Digest Archives Vol 1 Issue 147
From: owner-champ-l-digest@sysabend.org
Sent: Tuesday, January 19, 1999 7:07 AM
To: champ-l-digest@sysabend.org
Subject: champ-l-digest V1 #147
champ-l-digest Tuesday, January 19 1999 Volume 01 : Number 147
In this issue:
Re: Y2k bug (from predictions)
Re: More Triggered Questions
Re: Bad Habits of Poor Gamers
Re: superleap attacks
Re: Attn: Steve Long/Multiple Attacks in one Phase
Re: Attn: Steve Long/Multiple Attacks in one Phase
Re: superleap attacks
Re: Camp Councilor
Star Maps
Loser Heroes
Re: Loser Heroes
Re: Loser Heroes
Character: Bilbo Baggins
Re: Loser Heroes
Character: Boromir
Re: Loser Heroes
Re: Attn: Steve Long/Multiple Attacks in one Phase
Re: superleap attacks
Re: Camp Councilor
Re: Bad Habits of Poor Gamers
Re: Star Maps
Re: Loser Heroes
Re: Camp Councilor
Re: Loser Heroes
----------------------------------------------------------------------
Date: Mon, 18 Jan 1999 14:45:30 PST
From: "Jesse Thomas" <haerandir@hotmail.com>
Subject: Re: Y2k bug (from predictions)
On Wed, 13 Jan 1999 Tim Gilberg <gilberg@ou.edu> wrote:
>cc: Hero List <hero-l@sysabend.org>
>Subject: Re: Y2k bug (from predictions)
>
>
>> Considering that evening news consistently gets any tech or science
story
>> messed up, this isn't a surprise. I have yet to see a single program
that
>> can actually tell you the correct date the millenium will end. (Hint:
It
>> isn't Dec 31, 1999.)
>
> Er, sorry. You lose this argument. Common Sense (No Such Animal,
>I know, but anyway) says that those first two digets are what matters.
>There are just too few voices out there trying to base things on a
>medieval Catholic calendar, which started on 1 instead of 0.
>
> Now, if those same people showed up every 10 years to argue that
>1950 was the last year of the 40's, 1970 was the last year of the 60's,
>1980 was the last year of the 70's, etc, then perhaps things would be
>different.
>
They do. I know many of these people. I am one of them. A decade is
10 years. The calendar started with day 1, year 1. Therefore, the
second decade CE started on the first day of the year 11. It's called
math. Look into it.
Jesse Thomas
haerandir@hotmail.com
______________________________________________________
Get Your Private, Free Email at http://www.hotmail.com
------------------------------
Date: Mon, 18 Jan 1999 12:29:46 -0800
From: Bob Greenwade <bob.greenwade@klock.com>
Subject: Re: More Triggered Questions
At 11:56 AM 1/18/99 -0600, Guy Hoyle wrote:
>If I cast a Triggered power on something 3 times (for instance), and set
>them all to go off with the same trigger (for instance, when I say
>"Shazam!"), will they all go off on the same phase? Doesn't this interfere
>with the "one attack per phase" rule?
They will, and it doesn't. The "one attack per Phase" rule applies when
you're setting the powers up, not when they go off.
- ---
Bob's Original Hero Stuff Page! [Circle of HEROS member]
http://www.klock.com/public/users/bob.greenwade/original.htm
Merry-Go-Round Webring -- wanna join?
http://www.klock.com/public/users/bob.greenwade/merrhome.htm
------------------------------
Date: Mon, 18 Jan 1999 17:15:00 -0600
From: "Michael (Damon) & Peni Griffin" <griffin@txdirect.net>
Subject: Re: Bad Habits of Poor Gamers
At 03:44 PM 1/18/1999 -0600, Curt Hicks wrote:
>> Hmmm...yes, you're quite right. Unless we're talking about a "mystery
>> powers" game, the *player* can't help but know what kind of damage his
>> character's attack can be expected to dish out. But you could easily
>> roleplay situations where the character didn't know the parameters of his
>> own abilities.
>>
>The *player* can't help but know, but the *character* doesn't know.
>This might actually give some benefit to playing out 'lab testing' the
>use of your powers. You have some justification for the *character*
>knowing that she has a more 'lethal' attack. Otherwise, the character
>might only know that her Meson blast put a 2" hole in the brick wall.
>The thing is, you'd probably be testing your powers against inanimate
>objects and only know how it works against living creatures after much
>experience. Unless the character is ruthless enough to gratuitously blast
>stuff.
Uh, yeah. I was agreeing with you there. The player would know but the
character frequently would not. It makes sense.
Sometimes I really can't figure out how I'm being unclear...
>> This is in fact very appropriate for the follow up to many character origin
>> stories. Many campaigns skip from "lab accident" (background history) to
>> "full-fledged costumed superhero with a rep and two hunteds" (first game),
>> but for those who roleplay the Year One stuff, there's no reason most
>> heroes *should* know exactly what they're capable of at that point.
>>
>I'm actually in an emerging powers game right now, and trying
>to roleplay this. Vortex can 'dematerialize' things and then
>'re-materialize' them somewhere else. It took several sessions before he
>used the power on a living being, a dog, and longer before he used it on
>a person. And this was after 'piping' computers and other electronic
>equipment and the like and then running diagnostic tests on them to see
>if they'd been affected in any way.
Yep, that's the way to do it.
Damon
------------------------------
Date: Mon, 18 Jan 1999 12:33:43 -0800
From: Bob Greenwade <bob.greenwade@klock.com>
Subject: Re: superleap attacks
At 11:38 AM 1/18/99 -0600, Michael (Damon) & Peni Griffin wrote:
>At 06:21 AM 1/18/1999 -0800, Bob Greenwade wrote:
>> Here's an alternate method that I just thought of:
>> Buy Superleap, with the +1/4 Advantage Bouncable. For each Skill Level
>>used, the character can strike something in mid-leap and change direction
>>(somewhat like the way Energy Blasts are Bounced).
>> One could even add the Cumulative Advantage to this, and allow the
>>character to increase his Leaping by the amount of his Superleap with each
>>Bounce (and there you have Bouncing Boy!).
>> It's probably a little tweakish, but it's also probably a good starting
>>point for finding the "right" way. :-]
>
>Bouncing an Attack is a standard combat modifier (+1 to +3 OCV), applicable
>to any ranged attack and requiring one Combat Skill Level (applicable to
>that attack) per bounce.
That is correct.
My suggestion was just to allow a +1/4 Advantage to allow a similar
thing to be done with Superleap.
>TUMA (p.118-120) gives some optional rules for Ranged Martial Arts.
>
>Why not just give the character a Savate manuever or two, built as Ranged,
>and enough CSLs with the maneuver(s) to allow as many bounces as the
>character wants. Three levels, for example, should allow the character to
>bounce off two opponents before hitting the third (hit actual target, and
>the only one who will take damage from the attack).
This is another possibility.
>If the above maneuver could be combined with Sweep, the character could do
>damage on *each* bounce, affecting all three opponents.
This type of thing might also be doable for things like when Xena
strikes or disarms multiple opponents with her chakram.
- ---
Bob's Original Hero Stuff Page! [Circle of HEROS member]
http://www.klock.com/public/users/bob.greenwade/original.htm
Merry-Go-Round Webring -- wanna join?
http://www.klock.com/public/users/bob.greenwade/merrhome.htm
------------------------------
Date: 18 Jan 1999 19:09:44 -0500
From: Stainless Steel Rat <ratinox@peorth.gweep.net>
Subject: Re: Attn: Steve Long/Multiple Attacks in one Phase
- -----BEGIN PGP SIGNED MESSAGE-----
Hash: SHA1
"DT" == Donald Tsang <tsang@sedl.org> writes:
DT> Pushing, unusual maneuvers (haymakers, move-throughs, fastball specials),
DT> one-shot gadgets, ... all of these things have often been used to exceed
DT> the campaign DC caps of the thirty or so campaigns (ten or so groups of
DT> people) I've been in. And some of these groups have included Hero authors,
DT> advisors and friends of GMD and SP, etc.
And these all have significant inherent limitations which prevent them from
becoming unbalancing:
Pushing: 10x Endurance cost for all of 2 DCs.
Haymaker: 1 segment delay and nasty CV penalties.
Move Through: nasty CV penalties and you eat some of the damage yourself.
Fastball Special: see Move Through.
One-shot Gadgets: one shot, use it or lose it.
What is the significant inherent limitation in combining powers to exceed
campaign guidelines by twice or more?
- -----BEGIN PGP SIGNATURE-----
Version: GnuPG v0.9.1 (GNU/Linux)
Comment: For info see http://www.gnupg.org
iD8DBQE2o81Hgl+vIlSVSNkRAv0oAJ0QPANX25ALbIK7OFG6yZVQLUrZBQCgtuQ+
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- --
Rat <ratinox@peorth.gweep.net> \ Happy Fun Ball may stick to certain types
Minion of Nathan - Nathan says Hi! \ of skin.
PGP Key: at a key server near you! \
------------------------------
Date: Mon, 18 Jan 1999 10:02:21 -0800 (PST)
From: shaw@caprica.com (Wayne Shaw)
Subject: Re: Attn: Steve Long/Multiple Attacks in one Phase
>-----BEGIN PGP SIGNED MESSAGE-----
>Hash: SHA1
>
>"DT" == Donald Tsang <tsang@sedl.org> writes:
>
>DT> Pushing, unusual maneuvers (haymakers, move-throughs, fastball specials),
>DT> one-shot gadgets, ... all of these things have often been used to exceed
>DT> the campaign DC caps of the thirty or so campaigns (ten or so groups of
>DT> people) I've been in. And some of these groups have included Hero authors,
>DT> advisors and friends of GMD and SP, etc.
>
>And these all have significant inherent limitations which prevent them from
>becoming unbalancing:
>
>Pushing: 10x Endurance cost for all of 2 DCs.
>Haymaker: 1 segment delay and nasty CV penalties.
>Move Through: nasty CV penalties and you eat some of the damage yourself.
>Fastball Special: see Move Through.
>One-shot Gadgets: one shot, use it or lose it.
>
>What is the significant inherent limitation in combining powers to exceed
>campaign guidelines by twice or more?
Well, in the case of Aid, unless you have the long extended fade rate
version it's that the Aider has to spend one or more phases Aiding the
target instead of doing something to the opposition himself. As an example,
if you have a 6D6 Aid Strength, yes, on the average you'll add d$6 to your
teammate's Strength based attacks...at the price of tying up a phase doing
it, and having a 60 point power that you have to keep at least present (i.e.
not swapped out in a Multipower slot) for the entire time he's using it On
the whole, I find that at least as much of a problem as the ones associated
with Moving manuevers
Now if you find someone has bought an extended fade rate Aid outside of a
multipower for Strength, it's of course wise to find out what the purpose of
thatis, but that gets back to the distinction between occasional tactics and
permanant operating procedures.
------------------------------
Date: Mon, 18 Jan 1999 21:37:03 -0500
From: "Dave Mattingly" <dave@haymaker.win.net>
Subject: Re: superleap attacks
>Buy Superleap, with the +1/4 Advantage Bouncable. For each Skill Level
>used, the character can strike something in mid-leap and change direction
>(somewhat like the way Energy Blasts are Bounced).
> One could even add the Cumulative Advantage to this, and allow the
>character to increase his Leaping by the amount of his Superleap with each
>Bounce (and there you have Bouncing Boy!).
> It's probably a little tweakish, but it's also probably a good starting
>point for finding the "right" way. :-]
My bouncy character, The Lord of Leaping, has a multipower with several
leaping maneuvers in it, including:
4u 36" Leap No Range Mod
4u 10" Leap NRM + Area Effect Line STR
The No Range Mod allows him to land exactly where he wants to, instead of
rolling to hit the hex.
His Area Effect Line allows him to do multiple leap throughs and leap bys,
which is quite appropriate for the multiple bounce question, although Any
Area or Selective Radius might be more appropriate.
Dave Mattingly
http://haymaker.org
------------------------------
Date: Mon, 18 Jan 1999 21:09:33 -0600
From: "Melinda and Steven Mitchell" <mdmitche@advicom.net>
Subject: Re: Camp Councilor
> From: Brian Wawrow <bwawrow@mondello.toronto.fmco.com>
>
> This made me laugh.
>
> ] >There is only one camp: caps are tools GMs use to ensure that nothing
> ] >unbalances their campaigns. They should be used during all
> ] aspects of the
> ] >game, not just character creation, not just during play.
>
> It's attitudes like this that lead to religious wars and ethnic
cleansing.
> I'm so far out of this camp that I haven't bothered to comment until just
> now. In my camp, we laugh at AP maximums. I've never had AP maximums in
any
> of my campaigns. The only thing that changes is that the campaigns get a
> little more dangerous.
>
> Mind you, most of the games I've ran have been FH games but even in a
> supahero genre, you find toadies with one off-balanced power they can
only
> use at a full moon with the wind from the south. If you make those
> limitations count and lean on their weak spots, players stay in line. I
had
> a player in my first champs game that [after a dozen sessions or so] had
a
> 110pt. multipower with an activation roll and full sideFX. Since his
> character was demonic in origin, his side effect was a summon that called
up
> a couple of his old demonic secret police buddies to come and kill him.
Once
> the multi got that big, he was afraid to use it, just in case he blew the
> roll.
>
> It's like I always say, 'If you wanted to be safe, you should have made a
> cobbler'.
>
> Aside from that, nobody in my games ever seems to want a code against
> killing.
>
> Right. That's it. I've buckled up my flame retardant underoos so fire
away.
> BRI
>
I'ld like to second Brian on this one. (I left the whole message in,
because I agree with every word of it.) Like Brian, I've rarely used any
kind of definite campaign limits. Rather, I use a very simple limit: I
scrupulously allow NPCs to do anything the PCs can do. Whenever a player
asks to do something that I don't particularly want in the game, I just
say, "Sure, if you are comfortable with the opposition doing that sort of
thing." I've been asked about such activity maybe 30 or 40 times in the
last 5 years. The players always decide they would just as soon leave
things the way they are--usually after about 5 second of careful thought
where they consider just what such activity would do to their beloved
character.
Steven
------------------------------
Date: Mon, 18 Jan 1999 21:38:59 -0600
From: "Thomas Vickers" <redroach@sprynet.com>
Subject: Star Maps
Okay folks I had forgotten this, it is a week late, but here it is.
The following url is for a nice 2300 fan in Italy I believe.
His Warp 98 program generates printable real star maps within a 100ly radius
of earth I think.
He also has a program there that creates starsystem data.
http://archiginnasio.dsnet.it/max/warp
I knew I had forgotten something.
TV
------------------------------
Date: Mon, 18 Jan 1999 20:56:37 -0800
From: Chad Riley <chadriley01@sprynet.com>
Subject: Loser Heroes
Hey All, I was wondering if you could think of some of Marvel's less
respected heroes. I'm doing something with them I already have a core of
the Lightning Rods, Frogman, the Osprey (the guy from the old Marvel
Superheroes Game), and Captain Ultra. I'm looking for guys and girls who
have never really measured up to the big leagues, characters who were
made that way on purpose, not just ones you can't stand. However aside
from the Lightning Rods (formerly Great Lakes Avengers), I don't want
anyone who already is in a team (like Speedball). Any ideas? The heroes
introduced on assistant editor's month would be good. I need
predominately Marvel characters but if they're lame enough I will take
DC Characters.
------------------------------
Date: Mon, 18 Jan 1999 23:26:44 -0600
From: "Thomas Vickers" <redroach@sprynet.com>
Subject: Re: Loser Heroes
My all time favorite, Ambush Bug!!!!!!!!!!!!!!!!!!!!!!!!!!!
TV
------------------------------
Date: Tue, 19 Jan 1999 00:55:21 -0500 (EST)
From: tdj723@webtv.net (thomas deja)
Subject: Re: Loser Heroes
>From: chadriley01@sprynet.com (Chad Riley)
>> Hey All, I was wondering if you could think of
>> some of Marvel's less respected heroes.
Silly heroes? I can think of:
Slapstick (an ill-advised attempt to do a wacky hero book--he was
basically a cartoon come to life)
The Amazing Spider-Kid (a nerdish Spidey fan in a spider-harnass)
The Walrus (a DEFENDERS villian who had the proportional strength of a
walrus and keep canting 'Googoogajoob')
Razorback (big tough guy with a boar's head on his head who drove a
truck)
'Jackrabbit' (a guy who got bit--I'm NOT making this up--by a
radioactive jackrabbit who lives in the midwest and helped Spidey beat
up a guy in a water powered suit)
The Rocket Racer (a guy who fights crime from his skateboard....do I
need to go on?)
I've got others if you want 'em.....
"A trial without witnesses is like the Euro, a monetary system without
the benefits of paper money or coin--what's the fun of that?"
- --Harry Shearer
____________________________________
THE ULTIMATE HULK, containing the new story, "A Quiet, Normal Life," is
available now from Byron Preiss and Berkley
_______________________________
An except from the new story "Too Needy" can now be found at MAKE UP
YOUR OWN DAMN TITLE
www.freeyellow.com/members/tdj
------------------------------
Date: Tue, 19 Jan 1999 00:53:27 -0500
From: Scott Nolan <nolan@erols.com>
Subject: Character: Bilbo Baggins
BILBO BAGGINS (c. Third Age 3019)
6 STR -4
13 DEX 9
10 CON 0
6 BODY -8
13 INT 3
13 EGO 6
10 PRE 0
10 COM 0
1 PD 0
2 ED 0
1 SPD -13
3 REC 0
20 END 0
14 STUN 0
Characteristics Cost: -7
13 1 LVL Shrinking,Always On,0 END Persistent
10 17 Mental Defense, Only v. Mind Control
3 Ambidexterity
15 3D6 Luck
1 WF,Swords
3 Concealment 12-
7 Conversation 13-
3 High Society 11 -
3 Navigation 11-
3 Persuasion 11-
3 Traveler
2 AK: The Shire 12-
2 AK: Rivendell 12-
2 AK: Eriador 12-
2 AK: Rhovanion 12-
2 AK: Mirkwood 12-
2 AK: Erebor 12-
3 Scholar
2 KS: Elves 12-
2 KS: Dwarves 12-
2 KS: Dunedain 12-
2 KS: Hobbits 12-
2 KS: Eldar and Dunedain History 12-
3 Well-Connected
3 13- Contact: Elrond
1 11- Contact: Gandalf
1 11- Contact: The Rangers
1 11- Contact: Dain II
3 Linguist
1 Lang: Hobbitish,native,literacy
2 Lang: Westron,native accent,literacy
3 Lang: Sindarin,fluent w/accent,literacy
1 Lang: Quenya,literacy
Powers Cost: 108
Total Cost: 101
Base Points: 75
10 Age,60+
10 Distinctive Features,"Very Old Hobbit",concealable,minor
5 Watched,"Elrond",more powerful,noncombat influence,limited
area,mild,appear 8-
15 Psychological Limitation,"Tired from burden of carrying One
Ring",common,strong
5 Reputation,"Ringbearer",occur 8-
Disadvantages Total: 45
Experience Spent: 0
Total Points: 120
Bilbo Baggins is the hero of "The Hobbit". In "The Lord of the Rings"
he makes only three brief appearances, as a very old (131 years
old) hobbit. Possession of the One Ring for sixty years preserved him
without giving him extra life - "stretching him thin". The curiosity and
intelligence that drove him in his earlier adventures is still there, but he
is aged and tired.
Bilbo found the One Ring when accompanied the company of Thorin II
Oakenshield over the Misty Mountains to retake Erebor from the
great dragon Smaug the Golden in the year 2941. Using the One Ring,
he was able to help the dwarves defeat the evil worm, but in typical
fashion, the Ring exacted a price and many of those around him died.
At Gandalf's urging, Bilbo gave the ring to his nephew Frodo in 3001 and
retired to Imladris (Rivendell) to live out his days. He was still there
eighteen years later when the Fellowship of the Ring arrived, hounded
by the nazgul. Bilbo had spent the intervening years researching the vast
store of knowledge in Elrond's house, and became a poet and scholar,
as well as resting some of the hurt that bearing the Ring had done to his
soul. Early on his stay, he evidently returned to Erebor and Dale, either in
3001 or 3002. Thereafter, he remained in Imladris until after the War
of the Ring. In 3021, Bilbo accompanied Frodo, Gandalf and Galadriel
over the sea to Valinor with the Last Riding of the Keepers of the Ring.
During the years between 2941 and 3021, Bilbo was the author of
"The Red Book of Westmarch", which among other things, contains
the tale of his adventures in Dale and Erebor. He wrote much poetry
and scholarly works later relied on as history by the people of the
Fourth Age, especially his greatest work "Translations from the Elvish",
tales of the First Age.
NOTES:
There's not much here that really needs explaining. The large mental
defense models his hobbitish resistance to the call of the One Ring,
that drove strong men mad. Bilbo's resistance to the Ring seems
to have been greater than Frodo's, as he bore it for sixty years and
rarely gave in to it. On the other hand, as Frodo bore it closer to
Mordor, the Ring became harder to resist, so they could be equal.
Bilbo seems to have been about as lucky as one can get. Good
breaks came his way all the time, hence the luck. Finding the One
Ring when you are alone and lost in an orc warren, just before it's
owner decides to kill you is a -long- stretch of luck!
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
"All are but parts of one stupendous whole,
whose body Nature is, and God the soul."
Alexander Pope, An Essay on Man
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Scott C. Nolan
nolan@erols.com
------------------------------
Date: Tue, 19 Jan 1999 02:07:21 -0500
From: "Len Carpenter" <redlion@early.com>
Subject: Re: Loser Heroes
>From: chadriley01@sprynet.com (Chad Riley)
>
>> Hey All, I was wondering if you could think of
>> some of Marvel's less respected heroes.
I recall a day about ten years back when I bought some old Marvel
titles from a friend. As part of the deal, I had to take his "Nobody
Laughs at Mr.. Fish!" issue of Power Man off his hands as a freebie.
I didn't want it. He insisted I take it. We spent the rest of the
evening playing a game of him sneaking the issue into my stack of
purchased comics and me tossing it back out again. Growing tired of
this duel of wills, I eventually gave in and took it. I've regretted
that ever since.
Len Carpenter
redlion@early.com
------------------------------
Date: Tue, 19 Jan 1999 01:57:34 -0500
From: Scott Nolan <nolan@erols.com>
Subject: Character: Boromir
BOROMIR, SON OF DENETHOR
23 STR 16
13 DEX 9
16 CON 12
18 BODY 16
12 INT 2
14 EGO 8
18 PRE 8
14 COM 2
8 PD 3
6 ED 3
4 SPD 17
10 REC 4
50 END 9
65 STUN 42
Characteristics Cost: 151
20 50% Damage Reduction (PD)(non-resistant),"Tough Guy"
10 +10 Constitution,doesn't add to figured,Only to avoid being
stunned
7 +3" Running,1/2 END
3 WF,Lances,Common Melee
15 3 Levels: Swords,related group
13 4 Levels,related group,Only w/ Sweep Maneuver
3 Martial Grab
4 Martial Block
3 Martial Throw
9 14- Combat Sense
5 Defense Maneuver
7 14- Fast Draw
3 Bureaucratics 13-
3 Gambling 11-
5 High Society 14 -
3 Navigation 11-
5 Oratory 14-
5 Riding 13-
3 Survival 11-
9 Tactics 14-
1 TF,Boats
6 15- Contact: Denethor
2 11- Contact: Imrahil
2 11 Contact: Faramir
3 Perk: Heir to the Ruling Steward
10 Money,wealthy
7 AK: Gondor 16-
3 AK: Eriador 12-
9 AK: Minas Tirith 18-
4 KS: The Nobility of Gondor 13-
2 KS: Heraldry 11 -
1 Lang: Westron,native,literacy
1 Lang: Adunaic,literacy
12 6/6 Armor,"Dunedain Chainmail",OIF
18 Package,"Dunedain Broadsword",STR Min 13,OAF
(14) 2D6+1 Killing Attack HTH
(4) 2 Levels,related group
7 Package,"The Horn of Vorondil",OAF
(7) +15 Presence
Powers Cost: 223
Total Cost: 374
Base Points: 75
5 Distinctive Features,"Dunedain Warrior",easily concealable,
minor
10 Hunted,"Servants of Sauron",as powerful,harsh,appear 8-
10 Watched,"Denethor",more powerful,noncombat influence,mild,
appear 8-
15 Psychological Limitation,"Love of War",common,strong
15 Psychological Limitation,"Overconfidence",common,strong
10 Psychological Limitation,"Driven by Prophetic Vision",
uncommon,strong
10 Public ID,"Heir to the throne of the Ruling Steward"
5 Rivalry,"with Faramir",professional
219 Doomed Bonus
Disadvantages Total: 299
Experience Spent: 0
Total Points: 374
Boromir was the eldest son of Denethor II, the Ruling Steward of Gondor.
After leading the defense of Osgiliath against the armies of Sauron in
3018, he went to Imladris (Rivendell) to try to understand the mysterious
vision shared by him and his brother, Faramir. He became part of the
Fellowship of the Ring.
At Amon Hen, the spell of the One Ring proved too powerful for Boromir
and with his head filled with visions of victory over Sauron, he attempted
to take it from Frodo by force. He immediately repented of his actions,
but his madness drove Frodo to set out on his own, thus sundering the
Fellowship.
This proved fortuitous, because Amon Hen was shortly thereafter attacked
by a band of orcs. Boromir died defending the hobbits Merry and Pippin
from the orcs. Later, Aragorn, Legolas and Gimli gave Boromir a proper
funeral, sending his body over the falls of Rauros in an elven boat, his
sword and sundered horn by his side. Weeks later, his body was found
and brought to Denethor, which was one of the causes of Denethor's
madness.
Boromir was handsome, brave, and very strong. He delighted only
in war and his pride drove him to overconfidence.
NOTES:
Boromir is really big, even for a Dunedan. He seems to have been
enormously strong and tough, and so I have given him damage
reduction and CON, only to avoid being stunned, as well as
several strength-based maneuvers.
The Horn of Vorondil is the great horn of Vorondil the Hunter,
one of the greatest of the Ruling Stewards. It's sounding seems
to have heartened or disheartened all who heard it, hence the
bonus to Presence when it is sounded.
Note that, as a human, Boromir has paid double for characteristics
over the normal maximum (thanks to those who pointed out that
I forgot this with Aragorn).
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
"All are but parts of one stupendous whole,
whose body Nature is, and God the soul."
Alexander Pope, An Essay on Man
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Scott C. Nolan
nolan@erols.com
------------------------------
Date: Mon, 18 Jan 1999 23:21:28 -0800
From: Scott Bennie <sbennie@dowco.com>
Subject: Re: Loser Heroes
Marvel loser villains? Pretty much anyone Bill Mantlo came up with when
he transformed Alpha Flight into Awful Flight, one of the most
spectacular destructions of a comic title in history.
For a really fun loser villain, check out the Ringer in Spectacular
Spider-Man #58. He's a villain who was so incompetent that Peter Parker
actually made his date on time. A great model for a character that your
players will have fun mopping the floor with. A pity he got offed in the
whole Scourge mess.
How many campaigns out there actively use comic relief characters
(villains or NPC heroes)? Admittedly Champions player characters often
prove that "comedy is easy, dying is hard", but I've always found a few
swattable loons to be an awful lot of fun to throw at PCs. I've never
saddled the PCs with a bumbling hero groupie, but that might be an
interesting thing to do too.
Scott Bennie
------------------------------
Date: Tue, 19 Jan 1999 18:56:27 -0800
From: Rick Holding <rholding@ActOnline.com.au>
Subject: Re: Attn: Steve Long/Multiple Attacks in one Phase
Stainless Steel Rat wrote:
>
> -----BEGIN PGP SIGNED MESSAGE-----
> Hash: SHA1
>
> "RH" == Rick Holding <rholding@ActOnline.com.au> writes:
>
> RH> if one player helps "focus" anothers abilities at certain times, thats
> RH> what teams are for. But, as I said, if it would come into effect all
> RH> the time, then the GM steps in and puts a stop to it.
>
> And this is different from using or enforcing DC caps during play because...
Is it two people getting together to evade laid down guidelines or is
using powers creatively? Are 12 DC a hard limit or can it be broken by
a character within allowed rules? You didn't reply to the rest of what
I said, so I don't know what you position is for haymakers, movebys or
other methods of boosting damage.
A sixty point attack can be boosted. That's a 14 DC attack that is
legal. A brick with 50 strength kicks doing a 15 DC attack, again
legal. A brick throws another hero at a target doing killing damage
that breaks the 12 DC limit. At what point do you step in and say "Nah,
Can't do that!"? Presumably, the character(s) were vetted by the GM.
If after a number of sessions, a combination of powers that you did not
foresee is causing you grief, then you get them to alter whatever it is,
otherwise you have to live with it.
I understand what Rat is saying. But lets face it. There are many
ways that proscribed limits can be temporarily evaded. As long as the
limits are not being consistently broken by a deliberate attempt, so be
it.
- --
Rick Holding
If only "common sense" was just a bit more common...
or if you prefer... You call this logic ?
------------------------------
Date: Tue, 19 Jan 1999 19:09:17 -0800
From: Rick Holding <rholding@ActOnline.com.au>
Subject: Re: superleap attacks
Mark Lemming wrote:
>
> Rick Holding wrote:
> >
> > Ronald A. Miller wrote:
> >
> > > Next subject, please: Has anybody out there tried to simulate an
> > > attack that is geared around jumping (Superleaping) at an
> > > opponent, and bouncing OFF him causing (I'd say) Move By damage?
> > > I would say that this would require some levels in Superleap to
> > > perfect the 180 degree move off the target and maybe an Acrobatics
> > > roll to enhance the attack's chances. I think, too, that a
> > > separately bought Damage Resistance can be employed to minimize
> > > the Hero's damage if the Acrobatics roll is successful.
> > Comments?
> >
> > Don't buy it as a superleap attack. Instead buy it as a
> > ranged physical energy blast with the SX as you leaping at the target
> > and bouncing back. Gear it to the amount of damage you would
> > normally do if
> > you were leaping at the target and apply appropiate advantages and
> > limitations. (There you go, Bob. Right terminology for ya.)
>
> Problem with that version, is what if you want to bounce off and land
> somewhere else. Maybe you want flight with the limitation that you
> have to land between phases and enough turn-mod levels to do a quick
> turn around.
The use of 180 degree turns in the original post indicated to me that
the person was to return to the same spot. If you want to go somewhere
else, include a short range teleport (this will allow you to get over
holes in the ground). Flight could also be used with appropiate
restrictions.
> Also, Damage resistance isn't going to do a bit of good. Extra PD
> would be a lot better. (Unless you're attacking a Sea Urchin)
You don't need damage resistance or extra PD because you are not really
doing a moveby on the target. It just looks like it. Hence you don't
take any damage and need the extra defences.
- --
Rick Holding
If only "common sense" was just a bit more common...
or if you prefer... You call this logic ?
------------------------------
Date: Tue, 19 Jan 1999 17:54:38 +1000
From: "Lockie" <jonesl@cqnet.com.au>
Subject: Re: Camp Councilor
agreed. i tend to be more character specific here. as long as people
spend points fairly (through proper aplication of limtations, and correction
of things like 3 pt ha) and in genre, the exact points don't matter- nor do
the
point caps. If it works for the character, let it happen. in fact, i'd say
that if
you're constantly placing arbitary limits on things, perhaps you should be
reviewing c's
a bit more?
- -----Original Message-----
From: Brian Wawrow <bwawrow@mondello.toronto.fmco.com>
To: Champeens <champ-l@sysabend.org>
Date: Tuesday, January 19, 1999 8:52 AM
Subject: Camp Councilor
>This made me laugh.
>
>] >There is only one camp: caps are tools GMs use to ensure that nothing
>] >unbalances their campaigns. They should be used during all
>] aspects of the
>] >game, not just character creation, not just during play.
>
>It's attitudes like this that lead to religious wars and ethnic cleansing.
>I'm so far out of this camp that I haven't bothered to comment until just
>now. In my camp, we laugh at AP maximums. I've never had AP maximums in any
>of my campaigns. The only thing that changes is that the campaigns get a
>little more dangerous.
>
>Mind you, most of the games I've ran have been FH games but even in a
>supahero genre, you find toadies with one off-balanced power they can only
>use at a full moon with the wind from the south. If you make those
>limitations count and lean on their weak spots, players stay in line. I had
>a player in my first champs game that [after a dozen sessions or so] had a
>110pt. multipower with an activation roll and full sideFX. Since his
>character was demonic in origin, his side effect was a summon that called
up
>a couple of his old demonic secret police buddies to come and kill him.
Once
>the multi got that big, he was afraid to use it, just in case he blew the
>roll.
>
>It's like I always say, 'If you wanted to be safe, you should have made a
>cobbler'.
>
>Aside from that, nobody in my games ever seems to want a code against
>killing.
>
>Right. That's it. I've buckled up my flame retardant underoos so fire away.
>BRI
>
>
------------------------------
Date: Tue, 19 Jan 1999 03:29:53 -0500
From: "Len Carpenter" <redlion@early.com>
Subject: Re: Bad Habits of Poor Gamers
From: Michael (Damon) & Peni Griffin <griffin@txdirect.net>
>At 08:55 AM 1/18/1999 -0600, Curt Hicks wrote:
>>I agree that 'in the context of normal superhero campaigns' this is
true;
>>because in 'normal superhero campaigns' players always buy their
defenses
>>up, regardless of whether or not they actually have any
justification to
>>or not. (Note that I am not talking about common sense precautions
such
>>as armor or a reinforced suit, that should be obvious when
considering
>>power level.) However, I still don't see the difference between
starting off
>>with a 12D6 EB and a 4D6 RKA when a character has a CAK.
(attack comparison snipped)
>How can you not see a difference between the two? A Normal Damage
attack
>and a Killing Damage attack of the *same* Damage Class only do
equivalent
>damage against a target with resistant defenses.
>
>I do agree that characters with a CAK should err on the side of
caution
>when selecting -- and certainly when using -- attacks, including
>non-Killing Attacks of potentially lethal power. But the fact that
>significant Normal Damage will be absorbed by ordinary defenses gives
the
>12d6 EB-wielder more leeway than the character with the 4d6 RKA.
>
>Damon
Pardon me while I shift the focus of this topic somewhat. I have a
problem drawing a distinction between the two, not as a matter of game
mechanics, but as a question of "realism." My definition of a Normal
Attack is a narrow one. I see it as a low-velocity, bludgeoning
attack against which a character's PD may reasonably be interpreted as
offering some protection against the attack.
I buy the notion of a muscular boxer being able to take a 4d6 punch
better than a normal moke. But a 12 DC attack, capable of blowing a
hole through a wall whether it's called a 12d6 EB or a 4d6 RKA? How
does the boxer shrug that off? Once you're talking about attacks of
such tremendous energy, then the distinction between Normal and
Killing becomes meaningless. Any such attack, regardless of its
nature, does Killing damage, and normal PD doesn't count for beans.
Now, a missile traveling 120 m/sec can penetrate any human body
cavity. Throw a baseball hard enough, and it becomes a big bullet.
Drop a safe out of a 10th story window, and when it comes to absorbing
the safe's kinetic energy, it doesn't matter whether the person it
falls on is a heavyweight boxer or a little old lady. Have a 60 STR
brick land a punch on that boxer, and the brick's fist is going to
smash right through all that muscle and bone like it's wet cardboard.
So I would call any 12+ DC attack a KA. It's a rules change that
makes the world more lethal, so any superhero with a CAK had better
think twice before loosing the full force of his mightiest attack
without knowing what the target can withstand.
Len Carpenter
redlion@early.com
------------------------------
Date: Tue, 19 Jan 1999 03:37:15 -0500
From: geoff heald <gheald@worldnet.att.net>
Subject: Re: Star Maps
At 09:38 PM 1/18/99 -0600, you wrote:
>Okay folks I had forgotten this, it is a week late, but here it is.
>The following url is for a nice 2300 fan in Italy I believe.
>His Warp 98 program generates printable real star maps within a 100ly radius
>of earth I think.
>
>He also has a program there that creates starsystem data.
>http://archiginnasio.dsnet.it/max/warp
>
>I knew I had forgotten something.
>
WOW! This program kicks butt! I love it!
I've been looking for something just like this and figured I'd have to
write it myself.
============================
Geoff Heald
============================
And it's a little-known fact that the Y1K problem caused the Dark Ages.
------------------------------
Date: Tue, 19 Jan 1999 03:56:59 -0500
From: geoff heald <gheald@worldnet.att.net>
Subject: Re: Loser Heroes
At 11:21 PM 1/18/99 -0800, you wrote:
These guys fought the Defenders in the Howard the Duck Annual:
Bullseye, an ex-federal agent now branded for life by Native Americans he
was investigating undercover who tattooed a big target on his chest. I
think he used suction cup tipped arrows.
Some lame Valkerie chick.
Another guy I don't remember.
And, The Black Hole, a man with a bit of neutronium embedded in his chest.
He wears an all yellow costume except the area around his eyes is black as
is the vortex he can create in his chest. His powers? "Like his namesake,
The Black Hole sucks." He can draw people or things into the hole in his
chest, never to be seen again. He was destroyed when someone pushed his
hand (that is, The Black Hole's hand) into his chest. He sorta sucked
himself in and disappeared.
============================
Geoff Heald
============================
And it's a little-known fact that the Y1K problem caused the Dark Ages.
------------------------------
Date: Tue, 19 Jan 1999 05:31:20 -0500 (EST)
From: arcus@webtv.net (chrisopher spoor)
Subject: Re: Camp Councilor
Well Steven said nicely what i pulled on my players. 150pt with no limit
on disadvantages and no caps and a warning that I knew the rules a lot
better then they did. one came up with a STR 89, DEX 43 and no real
defences. I responded with snipers with real good skill levels and area
attacks.
------------------------------
Date: Tue, 19 Jan 1999 06:53:23 -0500 (EST)
From: tdj723@webtv.net (thomas deja)
Subject: Re: Loser Heroes
>From: sbennie@dowco.com (Scott Bennie)
>>Marvel loser villains? Pretty much anyone Bill
>> Mantlo came up with when he transformed
>> Alpha Flight into Awful Flight, one of the
>> most spectacular destructions of a comic
>> title in history.
I think he's only looking for loser heroes; mentioning the Mantlo ALPHA
FLIGHt *does* bring to mind the embarassing Mannikin, a kid who could
slide up and down the evoltionary scale....a silly character.
>>How many campaigns out there actively use
>> comic relief characters (villains or NPC
>> heroes)?
I usually try to have the odd goofy character--including my traditional
use of a villian called the Deadly Human Top, who spins. Real fast.
The other recurring goofy villians I like to use are Slash and Burn, a
duo based not-so-subtlely on Lenny and Squiggy....
"A trial without witnesses is like the Euro, a monetary system without
the benefits of paper money or coin--what's the fun of that?"
- --Harry Shearer
____________________________________
THE ULTIMATE HULK, containing the new story, "A Quiet, Normal Life," is
available now from Byron Preiss and Berkley
_______________________________
An except from the new story "Too Needy" can now be found at MAKE UP
YOUR OWN DAMN TITLE
www.freeyellow.com/members/tdj
------------------------------
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