVERYONE had Power Defense 15+
> EVERYONE had Flash Defense (Vision) of 5+
> 4 (of 7 including brick) had other flash defense)
> 5 (of 7) had some level of Dam reduction
> 4 had Energy Absorbtion
>
> In short, these players designed a bunch of Combat-Killer-Death-Machines
> rather than anything resembling real people... but then that seems to be
> normal for the games I have run/played in....
> Oh well....
This is the situation where you 'suddenly happen into' circumstances
where non-combat skills and pure roleplaying/characterization is what's
necessary to save the day.
The villian has come up with a way to neutralize the heroes powers (or
threaten reprecussions if they use them) so they have to ignore those
300 points of combat aptitude and find something in their few remaining
points to use...
--
-Capt. Spith
Savior of Humanity
Secular Messiah
From ???@??? Tue Jun 17 18:26:44 1997
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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: Karvey Kant
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DETECTIVE SECOND GRADE HARVEY KANT
Designers Notes:
Kant is only one of two joker officers in the entire NYPD. The other is
Sgt Mole, in the Jokertown precinct records division. Kant is 5'8", with
a brown lizard-like body, sharp teeth and nictating membranes over his
eyes. He is very fast and very strong (for a human) and is known to be
very tough. He usually plays the precinct 'bad cop'. He's won several
citations for bravery, shot a few people (killing some) and been shot
himself.
The Character:
STAT VAL COST
Str 18 8
Dex 20 30
Con 18 16
Body 14 8
Int 11 1
Ego 11 2
Pre 18 8
Com 8 -1
PD 4 0
ED 4 0
Spd 3 0
Rec 8 0
End 36 0
Stun 32 0
Char Total 72
Power Total 54
Total Cost 126
COST POWERS & SKILLS
15 Armor: DEF 5
2 Perk: Local Police Powers
2 Perk: Weapon Permit
5 AK: Jokertown 14-
3 Bureaucratics 13-
7 Criminology 13-
3 Deduction 11-
2 KS: Criminal Law and Procedure 11-
2 PS: Police Officer 11-
5 Streetwise 14-
2 WF: Nightstick, Pistol
6 CSL: +2 with Block, Grab, Punch
Disadvantages
75 Base
5 DF: NYPD Police Officer
10 DF: Bown humanoid lizard with no scales or hair
3 Package Bonus (Police)
15 Psych: Not afraid to use physical force
10 Rep: Tough cop who' not afrid to get physical 11-
10 Watched: NYPD 8-
(Harvey Kant 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 *
***************************************************************************
From ???@??? Tue Jun 17 18:26:46 1997
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Date: Mon, 16 Jun 1997 14:04:25 -0500
From: Travis Foster <travisf@mail.cei.net>
Subject: Re: High Power Campaigns
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Author unknown
> 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.
I was in a Fabtsay Hero campaign that started at 150 pts (75+75) that ended
up at about 700 pts. We had NCM and few other restrictions. Most characters
ended up with Magic VPP'
s [the ones that didn't start as mages]. We also had several MPP's and EC's.
The only power problems that we had were GM provided: he gave out
progresively bigger magic items and had a house rule that Aids affected base
points. When these combined into each character having 30-50 d6 of Aid to
any and all magic spells the game broke down. We had no problems regarding
having a lot of experience.
From ???@??? Tue Jun 17 18:26:47 1997
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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: Cpt. Angela Ellis
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CAPTAIN ANGELA ELLIS
Designers Notes:
Captain Ellis is Korean woman who stands 5'1" with long black hair and
green eyes. Adopted by a US Army officer, she was raised an 'army brat'
and shows little interest in her Asian origins. She is a committed police
officer and is very honest in operations, observing the proper legalities
and not allowing any one to cross the line. She is a workaholic, smokes
constantly (and coughs because of it), drinks coffee like it was water,
studies kenpo karate, is an excellent shot and was wounded in the line of
duty. Her precinct is popularly called "Ft. Freak" and Ellis has to live
with the knowledge that the previous two precinct captains were both
murdered (and that one was an flunky of the Astronomer).
The Character:
STAT VAL COST
Str 10 0
Dex 18 24
Con 13 6
Body 13 6
Int 14 4
Ego 18 16
Pre 15 5
Com 12 1
PD 4 2
ED 3 0
Spd 3 2
Rec 5 0
End 26 0
Stun 25 0
Char Total 66
Power Total 77
Total Cost 143
COST POWERS & SKILLS
MA: Kenpo Karate
4 Block +2 OCV +2 DCV Block, Abort
4 Disarm -1 OCV +1 DCV 20 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
2 Perk: Local Police Powers
2 Perk: Weapon Permit
3 Breakfall 13-
5 Bureaucratics 13-
7 Criminology 14-
7 Deduction 14-
3 Interrogation 12-
5 KS: Kenpo Karate 14-
5 KS: Criminal Law and Procedure 14-
2 PS: Police Officer 11-
3 Streetwise 12-
2 WF: Nightstick, Pistol
9 CSL: +3 with Pistols
3 CSL: +1 with Kenpo
Disadvantages
75 Base
5 DF: NYPD Police Officer
3 Package Bonus (Police)
10 Psych: Addicted to cigarettes, chain smokes
15 Psych: Honest cop who does things "by the book"
10 Psych: Workaholic who drinks far to much coffee
10 Watched: NYPD 8-
15 Captain of Ft. Freak bonus
(Angela Ellis created by [unknown], character sheet created by Michael
Surbrook)
***************************************************************************
* "'Cause I'm the god of destruction, that's why!" - Susano Orbatos,Orion *
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From ???@??? Tue Jun 17 18:26:49 1997
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From: geoff@omg.org (Geoffrey Speare)
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In-Reply-To: Eric Burns's message of Mon, 16 Jun 1997 15:15:10 -0400 <199706161915.PAA16846@usmcug.usm.maine.edu>
Subject: Stupid Mind Tricks
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> Psionic Surgery - A lengthy process (can take as long as a day or two
> for severe changes, less time for minor ones) where the target's per-
> sonality is reshaped to to psychic's whim. This can add or remove
> psychological disadvantages, memories, etc. The effects can be
> reversed by a friendly telepath or psychotherepist, given enough
> rehab time.
This is easy to do, but hard to do in fine detail without invoking GM
discretion. I would use Transformation (and have it work against EGO
& Mental Defense rather than CON/Power Defense as a special effect),
with a Limitation "requires extra time based on degree of change".
> -
> Possesion - Like mind control, but the character senses what the
> target would sense, and also has more detailed control over the
> target's actions.
You can build this with Mind Control (Telepathic) and Clairsentience
(only through victim). You can also use the optional Spirit Rules
(which can be found in Horror Hero or the Hero System Almanac);
however, see below for a commentary on those rules.
> Mind Swap - The character and the target swap bodies. All physical
> traits and non-psychic powers are exchanged.
You could do this with Transformation, but I would be more inclined to
use the Spirit Rules.
The Spirit Rules provide a good way to handle a number of supernatural
and mind based effects that the basic rules aren't as good at.
However, those rules do have a couple problems: 1) They tend to treat
Spirits as a special effect completely separate from the rest of the
Hero System (for example, Affects Spirits is a separate Advantage
which completely mirrors the Affects Desolid Advantage); 2) they tend
to create new powers rather than use old ones (Create Spirit, etc. all
could be done with the existing powers). As a new GM, you might want
to not use these rules until you have a better grip on the Hero System.
> Also, how would one build a shrinking power where strength, movement
> rates, and vulnerability to attack all change in proportion to the
> character's new size? Would it be reasonable to do this with side
> effects?
Side Effects would be reasonable; another way would be to put a
limitation on STR, movement, etc. "reduced as character Shrinks". If
this was a power you were going to use on someone else, you'd have to
use a Drain or Suppress, I think.
Geoff Speare
From ???@??? Tue Jun 17 18:26:51 1997
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From: "\"qts\" <qts@nildram.co.uk>
\"Earl Kwallek\"" <qts@nildram.co.uk>
Date: Mon, 16 Jun 97 00:13:00
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Subject: Re: Related subject:
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On Sun, 15 Jun 1997 09:02:48 -0500, Earl Kwallek wrote:
>At 12:42 PM 6/15/97 +1000, HAPPYELF wrote:
>>
>>>>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
>>>
>>so??? why do we have to chuck this guy in s steryotype he obviously
>doesn't fit??
>
> You are either being deliberately dense here, or missing my point
>entirely...
>I have a problem with characters that "Have it all" this guy had the best
>SPD, highest attack (in dice), Best defenses, and second highest DEX/CV in
>the game.
>Now do you understand my objection?
<subtle hint coming up :}>
Right, so what was the guy's ECV?
From ???@??? Tue Jun 17 18:26:52 1997
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Date: Mon, 16 Jun 1997 15:15:10 -0400
From: Eric Burns <burns@cug.dorm.usm.maine.edu>
Message-Id: <199706161915.PAA16846@usmcug.usm.maine.edu>
Subject: Stupid Mind Tricks
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Hi Folks,
I just discovered Champions recently, and am so far very impressed.
It seems like almost any power is possible to build. I'm stumped
on a couple of psionic powers, though:
-
Psionic Surgery - A lengthy process (can take as long as a day or two
for severe changes, less time for minor ones) where the target's per-
sonality is reshaped to to psychic's whim. This can add or remove
psychological disadvantages, memories, etc. The effects can be
reversed by a friendly telepath or psychotherepist, given enough
rehab time.
-
Possesion - Like mind control, but the character senses what the
target would sense, and also has more detailed control over the
target's actions.
-
Mind Swap - The character and the target swap bodies. All physical
traits and non-psychic powers are exchanged.
-
Also, how would one build a shrinking power where strength, movement
rates, and vulnerability to attack all change in proportion to the
character's new size? Would it be reasonable to do this with side
effects?
-
Any ideas? Apologies if these questions have been answered a cagillion
times, but I'm new to this list :-).
-
Eric
From ???@??? Tue Jun 17 18:26:53 1997
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Date: Mon, 16 Jun 1997 14:00:41 -0700 (PDT)
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From: Bob Greenwade <bob.greenwade@klock.com>
Subject: Re: Champions: New Millenium
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At 02:05 PM 6/12/97 +0000, 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?
Not quite so much that, as this is technically the wrong list.
Most of the people here still play 4th edition Champions, which is based
on the Hero System.
What I think you'll want is the Fuzion mailing list. To subscribe, send
mail to fuzion-request@pjh.org
Oh, and if you're a fan of all things Super, you might want to look into
HeroZine, a fanzine for all superhero role-playing games. If you're
interested, take a look at its website at:
http://members.aol.com/hzineweb/index.htm
Have fun! :-]
---
This mail was sent from the Corvallis Public Library
From ???@??? Tue Jun 17 18:26:54 1997
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Date: Mon, 16 Jun 1997 13:32:43 -0700
From: "Capt. Spith" <cptspith@teleport.com>
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Subject: Re: Code vs Killing
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Todd sez;
>
> looking for a bit of advice..
>
> How do other GMs handle a character who has code vs killing.. and kills?
>
> Let me point out up front - this hasn't happened.. YET. But I'm
> expecting it to.
> So.. assuming the inevitable happens, how should I handle it? I don't
> really want to turn it into a big confrontation (besides gaming with
> him, I have to work with him), but I don't intend to let him get by with
> it either.
>
> The obvious penalty is that future experience will be earmarked to
> buying down his code vs killing. But I wanted an 'in-game' penalty as
> well. How would the government (he is on an officially sponsored team
> of the city of Chicago) deal with him?
One option is to make sure that, once he decides to go over that
boundary, somebody attempts to save the villian, or stop the 'hero', so
that an 'innocent' gets hurt/killed instead. Possibly a dear one. Also
keep in mind the idea of simply transmuting the disad into a hunted or
equally negative disad, based on the character's lack of restraint (or
totally unrelated for that matter). It should be YOUR choice of disad,
however, since the point was a CVK=bonus to MAX char points.
However, be sure to make it clear to the player beforehand what your
intentions are, whatever they may be. GM-player confrontation is always
tough, but nasty (though fair) reprecussions without warning are much
harder on the relationship. Definitely let your player know your
concerns and planned reprecussions. They may be poorly received and/or
ignored, but at least in that instance, the animosity will have
originated from the player, and not from you. Yeah, that sounds like a
downer, but rule 2 is; always be prepared for the worst. (Rule 1 is
always be prepared for the best - they're both necessary, and both have
caused problems when not followed....)
----
-Capt. Spith
Savior of Humanity
Secular Messiah
From ???@??? Tue Jun 17 18:26:57 1997
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From: Bob Greenwade <bob.greenwade@klock.com>
Subject: Re: Code vs Killing
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At 01:12 AM 6/15/97 -0500, Todd Hanson wrote:
>One of my players has a code vs killing. Kind of my own fault - in order
>to promote more of a 'four color' feel to my game, I started my players
>at 275 pts, and let them take any points taken as 'code vs killing' as
>bonus points. I have a feeling that THIS player took the disad just for
>the points.
>
>He hasn't actually killed YET, but there are several times (especially
>when losing) where he has threatened to pull out his 'big gun' (his 4d6
>RKA) against villians/agents who obviously have little or no resistant
>defenses (usually with comments along the lines of 'as pissed off as I
>am at this guy, I dont care if I kill him!'). So far his teammates (who
>also all have cvk) have held him back, but (as I've discussed with the
>player), his OWN code vs killing should be holding him back.
>
>Unfortunately the player doesn't see it this way. He seems to think
>because he only has a 15 point cvk (vs the 20 pt that most of the rest
>of the team does) that he only has to follow the cvk... MOST of the
>time. Its become pretty clear that the player and I have different
>views of what code vs killing means.
>
>So.. assuming the inevitable happens, how should I handle it? I don't
>really want to turn it into a big confrontation (besides gaming with
>him, I have to work with him), but I don't intend to let him get by with
>it either.
>
>The obvious penalty is that future experience will be earmarked to
>buying down his code vs killing. But I wanted an 'in-game' penalty as
>well. How would the government (he is on an officially sponsored team
>of the city of Chicago) deal with him?
(I've read only a few of the responses so far, but here's my input:)
At this stage, he's only threatened. If he's on an officially sponsored
team, then his supervisor should have a stern talk with him. How this goes
should depend on the character's reaction; likely possibilities include:
"You've been acting real threatening with that big gun of yours. Tone it
down, or you're off the team."
"Look, this is a major problem, both legally and in PR. If you ever
actually do kill someone, this city's going to have a helluva lawsuit on its
hands, and I doubt we could defend ourselves."
"Listen, Mister. This is a government outfit, and we play by the rules,
*period.*"
Or, if he really mouths off, it might not be inappropriate for the super
to fire him on the spot.
Also, remind the player that a 15pt CVK doesn't mean that he'll gladly
kill someone if he gets really pissed. That falls more on the Casual Killer
side of things. Dark Champions has descriptions of what certain levels of
CVK mean; use that as a guideline, and let the player know that you'll be
enforcing it. (As I recall, CVK15 is basically "will kill in
self-defense.") In other words, every time he acts like that (which is
technically "out of character" for a CVK15 character), he gets docked an
experience point for poor role-playing.
Then, if the character ever does actually kill in cold blood, you should
let him face the consequences. Since he apparently never really had a CVK,
he loses that Disad, and it's replaced by something else. He may get a
warrant put out for his arrest, the aforementioned lawsuit, and other stuff
that folks have mentioned thus far. (But, of course, let the player know
ahead of time that that's what the character will be facing in that
circumstance; that's what the little meeting with the supervisor is supposed
to do. That way he can't complain that he didn't know!)
---
This mail was sent from the Corvallis Public Library
From ???@??? Tue Jun 17 18:26:59 1997
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Date: Tue, 17 Jun 1997 11:22:33 +1000
From: Steven Clark <nahema@mailbox.uq.edu.au>
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Eric Burns wrote:
>
> Hi Folks,
> I just discovered Champions recently, and am so far very impressed.
> It seems like almost any power is possible to build. I'm stumped
> on a couple of psionic powers, though:
> -
> Psionic Surgery - A lengthy process (can take as long as a day or two
> for severe changes, less time for minor ones) where the target's per-
> sonality is reshaped to to psychic's whim. This can add or remove
> psychological disadvantages, memories, etc. The effects can be
> reversed by a friendly telepath or psychotherepist, given enough
> rehab time.
This is mentioned in the Ultimate Mentalist. I think they do it with
a cumulative tranformation... invisible continuous etc
> -
> Possesion - Like mind control, but the character senses what the
> target would sense, and also has more detailed control over the
> target's actions.
> -
I'd do this as a Mind Control, but with a mind link or telepathy to
the target. You could put a limitation on the Mind Link so that you
have feedback (take any damage the target takes) if you wish. I'd
also put a limitation on the Mind Control that it only works while
the Mind Link is active, and that it is O DCV concentration throughout.
(This means you'd be unaware of anything around you while you were
posessing someone else)
> Mind Swap - The character and the target swap bodies. All physical
> traits and non-psychic powers are exchanged.
> -
This was covered in the Spirit Rules in Adventurers Club... Also in
Heroic Adventures volume 1 they have a character who uses this power,
but it is a special power in itself, although you could get the same
effects from a transform with side effects, so it transforms both you
and the victim simultaneously.
Steven
From ???@??? Tue Jun 17 18:27:01 1997
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From: kevinc@KUHUB.CC.UKANS.EDU (Kevin R. Criscione)
Subject: GENCON scenario
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For those of you going to GENCON, I would like to post the following
announcement for the game I am running this year. (For those of you not
interested, I apologize for the bandwidth.)
Adventure Games: Hero 4th Edition
400232 TS Omega 3
[StarHero] A request for help from an old friend sends a vacationing Omega
Team to an orbital casino where all is not fun and games. One round, six
players per game.
Slots 02, 06, 10; Location: D08--MECCA Auditorium, Deep Labyrinth
This is a game set in a future space opera genre universe. The PCs are a
group of Heroic level characters (equipment, skills, some minor innate
abilities) who are employed as troubleshooters by a corporation
specializing in solving problems.
Hope to see some of you at GENCON,
Kevin Criscione
kevinc@kuhub.cc.ukans.edu
From ???@??? Tue Jun 17 18:27:02 1997
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From: Dave Thompson <ezadd@bconnex.net>
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Subject: Re: Code vs Killing
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Todd Hanson wrote:
> Well, if this character decides to take the step over the edge, there
> WILL be campaign consequences.. and his character WILL get the spotlight
> for awhile.. although I don't know how much he's going to enjoy it ;)
<edit>
> Any other ideas, or problems with the above?
Todd how about the fact that this character will be forever
changed in
the eyes of his peers. Especially those with a total CVK. And lots not
forget those vigilantes who may now see him/her as one of the bad guys!
Lots of possibilities for making the character's life hell!
EZ
From ???@??? Tue Jun 17 18:27:03 1997
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Date: Tue, 17 Jun 1997 00:40:26 -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: J. C. Jayewardene
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J. C. JAYEWARDENE
Designers Notes:
Jayewardene is a small man, 5'6" and 165 lbs. He is a diplomat serving
the government Sri Lanka. He has the power to dream the future.
Jayewardene is uncertain if he is dreaming events that *may* happen, or if
he actually causes these events *to* happen. He feels burdened by his
power, and would like very much to be rid of it.
The Character:
STAT VAL COST
Str 10 0
Dex 9 -3
Con 11 2
Body 11 2
Int 15 5
Ego 15 10
Pre 13 3
Com 10 0
PD 2 0
ED 2 0
Spd 2 0
Rec 4 0
End 22 0
Stun 22 0
Char Total 19
Power Total 58
Total Cost 77
COST POWERS & SKILLS
24 Clairsentience: Precognition, 0 END, No Range, Only While Sleeping
(Dreaming) (-1)
4 AK: World 13-
3 Bureaucratics 12-
3 Conversation 12-
3 High Society 12-
3 Oratory 12-
12 Lang: Dutch (3), English (3), Hindi (3), Singhalese (3), Tamil (0)
6 SL: +2 with PRE Skills
Disadvantages
50 Base
5 Age: 40+
15 Psych: Wishes to rid himself of his power, fears his dreams
7 Experience
(J. C. Jayewardene 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 *
***************************************************************************
From ???@??? Tue Jun 17 18:27:05 1997
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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,
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robertni@us.ibm.com, teriaca@omnifest.uwm.edu, vances@sympatico.ca,
Weasel Attack!!! <weasel-patrol@otd.com>
Subject: CHAR: Digger Downs
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DIGGER DOWNS
(Thomas Downs)
Designers Notes:
Digger is over average size, 5'10" and 150 lbs. He has brown hair and
brown eyes. He is a reporter for Aces Magazine, and a more pushy,
obnoxious 'news-hound' you will never meet. His ace powers is the ability
to smell aces, detecting them by a sweet pleasant odor. This sense can
also clue him into a person's emotional state allowing him to readily tell
if someone is lying. He is not very well liked by most other aces and has
made virtual enemies of a few (such as Carnifex, Peregrine and Hiram
Worchester).
The Character:
STAT VAL COST
Str 9 -1
Dex 10 0
Con 12 6
Body 10 0
Int 15 5
Ego 13 6
Pre 10 0
Com 12 1
PD 2 0
ED 2 0
Spd 2 0
Rec 4 0
End 24 0
Stun 21 0
Char Total 17
Power Total 87
Total Cost 104
COST POWERS & SKILLS
6 +2 with Perception
10 Enhanced Perception: +5 with smell/taste group
23 Detect: Wild Cards 21-, Sense
15 Detect: Lies 18-
1 Perk: Press Pass
5 AK: New York 14-
4 AK: America 13-
3 Conversation 11-
5 Persuasion 12-
4 PS: Reporter 13-
2 PS: Writer 11-
3 Streetwise 11-
6 SL: +2 with PRE Skills
Disadvantages
50 Base
10 Psych: Pushy and obnoxius in his efforts to get a story
10 Psych: Overconfidence
15 SID: He's an ace
10 Rep: Reporter for Aces Magazine tabloid 11-
9 Experience
(Digger Downs created by Steve Perrin, character sheet created by Michael
Surbrook)
***************************************************************************
* "'Cause I'm the god of destruction, that's why!" - Susano Orbatos,Orion *
* Michael Surbrook / susano@access.digex.net *
* Attacked Mystification Police / AD Police / ESWAT *
* Society for Creative Anachronism / House ap Gwystl / Company of St.Mark *
***************************************************************************
From ???@??? Tue Jun 17 18:27:07 1997
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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,
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robertni@us.ibm.com, teriaca@omnifest.uwm.edu, vances@sympatico.ca,
Weasel Attack!!! <weasel-patrol@otd.com>
Subject: CHAR: Jube the Walrus
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JUBE THE WALRUS
(Jube Benson / Jhubben)
Designers Notes:
Jube is 5' tall and weighs 300 lbs. He has blue-black skin, tufts of
bristly red hair, and two small tusks. He seems immune to cold, is always
dressed in loud Hawaiian shirts (even in snowstorms) and smells like
buttered popcorn. He's been in Jokertown as long as anyone can remember
(well, since 1952 anyway). In reality, Jube is an alien, a xenologist
come to Earth from the plant Glabber to study the effects of the wild card
virus on humanity. Other than that, he a nice enough guy, who sells his
newspapers from his stand and is more than willing to trade information
with anyone. He is also the source of some of the worst jokes anyone has
ever heard, and he seems to have an infinite number of them.
Note: Jube has access to both a large amount of wealth and some
interesting pieces of high technology, including an FTL 'radio' and a
laser pistol.
The Character:
STAT VAL COST
Str 18 8
Dex 8 -6
Con 15 10
Body 13 6
Int 20 10
Ego 15 10
Pre 15 5
Com 8 -1
PD 8 4
ED 6 3
Spd 2 2
Rec 7 0
End 30 0
Stun 30 0
Char Total 51
Power Total 92
Total Cost 143
COST POWERS & SKILLS
12 Armor: DEF 4 (Thick skin)
2 Life Support: Immune to cold (only) (-1)
15 Perk: Wealth
5 Computer Programming 14-
4 KS: Bad jokes, esp joker jokes 14-
5 Persuasion 13-
2 PS: Newspaper Vendor 11-
4 SC: Anthropology 14-
4 SC: Computer Operations 14-
4 SC: Linguistics 14-
4 SC: Xenology 14-
5 Streetwise 13-
3 Trading 12-
1 WF: Laser Pistol
19 Lang: English (4), French (3), Glabberan (0), Mandarin (3),
Network Trade Talk (4), Rhindarian (4), Spanish (4), Yiddish (4)
3 Linguist
Disadvantages
75 Base
10 DF: Short, fat, blue-black, walrus-looking humanoid, who smells
like buttered popcorn
5 Phys: Fat; he's 5' tall and 300 lbs
10 Phys: Requires specialized medical attention
10 Psych: Likes it cold, dresses in loud Hawaiian shirts even in the
coldest weather
10 Psych: Likes people (ie. humans)
15 SID: Alien
8 Hidden Alien Bonus
(Jube the Walrus 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 *
***************************************************************************
From ???@??? Tue Jun 17 18:27:09 1997
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Date: Tue, 17 Jun 1997 01:50:31 -0400 (EDT)
From: Michael Surbrook <susano@access.digex.net>
Subject: Wild Cards update
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For those who are interested (and for those who are wondering when I'm
going to stop cluttering up the list) I have exactly 14 Wild Cards
adaptions left to post and/or finish. I'm down to the fun, easy to design
characters now... Demise, Water Lilly, Fatman, Puppetman, Whisperer...
***************************************************************************
* "'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 ???@??? Tue Jun 17 18:27:10 1997
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Date: Mon, 16 Jun 1997 21:11:48 -1000
From: Richard Scott <rscott@hawaii.edu>
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cc: champ-l@omg.org
Subject: Re: Wild Cards update
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You are doing a quite legendary job. :)
Richard Scott (rscott@hawaii.edu)
--You were spectacular, Bob. But not very effective.
South Melbourne official when the legendary Bob Pratt failed to win
South's 1934 best and fairest despite kicking a league record 150 goals.
On Mon, 16 Jun 1997, Michael Surbrook wrote:
> For those who are interested (and for those who are wondering when I'm
> going to stop cluttering up the list) I have exactly 14 Wild Cards
> adaptions left to post and/or finish. I'm down to the fun, easy to design
> characters now... Demise, Water Lilly, Fatman, Puppetman, Whisperer...
>
> ***************************************************************************
> * "'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 ???@??? Tue Jun 17 18:27:11 1997
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Date: Tue, 17 Jun 1997 00:59:58 -0700
From: "Capt. Spith" <cptspith@teleport.com>
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Subject: LOW-Powered Games(Was: Related Subject)
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HAPPYELF sez;
> down with frameworks!! flames to the infidels!! *lol*
> seriously, i would only use this rule in a high-powered campaign, though it works
> suprisingly well if you use it(and maybe a FEW other limits) to make a slightly >low-power game.
Actually in low-power games (150 to 200 points) I found a unique way
to really make players think about going a route other than
power-mongering (such as you *can* with 150 points...) attempts.
This is actually for games where the 'supers' are supposed to be only
barely more powerful than well equipped super-agents, but with innate
powers; Normal CHAR Max for no disad, then apply the CHAR Max to the
active points in any framework pool.
That is, the first 20 active points in a MP (for example) are 20
points, then 2 points per add'l point in the pool after that, thus a 30
point MP would cost 40 points (plus advantages, minus limitations, plus
slot costs, and such).
For MPs and VPPs, slot costs and control costs would be figured
directly from the total pool cost, and with ECs, each slot would be
figured with the 'CHAR Max' in effect before reducing by the EC cost. I
like the way this drives home the idea of having _either_ a single
powerful attack _or_ a variation of less powerful attacks, though it
only tends to work well on lower powered games, since at higher power
levels the point costs get too overblown and then downright unfair.
--
-Capt. Spith
Savior of Humanity
Secular Messiah
From ???@??? Tue Jun 17 18:27:13 1997
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From: "Capt. Spith" <cptspith@teleport.com>
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Subject: Re: Complex Powers and Frameworks (Was: Related subject)
References: <1.5.4.16.19970615130048.2ad792a0@topaz.cqu.edu.au> <33A389A5.481E@VivaNET.com> <33A4591B.4A59@topaz.cqu.edu.au> <33A479DF.71FB@VivaNET.com>
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Mike Sprague wrote:
> As a GM, I love having NPC's that cause the players to say "How
> does he/she do that?" Predictable villians, whoes powers are
> well understood can end up boring for both the GM and players.
Okay, this has nothing to do with frameworks, but that's a great
point; I created this one group of villians, none of whom had a 'normal'
set of powers; My favorite confusing attack was the brick's major nasty
- A small RKA with a lot of extra STUN multiple, Based on ECV with No
Range. He wiped out the heroes' damage sponge, since nobody expected
the need to send any EGO defenders against a *brick*!
(Honest, it was legitimately within his concept to build the attack
thusly)
> Mike's Observations and Views on Power Frameworks:
>
> 1) I feel that Frameworks are like any other power that has a
> magnifying glass or a Stop sign next to them. The GM _must_
> take a close look at them, to make sure they make sense and
> are not too abusive.
Fine point; in fact, however, player-created characters should have
either magnifying glasses or stop signs on them, since players are just
as likely to be abusive without frameworks.
(other stuff I generally agree with)
> As far as the individual Frameworks go:
>
> Elemental Control:
>
> This Framework is simply there to save points. I admit that it's
> evil, :-) but I still like and use it. The problem is that it has
> no built in Limitations like the others. It simply saves points.
There are no obvious limitations, but an EC is limiting in the
following ways;
I)Fewer points are saved than with other frameworks
II)All powers generally need to be around the same point level to
capitalize
on the (lower) savings in the first place
III)BY DEFINITION, all powers in an EC are of the SAME SFX. This is
the
hallmark of (nearly) all frameworks everywhere. A GM should
always
have prepared some NPC to do something against 'All powers of X
SFX'
to be able to affect an EC, a MP or a VPP. This is the core
concept
I consider to be most important for all frameworks, but
particularly
EC's, and think that it is important to occasionally 'flex that
muscle',
since it is one of the reasons for point savings in the first
place.
> My advice:
>
> a) Look for, and don't allow ones with lots of powers (unless, of
> course, you want to). The more powers you add, the greater the
> cost savings, and the more powerful the character becomes when
> compared to the others (unless they do the same thing).
As I mentioned in the above semi-rant, this is simply not true;
Every additional slot in an EC costs at least half of the points it
would if bought 'straight', but every additional slot in a MP costs at
MOST 1/5 of the cost it would otherwise, and usually only 1/10 the
cost. So by comparison, EC slots cost 2-1/2 times to 5 times as much as
comparable MP slots, which is why the inherent limitations are less
stringent.
Since it makes NO sense to have a framework with less than two slots,
This comparison works from the minimum; A 10 DC MP with two multi-slots
costs (ignoring limitations and such) would cost 70 points, a 10 DC EC
with two slots would cost 75 points. 'Nuff said.
> b) Be very very picky about what goes in, paying close attention
> to the Special Powers. For example, I tend to allow Enhances
> senses in EC's, but I usually won't allow multiple Enhanced
> Senses combined into one Slot, which means that many are cheaper
> to buy outside the EC, unless it's a small one. On the flip
> side, I usually won't allow the same power to be bought as
> multiple slots. For example, three Slots of STR, each with
> different Limitations. Since thay can be used together, I
> consider this one power, which the character got to subtract
> the base EC cost off three times! I insist the character buy
> it all in one slot, and use partially Limited powers.
Sound advice....
(more EC stuff, but I've already went on too much)
> MultiPower:
> My advice:
>
> a) Look for, and don't allow "Swiss Army Knife" MP's (unless again,
> it doesn't bother you). MP should not be a cheap method to get
> every neat power in the book! Also, if most of the slots are
> attacks, then the built in MP limitations, where you can use
> only one at a time rarely comes into play (and let's not drop
> into the great linked debate again).
I will occasionally allow this, but only if it is necessary for the
concept ( a utility belt where you simple can't use everything at once),
but it has to be precisely and reasonably defined.
(MP's as 'one power' with varying applications; definitely the best
use)
> c) I am not fond of characters with two MP, one full of attack powers,
> and one full of defense type stuff ... through if you tied all
> those points together into a big MP, the end cost turns out to
> pretty much be the same. Still, it allows different Limitations
> to be universally applied to the MP.
I don't like these either, unless the concept includes a definite
disparity in power between offense and defense (Powerful defense with
weak attacks, for example), and of course, only with good reason.
> Variable Power Pool:
>Advice:
> b) If you _do_ allow pools that can be changed on the fly during
> combat, consider limiting the powers in them to ones the
> character has predefined ahead of time.
My rule is that if the powers are being switched 'on the fly' then
the character has but a few seconds(segments) to decide how, thus the
player must have his/her power ready to use AT THEIR DEX when 'called',
or they have to resort to a familiar standby, or no change. This solves
the problem of players holding up the game to finish figuring out their
latest power. It also allows for improvisation in sticky situations.
> This turned out to be longer than I expected. I hope someone get's
> some use out of it.
Hey, I got to rant about EC's again, I haven't done that in awhile.
Thank you for the opportunity.
(BTW, if this damn subject gains life again, please change the header
again to warn those weary of such nonsense :-)> )
--
-Capt. Spith
Savior of Humanity
Secular Messiah
From ???@??? Tue Jun 17 18:27:17 1997
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The message that tells how to usubscribe was deleted when they changed
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From: "Gordon W. Rycroft" <gwr1@ukc.ac.uk>
Subject: Re: Code vs Killing
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Todd Hanson wrote:
>How do other GMs handle a character who has code vs killing.. and kills?
Depends on how good a role-player he or she is... A good role-player will handle it
him/herself, with the occasional suggestion from the GM.
>Let me point out up front - this hasn't happened.. YET. But I'm
>expecting it to.
Forewarned is Four-armed as they used to say on Barsoom...
>So.. assuming the inevitable happens, how should I handle it? I don't
>really want to turn it into a big confrontation (besides gaming with
>him, I have to work with him), but I don't intend to let him get by with
>it either.
Good for you. I'd have a replacement psych. lim. ready and waiting, something like
homocidophobia... Add a berserk and a maybe a psych lim along the "Must protect all
innocents" line, and you may have enough points for a "psychological radiation
accident," with some uncontrollable mental powers (only when beserk, perhaps).
Hey, make him a basket case... (temporarily). Make a story out of it.
>The obvious penalty is that future experience will be earmarked to
>buying down his code vs killing. But I wanted an 'in-game' penalty as
>well. How would the government (he is on an officially sponsored team
>of the city of Chicago) deal with him?
So you add a hunted, a reputation...
Gordon
From ???@??? Tue Jun 17 18:27:32 1997
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From: Dave Mattingly <DaveM@FocusSoft.com>
Subject: Stupid Shrinking Tricks (was RE: Stupid Mind Tricks)
Date: Tue, 17 Jun 1997 08:31:45 -0400
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>Also, how would one build a shrinking power where strength, movement
>rates, and vulnerability to attack all change in proportion to the
>character's new size? Would it be reasonable to do this with side
>effects?
There are several ways to handle this. Here is an excerpt from my Power
Point article dealing with size and density powers. The entire article
can be found at http://www.geocities.com/area51/cavern/1905/haym15.html.
--- BEGIN EXCERPT ---
Shrinking Power Stunts
There are many different tricks that can be done by characters with
Shrinking.
Weak Shrinking
Some shrinkers keep their proportionate STR, not their full-sized STR,
when shrunk.
Mechanic's Rambling
A Weak Shrinking option is to buy negative STR (sell off STR) with the
linked limitation.
Example: Felina can shapeshift into a house cat. She buys two levels of
shrinking for 20 points, and -20 points of linked STR (at a real cost of
-13 points), so her Weak Shrinking costs her 7 points.
Felina can't sell off 30 points of STR (which would seem appropriate for
two levels of Shrinking), because then the linked power would cost (sell
for) more than the base power, and the linked limitation must always be
applied to the lower cost power. If she wanted to, she could have bought
her Shrinking at 0 END for 30 points, then sold off the whole 30 points
of linked STR, for a net cost of 10 points.
Another option is to buy Shrinking with a Weak limitation, -1 (priced
similar to full side effect).
Example: Wisp, normally STR 10, buys three levels of Weak Shrinking for
a real cost of 15 points. At 1/8 size, she has a -35 STR, and can barely
lift a pencil.
Strong Shrinking
Some shrinking character conceptions make the character stronger as he
gets smaller. The most common way to model this is to buy three levels
of Density Increase for each level of Shrinking. The mass cancels out,
leaving a concentrated hero.
Combat Shrinking
The logic that shrunken characters are harder to hit can also work
backwards. Now that the world seems much bigger to the shrinker,
normal-sized characters are easier to hit. This can be bought as +2 OCV
Combat Skill Levels per level, linked to Shrinking.
Shrink Versus Shrink
Two shrunken characters will have a hard time hitting each other, even
when they're in the same hex, since they both have a bonus to DCV!
Growth momentum only applies to characters larger than the shrinker --
this should also apply to DCV and PER modifiers for hand-to-hand combat.
Example: Mind Mole can get twice as small as Bonsai. Against
normal-sized people, Mind Mole has a +8 DCV, and Bonsai has a +6 DCV.
But if the two ever faced each other, Mind Mole would only have a +2 DCV
against Bonsai (but would still have a +8 against others).
For hand-to-hand combat, the GM has the option to ignore Shrinking DCV
bonuses completely, regardless of the size of the combatants. Small
characters are still hard to hit, but when the attacker's hand is bigger
than the entire shrinker's body, it can become the equivalent of an area
effect attack, and cancel out the Shrinker's DCV.
Inner Healing
Some shrinking characters can undertake a fantastic voyage inside the
human body. It's a great way to eavesdrop (from inside the ear!).
Combined with medical knowledge skills, a shrinker with this type of
shrinking special effect can diagnose or cure people.
Example: Dr. Shrinker has the Aid power with the optional healing rules.
Since his special effect is shrinking and curing the patient from the
inside, he buys 8d6 Healing, requires a skill roll, gradual effect: 1
day, and a 14- activation with a side effect of 8d6 Energy Blast.
If he fails the skill roll, the operation does not succeed, and the
patient might get worse or stay the same, depending on the case. The
side effect is tied to the activation, not to the skill roll, and he
only takes damage if he fails the activation, regardless of the outcome
of the skill roll. The activation with side effect is defined as
overcoming the body's defenses, which treat him as an outsider. "Oh, no!
It's a squadron of white blood cells after me!"
Alternately, this could have been bought with just a skill roll, and the
level of the success or failure of the roll would determine whether or
not the side effect energy blast occurs.
Climbing
Some small characters can climb better than normal-sized characters,
because of small imperfections in a surface that are too small for
normal characters to use. Velcro clings because of thousands of tiny
hooks that grab onto each other.
Sub-Atomic Shrinking
Some shrinkers can get so small, they become smaller than atoms, and
cross into a whole sub-atomic universe. This can be represented by
Extra-Dimensional Movement to the sub-atomic universe. With this power,
it's not necessary to also buy a zillion levels of shrinking -- the
special effects of the EDM specify that the character shrinks small
enough to enter.
When the shrunken character arrives, everything seems normal-sized to
him, since everything in the sub-atomic universe is already shrunken by
the same amount that he is.
Example: Particle Man has 7 levels of Shrinking, and Extra-Dimensional
Movement to the sub-atomic universe. The GM rules that nothing in the
sub-atomic universe can change size, since everything there is already
so small, but does not allow Particle Man to take a -¼ limitation on his
Shrinking, since it applies to everything that goes to the sub-atomic
universe, not just Particle Man.
What characters find in the sub-atomic universe is up to the GM. It
might an entire civilization, a barren wasteland, or something extremely
bizarre. Champions in 3-D can offer some ideas.
Travel Through Phone Lines
Some characters can get small enough to travel through the phones lines.
This can be bought as:
5" Teleport, 256xNCM {=1280"}, OIF: any phone (-½), only through phone
lines (-1), destination is other phone, which must be answered (-1),
immediate hang-up or bad connection gives random location (-½), no
combat move (-¼), not instantaneous: teleport is gradual, and averages
the speed of sound (-¼); for an active cost of 45, and a real cost of 10
points.
This gives a total distance per two phases (since it takes an extra
phase to use long-range teleport) of 1.6 miles. For a 4 SPD character,
this averages to 960 miles per hour. Teleport was chosen instead of
flight or running because teleport takes only one phase to achieve
maximum non-combat distance, which becomes velocity with the gradual
limitation.
Traveling at the speed of sound will still take a few seconds for a
long-distance call. Nowadays, many phone lines are fiber optic, and
don't transmit at the speed of sound, but the speed of light. Shrinkers
who can't shrink as small as a photon will probably not be able to
transmit through these digital lines. A -1 limitation can be applied to
the teleport if only older analog lines can be traveled through.
Mechanic's Rambling
Some people prefer the combination of FTL and Desolid to be able to move
at light speed through the atmosphere, but that seems to me to go
against the spirit of the FTL rules.
--- END EXCERPT ---
Dave Mattingly
http://www.geocities.com/soho/5953
From ???@??? Tue Jun 17 18:27:39 1997
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From: Patrick Barden <absga@elbertonga.com>
Subject: Urban Myth group
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I am looking to create an NPC team of villians based on urban myths.
The only one I have so far is:
Candyman
A drug dealer who uses mirrors to terrorize his victims and opponents. He
also maintains a personal dimension behind the mirrors. He is obsessed with
(ie. will be stalking) some of the female members of the hero team.
What I am looking for are ideas for other similar characters based on
commonly held urban myths. The accent on this team will be fear, horror and
terror. I want to maintain a spooky, gothic feel to this story.
Any suggestion for characters or story points and atmosphere would be
appreciated.
Patrick B.
From ???@??? Tue Jun 17 18:27:41 1997
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From: Patrick Barden <absga@elbertonga.com>
Subject: Re: Stupid Mind Tricks
Cc: champ-l@omg.org
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At 03:15 PM 6/16/97 -0400, Eric Burns wrote:
>Hi Folks,
>I just discovered Champions recently, and am so far very impressed.
>It seems like almost any power is possible to build. I'm stumped
>on a couple of psionic powers, though:
>-
>Psionic Surgery - A lengthy process (can take as long as a day or two
>for severe changes, less time for minor ones) where the target's per-
>sonality is reshaped to to psychic's whim. This can add or remove
>psychological disadvantages, memories, etc. The effects can be
>reversed by a friendly telepath or psychotherepist, given enough
>rehab time.
Major Transformation with the following advantages and limitations:
extra time,
based on ECV,
>Possesion - Like mind control, but the character senses what the
>target would sense, and also has more detailed control over the
>target's actions.
Link mind control with clairsentience
>Mind Swap - The character and the target swap bodies. All physical
>traits and non-psychic powers are exchanged.
I have no idea but if you find out tell me. I have wanted this effect myself.
>Also, how would one build a shrinking power where strength, movement
>rates, and vulnerability to attack all change in proportion to the
>character's new size? Would it be reasonable to do this with side
>effects?
No idea
>Any ideas? Apologies if these questions have been answered a cagillion
>times, but I'm new to this list :-).
>-
>Eric
>
Patrick B.
From ???@??? Tue Jun 17 18:27:42 1997
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Date: Tue, 17 Jun 1997 10:11:07 -0700
From: Samuel.Bell@Eng.Sun.COM (Sam Bell)
Message-Id: <199706171711.KAA17888@shonen.eng.sun.com>
Subject: Re: Urban Myth group
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-> From absga@elbertonga.com Tue Jun 17 09:55:52 1997
-> I am looking to create an NPC team of villians based on urban myths.
->
-> The only one I have so far is:
-> Candyman
-> A drug dealer who uses mirrors to terrorize his victims and opponents. He
-> also maintains a personal dimension behind the mirrors. He is obsessed with
-> (ie. will be stalking) some of the female members of the hero team.
->
-> What I am looking for are ideas for other similar characters based on
-> commonly held urban myths. The accent on this team will be fear, horror and
-> terror. I want to maintain a spooky, gothic feel to this story.
->
-> Any suggestion for characters or story points and atmosphere would be
-> appreciated.
->
At the risk of being obvious:
The Albino Sewer Alligator!
-Sam
From ???@??? Tue Jun 17 18:27:44 1997
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From: Michael Surbrook <susano@access.digex.net>
cc: champ-l@omg.org
Subject: Re: Urban Myth group
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On Tue, 17 Jun 1997, Patrick Barden wrote:
> I am looking to create an NPC team of villians based on urban myths.
<snip>
> What I am looking for are ideas for other similar characters based on
> commonly held urban myths. The accent on this team will be fear, horror and
> terror. I want to maintain a spooky, gothic feel to this story.
>
> Any suggestion for characters or story points and atmosphere would be
> appreciated.
Two other ideas would be a sewer dwelling were-alligator (gee, and I
posted Sewer Jack awhile back...); and something involving cattle
mutilations (evil sorcerer/Satanic cultist?).
Depending upon the feel of the game, the were alligator could be normal
sized or gigantic and probably should be albino.
The cattle multilator should have HKA (knife), Invisibility (no one ever
sees these guys), Ninja Hero's Hing Kung movement (they never leave
tracks) and skills relating to surgery, anatomy and (possibly) medecine.
He should dress in a sliver suit jumpsuit.
Oh, yeah... Men In Black (aka MIB). This guy should be big, dark-skinned,
dark haired and look hispanic. He wears a black suit and sun
glasses. His accent and mannerisms should be just a little bit "odd".
Powers include a good STR, a high PRE and EGO and a number of skills
realting to information gathering and intimidation. (these guys seem to
know all and see all) He should have a high Forgery skill and IDs marking
as belonging to some sort of military orginization.
How's that?
***************************************************************************
* "'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 ???@??? Tue Jun 17 18:27:45 1997
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Date: Tue, 17 Jun 1997 14:02:51 -0400 (EDT)
From: Bill Svitavsky <bsvitavs@bu.edu>
Subject: Re: Urban Myth group
In-Reply-To: <199706171647.MAA29990@emerald>
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On Tue, 17 Jun 1997, Patrick Barden wrote:
> I am looking to create an NPC team of villians based on urban myths.
...
> What I am looking for are ideas for other similar characters based on
> commonly held urban myths. The accent on this team will be fear, horror and
> terror. I want to maintain a spooky, gothic feel to this story.
>
How about either the ghost or the avenging parent of a child who was
killed jumping off a roof in an attempt to emulate his favorite flying
superhero? If you go the ghost route, it would probably be a desolid
flying child in a cape, perhaps with some other ghostly abilities. An
avenging parent, on the other hand, might simply have a real grudge
against heroes. If you want to really have fun, make the hero the child
was emulating one of the PC's.
If you want really something *really* gruesome, how about an exploded
cat? A little old lady tried to dry off her pet in the microwave, and so
of course the little kitty exploded. Somehow the microwave radiation
mutated it, though, so it came back to life and grew, while remaining
hideously mangled.
From ???@??? Tue Jun 17 18:27:47 1997
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Date: Tue, 17 Jun 1997 14:07:24 -0400 (EDT)
From: Donald DiPaula <dipaula@access.digex.net>
cc: Hero system mail list <hero-l@emerald.omg.org&>
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Weasel Attack!!! <weasel-patrol@otd.com>
Subject: Re: CHAR: Deadhead
In-Reply-To: <Pine.SUN.3.96.970617135612.28868L-100000@access2.digex.net>
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> [sick, sick, sick, sick...]
>
> DEADHEAD
> (Glen Stephens)
>
> Designers Notes:
> Deadhead is tall and exceedingly thin, standing 5'10" and weighing 120
> lbs. He is only about 20 years old, but looks much older due to his dead
> white skin , black hair and staring eyes. He is bothered by a constant
> nervous tic and babbles almost non-stop. Deadhead's power is the ability
> to experience the memories of anything he eats. If he has a burger (for
> example) then he'll relive the life of the cow that made up the meat. If
> he eats brain tissue, the memories become very clear, and he can often
> 'relive' the subject's last moments. Being an excellent artist, he can
> then sketch what he sees. It should be noted that Deadhead is very much
> on the edge of insanity (or over it). People who know him find him
> disgusting to say the least.
hmm... does this creature/idea remind anyone else of the alzabo from gene
wolfe's _the book of the new sun_?
-D-
Cynthia Alice DiPaula was born 9 June 1997, 3:36 p.m., 7 lb. 10 oz., 20.5"
My 1988 Mazda MX-6 is for sale, email me if interested.
My 1989 Honda CB-1 (CB400F) is for sale, email me if interested, or read my
<a href="http://www.access.digex.net/~dipaula/cb1.html">CB-1 description</a>
From ???@??? Tue Jun 17 18:27:49 1997
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From: Michael Surbrook <susano@access.digex.net>
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Weasel Attack!!! <weasel-patrol@otd.com>
Subject: Re: CHAR: Deadhead
In-Reply-To: <Pine.SUN.3.96.970617140624.2090D-100000@access2.digex.net>
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On Tue, 17 Jun 1997, Donald DiPaula wrote:
> > DEADHEAD
> > (Glen Stephens)
<snip>
> hmm... does this creature/idea remind anyone else of the alzabo from gene
> wolfe's _the book of the new sun_?
Dunno, never read that one.
***************************************************************************
* "'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 ???@??? Tue Jun 17 18:27:50 1997
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From: Michael Surbrook <susano@access.digex.net>
cc: Hero Character Adaption <catdrag@vnet.net&> champion@cyberhighway.net,
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Subject: CHAR: Demise
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DEMISE
(James Spector)
Designers Notes:
Demise is on of the more lethal characters in the Wild Cards universe.
He's tall, standing about 6' in height, and thin, weighing 150 lbs. He
has stringy brown hair, a ragged mustache and a permanently disheveled
look to him. He died from the virus but was revived by an experimental
process of Tachyon's. After spending 6 months in an IC unit, he managed
to recover some of his sanity. It was at this time that Demise learned of
his new power, the ability to project the 'memory of his death' into a
target, killing them almost instantly. He can also choose to simply stun
someone as well. Demise must be within a few feet of his target and must
be able to see their eyes (mirror shades will stop this power). Since he
usually hits his target's by suprise (most don't know what to expect),
this is not usually a problem. It should be noted that Demise, having
died once, has little in the way of moral restraint.
Note: a varient version of his Death Stare could be a No Range RKA AVLD
(Ego Defense). Also, the power as written does require the GM to allow a
Drain to kill someone.
The Character:
STAT VAL COST
Str 9 -1
Dex 18 24
Con 15 10
Body 20 20
Int 14 4
Ego 14 8
Pre 10 0
Com 10 0
PD 4 2
ED 4 1
Spd 3 2
Rec 5 0
End 30 0
Stun 33 0
Char Total 70
Power Total 276
Total Cost 346
COST POWERS & SKILLS
169 Multipower: Death Stare, all multipower slots have the following
limitations; Affects Ego Defense instead of Power Defense (-1/4),
Requires eye contact (-1/2)
16 u 6d6 Drain vs Body, Affects Ego Defense instead of Power
Defense (-1/4), Returns 5 Active Points per day (or 1 Active point
per five hours (+1 1/4)
Invisible to Sight (+1/2), 0 END, Requires eye contact (-1/2)
6 u 6d6 Drain vs Stun, Affects Ego Defense instead of Power
Defense (-1/4), Invisible to Sight (+1/2), 0 END, Requires eye
contact (-1/2)
42 12d6 Mind Control: Telepathic (+1/4), Single Command: Look at
me (-1/2), 0 END, No Range, Requires eye contact (-1/2), Linked
to Death Stare Multipower (-1/2)
10 Damage Reduction: 1/4 Physical, Resistant, vs Stun Only (-1/2)
3 LS: Immune to disease
8 Regeneration: 1 BODY per Minute (-1/4)
3 PS: Accountant 12-
3 SC: Accounting 12-
5 Shadowing 12-
3 Stealth 13-
7 Streetwise 13-
1 WF: Pistols
Disadvantages
100 Base
5 DF: Tall, skinny and seedy looking
15 Psych: Bad Tempered, tends to kill thouse who irritate him
15 Psych: Casual Killer, will kill for the slightest reason
10 Psych: Impulsive, will often kill first worry about it later
10 Psych: Paranoid, afraid of death, Tachyon and the Astronomer
15 Rep: Demise - killer for hire (ext) 11-
204 Experience
(Demise created by Walter 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 *
***************************************************************************
From ???@??? Tue Jun 17 18:27:52 1997
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From: Michael Surbrook <susano@access.digex.net>
cc: Hero Character Adaption <catdrag@vnet.net&> champion@cyberhighway.net,
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Subject: CHAR: Deadhead
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[sick, sick, sick, sick...]
DEADHEAD
(Glen Stephens)
Designers Notes:
Deadhead is tall and exceedingly thin, standing 5'10" and weighing 120
lbs. He is only about 20 years old, but looks much older due to his dead
white skin , black hair and staring eyes. He is bothered by a constant
nervous tic and babbles almost non-stop. Deadhead's power is the ability
to experience the memories of anything he eats. If he has a burger (for
example) then he'll relive the life of the cow that made up the meat. If
he eats brain tissue, the memories become very clear, and he can often
'relive' the subject's last moments. Being an excellent artist, he can
then sketch what he sees. It should be noted that Deadhead is very much
on the edge of insanity (or over it). People who know him find him
disgusting to say the least.
The Character:
STAT VAL COST
Str 6 -4
Dex 8 -6
Con 8 -4
Body 8 -4
Int 15 5
Ego 10 0
Pre 8 -2
Com 8 -1
PD 2 1
ED 2 0
Spd 2 2
Rec 3 0
End 16 0
Stun 15 0
Char Total -13
Power Total 37
Total Cost 24
COST POWERS & SKILLS
17 Clairsentience: Retrocognition, 0 END, No Range, Must eat eat
brains of subject (-2)
3 Contact: Shadow Fist Society 12-
3 KS: Art 12-
4 KS: Nutrition 13-
7 PS: Artist 15-
3 Streetwise 11-
Disadvantages
0 Base
5 DF: Babbles and chatters constantly, mostly to himself
10 Psych: Afraid of food and eating
15 Psych: Believes that he *must*Jeat human flesh
10 Rep: Disgusting ace geek (Ext) 8-
(Deadhead 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 *
***************************************************************************
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From: Michael Surbrook <susano@access.digex.net>
cc: Hero Character Adaption <catdrag@vnet.net&> champion@cyberhighway.net,
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Weasel Attack!!! <weasel-patrol@otd.com>
Subject: CHAR: Lazy Dragon
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[okay Rat, is this what you meant?]
LAZY DRAGON
(Ben Choy / Tienbao)
Designers Notes:
Lazy Dragon (he gets his name from a Chinese folk hero) is of average
height and build, standing 5'7" and weighing 140 lbs. He usually has a
dreamy expression on his face. Dragon's power is the ability to animate
small figures of animals into full grown representations of these
creatures. He must first create the figurine, either via folded paper of
sculpting something such as soap, potato or carrot. He then projects his
consciousness into the figurine, resulting in a fully real animal. When
he does this his original body falls inert, looking as if he's sleeping.
So far, he has created a mouse, a cat, a tiger, a polar bear and a
oriental dragon (in 20' and 40' lengths). The creatures are for all
intents and purposes 'real' and can be killed (at which point his mind
returns to his original body). Presumably, if you killed his body, he'd
have to live in his animal form for as long as possible.
Note: the value given for his duplication pool is an arbitrary figure. It
should let one build a mouse and a cat, although it may be a bit hard to
squeeze a bear and tiger in there. GM's should assign a value that suits
them. Also note that the animal forms retain Dragon's INT score.
The Character:
STAT VAL COST
Str 12 2
Dex 14 12
Con 15 10
Body 13 6
Int 13 3
Ego 13 6
Pre 10 0
Com 10 0
PD 4 2
ED 3 0
Spd 3 6
Rec 5 0
End 30 0
Stun 27 0
Char Total 47
Power Total 183
Total Cost 230
COST POWERS & SKILLS
100 100 Point Variable Power Pool: Animal 'Duplication' Powers
57 VPP Control Cost: No Skill Roll Needed, Limited Special Effects
(animal powers), Requires IIF sculptures
3 Contact: Fadeout 12-
3 KS: Chinese History 12-
2 KS: Origami 11-
1 KS: KS: Shadow Fist Society 8-
6 PS: Origami (DEX) 16-
4 PS: Sculpting (DEX) 14-
3 Streetwise 11-
4 Lang: Catonese (native), English (4)
Disadvantages
100 Base
10 Psych: Dislike of white society
15 Psych: Impulsive
20 Phys: Main body is asleep while animal duplicate is active
8 Watched: Shadowfist Society (MoPow) 8-
77 Experience
(Lazy Dragon created by William F Wu, character sheet created by Michael
Surbrook)
***************************************************************************
* "'Cause I'm the god of destruction, that's why!" - Susano Orbatos,Orion *
* Michael Surbrook / susano@access.digex.net *
* Attacked Mystification Police / AD Police / ESWAT *
* Society for Creative Anachronism / House ap Gwystl / Company of St.Mark *
***************************************************************************
From ???@??? Tue Jun 17 18:27:55 1997
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From: Michael Surbrook <susano@access.digex.net>
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Subject: CHAR: Water Lilly
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WATER LILLY
(Jane Lillian Dow)
Designers Notes:
Water Lilly is 5'7", 115 lbs, with red hair and green eyes. She quite
pretty. She's also one of the most unlucky characters in the Wild Cards
universe. In the course of her 'career', she's been captured by the
Astronomer, tossed off the 86th floor of the Empire State Building, worked
(unknowingly) for the Mafia, used as a mount by Ti Malice and infected by
Typhoid Croyd.
Water Lilly's power is the ability to condense water out of the
surrounding atmosphere. She can also draw water from someone's body,
leaving a white, powdery residue if she does it all the way. She can
create mini-rain falls and move masses of water about. She tends to soak
herself is excited or scared (or angry), leaving pools of water about.
After she was re-infected by Typhoid Croyd, she gained the power to cure a
wild card victim via sexual intimacy. Naturally, this process takes a
while.
The Character:
STAT VAL COST
Str 7 -3
Dex 14 12
Con 12 4
Body 11 2
Int 15 5
Ego 13 6
Pre 10 0
Com 14 2
PD 2 1
ED 2 0
Spd 3 6
Rec 4 2
End 24 0
Stun 21 0
Char Total 37
Power Total 226
Total Cost 263
COST POWERS & SKILLS
126 Multipower: Water Control, all slots have limitation; Not in dry
areas/vs dry targets (-1/4)
13 u 6d6 Drain vs Body, Ranged, 1/2 END, Not vs 'dry' targets (-1/4),
END 7
9 m 30 STR TK, 0 END, Requires large quantities of water (-1/4),
Affects all parts of target (-1/4), Not in very dry areas (-1/4)
20 m 10d6 Transformation Attack Minor: Create Water, 1/2 END, Not in
very dry areas (-1/4), END
3 m Change Environment:JMini-rain showers, 4" radius, 0 END,
Not in very dry areas (-1/4)
51 Transformation 6d6 Major: wildcard victim to normal human,
Cumulative, 0 END, No Range, Requires intimate contact (-2)
2 PS: Restaurant Manager 11-
2 PS: Waitress 11-
Disadvantages
100 Base
15 DF: Power manifests when she is excited or scared, drenching her
(and the surrounding area)
5 Poor
15 Psych: Impulsive
10 Psych: Naive about life in the big city
10 Psych: Will not accept charity
5 Unluck 1d6
91 Experience
(Water Lilly created by Pat Cadigan, character sheet created by Michael
Surbrook)
***************************************************************************
* "'Cause I'm the god of destruction, that's why!" - Susano Orbatos,Orion *
* Michael Surbrook / susano@access.digex.net *
* Attacked Mystification Police / AD Police / ESWAT *
* Society for Creative Anachronism / House ap Gwystl / Company of St.Mark *
***************************************************************************
From ???@??? Tue Jun 17 18:27:57 1997
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From: Eric Burns <burns@cug.dorm.usm.maine.edu>
Message-Id: <199706171920.PAA18354@usmcug.usm.maine.edu>
Subject: Re: Urban Myth group (fwd)
Date: Tue, 17 Jun 1997 15:20:37 -0400 (EDT)
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Forwarded message:
>
> -> From absga@elbertonga.com Tue Jun 17 09:55:52 1997
> -> I am looking to create an NPC team of villians based on urban myths.
> ->
>
> At the risk of being obvious:
>
> The Albino Sewer Alligator!
>
> -Sam
>
Yeah, or "Steals-People's-Kidneys-and-Sells-Them-on-the-Black-Market-Man"!
-Eric
From ???@??? Tue Jun 17 18:27:59 1997
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From: Stainless Steel Rat <ratinox@peorth.gweep.net>
Subject: Re: CHAR: Lazy Dragon
References: <Pine.SUN.3.96.970617145130.28868P-100000@access2.digex.net>
X-No-Archive: yes
X-Attribution: Rat
Organization: The Happy Fun Ball Brigade
Date: 17 Jun 1997 16:11:54 -0400
In-Reply-To: Michael Surbrook's message of "Tue, 17 Jun 1997 14:52:08 -0400 (EDT)"
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-----BEGIN PGP SIGNED MESSAGE-----
>>>>> "MS" == Michael Surbrook <susano@access.digex.net> writes:
MS> 100 100 Point Variable Power Pool: Animal 'Duplication' Powers
MS> 57 VPP Control Cost: No Skill Roll Needed, Limited Special Effects
MS> (animal powers), Requires IIF sculptures
Close enough. I envisioned it as having a skill roll to change the
duplication power in the pool, though, especially since he does have the
requisite skills. The limited powers limitation is "one instance of
duplication" -- that is, the pool may be set for only one form at a time
(more semantics than anything else since the actual value does not change).
There are probably a few other limitations that could be added, such as
time and concentration. Special effects -0 that the creature created is
pretty much "normal" for that type of creature.
And let me reiterate that this is gross. This kind of thing should not
generally be allowed in players' hands. It deliberately and with malice
aforethought bypasses most of the restrictions on Duplication, but it is
still the simplest way to do it that I could think of.
-----BEGIN PGP SIGNATURE-----
Version: 2.6.3
Charset: noconv
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nuU9BJARW35BOZPF3pxDDcJn3wAhkYJAA5JArg7Yg3M/i8l32rXvOf9BbpR6sCEy
uZjNsmTjpqbvCLASjZ6/9jouJAYLZtr4Dow+BVuQYvmWwVISPeX0pNxSdQY1jjUx
0vgrHJe50Jw=
=ptyx
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--
Rat <ratinox@peorth.gweep.net> \ Do not use Happy Fun Ball on concrete.
PGP Key: at a key server near you! \
\
From ???@??? Tue Jun 17 18:28:00 1997
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From: Dave Mattingly <DaveM@FocusSoft.com>
Subject: RE: CHAR: Demise
Date: Tue, 17 Jun 1997 16:15:41 -0400
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I want to see how you're going to handle the Demise versus Puppetman
battle.
Dave Mattingly
From ???@??? Tue Jun 17 18:56:12 1997
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Subject: Re: Stupid Mind Tricks)
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From: dwtoomey@juno.com (David W Toomey)
Date: Tue, 17 Jun 1997 17:22:42 EDT
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>Some characters can get small enough to travel through the phones
>lines.
>This can be bought as:
>
>5" Teleport, 256xNCM {=1280"}, OIF: any phone (-½), only through phone
>lines (-1), destination is other phone, which must be answered (-1),
>immediate hang-up or bad connection gives random location (-½), no
>combat move (-¼), not instantaneous: teleport is gradual, and averages
>the speed of sound (-¼); for an active cost of 45, and a real cost of
>10
>points.
>Traveling at the speed of sound will still take a few seconds for a
>long-distance call. Nowadays, many phone lines are fiber optic, and
>don't transmit at the speed of sound, but the speed of light.
Beg Pardon? All phone lines are electromagnetic phenomenon, and work at
a little less than lightspeed. Otherwise, if you called California from
New York, each reply would take HOURS to get to the respondant. Old
style phone lines are NOT two tin cans with string between.
David W Toomey
dwtoomey@juno.com
From ???@??? Tue Jun 17 19:16:08 1997
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Date: Tue, 17 Jun 1997 16:38:10 -0500
From: Earl Kwallek <earl@thewarren.mil.wi.us>
Subject: Re: Related subject:
In-Reply-To: <33A58B48.2BA9@teleport.com>
References: <3.0.1.32.19970613041946.00ebb388@globaldialog.com>
<3.0.1.32.19970613222515.00709620@globaldialog.com>
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At 11:51 AM 6/16/97 -0700, Capt. Spith wrote:
>> In short, these players designed a bunch of Combat-Killer-Death-Machines
>> rather than anything resembling real people... but then that seems to be
>> normal for the games I have run/played in....
>> Oh well....
>
> This is the situation where you 'suddenly happen into' circumstances
>where non-combat skills and pure roleplaying/characterization is what's
>necessary to save the day.
>The villian has come up with a way to neutralize the heroes powers (or
>threaten reprecussions if they use them) so they have to ignore those
>300 points of combat aptitude and find something in their few remaining
>points to use...
>
I tried this... Unfortunately, I came to the conclusion that the players
would rather play the villains anyways. Anyways, the characters did manage
to get a halfway reasonable selection of "useful" skills between them
(despite what I implied in my previous post), just enough to handle most
Mystery/non-combat plots (Barely), and when I started using such plots,
they would just have the character with the best appropiate stat buy
whatever skill was needed to insure that I couldn't use that type of plot
again without them having the skill..,.
when someone has a 43 INT, 3 pts gets them an 18- roll in most
"non-combat" (ie: INT-Based) skills/sciences/etc.
Maybe I DO need to post these characters so you can see what I'm talking
about, but I really don't have the time...
From ???@??? Tue Jun 17 19:16:10 1997
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From: Dave Mattingly <DaveM@FocusSoft.com>
Subject: RE: Urban Myth group
Date: Tue, 17 Jun 1997 17:30:42 -0400
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Jet Engine Man
He wants to be able to fly at jet speeds, but knows better than to strap
a jet engine to his back, or to a bike, or whatever... So he kidnaps
people and straps jet engines to them until he can get it right.
Gang Initiations
They drive at night with their headlights off, and follow the first
person who flashes them, and kill them.
Spontaneous Combustion Man
He can cause people to burn for no apparent reason. "Natural causes.
This happens all the time."
Role-Players Gone Bad
The guys who live in the steam tunnels and dress weird and terrorize
locals... If you want to turn this to terror, you could reenact the
whole Mazes and Monsters bit.
Buried Alive
The PCs wake up one day in a coffin! Nuff said.
Disney on Ice
Walt is frozen, not dead. One day he'll be back. Perhaps the PCs are
also frozen just before death, or some psycho fan steals Walt's block.
Organ Muggings
A tourist to the campaign city is mugged, and wakes up hours later in an
alley. His side hurts, and he sees that he has a professionally-applied
bandage on his side. He goes to the hospital where they discover that
one of his kidneys was taken!
Bullet Impregnation
A stray bullet hits our hero in the crotch and a woman bystander in the
stomach. She becomes pregnant and sues the hero for paternity!
Penny Dropper
A criminal is atop a large building and threatens to throw a handful of
pennies unless his demands are met.
Humming Plants
A cactus is bought, which begins to hum. Softly at first, but gets
louder. The cactus begins to vibrate. The owner is so unnerved, that she
calls the store where she bought it. The store is horrified, and tells
her to get rid of it immediately. She throws it out the window quickly,
and upon hitting the ground, explodes into hundreds of baby tarantulas
that had hatched inside.
Brain-Eating Bugs
A woman complaining of a headache sees a doctor. He diagnoses that an
earwig had crawled into her ear, but he is unable to remove it. He tells
her to wait til it comes out the other side. Days later, she returns,
and the bug comes out the other ear. "Oh no!" says the docor, "It's a
female!" So of course, the pregnant bug layed thousands of eggs inside
her brain.
This last one is sick, I know, but you wanted horror...
Card Boy
Was once dying, and his last wish was to collect enough business cards
to get into the Guiness book. He's now healed, and ha become warped by
the thousands of new business cards every day following him around even
today, 15 years later. Now randomly pulls out a business card and stalks
the person, leaving lots of business cards in the victim's personal
effects. Other people's cards show up in the victim's wallet, taped
inside the door of the public bathroom he happens to use, ...
everywhere. Until the victim goes crazy, or Card Boy gets bored with it
and kills him.
--
Dave Mattingly
http://www.geocities.com/soho/5953
X-Sender: wabbit@globaldialog.com (Unverified)
Date: Tue, 17 Jun 1997 16:38:10 -0500
From: Earl Kwallek <earl@thewarren.mil.wi.us>
Subject: Re: Related subject:
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
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At 11:51 AM 6/16/97 -0700, Capt. Spith wrote:
>> In short, these players designed a bunch of Combat-Killer-Death-Machines
>> rather than anything resembling real people... but then that seems to be
>> normal for the games I have run/played in....
>> Oh well....
>
> This is the situation where you 'suddenly happen into' circumstances
>where non-combat skills and pure roleplaying/characterization is what's
>necessary to save the day.
>The villian has come up with a way to neutralize the heroes powers (or
>threaten reprecussions if they use them) so they have to ignore those
>300 points of combat aptitude and find something in their few remaining
>points to use...
>
I tried this... Unfortunately, I came to the conclusion that the players
would rather play the villains anyways. Anyways, the characters did manage
to get a halfway reasonable selection of "useful" skills between them
(despite what I implied in my previous post), just enough to handle most
Mystery/non-combat plots (Barely), and when I started using such plots,
they would just have the character with the best appropiate stat buy
whatever skill was needed to insure that I couldn't use that type of plot
again without them having the skill..,.
when someone has a 43 INT, 3 pts gets them an 18- roll in most
"non-combat" (ie: INT-Based) skills/sciences/etc.
Maybe I DO need to post these characters so you can see what I'm talking
about, but I really don't have the time...
X-Sender: wabbit@globaldialog.com (Unverified)
Date: Tue, 17 Jun 1997 16:47:20 -0500
From: Earl Kwallek <earl@thewarren.mil.wi.us>
Subject: Re: Related subject:
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
At 12:13 AM 6/16/97, \"qts\" <qts@nildram.co.uk> wrote:
>>>>>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
>>>>
>>>so??? why do we have to chuck this guy in s steryotype he obviously
>>doesn't fit??
>>
>>I have a problem with characters that "Have it all" this guy had the best
>>SPD, highest attack (in dice), Best defenses, and second highest DEX/CV in
>>the game.
>>Now do you understand my objection?
>
>
>Right, so what was the guy's ECV?
>
Between his ECV (again better than "avg" for the campaign),and His Mental
Defense (ditto), he didn't have a WHOLE lot to worry about here either...
My best attacks for use against this guy were:
1) An AREA EFFECT drain of obscene point total
2) Equally obecene point total Mental Powers (Advice, never let someone
have Mental Defense, AE, Selective)
3) Reflection at REAL high levels (he he he)
From: dobrien@e-mail.com
Date: Tue, 17 Jun 1997 18:44:08 EDT
X-Sender-Info: Dennis L. O'Brien
Consulting Systems Engineer
VM Systems Software 15863 (510) 675-5594
Subject: new Pacificon location
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
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To: champ-l@omg.org
The following information comes from someone who saw a flyer for Dealer
Room booths at Pacificon:
Pacificon will be held at the
Clarion Millbrae Hotel
401 East Millbrae Ave.
Millbrae CA
800-223-7111 (reservations)
415-692-6363 (hotel info)
convention rate $66/night
Dennis
"We should begin to feel for the flies and other insects struggling to be
free from sticky fly paper. There are humane alternatives." -- Michael W.
Fox (Vice President of Humane Society of the US)
Date: Tue, 17 Jun 1997 18:01:07 -0500
From: James Van Sickle <khaine@swbell.net>
Reply-To: khaine@swbell.net
Subject: Re: Stupid Mind Tricks)
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
The big question is whether or not the person on the other end can hear
you walking through the phone line? What happens when you hit a
switchbox?
Date: Tue, 17 Jun 1997 17:08:48 -0700
From: "Capt. Spith" <cptspith@teleport.com>
Reply-To: cptspith@teleport.com
Subject: Re: Stupid Shrinking Tricks (was RE: Stupid Mind Tricks)
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
Dave Mattingly wrote:
>
> >..., how would one build a shrinking power where strength, movement
> >rates, and vulnerability to attack all change in proportion to the
> >character's new size? Would it be reasonable to do this with side
> >effects?
>
> There are several ways to handle this. Here is an excerpt from my Power
> Point article dealing with size and density powers....
> --- BEGIN EXCERPT ---
....
>
> Strong Shrinking
>
> Some shrinking character conceptions make the character stronger as he
> gets smaller. The most common way to model this is to buy three levels
> of Density Increase for each level of Shrinking. The mass cancels out,
> leaving a concentrated hero.
This is one I've used; it represents well the idea of reduced size
with constant mass, and the resulting power enhancement....
> Combat Shrinking
>
> The logic that shrunken characters are harder to hit can also work
> backwards. Now that the world seems much bigger to the shrinker,
> normal-sized characters are easier to hit. This can be bought as +2 OCV
> Combat Skill Levels per level, linked to Shrinking.
>
> Shrink Versus Shrink
>
> Two shrunken characters will have a hard time hitting each other, even
> when they're in the same hex, since they both have a bonus to DCV!
> Growth momentum only applies to characters larger than the shrinker --
> this should also apply to DCV and PER modifiers for hand-to-hand combat.
Actually, when it comes to Shrinking and Growth, I dispense with all
the specific benefits and work off a relative scale; two shrunk
characters (the same size) are treated as normal for HTH, as are two
(same size) grown characters. Characters with varying levels of
Shrinking and Growth are treated as if the one closer to 'normal' size
is normal size, and the other with the appropriate mods for the relative
difference. I also went through and made sure that shrinking and growth
CV bonuses equalled out in general, so that this system would be easier
to implement. The rationalization for Grown characters not having to
contend with increased DCV vs. normal-sized ones is that the Giants have
learned to accomodate the size differences much easier than the
non-size-changers.
> Example: Mind Mole can get twice as small as Bonsai. Against
> normal-sized people, Mind Mole has a +8 DCV, and Bonsai has a +6 DCV.
> But if the two ever faced each other, Mind Mole would only have a +2 DCV
> against Bonsai (but would still have a +8 against others).
Uh, yeah, like that....
(other stuff cut for brevity's sake....)
--
-Capt. Spith
Savior of Humanity
Secular Messiah
Date: Tue, 17 Jun 1997 20:09:09 -0400 (EDT)
From: Michael Surbrook <susano@access.digex.net>
cc: champ-l@omg.org
Subject: RE: CHAR: Demise
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
On Tue, 17 Jun 1997, Dave Mattingly wrote:
> I want to see how you're going to handle the Demise versus Puppetman
> battle.
Oh, that's simple, I'm not going to bother. I really don't know how that
would be resolved, unless one decided upon a 'radiation' accident for
Puppetman that removed powers instead of adding new ones. I certainly
wouldn't do such a thing to a PC and if I did, I'd talk to the PC first,
so game mechanics would become a moot point.
***************************************************************************
* "'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, 17 Jun 1997 20:17:32 -0400 (EDT)
From: Michael Surbrook <susano@access.digex.net>
cc: champ-l@omg.org
Subject: Re: CHAR: Lazy Dragon
Errors-To: owner-champ-l@omg.org
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On 17 Jun 1997, Stainless Steel Rat wrote:
> >>>>> "MS" == Michael Surbrook <susano@access.digex.net> writes:
>
> MS> 100 100 Point Variable Power Pool: Animal 'Duplication' Powers
> MS> 57 VPP Control Cost: No Skill Roll Needed, Limited Special Effects
> MS> (animal powers), Requires IIF sculptures
>
> Close enough. I envisioned it as having a skill roll to change the
> duplication power in the pool, though, especially since he does have the
> requisite skills. The limited powers limitation is "one instance of
> duplication" -- that is, the pool may be set for only one form at a time
> (more semantics than anything else since the actual value does not change).
> There are probably a few other limitations that could be added, such as
> time and concentration. Special effects -0 that the creature created is
> pretty much "normal" for that type of creature.
In order to change slots, Lazy Dragon has to create a new figure. He does
all of this in advance (way in advance) so that when the time comes
he can toss out the needed form (like keeping a folded tiger in his
pocket) so that the idea of needed a skill roll to change forms becomes
moot. It certainly isn't a disadvantage. (using you own: 'if it
doesn't limit the character then you don't get any points for it' rule)
The focus isn't destroyed when used either. If you kill his tiger form,
you end up with a little folded paper tiger in a big pool of blood. Also,
Lazy Dragon's skills needed to create new sculptures are listed on the
character sheet. I guess on could put a limitation in there about needing
time to create new forms.
> And let me reiterate that this is gross. This kind of thing should not
> generally be allowed in players' hands. It deliberately and with malice
> aforethought bypasses most of the restrictions on Duplication, but it is
> still the simplest way to do it that I could think of.
<shrug> No grosser than some of the other character concepts to come out
of the series. Personally, I think a GM can probably deal with a PC with
Lazy Dragon's powers easier then someone trying to duplicate the Turtle.
The point should be made that *all* the Wild Cards characters tend to be
'one-shot wonders'. They have one base power and they do it *very* well.
Great for fiction, but sometimes terrible for gaming. OTOH, the designs
do make for great NPCs, as well as illustrating interesting power
applications. (which is why I usually write them up).
***************************************************************************
* "'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, 17 Jun 1997 21:35:54 -0500
From: Joel Vallejo <jvallejo@bellsouth.net>
Reply-To: jvallejo@bellsouth.net
Subject: Re: Code vs Killing
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Todd Hanson wrote:
>
> looking for a bit of advice..
>
> How do other GMs handle a character who has code vs killing.. and kills?
>
> Let me point out up front - this hasn't happened.. YET. But I'm
> expecting it to.
>
> One of my players has a code vs killing. Kind of my own fault - in order
> to promote more of a 'four color' feel to my game, I started my players
> at 275 pts, and let them take any points taken as 'code vs killing' as
> bonus points. I have a feeling that THIS player took the disad just for
> the points.
>
> He hasn't actually killed YET, but there are several times (especially
> when losing) where he has threatened to pull out his 'big gun' (his 4d6
> RKA) against villians/agents who obviously have little or no resistant
> defenses (usually with comments along the lines of 'as pissed off as I
> am at this guy, I dont care if I kill him!'). So far his teammates (who
> also all have cvk) have held him back, but (as I've discussed with the
> player), his OWN code vs killing should be holding him back.
>
> Unfortunately the player doesn't see it this way. He seems to think
> because he only has a 15 point cvk (vs the 20 pt that most of the rest
> of the team does) that he only has to follow the cvk... MOST of the
> time. Its become pretty clear that the player and I have different
> views of what code vs killing means.
>
> So.. assuming the inevitable happens, how should I handle it? I don't
> really want to turn it into a big confrontation (besides gaming with
> him, I have to work with him), but I don't intend to let him get by with
> it either.
>
> The obvious penalty is that future experience will be earmarked to
> buying down his code vs killing. But I wanted an 'in-game' penalty as
> well. How would the government (he is on an officially sponsored team
> of the city of Chicago) deal with him?
>
> Thanks for the help,
>
> Todd
I had a character who accidently killed a bum, trying to strongarm info
out of him. Unfortunately, I did this out in the open. A woman
screamed, the police came, and I was on the run. It sucked to have
every NPC Super and Cop gunning for me. Try it, he won't like it.
Date: Tue, 17 Jun 1997 21:59:00 -0500
From: Joel Vallejo <jvallejo@bellsouth.net>
Reply-To: jvallejo@bellsouth.net
CC: champ-l@omg.org
Subject: Re: Advanced STR Chart
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Jerry & Jamie Nealis wrote:
>
> During our last gaming session one of my fellow players (playing the
> team brick) used a baseball to take out a VIPER agent. The GM converted
> the Bricks STR to an EB and added 1D6 for the ball. (12D6 EB) Needless
> to say it worked.
>
> But this got me to thinking, I remember seeing some kind of STR chart
> for Throwing Distances and Damages for smaller items..... like what STR
> it would take to put a 2 kilo object into orbit..... that sort of thing.
>
> Does anybody else recall this chart? If so could you please tell me
> where I could find a copy? I think it would be a useful tool for later
> games......plus just think of a Professional Baseball pitcher with a 40
> STR. ;)
You're thinking of the Strength Table on pgs. 173-174 of Champions 4th.
The Champions people also did a write-up of a former baseball player,
whose arm was replaced with a cybernetic one. I believe his name was
Fastball. I think he was either in ALLIES or HIGH-TECH ENEMIES.
Later,
Joel Vallejo
jvallejo@bellsouth.net
Date: Tue, 17 Jun 1997 20:34:43 -0700
From: Mike Sprague <sprague@VivaNET.com>
Reply-To: sprague@VivaNET.com
CC: champ-l@omg.org
Subject: Re: Complex Powers and Frameworks (Was: Related subject)
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Capt. Spith wrote:
>
> Mike Sprague wrote:
>
> > As a GM, I love having NPC's that cause the players to say "How
> > does he/she do that?" Predictable villians, whoes powers are
> > well understood can end up boring for both the GM and players.
>
> Okay, this has nothing to do with frameworks, but that's a great
> point;
Okay, so I did a bad thing. I combined responses to two different
messages, with the same subject, into one reply. :-)
> > Mike's Observations and Views on Power Frameworks:
> >
> > 1) I feel that Frameworks are like any other power that has a
> > magnifying glass or a Stop sign next to them. The GM _must_
> > take a close look at them, to make sure they make sense and
> > are not too abusive.
>
> Fine point; in fact, however, player-created characters should have
> either magnifying glasses or stop signs on them, since players are
> just as likely to be abusive without frameworks.
Quite true ... however, I was just talking about Frameworks here, not
those who use them.
> > Elemental Control:
> >
> > This Framework is simply there to save points. I admit that it's
> > evil, :-) but I still like and use it. The problem is that it has
> > no built in Limitations like the others. It simply saves points.
>
> There are no obvious limitations, but an EC is limiting in the
> following ways;
>
> I)Fewer points are saved than with other frameworks
That's not a limitation!! Your also comparing it to other frameworks,
which is only really valid if every character _must_ have a Framework
(okay, so I encourage that :-). That is, normally, I can buy MP with
it's built in limitations, or I can avoid them by using EC and still
save points over a character than doesn't use a framework.
I just don't feel that it's a limitaion.
> II)All powers generally need to be around the same point level
> to capitalize on the (lower) savings in the first place.
Very true, but still not a limitation. In general, this is not hard to
resolve. I means that you don't put small powers in big EC's and you
pay more for big powers in smaller EC's. Typically I see EC's in the
range of 7 to 20 points (depending on what's going in it), which get's a
lot of bang for the buck.
Granted, an MP would be a lot cheaper, but everything works at once in
an EC.
> A GM should always have prepared some NPC to do something
> against 'All powers of X SFX' to be able to affect an EC, a MP
> or a VPP. This is the core concept I consider to be most
> important for all frameworks, but particularly EC's, and think
> that it is important to occasionally 'flex that muscle', since
> it is one of the reasons for point savings in the first place.
Very good advice!
>
> > My advice:
> >
> > a) Look for, and don't allow ones with lots of powers (unless, of
> > course, you want to). The more powers you add, the greater the
> > cost savings, and the more powerful the character becomes when
> > compared to the others (unless they do the same thing).
>
> As I mentioned in the above semi-rant, this is simply not true;
> Every additional slot in an EC costs at least half of the points it
> would if bought 'straight', but every additional slot in a MP costs at
> MOST 1/5 of the cost it would otherwise, and usually only 1/10 the
> cost. So by comparison, EC slots cost 2-1/2 times to 5 times as much
> as comparable MP slots, which is why the inherent limitations are less
> stringent.
Here, I must disagree with you. Points saved are points saved!! Since
the normal EC has no built in Limitations, comparing straight cost to
the MP is really not valid. In other words, your absolutly right in
pointing out that the MP is more points effecient ... I just don't agree
that this is a Limitation against EC, and it doesn't make my point less
valid.
This also brings up an importent point about MP's. (I knew it, but
missed pointing it out in my last note.) GM's should also carefully
look extra hard at big MP's, especially if they are full of attacks.
This may likely be an abusive MP, as Capt. Spith just pointed out _how_
points efficient MP is.
In other words, the point I made above is even more valid for MP's than
for EC's.
Over all though, Capt. Spith, I believe we are very much in agreement on
the majority of the subject. Where we disagree is minor, and not a
serious issue.
~ Mike
Date: Tue, 17 Jun 1997 21:11:26 -0700
From: Mike Sprague <sprague@VivaNET.com>
Reply-To: sprague@VivaNET.com
CC: champ-l@omg.org
Subject: Re: LOW-Powered Games(Was: Related Subject)
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Capt. Spith wrote:
> Actually in low-power games (150 to 200 points) I found a unique way
> to really make players think about going a route other than
> power-mongering (such as you *can* with 150 points...) attempts.
> This is actually for games where the 'supers' are supposed to be only
> barely more powerful than well equipped super-agents, but with innate
> powers; Normal CHAR Max for no disad, then apply the CHAR Max to the
> active points in any framework pool.
> That is, the first 20 active points in a MP (for example) are 20
> points, then 2 points per add'l point in the pool after that, thus a 30
> point MP would cost 40 points (plus advantages, minus limitations, plus
> slot costs, and such).
> For MPs and VPPs, slot costs and control costs would be figured
> directly from the total pool cost, and with ECs, each slot would be
> figured with the 'CHAR Max' in effect before reducing by the EC cost. I
> like the way this drives home the idea of having _either_ a single
> powerful attack _or_ a variation of less powerful attacks, though it
> only tends to work well on lower powered games, since at higher power
> levels the point costs get too overblown and then downright unfair.
A very interesting Idea! Expanding on it ....
For those like playing with Active Point Limits (I do for starting
characters, then remove them once play starts), one could do similar to
what you do. Instead of making the Active Point Limit a hard cap, one
could treat it as a characteristic max! Players woud then be allowed to
build powers above the Active Point Limit, but it would cost extra.
Of course, those limits must also apply to Frameworks, and this would
really screw with HeroMaker, if you use it!
~ Mike
Date: Tue, 17 Jun 1997 21:21:39 -0700
From: Mike Sprague <sprague@VivaNET.com>
Reply-To: sprague@VivaNET.com
Subject: Re: Related subject:
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David Nasset, Sr. wrote:
>
> > 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.
>
> I like this idea. I have long hated the SPD system in Hero, because
> it is so ridiculously slow. Watch any boxing match, and show me the
> guy with a SPD of 4.
>
> The only problem with your solution is running speed. A character
> with Normal Characteristic Maximum Running and SPD can already easily
> outdistance any real world runner. Your method makes this worse.
Yes, 22 mph combat / 45 mph non combat is a bit much (my system mods),
but I don't find it a problem for the super hero genre.
For Hero level genres, I will probably use a system very similar to
Geoff's where movement is based on a "per Turn" basis, rather than a
"per Phase" basis. Higher Speed Characters still go more often, but
movement is more uniform between characters.
I got rather annoyed in when I was running Justice Inc. (standard
rules), when one of the characters was able to run down cars, so long as
they were obeying the city speed limits.
> Late at night, a normal man (security guard in a warehouse in the
> industrial part of town) is trying to stop another normal man from
>
> [Text Deleted]
>
> Security guard with DEX 11 charges across the sidewalk, the road, and
> the other sidewalk to do a non-combat move-through, all in less time
> than it takes the killer to raise and fire his weapon _once_.
>
> Huh?
I have found other problems with segmented movement. One of the players
had a complaint when he was chasing the suspected villian in an old opra
house. The bad guy had a higher DEX, went first, managed to duck
through an open door, and dive behind some seats. When the hero got to
move, he had lost sight of the villian ... even though they had the same
movment.
I have often wondered if actual movement (not total inches moved) should
be on a "per segment basis," where if you don't move, you lose
movement. Since you couldn't move very far in a single segment, it
might make movement a little more realistic.
Then of course, you have to deal with the half move/full move with
combat issue. Do you try and work it out, or pitch the whole thing, and
say that attack and movement are unrealated?
>
> The biggest problem the Hero System has is that while combat is
> excessively slow and ponderous for a superhero game, it has too much
> of a superhero feel at other times. Men shot in the torso with a .357
> magnum using a good hollow point round (90%+ odds in real life of
> stopping a man cold, though not necessarily dead) continue fighting,
> only hesitating a phase or so. People charging an armed man get to
> him faster than he can point a gun, at ridiculous distances.
For all Hero System games, I have increased the damage done by
firearms. While the players in my current Champs game do not fear the
BODY done by firearms, they do know they can take STUN from them.
In addition, I also use the optional hit locations for Hero Level games,
including extra damge done when hitting the head and such. When running
Justice Inc. guns were feared, and for a good reason!! Most of the
combat however, was of the fisticuff variety.
~ Mike
P.S. David, I tried to send this directly to you, since your reply was
only to me, but got the following response.
> Subject: failure notice
> From: MAILER-DAEMON@dns01.ops.usa.net
>
> Hi. This is the qmail-send program at dns01.ops.usa.net.
> I'm afraid I wasn't able to deliver your message to the
> following addresses. This is a permanent error; I've given up.
> Sorry it didn't work out.
>
> <Filksinger@dns01.ops.USA.NET@spamstopper&>
> You must use a USA.NET return address to use this relay
I've been using email a long time, but don't know how to deal with this.
Date: Wed, 18 Jun 1997 00:41:34 -0400
From: geoff@omg.org (Geoffrey Speare)
Subject: Related subject:
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> I have found other problems with segmented movement. One of the players
> had a complaint when he was chasing the suspected villian in an old opra
> house. The bad guy had a higher DEX, went first, managed to duck
> through an open door, and dive behind some seats. When the hero got to
> move, he had lost sight of the villian ... even though they had the same
> movment.
I've thought about writing up a "Follow" maneuver, which basically
translates to holding your action and then moving when they move. (The
maneuver would let you move as they moved, with DEX rolls if the
target does something sneaky.) Haven't actually written it up yet,
though.
> I have often wondered if actual movement (not total inches moved) should
> be on a "per segment basis," where if you don't move, you lose
> movement. Since you couldn't move very far in a single segment, it
> might make movement a little more realistic.
It definitely would make movement more realistic, but I suspect it
would just be too much complexity.
Geoff Speare
Date: Tue, 17 Jun 1997 23:55:21 -0500 (EST)
From: Tokyo Mark <bastet@iquest.net>
X-Sender: bastet@iquest7
Reply-To: Tokyo Mark <bastet@iquest.net>
cc: champ-l@omg.org
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> For Hero level genres, I will probably use a system very similar to
> Geoff's where movement is based on a "per Turn" basis, rather than a
> "per Phase" basis. Higher Speed Characters still go more often, but
> movement is more uniform between characters.
>
> I got rather annoyed in when I was running Justice Inc. (standard
> rules), when one of the characters was able to run down cars, so long as
> they were obeying the city speed limits.
I can still remember the first time my group noticed this weird math in
Champions. We were also playing Justice Inc. and figured out that we
could run to the place we were going faster then driving. Pretty much all
we did was decide as a group that was silly and kept driving.
> I have found other problems with segmented movement. One of the players
> had a complaint when he was chasing the suspected villian in an old opra
> house. The bad guy had a higher DEX, went first, managed to duck
> through an open door, and dive behind some seats. When the hero got to
> move, he had lost sight of the villian ... even though they had the same
> movment.
I think this, like the example with the guard, is a matter of perception.
>From my point of view, if a guard rushes someone with a gun and that
person doesn't have the half action to shoot, then it's probably like
those scenes you see in the movies. The guy might be raising his gun
toward the person rushing him, but it's not pointed right at him.
>
> I have often wondered if actual movement (not total inches moved) should
> be on a "per segment basis," where if you don't move, you lose
> movement. Since you couldn't move very far in a single segment, it
> might make movement a little more realistic.
More realistic, but it would drag combat even more. I've never considered
Hero to be a terribly realistic system, it simply duplicates movie action
very well.
> >
> > The biggest problem the Hero System has is that while combat is
> > excessively slow and ponderous for a superhero game, it has too much
> > of a superhero feel at other times. Men shot in the torso with a .357
> > magnum using a good hollow point round (90%+ odds in real life of
> > stopping a man cold, though not necessarily dead) continue fighting,
> > only hesitating a phase or so. People charging an armed man get to
> > him faster than he can point a gun, at ridiculous distances.
>
> For all Hero System games, I have increased the damage done by
> firearms. While the players in my current Champs game do not fear the
> BODY done by firearms, they do know they can take STUN from them.
>
> In addition, I also use the optional hit locations for Hero Level games,
> including extra damge done when hitting the head and such. When running
> Justice Inc. guns were feared, and for a good reason!! Most of the
> combat however, was of the fisticuff variety.
>
It's just a matter of what type of game you want. I usually run my super
heroic and heroic games with a Hong Kong action movie feel. For
simulating movie action I think Hero is great. But then, realitic as it
may be, I don't want PC's to die 90% of the time just because they got hit
in the chest by a .357 magnum. It's a matter of what feel you want for
the game.
TokyoMark
From: Daniel Pawtowski <dpawtows@access.digex.net>
Subject: Re: Urban Myth group
Date: Wed, 18 Jun 1997 02:29:43 -0400 (EDT)
Organization: VTSFFC
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Let's see here... the mysterious street gang that materializes whenever
a motorist blinks thir high beams, destroying the car and killing
the occupants.
A related gang has several unnaturally skinny members who like to hide
under cars and wait to stab the drivers in the ankle with a syrineful
of knockout drugs.
Or, for an old-fashioned approach, a bunch who have the ability to hide
razor blades in apples that children are about to eat.
Hurm. I suppose all of those could be generated by a single evil mage
with an odd sense of humor and an addiction to alt.folklore.urban.
In which case, he probably likes to sling around "Transform: Glass into
Flowing Glass". :-)
Daniel Pawtowski
dpawtows@vt.edu
From: Daniel Pawtowski <dpawtows@access.digex.net>
Subject: Re: Advanced STR Chart
Date: Wed, 18 Jun 1997 03:05:04 -0400 (EDT)
Organization: VTSFFC
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>
> You're thinking of the Strength Table on pgs. 173-174 of Champions 4th.
> The Champions people also did a write-up of a former baseball player,
There was also a writeup in an Adventurer's Club article awhile ago.
Titled "How far did Grond throw you?", Issue #20.
It was basicly a fairly simple ballistics calculation. It made a
major simplification, though: it assumed zero air friction. Over anything
except a real short-ranged throw, the errors accumulated to allow truely
ridiculous feats- it concluded that a 50 STR brick can throw a 635-Kg
object ten miles, or a 23-Kg object into orbit. A 90-STR brick can
throw 6 *tons* into orbit.
I don't think even 4-color can quite justify _that_.
Daniel Pawtowski
Date: Wed, 18 Jun 1997 00:47:27 -0700
From: "Capt. Spith" <cptspith@teleport.com>
Reply-To: cptspith@teleport.com
Subject: Re: nonstandard settings
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ErolB1@aol.com wrote:
> [DISCLAIMER & FLAME-BAIT: I am not against 'women in gaming.' I don't think
> it's acceptable to pick on a player (or on her character) because she's a
> woman. But I do think that gaming is inherently masculine - full of "boy
> stuff" - and that women should accept it on those terms. IMHO it's better for
> women to use RPGs to get in touch with their 'inner amazon' or 'inner tomboy'
> rather than to try to change the games into something more 'feminine' or
> 'feminist'.]
Alright, I'll take the disclaimerbait :-)>
Actually, I DO agree that RPG's by their nature tend to be geared for
'man-stuff', but I don't think that 'girl-stuff' is actually out of
place there. I DO believe that women/girls should NOT go in
expecting/attempting to _change_ the game into a kinder, gentler
reality, but that they can and should bring in characters who have
decidedly different points-of-view, reacting to the existing world
structure. I believe that characters with dichotomous points of view,
trying to deal with each other, is the core of what role-playing is all
about. I myself have played female, non-amazon/non-'tom-boy' characters
for that very reason, and generally found the results very positive!
--
-Capt. Spith
Savior of Humanity
Secular Messiah
Date: Wed, 18 Jun 1997 01:10:15 -0700
From: "Capt. Spith" <cptspith@teleport.com>
Reply-To: cptspith@teleport.com
Subject: Re: Related subject:
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Earl sez;
> I tried this... Unfortunately, I came to the conclusion that the players
> would rather play the villains anyways. Anyways, the characters did manage
> to get a halfway reasonable selection of "useful" skills between them
> (despite what I implied in my previous post), just enough to handle most
> Mystery/non-combat plots (Barely), and when I started using such plots,
> they would just have the character with the best appropiate stat buy
> whatever skill was needed to insure that I couldn't use that type of plot
> again without them having the skill..,.
> when someone has a 43 INT, 3 pts gets them an 18- roll in most
> "non-combat" (ie: INT-Based) skills/sciences/etc.
> Maybe I DO need to post these characters so you can see what I'm talking
> about, but I really don't have the time...
I reckon that in this instance, you just may have to give up on
changing your groups attitude, and either join their style for the
NPC's, or get *really* clever in how to outsmart them. Remember, you
should always have copies of everyone's character sheets (GM rule #1/2 -
more important even that Rule #1), and should thus be able to play
directly on their weaknesses whenever deemed necessary....
--
-Capt. Spith
Savior of Humanity
Secular Messiah
Date: Wed, 18 Jun 1997 01:31:21 -0700
From: "Capt. Spith" <cptspith@teleport.com>
Reply-To: cptspith@teleport.com
Subject: Re: Complex Powers and Frameworks (Was: Related subject)
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Mike Sprague wrote:
>
> Capt. Spith wrote:
> >
> > Mike Sprague wrote:
> >
> > > As a GM, I love having NPC's that cause the players to say "How
> > > does he/she do that?" Predictable villians, whoes powers are
> > > well understood can end up boring for both the GM and players.
> >
> > Okay, this has nothing to do with frameworks, but that's a great
> > point;
>
> Okay, so I did a bad thing. I combined responses to two different
> messages, with the same subject, into one reply. :-)
Actually, what I meant was that _my_ reply had nothing to do with
frameworks; your comment (in fact) was imminently applicable, as many
'how did they do that' powers do use and/or require power frameworks to
work.
(...point and counterpoint edited...)
> Here, I must disagree with you. Points saved are points saved!! Since
> the normal EC has no built in Limitations, comparing straight cost to
> the MP is really not valid. In other words, your absolutly right in
> pointing out that the MP is more points effecient ... I just don't agree
> that this is a Limitation against EC, and it doesn't make my point less
> valid.
My primary thrust was that there _are_ actual inherent limitations on
an EC (single SFX being primary), but that there are FEWER inherent
limitations, which is reflected in a smaller point savings. If an EC
was equally as limiting as an MP, it would really suck, because it would
still cost more. I also think that the slot power level arguement is
valid; if small powers *are* included in an EC with large powers, there
is very little in the way of point breaks, but the single SFX limitation
is still in effect. I also believe that a seemingly 'free' reward for a
'tight' character conception _is_ a valid reason for point savings, and
that a 'tight' character conception, in my experience, virtually always
does qualify for one or another framework anyway.
> Over all though, Capt. Spith, I believe we are very much in agreement on
> the majority of the subject. Where we disagree is minor, and not a
> serious issue.
Yes, I agree as well, but I simply can't help niggling over the
details :-)>
--
-Capt. Spith
Savior of Humanity
Secular Messiah
X-Forwarding-Note: Was sent to herolist@october.com; forwarding to hero-l@omg.org
From: Darrin.Kelley@october.com (Darrin Kelley)
Date: 18 Jun 97 08:37:04 GMT
Subject: babylon revisited
X-Listname: Hero
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Path: october!darrin.kelley
Organization: Fidonet: Red October Alpha * Hero Roleplaying * 408-629-4695 *
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Please ignore this message, if you have no interest in this subject
matter, or if you are sick to death of this subject. I simply don't need
the hate mail.
I was asked privately by a Mailing List regular to post a
description of the die rolling method used in The Babylon Project,
to further illustrate why I gave that game such a scathing review.
Though I was quite literal and direct when confronted by the game's
author, I did not not elaborate any further than simply presenting my
own opinion. The following corrects that problem.
The Babylon Project is a target-number based game system. The dice
rolled represent positive or negative modifiers that are applied to a
base which is usually gained from adding the total of a stat plus a
skill.
The actual die rolling method itself is fairly simple. One red
six-sided die and one green six sided die are rolled together to
generate a total for each task. The lowest of the two dice renders the
total. Red equaling negative, green equaling positive. With doubles
equaling zero. Except when rolling snake-eyes or boxcars. Snake-eyes
produces a zero result and a spectacular failure. Boxcars produces a
zero result and a spectacular success. But that success or failure is a
side effect, and does not effect the final outcome of that roll.
My criticisms stemmed from the fact that I percieve the die
rolling method itself as being too random. With almost equal chances of
rolling either positive, negative, or zero modifiers. Zero modifiers
have an almost 50-50 chance of producing success or failure. Negative
modifiers are almost a guarantee of failure. And any positive modifier,
at all, seems to produce success.
This die system, in accordance with a target number system that is
very tight numerically, produces the results in accordance with the
extreme amount of randomness that I described previously. Regardless of
the individual character's stat or skill level, or the combination of
the two, the chance of success or failure stays almost 50-50.
Such a basic problem places a stark limit on The Babylon Project's
playability, as a game system. And because of this problem, the GM is
forced to intervene far more often than in a game system, such as Hero,
whose die rolling system actually operates on a coherent bell curve.
___
X SLMR 2.1a X My reality check just bounced.
X-Forwarding-Note: Was sent to herolist@october.com; forwarding to hero-l@omg.org
From: Darrin.Kelley@october.com (Darrin Kelley)
Date: 18 Jun 97 08:37:04 GMT
Subject: babylon revisited
X-Listname: Hero
Reply-To: hero-l@october.com (Multiple recipients of Hero)
Path: october!darrin.kelley
Organization: Fidonet: Red October Alpha * Hero Roleplaying * 408-629-4695 *
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Please ignore this message, if you have no interest in this subject
matter, or if you are sick to death of this subject. I simply don't need
the hate mail.
I was asked privately by a Mailing List regular to post a
description of the die rolling method used in The Babylon Project,
to further illustrate why I gave that game such a scathing review.
Though I was quite literal and direct when confronted by the game's
author, I did not not elaborate any further than simply presenting my
own opinion. The following corrects that problem.
The Babylon Project is a target-number based game system. The dice
rolled represent positive or negative modifiers that are applied to a
base which is usually gained from adding the total of a stat plus a
skill.
The actual die rolling method itself is fairly simple. One red
six-sided die and one green six sided die are rolled together to
generate a total for each task. The lowest of the two dice renders the
total. Red equaling negative, green equaling positive. With doubles
equaling zero. Except when rolling snake-eyes or boxcars. Snake-eyes
produces a zero result and a spectacular failure. Boxcars produces a
zero result and a spectacular success. But that success or failure is a
side effect, and does not effect the final outcome of that roll.
My criticisms stemmed from the fact that I percieve the die
rolling method itself as being too random. With almost equal chances of
rolling either positive, negative, or zero modifiers. Zero modifiers
have an almost 50-50 chance of producing success or failure. Negative
modifiers are almost a guarantee of failure. And any positive modifier,
at all, seems to produce success.
This die system, in accordance with a target number system that is
very tight numerically, produces the results in accordance with the
extreme amount of randomness that I described previously. Regardless of
the individual character's stat or skill level, or the combination of
the two, the chance of success or failure stays almost 50-50.
Such a basic problem places a stark limit on The Babylon Project's
playability, as a game system. And because of this problem, the GM is
forced to intervene far more often than in a game system, such as Hero,
whose die rolling system actually operates on a coherent bell curve.
___
X SLMR 2.1a X My reality check just bounced.
Date: Wed, 18 Jun 1997 01:39:56 -0700
From: "Capt. Spith" <cptspith@teleport.com>
Reply-To: cptspith@teleport.com
Subject: Re: Urban Myth group
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Patrick Barden wrote:
>
> I am looking to create an NPC team of villians based on urban myths.
>
> The only one I have so far is:
> Candyman
> A drug dealer who uses mirrors to terrorize his victims and opponents. He
> also maintains a personal dimension behind the mirrors. He is obsessed with
> (ie. will be stalking) some of the female members of the hero team.
There's always the good ol' Boogeyman who has incredible stealth,
possibly invisibility or camoflauge (you never know where he's coming
from), and who knows what kind of attack once he 'get's ya'.
And of course, every town anywhere has a "house". Some house or place
that is rumored to have any various kinds of spooky/weird/macabre stuff
going on inside it. Could be their HQ (Who really wants to attack the
home front then?), or it could be an actual member of the team, though
the logistics of this (some kind of sentience occupying whatever
house/place that is most convenient?) could be an incredible
headache....
--
-Capt. Spith
Savior of Humanity
Secular Messiah
Date: Wed, 18 Jun 1997 08:53:32 -0400
From: "William H. Dover" <dover@cs.sc.edu>
Reply-To: dover@cs.sc.edu
Organization: University of South Carolina
Subject: Re: Stupid Mind Tricks)
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David W Toomey wrote:
>
> >Some characters can get small enough to travel through the phones
> >lines.
> >This can be bought as:
> >
> >5" Teleport, 256xNCM {=1280"}, OIF: any phone (-½), only through phone
> >lines (-1), destination is other phone, which must be answered (-1),
> >immediate hang-up or bad connection gives random location (-½), no
> >combat move (-¼), not instantaneous: teleport is gradual, and averages
> >the speed of sound (-¼); for an active cost of 45, and a real cost of
> >10
> >points.
> >Traveling at the speed of sound will still take a few seconds for a
> >long-distance call. Nowadays, many phone lines are fiber optic, and
> >don't transmit at the speed of sound, but the speed of light.
This may be a bit of rules raping, but we had an electrical based PC
with the following powers:
Desolidification, 0 END, Only into metal (-1/2)
FTL, 1 LY, Linked to Desolidification (-1/2)
Given that Desolidification does not interact with the real world, we
figured that this circumvented the limitations on the FTL.
NOTE: This was not an original idea; I first noticed it in a vehicle
design in AC several years ago.
Later,
Will Dover
Date: Wed, 18 Jun 1997 08:38:22 -0500
From: Jerry & Jamie Nealis <jnealis@OnRamp.NET>
Reply-To: jnealis@OnRamp.NET
Subject: Urban Myths
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Don't know if anyone posted these yet......
but what about:
The Ancient Witch Lady..... one in every neighborhood.... that Lady at
the end of the block.....anything that goes in her yard is gone
forever... she never comes outside... nobody ever goes in.... .but
everyone knows she still lives there.... you can see her peeking out of
the windows......
The Giant Dog.... big as a truck.... drools gallons per second.....
bulletproof..... killed the dogcatcher...... Cujo but meaner
Jill the Ripper..... Prostitute that kills her "Clients" in poetic ways
Spooky Homeless Guy..... seems to be on every corner...... looks older
than God...... seems that every winter someone hears of him freezing to
death.... but a few days later.... there he is again
Clown from Spawn
Giant Rats or any other oversized vermin
any large ferocious animal escaped from the zoo years ago and now lives
in the woods at the edge of town
Demon Cars/Trucks
the Satanic/Alien Family
and just for fun...........
the Stalker Penguins from the Bud Ice commercials
Date: Wed, 18 Jun 1997 11:32:12 -0400 (EDT)
From: Michael Surbrook <susano@access.digex.net>
cc: Hero Character Adaption <catdrag@vnet.net&> champion@cyberhighway.net,
Champions Character List <deejay@cu-online.com&>
greenlucifer@geocities.com, jdriscol@vt.edu,
Rob Rutherford <mirage@hpserv.keh.utulsa.edu&> sourdust@ix.netcom.com,
robertni@us.ibm.com, teriaca@omnifest.uwm.edu, vances@sympatico.ca,
Weasel Attack!!! <weasel-patrol@otd.com>
Subject: CHAR: Dr. Maxim Travnicek
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DOCTOR MAXIM TRAVNICEK
Designers Notes:
Travnicek is tall (6'2") and thin (165 lbs), with graying blond hair and
thick glasses. He is ill tempered and a misanthrope, who really can't
stand most people. His wild card power has turned him into a brilliant
cyberneticist capable of building amazing inventions (see Modular Man).
Unfortunately, his creative process seems geared to creating one-of-a-kind
devices and he has yet to produce the Modular Man series of robots like he
originally planned. Note: Travnicek's point total *is* a bit misleading,
since well over 500 of it comes from having Modular Man as a follower.
The Character:
STAT VAL COST
Str 8 -2
Dex 8 -6
Con 13 6
Body 11 2
Int 30 30
Ego 30 50
Pre 10 0
Com 10 0
PD 2 0
ED 2 -1
Spd 2 2
Rec 5 0
End 26 0
Stun 22 0
Char Total 81
Power Total 551
Total Cost 632
COST POWERS & SKILLS
501 Follower: Modular Man (Base 100 Points)
10 Eidetic Memory
3 Computer Programming 15-
11 Electronics 15-
3 Inventing 15-
2 SC: Biochemistry 15-
2 SC: Chemistry 15-
2 SC: Mathmatics 15-
2 SC: Metallurgy 15-
2 SC: Physics 15-
2 SC: Robotic Engineering 15-
3 Scientist
8 Lang: English (4), German (4), Slovak (native)
Disadvantages
100 Base
5 Age: 40+
20 Normal Characteristic Maxima
10 Phys: Bad Sight
15 Psych: Absent minded
15 Psych: Bad tempered and prone to hold grudges
15 Psych: Greedy and possesed with a certain degree of meglomania
5 Poor
447 Experience
(Dr. Maxim Travnicek created by Walter John Williams, character sheet
created by Michael Surbrook)
***************************************************************************
* "'Cause I'm the god of destruction, that's why!" - Susano Orbatos,Orion *
* Michael Surbrook / susano@access.digex.net *
* Attacked Mystification Police / AD Police / ESWAT *
* Society for Creative Anachronism / House ap Gwystl / Company of St.Mark *
***************************************************************************
Date: Wed, 18 Jun 1997 11:35:35 -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: Hiram Worchester
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HIRAM WORCHESTER
(Fatman)
Designers Notes:
Hiram is positively huge, standing 6'2" and weighing 375 lbs. He is
reasonably handsome, bald and has a full, neatly trimmed beard. He is
always well dressed. Hiram is the owner of Aces High, New York's premier
restaurant located on the 86th floor of the Empire State Building. He is
an excellent cook, and a rather gentle man, if a bit snobbish. He has a
good heart, though and donates to many joker charities. Hiram's powers
center around his control of gravity. He can increase his own mass, or
the mass of other objects, increasing their weight immensely. He can also
negate gravity, allowing him self to tip the scales at a mere 30 lbs,
float near the ceiling of a room, of cause a foe to float away.
Notes on powers:
I have given Hiram several powers to represent his control over gravity.
The first is TK. Using this power, he can either increase of decrease the
mass of an object. In either case, a target should make a STR roll to
resist the effects. If Hiram increases someone's mass, they should roll
vs his TK to try and move or other wise act. Since they are grabbed (and
Hiram will often try to bear his target to the ground) then their DCV will
suffer as well. If making someone lighter, they will have to try and
exceeded Hiram's TK to try and get an effective blow in. For example: if
some one punches Hiram and he uses 20 STR of TK to reduce their mass, they
would need at least 23 STR (or an equivalent mixture of STR, Hand Attack
or Martial Arts) to begin to do any damage. The EB and HKA powers
represent what happens when Hiram increases one's mass very rapidly. If
he does it suddenly enough, he can break bones and rupture organs.
Finally, his Flight power comes from making someone so light that they
float away from the Earth's surface. This Flight has no real control, and
anyone so effected is at the mercy of a strong wind. Note: although
Hiram's powers are 0 END and Persistent, they will slowly fade over time
(usually a few hours). Also, extensive use of his powers will tire him,
in which case Hiram will promptly eat a large meal in order to restore his
lost energy.
The Character:
STAT VAL COST
Str 10 0
Dex 13 9
Con 18 16
Body 14 8
Int 15 5
Ego 15 10
Pre 20 10
Com 10 0
PD 4 2
ED 4 0
Spd 3 7
Rec 6 0
End 36 0
Stun 30 2
Char Total 69
Power Total 291
Total Cost 360
COST POWERS & SKILLS
83 45 STR TK, Invisible to Sight (+1/2), 0 END, Persistent, Affects
all parts of target (-1/4), Only to pull down, push up (-1/2),
Loses effect over time (-1/4)
64 9d6 EB: Penetrating, Invisible to Sight (+1/2), 0 END, Linked to
TK, No KB, Affects Physical
64 3d6 HKA: Penetrating, Invisible to Sight (+1/2), 0 END, Linked to
TK, No KB
14 5" Flight: Usable against others (+1), Ranged (+1/2), 0 END,
Persistent, No noncombat flight (-1/4), Only to negate
gravity (-1), Loses effect over time (-1/4)
10 Perk: Wealth
4 AK: New York City 14-
9 High Society 16-
4 KS: Aces 14-
8 KS: Cooking 18-
4 KS: Numismatics (coin collecting) 14-
8 PS: Cooking 18-
2 PS: Restaurant Owner 11-
5 Trading 14-
12 CSL: +4 with Gravity powers
Disadvantages
100 Base
20 Phys: Addicted to Ti Malice's 'kiss'
5 Phys: Fat, he's 6'2" and weighs over 375 lbs
15 Psych: Combat Paralysis, somewhat terrified of dangerous
situations (Make an EGO roll to fight offensively)
10 Psych: Feels a sense of duty to the unfortunate, gives to many
charities
5 Psych: Glutton, eats enormous meals in order to feel better
Experience
(Hiram Worchester 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 *
***************************************************************************
From: TRandom@aol.com
Date: Wed, 18 Jun 1997 11:43:21 -0400 (EDT)
Subject: b-b-b-b-b-b-boom......
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Are autofire area effect attacks handled normally, or are there (should there
be) some way of preventing jello-boy in the target hex from being
automatically liquified?
Date: Wed, 18 Jun 1997 09:13:45 -0700
From: Samuel.Bell@Eng.Sun.COM (Sam Bell)
Subject: Re: Urban Myth group
X-Sun-Charset: US-ASCII
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And the whole team drives around in a big car powered by ordinary tap
water! (The vehicle has a hunted: big oil companies).
-Sam
From: Eric Burns <burns@cug.dorm.usm.maine.edu>
Subject: Re: Stupid Mind Tricks
Date: Wed, 18 Jun 1997 12:33:41 -0400 (EDT)
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Alright, I thought of two more difficult-to-implement
powers (this is sort of fun, actually)...
Density Reduction - could this be done with gliding, with
the special effect "becomes nearly as light as air"?
Desolidification with lots of limits?
Reincarnation - everytime the character dies he comes back,
but somehow different. This could either be like The Doctor,
who sort of reincarnates in place, or the character's life
essense could fuse with someone else's somewhere in the
world (the hero group would get a phone call a week or so
after the character's death from some guy in Belgium, claiming
to be the killed hero). I like the latter idea better because
it is more interesting. The character would lose all the
knowledge that his previous host had, but gain all the knowledge
that the new host has. He would also keep a certain amount
of core knowledge and abilities (including some powers).
I know a variable power pool would probably figure in to the
changinge characteristics, perks, and skills, but how does
one simulate the fact that the character does not die? And
also that the character not only is transported to some other
spot on the earth (telepotation with huge range and a bunch
of limits?) but literally becomes someone else (shapechange?).
Would all that STUN and BODY damage that the character suffered
have to be healed with a linked aid power? Or whould that
be handled by special effects?
-Eric
Date: Wed, 18 Jun 1997 10:30:51 -0700 (PDT)
X-Sender: bob.greenwade@klock.com
From: Bob Greenwade <bob.greenwade@klock.com>
Subject: Re: Advanced STR Chart
Cc: champ-l@omg.org
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At 09:59 PM 6/17/97 -0500, Joel Vallejo wrote:
>> But this got me to thinking, I remember seeing some kind of STR chart
>> for Throwing Distances and Damages for smaller items..... like what STR
>> it would take to put a 2 kilo object into orbit..... that sort of thing.
>>
>> Does anybody else recall this chart? If so could you please tell me
>> where I could find a copy? I think it would be a useful tool for later
>> games......plus just think of a Professional Baseball pitcher with a 40
>> STR. ;)
>
>You're thinking of the Strength Table on pgs. 173-174 of Champions 4th.
>The Champions people also did a write-up of a former baseball player,
>whose arm was replaced with a cybernetic one. I believe his name was
>Fastball. I think he was either in ALLIES or HIGH-TECH ENEMIES.
Fastball is in High-Tech Enemies, as a member of Cy-Force. (His former
team, the Cyberknights, is in Allies.)
---
This mail was sent from the Corvallis Public Library
From: Dave Mattingly <DaveM@FocusSoft.com>
Subject: Density Reduction (was RE: Stupid Mind Tricks)
Date: Wed, 18 Jun 1997 13:30:53 -0400
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>Density Reduction - could this be done with gliding, with
>the special effect "becomes nearly as light as air"?
>Desolidification with lots of limits?
Here is another excerpt from my article on Size and Density Powers, at
http://www.geocities.com/area51/cavern/1905/pwrpnt.html
--- BEGIN EXCERPT ---
Density Decrease
Density alteration in the Hero System is one-way. There is no power
named Density Decrease in the book.
My favorite way of decreasing a character's density is to buy Shrinking
with the -0 limitation: no size change.
Example: The Apparition, besides becoming desolid, can become semi-solid
with 3 levels of no-size-change Shrinking and 12 linked levels of
Knockback Resistance. When semi-solid, he has +6 DCV, he has a -6 to PER
rolls against him, he weighs only ½ a pound, and he takes (a net of) 3"
less Knockback (since it's hard to push mist around - except for
wind-based attacks -- just like it's hard to throw a balloon as far as a
basketball).
Example: Paperboy can become light as a feather. He buys 5 levels of
no-size-change Shrinking, to weigh 1/10 of an ounce. He'll travel an
extra 15" when knocked back. It's a good thing he has paper-airplane
gliding!
And if only the weight reduction (and not the DCV or PER modifiers) is
desired, Shrinking with a mass-only limitation -½ can be bought.
Example: The Walker of Worlds can decrease his mass. With 2 levels of
Shrinking, mass only, he doesn't get +4 DCV or -4 to PER rolls against
him, but he does get 1/64x Mass, and +6" Knockback. He also looks funny
getting around using that half-walk half-leap that the astronauts used
on the moon.
Example: Little John ("Don't let the name fool you - in real life I'm
actually very big.") has 15 points of Growth, always on, giving him a ¾
ton mass. Dr. Lightfoot runs across a rope bridge to escape, knowing
that the bridge can't hold Little John's weight. What the villain
doesn't realize is that Little John can reduce his mass with some
effort. Using his 1 level of mass-only Shrinking, Little John's weight
is that of a normal man.
Density Power Stunts
Immobility
Characters who want to become so dense they cannot be moved can buy:
* Density Increase -- to prevent being carried off by some brick;
* Knockback Resistance -- to prevent being knocked back by some fire
hose;
* Clinging -- to prevent being carried or knocked back (remember the 1d6
knockback modifier for clinging).
Semi-Solid Density Decrease
By reducing density until semi-solid, attacks can partially pass through
the character. Damage Reduction, Force Field, or Armor all handle this
nicely.
Massless Motion
Some characters without much mass can leap far (unless the density
decrease is based on Weak Shrinking). Once in the air, gliding can
redirect the flight path for characters who have a glider cape or wings.
Some characters are light enough to ride thermal updrafts.
Some zero-mass characters (or cartoon characters) can disobey gravity
with Persistent Flight, and the limitation Can't Change Direction or
Speed (-1).
Example: If a bridge collapses from under Doc Toon, he can walk on air
if he doesn't look down.
Example: Inertia jumps straight up, then sets her own inertia (tendency
to stay at rest or in motion) to continue upwards. Once she's 2 miles
high, she resets her inertia to normal, and gravity begins to stop her
ascent. Once she comes to a stop, she resets her inertia to be at rest
once again, and enjoys her view from the sky.
Submarine Swimming
Very light or heavy characters can quickly travel up or down in water.
Extra inches of Swimming, vertical only (-1) can be bought. If the
character gets extra inches for only up or only down, the limitation is
a -2.
Partial Alteration
Some density-changing power conceptions don't affect the entire
character.
* Skin: Increasing the density of a character's outer layer (bought as
Armor or Force Field) can add a lot of defense at just a fraction of the
weight of increasing the density of the whole character. Placing the
Visible limitation on Density Increase or Armor can represent the
character's skin changing to another substance like stone or titanium.
* Cement Shoes: Increasing the density of just the feet helps for better
footing on low-gravity surfaces, and allows walking underwater by
keeping the character's feet on the bottom (bought as Swimming, only on
bottom of water, -1).
--- END EXCERPT ---
Dave Mattingly
From: Dave Mattingly <DaveM@FocusSoft.com>
Subject: Re: Stupid Shrinking Tricks (was RE: Stupid Mind Tricks)
Date: Wed, 18 Jun 1997 13:52:39 -0400
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: 21
> Filksinger said:
>
> >Uh, phone transmissions under normal circumstances travel at the
> >speed of electricity, not sound. If they traveled at the speed of
> >sound (roughly 745mph), it would take an hour for someone 745 miles
> >away to hear you. Even calling someone a mile away would create an
> >added delay of several seconds between a question and a reply.
>
> You're right. I should have gone into more detail in the article.
> During a golden age campaign, this speed of sound shrinking power
> would work well. In today's digital era, the teleportation NCM would
> have to be increased tremendously.
>
> --
>
> Will Dover Said:
>
> >This may be a bit of rules raping, but we had an electrical based PC
> >with the following powers:
> >Desolidification, 0 END, Only into metal (-1/2)
> >FTL, 1 LY, Linked to Desolidification (-1/2)
>
> I've seen that done before, but still don't like it. I originally had
> it included as another option for telephone travel, but cut it out in
> the final draft. FTL is meant to work in outer space, not inner space.
> Planetary teleportation is the most correct way to go, imo.
>
> --
>
> James said:
>
> >The big question is whether or not the person on the other end can
> hear
> >you walking through the phone line? What happens when you hit a
> >switchbox?
>
> This is one of the special effects that make the above power workable,
> though -- the shrunk character actually goes (near) the speed of
> light, but anytime he gets to a switchbox, has to stop and listen to
> the conversation to find out which line to follow next. A tracking
> roll, a systems operation roll, or other roll would help the speed.
>
> And stealth would, of course, keep the shrunken character from being
> heard like static.
>
> --
>
> Dave Mattingly
>
>
X-Forwarding-Note: Was sent to herolist@october.com; forwarding to hero-l@omg.org
From: "Richard D. Bergstresser Jr." <richberg@erols.com>
Date: Wed, 18 Jun 1997 14:12:56 -0400
Subject: Urban Folklore
Newsgroups: october.hero
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Path: october.com!not-for-mail
Organization: Prometheus Corp.
Lines: 10
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Nntp-Posting-Host: nrf-as4s44.erols.com
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Concerning the Urban Folklore thread, I tried to access the alt.folkloe.urban
group and got the following error:
*News Error!
*News host responded: You're not allowed to read alt.folklor.urban, sorry.
Sounds kinda sinister to me. I think the group is covering it's tracks.
The truth is out there. Trust. Know. One.
From: Eric Burns <burns@cug.dorm.usm.maine.edu>
Subject: Re: Density Reduction
Date: Wed, 18 Jun 1997 14:29:34 -0400 (EDT)
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Density reduction through shrinking and a disadvantage, an interesting
thought. Unfortunately, your email seems a bit garbled. Some of
the words in it ar replaced with <BD> or <BE>. How much of a limitation
would it be such that the character wouldn't shrink, wouldn't get
DCV or vs perception bonuses, but would still get knockback penalties
(in your opinion)? Unfortunately, even with a -1 disadvantage, this could
get nearly as epensive as desolid. If I did my math right, it would
take 5 levels of shrinking to decrease your weight to about 0.005 lbs
(1/200th lb), and 6 levels of shrinking for 0.000625 lbs (1/1600th lb)
(assuming a starting weight of 160lbs, which is what "Not Especially
Strong But Can Become Light Man" tips the scale at. This would
cost 25 and 30 CP respectively (assuming -1 limit) which is more
than half the cost of the much more useful power, desolidification
(desolid is 40 CP, right). This seems a little high to me, especially
since you could simulate most of the beneficial effects of density
reduction with gliding or flight.
-Eric
Date: Wed, 18 Jun 1997 15:00:49 -0400 (EDT)
From: Michael Surbrook <susano@access.digex.net>
cc: champ-l@omg.org
Subject: RE: Urban Myth Group
Errors-To: owner-champ-l@omg.org
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Don't forget the creepy old guy who recently escaped from the mental
hospital. You know, the one with a hook at the end of one arm and a
tendency to hang out near campsites preying on young nubile teenage
girls...
***************************************************************************
* "'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, 18 Jun 1997 12:23:44 -0700
From: "Capt. Spith" <cptspith@teleport.com>
Reply-To: cptspith@teleport.com
Subject: Re: Density Reduction
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Eric sez;
>
> Density reduction through shrinking and a disadvantage, an interesting
> thought. <...technical stuff, resulting in the opinion that...> This
> seems a little high to me, especially
> since you could simulate most of the beneficial effects of density
> reduction with gliding or flight.
On way I do a hard and fast Density Reduction is to use limited TK;
though I have to fudge a bit. Since STR/TK work on a doubling scale,
lifting a character with levels of increased density would technically
always either leave them with 0 'weight' or half of their total (a
character with 5 levels of D.I. would weigh 3200 kg - 30 STR would lift
1600 kg, leaving their effective weight still 1600, 35 STR would leave
them at 0 effective kg). So I fudge a little, saying that for lifting
purposes in this situation, the chart works 'backwards'. To lift 3200
kg as weight reduction, use 10 STR less than required for lifting the
full mass to 'cancel out' the DI, and leave normal weight, or 5 STR less
than required to reduce to half-mass. This method really doesn't
fine-tune very well, and is best used for 'cancelling' mass increases
due to DI and Growth. I usually use it in a focus with a -1 limitation
for 'only to lift', leaving it as TK with a -1-1/2 limitation or 6
points per 10 STR TK for lifting purposes. It's not incredibly
efficient, but is simple to use, and reasonably cheap. It also leaves
the character his/her inertia from actual mass to use in move throughs
and vs. knockback intact.
It could, of course, also be bought as TK, only to lift
(-1)0END,Persistent,Always on (+1/2,+1/2,-1/2)OIF(-1/2) for 10 pts. per
10 STR TK-lift for characters who want a gadget which lets them just run
around without thinking about falling through weak floors all the time.
It seems a bit expensive, but think of all the benefits you get from a
few paltry points spent on D.I. or Growth; their only real balancing
limitations are the accompanying mass increase, so keeping the mass
benefits of reduced KB should be paid for well.
--
-Capt. Spith
Savior of Humanity
Secular Messiah
From: Dave Mattingly <DaveM@FocusSoft.com>
Subject: RE: Density Reduction
Date: Wed, 18 Jun 1997 15:45:03 -0400
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Eric says:
>Unfortunately, your email seems a bit garbled. Some of
>the words in it ar replaced with <BD> or <BE>.
The copy that came back to me looked okay. Did anyone else have this
problem?
>How much of a limitation would it be such that the character
>wouldn't shrink, wouldn't get DCV or vs perception bonuses,
>but would still get knockback penalties (in your opinion)?
I rated it as a -1/2. The examples of The Walker of Worlds and Little
John from my last message use this mass-only shrinking.
>Unfortunately, even with a -1 disadvantage, this could
>get nearly as epensive as desolid. If I did my math right, it would
>take 5 levels of shrinking to decrease your weight to about 0.005 lbs
>(1/200th lb), and 6 levels of shrinking for 0.000625 lbs (1/1600th lb)
>(assuming a starting weight of 160lbs, which is what "Not Especially
>Strong But Can Become Light Man" tips the scale at. This would
>cost 25 and 30 CP respectively (assuming -1 limit) which is more
>than half the cost of the much more useful power, desolidification
>(desolid is 40 CP, right).
Desolid is indeed a more efficient way to get to zero or negligible
mass, and it includes the added bonus of invulnerability. But
unfortunately it also means that attacks are three times their normal
cost. If no interaction with this dimension is the desired effect,
desolid is definitely the way to go. But for weighing less, the only
by-the-book method is shrinking.
This method becomes very enticing to characters who weigh more than
desired. A growing character who is 8x human height weighs 500x normal.
Mass-only shrinking can alleviate some of that burden.
>This seems a little high to me, especially
>since you could simulate most of the beneficial effects of density
>reduction with gliding or flight.
True, and the extra knockback from shrinking somewhat balances with the
extra knockback for flight. But it's always been my interpretation that
a 1-ton flying character still weighs too much for me to push...
Dave Mattingly
X-Sender: bsvitavs@acs-mail.bu.edu
Date: Wed, 18 Jun 1997 14:47:47 -0500
From: bsvitavs@bu.edu (Bill Svitavsky)
Subject: RE: Urban Myth Group
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Someone suggested a "haunted house" for the group's HQ. I've got another
idea for it - an underground library. You see, when they built the library,
they forgot to account for the weight of the books, and it sank into the
ground...
"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: Wed, 18 Jun 1997 15:20:45 -0500
From: Todd Hanson <badtodd@dacmail.net>
Subject: Re: Density Reduction
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
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Eric Burns wrote:
>
> Density reduction through shrinking and a disadvantage, an interesting
> thought. Unfortunately, your email seems a bit garbled. Some of
> the words in it ar replaced with <BD> or <BE>. How much of a limitation
Well, obviously that was his shrunk guy travelling through the phone
lines.. the garbled data was where he failed his stealth roll!
Todd
--
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Todd Hanson Minnesota: Land of two seasons:
BadTodd@dacmail.net winter is coming, winter is here.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Date: Wed, 18 Jun 1997 16:04:10 -0500
From: Alex Rojas <rojasa@uthscsa.edu>
Subject: Re: stupid shrinking tricks
X-Sender: rojasa@arwen.uthscsa.edu
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> James said:
>
> >The big question is whether or not the person on the other end can
> hear
> >you walking through the phone line? What happens when you hit a
> >switchbox?
>
> This is one of the special effects that make the above power workable,
> though -- the shrunk character actually goes (near) the speed of
> light, but anytime he gets to a switchbox, has to stop and listen to
> the conversation to find out which line to follow next. A tracking
> roll, a systems operation roll, or other roll would help the speed.
>
> And stealth would, of course, keep the shrunken character from being
> heard like static.
>
> --
>
> Dave Mattingly
In the comic book The Atom his phone teleportation worked differently. For
it to work, you would have to make some noise on your end of the phone and
shrink down to electron size. When the sound is turned into an electronic
signal, hitch a ride on an electron until it gets to the other person's phone.
But if I really wanted to get picky, an electron from one phone isn't the
one that travels all the way to the other phone. The real world is so
unforgiving ;(
Alex
From: Eric Burns <burns@cug.dorm.usm.maine.edu>
Subject: RE: Density Reduction
Date: Wed, 18 Jun 1997 17:43:22 -0400 (EDT)
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> Desolid is indeed a more efficient way to get to zero or negligible
> mass, and it includes the added bonus of invulnerability. But
> unfortunately it also means that attacks are three times their normal
> cost. If no interaction with this dimension is the desired effect,
> desolid is definitely the way to go. But for weighing less, the only
> by-the-book method is shrinking.
>
> This method becomes very enticing to characters who weigh more than
> desired. A growing character who is 8x human height weighs 500x normal.
> Mass-only shrinking can alleviate some of that burden.
>
> >This seems a little high to me, especially
> >since you could simulate most of the beneficial effects of density
> >reduction with gliding or flight.
>
> True, and the extra knockback from shrinking somewhat balances with the
> extra knockback for flight. But it's always been my interpretation that
> a 1-ton flying character still weighs too much for me to push...
>
>
> Dave Mattingly
>
I agree that shrinking with a no size reduction limitation is the
conceptually nicest way to go (great idea btw), but only a -1/2
limit? The rulebook said that a good guideline for a -1 limit
was something that reduces the power's usefulness in half. It
seems to me if you give up the DCV bonus, the vs perception roll
bonus, and the size reduction, you're giving up at least half
of the power's usefulness. At only -1/2, 6 levels of density reduction
(decreasing your weight to 1/(8^6)th, nearly as light as air) costs
60 * (1 / (1 + 1/2)) = 40 CP. If you want this to cost no END,
that brings the cost to 60 CP! This is increadibly costly, especially
since you have to buy any useful side effects like gliding seperately
(except for the increased leaping you get by being lighter). Also,
you get one heck of a knockback penalty (an old lady could accidently
jostle "Suprisingly Light Man" and send him into orbit!). Although,
I guess you could bring the cost down with a power framework.
-Eric
From: flacksd@evron.com
Date: Wed, 18 Jun 1997 17:32:17 -0500
Subject: RE: Couple of Questions
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To: champ-l@omg.org
>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
In my campaign we used a 1/4 limitation for only in normal ID. We had a
character with powers driven from an endurance battery. The recovery
for the battery was in normal ID only. This resulted in a character who is
always on the clock. Every heroic action he does drains him, when he
runs out of endurance he is helpless. Especaily since he has a set of
accidentaly changes to normal form when his endurance battery was
low. The character had to learn to think his way out of situations so he
would have enough endurance left for the really important things.
>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.
There is a character in the Champions of the North supplement called
Polar Bear. He has adaptions powers that reduce the effectiveness of
subsequent attacks. This was in the form of a VPP based on Con, Only
change with appropriate stress (-1/2), Has no control over change, only
adapts to the current enviorment as determinted by the GM (-1/2), Only
for a limited group of powers (-1/4) {Absorption, Armour, Damage
Resistance, Damage Reduction, Life Support}
For example, if Polar Bear was hit by fire his adaption pool would shift to
something like ARMOUR +xed, only vs. heat. This would not protect him
from a lightning bolt. The character concept said that his normal brick
powers (including +10ed vs cold only) were actually an adaption to
being abandoned in the arctic. If placed under a similar long term stress,
he could have a 'radiation accident' like reorganization of this powers.
The secret to beating him is to alternate the special effect of subsiquent
attackes.
The Champions of The North supplement also had a character with 3d6
absorption to resistant PD and 3d6 absorption to resistant ED. Each time
he is hurt, he gets harder to damage next time. The objection to this is
that hurting him with fire does increase his protection from a lightning
bolt.
I hope you could use something like this?
Daniel Flacks
dflacks@evron.com
From: flacksd@evron.com
Date: Wed, 18 Jun 1997 17:42:56 -0500
Subject: Re: Missle Deflection Question - Reply
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To: champ-l@omg.org
>At its basic level, Missile deflection sends the deflected attack off in a
>random direction. My question is, how much of an advantage or cost
> should be applied to have the attack "vanish" so to speak. Like a
> teleporter/ XD mover who's missile deflection sfx is teleporting the
> offending attack to another dimenson.....
>
Try using The Invisible Power Effects advantage. The character would
be deflecting the missle, but would appear to soak it up. I believe the
character 'The Champ' from Alien Enemies had such a missle deflection
vs energy. It was explained as the energy gets converted to harmless
ultraviolet rays by the process of deflection. To anyone without UV
Vision, he appear to be completely uneffected by the energy attack.
Your character could be using t-port or XD move the same way.
This option does not realy deal with the problem of deflected missles
hitting other tragets. If you really want to make an attack vanish I would
say you need the Reflection option. Reflection allows you to aim your
rebound. You could aim it, via t-port or XD move into a convient, safe,
disposal place.
I hope this helps, rather than confuses, people.
Daniel Flacks
dflacks@evron.com
From: flacksd@evron.com
Date: Wed, 18 Jun 1997 17:53:32 -0500
Subject: Re: Power Question - Reply
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To: champ-l@omg.org
>Okay, here's another Wildcards power question.
>
>Lazy Dragon has the ability to animate (and bring to life) anything he
>carves or creates out of folded paper. Thus he can whittle a block of
>soap into a mouse, or create an orgami tiger, possess the creation and
>*persto* instant full size mouse or tiger. The largest thing he's createe
>has been an oriental dragon (one 20' long, the other 40' long). He fall
>unconcious while the creation is active, and if the creature is killed, he
>returns to his own body.
>
>So...
>
>This looks like Duplication with the limitation that one of the Duplicates
>is inactive while the 'duplicate' is active. Also, the Duplicate can be
>damn near anything. Would people feel that giving the duplicate a
> massive cosmic power pool (Only to simulate animal powers) abusive?
> And what sort of lim is it to have one dupliacte fall 'asleep' (and how
> would one handle the 'snap back to original body part'?
>
>Or is this a really wierd form of summon?
>
I like the duplication path. The idea of a variable power pool for the
duplicate works for me.
There is a character called 'Mr. Nobody' in the Allies supplement. This
would be a good template for the duplicate. Mr. Nobody can
shapechange into any animal (if he makes his skill roll). He has
shapeshift, 0 end, persistant [to become the animal]. A 100 point power
pool, control cost reduced by skill roll, extra time full phase, appropriate
animal powers only (-1/2) [to get the animal's abilities]. He also had a 60
pt Multipower with 6lv Growth and 6 lv shrinking in ultra slots [to adjust
his size]. He also had an AID vs multiple characteristics, only for
appropriate animal stats (-1/2) fades 5/day (i think?). [To adjust his
statistics. You could simply buy stats from the power pool.]
Daniel Flacks
dflacks@evron.com
Comments: Authenticated sender is <dnasset@mail.gr.cc.wa.us>
From: "David Nasset, Sr." <Filksinger@gr.cc.wa.us>
Date: Thu, 19 Jun 1997 02:13:00 +0000
Subject: RE: Champions: New Millenium
Priority: normal
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Sender: owner-champ-l@omg.org
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To: champ-l@omg.org
X-Status:
X-UID: 11
> 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?
No, it isn't bad. In fact, I am considering using it for everything
_except_ my superhero games.
I particularly liked the part where every point of characteristic
counts. If a normal man buys one point of Strength, for instance, he
is actually stronger than a man who didn't, and it impacts the game.
Further, a having a high dexterity or a high skill influences the
odds considerably more than under the Hero System.
Under the old Hero System, a man who had maximum human dexterity was
only +2 at performing DEX-based skills, which isn't much of a
difference. Under the Fuzion system, a character who is very very good
(say 7 for both skill and characteristic) is incapable of failing at
a task that is seriously challenging to your average beginner( say 2
for both skill and characteristic).
It is often stomped for three main reasons. One, the complexity of
the Hero System power design long ago drove off most GMs who don't
like the extreme precision with which you can design powers, or who
can't handle the math. Therefore, this is considered a disadvantage
to most Hero GMs, though many people will find it an advantage.
Secondly, there is, compared to Hero, a severe dearth of powers. This
is especially true when you consider that power Advantages and
Limitations have created a great many power variations that could be
treated as completely separate powers. Two obvious ones that are
often complained about are Damage Shield and Autofire, but there are
many others.
Last, but not least, the rules are very unclear in many cases. In
fact, if you picked up the rules from the 'net, as I did, it is even
worse, as example characters are a must to make sense of these rules.
Filksinger
Comments: Authenticated sender is <filksinger@pop.netaddress.com>
From: "David Nasset, Sr." <Filksinger@dns01.ops.usa.net>
Date: Thu, 19 Jun 1997 02:13:00 +0000
Subject: Re: Code vs Killing
Priority: normal
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> > looking for a bit of advice..
> >
> > How do other GMs handle a character who has code vs killing.. and
> > kills?
> >
> > Let me point out up front - this hasn't happened.. YET. But I'm
> > expecting it to.
>
> If you don't mind that he doesn't have a Code vs. Killing, let him
> buy it off. Point out that you are the arbiter of what his
> disadvantage means, and that if he won't follow it, he has to pay to
> remove it. After all, "reluctance to kill" is a standard no-point
> Disadvantage for 4-color comics, so if his character is merely
> reluctant to kill, he gets no points.
>
> However, if you want him to stop behaving like that, and live up to
> the disadvantage (as you apparently originally intended), there are
> a few possibilities. Keep in mind that these can backfire, so if it
> starts to cause problems, just insist that he buy it off and leave
> it at that.
>
> I would suggest that you start by privately talking to the other
> players. Point out that, according to official sources, characters
> with 20pt. Code vs Killing will _not_ tolerate killing under any
> circumstances. Point out that their _characters_, at the very least,
> are extremely disturbed by this sort of behavior, and ask that they
> play that in character.
>
> Second, let NPCs start disapproving of the character's behavior. If
> a relationship begins to form with an NPC, let it be damaged or
> ruined when the NPC sees how "trigger happy" he is. Let other heroes
> who see this behavior start to shun him, and by association, the
> rest of the group. If they are part of an official group, sanction
> him.
>
> Next step, give him some publicity. Let his quirk be broadcast by
> Gyro Jim live during a battle. Let the public start showing
> disapproval for him. Have children ask him why he wants to kill
> people.
>
> If this doesn't work, then try the Guilt Complex. This was a
> powerful supervillian group written up in an early Adventurer's
> Club, intended to deal with powergamers, but it can be adapted to
> this purpose. The Guilt Complex was a group of supers who were more
> than a match for police because of their attack powers and high DCV,
> but not the heroes. They could be a little hard to hit at first, and
> give the heroes some trouble to begin with. If the heroes unleashed
> their full might upon them, however, they fell over dead.
>
> Variations include a Viper plot wherein an innocent man is put in
> remote controlled power armor and sent to attack the heroes, or a
> villian is created who humiliates a hero, then a normal is forced to
> play his part in a heist, with the problem character mad enough to
> shoot him dead. Giving a villian a really good motivation to commit
> crime (mother needs $50,000 for operation, etc.) and DNPCs (said
> dying mother works well) who will make the hero feel really bad is
> also a good one.
>
> Basically, though, I don't think there is a solution that will
> change the character's behavior. The player wants to play a hero who
> will kill at times, and will do so no matter what you do. I
> recommend that you either allow him to play that character, perhaps
> after a very minor round of the above to let him know there are
> disadvantages to this behavior in a 4-color campaign, or, if the
> character is unacceptable for the campaign either change or replace
> the campaign, or replace him. That is what I had to do the last time
> I had a player like that, though mine was a much worse case.
>
> 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.
Comments: Authenticated sender is <filksinger@pop.netaddress.com>
From: "David Nasset, Sr." <Filksinger@dns01.ops.usa.net>
Date: Thu, 19 Jun 1997 02:13:00 +0000
Subject: Re: Nonstandard settings = Dark Wheel Galaxy
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: 6
>
> > 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
>
> I have a campaign setting that I haven't used yet, but intend to
> eventually. I call it, "The Unredeemed". It is set in what appears
> to the average man to be the real world, but all of the characters
> know that something is very, very, wrong.
>
> The characters are people who have all had bad lives, or who have
> been outright evil. Then one day, they encounter the _real_ evil,
> and are desperate to stop it.
>
> Characters might include a heroin-addicted housewife turned hooker
> for fun, who was dragged into a sex-death black magic cult; a
> businessman who unknowingly used his mind control powers to
> manipulate and destroy people, who one day has dinner at his boss's
> house where he is offered mentoring in the _real_ uses of such
> power; and a Mob hit man who is haunted by buried memories of
> Something he saw in Viet Nam, something much worse than napalming
> children, something that makes him want to kill every man he sees,
> in case one of Those is riding him.
>
> The idea is that magic is on the rise again after thousands of
> years, but that due to careful planning and unsuspected hidden power
> sources, evil is ready while good is not. The most powerful good
> person has been forced to call together these people, offering them
> the chance to buy back their souls.
>
> Another campaign that I used, though the unusual aspects have been
> mostly bypassed so far, was based upon a short story I once read.
> The aliens land and prepare their terror weapons to intimidate the
> natives, who are unable to resist. After all, they don't even have
> anti-grav and hyperwave, and no race has weapons nearly this
> powerful and frightening without first developing those two forces.
>
> When the diplomats and the scientists come up to the craft, with the
> marines hiding in the bushes, the aliens come out and fire upon the
> diplomats.
>
> With flintlocks.
>
> The human race, as a result, owns working antigrav and hyperdrive
> within about 5 minutes. The devices are actually extremely simple,
> so simple that they are made _by accident_ by most races in the
> Bronze Age. Humans, somehow, missed them entirely for millennia.
>
> In my campaign, the devices turned out to be psionic-based, and
> almost no human could use them. A few could under the influence of
> various drugs that were becoming popular among the neo-hippies of
> the early 21st Century. As a result, a wide variety of extremely odd
> and radical groups became the first humans to colonize the stars.
> Shortly afterwards, the devices were redesigned for non-psionic use,
> and everyone else set out to try to find their own personal planet.
> This happened four hundred years ago.
>
> This allows you to meet anything from spaceships with cannons that
> belong on a galleon, to worlds dominated by every weird religion,
> political system, or lifestyle you can imagine. Additionally, as
> mankind moves out into the galaxy, he is beginning to discover that
> he isn't quite number one in the technological, power, or
> destructiveness circles.
>
> Filksinger
Comments: Authenticated sender is <dnasset@mail.gr.cc.wa.us>
From: "David Nasset, Sr." <Filksinger@gr.cc.wa.us>
Date: Thu, 19 Jun 1997 02:13:00 +0000
Subject: Re: Nonstandard settings = Dark Wheel Galaxy
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: 8
>
> > 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
>
> I have a campaign setting that I haven't used yet, but intend to
> eventually. I call it, "The Unredeemed". It is set in what appears
> to the average man to be the real world, but all of the characters
> know that something is very, very, wrong.
>
> The characters are people who have all had bad lives, or who have
> been outright evil. Then one day, they encounter the _real_ evil,
> and are desperate to stop it.
>
> Characters might include a heroin-addicted housewife turned hooker
> for fun, who was dragged into a sex-death black magic cult; a
> businessman who unknowingly used his mind control powers to
> manipulate and destroy people, who one day has dinner at his boss's
> house where he is offered mentoring in the _real_ uses of such
> power; and a Mob hit man who is haunted by buried memories of
> Something he saw in Viet Nam, something much worse than napalming
> children, something that makes him want to kill every man he sees,
> in case one of Those is riding him.
>
> The idea is that magic is on the rise again after thousands of
> years, but that due to careful planning and unsuspected hidden power
> sources, evil is ready while good is not. The most powerful good
> person has been forced to call together these people, offering them
> the chance to buy back their souls.
>
> Another campaign that I used, though the unusual aspects have been
> mostly bypassed so far, was based upon a short story I once read.
> The aliens land and prepare their terror weapons to intimidate the
> natives, who are unable to resist. After all, they don't even have
> anti-grav and hyperwave, and no race has weapons nearly this
> powerful and frightening without first developing those two forces.
>
> When the diplomats and the scientists come up to the craft, with the
> marines hiding in the bushes, the aliens come out and fire upon the
> diplomats.
>
> With flintlocks.
>
> The human race, as a result, owns working antigrav and hyperdrive
> within about 5 minutes. The devices are actually extremely simple,
> so simple that they are made _by accident_ by most races in the
> Bronze Age. Humans, somehow, missed them entirely for millennia.
>
> In my campaign, the devices turned out to be psionic-based, and
> almost no human could use them. A few could under the influence of
> various drugs that were becoming popular among the neo-hippies of
> the early 21st Century. As a result, a wide variety of extremely odd
> and radical groups became the first humans to colonize the stars.
> Shortly afterwards, the devices were redesigned for non-psionic use,
> and everyone else set out to try to find their own personal planet.
> This happened four hundred years ago.
>
> This allows you to meet anything from spaceships with cannons that
> belong on a galleon, to worlds dominated by every weird religion,
> political system, or lifestyle you can imagine. Additionally, as
> mankind moves out into the galaxy, he is beginning to discover that
> he isn't quite number one in the technological, power, or
> destructiveness circles.
>
> Filksinger
Comments: Authenticated sender is <filksinger@pop.netaddress.com>
From: "David Nasset, Sr." <Filksinger@dns01.ops.usa.net>
Date: Thu, 19 Jun 1997 02:13:00 +0000
Subject: Re: Stupid Shrinking Tricks (was RE: Stupid Mind Tricks)
Priority: normal
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To: champ-l@omg.org
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> Combat Shrinking
<snip>
>
> For hand-to-hand combat, the GM has the option to ignore Shrinking
> DCV bonuses completely, regardless of the size of the combatants.
> Small characters are still hard to hit, but when the attacker's hand
> is bigger than the entire shrinker's body, it can become the
> equivalent of an area effect attack, and cancel out the Shrinker's
> DCV.
This was built into the original shrinking, and I'm sorry they ever
got rid of it. Growth only made you easier to hit at range, by
decreasing range mods, and shrinking only made you harder to hit by
decreasing range mods.
I liked this, because the present rules really don't make a lot of
sense. Consider a man only six inches tall. He runs up to you
(slowly), and tries to punch you in the foot. However, if you move
your foot 3 inches, you are suddenly out of reach.
On the other hand, if you lift your foot out of his reach, then he's
going to have trouble getting out of the way when you stomp.
Characters with Growth should only have difficulty dodging hand to
hand attacks if they move slowly compared to normal man. A fifty foot
tall man can dodge a smaller man forever, simply by lifting whatever
foot he is near.
However, there is one possible justification for the high
Shrinking DCV, but it would make you hard to hit no matter what
size your opponent is. Since shrunk characters in the BBB don't have
slower running (or other movement), their increased DCV makes some
sense. Imagine trying to swat a bug that can move 6"/phs. It takes him
only a fraction of a second to move a few inches, whereupon your fist
misses. This is why flies are so hard to hit, so long as they can
move. However, if this increased mobility compared to body size is the
reason shrunk characters are hard to hit, then it applies no matter
who they fight with, regardless of size.
<snip>
> Travel Through Phone Lines
>
> Some characters can get small enough to travel through the phones
> lines.
<snip>
> Traveling at the speed of sound will still take a few seconds for a
> long-distance call. Nowadays, many phone lines are fiber optic, and
> don't transmit at the speed of sound, but the speed of light.
Uh, phone transmissions under normal circumstances travel at the speed
of electricity, not sound. If they traveled at the speed of sound
(roughly 745mph), it would take an hour for someone 745 miles away to
hear you. Even calling someone a mile away would create an added delay
of several seconds between a question and a reply.
The speed of electricity, under ideal conductivity, is the speed of
light. Through copper wiring, it is still about 1/4 the speed of
light, an insignificant difference at planetary distances on a
segments/phases/turns time scale.
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.
Comments: Authenticated sender is <filksinger@pop.netaddress.com>
From: "David Nasset, Sr." <Filksinger@dns01.ops.usa.net>
Date: Thu, 19 Jun 1997 02:13:01 +0000
Subject: Re: Stupid Mind Tricks
Priority: normal
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Sender: owner-champ-l@omg.org
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To: champ-l@omg.org
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X-UID: 5
> Reincarnation - everytime the character dies he comes back,
> but somehow different. This could either be like The Doctor,
> who sort of reincarnates in place, or the character's life
> essense could fuse with someone else's somewhere in the
> world (the hero group would get a phone call a week or so
> after the character's death from some guy in Belgium, claiming
> to be the killed hero). I like the latter idea better because
> it is more interesting. The character would lose all the
> knowledge that his previous host had, but gain all the knowledge
> that the new host has. He would also keep a certain amount of core
> knowledge and abilities (including some powers).
>
> I know a variable power pool would probably figure in to the
> changinge characteristics, perks, and skills, but how does
> one simulate the fact that the character does not die? And
> also that the character not only is transported to some other
> spot on the earth (telepotation with huge range and a bunch
> of limits?) but literally becomes someone else (shapechange?).
> Would all that STUN and BODY damage that the character suffered have
> to be healed with a linked aid power? Or whould that be handled by
> special effects?
This one is covered by the Spirit Rules in Hero Almanac #1. Spirits
can have instantaneous transportation, possession, mind swapping,
and other, similar powers. Unfortunately, the rules are to long to
repost here.
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.
Comments: Authenticated sender is <filksinger@pop.netaddress.com>
From: "David Nasset, Sr." <Filksinger@dns01.ops.usa.net>
Date: Thu, 19 Jun 1997 02:13:01 +0000
Subject: Re: stupid shrinking tricks
Priority: normal
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Sender: owner-champ-l@omg.org
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To: champ-l@omg.org
X-Status:
X-UID: 9
> But if I really wanted to get picky, an electron from one phone
> isn't the one that travels all the way to the other phone. The real
> world is so unforgiving ;(
In a world where the simple rules of balance (which make it
impossible to grab the trunk of a car and lift it, no matter what
your strength, unless you are much heavier than the car) don't even
apply, you are going to get picky about particle physics?
Filksinger
"No Silicon Heaven? Then where do all the calculators go when they die?"
Comments: Authenticated sender is <korthmat@pilot.msu.edu>
From: "Matt Korth" <korthmat@cps.msu.edu>
Organization: Organi[zs]ation? Boy, do you have the wron
Date: Wed, 18 Jun 1997 23:19:14 -0500
Subject: RE: Density Reduction
Priority: normal
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Sender: owner-champ-l@omg.org
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> Eric says:
>
> >Unfortunately, your email seems a bit garbled. Some of
> >the words in it ar replaced with <BD> or <BE>.
>
> The copy that came back to me looked okay. Did anyone else have this
> problem?
This is somewhat off-topic, but hey--you asked.
You have MIME Quoted-Printable encoding enabled in your mailer.
Quoted-Printable encoding would use =BD to represent 1/2 (½), and =BE
for 3/4 (_).
If anyone wonders just *why* they'd do it that way, you can e-mail me (or
any of the other computer people on the Hero List)--it's not on-topic for
the list.
--
korthmat@cps.msu.edu http://www.cps.msu.edu/~korthmat
*** People who send me UCE or UBE will be crucified. ***
"Were you always this stupid--or did you take lessons?"
"I took lessons!" --_The Long Kiss Goodnight_
Date: Wed, 18 Jun 1997 21:20:51 -0700
From: Mike Sprague <sprague@VivaNET.com>
Reply-To: sprague@VivaNET.com
Subject: Re: b-b-b-b-b-b-boom......
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X-UID: 1
TRandom@aol.com wrote:
>
> Are autofire area effect attacks handled normally, or are there
> (should there be) some way of preventing jello-boy in the target
> hex from being automatically liquified?
I think they are handled normally (nasty if it's a big attack).
Hmmm, I wonder if you might get a bonus on Diving for Cover vs. Autofire
AE.
Or maybe one could say that you take one shot for every point you miss
the Dive for Cover Roll by. That is, if you miss it by 1, you take one
shot. You miss it by two, you take two ... and so on.
Note that the BBB (page 92) says that if the attack doesn't require an
attack roll (and since your only attacking a hex rather than a
character, I would think this would apply), then the Autofire Advantage
is +1. Thus, this attack would have a +2 Advantage, and be rather
expensive, if it were to be useful.
~ Mike
Date: Thu, 19 Jun 1997 00:25:19 -0700
From: "Capt. Spith" <cptspith@teleport.com>
Reply-To: cptspith@teleport.com
Subject: Re: b-b-b-b-b-b-boom......
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
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X-UID: 4
TRandom@aol.com wrote:
>
> Are autofire area effect attacks handled normally, or are there (should there
> be) some way of preventing jello-boy in the target hex from being
> automatically liquified?
According to the write-up in the BBB, (page 147-148) Area affect
attacks are targeted at a hex (DCV 3) with normal modifiers. If an
attack roll misses, the center of the area affect misses by 1" for every
'1' the roll is missed by. Thus, with an autofire AOE, since one hit is
counted for every '2' the roll is made by, then apply all attacks
applicable directly to the target, then those 'hits' which miss the
target will leave a trail of AOE's every 2" in the direction missed.
>EXAMPLE<
A 5-shot AOE flame-ball is fired at Lemmingman. After modifiers and
such are figured, the attack hits the hex by 5 (<14 to hit, rolled a
9). So flame-balls hit the target hex for 9, 11, and 13. But there
were two more shots fired, so a 'missed' direction is rolled.
(Rattlerattle-clickitakatikikatik) and the add'l shots miss to the front
of the target, so the next 'hit' number (15) puts the next AOE center at
1" in front of the target, the next (17) at 3" in front of Lemmingman.
Oops, this puts the last shot too close and Flameboy singes himself with
his own attack. Although, every attack will probably have overlapped
Lemmingman's hex anyway, so he still takes full autofire damage.
And I do agree that an AOE counts as a non-standard attack roll, so
Autofire costs a +1 advantage more.
--
-Capt. Spith
Savior of Humanity
Secular Messiah
Comments: Authenticated sender is <filksinger@pop.netaddress.com>
From: "David Nasset, Sr." <Filksinger@dns01.ops.usa.net>
Date: Thu, 19 Jun 1997 10:06:57 +0000
Subject: Re: CHAR: Dr. Maxim Travnicek
Priority: normal
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To: champ-l@omg.org
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X-UID: 24
> DOCTOR MAXIM TRAVNICEK
>
> Designers Notes:
> Travnicek is tall (6'2") and thin (165 lbs), with graying blond hair
> and thick glasses. He is ill tempered and a misanthrope, who really
> can't stand most people. His wild card power has turned him into a
> brilliant cyberneticist capable of building amazing inventions (see
> Modular Man). Unfortunately, his creative process seems geared to
> creating one-of-a-kind devices and he has yet to produce the Modular
> Man series of robots like he originally planned.
Actually, he isn't brilliant at all. According to one of the books,
investigation into the incredible devices produced by aces shows that
they are unworkable, often constructed of completely useless
materials (for example, an electronic device made of strings and
bobby pins). Travnicek isn't brilliant, he powers Modular Man by his
own psychic ace powers. This is why he cannot create anything
else, because he is out of power. Modular Man cannot be copied,
because he couldn't work if his creator wasn't an ace.
Note that if Travnicek were to die, Modular Man would probably be
destroyed instantly. It is possible, however, that MM's own sentience
includes the mental power to keep himself running.
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.
Comments: Authenticated sender is <filksinger@pop.netaddress.com>
From: "David Nasset, Sr." <Filksinger@dns01.ops.usa.net>
Date: Thu, 19 Jun 1997 10:06:57 +0000
Subject: Email confusion
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: 23
You may have noticed that I posted an awful lot of emails lately, and
that most of them seem to be copies of other notes. I have just
discovered that my email software has been sending most of my notes
to the originator, and not to the list. I sent them on again, but
forgot to correct the "quoted text" phenomenon until I was half way
through.
I will be separating all of these notes from my other email to
prevent further problems. To all concerned, while my original email
address was filksinger@usa.net, my new address will shortly be
filkhero@usa.net. All email sent to the old address will still be
received by me, however.
Sorry for the off topic post.
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.
From: Chuff78002@aol.com
Date: Thu, 19 Jun 1997 06:19:14 -0400 (EDT)
Subject: Uthden Troll stats on the way honest !
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
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To: champ-l@omg.org
X-Status:
X-UID: 12
Just a quick note to all on the list that the stats for my mtg/fh conversion
of the Uthden Troll is on it's way at last !
Hopefully, there won't be any great delay in getting The Dragon Whelp posted.
Chuff78002.
Subject: Transparent force walls
Date: Thu, 19 Jun 97 06:53:49 -0500
From: Fugazi <fugazi@frontiernet.net>
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
X-Status:
X-UID: 13
-- [ From: Fugazi * EMC.Ver #2.5.02 ] --
"A Force Wall can be made transparent to one category of attack by buying
the entire Force Wall witha +1/2 Power Advantage. Of course, the Force
Wall's transparent defense should be 0."
This is the line about Force Walls in the rules book that confuses me.
Okay, so a PD transparent entangle can be shot through without damaging the
entangle, unless the tangle is specifically targeted, right? However,
according to this line, a PD transparent Force Wall will go down the minute
it is targeted, as its "transparent defense should be 0." Even though a PD
transparent entangle still has its PD def, its just ignored until its
concentrated on.
I had originally thought that you can create a Force Wall that cannot be
destroyed by attacks from one category, if it is bought transparent to that
category. Sort of a trade off, as the person "caged" by the Force Wall can
use that category to attack through the wall also. But if it works like an
entangle, and it can be attacked by that category if the attacker
specifically focuses on the force wall, then the instant it is hit its going
down. Which sounds more like a limitation than an advantage to me.
What do you think?
Thanks,
Fugazi
Date: Thu, 19 Jun 1997 06:21:59 -0600
From: Curtis Gibson <Mhoram@apeleon.net>
Subject: Re: Nonstandard settings = Dark Wheel Galaxy
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
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To: champ-l@omg.org
X-Status:
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David Nasset, Sr. wrote:
> > Another campaign that I used, though the unusual aspects have been
> > mostly bypassed so far, was based upon a short story I once read.
> > The aliens land and prepare their terror weapons to intimidate the
> > natives, who are unable to resist. After all, they don't even have
> > anti-grav and hyperwave, and no race has weapons nearly this
> > powerful and frightening without first developing those two forces.
> >
> > When the diplomats and the scientists come up to the craft, with the
> > marines hiding in the bushes, the aliens come out and fire upon the
> > diplomats.
> >
> > With flintlocks.
> >
> > The human race, as a result, owns working antigrav and hyperdrive
> > within about 5 minutes. The devices are actually extremely simple,
> > so simple that they are made _by accident_ by most races in the
> > Bronze Age. Humans, somehow, missed them entirely for millennia.
A small digression.....
"The Road Less Taken" by Harry Turtledove.
it is in the collection _Kaliedascope_.
One of my favorite stories in the world. The anigrav as described in the
story has no ancillary uses the way electricty does, so once it is
discovored all the science goes to perfecting that.
One of the best sequences... The aliens that were captured had just
finished talking to the humans, and nuclear weapons were mentioned.
One says to the other "one weapon that can destroy a city... i don't
believe it"
The other responds "I do, there is fear in his voice when he speaks of
it."
Returning to regular thread.
--
-Mhoram
Why is it a penny for your thoughts, but you have to put your
two cents in. Somebody's makin' a penny somewhere. -Stephen Wright
Mhoram's Fantasy Hero Domain:
http://apeleon.net/~mhoram/hero/FHsplash1.htm
Date: Thu, 19 Jun 1997 06:29:45 -0600
From: Curtis Gibson <Mhoram@apeleon.net>
Subject: Re: nonstandard settings
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Curt Hicks wrote:
>
> 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.
> > >
> 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
My fantasy Hero was a genre bender. I was translational (ie people
coming from earth), but that does exist in the source literature so I'm
not exactly sure that is 'unusual' enough.
The strangest ones I have run was short lived but fun.
One was set in a near future. PC belonged to a multi-sport entertainment
circuit. It combined null grav Boxing/Pro Wrestling (one event),
autoduelling (a second event), a team game reminiscent of the thing seen
in battlestar Galactica ( the third event), and a Rollerball-esque game.
The PCs had to be able to compete in all four, but only had to be
specialized in one (they were a rollerball team, with individual
specializations). Half the adventures were doing the 'sports' (like
doing tourneys in a ninja-hero thing) and the rest were mysteries and
such. Herioc level, but on 200+ points.
Another was a group that lived on a near future frontier world, with a
culture almost identical to the old west, but your horse (in effect) was
a mecha. The PCs were a Rock band/Con artist team. The planet had
dinasour-like native life on a desert terrain.
--
-Mhoram
Why is it a penny for your thoughts, but you have to put your
two cents in. Somebody's makin' a penny somewhere. -Stephen Wright
Mhoram's Fantasy Hero Domain:
http://apeleon.net/~mhoram/hero/FHsplash1.htm
Date: Thu, 19 Jun 1997 11:52:52 -0300 (ADT)
From: Trevor Barrie <tbarrie@ibm.net>
X-Sender: tbarrie@drollsden
Subject: Re: Transparent force walls
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On Thu, 19 Jun 1997, Fugazi wrote:
> I had originally thought that you can create a Force Wall that cannot
> be destroyed by attacks from one category, if it is bought transparent to
> that category.
Correct.
> But if it works like an entangle, and it can be attacked by that category if
> the attacker specifically focuses on the force wall, then the instant it is
> hit its going down.
It doesn't work like an Entangle. The description of the "transparent
Entangle" advantage says that it can still be damaged by an attack
directed at the Entangle itself; the "transparent Force Wall" advantage
makes no such allowance.
Subject: Extended Characters & Garbled Emails
Date: Thu, 19 Jun 97 11:06:51 -0400
x-sender: DFair@pop.worldweb.net
From: "David A. Fair" <DFair@sdslink.com>
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On 6/18/97 3:45 PM, Dave Mattingly (DaveM@FocusSoft.com) Said:
>>Unfortunately, your email seems a bit garbled. Some of
>>the words in it ar replaced with <BD> or <BE>.
>
>The copy that came back to me looked okay. Did anyone else have this
>problem?
If you use any extended characters for fractions or other symbols, as it
appears that you did (which is usually a very good practice, from a
readability standpoint), people who read the email on a platform that
uses a different extended character set, will not get the same
characters.
Since Unix, Windows (3.x, 95, NT), and Macintosh systems all use
different character sets for those characters in the 128-255 range of the
ASCII chart, you should not use them for email, or HTML documents. Use
the regular 1/2, 3/4, etc. despite the fact that it is less readable.
.oooO |
( ) Oooo. | David A. Fair
\ ( ( ) | SDS International
\_) ) / | dfair@sdslink.com
(_/ |
From: Dave Mattingly <DaveM@FocusSoft.com>
Subject: RE: Density Reduction
Date: Thu, 19 Jun 1997 11:07:50 -0400
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Eric said:
>shrinking with a no size reduction limitation
>but only a -1/2 limit?
I had thought about a -1, but when used by someone with great mass, it
can be quite useful. Especially on a character with Growth or Density
Increase, the ability to walk normally across a floor can be quite
useful. I set the cost at -1/2 because I wanted to prevent abuse.
>I guess you could bring the cost down with a power framework.
Yes, if you look at the sample characters in my article, the density
controller, Inertia, uses this power in a multipower.
Dave Mattingly
http://www.geocities.com/area51/cavern/1905/pwrpnt.html
Date: Thu, 19 Jun 1997 11:09:07 -0400 (EDT)
X-Sender: jprins@interhop.net
From: jprins@interhop.net (John and Ron Prins)
Subject: Re: Transparent force walls
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> "A Force Wall can be made transparent to one category of attack by buying
>the entire Force Wall witha +1/2 Power Advantage. Of course, the Force
>Wall's transparent defense should be 0."
>
> This is the line about Force Walls in the rules book that confuses me.
>Okay, so a PD transparent entangle can be shot through without damaging the
>entangle, unless the tangle is specifically targeted, right? However,
>according to this line, a PD transparent Force Wall will go down the minute
>it is targeted, as its "transparent defense should be 0." Even though a PD
>transparent entangle still has its PD def, its just ignored until its
>concentrated on.
> I had originally thought that you can create a Force Wall that cannot be
>destroyed by attacks from one category, if it is bought transparent to that
>category. Sort of a trade off, as the person "caged" by the Force Wall can
>use that category to attack through the wall also. But if it works like an
>entangle, and it can be attacked by that category if the attacker
>specifically focuses on the force wall, then the instant it is hit its going
>down. Which sounds more like a limitation than an advantage to me.
>
> What do you think?
I think you're being unnecessarily literal. Transparant Force Wall does not
equal Transparant Entangle. Two entirely different mechanics. Physical
Attacks pass entirely through PD Transparant Force Walls without bringing
down the wall.
----------------------------------------------------------------------------
"Well, seeing as how this is a particle projection weapon pushing electrons
and charged protons across a 400 gigawatt laser path, it may be a little
difficult for you magic to absorb the nuclear feedback. So the question you
gotta ask yourself isn't 'Do I feel lucky?'... 'cause I know you don't! The
question IS 'Any last words?'"
"Yup. BYE!" <pop>
-Gold Digger
----------------------------------------------------------------------------
John D. Prins
jprins@interhop.net
From: Dave Mattingly <DaveM@FocusSoft.com>
Subject: RE: Extended Characters & Garbled Emails
Date: Thu, 19 Jun 1997 13:06:06 -0400
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>If you use any extended characters for fractions or other symbols, as
it
>appears that you did (which is usually a very good practice, from a
>readability standpoint), people who read the email on a platform that
>uses a different extended character set, will not get the same
>characters.
Actually, I didn't do it on purpose, I just cut-and-pasted from my web
page. That must be why I've never run into this before. I generally type
rather than copy my messages.
Thanks for the info, everyone!
Dave Mattingly
X-Sender: wabbit@globaldialog.com (Unverified)
Date: Thu, 19 Jun 1997 12:25:29 -0500
From: Earl Kwallek <earl@thewarren.mil.wi.us>
Subject: Re: Power Question - Reply
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At 05:53 PM 6/18/97 -0500, flacksd@evron.com wrote:
>There is a character called 'Mr. Nobody' in the Allies supplement. This
>would be a good template for the duplicate. Mr. Nobody can
>shapechange into any animal (if he makes his skill roll). He has
>shapeshift, 0 end, persistant [to become the animal]. A 100 point power
>pool, control cost reduced by skill roll, extra time full phase, appropriate
>animal powers only (-1/2) [to get the animal's abilities]. He also had a 60
>pt Multipower with 6lv Growth and 6 lv shrinking in ultra slots [to adjust
>his size]. He also had an AID vs multiple characteristics, only for
>appropriate animal stats (-1/2) fades 5/day (i think?). [To adjust his
>statistics. You could simply buy stats from the power pool.]
>
>Daniel Flacks
>dflacks@evron.com
>
Geez, why didn't you post this when I started the "That (@$&
SHapeshifter" thread :)
In case you don't remember, person in my game wanted the ability to
become any natural animal... was trying to figure out how to do it, gave it
up as too annoying... ended that campaign as a result.
Date: Thu, 19 Jun 1997 13:26:11 -0400 (EDT)
From: Michael Surbrook <susano@access.digex.net>
cc: champ-l@omg.org
Subject: Re: CHAR: Dr. Maxim Travnicek
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> > DOCTOR MAXIM TRAVNICEK
> >
> > Designers Notes:
> > Travnicek is tall (6'2") and thin (165 lbs), with graying blond hair
> > and thick glasses. He is ill tempered and a misanthrope, who really
> > can't stand most people. His wild card power has turned him into a
> > brilliant cyberneticist capable of building amazing inventions (see
> > Modular Man). Unfortunately, his creative process seems geared to
> > creating one-of-a-kind devices and he has yet to produce the Modular
> > Man series of robots like he originally planned.
>
> Actually, he isn't brilliant at all. According to one of the books,
> investigation into the incredible devices produced by aces shows that
> they are unworkable, often constructed of completely useless
> materials (for example, an electronic device made of strings and
> bobby pins). Travnicek isn't brilliant, he powers Modular Man by his
> own psychic ace powers. This is why he cannot create anything
> else, because he is out of power. Modular Man cannot be copied,
> because he couldn't work if his creator wasn't an ace.
That is a debatable point. The GURPS Wild Cards sourcebook states that he
did develop some nice 'real world' inventions before creating Modular Man,
and that he had a number of revolutionary theories, but his bad tempered
nature kept them from getting the proper attention. Now as to Mod Man
being powered by Travnicek, that's an interesting idea, but after
Travnicek went joker, Mod Man stil worked (even if Travnicek's enchanced
intellect didn't).
> Note that if Travnicek were to die, Modular Man would probably be
> destroyed instantly. It is possible, however, that MM's own sentience
> includes the mental power to keep himself running.
I'm more likely to support that theory.
***************************************************************************
* "'Cause I'm the god of destruction, that's why!" - Susano Orbatos,Orion *
* Michael Surbrook / susano@access.digex.net *
* Attacked Mystification Police / AD Police / ESWAT *
* Society for Creative Anachronism / House ap Gwystl / Company of St.Mark *
***************************************************************************
X-Sender: wabbit@globaldialog.com (Unverified)
Date: Thu, 19 Jun 1997 12:33:19 -0500
From: Earl Kwallek <earl@thewarren.mil.wi.us>
Subject: Re: Transparent force walls
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
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At 06:53 AM 6/19/97 -0500, Fugazi wrote:
>-- [ From: Fugazi * EMC.Ver #2.5.02 ] --
>
> "A Force Wall can be made transparent to one category of attack by buying
>the entire Force Wall witha +1/2 Power Advantage. Of course, the Force
>Wall's transparent defense should be 0."
>
> This is the line about Force Walls in the rules book that confuses me.
>Okay, so a PD transparent entangle can be shot through without damaging the
>entangle, unless the tangle is specifically targeted, right? However,
>according to this line, a PD transparent Force Wall will go down the minute
>it is targeted, as its "transparent defense should be 0." Even though a PD
>transparent entangle still has its PD def, its just ignored until its
>concentrated on.
> I had originally thought that you can create a Force Wall that cannot be
>destroyed by attacks from one category, if it is bought transparent to that
>category. Sort of a trade off, as the person "caged" by the Force Wall can
>use that category to attack through the wall also. But if it works like an
>entangle, and it can be attacked by that category if the attacker
>specifically focuses on the force wall, then the instant it is hit its going
>down. Which sounds more like a limitation than an advantage to me.
>
> What do you think?
I've always assumed that if a forcewall is "Transparent" to a particular
type of attack, that type of attack will pass right through (either
direction) without affecting the ForceWall in any way...
Sort of like the FW being "desolid" to that attack.... If you want to
build a Forcewall that you can shoot through, but it will stop the same
attack from outside, buy your attack with Indirect (Starts at outside of
Forcewall)
Date: Thu, 19 Jun 1997 13:53:18 -0400
From: The THUNDERBIRD <thunder@bconnex.net>
Organization: The Kingdom of Thunder
Subject: THE HARLEQUIN CHALLENGE (medium long)
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Another member of this list, provided me with my greatest challenge in
character creation, in my twenty years of gaming.
In Short -
Two brothers - One "good", one "not so good".
A variation on the "Hawk and Dove" theme - (DC Comics)
After a misadventure, the "not so good" brother gets himself chased by
the police, and eventually shot, for stealing an ancient mask from a
museum.
He manages to reach the "good" brother, before death takes him.
In a moment of induced insanity, the good brother reacts to the waste of
life, and the "stupid mask" that indirectly caused his brother's death.
The "good" brother decides to jump from a height and kill himself . .
.he jumps . . . the end?
Not the end . . . the "good" brother wakes up, wearing the mask, in a
brightly coloured costume. Investigation leads him to discover that his
dead brother lives on, in side of him, like a disembodied spirit. In
this form, the brothers are "twice as strong, agile, enduring, etc"
They possess the skills and abilities of both brothers, and control of
the body "flip-flops" from one to the other.
In an attempt to remove the mask, the brothers find that it splits down
the middle, and in a flash, another change occurs. Each brother is now
in a single mask, one of "Comedy" and one of "Trajedy". They each have
a physical form, their own martial art skill, and their own powers: the
ability to conjure "props" (such as cream pies and Shakespearian Skulls)
and to create realistic illusions.
The two become "superheroes" the "Comedian and the Thespian", and in
times of great need, the combined power of the Harlequin. They adopt a
single secret identity, since when the mask is off, only the one body
remains.
OKAY - I guess you get the idea.
Here was the challenge, design a single character, that possesses a
range of powers, that splits into two distinct characters, each with
their own powers and limitations.
Basically, Comedian, the "good" brother, has Judo, and the above listed
powers with the limitations of "Only Comedy Props and Illusions" (Selser
bottles, banana peels, neon signs, Merry Go Rounds, etc.) The "not so
good one", Thespian, has a harsher Martial Art, and a limitation for
"dramatic" events (i.e. Bats, storm clouds, swirling capes, and organ
music). Harlequin possessed the powers of both, but each time he
"reformed" thge other brother was in charge of the body, so both were
reluctant to make the change.
My solution, was to build Harlequin as the "main character" with a
Multiform. The Multiform was Comedian, and he had the power of
Duplication with the limitation, 1 Body, Always On. The balance of
points between the three forms was absolute hell. Thespian was built on
a certain amount of points, Comedian the same amount, plus duplication
(strong enough to create the Thespian Body) and the Harliquin had to
have Multiform powerful enough for the Comedian's total points.
(Whew!!!!)
Does anyone out there have a simpler way of creating one individual,
that splits into two unique beings, less powerful than the first?
I'm anxiously awaiting answers . . .
And if I can find my original solution, I will post those stats . . .
And EZ, If you're out there, just thinking about this character again is
reminding me how cool an idea it was, and how frustrating he(they) were
to create!!!
The THUNDERBIRD
From: Eric Burns <burns@cug.dorm.usm.maine.edu>
Subject: Wild Cards Question
Date: Thu, 19 Jun 1997 15:00:10 -0400 (EDT)
Errors-To: owner-champ-l@omg.org
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To: champ-l@omg.org
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X-UID: 26
I already bugged one of you about the Wild Cards stuff, but
I have one small question... what's the difference between
a "Joker" and an "Ace"? I'm trying to follow these discussions
a little bit and I have next to zero knowledge about the
series of books. Sorry to be a newbie pain in the neck about
this, but I'm curious...
-Eric
Date: Thu, 19 Jun 1997 16:08:24 -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: Fantasy
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To: champ-l@omg.org
FANTASY
(Asta Lenser)
Designers Notes:
Fantasy is a ballet dancer for the American Ballet Theater. She's 5'5"
tall and weighs 110 lbs. She has the power to mesmerize men when she
dances. She works for Kien Phuc as a spy (and his occasion mistress).
he, in return, keeps her supplied with money and cocaine. Fantasy is
quite amoral and very much a hedonist.
The Character:
STAT VAL COST
Str 11 1
Dex 18 24
Con 13 6
Body 11 2
Int 14 4
Ego 13 6
Pre 10 0
Com 16 3
PD 3 1
ED 3 0
Spd 3 2
Rec 5 0
End 26 0
Stun 24 0
Char Total 49
Power Total 94
Total Cost 143
COST POWERS & SKILLS
60 Mind Control: 12d6, Telepathic (+1/4), Single Message: "You want
me" (-1/2), Radius of Effect (x4) (+1 1/2), 0 END, No Range,
Gestures (dancing) (-1/2), Extra Time (phase) (-1/4), Affects men
only (-1/2), Only affects those in line of sight (-1/2)
5 Wealth
3 Contact: Shadow Fist Society 12-
3 Conversation 12-
3 High Society 12-
3 KS: Dancing (DEX) 13-
5 KS: Shadow Fist Society 14-
5 PS: Ballet Dancer (DEX) 15-
7 Seduction 14-
Disadvantages
75 Base
15 Phys: Addicted to Cocaine
10 Psych: Bad Tempered
15 Psych: Greedy
15 Psych: Lecherousness
10 Watched: Shadowfist Society (MoPow) 11-
3 Experience
(Fantasy 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: Thu, 19 Jun 1997 10:14:36 -1000
From: Richard Scott <rscott@hawaii.edu>
X-Sender: rscott@uhunix2
cc: champ-l@omg.org
Subject: Re: Wild Cards Question
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
Here is what the wild card virus does :-
Of people infected
Kills 90% horribly painfully
9% it inflicts gross deformities of some kind or another on (jokers)
1% it gives amazing powers to, well they can be useless amazing powers :)
these 1% are the aces.
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, 19 Jun 1997, Eric Burns wrote:
> I already bugged one of you about the Wild Cards stuff, but
> I have one small question... what's the difference between
> a "Joker" and an "Ace"? I'm trying to follow these discussions
> a little bit and I have next to zero knowledge about the
> series of books. Sorry to be a newbie pain in the neck about
> this, but I'm curious...
>
> -Eric
>
Date: Thu, 19 Jun 1997 16:42:55 -0400 (EDT)
From: Michael Surbrook <susano@access.digex.net>
cc: champ-l@omg.org
Subject: Re: Wild Cards Question
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
On Thu, 19 Jun 1997, Richard Scott wrote:
> Here is what the wild card virus does :-
>
>
> Of people infected
>
> Kills 90% horribly painfully
Well, most die pretty horrible, some die quite quickly... Many of the
deaths seem to be from 'partial' power manifestations. Wild Cards Book I
has an excellent story by Roger Zelazny dealing with Croyd Crensen's
experiences onthe streets when the virus struck. People expolding,
burning up, melting into puddles, dissolving etc.
> 9% it inflicts gross deformities of some kind or another on (jokers)
Some cases the deformities are useful - see Peregrine's wings. Also, one
gets 'joker-aces' like Troll, who is 9' tall and green, but also immune to
pistols and can lift several tons.
> 1% it gives amazing powers to, well they can be useless amazing powers :)
> these 1% are the aces.
"Useless amazing powers" are called 'dueces'.
***************************************************************************
* "'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, 19 Jun 1997 16:09:06 -0500
From: Alex Rojas <rojasa@uthscsa.edu>
Subject: Re: Wild Cards Question
X-Sender: rojasa@arwen.uthscsa.edu
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Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
I thought most of the 1% that didn't die and didn't become jokers became
Dueces? They actually got a weak power (TK just strong enough to move a
penny).
Alex
From: "rscott@hawaii.edu" "Richard Scott"
>Here is what the wild card virus does :-
>
>Of people infected
>
>Kills 90% horribly painfully
>9% it inflicts gross deformities of some kind or another on (jokers)
>1% it gives amazing powers to, well they can be useless amazing powers :)
>these 1% are the aces.
>
>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, 19 Jun 1997, Eric Burns wrote:
>
>> I already bugged one of you about the Wild Cards stuff, but
>> I have one small question... what's the difference between
>> a "Joker" and an "Ace"? I'm trying to follow these discussions
>> a little bit and I have next to zero knowledge about the
>> series of books. Sorry to be a newbie pain in the neck about
>> this, but I'm curious...
>>
>> -Eric
Date: Thu, 19 Jun 1997 14:57:59 -0700 (PDT)
X-Sender: sd131@cvip.csufresno.edu
From: sd131@csufresno.edu (Keith Curtis)
Subject: Re: CHAR: Dr. Maxim Travnicek
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
At 5:26 PM 6/19/97, you wrote:
>> Note that if Travnicek were to die, Modular Man would probably be
>> destroyed instantly. It is possible, however, that MM's own sentience
>> includes the mental power to keep himself running.
Actually, Maxim Travnicek DID die, just before the destruction of the Rox.
MM was complicit in his death, and continued to function afterward (albeit
at the loss of a leg).
Keith Curtis
X-Sender: why@mars.superlink.net
Date: Thu, 19 Jun 1997 20:46:39 -0400
From: Joe Mucchiello <why@mars.superlink.net>
Subject: Re: Stupid Mind Tricks
Errors-To: owner-champ-l@omg.org
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X-Hero: champ-l
To: champ-l@omg.org
At 12:33 PM 6/18/97 -0400, Eric Burns wrote:
>Reincarnation - everytime the character dies he comes back,
>but somehow different. This could either be like The Doctor,
>who sort of reincarnates in place,
I don't know any GM who would allow this but:
Transform, Major, Dead self into new hero, 4d6, Cumulative (+1/2),
Persistent (+1/2), Uncontrolled (+1/2), Invisible Power Effects(+1),
Trigger (+1/4), Always On (-1/2), 2-3 Charges (How much body do you have?
-1 1/2 - -1 1/4).
Only 75 Real points. 225 AP.
For additional point savings put in your armor (OIF: 64 CP), or an
Independent, Focus (IIF) in a Fantasy Genre (43 CP).
Persistent and Uncontrolled allows the power to work after the character is
dead. Invisible Power Effects prevents the power from being detectable.
If you don't care about someone suppressing your reincarnation, you can
save ~20 real points.
>or the character's life
>essense could fuse with someone else's somewhere in the
>world (the hero group would get a phone call a week or so
>after the character's death from some guy in Belgium, claiming
>to be the killed hero).
Okay, same as above, except it cannot be Cumulative. (Course that allows
it to be 1 Charge.) It also has to target a living being, kinda
non-heroic, ya know.
> I like the latter idea better because
>it is more interesting. The character would lose all the
>knowledge that his previous host had, but gain all the knowledge
>that the new host has. He would also keep a certain amount
>of core knowledge and abilities (including some powers).
This sounds more like the spirit rules. Check them out in Hero Almanac #1.
Date: Thu, 19 Jun 1997 21:12:38 -0400
From: Dave Thompson <ezadd@bconnex.net>
Subject: re:THE HARLEQUIN CHALLENGE (medium long)
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
THUNDERBIRD
> And EZ, If you're out there, just thinking about this character again is
> reminding me how cool an idea it was, and how frustrating he(they) were
> to create!!!
Glad to make your life hell!! *BG* I have this other idea for a
character...
EZ
Date: Fri, 20 Jun 1997 12:27:08 +1000
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From: HAPPYELF!!! <jonesmj@topaz.cqu.edu.au>
Subject: Re: Related subject:
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At 12:26 PM 6/16/97 -0400, you wrote:
>On 6/15/97 10:16 AM, Earl Kwallek (earl@thewarren.mil.wi.us) Said:
>
>[snippage on characters generated by the patented Abuse-A-Matic Hero
>Generator]
>
>> In short, these players designed a bunch of Combat-Killer-Death-Machines
>>rather than anything resembling real people... but then that seems to be
>>normal for the games I have run/played in....
>> Oh well....
>
>So throw them into a mystery, or a diplomatic situation. Watch 'em
>squirm. Tell them that these kinds of plots are common, and they can redo
>their characters now, if they want, or never.
>
or you never know, they could flourish!! roleplaying mysteries and
simmilar stuff isn't about the players having the right skills so
the gm can just write "roll an X roll here" into the story, y'know. . . .
a good roleplayer is not nescesariliy the one who bought all the relevant skills:
this is just another type of power-playing: having all the skills and demanding
rolls on everything in the plot.
Date: Fri, 20 Jun 1997 12:29:00 +1000
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From: HAPPYELF!!! <jonesmj@topaz.cqu.edu.au>
Subject: Re: Code vs Killing
X-Sender: jonesmj@topaz.cqu.edu.au
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A
>B> But that's all mechanics, what does the Code vs. Killing mean for an
>B> individual character.
>
>It means that the character will consciously and actively avoid the use of
>lethal force.
>
not nescisarily- it could be a subconcious compulsion, like hypnotic programming-
anything not "physical", or which has an ego-type resist, is "psycoloical".
Date: Fri, 20 Jun 1997 12:32:13 +1000
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From: HAPPYELF!!! <jonesmj@topaz.cqu.edu.au>
Subject: Re: Related subject:
X-Sender: jonesmj@topaz.cqu.edu.au
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At 12:13 AM 6/16/97 +0000, you wrote:
>On Sun, 15 Jun 1997 09:02:48 -0500, Earl Kwallek wrote:
>
>>At 12:42 PM 6/15/97 +1000, HAPPYELF wrote:
>>>
>>>>>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
>>>>
>>>so??? why do we have to chuck this guy in s steryotype he obviously
>>doesn't fit??
>>
>> You are either being deliberately dense here, or missing my point
>>entirely...
>>I have a problem with characters that "Have it all" this guy had the best
>>SPD, highest attack (in dice), Best defenses, and second highest DEX/CV in
>>the game.
>>Now do you understand my objection?
>
><subtle hint coming up :}>
>
>Right, so what was the guy's ECV?
>
>
and what about his power defence?
flash defence?
dnpc's??
how about an evil twin fer the guy??
or am i still being dense???
*lol*
:->~
Date: Fri, 20 Jun 1997 12:43:30 +1000
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From: HAPPYELF!!! <jonesmj@topaz.cqu.edu.au>
Subject: Re: Urban Myth group
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how about. . . .razor-waterslide man!!!
At 02:29 AM 6/18/97 -0400, you wrote:
>
>Let's see here... the mysterious street gang that materializes whenever
>a motorist blinks thir high beams, destroying the car and killing
>the occupants.
> A related gang has several unnaturally skinny members who like to hide
>under cars and wait to stab the drivers in the ankle with a syrineful
>of knockout drugs.
> Or, for an old-fashioned approach, a bunch who have the ability to hide
>razor blades in apples that children are about to eat.
>
> Hurm. I suppose all of those could be generated by a single evil mage
>with an odd sense of humor and an addiction to alt.folklore.urban.
>In which case, he probably likes to sling around "Transform: Glass into
>Flowing Glass". :-)
> Daniel Pawtowski
>dpawtows@vt.edu
>
>
Date: Fri, 20 Jun 1997 12:44:50 +1000
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From: HAPPYELF!!! <jonesmj@topaz.cqu.edu.au>
Subject: Re: Urban Myth group
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how about. . .. a tank that gets 1000 miles to the gallon?? or a fleet
of stripped down army surpless jeeps bought for $20 each??
At 01:39 AM 6/18/97 -0700, you wrote:
>Patrick Barden wrote:
>>
>> I am looking to create an NPC team of villians based on urban myths.
>>
>> The only one I have so far is:
>> Candyman
>> A drug dealer who uses mirrors to terrorize his victims and opponents. He
>> also maintains a personal dimension behind the mirrors. He is obsessed with
>> (ie. will be stalking) some of the female members of the hero team.
>
> There's always the good ol' Boogeyman who has incredible stealth,
>possibly invisibility or camoflauge (you never know where he's coming
>from), and who knows what kind of attack once he 'get's ya'.
>
> And of course, every town anywhere has a "house". Some house or place
>that is rumored to have any various kinds of spooky/weird/macabre stuff
>going on inside it. Could be their HQ (Who really wants to attack the
>home front then?), or it could be an actual member of the team, though
>the logistics of this (some kind of sentience occupying whatever
>house/place that is most convenient?) could be an incredible
>headache....
>
>--
> -Capt. Spith
> Savior of Humanity
> Secular Messiah
>
Date: Fri, 20 Jun 1997 01:12:53 -0700
From: "Capt. Spith" <cptspith@teleport.com>
Reply-To: cptspith@teleport.com
Subject: House Rules!(Was:THE HARLEQUIN CHALLENGE)[LONG]
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The THUNDERBIRD wrote:
>
> Another member of this list, provided me with my greatest challenge in
> character creation, in my twenty years of gaming.
>
> In Short -
> Two brothers - One "good", one "not so good".
<Origin Story edited....>
> Not the end . . . the "good" brother wakes up, wearing the mask, in a
> brightly coloured costume. Investigation leads him to discover that his
> dead brother lives on, in side of him, like a disembodied spirit. In
> this form, the brothers are "twice as strong, agile, enduring, etc"
> They possess the skills and abilities of both brothers, and control of
> the body "flip-flops" from one to the other.
>
> In an attempt to remove the mask, the brothers find that it splits down
> the middle, and in a flash, another change occurs. Each brother is now
> in a single mask, one of "Comedy" and one of "Trajedy". They each have
> a physical form, their own martial art skill, and their own powers: the
> ability to conjure "props" (such as cream pies and Shakespearian Skulls)
> and to create realistic illusions.
>
> The two become "superheroes" the "Comedian and the Thespian", and in
> times of great need, the combined power of the Harlequin. They adopt a
> single secret identity, since when the mask is off, only the one body
> remains.
This is a perfect situation for the implementation of the warped way
I've rewritten Duplication and Multiform in my own House Rules. Nothing
here will help you if you're looking for a 'legitimate' solution, but
here goes....
In my games, Duplication and Multiform each have a cost of 1 point
per five of the aternate form(s) cost, for all forms purchased, first
and all subsequent. For Duplication, there is another option, though;
For 'duplicates' which are different from the base character, the cost
is 2 per 5 - effectively the cost of duplication and Multiform
together. Thus the cost of two 'duplicates' that have different
powers/skills than the base form would be 2/5 of the appropriate
character costs for each, or effectively 4/5 of the cost of one
character. Rather spendy, but I'm not done. Since the 'base character'
is lost during duplication, the total duplication cost is given a -1/2
limitation (reducing the cost by 1/3 to reflect losing one third of the
characters paid for by purchasing two duplicates[the general application
being a limitation of 1/x applied to the cost for x duplicates when the
'base' form is lost]), resulting in a grand total of a cost of 8/15 of
the point total of one of the duplicates to give a character who has his
own powers, then splits into two different halves, each less powerful
than the base.
With these costs, you could (for example) have the two thespians
built on 200 points each, which would cost a total of 107 points. If
Harlequin was built on 350, this would leave 243 points for his own
powers. The Duplication cost could also be reduced by a focus or Hero
ID limitation if needed.
Alternately....
Reading through the BBB's writeup, it is actually unclear as to how
identical duplicates actually have to be; the example mentions a
250-point character with a 100-point 'duplicate'. Thus, here is a much
more legal possibility;
Build Harlequin fully as needed, then buy one (1) duplicate at the
listed cost of 2/5 of the duplicate's point total. From what I read of
your origin, it sounds as if each of the three forms has effectively
identical powers, but varying SFX, so the duplicate could be built as
either the Comedian or the Thespian, and the Harlequin would put a
limitation on all his powers and Characteristics and such to reduce them
to the duplicate's level when duplicated. (In pre-4th edition CHAMPS, I
believe this was a -1/4 limitation). I would call the varying SFX
between all the forms merely a free special effect of the concept, since
the individual characters don't vary their individual effects. With
this method, the cost would only be for a singlre duplicate, with
partial limitations on most of the powers of the base, and a little
fudging with SFX.
*Whewh* Any help? Or did I simply ramble too much?
--
-Capt. Spith
Savior of Humanity
Secular Messiah
Date: Fri, 20 Jun 1997 01:42:49 -0700
From: "Capt. Spith" <cptspith@teleport.com>
Reply-To: cptspith@teleport.com
Subject: Re: Related subject:
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HAPPYELF!!! sez;
> or you never know, they could flourish!! roleplaying mysteries and
> simmilar stuff isn't about the players having the right skills so
> the gm can just write "roll an X roll here" into the story, y'know. . . .
>
> a good roleplayer is not nescesariliy the one who bought all the relevant skills:
> this is just another type of power-playing: having all the skills and demanding
> rolls on everything in the plot.
Good point; however, a reasonably safe generality to be made here is
that most 'powergamers' are much more likely not to have the more
esoteric roleplaying skills as strongly as the less point-obsessive
types. This is certainly not universally true, but often a safe
assumption. I presume that if the case were otherwise, the problem
would be less pronounced in the first place.
--
-Capt. Spith
Savior of Humanity
Secular Messiah
Date: Fri, 20 Jun 1997 19:02:04 +1000
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From: HAPPYELF!!! <jonesmj@topaz.cqu.edu.au>
Subject: Re: Stupid Mind Tricks
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At 03:15 PM 6/16/97 -0400, you wrote:
>Hi Folks,
>I just discovered Champions recently, and am so far very impressed.
>It seems like almost any power is possible to build. I'm stumped
>on a couple of psionic powers, though:
>-
>Psionic Surgery - A lengthy process (can take as long as a day or two
>for severe changes, less time for minor ones) where the target's per-
>sonality is reshaped to to psychic's whim. This can add or remove
>psychological disadvantages, memories, etc. The effects can be
>reversed by a friendly telepath or psychotherepist, given enough
>rehab time.
>
i'd diothis with just a transform. saves time, and you could even have the 'dice' of transform applied as a psyc lim (or other limitation, depending on special effect)
so say u get 20 total points of major transform, u give the character a 20 pt psyc lim!!!
From: S McGinness <smcginn@csm.ex.ac.uk>
Date: Fri, 20 Jun 97 09:50:59 GMT
Subject: Re: THE HARLEQUIN CHALLENGE
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The THUNDERBIRD <thunder@net.bconnex>
>My solution, was to build Harlequin as the "main character" with a
>Multiform. The Multiform was Comedian, and he had the power of
>Duplication with the limitation, 1 Body, Always On. The balance of
>points between the three forms was absolute hell. Thespian was built on
>a certain amount of points, Comedian the same amount, plus duplication
>(strong enough to create the Thespian Body) and the Harliquin had to
>have Multiform powerful enough for the Comedian's total points.
>(Whew!!!!)
I'm going to suggest that you simply use duplication.....
It should be possible to put the powers in each duplicate with
the limitation [only usable in one duplicate form at a time -??]
Thus you get the unduplicated form (Harlequin) where all of
the powers work. When duplicated then one set of powers are
off limits, and one set of disads will be utilised in one
duplicate. the other set of powers and the second set of
disads will be utilised in the other.
I wouldn't worry about how to swap the disads for Harlequin,
I'd just do it as a special effect. As long as the Harlequin
always had enough disads to balance his points then there
should be balance.
Does that work??
Stephen
X-Sender: mgill@mychoice.net
Date: Fri, 20 Jun 1997 14:24:31 +0000
From: Michael Gillespie <mgill@mychoice.net>
Subject: 0 END vs. Uses
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
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To: champ-l@omg.org
I remember a few weeks back, someone (sorry, don't remember who) was
talking about why anyone would get more than 64 uses (or 250 uses for
autofire) when Zero END is cheaper.
I had to agree, and things like this bug the heck out of me (it's an
incurable mental condition), when you can buy things two different ways
with the same point cost, but one of these is in all ways superior. I
don't mind it if there is a difference where one is occasionally more
useful (such as Invisibility vs. Images limited to making things "not
there"), so I tried to think of some minor advantages to taking uses over
reduced END.
Unfortunately, all I could come up with are limitations. I decided that in
my campaign, all powers through charges have the following limits "built
in", receiving no limit for them:
Must be used at full power
Can't be spread
Can't be pushed
Can't be pulled (as in pulling a punch)
Each of these are pretty minor, obviously none of them taken alone is worth
a limitation (maybe a -1/8 in my campaign), although all together they'd be
worth at least -1/4 on powers that they could all apply to. I didn't want
to have to say that all guns and similar conceptions had to tack on this
limit, so I said it's just part of charges.
But all this just makes the difference between 0 END and 64 charges even
worse. Can anyone think of any advantages (no matter how minor) that could
justify putting 64 uses (or more) on a power instead of 0 END?
Comments: Authenticated sender is <filksinger@pop.netaddress.com>
From: filksinger@pop.netaddress.usa.net
Date: Fri, 20 Jun 1997 15:29:06 +0000
Subject: Re: Super Kids
Priority: normal
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
> From: Eric Burns <burns@usmcug.usm.maine.edu>
> Subject: Super Kids
> Date: Fri, 20 Jun 1997 17:04:02 -0400 (EDT)
> To: champ-l@omg.org
> > Something new to talk about...
> >
> Simon Says - mind control with the limitation that he must do whatever
> he commands other people to do. (and say "Simon says" of course!)
Hopefully, he gives up his evil(?) ways before he reaches high
school. Can you imagine a teenage boy with this power? "Go to the
Clairmont Hotel, enter room 210, and have a wild night of sex with
the first person you see in the room." Could get ugly.
Filksinger
From: Stainless Steel Rat <ratinox@peorth.gweep.net>
Subject: Re: THE HARLEQUIN CHALLENGE (medium long)
X-No-Archive: yes
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Organization: The Happy Fun Ball Brigade
Date: 20 Jun 1997 11:57:05 -0400
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>>>>> "TT" == The THUNDERBIRD <thunder@bconnex.net> writes:
TT> Another member of this list, provided me with my greatest challenge in
TT> character creation, in my twenty years of gaming.
A classic use of Duplication. You might want to look a the writup of
"Gemeni" in "The Zodiac Conspiracy" book if you can find it.
Powers that may only be used while duplicated or combined is generally a
- -1/2 to -1 limitation, depending on how often (or not) they are combined.
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From: Stainless Steel Rat <ratinox@peorth.gweep.net>
Subject: Re: Code vs Killing
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Date: 20 Jun 1997 12:00:28 -0400
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>>>>> "H" == HAPPYELF!!! <jonesmj@topaz.cqu.edu.au> writes:
H> not nescisarily- it could be a subconcious compulsion, like hypnotic
H> programming- anything not "physical", or which has an ego-type resist,
H> is "psycoloical".
Regardless of *why* the character has the disadvantage or how it affects
him, he has it, and it means that he will chose not to use lethal force.
He may not want to make that choice but he will make it. He must because
he has that disadvantage. That is why it is a disadvantage: it restricts
what he can do in certain situations.
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From: Robert Rutherford <mirage@hpserv.keh.utulsa.edu>
Reply-To: mirage@hpserv.keh.utulsa.edu
Subject: Re: Related subject:
Date: Fri, 20 Jun 1997 16:53:41 (-0600)
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
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To: champ-l@omg.org
On Fri, 20 Jun 1997 01:42:49 -0700,
"Capt. Spith" <cptspith@teleport.com> wrote about Re: Related subject::
> HAPPYELF!!! sez;
>
> > or you never know, they could flourish!! roleplaying mysteries and
> > simmilar stuff isn't about the players having the right skills so
> > the gm can just write "roll an X roll here" into the story, y'know. . . .
> >
> > a good roleplayer is not nescesariliy the one who bought all the relevant skills:
> > this is just another type of power-playing: having all the skills and demanding
> > rolls on everything in the plot.
>
> Good point; however, a reasonably safe generality to be made here is
> that most 'powergamers' are much more likely not to have the more
> esoteric roleplaying skills as strongly as the less point-obsessive
> types. This is certainly not universally true, but often a safe
> assumption. I presume that if the case were otherwise, the problem
> would be less pronounced in the first place.
True, but I've also seen players make claims about their characters under the
pretence of roleplaying, but not willing to back it up with the skills. An
example what a character who was supposed to be the best dancer in town. An
the GM agreed to this. Her skill was only a 14- compared with another
chaaracter with a Performance Skill of 21- and a dance skill of 17-. Good
roleplaying is one thing, but don't play something you don't have. Don't call
yourself a detective if you have only Deduction, you should fork out the
points to have several other skills to back it up, like Shadowing, Streetwise,
and Conversation.
--
+-----------------------------+-------------------------------------------+
|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 |
+-----------------------------+-------------------------------------------+
From: flacksd@evron.com
Date: Fri, 20 Jun 1997 12:56:42 -0500
Subject: RE: That @$& Shapeshifter
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: 29
earl@thewarren.mil.wi.us wrote (in response to my thoughts on the
Lazy Dragon Wildcard power question)
> Geez, why didn't you post this when I started the "That (@$&
>SHapeshifter" thread :)
> In case you don't remember, person in my game wanted the ability to
>become any natural animal... was trying to figure out how to do it, gave
>it up as too annoying... ended that campaign as a result.
I just joined the list. I've only been here for a month, so I missed your
shapeshifter question. I will be posting some questions of my own soon,
most of which have probably already been answered in the past.
Daniel Flacks
dflacks@evron.com
Date: Fri, 20 Jun 1997 10:59:55 -0700 (PDT)
X-Sender: bob.greenwade@klock.com
From: Bob Greenwade <bob.greenwade@klock.com>
Subject: Re: Transparent force walls
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To: champ-l@omg.org
At 06:53 AM 6/19/97 -0500, Fugazi wrote:
> "A Force Wall can be made transparent to one category of attack by buying
>the entire Force Wall witha +1/2 Power Advantage. Of course, the Force
>Wall's transparent defense should be 0."
>
> This is the line about Force Walls in the rules book that confuses me.
>Okay, so a PD transparent entangle can be shot through without damaging the
>entangle, unless the tangle is specifically targeted, right? However,
>according to this line, a PD transparent Force Wall will go down the minute
>it is targeted, as its "transparent defense should be 0." Even though a PD
>transparent entangle still has its PD def, its just ignored until its
>concentrated on.
> I had originally thought that you can create a Force Wall that cannot be
>destroyed by attacks from one category, if it is bought transparent to that
>category. Sort of a trade off, as the person "caged" by the Force Wall can
>use that category to attack through the wall also. But if it works like an
>entangle, and it can be attacked by that category if the attacker
>specifically focuses on the force wall, then the instant it is hit its going
>down. Which sounds more like a limitation than an advantage to me.
These are two different types of Transparent. Notice that the cost for
the two Advantages is different: Transparent Entangle, which must be
specifically targeted to be damaged, is +1/2 vs all attacks, while
Transparent Force Wall, which cannot be targeted, is +1/2 vs either energy
or physical.
And it's not totally without precedence to apply one version of
Transparent to the other Power. The most obvious use of this is in The
Ultimate Mentalist, where Mental Paralysis is created in part by making
Entangle Transparent to Energy Attacks in the Force Wall manner (also
transferring its vulnerability to Physical Attacks over to Mental Attacks).
I'm sure its been done elsewhere as well, and I might even allow such a
thing in my own campaign if the description of the Power made adequate sense.
---
This mail was sent from the Corvallis Public Library
From: BeerCarboy@aol.com
Date: Fri, 20 Jun 1997 15:18:16 -0400 (EDT)
cc: catdrag@vnet.net, champion@cyberhighway.net, deejay@cu-online.com,
greenlucifer@geocities.com, jdriscol@vt.edu,
mirage@hpserv.keh.utulsa.edu, sourdust@ix.netcom.com,
robertni@us.ibm.com, teriaca@omnifest.uwm.edu, vances@sympatico.ca
Subject: Re: CHAR: Hiram Worchester
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Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
Hmmmn, well I think there are just a few changes that should be made. First,
his EB, RKA and TK should all be bought with the Indirect advantage, after
all he is manipulating gravity. Also he needs a Detect: Gravity Waves:
Targetting Sense because he can sense the play of gravity waves (when he
contemplates killing Fortunato when the pimp reports the death of Hiram's
friend at the hands of the Alchemist he does this). Als he should have a
several dice HA for when he makes his fist weigh several tons just before it
strikes someone (mentioned as a tactic he used during his brief career as a
costumed crime-fighter).
Carter Humphrey BeerCarboy@AOL.com
Date: Fri, 20 Jun 1997 14:36:45 -0500
From: Todd Hanson <badtodd@dacmail.net>
Subject: Super Kids
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
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To: champ-l@omg.org
Something new to talk about...
I'm in the beginning stages of a working up a new scenario and have come
across a couple of things that I could use suggestions from the list
for.
The scenario involves a group of super powered kids - ages range from 11
to 14 - who have begun their own little crime spree. Nothing really
'criminal' - just the kinds of things that kids would do... Hopefully
this will introduce some interesting situations into the game (like how
long will it take the PCs to figure out that the crimes are being
commited by kids? And just how WILL they try to apprehend the kids
without turning public opinion against them?)
Now the things I'd like some suggestions on:
1. Just what kinds of crimes WOULD a bunch of kids commit? I've thought
of the obvious, like trashing the school, and ripping off issue #1 of
Spawn from the local comic shop.. but any other suggestions??
2. I need some names... the kinds of slightly corny names that a group
of kids would give themselves. I havent designed the kids themselves
yet.. I kind of wanted to come up with concepts and names for them. One
theme I want to stick to is kind of the 'Legion of Super Heroes' thing -
they each only have 1 basic power and most have NO defenses (which will
make it REALLY tough for the PCs to capture them without injuring
them... 'Capt Red-White-N-Blue, just how DO you explain putting that
little girl in the hospital??')
3. How would the law handle superpowered criminal kids? It's not like
you can just stick them in juvie hall.. but you can't stick them in
Stronghold EITHER...
thanks in advance for the help...
Todd
--
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Todd Hanson Minnesota: Land of two seasons:
BadTodd@dacmail.net winter is coming, winter is here.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Date: Fri, 20 Jun 1997 15:49:05 -0400 (EDT)
From: Michael Surbrook <susano@access.digex.net>
cc: champ-l@omg.org
Subject: Re: Super Kids
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
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To: champ-l@omg.org
On Fri, 20 Jun 1997, Todd Hanson wrote:
> Now the things I'd like some suggestions on:
>
> 1. Just what kinds of crimes WOULD a bunch of kids commit? I've thought
> of the obvious, like trashing the school, and ripping off issue #1 of
> Spawn from the local comic shop.. but any other suggestions??
I think it would depend upon the powers. If I had invisibility when I was
11-14, I probably would have been severly tempted to make off with all the
gaming books, modules and minatures I could carry. Also, sneaking into
the movies, amusments parks etc.
I could imagine a kid with super strngth trying to steal his own video
game and put it in the basement. And any kid who could fly could get into
more trouble that you can possibly imagine.
***************************************************************************
* "'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: Dave Mattingly <DaveM@FocusSoft.com>
Subject: Re: Super Kids
Date: Fri, 20 Jun 1997 16:44:40 -0400
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Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
X-Ray vision or Clairvoyance: Peeping Tom
Telepathy: Mental Peeping Tom, blackmail
Mind control: Think of Billy Mumy in the Twilight Zone, or Empath at any
time
Telekinesis: Anyone ever see Zapped or Modern Problems?
Desolid, Teleport, Shapeshift, Shrinking: Unstoppable tresspassing
Look for back issues of Marvel's New Universe's D.P.7. Around issues
15-20 or so, some of the teenagers form a gang, the DDTeens.
Dave Mattingly
From: Eric Burns <burns@cug.dorm.usm.maine.edu>
Subject: Super Kids
Date: Fri, 20 Jun 1997 17:04:02 -0400 (EDT)
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
> Something new to talk about...
>
> 1. Just what kinds of crimes WOULD a bunch of kids commit? I've thought
> of the obvious, like trashing the school, and ripping off issue #1 of
> Spawn from the local comic shop.. but any other suggestions??
>
A big moustache on the Statue of Liberty? Painting the White House pink?
I'm thinking pranks (but financially costly pranks).
> 2. I need some names... the kinds of slightly corny names that a group
> of kids would give themselves. I havent designed the kids themselves
> yet.. I kind of wanted to come up with concepts and names for them. One
> theme I want to stick to is kind of the 'Legion of Super Heroes' thing -
> they each only have 1 basic power and most have NO defenses (which will
> make it REALLY tough for the PCs to capture them without injuring
> them... 'Capt Red-White-N-Blue, just how DO you explain putting that
> little girl in the hospital??')
>
Heavy Hitter - dressed in a baseball uniform. has 0 range telekinesis
focused through a baseball bat. Might also be called "Bat Boy".
Leapin' Lizard - looks like lil' orphin annie and can jump really high.
green costume in a lizard motif.
Simon Says - mind control with the limitation that he must do whatever
he commands other people to do. (and say "Simon says" of course!)
Liliputian Lass - can shrink down to 6" high (a la gulliver's travels)
Giggle Girl - an area effect power to make everyone drop to the ground
giggling.
Kid Kong - can change into a small gorilla with all the mighty powers
a 3' tall gorilla would possess.
Elastic Lad - stretching powers.
Beam-Me-Up Boy - teleportation powers.
Tag - Speedster (as in "you're it")
Hide and Seek - a brother and sister combo: one with invisibility, the
other with clairavoyance.
Miss Anne Thrope - the team's ringleader, their 4th grade teacher. she
has no powers, except to manipulate the minds of young children to EVIL!
um... i think i just got carried away....
-Eric
Date: Fri, 20 Jun 1997 17:51:52 -0400 (EDT)
From: Daniel Rothman <drothman@bah.com>
cc: champ-l@omg.org
Subject: Re: 0 END vs. Uses
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
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To: champ-l@omg.org
On Fri, 20 Jun 1997, Michael Gillespie wrote:
> I remember a few weeks back, someone (sorry, don't remember who) was
> talking about why anyone would get more than 64 uses (or 250 uses for
> autofire) when Zero END is cheaper.
>
> I had to agree, and things like this bug the heck out of me (it's an
> incurable mental condition), when you can buy things two different ways
> with the same point cost, but one of these is in all ways superior. I
> don't mind it if there is a difference where one is occasionally more
> useful (such as Invisibility vs. Images limited to making things "not
> there"), so I tried to think of some minor advantages to taking uses over
> reduced END.
>
> Unfortunately, all I could come up with are limitations. I decided that in
> my campaign, all powers through charges have the following limits "built
> in", receiving no limit for them:
> Must be used at full power
> Can't be spread
> Can't be pushed
> Can't be pulled (as in pulling a punch)
>
> Each of these are pretty minor, obviously none of them taken alone is worth
> a limitation (maybe a -1/8 in my campaign), although all together they'd be
> worth at least -1/4 on powers that they could all apply to. I didn't want
> to have to say that all guns and similar conceptions had to tack on this
> limit, so I said it's just part of charges.
>
> But all this just makes the difference between 0 END and 64 charges even
> worse. Can anyone think of any advantages (no matter how minor) that could
> justify putting 64 uses (or more) on a power instead of 0 END?
>
>
Character Concept, Character Concept, Character Concept.
grenade-like weapons may get indirect for free.
The physical charges themselves (if applicable) may have intrinsic use
(i.e. be good power sources, valuable trade items, etc.)
by SFX they may be interchangable for several powers (c.f. End Bat +1/4 adv)
Charged items can be disabled (i.e. bad guy takes away your clip, not your
gun - can't be done with 0-end gun). May cause worthwhile plot points.
daniel
Comments: Authenticated sender is <filkhero@pop.netaddress.com>
From: filkhero@pop.netaddress.usa.net
Date: Fri, 20 Jun 1997 22:53:14 +0000
Subject: PBEM
Priority: normal
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
I have been considering running a PBEM game, but I have never done so
before. Does anyone know where I can find good information on running
such a game, rather than web pages about a particular game? I am
particularly interested in ideas about how to handle Hero's already
slow combat system when it might be a week before someone tells me
their move. Any ideas?
Filksinger
Date: Fri, 20 Jun 1997 18:44:04 -0700
From: "Capt. Spith" <cptspith@teleport.com>
Reply-To: cptspith@teleport.com
Subject: Re: Super Kids
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
> > Simon Says - mind control with the limitation that he must do whatever
> > he commands other people to do. (and say "Simon says" of course!)
>
> Hopefully, he gives up his evil(?) ways before he reaches high
> school. Can you imagine a teenage boy with this power? "Go to the
> Clairmont Hotel, enter room 210, and have a wild night of sex with
> the first person you see in the room." Could get ugly.
You didn't say "Simon Says...."
--
-Capt. Spith
Savior of Humanity
Secular Messiah
Date: Fri, 20 Jun 1997 19:41:02 -0700
From: "happyelf!!!!" <jonesmj@topaz.cqu.edu.au>
Subject: Re: Related subject:
Errors-To: owner-champ-l@omg.org
Sender: why
X-Hero: champ-l
To: champ-l@omg.org
X-Status:
X-UID: 12
> > a good roleplayer is not nescesariliy the one who bought all the relevant skills:
> > this is just another type of power-playing: having all the skills and demanding
> > rolls on everything in the plot.
>
> Good point; however, a reasonably safe generality to be made here is
> that most 'powergamers' are much more likely not to have the more
> esoteric roleplaying skills as strongly as the less point-obsessive
> types. This is certainly not universally true, but often a safe
> assumption. I presume that if the case were otherwise, the problem
> would be less pronounced in the first place.
>
not nesecarily- it is a matter of how likely a given gm is to simply ascribe a
steryotypedue to someone's character- hence they decide super tough RPDR guy is
a power-player, while another character may have say. . skads of telepathy,
but may have just phrased their character outline more "maturely"- both (or
neither) may be power-players, depending on the attitude they cop from
the gm- it's up to the gm to work with the playr's concept, as much as the other way
round. ..
X-Sender: wabbit@globaldialog.com (Unverified)
Date: Fri, 20 Jun 1997 22:24:25 -0500
From: Earl Kwallek <earl@thewarren.mil.wi.us>
Subject: Re: Super Kids
Cc: champ-l@omg.org
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
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To: champ-l@omg.org
At 03:49 PM 6/20/97 -0400, Michael Surbrook wrote:
>On Fri, 20 Jun 1997, Todd Hanson wrote:
>
>> Now the things I'd like some suggestions on:
>>
>> 1. Just what kinds of crimes WOULD a bunch of kids commit? I've thought
>> of the obvious, like trashing the school, and ripping off issue #1 of
>> Spawn from the local comic shop.. but any other suggestions??
>
>I think it would depend upon the powers. If I had invisibility when I was
>11-14, I probably would have been severly tempted to make off with all the
>gaming books, modules and minatures I could carry. Also, sneaking into
>the movies, amusments parks etc.
>
I suspect Invisible Boy would be spending a lot of time sneaking into girl's
locker rooms...
>I could imagine a kid with super strngth trying to steal his own video
>game and put it in the basement. And any kid who could fly could get into
>more trouble that you can possibly imagine.
>
The Mind Controller would spend use his powers to get other kids (and
eventually adults) to give him/her things (try pinning that sown in a court)
From: Robert Rutherford <mirage@hpserv.keh.utulsa.edu>
Reply-To: mirage@hpserv.keh.utulsa.edu
Subject: Re: Related subject:
Date: Sat, 21 Jun 1997 03:51:30 (-0600)
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Sender: owner-champ-l@omg.org
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To: champ-l@omg.org
On Sat, 21 Jun 1997 14:00:12 +1000,
HAPPYELF!!! <jonesmj@topaz.cqu.edu.au> wrote about Re: Related subject::
> >True, but I've also seen players make claims about their characters under
> the
> >pretence of roleplaying, but not willing to back it up with the skills. An
> >example what a character who was supposed to be the best dancer in town.
> An
> >the GM agreed to this. Her skill was only a 14- compared with another
> >chaaracter with a Performance Skill of 21- and a dance skill of 17-. Good
> >roleplaying is one thing, but don't play something you don't have. Don't
> call
> >yourself a detective if you have only Deduction, you should fork out the
> >points to have several other skills to back it up, like Shadowing,
> Streetwise,
> >and Conversation.
> >
> >
>
> but that's not roleplaying!! that's character conception and skills!! who
> was roleplaying a dancer better? personality wise??
That was debateable, but no matter what one character did, they allways
lost when they crossed over to the other's speciality. The dancer and the
singer were just one example. If the characters were playing the their characters the GM wanted them to, they could do no wrong. It didn't matter
what they had down on their character sheet. It was even worse with games
other than Champions, (like anything by RTG). Where one particular player's
characters would have a 9 or 10 Cool, but go "eek!" at the drop of a hat. The
characters weren't faking it either. They were panicing because the player
thought it was cuite, and the GM liked it. Characters with 20+ EGO, and 20+
PRE would also do it in Hero. Characters were running around the game with
all sorts of powers and skills, on top of the ones they payed points for
because it was part of the character concept, and it didn't matter.
--
+-----------------------------+-------------------------------------------+
|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: Sat, 21 Jun 1997 13:58:09 +1000
Date-warning: Date header was inserted by topaz.cqu.edu.au
From: HAPPYELF!!! <jonesmj@topaz.cqu.edu.au>
Subject: Re: Super Kids
X-Sender: jonesmj@topaz.cqu.edu.au
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Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
At 02:36 PM 6/20/97 -0500, you wrote:
>Something new to talk about...
>
>I'm in the beginning stages of a working up a new scenario and have come
>across a couple of things that I could use suggestions from the list
>for.
>
>The scenario involves a group of super powered kids - ages range from 11
>to 14 - who have begun their own little crime spree. Nothing really
>'criminal' - just the kinds of things that kids would do... Hopefully
>this will introduce some interesting situations into the game (like how
>long will it take the PCs to figure out that the crimes are being
>commited by kids? And just how WILL they try to apprehend the kids
>without turning public opinion against them?)
>
i had a simmilar, though more menacing group. they were each mutants, led
by a powerful teenage telepath, who did whatever the hell they wanted and then
pleaded 'victim of society' at trial- plus litle telepathic pushes at the judge,
so they were always let off.
Date: Sat, 21 Jun 1997 14:00:12 +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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To: champ-l@omg.org
>True, but I've also seen players make claims about their characters under the
>pretence of roleplaying, but not willing to back it up with the skills. An
>example what a character who was supposed to be the best dancer in town. An
>the GM agreed to this. Her skill was only a 14- compared with another
>chaaracter with a Performance Skill of 21- and a dance skill of 17-. Good
>roleplaying is one thing, but don't play something you don't have. Don't call
>yourself a detective if you have only Deduction, you should fork out the
>points to have several other skills to back it up, like Shadowing, Streetwise,
>and Conversation.
>
>
but that's not roleplaying!! that's character conception and skills!! who was roleplaying a dancer better? personality wise??
Subject: Re: Super Kids
X-Juno-Line-Breaks: 0-10,12-16
From: dwtoomey@juno.com (David W Toomey)
Date: Sat, 21 Jun 1997 00:21:27 EDT
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To: champ-l@omg.org
>
>> Simon Says - mind control with the limitation that he must do
>whatever
>> he commands other people to do. (and say "Simon says" of course!)
>
>Hopefully, he gives up his evil(?) ways before he reaches high
>school. Can you imagine a teenage boy with this power? "Go to the
>Clairmont Hotel, enter room 210, and have a wild night of sex with
>the first person you see in the room." Could get ugly.
>
Knowing his luck, the cleaning lady (60 years old) would just be
finishing up as he walked in ;-{
David W Toomey
dwtoomey@juno.com
Date: Sat, 21 Jun 1997 01:10:17 -0400
X-Sender: nez@pop3.thepoint.net
From: The Nez Master <nez@thepoint.net>
Subject: Re: Super Kids
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
>Date: Fri, 20 Jun 1997 18:31:12
>To: Todd Hanson <badtodd@dacmail.net>
>From: The Nez Master <nez@thepoint.net>
>Subject: Re: Super Kids
>
>At 02:36 PM 6/20/97 -0500, you wrote:
>>Something new to talk about...
>>
>>I'm in the beginning stages of a working up a new scenario and have come
>>across a couple of things that I could use suggestions from the list
>>for.
>>
>>The scenario involves a group of super powered kids - ages range from 11
>>to 14 - who have begun their own little crime spree. Nothing really
>>'criminal' - just the kinds of things that kids would do... Hopefully
>>this will introduce some interesting situations into the game (like how
>>long will it take the PCs to figure out that the crimes are being
>>commited by kids? And just how WILL they try to apprehend the kids
>>without turning public opinion against them?)
>>
>>Now the things I'd like some suggestions on:
>>
>>1. Just what kinds of crimes WOULD a bunch of kids commit? I've thought
>>of the obvious, like trashing the school, and ripping off issue #1 of
>>Spawn from the local comic shop.. but any other suggestions??
>>
>
>My game is probably a shade darker than yours, but I did add yet another
twist. Basically the group of superpowered kids was trying to gain revenge
for the abuse that had been perpetrated on them, by abusive parents/foster
parents/ and the system that put them their. THe kids crimes centered around
attacking the system, the government, individual foster agencies, and the like.
>So of course the government was trying to capture them quietly, so my group
>made as much noise as possible.
>
>
>>2. I need some names... the kinds of slightly corny names that a group
>>of kids would give themselves. I havent designed the kids themselves
>>yet.. I kind of wanted to come up with concepts and names for them. One
>>theme I want to stick to is kind of the 'Legion of Super Heroes' thing -
>>they each only have 1 basic power and most have NO defenses (which will
>>make it REALLY tough for the PCs to capture them without injuring
>>them... 'Capt Red-White-N-Blue, just how DO you explain putting that
>>little girl in the hospital??')
>
>Well, my kids won't fit here. They were pretty tough, which made it
amusing because the group basically wouldn't touch them. (Two members have
protective of kids as disads.) Rainbow, controlling light and color is the
team leader. Shes an agressive teenager, full of hate. Micky and Red are two
teenage boys who follow her for more reasons of hormone than anything,
though both have their axes to grind against the system. Micky is a tough
street kid, with 'powers of persuasion' (read mind control, very subtly
used). Red was russian, his father was killed in a trip to the states, and
he ended up in US homes, unadoptable because of his heritage. Red is
actually a hanger on, who in the course of their first adventure steals some
powered armor. (It's the story I used to get the group involved.)
>Lucy is a 10 year old healer, who is following simply because she thinks if
she doesn't she'll get killed, and she really admires all the teens who have
accepted her. And benny, well benny is only 3. His powers are incredible,
but of course, he's three. Usually he occupies a battle by wondering what's
going on, and if he sees an attack on one of his friends, he unleashes with
one huge tantrum attack of disintigration or something, to make the bad
people go away.
>Benny has a teddy bear that he bestowed with life by sheer will power.
(follower).
>Benny is the most dangerous member of the group, and the easiest to reason
with if the party does not mean him harm. Basically, if you mean well, you
approach him like you would any three year old you want to trust you. If
not, well, he'll turn you into a newt.
>
>>
>>3. How would the law handle superpowered criminal kids? It's not like
>>you can just stick them in juvie hall.. but you can't stick them in
>>Stronghold EITHER...
>
>Better yet, how do you handle superpowered kids that the government would
like to make disapear, but that only works if your willing to let your
government operate in shades of grey.
>
>>
>>thanks in advance for the help...
>>
>>
>>Todd
>>
>>
>>
>>--
>> - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
>> Todd Hanson Minnesota: Land of two seasons:
>> BadTodd@dacmail.net winter is coming, winter is here.
>> - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
>>
>
From: "qts" <qts@nildram.co.uk>
Cc: "champ-l@omg.org" <champ-l@omg.org>
Date: Sat, 21 Jun 97 12:58:03
Reply-To: "qts" <qts@nildram.co.uk>
Priority: Normal
Subject: Re: 0 END vs. Uses
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On Fri, 20 Jun 1997 14:24:31 +0000, Michael Gillespie wrote:
>I remember a few weeks back, someone (sorry, don't remember who) was
>talking about why anyone would get more than 64 uses (or 250 uses for
>autofire) when Zero END is cheaper.
>
>I had to agree, and things like this bug the heck out of me (it's an
>incurable mental condition), when you can buy things two different ways
>with the same point cost, but one of these is in all ways superior. I
>don't mind it if there is a difference where one is occasionally more
>useful (such as Invisibility vs. Images limited to making things "not
>there"), so I tried to think of some minor advantages to taking uses over
>reduced END.
>
>Unfortunately, all I could come up with are limitations. I decided that in
>my campaign, all powers through charges have the following limits "built
>in", receiving no limit for them:
> Must be used at full power
-1/4 on its own (see HSR).
> Can't be spread
Ditto ('Beam attack')
> Can't be pushed
> Can't be pulled (as in pulling a punch)
>
>Each of these are pretty minor, obviously none of them taken alone is worth
>a limitation (maybe a -1/8 in my campaign), although all together they'd be
>worth at least -1/4 on powers that they could all apply to. I didn't want
>to have to say that all guns and similar conceptions had to tack on this
>limit, so I said it's just part of charges.
>
>But all this just makes the difference between 0 END and 64 charges even
>worse. Can anyone think of any advantages (no matter how minor) that could
>justify putting 64 uses (or more) on a power instead of 0 END?
As an Independent item where the charges do not recover. 'Take this
rod, but beware, child, its power is only good for ...'
Subject: Re: PBEM
Date: Sat, 21 Jun 97 12:17:25 -0500
From: John P Weatherman <asahoshi@nr.infi.net>
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filkhero@pop.netaddress.usa.net
>I have been considering running a PBEM game, but I have never done so
>before. Does anyone know where I can find good information on running
>such a game, rather than web pages about a particular game? I am
>particularly interested in ideas about how to handle Hero's already
>slow combat system when it might be a week before someone tells me
>their move. Any ideas?
>
>Filksinger
>
Try emailing David Miller (selena@fred.net). He's been running one for
a couple years now and is just completeing a rewrite of the campaign
including house rules that have come up along the way. He may be able
to grant some insights.
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: Eric Burns <burns@cug.dorm.usm.maine.edu>
Subject: Re: Super Kids
Date: Sat, 21 Jun 1997 15:44:26 -0400 (EDT)
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> > Simon Says - mind control with the limitation that he must do whatever
> > he commands other people to do. (and say "Simon says" of course!)
>
> Hopefully, he gives up his evil(?) ways before he reaches high
> school. Can you imagine a teenage boy with this power? "Go to the
> Clairmont Hotel, enter room 210, and have a wild night of sex with
> the first person you see in the room." Could get ugly.
>
> Filksinger
>
Yeah, especially when the girl reports him for rape, and police telepaths
confirm what happened. Or when Simon finds out that "Rebecca Wayne"'s
dad Bruce ain't exactly even-tempered.
-Eric
From: Curt Hicks <exucurt@exu.ericsson.se>
Date: Sat, 21 Jun 1997 17:14:37 -0500 (CDT)
Subject: PBEM
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> From: filkhero@pop.netaddress.usa.net
>
> I have been considering running a PBEM game, but I have never done so
> before. Does anyone know where I can find good information on running
> such a game, rather than web pages about a particular game? I am
> particularly interested in ideas about how to handle Hero's already
> slow combat system when it might be a week before someone tells me
> their move. Any ideas?
>
> Filksinger
There's supposed to be article on running e-mail games accessible from
Harrigan's web page. http://www1.usa1.com/~davin/rpg/coc/cocmain.html
He's just started an e-mail game himself.
I believe the trick for combats is not to run it phase by phase, but
get general guidelines for each character and run it in half-turn intervals
or stop when the situation changes greatly.
Curt
From: Eric Pawtowski <epawtows@cray-ymp.acm.stuorg.vt.edu>
Subject: Babylon 5 probabilities
Date: Sat, 21 Jun 1997 18:31:42 -0400 (EDT)
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Well, there was an arguemnt about this the other day, so I'll repost
this here (with the author's permission):
T A S K P R O B A B I L I T I E S I N
T H E B A B Y L O N P R O J E C T R P G
by Pierre Savoie
[If you want to get right down to a useful Master Probability Table, skip a
bit.]
Over the years I have noticed how role-playing games try to distinguish
themselves using exotic dice-rolling systems. Some are content with simple
percentile rolls, where people can clearly see what the odds are in per cent
for the target probability. Almost as easy is the classic d20 system, as old
as the CHAINMAIL wargame which became D&D, based on the laudable premise that
you don't have to cut probabilities too fine to be able to model different
rates of success (in familiar 5% increments).
Gary Gygax once tried to form his own RPG company, New Infinities
Productions Inc. For their only RPG, CYBORG COMMANDO, he suggested a roll
where two d10's were MULTIPLIED together which was then compared to the
target probability. This was usually based on a "percentile" skill, and to
improve this skill experience points were added to it uniformly, but as the
character became expert in that skill the linear increases did less and less
good, with fewer and fewer new dice rolls in the high end which were a
success, reflecting the difficulty of improving an expert character. Games
from Chaosium Inc. use the inverse method of giving skills in their true
linear percentile probability, but reducing the chances of a skill increase
at high percentage values (non-linear percentile improvement).
Some games base themselves on 3d6 or 2d6 rolls, but people get used to
the probability profile and have a feel for how much more likely an "11+" is
than a "14+". Some really go off the deep end such as SHADOWRUN, with
rolling a number of single six-sided dice at a time based on your skill, each
roll of 6 causing you to keep the 6 and add a new roll (ad infinitum), and
then counting up the number of dice which beat a target number and comparing
to the number of such successes you need. Yechhhh!
Anyway, why does THE BABYLON PROJECT RPG (TBP) use the dice-rolling
system it does? For any character actions which are not an automatic "sure
thing", all games seek to create a sufficiently varied range of outcomes.
Increases in skill and situational modifiers will move the probabilities into
some new range in interesting ways, if the game is well designed.
Given a range of outcomes, most games try to model the probabilities of
each dice-roll so that they resemble a chunky bar-graph version of the
Gaussian curve or "bell curve", where extreme results occur but rarely and
average results are much more common.
Recent games (STAR WARS, CYBERPUNK) have been making greater use of a
Target Number system, where there is a certain value you need to "make" or
"beat". Any higher rolls are also winners, and the probability of success
equals the sum of the probabilities of all equal or higher numbers. Because
of the large "hump" in the middle of the probability profile, slight changes
in the target cause the largest changes in probability in this range.
This feature of the bell curve has been very important for decades in
tactical boardgames, encouraging players to marshall all the advantages they
can get, to add "bonuses" to improve their odds when evenly matched. This
was described in a little-known booklet called GAME DESIGN: Volume 1: Theory
and Practice, by Nick Schuessler and Steve Jackson, 1981, chapter 6 (there
were no further Volumes!)
As the 1st-edition AD&D game made clear, the easiest way to simulate
something close to a bell curve was to roll three six-sided dice and add the
numbers (two dice are not enough because the probability is more of a
triangular profile, although this was used in early TRAVELLER.) The extreme
results 3 and 18 each occur on the average only once every 216 throws.
TBP has found a way to use only two regular six-sided dice and generate
many bell-curve distributions. This game assigns a Difficulty rating to
tasks a character might have to perform. Difficulty labels are rather
arbitrary, such as Basic, Average, Tricky, or Difficult, and each is assigned
a target number. The player must add the values of a character's appropriate
Attribute, a relevant Skill, a +2 bonus for a Specialty, and a Random
Modifier.
This Random Modifier causes results to vary according to a distribution.
Two six-sided dice are rolled, one representing "positive" and the other
"negative", but only the smaller die is retained as the result. Since there
are 36 possible combinations of these dice pairs, we can determine the
consequences of each pair and tabulate the results:
Result: # of occurrences (out of 36):
+ 5 1
+ 4 2
+ 3 3
+ 2 4
+ 1 5
0 6 [the result of all tied dice-pairs](*)
- 1 5
- 2 4
- 3 3
- 4 2
- 5 1
So far, simple. In fact, you would get the same spread of probability
just by adding two six-sided dice together and subtracting 7, but TBP avoids
even this minimal arithmetic by simply asking you to focus on the number of
the smaller die-roll.
(*)Rolling two 1's gives an additional Setback result of some minor
sort; rolling two 6's gives a minor Benefit result. Since these are
adjudicated by the GM, they are role-played and add some interest to the
situations but do not affect probabilities.
Since players will want to design characters with some kind of
specialist profession, they will naturally tend to boost the Attribute
important to the skills of that profession by +2, raise a favorite skill to
the beginner maximum of 4, and name a specialty within that skill for a +2
bonus. Assuming an average base racial Attribute of 5, that totals 13.
Although some players will want to spread skill points around or attempt to
have two or more favored specialties, their main skill rolls will equal or
approach that number.
TBP has assigned target numbers to Difficulty ratings on a non-linear
scale, where an unmodified rating of Difficult is 11 but Very Difficult is
15. Since a seasoned professional in a skill is at up to 13, this falls
conveniently in the middle of a very sensitive range, where the Random
Modifier creates small swings in the final number and large swings in the
resulting probability of beating the Difficulty number -- right where a
professional is challenged by tough tasks.
Unskilled characters can only apply their Attribute to an Ability
number, so they are struggling with what to a human professional are
Basic/Average Tasks. Difficulties of 5 to 9 are their critical range.
For routine tasks, set much lower, the player may not even have to
bother rolling at all, although he should anyway to see if he gets "snake
eyes" (the minor, role-played Setback result) or "boxcars" (some extra
Benefit). But for tasks in the challenging range, the GM must be very
careful to use Difficulty number modifiers sparingly, and here's why:
If we consider the Margin obtained by subtracting the Difficulty number
of the task from the Ability number resulting from the character's Attribute,
Skill and Specialty, we can then construct this handy master (monster!)
table:
------------------------------------------------------------
MASTER PROBABILITY TABLE
(chances out of 36)
Margin [PIP=Probability of Injury after Pushing(*);
between (C=Critical, S=Significant, N=Normal, M=Marginal)
Ability + (S=Success, F=Failure) ]
and
Diffi- SUCCESS
culty TOTAL PIP CS SS NS MS | MF NF SF CF
|
11 or more 36 0 36 0 0 0 | 0 0 0 0
|
10 36 0 35 1 0 0 | 0 0 0 0
9 36 0 33 3 0 0 | 0 0 0 0
8 36 0 30 5 1 0 | 0 0 0 0
7 36 0 26 7 3 0 | 0 0 0 0
6 36 0 21 9 5 1 | 0 0 0 0
|
5 36 0 15 11 7 3 | 0 0 0 0
4 35 0 10 11 9 5 | 1 0 0 0
3 33 0 6 9 11 7 | 2 1 0 0
2 30 0 3 7 11 9 | 3 3 0 0
1 26 1 1 5 9 11 | 4 5 1 0
|
0 21 3 0 3 7 11 | 5 7 3 0
|
- 1 15 6 0 1 5 9 | 6 9 5 1
- 2 10 10 0 0 3 7 | 5 11 7 3
- 3 6 15 0 0 1 5 | 4 11 9 6
- 4 3 21 0 0 0 3 | 3 9 11 10
- 5 1 26 0 0 0 1 | 2 7 11 15
|
- 6 0 30 0 0 0 0 | 1 5 9 21
- 7 0 33 0 0 0 0 | 0 3 7 26
- 8 0 35 0 0 0 0 | 0 1 5 30
- 9 0 36 0 0 0 0 | 0 0 3 33
-10 0 36 0 0 0 0 | 0 0 1 35
|
-11 or less 0 36 0 0 0 0 | 0 0 0 36
(*)The probability of physical injury after pushing a physical Attribute by
1 is given for the Margin for the new Ability score derived from the new,
temporary physical Attribute. This probability is equal to SF + CF. Keep in
mind that suggested Impact injury for SF is 3, and CF is 6, and so the
probability distribution and not just the total injury probability will
matter.
To convert these figures to percentage probabilities, multiply the values
given by 2.777777777.
------------------------------------------------------------
By adding up the probability of rolls which meet or exceed the target
Difficulty number, we get probabilities reminiscent of a bell curve
distribution. Notice that an Ability number evenly matched to a Difficulty
gives a slightly larger than 50% probability of success (21/36). This has to
do with the fact that a Random Modifier of zero is in fact counted as a
Success result instead of something neutral, and so Marginal Successes almost
always exceed Marginal Failures. This creates an effect similar to a "house
percentage" in gambling casinos, except here the slight improvement in
probability works to the advantage of characters vs. the cold impersonal
universe.
The sensitive area for fluctuations in the Margin span the area of +1 to
-2. In just that short range, the chance of success goes from over 2/3rds
(26/36) to under 1/3rd (10/36). That is why GMs must be very careful not to
allow too many modifiers, and resist the whining and pleading of the players
to add even a +/- 1 modifier for a trivial reason. However, if there is an
overwhelmingly good reason, the GM can add a large modifier and either make
success in a task almost assured -- or almost beyond the reach of even the
top specialists.
But that's not all! Every roll causes a particular degree of success or
failure, and as the Margin goes up, not only does the probability of success
increase but the quality of successes will shift also. The distributions are
clearly shown along each row of the table, although by this point a math
analysis of success breaks down because most non-combat results are defined
by the GM for what is meant by "Critical Success" or "Marginal Failure". A
player may have fixed an Attribute and Skill to set his Margin rather high,
but the specific quality of the result is still in doubt, with a rough bell
curve profile of results.
Bell-curve profiles occur every which way, in whatever direction on the
table when you keep one variable fixed, and so that yields the desired
diversity of results. That is why I would rate TBP's system as better-than-
average and deceptively simple since you roll only two dice and appear to
have fixed the range of outcomes when you fixed your Attribute and skill levels.
Another outcome of this table has to do with the Probability of taking
an Impact Injury after Pushing a physical Attribute (PIP). This practice
works best when you are already a star athlete, to raise your positive Margin
to achieve really spectacular successes. It should not be tried at the lower
Margins to reduce the severity of failure, since you will indeed shift the
bell-curve distribution of results by moving up one row, but the act of
Pushing will now introduce the risk of Impact Injury (equal to the sum of the
chances of Significant and Critical Failures).
It is unclear whether multiple simultaneous pushes are allowed, but even
sequential use of pushing carries an extra risk of exhaustion when reducing
Endurance down to half.
Once again, I welcome comments to this analysis.
---Pierre Savoie (ab966@torfree.net)
-
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Date: Sat, 21 Jun 1997 16:46:34 -0700
From: "happyelf!!!!" <jonesmj@topaz.cqu.edu.au>
Subject: Re: PBEM
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filkhero@pop.netaddress.com wrote:
>
> I have been considering running a PBEM game, but I have never done so
> before. Does anyone know where I can find good information on running
> such a game, rather than web pages about a particular game? I am
> particularly interested in ideas about how to handle Hero's already
> slow combat system when it might be a week before someone tells me
> their move. Any ideas?
>
> Filksinger
hero combat should always be estimated across email. just stick to
action-defence, and make shure the fast ones go first and most often.
When, in about a YEAR at this rate, i get my own possible pbem up, i will
be useing a short subtext system- only one line of it per action/paragraph,
and working from general combat estimates for the rest. I would also advise
you look to IRc, or maybe one of those html-based chat thingies- i find
cutting and pasting is easier in that medium.
Date: Sat, 21 Jun 1997 19:27:54 -0500
From: Jerry & Jamie Nealis <jnealis@OnRamp.NET>
Reply-To: jnealis@OnRamp.NET
Subject: Ultimate series
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Has anyone heard anymore on any of the Ultimate Books?
I looked at the Hero Page....... Nice job of being current. ;) But where
do I go for the NEW stuff? My group is getting antsy to build a new team
and wants all the shiney new toys to do it with.
On a related note...... does anyone have a new (well not necessarily
new) VIPER villain they'd like to share or lend out? Preferabley
something devious and cunning. I'm building new Nest in Dallas and
need a Paranormal to run the place. ANY suggestions will be
appreciated.
Thanx
Jerry
aka Puzzleboy--Foxbat's Best Friend
Web Page created by Text2Web v1.3.6 by Dev Virdi
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Date: Wednesday, March 31, 1999 08:55 AM