Week Ending August 23, 1997
From: Stainless Steel Rat <ratinox@peorth.gweep.net>
Subject: Re: Building Heroic-scale Weapons
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Date: 17 Aug 1997 02:06:21 -0400
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>>>>> "MS" == Michael Surbrook <susano@access.digex.net> writes:
MS> So, foils, sabers and rapiers get an OCV bonus, but a dagger would not.
Assuming two competant fighters are roughly equal, the one with a spear
generally has an advantage over the one with the knife. Knife can try to
negate that by getting inside Spear's guard, not easilly done; and Spear
can counter that just by taking several steps back.
Hero models this advantage with OCV bonuses, rather than putting too much
close detail into an heroic/cinematic game system.
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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.
Date: Sun, 17 Aug 1997 10:02:43 -0400 (EDT)
From: Michael Surbrook <susano@access.digex.net>
Cc: champ-l@omg.org
Subject: Re: Building Heroic-scale Weapons
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On 17 Aug 1997, Stainless Steel Rat wrote:
> -----BEGIN PGP SIGNED MESSAGE-----
>
> >>>>> "MS" == Michael Surbrook <susano@access.digex.net> writes:
>
> MS> So, foils, sabers and rapiers get an OCV bonus, but a dagger would not.
>
> Assuming two competant fighters are roughly equal, the one with a spear
> generally has an advantage over the one with the knife. Knife can try to
> negate that by getting inside Spear's guard, not easilly done; and Spear
> can counter that just by taking several steps back.
>
> Hero models this advantage with OCV bonuses, rather than putting too much
> close detail into an heroic/cinematic game system.
We based our modifiers on same size vs same size weapon encounters.
Examples such as you have given are covered under weapon length rules.
***************************************************************************
* "'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, 17 Aug 1997 10:05:06 -0500 (CDT)
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From: psansone@i1.net (Sparx)
Subject: Re: Ars Magica --> Hero
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>I've never seen a Requisite _Spell_ in either ArM3 or ArM4.
Actually in ArM3 there are plenty. Usually they are listed in the spells as
Req. I can't say that I can think of any right at this moment due to the
fact that I haven't played for a while, but the control, what was it Rego?
Usually Control Mind or something of that nature would have a Req. of
Animal, Plant, etc... depending on what type of mind you were trying to
control. You'd have to look in the actual spells, if you really want to
know what ones, I could look up some examples, but off hand it isn't really
important.
>As others have pointed out, though, this means that somebody with a low
>Ignem score won't be able to do much of anything with Ignem. In Ars,
>somebody with Creo 40 and Ignem 0 is just as good at CrIg as somebody with
>Creo 20 and Ignem 20. Your system is perfectly reasonably in and of
>itself, but it doesn't really duplicate Ars Magica.
Actually no. Someone with Creo 40 and Ignem 0 is not as just good as
someone with Creo 20 Ignem 20. Ok, true as far as CrIg Spells they are.
But now take a look at someone with Cr 40 and Ig 0 casting a Creo Aquam
Spell. They have the advantage over someone that has Cr 20 Ig 20 because
they have a lot more in Creo. True my system isn't perfect, but it works.
If you take Familiarity with base 8- as equaling 0 in Ars Magica then you
work up from there it about bounces itself out. You might be saying, well
if I'm rolling the lowest of the two scores I'm getting ripped. I say yes,
because as I pointed out, if you have Cr 20 Ig 20 you should be good at
both, but if you have Cr 40 Ig 0 then you are better at Creo and your Ignem
is where you just aren't as studied, you aren't as good and you shouldn't
use the higher score because then there is no point in working on the other
skills just max out a few and you are fine for all 15. I don't know, like I
said it isn't perfect. If you have a kind GM, maybe he or she will let you
average both KS: skills to cast the spell. I wouldn't, that wasn't how Ars
Magica handled it, but to each his own I say. If you don't like my system
such is life, don't use it. I haven't found any people really interested
in playing Ars Magica as of late anyway which is a shame, it is a good game
just not enough interest around here. So what I'm saying is I probably won't
need to use this system in Champions terms, but if I did, that is my ruling
on it. Take it easy and talk at you later
Sparx
Date: Sun, 17 Aug 1997 10:05:25 -0500 (CDT)
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From: psansone@i1.net (Sparx)
Subject: Re: Restraining powers
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>
>Okay, here's a question about something that seems to happen in comics
>alot. An electrical energy projector was captured, and his powers
>restrained by glopping a heavy insulating material over his hands.
>Basicly, a hands-only Entangle with too much Def for him to even think
>about shooting it away.
> The character in question has a straight 10d6 EB in a Multi, along with
>some other misc electrical powers. No limitations on any of them.
>The question is: would the above "trap" actually stop the character
>from using his weaponry, or could he simply start firing lighting
>bolts out his feet/nose/whatever? (This is a 4-color game).
>The character does _normally_ fire bolts from his hands, but there's
>no actual reference to it on the sheet.
> My own call on the matter is that the character can start sneezing
>ten thousand volts out his nose if he feels like it and didn't take
>a limitation saying otherwise.
>
> Daniel Pawtowski
What I tend to do in situation like this is the following. If they don't
have restrainable or gestures or something of the sort then it is possible
for them to shoot the blast from other parts of their body. The nose seems
to be the common thread here. I do however restrain them in this fashion
though. If they have been blasting from their hands since day one of the
game and have never tried a blast from their nose, then I require an Ego
Roll - Active Points/10 to attempt to redirect the blast to that part of
their body. This is only done once and can be attempted each turn until
done correctly, but they could risk hurting themselves, sort of like holding
in a really strong sneeze. Basically, I say it takes your will power to
control your power, so to do something new with it, you have to base it on
your willpower (EGO) once you figure it out, you can do it, but until then,
it something entirely new to you. Kind of like riding a bike. It can be
done, you can ride with training wheels and without, but you have to have
the will to do it and of course the practice, I say that your experience
with the blast is the practice and training wheels, trying to shoot it out
your nose is taking the training wheels off. Your call though, that is how
I handle it. Talk at you later.
Sparx
Date: Sun, 17 Aug 1997 10:06:21 -0500 (CDT)
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From: psansone@i1.net (Sparx)
Subject: Re: Restraining powers
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>And now, I will answer a question with questions. Would you give Cyclops
>of the X-Men a limitation on his Energy Blast because it originates at his
>eyes? If so, why? How much does it really limit him? And if not, would
>you allow him to suddenly start firing them from his fingertips?
Actually, I would give him a Limitation (Originates from Eyes -1/4).
Because it can be covered over. How much does it limit him? In the comics
not very much, but at the same time it is real easy for the bad guys to
figure it out and slap something over his head that negates the blast.
Notice how they always do and though whatever it is they use isn't Ruby
Quartz it manages to stop him anyway? This is a small limitation true, but
small enough to warrant a -1/4. Figure if he wasn't so good at bouncing and
spreading the blast that he would be have a smaller firing arc than someone
that fires from his hands. It isn't that limiting and I'd probably not
think about it when designing the character if he were my own. Character
concept does play a large part of course, but I would accept seeing the
limitation on the character at the same time. Take it easy and talk at you
later.
Sparx
Date: Sun, 17 Aug 1997 10:07:18 -0500 (CDT)
X-Sender: psansone@i1.net
From: psansone@i1.net (Sparx)
Subject: Re: Thunderbolts (was Re: Starship Troopers_
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>Hm...thunderbolts is a cool title, but it's hard to see how it could last more
>than 12-24 issues, at least while maintaining the idea which makes it cool.
>Eventually they either have to (1) get caught, or (2) reveal themselves, or (3)
>'turn to the side of good'...possibly more than one of these.
>
Thunderbolts isn't suppose to be a lasting story at least not in the current
incarnation. It might change though to become a more permanent book after
they do get caught, reveal themselves, or become good. I'm most excited
about seeing what is going to happen when the Avengers return and figure it
out as they will, and what will happen when the Fantastic Four return to
find their home turned over to someone else, and that someone being
villians. Thunderbolts is a great book, just have to see where they plan on
going with it if it will survive or not.
Sparx
Comments: Authenticated sender is <b1tlbx98@pop1.sympatico.ca>
From: "Vance Scott" <vances@sympatico.ca>
Date: Sun, 17 Aug 1997 17:32:24 +0000
Subject: Mail List Problems??? - Geoff
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I'm not receiving any mail from the list. Is there some sort of
problem, or has the list been inactive lately? When I send messages
to the list they don't seem to be echoing to me.
So if I've some how been unsubscribed I'd appreciate it if you'd re-
subscribe me to the list.
Vance Scott
Vanquisher of all foes.
From: DocTough@aol.com
Date: Sun, 17 Aug 1997 14:18:58 -0400 (EDT)
Subject: Paradigm Variant Skill System Part 1
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Doc sez...
Thanks for waiting for these posting. things are getting back to normal
after the weekend spent at GenCon and catching up with issues at work.
What follows is a write up of the variant Skills system I use in my
campaign. They are part of the system of homerules I've developed over the
past decades or so from playing Champions and other RPGs. While I consider
the HSR system the best published rules, I also found that I would handle
some things differently. The following variant rules are just that and you
are welcome to post your opinion on them. But please keep in mind they are
simply the rules I use and are not meant to challenge other's systems and
opinions. That's one of the wonderful things about HSR...you can make
sizable changes for your own needs and still keep the feel of the system.
Why the change?
After years of using the rules as stated in the various edition
rulesbook I found that a few irritating situations keep cropping up again and
again. The first was that not all skills were considered equal. That is, we
had regular skills(3 CPs) and other skills (2CPs). Often players would try
to purchase the lesser costing skills and use them as full blown skills even
after being told they were not the same.
I wanted all skills to be useful if purchased and therefore to cost the
same. I thought I could aid the players by eliminating the need for them to
buy numerous little skills. This was accomplished by expanding the scope of
the 3pt skills and increasing the list of available skills.
Another issue was that there was little way to regulate just what a PC
knew beyond the listed skills. Even taking stated backgrounds and
experiences into account we were often left with wondering if a INT or DEX
roll was good enough to attempt skill feats without having the actual skill.
As it went on, players would start to shortchange their PCs on skills
counting on good rolls and GM kindness.
Skill Enhancers simply had to go. Weak definition and abuses made this
very clear. Just before I jettisoned them they were being treated as
universal 8- skills.
As strange as this might sound I wanted a new way to organize how skills
were organized on character sheets. By the end of my last campaign I was
having players related skills together in order to speed up finding them.
From looking at their sheets I found that often they had put their 2pt
skills under their related 3pt. That spurred me to wonder if they had
stumbled onto a Skill/Subskill system. Playing with it I found I could
include kits, profession subskills, even labs under the skill.
In all, it turned out that I would have to alter the current system to
suit my desires. This is not to say the HSR system is not good, just that my
players and myself have wanted to advance the rules beyond their current
level. The rest of my homerules were actually intended as a sort of Advanced
Champions for players and GMs that wanted a more in-depth collection of
systems. With the unlikely chances of actually seeing a C5, I've turned to
my homerules as a testing ground for new rules.
To Be Continued...
Doc Tough
From: "Lisa Hartjes" <psyche@ionsys.com>
Subject: Looking for a player
Date: Sun, 17 Aug 1997 19:47:48 -0400
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Hi folks!
I'm looking for 1 (one) player to replace a player who is no longer in the
game.
Please make sure to read the character creation info carefully, as well as
all the house rules and the Quantum Universe history and timeline. There
is no such thing as Genocide in the Quantum Universe, and make sure you
check with me before getting your heart set on any particular hunted. Send
only one character concept, and make sure that the character's background
is there, as well as any and all special effects.
Do not send me a completed character sheet. If you do the character will
be bounced immediately. Also be prepared to have me making lots of
suggestions for possible changes.
If you have any other questions, please contact me!
Lisa Hartjes
psyche@ionsys.com
Home: http://www.ionsys.com/~psyche
Work: http://web.idirect.com/~ncg
From: jonesmj@topaz.cqu.edu.au
Date: Mon, 18 Aug 1997 11:39:16 +1000
Date-warning: Date header was inserted by topaz.cqu.edu.au
Subject: Re: Parasites and Intelligent Costumes
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At 01:50 PM 8/16/97 -0400, you wrote:
>> >Build blobby. Then create a VPP which can be used to skills, stats, etc,
>> >and has an IIF:Host Body. Since the host's mind is basically nulled by
>> >Blobby, the host becomes, in effect, a special effect. You build the hosts
>> >abilities from the VPP.
>> >
>> >This is perhaps the only concept Hero doesn't handle easily...I had the
>> >same problem trying to build a character akin to 'Dial H For Hero' or 'The
>> >Sleeper' from Wild Cards. It might just be that (gasp!) a new power
>> >framework is actually needed -- "Serial Form" or, perhaps, a +1 Advantage
>> >to Multiform, "Can rearrange points in multiform".
>> >
>>
>>
>> why not just give the multiform the vpp?
>>
>
>Isn't it illegal to put skills, characteristics, or special powers in a VPP?
>
>-Eric
>
only if the gm doesn't give consent, and since the multiform wouldn't
have any powers . .
PS: doesn't this apply to the original suggestion, too?
Date: Mon, 18 Aug 1997 00:43:44 -0700
From: Captain Spith <cptspith@teleport.com>
Reply-To: cptspith@teleport.com
Subject: Re: The Champion's GM Corner
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Vance Scott wrote:
> If it's not to much trouble could you get a little more detailed
> about those random encounters. Do these encounter occur durring a
> hero's patrol, or coming home from the theatre, or restaurant, I'm
> curious how you pull these encounters off.
Actually, many of them I manage to arrange to happen when the players
are doing something in their secret ID's (yes, coming home from the
theatre, going out to dinner, etc.) or my other favorite method is
actually a Captain Spith Specialty;
At the beginning of every session (barring those that are
continuations of an unfinished adventure) my standard mantra is, "Does
anyone have any agendas?" (That's actually verbatim to begin my
sessions, as if from cue cards). This gives the players opportunity -
and encouragement - to add their input into the direction of the game.
This also allows me to either A)Work an adventure stemming from their
own histories/ideas/concept, OR B)Let them choose the setting (by their
'agenda') through which they randomly encounter something OR C)Create a
connection between an existing 'random encounter' and a PC's
history/concept.
> > 3/4 of the time, once a particular villian team shows up, they will
> > either gain a personal vendetta against one or more of the PCs or there
> > will be some other connection to bring them back in.
>
> What other kinds of connections do you use to bring villains back?
One example of that would by the Suicide Kings. The group consisted
of a several villians all based on songs by the Cherry Poppin' Daddies;
One was a Powered-Armor Brick, One duplicated into one EGOist and one
Mindless Brick, One was a High-DEX knife-thrower/sword-user, and one
TK-user. The first encounter was a simple blackmail-the-city scheme by
threatening the environment (severely). The second encounter was an
overthrow of the government of Atlantis - encountered in preparation of
their blackmail scheme - of which one of the PC's was the Lost
Princess. The leader of the villians was killed in Royal Combat for the
Throne, so the third encounter will likely be an actual revenge-based
scenario of the remaining members, plus one newer member (who was in the
Atlantis adventure) who had come from aNOTHER villian group and already
had a grudge against the PC's by then anyway.
<a couple of points/topics snipped>
> > After an encounter with a villian team, I like to make a
> > point of making at least one significant change in at least one of the
> > villians before the next encounter; I.E., found a magic item, had a
> > 'radiation accident', lost powers and switched to technology, or even a
> > major personality (Psych Lim.) change.
>
> Changing the villains is a good idea, but I'd wait for them to become
> a little boring first. I'm usually pretty happy with my villains with
> the way I originally made them up, but some times I get an
> inspiration.
Again, The Suicide Kings are my best example; Here's the roster as
they developed;
(Virile) Garbage Man; Powered-Armor Brick
Personality; Seducer and Power-Monger (Political power, that is)
Master & Slave; Martial Artist w/low level EGO powers, duplicates into
Master -
reasonably powerful EGOist, and Slave - Mindless Brick
(usually acts
as Master's muscle)
Personality; M&S - vicious infighting nasty:Master - Posh, snobbish
manipulater of
minds who revels in his power:Slave - No personality,
simply obeys the
most forceful suggestion or mind control active at any
given time
Dr. Bones; Emaciated Martial Artist with a focussed, powerful TK
Personality; Rather juvenile, likes to be a bully
Teenage Brain Surgeon; Precision blade wielder/thrower
Personality; Really likes to wound and torture, but applies
Hippocratic oath to those
who are not his (or his teammates') victims. He doesn't
care about the
group's agenda one way or the other, as long as he gets
to torture the
good guys.
This was for their first adventure, the blackmail. They were stopped
and put away. When they came back, they added Shadowcloak - a gun user
with lots of gadgets for defense. She already had a grudge against the
PC's from her last villian group. At this next encounter (Atlantis);
Garbage Man had learned some Atlantean magic, posing as a religious
scholar in one of their temples in his Secret ID to learn how to
subjugate the masses better,
Master and Slave had become permanently separated due to trauma from
the last encounter with the PC's.
They were beaten again, and the Garbage Man killed and Shadowcloak
wounded. The next encounter will include Teenage Brain Surgeon as new
leader (first time he ever had his own actual agenda) with Shadowcloak
in a new guise, Slave without Master (who has begun to have the
rudiments of independant thought), and two or three new associates
gleaned from BrainSurgeon's incredibly twisted world.
Dr. Bones leaves to pursue his own solo career with lower-level crime,
since real danger leaves a bad taste in his mouth
This team is actually particularly dynamic in their evolution, but
also reveal a thoroughly developed history to keep them from being
simply the battle of the week. At least I think so.
--
-Capt. Spith
Savior of Humanity
Secular Messiah
From: Dave Mattingly <DaveM@FocusSoft.com>
Subject: Haymaker and Power Point: Teleport Tricks
Date: Mon, 18 Aug 1997 11:11:38 -0400
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The website for Haymaker, the APAzine of Champions, has been majorly
upgraded. Be a hero and visit at
http://www.geocities.com/area51/cavern/1905/haymaker.html
Power Point, Dave Mattingly's column in Haymaker, has brought another
article on-line: Nifty Teleportation Tricks. Beam over to
http://www.geocities.com/area51/cavern/1905/pwrpnt.html
Dave Mattingly
mattingly@bigfoot.com
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From: Opal@october.com (Opal)
Date: 18 Aug 97 16:48:14 GMT
Subject: Re: Restraining powers
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Organization: Fidonet: Red October Alpha * Hero Roleplaying * 408-629-4695 *
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h> Personally, I think that the default assumption for
h> an energy blast is _not_
h> that it can attack from anywhere on your body (such
h> abilities being rather rare
h> in the comics). Given that, it is probably a +1/4
h> advantage to be able to
h> attack from any part of your body.
I think this is a good example of the 'minor advantages and
limitations' that fall under Special Effects. Whether an EB
comes from your hand, your eyes, from the wrist blaster on your
right hand, or from an extra limb, or from one of several points,
won't often make enough of a difference to be worth an advantage
or limitation.
A character who wanted to be able to do something odd, like throw an
EB from any point on his body, regardless of how he was restrained,
would be going too far for simple F/X, and an advantage, like the
one you mentioned would be in order (perhaps some flavor of Indirect
would cover it).
From: CptPatriot@aol.com
Date: Mon, 18 Aug 1997 14:17:20 -0400 (EDT)
Subject: Re: Short Story
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Due to some difficulties in accessing my short story, I have set up a web
page to help in some explanations and aid in getting the story itself.
<A HREF="http://members.aol.com/cptpatriot/">http://members.aol.com/cptpatriot
/</A>
From: Chris Lynch <chris@lynch1.demon.co.uk>
MMDF-Warning: Parse error in original version of preceding line at punt-1.mail.demon.net
Cc: champ-l@omg.org
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Subject: Re: Restraining powers
Date: Mon, 18 Aug 1997 19:36:12 +0100
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If you have in the book, as they say, there is a little paragraph which
mentions this sort of thing.
Basically it begins by explaining that a special effect is just how you
percieve the power, and any special effect has intrinsic advtanges and
disadvantages. The example given is a superhero who flies around leaving a
glowing energy trail. This is an advantage vecause it alerts police, local
authorities to his presence, and also puts the frighteners on low level
thugs who see him just happen to zoom by in th enight sky. On the other
hand, it does make it pretty impossible for him to sneak up on anyone.....
so everything is balanced out.
In the case of the character who fires blasts from his hands I would say
that th entanglehandthingy should be allowed to work.
He has the advantage that he can basically pop his hand around the corner
and fire at people without exposing himelf to badly to enemy fire. On the
other hand, if his hands are tied he can't fire.
So it's balanced out without the need to have half a character sheets
worth of disadvantages.
TTFN from Chris!
http://www.lynch1.demon.co.uk
From: Eric Burns <burns@cug.dorm.usm.maine.edu>
Subject: Re: Thunderbolts (was Re: Starship Troopers)
Date: Mon, 18 Aug 1997 17:41:04 -0400 (EDT)
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> Thunderbolts isn't suppose to be a lasting story at least not in the current
> incarnation. It might change though to become a more permanent book after
> they do get caught, reveal themselves, or become good. I'm most excited
> about seeing what is going to happen when the Avengers return and figure it
> out as they will, and what will happen when the Fantastic Four return to
> find their home turned over to someone else, and that someone being
> villians. Thunderbolts is a great book, just have to see where they plan on
> going with it if it will survive or not.
>
> Sparx
>
I just hoping that Zemo/V converts and genuinely becomes a good guy. Yes,
I know it will never happen, but I think it would be incredibly cool.
-Eric
Date: Mon, 18 Aug 1997 19:39:38 -0400 (EDT)
From: Michael Surbrook <susano@access.digex.net>
Subject: Heroic Scale Weapons
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Although I suggested contacting me off-list concerning suggested
alterations to how one could handle heroic scale weapons, I decided that
the material would probably be of interest to enough people to warrent
posting it here.
Below is some material written by one of my fellow players converning
changes made to the weapons found in Ninja Hero and UMA. These changes
can also be made to any weapon found in Fantasy Hero. A second section
will follow with comments for European Weapons.
MAJOR FUNCTIONAL CHANGES to the MEDIEVAL ORIENTAL WEAPONS LIST
1) ALL the OCV mods have been re-examined. In the finished list below,
the only weapons that are given a +1 OCV are those that are abnormally
fast (much faster than other weapons, usually corresponding to doing LESS
damage) or abnormally hard to block and dodge. The only weapons that are
given a -1 OCV are ones that are abnormally hard to use (flying claw, for
example).
2) Every weapon with a +1 Stun Mod has been re-examined. In some cases
they may be unchanged; in some they may be 0 Stun Mod, and in others they
may be still +1 Stun Mod but have reduced damage from their previous
version.
3) Some few weapons are listed as "Dangerous to the user" (mostly chain
weapons). Anyone fighting with such a weapon who rolls a natural 17 or 18
in combat will hit themselves, doing half body and full stun (they were
surprised!). Anyone without a WF in this weapon who fights with it will
hit themselves as above on a 16, 17, or 18.
STR MINS
STR Min is calculated using Active Pts/2. OCV Mods, whether positive or
negative, do NOT figure in. Stretching DOES figure in. HAs are
calculated at 5 pts active each, not 3, to make calculation standard at 5
pts per Damage Class. Finally, Two-handed melee weapons get an automatic
-5 STR Min; 1.5H weapons have two STR Mins listed (one for one-handed
fighting, the other for two-handed). The STR Min for two-handed use is -3
STR Min.
Weapons that are +1 Stun or AP use their active points for calculating STR
Min; ones that are -1 Stun have their STR Min calculated as if they were
-1 DC from their listed damage. STR Min for Autofire throwing of weapons
is based upon the active point cost; such weapons will have STR Min listed
for single shot and autofire use.
ARROWS AND BOWS
Arrows: The weapon list for arrows is simplified. There are four basic
classes: normal arrows (don't change damage), AP arrows with reduced
damage but Armour Piercing, RP arrows with increased damage but Reduced
Penetration, and blunt arrows which convert shots to normal damage of the
same number of damage classes.
Fukiya: The blowgun can penetrate cloth, leather, or chainmail, even
though it does very little damage. Since it is mostly a medium for
transmission of poisons and the like, making it 1d6 NND/does body seemed
like the most effective way to rewrite it.
Sling Bow: This weapon fires a heavy slingshot-type bullet. As such,
reducing the damage from 1d6K to 1/2d6K +1 Stun seemed appropriate.
Yumi: The top-end bows were too powerful, so they were removed.
SHURIKEN
Bo Shuriken: These were altered to 1/2d6K from 1d6-1K by Jeff's
suggestion.
Star Shuriken: All of these were reduced by one damage class. Further,
the large shuriken cannot be autofired, and the medium ones are limited to
AF-3.
Tsubute: these were modified down one DC.
MISCELLANEOUS THROWN WEAPONS
Arare: These were modified down one DC, like the shuriken.
Fukimi-bari: These were made RP by Jeff's suggestion.
Iron Mandarin Duck: These were changed to 1/2d6K/+1 Stun, as they are
heavy nasty weapons. They were also given -1 OCV. It's a cool weapon,
but seriously--how easy is it to throw an iron duck decoy?
Steel Toad: ditto with the above.
Wishful Steel Ball: this was given a +1 Stun to reflect its impact
(mace-like) qualities.
BLADES
Bokken: These were dropped one DC based upon Jeff's suggestion. A "light
bokken" class was added.
Jien: One of the few swords to retain +1 OCV. Why? It is wicked fast.
Note that it is the lightest (least damage) sword, and it is Med. weapon
length. There's gotta be some reason why this is the favorite Chinese
sword--it sure doesn't do a lot of damage!
Katana: The damage for this weapon has been reduced one DC. Its damage
was the same as most polearms, which is out of line. A katana should not
do much more damage than other swords of similar length and blade
characteristics.
Ninja-to: Like the katana, this weapon was reduced one DC (for the same
reasons). It has been reduced one more DC and modified to be +1 Stun to
reflect its different blade characteristics. This makes the STR Min come
out much more reasonable; less like a huge polearm as previously.
No-Daichi: This weapon was increased one DC to get the STR Min up to where
Jeff recommended it.
Shinai: Throwing a shinai is useless, so it has been removed.
Tetsu-to: This weapon is enormously awkward, so has a -1 OCV and the "can
Throw" removed.
CHAIN AND ROPE
All the Chain weapons have been given +1 OCV to Grab, Bind, Disarm, Block,
and Takeaway. This is to reflect the advantages of chain techniques, on
Jeff's recommendation. Most changes in this class of weapons are by
Jeff's suggestion.
Kusari: (3d6) damage now.
Kusarigama: (3d6) damage with the chain. The Kama end is used as a pick,
rather than a cutting implement, so has been given -1DC but AP (same
active points).
Kyogetsu-Shoge: As kusarigama, but the bladed hook is less effective at
punching armour, but causes nastier wounds. Thus +1 Stun rather than AP.
Oh-gama: A new weapon--described in UMA, but no stats.
POLEARMS
Lance: Horseman version of the yari.
Long Yari: This, and the Very Long Yari, are the extremes of infantry
spears.
Sodegarami: Weapon mentioned in UMA, but no stats.
Tampo-yari: This is a practice spear with a padded head.
Tiger Fork: This weapon is given RP to reflect its construction.
MISCELLANEOUS
Bo (Staff): The damage for Staff has been increased 1 DC.
Chain Whip: This is a very fast, unpredictable weapon.
Chigiriki: This weapon was mentioned in UMA without stats.
Kama: As described in Kusarigama above, this sickle is used more like a
pick than a sickle in combat, so is changed to 1/2d6KAP.
Konsaibo: This weapon is inserted to give something between the Tetsubo
and the normal Bo. Many possible names could have been used here; this is
one of the possibilities for a reinforced staff.
Mourn Staff: This weapon should clearly be RP.
Rochin: This is a small tortoise-shell shield, common in kobajutsu.
Mentioned in UMA without stats.
Tetsubo: Like the bo, this weapon has been increased 1 DC.
3-Section-Staff: to reflect the flexibility and unpredictability of this
weapon, it has been given +1 OCV.
War Fan: The War Fan doesn't give a bonus to Block.
And now some suggestions for European weapons:
MEDIEVAL EUROPEAN WEAPONS LIST
NEW COMBAT RULES
1) Some few weapons are listed as "Dangerous to the user" (mostly chain
weapons). Anyone fighting with such a weapon who rolls a natural 17 or 18
in combat will hit themselves, doing half body and full stun (they were
surprised!). Anyone without a WF in this weapon who fights with it will
hit themselves as above on a 16, 17, or 18.
2) Weapon lengths: someone IN MELEE with a weapon-length advantage will
always get to act first (ahead of DEX) whenever the situation is simple.
If it is complex and mixed (i.e. a melee with several opponents, and so
on), weapon-length is ignored for simplicity. This means that a spearman
will always get to act before a swordsman on the first phase of melee
(ignoring surprise, and assuming both men are ready, and other reasonable
things), and that the swordsman will always get to act first if they both
struck at each other last phase and are still adjacent. The referee will
always dictate when this happens, and DEX will be used instead whenever
the situation gets unclear.
This rule is intended to give a "real" feel without too much fuss, and
should be applied to relatively simple duels and small engagements (2 vs
1, 1 vs 1). A weapon user may attempt to alter his strike priority by
changing weapons or using an unarmed strike or throw.
3) The way STR Min works is changed: the STR Min listed is the STR Min at
which you do FULL DAMAGE. For every full 5 pts STR over the STR Min, the
character gets +1 DC. For every fraction of 5 pts STR _under_ the STR
Min, the character loses 1 DC (-1 DC). And it is not possible to use a
weapon at all if your STR is more than 10 pts under the listed STR Min.
Use of weapons that require greater than the characters STR is very
tiring: the character must pay 2 END per fraction of 5 STR lacking.
STR Min for missile weapons is done differently. The STR Min is the
minimum to use the weapon; STR over the listed STR Min does not increase
damage.
STR MINS:
STR Min is calculated using Active Pts/2. Special OCV Mods (i.e. for
Block) do NOT figure in. Stretching and general OCV Mods (for all
maneuvers) _DO_ figure in, even negative OCV Mods. HAs are calculated at
5 pts active each, not 3, to make calculation standard at 5 pts per Damage
Class. Finally, Two-handed melee weapons get an automatic -5 STR Min;
1.5H weapons have two STR Mins listed (one for one-handed fighting, the
other for two-handed). The STR Min for two-handed use is -3 STR Min.
STR Min for Autofire throwing of weapons is +5.
Chain weapons are all 2H, but don't gain -5 STR Min as the hands are used
to manage the remnant of the chain rather than to assist in causing damage
with the weapon.
Weapons that are +1 Stun are considered to be +1 DC for calculating STR
Min; ones that are -1 Stun are -1 DC similarly. AP weapons are considered
to be +1 DC for STR Min calculation; RP weapons are -1 DC similarly.
STR MIN OF MISSILE WEAPONS
Bows, slings, and similar weapons use DC/2 to calculate STR Min. Lower
STR may use the weapon at reduced damage and OCV as mentioned for melee
weapons above. Higher STR does not add to the damage of bows (however,
characters with +DC through martial maneuvers in archery may use stronger
bows than their STR).
Crossbows are mechanical weapons and use DC/3 to calculate STR Min.
Characters without WF in crossbows may find it difficult to reload them
correctly. Many crossbows use mechanical devices to assist reloading.
One ofd tha major effects of these rules is that STR mins drop
drastically. This isn't too bad, and does bring swords more in line with
what a 'normal' human can use. As it stands a sword has a STR min of 13,
but the average human has a STR of 10. Thus *all* FH soliders and guards
have a STR of 13? I don't think so. Of course, one GM used these rules
with the ruling that Heroic characters paid 2 pts for every point of
STR... Still is does drop the STR min of a ninja-to from 17 to something
*much* more sensable.
***************************************************************************
* "'Cause I'm the god of destruction, that's why!" - Susano Orbatos,Orion *
* Michael Surbrook / susano@access.digex.net *
* Attacked Mystification Police / AD Police / ESWAT *
* Society for Creative Anachronism / House ap Gwystl / Company of St.Mark *
***************************************************************************
Comments: Authenticated sender is <filkhero@pop.netaddress.com>
From: "Filksinger" <filkhero@usa.net>
Date: Wed, 20 Aug 1997 02:27:34 +0000
Subject: (Fwd) Re: The Champion's GM Corner
Reply-to: filkhero@usa.net
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From: Self <hero>
To: "Vance Scott" <vances@sympatico.ca>
Subject: Re: The Champion's GM Corner
Reply-to: filkhero@usa.net
Date: Thu, 14 Aug 1997 21:47:42
On 14 Aug 97 at 10:32, Vance Scott wrote:
> > I usually use teams, though I frequently use all three. The agents
> > are often ran using my recreation of group combat from an early
> > Aventurer's Club. (Does anyone know which one? I really want that
> > issue, that system was wonderful.
>
> If you ever find out what issue those rules are in let me know I
> wouldn't mind looking them over.
You bet. In fact, I can recreate them again approximately (my copy
of my recreation is missing), and possibly post them to the list. I
always loved those rules, and was sorry they never appeared
elsewhere.
>
> Actually the Bond movies pull off the deathtrap bit with
> style, and bit of sense. The death trap can be used as an exotic
> interrogation device, an elaborate trap, or as a means of execution.
> In the Spy who loved me, the villain has a trap door in the elevator
> that drops unwelcome visitors into a shark pool. The scene from
> Goldfinger where Bond is strapped to a metal table, and a laser beam
> is closing in on his crotch is a great motivator to talk. To tell
> you the truth, I'm not sure if it was intended to loosen Bond's
> tongue, or just kill him. Goldfinger did say that he expected Bond
> to die not talk, but that could have been a ploy. The biggest thing
> deathtraps have going for them is they're DRAMATIC.
Oh, booby traps that lead to a deathtrap scenario, or an execution
where the character can escape, or interrogation, or slow death to
get others to talk, I'll do those on rare occassions. It's those
silly, straight "death trap" scenarios I don't do. The ones that
strictly fit the silly death trap stereotype.
>
> That's a really great buildup for a villain. This is an excellent
> way to establish a villain as a threat to the heroes. The unknown is
> often more frightening than the known. The old cliche about it being
> better to deal with the devil you know, as opposed to the one you
> don't may apply here. ;)
I like villains who are in the background, who you know are dangerous
because all of your enemies are afraid of them, or because they
easily destroy your most tenacious enemy.
Of course, a really smart villain might _fake_ such a reputation.
However, those are the villains to be afraid of, anyway.
> > I had fun.<G> The only bad part was that all the people who would
> > have been interested in the campaign were in it, so I couldn't tell
> > anyone what was really happening, and who was behind half the
> > unexplained supervillian and superagent activity in the campaign.
>
> Well any time you've got some great plot device just begging to be
> told, I'll be more than happy to hear it.
I had a friend who was the best gamemaster I ever knew, who also ran
wargames. He set up a naval scenario in the Mediterranean in WWII,
where each player had their own map, and only he knew were they were
in relation to each other. He said that if his wife hadn't been there
to talk to, it would have driven him nuts, watching search missions
just miss their targets and major fleets almost run into each other,
over and over again.
Filksinger
"Keeping in mind that the notes we sing are never, ever, wrong!"
Comments: Authenticated sender is <filkhero@pop.netaddress.com>
From: "Filksinger" <filkhero@usa.net>
Date: Wed, 20 Aug 1997 02:27:58 +0000
Subject: (Fwd) Re: The Champion's GM Corner
Reply-to: filkhero@usa.net
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From: Self <hero>
To: "Vance Scott" <vances@sympatico.ca>
Subject: Re: The Champion's GM Corner
Reply-to: filkhero@usa.net
Date: Wed, 13 Aug 1997 12:24:44
On 13 Aug 97 at 8:14, Vance Scott wrote:
> I was wondering what type of scenarioes people are running out
> there. Are you mainly fighting supervillain teams, single powerful
> villains, or evil organizations capable of sending hundreds of
> agents after your heroes?
I usually use teams, though I frequently use all three. The agents
are often ran using my recreation of group combat from an early
Aventurer's Club. (Does anyone know which one? I really want that
issue, that system was wonderful. It allowed you to treat groups of
up to eight identical agents as one person, thereby allowing battles
between small armies _and_ individuals running around the field, at
the same time.)
>What kind encounters, and developments do
> you most often use in your campaigns? Are your players ambushed,
> kidnapped, captured, put into death traps, lead into booby traps, or
> put into moral dilemmas. I'm curious how everyone else is running
> their campaigns, and how they plot, and run their adventures.
Ambushed, definitely. Kidnapped, occasionally. Captured, oh, yes
(often after being ambushed). Put in death traps, NEVER. (Ever see
the movie Austen Powers, Man of Mystery? "I'm going to put you into a
deadly, overly complicated, easily escapable situation, and then
leave and assume it worked." "Why don't you just shoot them?" "Shh."
"Come on, this is ridiculous!" "Shhhh." "Come on! I've god a gun in
my room. We can do it together. It will be a father/son bonding.
Come on!" "SHHH!" "At least let me stay and watch, to make certain
they die." "Shh. Shh. Shh. (Pause) We will go now.")
Booby traps? Occasionally. They make more sense than death traps.
Moral dilemas, on occasion.
<snip>
> My favourite plot device is
> the person with something to hide. Either they've cooperated in the
> villainous scheme, or they know something dangerous to the
> villains, and themselves.
My favorite is the background plot that continues for a long time.
For example, I had "He who rules the night." The characters chase
this master vampire. He escapes by flying off the roof, as the
flying character was not nearby, and the building was a bit tall to
superleap off of. When he reached the ground, he ran into an alley.
A blinding flash of light, followed by a scream that was suddenly
cut off. When the players got there a minute later, they found the
headless body of the master vampire, exposed skin on the front of
the body burned as if by fire (or sunlight), and, written on the
wall in blood, "Only one will rule the night."
I didn't refer to this villain again for two years. When I did, all
but one member of the team was captured by their most dangerous
enemy, Drakon. (A DEMON agent who possessed/ was possessed by a
demon. They struck a bargain, because they were soulmates.) While in
prisoned, they overheard Drakon being chewed out by some strange
voice. When Drakon objected, the voice said, "Are you challenging me,
Drakon?" "N-n-no, master." "Good. Be very certain before you
challenge 'He who rules the night'."
When the players escaped, he was gone. It was at least six months
later when they actually met him, and he and his agents nearly
killed them. The characters were scared, for good reason, for two
years before they knew a thing about the villian, and when they found
out more, they got even more scared.
I had fun.<G> The only bad part was that all the people who would
have been interested in the campaign were in it, so I couldn't tell
anyone what was really happening, and who was behind half the
unexplained supervillian and superagent activity in the campaign.
Filksinger
"Keeping in mind that the notes we sing are never, ever, wrong!"
Comments: Authenticated sender is <filkhero@pop.netaddress.com>
From: "Filksinger" <filkhero@usa.net>
Date: Wed, 20 Aug 1997 02:28:27 +0000
Subject: (Fwd) Re: The Champion's GM Corner
Reply-to: filkhero@usa.net
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From: Self <hero>
To: "Vance Scott" <vances@sympatico.ca>
Subject: Re: The Champion's GM Corner
Reply-to: filkhero@usa.net
Date: Fri, 15 Aug 1997 10:47:58
On 15 Aug 97 at 10:49, Vance Scott wrote:
> > I had a friend who was the best gamemaster I ever knew, who also ran
> > wargames. He set up a naval scenario in the Mediterranean in WWII,
> > where each player had their own map, and only he knew were they were
> > in relation to each other. He said that if his wife hadn't been there
> > to talk to, it would have driven him nuts, watching search missions
> > just miss their targets and major fleets almost run into each other,
> > over and over again.
>
> That's a neat way to do naval combat, and from what I understand
> quite like pre-WW2 sea warfare was like. Currently radar, satelites,
> and search planes, and helicopters have changed this situation.
He said the funnest part of the whole thing involved a little known
ship from that era. A German base in North Africa was shelled by a
very large cannon. There were reports of a ship that looked like a
crane in the vicinity. The German player set up a search circle, and
kept making it larger every time he didn't see anything, on the
assumption that the battleship was outracing the searchers.
In fact, the ship was a rather small, slow ship that only had one
really big cannon. It was too slow to reach where the searchers were
looking in time, and sailed all the way back to England, too slow to
be caught.<G>
Filksinger
"Keeping in mind that the notes we sing are never, ever, wrong!"
Comments: Authenticated sender is <filkhero@pop.netaddress.com>
From: "Filksinger" <filkhero@usa.net>
Date: Wed, 20 Aug 1997 02:28:45 +0000
Subject: (Fwd) Re: Restraining powers
Reply-to: filkhero@usa.net
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From: Self <hero>
To: johnl@vnet.net (John Lansford)
Subject: Re: Restraining powers
Reply-to: filkhero@usa.net
Date: Fri, 15 Aug 1997 10:52:48
On 15 Aug 97 at 9:49, John Lansford wrote:
>
> There's something about this in the BBB, where it says energy
> projectors are supposed to define how they direct their powers.
> That's why Oculon cannot fire energy bolts from his hands, etc. It
> isn't really a limitation, but it can lead to situations where the
> player has to figure out something different to do.
>
Actually, that is from an earlier edition of the rules. I do not
believe that it is in the BBB.
Not that I wouldn't keep it that way.
Filksinger
"Keeping in mind that the notes we sing are never, ever, wrong!"
Comments: Authenticated sender is <filkhero@pop.netaddress.com>
From: "Filksinger" <filkhero@usa.net>
Date: Wed, 20 Aug 1997 02:28:56 +0000
Subject: (Fwd) Re: Heroic Scale Weapons
Reply-to: filkhero@usa.net
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From: Self <hero>
To: Michael Surbrook <susano@access.digex.net>
Subject: Re: Heroic Scale Weapons
Reply-to: filkhero@usa.net
Date: Tue, 19 Aug 1997 16:02:31
On 18 Aug 97 at 19:39, Michael Surbrook wrote:
> SHURIKEN
> Bo Shuriken: These were altered to 1/2d6K from 1d6-1K by Jeff's
> suggestion. Star Shuriken: All of these were reduced by one damage
> class. Further, the large shuriken cannot be autofired, and the
> medium ones are limited to AF-3.
Personally, I'd typically write up bo shuriken the same as Jeff
recommended, but because of their spike-like characteristics, make
them armor piercing.
On the Star Shuriken, I am not certain what the UMA says for damage
class, but you might want to consider RP rather than a reduction in
DC. In fact, if the DC needs reducing, you might wish to give them a
reduction _and_ RP.
Filksinger
"Keeping in mind that the notes we sing are never, ever, wrong!"
Comments: Authenticated sender is <filkhero@pop.netaddress.com>
From: "Filksinger" <filkhero@usa.net>
Date: Wed, 20 Aug 1997 02:32:01 +0000
Subject: Re: Heroic Scale Weapons
Reply-to: filkhero@usa.net
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On 18 Aug 97 at 19:39, Michael Surbrook wrote:
> SHURIKEN
> Bo Shuriken: These were altered to 1/2d6K from 1d6-1K by Jeff's
> suggestion. Star Shuriken: All of these were reduced by one damage
> class. Further, the large shuriken cannot be autofired, and the
> medium ones are limited to AF-3.
Personally, I'd typically write up bo shuriken the same as Jeff
recommended, but because of their spike-like characteristics, make
them armor piercing.
On the Star Shuriken, I am not certain what the UMA says for damage
class, but you might want to consider RP rather than a reduction in
DC. In fact, if the DC needs reducing, you might wish to give them a
reduction _and_ RP.
Filksinger
"Keeping in mind that the notes we sing are never, ever, wrong!"
Date: Tue, 19 Aug 1997 23:57:56 -0400
From: seleena@fred.net (E. David Miller)
Subject: Testing, Testing
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Just trying to figure out if the list disappeared, dried up, or I
got dropped.
David Miller
___________________________________________________________________________
| seleena@bigdog.-> |There are 3 temporal dimensions, just as there are 3 |
| ->fred.net |spatial; T, the passage of time; Tau, the changes in |
|-------------------|possible outcomes/decisions; Teh, the alternate bases|
| E. David Miller |of reality. Thus, all that ever has been dreamed, |
|-------------------|IS, somewhen. And somewhen, we are all simply a |
|Faith, and Dreams. |dream. Or, by perspective, a nightmare. |
|___________________|_____________________________________________________|
Date: Wed, 20 Aug 1997 15:17:53 +1000
From: Steven Clark <nahema@mailbox.uq.edu.au>
CC: champ-l@omg.org
Subject: Re: Testing, Testing
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E. David Miller wrote:
>
> Just trying to figure out if the list disappeared, dried up, or I
> got dropped.
>
I got this message! I guess the list must have dried up.
Steven
Comments: Authenticated sender is <b1tlbx98@pop1.sympatico.ca>
From: "Vance Scott" <vances@sympatico.ca>
Date: Wed, 20 Aug 1997 09:19:34 +0000
Subject: Scenario Lead-Ins for Champions
Reply-to: vances@sympatico.ca
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I'm working on a list of methods to introduce superheroes into an
adventure. This list isn't a list of story hooks this is a list of lead-Ins.
A lead-In is the method used to introduce a story hook, or a maguffin.
1. News Bulletin Lead
2. Hero(s) are Target of Ploy
3. Hero(s) stumble on to plot
4. Naked Plea for Help
5. Anonymous Tip
6. Contact Reports Lead
7. Investigation Uncovers Lead
8. Request for Meeting
9. Door Step Delivery
The meaning of the various lead-ins should be obvious, so please
think a moment before asking me to explain any of the lead-ins.
Please note that who, what, where, when, why, and how of most
of the lead-ins is up for grabs.
Any additions, or revisions to this list are welcome. Please send any
suggestions, or critisms to my personal email address, as I'm not
receiving any mail from the list.
Vance Scott
Vanquisher of all foes.
Date: Wed, 20 Aug 1997 08:53:39 -0700
From: Tim Statler <tstatler@igateway.net>
Reply-To: tstatler@igateway.net
Subject: Re: Testing, Testing
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Bob Greenwade wrote:
> So, how about those Dodgers? ;-]
> ---
If you're going to talk about a baseball team, try the Cardnals. They
got great hitting, great pitching and decent feilding. They just have
trouble doing all at once.
Tim Statler
> This mail was NOT sent from the Corvallis Public Library
Date: Wed, 20 Aug 1997 09:14:10 -0700 (PDT)
X-Sender: bob.greenwade@klock.com
From: Bob Greenwade <bob.greenwade@klock.com>
Subject: Re: Testing, Testing
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At 03:17 PM 8/20/97 +1000, Steven Clark wrote:
>E. David Miller wrote:
>>
>> Just trying to figure out if the list disappeared, dried up, or I
>> got dropped.
>
> I got this message! I guess the list must have dried up.
So, how about those Dodgers? ;-]
---
This mail was sent from the Corvallis Public Library
Date: Wed, 20 Aug 1997 14:59:16 -0400 (EDT)
From: Michael Surbrook <susano@access.digex.net>
cc: champ-l@omg.org
Subject: Re: Testing, Testing
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On Wed, 20 Aug 1997, Bob Greenwade wrote:
> At 03:17 PM 8/20/97 +1000, Steven Clark wrote:
> >E. David Miller wrote:
> >>
> >> Just trying to figure out if the list disappeared, dried up, or I
> >> got dropped.
> >
> > I got this message! I guess the list must have dried up.
>
> So, how about those Dodgers? ;-]
How 'bout them O's?
***************************************************************************
* "'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: Eric Burns <burns@cug.dorm.usm.maine.edu>
Subject: Re: Testing, Testing
Date: Wed, 20 Aug 1997 15:15:04 -0400 (EDT)
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> >E. David Miller wrote:
> >>
> >> Just trying to figure out if the list disappeared, dried up, or I
> >> got dropped.
> >
> > I got this message! I guess the list must have dried up.
>
> So, how about those Dodgers? ;-]
I heard that the Dodgers are moving to LA. That's the rumor anyway ;-).
-Eric (aka Pathetic Red Sox Fan)
Cc: champ-l@omg.org
Date: Wed, 20 Aug 1997 16:25:51 -0400
Subject: Testy
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From: willggeiger@juno.com (William G Geiger)
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Tried to resubscribe more than a week ago, finally succeeded. Thanks for
the help, Geoff. Not willing to discuss Detroit Tigers.
Aloha, WillGGeiger@juno.com
From: jonesmj@topaz.cqu.edu.au
Date: Thu, 21 Aug 1997 13:20:34 +1000
Date-warning: Date header was inserted by topaz.cqu.edu.au
Subject: Re: Thunderbolts (was Re: Starship Troopers)
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At 05:41 PM 8/18/97 -0400, you wrote:
>
>I just hoping that Zemo/V converts and genuinely becomes a good guy. Yes,
>I know it will never happen, but I think it would be incredibly cool.
>
>-Eric
>
well, he could- especu\ially if he gets caught in the backlash when the avengers, ect
explode out of the hulks' psyce. . *lol*
Comments: Authenticated sender is <b1tlbx98@pop1.sympatico.ca>
From: "Vance Scott" <vances@sympatico.ca>
Date: Thu, 21 Aug 1997 12:20:42 +0000
Subject: Comic Book World Creation Check list
Reply-to: vances@sympatico.ca
CC: vances@sympatico.ca, francisb@toronto.planeteer.com,
"Glenn Crawford" <glennc@nelvana.com>
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Here's a little something that I came up with that might be of
interest to Champions GM's trying to create their very own comic book
world. What things do you need to know about your campaign world? A
world of Superheroes, and SuperVillains is a very special place where
certain questions need to be asked, and answered.
How common are Paranormals?
Choosing an actual number is very useful. A major consideration
when choosing the commoness of paranormals is the country you've
decided to set your campaign in. Being a Canadian, I prefer setting my
campaigns in Canada my country of origin. Canada's population is
around 27 million, so if ratio of paranormals to normals is 1:1 000 000
than there would be 27 paranormals in Canada, and 240 paranormals in
the USA. I decide that I need more Canadian paranormals, so I change
the ratio to 1:250 000, so there would now be 108 paranormals in
Canada, and 960 paranormals in the USA. Another possibility is that
the frequency of paranormals varies from country to country. I often
run campaigns where first world countries have a greater frequency of
paranormals than Second, and Third World. I justify this prejudice
by reasoning that persons in the west have greater access to technology,
and wealth than in the third world, thus more technological based
origins happen in the western world.
When did Paranormals make their first Appearance?
An important event in the history of your comic book world is the
first appearance of Paranormals. Who were they, when did they make
their first appearance, and what were they doing. The details, who, what,
where, when, why, and how of this event may not be know by the
public, so it might be appropriate to note the first public
appearance of paranormals too. Paranormals may have always existed in
your campaign, and the stories of Achilles, Hercules, and King Arthur
may have been true. In cases where paranormals have always existed
you should note the first appearance of modern costumed adventurers.
What are the source(s) of Paranormal Abilities?
Your campaign may have a single source, or it may have many
sources for paranormal ability. The mood, and nature of your
campaign will be largely effected by the answer to this question.
Whether paranormal abilities are Natural, Supernatural, or Artifical
is a key component of the characters, and events in your world.
What are the Milestones of your world's Paranormal History?
What important roles have Paranormals played in the history of your
campaign world? Only the most important, and well publicized events
involving paranormals are noted here. A world that has a short
history of paranormals won't have very many milestones.
Who are the paranormal Icons, and Idols of your world?
Which people, places, or organizations have won themselves a place in
the minds, and hearts of your world. These Icons, and Idols of your
world may be dead, or alive. This is a list of Who's Who for your
campaign world.
What Impact have paranormals made?
This is the response of the world to its' paranormal residents. What
organizations, laws, and movements have been formed to deal with
paranormals? How are paranormals reguarded, and how are they treated
in the world at large, and the setting of your campaing in
particular?
I'm sure I've missed something, but the preceeding questions should
help GMs ask, and answer some of the more important quesitons when
designing, and building their campaign world.
Comments, and Suggestions are Welcome.
Vance Scott
Vanquisher of all foes.
From: Legionair@aol.com
Date: Thu, 21 Aug 1997 10:09:45 -0400 (EDT)
Subject: Re: Thunderbolts (was Re: Starship Troopers)
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<<I just hoping that Zemo/V converts and genuinely becomes a good guy. Yes,
I know it will never happen, but I think it would be incredibly cool.>>
I would not be surprised if when all is said and done, Zemo goes back to
being a bad guy, but Citizen V turns up again. This time around they'll
probably keep his Secret ID a secret for a bit longer.
Jason
Comments: Authenticated sender is <b1tlbx98@pop1.sympatico.ca>
From: "Vance Scott" <vances@sympatico.ca>
Date: Thu, 21 Aug 1997 16:00:51 +0000
Subject: Re: Scenario Lead-Ins for Champions
Reply-to: vances@sympatico.ca
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> >I'm working on a list of methods to introduce superheroes into an
> >adventure. This list isn't a list of story hooks this is a list of lead-Ins.
> >A lead-In is the method used to introduce a story hook, or a maguffin.
> >
> > 1. News Bulletin Lead
> > 2. Hero(s) are Target of Ploy
> > 3. Hero(s) stumble on to plot
> > 4. Naked Plea for Help
> > 5. Anonymous Tip
> > 6. Contact Reports Lead
> > 7. Investigation Uncovers Lead
> > 8. Request for Meeting
> > 9. Door Step Delivery
> >
> >
> >
> >The meaning of the various lead-ins should be obvious, so please
> >think a moment before asking me to explain any of the lead-ins.
> >Please note that who, what, where, when, why, and how of most
> >of the lead-ins is up for grabs.
>
> Does "Door Step Delivery" refer to, or at least include, the old Frontal
> Assault technique, where the bad guys basically just locate the good guys
> and try to beat the snot out of them? That's the only thing I can think of
> that doesn't look like it's on the list.
I guess that particular method could be classified under Heroes are
Target of Ploy, or Door Step Delivery. It's a hard call.
Vance Scott
Vanquisher of all foes.
From: ErolB1@aol.com
Date: Thu, 21 Aug 1997 22:34:33 -0400 (EDT)
Subject: Re: Comic Book World Creation Check list
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In a message dated 97-08-21 19:29:04 EDT, vances@sympatico.ca writes:
> How common are Paranormals?
>
> Choosing an actual number is very useful. A major consideration
> when choosing the commoness of paranormals is the country you've
> decided to set your campaign in. Being a Canadian, I prefer setting my
> campaigns in Canada my country of origin. Canada's population is
> around 27 million, so if ratio of paranormals to normals is 1:1 000 000
> than there would be 27 paranormals in Canada, and 240 paranormals in
> the USA. I decide that I need more Canadian paranormals, so I change
> the ratio to 1:250 000, so there would now be 108 paranormals in
> Canada, and 960 paranormals in the USA. Another possibility is that
> the frequency of paranormals varies from country to country. I often
> run campaigns where first world countries have a greater frequency of
> paranormals than Second, and Third World. I justify this prejudice
> by reasoning that persons in the west have greater access to technology,
> and wealth than in the third world, thus more technological based
> origins happen in the western world.
Another possibility is to make the number of paranormals depend on land areas
rather than populations; e.g. 1 paranormal per 10,000 or 20,000 square miles.
This way, Canada would have more paranormals than the USA, and China would
have fewer (as opposed to the other way around if the number of paranormals
depended on total population). You could rule that areas under ice
(Antarctica) or under water (the oceans) don't count for generating
paranormals - or you could use this to generate the populations of undersea
civilizations (Atlantis) & hidden cities in Antarctica & Greenland.
Erol K. Bayburt
Evil Genius for a Better Tomorrow
X-Sender: lizard@dnai.com
Date: Thu, 21 Aug 1997 21:18:09 -0700
From: Lizard <lizard@dnai.com>
Subject: Re: Comic Book World Creation Check list
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At 10:34 PM 8/21/97 -0400, ErolB1@aol.com wrote:
>In a message dated 97-08-21 19:29:04 EDT, vances@sympatico.ca writes:
>
>> How common are Paranormals?
>>
I based it on power levels as well as paranormals. I was using GURPS
numbers, but the concept maps. Basically, 1 in 10,000 people was a 250
point character, 1 in 100,000 people was a 500 point character, and one in
500,000 people was a 750 point character. Thus, in New York City (pop 8
million), you had 16 750 point heroes (equal to weaker 4-color
characters),80 500 point heroes, and 8000 250-point heroes and
highly-skilled normals. (Where do you think those hordes of one-issue
villains come from, not to mention mutants in the sewers and the like)
Date: Thu, 21 Aug 1997 21:19:12 -0700
From: Rook <rook@infinex.com>
Reply-To: rook@infinex.com
Subject: Re: Comic Book World Creation Check list
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ErolB1@aol.com wrote:
> In a message dated 97-08-21 19:29:04 EDT, vances@sympatico.ca writes:
>
> > How common are Paranormals?
> >
> > Choosing an actual number is very useful. A major consideration
> > when choosing the commoness of paranormals is the country you've
> > decided to set your campaign in. Being a Canadian, I prefer setting
> my
> > campaigns in Canada my country of origin. Canada's population is
> > around 27 million, so if ratio of paranormals to normals is 1:1 000
> 000
> > than there would be 27 paranormals in Canada, and 240 paranormals
> in
> > the USA. I decide that I need more Canadian paranormals, so I
> change
> > the ratio to 1:250 000, so there would now be 108 paranormals in
> > Canada, and 960 paranormals in the USA.
>
> Another possibility is to make the number of paranormals depend on
> land areas
> rather than populations; e.g. 1 paranormal per 10,000 or 20,000 square
> miles.
>
You could base it on factors like radiation levels. If most Supers
are mutants this is sensible.In this case your greatest numbers would be
in places like Japan, New Mexico, the South Pacific,
and of course, Chernobyl (sp?)
Another possibility is that
> the frequency of paranormals varies from country to country. I often
> run campaigns where first world countries have a greater frequency of
> paranormals than Second, and Third World. I justify this prejudice
> by reasoning that persons in the west have greater access to
technology,
> and wealth than in the third world, thus more technological based
> origins happen in the western world.
However, third world areas would get more mutants, due to pollutions
and
other factors...
This would also make rural groups, such as Mexican Migrant farm
workers in california, have
very high numbers of mutants. They show this in the real world actually.
Although real world mutations
are not so benificial as super ones...
--
Rook
Editor of the Super-Hero Networld project for Living Legends at:
http://www.infinex.com/~rook/liv_leg.htm
Also, check out the new version of Villians & Vigilantes at
http://illusionmachines.com/personal/jeff/vandv.html
X-Sender: absga@elbertonga.com
From: Patrick Barden <absga@elbertonga.com>
Subject: Q&A Round 1
Date: Fri, 22 Aug 97 09:42:37 EST5EDT
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Here I go again :)
1. Does anyone out there use the campaign book "Golden Age Champions"
set in the 1940's? I am considering the book for an upcoming campaign.
Recommendations or critiques wanted.
2. I am working on a character called TEK. She has one mutant power.
She can, by touch, determine the function and operation of virtually any
device she finds or acquires. For instance she can knock out the Viper
agent and take his blaster and make it her own. I have written this as a
detect function and operation. Also to represent the many gizmos she has
gathered and or outright stolen from others I decided to set up a VPP
limited to focus based powers. Any bette ideas?
3. Does anyone know of or have write-ups for character's from Norse
mythology? I am particularly interested in Thor, Odin, and Loki. If you do
I would be greatful for the assistance.
Patrick B.
Date: Fri, 22 Aug 1997 08:54:22 -0700
From: RGSchwerdtfeger@directv.com (Richard G Schwerdtfeger)
Subject: Re: Q&A Round 1
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Patrick Barden wrote:
>1. Does anyone out there use the campaign book "Golden Age
>Champions" set in the 1940's? I am considering the book for an
>upcoming campaign. Recommendations or critiques wanted.
I just used for my first Golden Age game last night. I found the book
to very informative on the time period. It has a timeline of events
that happened during WWII which makes it much easier to inform your
players of the world around them.
My only beef with the book (and with all Champions products, excepting
Champions of the North) was the power level of the characters. But
then again, I like to play lower powered games, so any characters I
use from the book will be modified by me.
I think that it is one of the better Champions products, and it would
be most helpful for any campaign set in that timeframe.
Richard
Date: Fri, 22 Aug 1997 13:17:03 -0400 (EDT)
From: Michael Surbrook <susano@access.digex.net>
cc: champ-l@omg.org
Subject: Re: Q&A Round 1
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On Fri, 22 Aug 1997, Richard G Schwerdtfeger wrote:
> Patrick Barden wrote:
>
> >1. Does anyone out there use the campaign book "Golden Age
> >Champions" set in the 1940's? I am considering the book for an
> >upcoming campaign. Recommendations or critiques wanted.
>
> My only beef with the book (and with all Champions products, excepting
> Champions of the North) was the power level of the characters. But
> then again, I like to play lower powered games, so any characters I
> use from the book will be modified by me.
I don't think the power levels ar e *all* that out of line. Besides,
there is a wide variety and most are easily adjustable to lower levels.
***************************************************************************
* "'Cause I'm the god of destruction, that's why!" - Susano Orbatos,Orion *
* Michael Surbrook / susano@access.digex.net *
* Attacked Mystification Police / AD Police / ESWAT *
* Society for Creative Anachronism / House ap Gwystl / Company of St.Mark *
***************************************************************************
Date: Fri, 22 Aug 1997 15:27:32 -0400 (EDT)
From: William K Bushway <wbushway@osf1.gmu.edu>
Cc: champ-l@omg.org
Subject: Re: Q&A Round 1
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On Fri, 22 Aug 1997, Patrick Barden wrote:
> 2. I am working on a character called TEK. She has one mutant power.
> She can, by touch, determine the function and operation of virtually any
> device she finds or acquires. For instance she can knock out the Viper
> agent and take his blaster and make it her own. I have written this as a
> detect function and operation. Also to represent the many gizmos she has
> gathered and or outright stolen from others I decided to set up a VPP
> limited to focus based powers. Any bette ideas?
You may want to limit her ability to keep such devices in working
order. It'll ensure that the VPP doesn't stagnate, with the same gadgets
in it all the time. Plus, it'll allow the GM (you, if she's to be an NPC)
to keep any game-unbalancing devices out of her hands after they've served
their purpose.
> 3. Does anyone know of or have write-ups for character's from Norse
> mythology? I am particularly interested in Thor, Odin, and Loki. If you do
> I would be greatful for the assistance.
Thor (and his goats) are written up in Champions Presents #1.
> Patrick B.
William K. Bushway, wbushway@osf1.gmu.edu
http://Mason.GMU.edu/~wbushway/index.html
"I'm betting that I'm just abnormal enough to survive."
-The Tick, The Tick Vs.The Breadmaster
Date: Fri, 22 Aug 1997 16:16:01 -0700
From: Darrin Kelley <flashbak@pacbell.net>
Reply-To: flashbak@pacbell.net
CC: champ-l@omg.org
Subject: Re: Q&A Round 1
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Patrick Barden wrote:
> Here I go again :)
>
> 1. Does anyone out there use the campaign book "Golden Age
> Champions"
> set in the 1940's? I am considering the book for an upcoming
> campaign.
> Recommendations or critiques wanted.
Have it in both editions. And I would definately recommend that you
don't just rely on either one as your source material. I would suggest
looking at as many compilations of golden age comics, checking out what
AC Comics has to offer, and some period research of your own. Because I
found both editions of GAC to be lacking.
> 2. I am working on a character called TEK. She has one mutant
> power.
> She can, by touch, determine the function and operation of virtually
> any
> device she finds or acquires. For instance she can knock out the
> Viper
> agent and take his blaster and make it her own. I have written this
> as a
> detect function and operation. Also to represent the many gizmos she
> has
> gathered and or outright stolen from others I decided to set up a VPP
> limited to focus based powers. Any bette ideas?
Detect, Discriminatory, at Range. That is how I did it with one of
my older characters. And the VPP combination is a nice touch.
Personally, I wouldn;t change it.
> 3. Does anyone know of or have write-ups for character's from
> Norse
> mythology? I am particularly interested in Thor, Odin, and Loki. If
> you do
> I would be greatful for the assistance.
>
> Patrick B.
Convert what you can from the AD&D book Legends & Lore using the
AD&D conversion in Fantasy Hero and change the power levels from there.
Other than that, I can't help you.
Cc: champ-l@omg.org
Date: Sat, 23 Aug 1997 00:33:06 -0400
Subject: Re: Q&A Round 1
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From: willggeiger@juno.com (William G Geiger)
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To: champ-l@omg.org
Patrick Barden: I own a copy of Golden Age Champions, 1st edition. I
love it. My biggest beef with it is that it does not represent Allied
war machines like it should. What, no Spitfires? Where are the T 72s,
baby? And how about some Italian war machines, eh?
All: How does Golden Age Champions, 2nd edition, differ from the first
edition?
Aloha, WillGGeiger@juno.com
Date: Sat, 23 Aug 1997 10:05:30 -0700 (PDT)
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From: Bob Greenwade <bob.greenwade@klock.com>
Subject: Re: Q&A Round 1
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At 09:42 AM 8/22/97 EST5EDT, Patrick Barden wrote:
>Here I go again :)
>
>1. Does anyone out there use the campaign book "Golden Age Champions"
>set in the 1940's? I am considering the book for an upcoming campaign.
>Recommendations or critiques wanted.
At this point, I use GAC primarily as a historical reference. The only
campaign I have right now is set in the modern day, but a lot of these folks
have helped set the background for what is going on now (a former pastor of
mine used to point out that it's extremely hard to set a course for the
future when you don't know where you've been in the past).
I am toying with the idea of having a modern-day adventure featuring the
retired members of the GOSH Super Ops Team D as published in the GAC book.
I don't get the impression that this is the kind of thing you're after, though.
>2. I am working on a character called TEK. She has one mutant power.
>She can, by touch, determine the function and operation of virtually any
>device she finds or acquires. For instance she can knock out the Viper
>agent and take his blaster and make it her own. I have written this as a
>detect function and operation. Also to represent the many gizmos she has
>gathered and or outright stolen from others I decided to set up a VPP
>limited to focus based powers. Any bette ideas?
Arguably, the Detect should probably be Detect Device, Discriminatory (it
depends on the specifics). Otherwise this looks to me like the definitive
way of representing this effect.
>3. Does anyone know of or have write-ups for character's from Norse
>mythology? I am particularly interested in Thor, Odin, and Loki. If you do
>I would be greatful for the assistance.
I don't offhand, though if I were to do my own I'd use the Greek
characters in "The Olympians" as a template for ideas.
---
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From: DocTough@aol.com
Date: Sat, 23 Aug 1997 23:56:54 -0400 (EDT)
Subject: Paradigm Variant Skill System Part 2
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Continued from Part 1...
Level Of Education (LOE) Stat
Part of the new Skill System was the creation of a new stat that would
allow a measurable way to determine the characters' life and educational
experience. It covers the extent and type of education the character has
accrued prior to the start of the game.
The Base value for LOE is 0. This represents the standard LOE for the
typical campaign. It allows the character to have the minor and everyday
skills someone who has achieved the standard education of the campaign to
perform (basic math, putting on a bandage, etc.). LOE may be increased at a
rate of +1 LOE per +1 CP spent. LOE may also be made Disadvantageous. This
gives the character 5 CPs per negative level taken. These points are not
counted towards the PC's Disad max and simply treated as a stat which has
been bought down.
Beyond being a value for the GM to rate knowledge against, a positive
LOE gives the character a number of points back which may be spent on one or
more skills in a related catagory. The LOE of 1 or more is given a defining
name which indicates the primary course of study or occupational path of the
PC. The GM may also allow the player to purchased non-skill abilities which
are related to the select career path.
A negative LOE causes problems for the character. At lower levels (-1 to
-3) the PC losses in Everyman Skills, restrictions on what level of skills
can be purchased, obstacles to getting a job, social rejection, etc.. (I
should point out here that another houserule is that no Character Disad or
Disadvantageous stat value may provide benficial effects for the character.
None means none.)
LOE can also be used to determine the relative level of advances in a
campaign era. Low rating means the era is simply can as advanced and is
technologically restricted. This can affect travellers from more advanced
eras and lands. Diferences between a character's native LOE and the local
LOE can act as modifiers to skill rolls based on technologies and arts.
LOE affects the PC's ability to understand and manipulate new of
unfamilair concepts and technologies.
LOE reasonings
I intended this stat to end arguments over what a character may and may
not know. Since the stat is definedc at the outset of the character creation
process it should be clues to the character's background, and therefore to
what the PC can bring into the game knowledgewise without having to be huge
numbers of minor skills.
The positive range of the stat is open ended, with an average rating
among PCs around 3 to 5 (about post grad education to having a doctorate). I
view a rating of 10+ to mean having an education experience beyond human
understanding (ala "Q"). GMs' should really question the purchase of such a
value very closely, if not simply denying outright.
The stat is not meant to be someplace to spend a whole lot of point and
IS intended to give back a lot for the cost. It does not assist directly in
combat and should be viewed as a background enhancer.
The TECH level aspect was not originally intended, but evolved after
testing it out during a point when characters were made to exist in a setting
rated way below what they were used to working in. My own experience lends
me to know that you can have great skill in something, but that the quality
of available resources in a surrounding can really undermine your efforts.
And that being placed in a highly advanced setting can be almost as
problematic.
To Be Continued....
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Date: Wednesday, March 31, 1999 10:55 AM