Digest Archives Vol 1 Issue 198

From: owner-champ-l-digest@sysabend.org 
Sent: Tuesday, February 09, 1999 10:30 PM 
To: champ-l-digest@sysabend.org 
Subject: champ-l-digest V1 #198 
 
 
champ-l-digest        Tuesday, February 9 1999        Volume 01 : Number 198 
 
 
 
In this issue: 
 
    Character: The Lord of the Nazgul 
    Re: [Re: blocking the heavy hits] 
    Re: Multipower Question 
    Re: [Re: blocking the heavy hits] 
    Re: Pre-Crisis supers RPGs 
    Re: Character: The Lord of the Nazgul 
    Re: Death  was Re: blocking the heavy hits 
    Re: Death  was Re: blocking the heavy hits 
    Re: Character: The Lord of the Nazgul 
    Re: The 3d6- system sucks! 
    Re: Death  was Re: blocking the heavy hits 
    Re: Multipower Questions 
    Re: The 3d6- system sucks! 
    Re: Pre-Crisis supers RPGs 
    Fantasy Spell Colleges 
    Re: The 3d6- system sucks! 
    Re: Mimic & Cosmic Pools 
    Re: <FHList> Fantasy Spell Colleges 
    Necromacy Limitation / Fantasy World - Revision 
    Re: Desolidification 
    Re: Character: The Lord of the Nazgul 
    Character: Meriadoc ("Merry') Brandybuck 
    Re: Multipower Questions 
 
---------------------------------------------------------------------- 
 
Date: Tue, 09 Feb 1999 12:47:27 -0500 
From: Scott Nolan <nolan@erols.com> 
Subject: Character: The Lord of the Nazgul 
 
THE LORD OF THE NAZGUL 
 
18	STR	8 
15	DEX	15 
25	CON	30 
25	BODY	30 
18	INT	8 
20	EGO	20 
25/35	PRE	15 
6	COM	2 
10	PD	6 
10	ED	5 
5	SPD	25 
12	REC	6 
60	END	5 
65	STUN	18 
Characteristics Cost: 189 
 
30	Full Unlife Support	 
24	50% Damage Reduction (PD), resistant, Only v. Men	 
24	50% Damage Reduction (ED), resistant, Only v. Men	 
2	3/3 Damage Resistance, Only v. Men	 
12	3D6 Luck, Only v. Men 
6	10 Mental Defense	 
10	10 Power Defense	 
4	1 BODY Regeneration, per day	 
4	+2" Running 
		 
5	Infrared Vision	 
5	Ultraviolet Vision	 
3	+2 Telescopic Sense, Sight Group	 
3	Mental Awareness	 
10	Tracking Scent	 
14	Sense Magic, Discriminatory, +2  PER 
		 
22	"Aura of Fear", 4" Change Environment, 0 END 
40	"Morgul Touch " - 2D6 Drain v. Stun,   
	fade rate: per 5 minutes, 0 END 
		 
97	Variable Power Pool (65-point pool),restricted type of powers, 
	can change powers as 0 phase, no skill roll required,  
	Extra Time (1 turn) Gestures, Incantation 
		 
9	16- Combat Sense	 
20	11- Danger Sense, able to sense, immediate vicinity	 
5	Defense Maneuver	 
11	16- Fast Draw	 
		 
7	16- Contact: Sauron	 
6	15- Contact: Other Nazgul	 
		 
40	5 Levels, all combat	 
6	WF: Lances, Whip, Common Melee, Common Missile	 
		 
3	Bureaucratics 16-	 
3	Deduction 13-	 
5	High Society 17-	 
11	Interrogation 20-	 
9	Navigation 14-	 
3	Oratory 16-	 
9	Riding 15-	 
3	Shadowing 11-	 
11	Tactics 17-	 
3	Tracking 13-	 
1	TF, Flying Beasts	 
		 
3	Linguist	 
1	Lang: Adunaic, native, literacy	 
5	Lang: Black Speech, imitate dialects, literacy	 
3	Lang: Westron, fluent w/accent, literacy	 
3	Lang: Haradrim, fluent w/accent, literacy	 
1	Lang: Quenya, literacy	 
		 
3	Scholar	 
6	KS: Will of Sauron 17-	 
6	KS: Sorcery 17- 
3	KS: Peoples of Middle-Earth 14-	 
2	KS: History of Middle-Earth 13-	 
 
3	Traveler	 
8	AK: Angmar 19-	 
5	AK: Mordor 16-	 
4	AK: Eriador 15-	 
4	AK: Rhovanion 15-	 
3	AK: Gondor 14-	 
2	AK: Numenor 13- 
		 
17	Package, "Ring of Power", OIF	 
(2)	Mind Link w/Sauron, Only to Summon Nazgul	 
(8)	60/6 End Reserve for VPP 
(7)	+10 Presence	 
		 
42	Package, "Morgul Knife", OAF	 
(15)	1D6+1 Killing Attack  HTH, +1 Increased Stun Mult 
(27)	4D6 Transform,"to servant wight", major, cumulative, 
	Knife Must Do Body Damage, 8- Activation, 0 END 
		 
22	Package, "Morangurth", OAF, STR Min 13 
(16)	2 1/2D6 Killing Attack  HTH	 
(6)	3 Levels,related group	 
 
Powers Cost: 666 
Total Cost: 855 
 
Base Points: 75 
20	Distinctive Features, "Ringwraith",  concealable, extreme 
13	Watched, "Sauron", more powerful, noncombat influence, 
	harsh, appear 11- 
8	Watched, "Other Nazgul", as powerful, harsh, appear 11- 
10	Hunted, "The Wise", as powerful, harsh, appear 8- 
25	Psychological Limitation, "Dominated by Sauron", 
	very common, total 
20	Psychological Limitation, "Hatred of Free Peoples", common, 
	 total 
10	Public ID, "Witch-King of Angmar" 
15	Reputation, "Evil Sorcerer", occur 11-, extreme reputation 
5	Reputation, "Cannot be slain by man", occur 8- 
15	Susceptibility, "Water", very common, effect is instant,1D6 
5	Vulnerability, "Elven Weapons", uncommon, x1 1/2 body 
10	Cannot Survive Desruction of the One Ring 
624	MIB Bonus 
 
Disadvantages Total: 780 
Experience Spent: 0 
Total Points: 855 
 
 
The Lord of the Nazgul was the first and greatest of Sauron's  
mortal servants to fall under the sway of the Rings of Power.   
A Numenorean lord of the line of Elros, he had come to worship  
Morgoth under the influence of Sauron, and had become 
a powerful sorcerer and necromancer.  The gift of the Ring 
of Power sealed his fate, completely submerging his will to 
that of his evil master and granting him immortality at the cost 
of becoming a wraith. 
 
He served his master as Warden of Dol Guldur in the Second 
Age, but hid when his countrymen of Numenor came to take 
Sauron in chains to their island.  He returned to serve his master 
during the War of the Last Alliance.   
 
He rose again in Third Age 1300 to found the northern realm of 
Angmar, in the guise of the Witch-King.  His goal was to weaken 
the crumbling dunedain realm of Arnor for Sauron.  Arnor first split 
into three squabbling nations and then finally crumbled.  But the 
Witch-King's forces were routed in Third Age 1975 at the Battle of 
Fornost, and he was forced to flee to his master.  It was on this 
occasion that the elf Glorfindel spoke the prophetic words that 
The Witch-King would not be slain by any man. 
 
Twenty-five years later, in 2000, he led the assault on the Gondorian  
city of Minas Ithil, which he then renamed Minas Morgul.  This paved  
the way for Sauron's return to power in Mordor.  In 2043 and 2050,  
he  challenged Earnur, king of Gondor, to single combat.  Earnur's 
horse had fled from the Lord of the Nazgul in terror at the battle 
of Fornost, and the king was shamed by it.  In 2050, he came to  
Minas Morgul to accept the challenge and was treacherously slain. 
 
Around 3010, Sauron became aware, through Gollum, that the One 
Ring had probably been found.  The Lord of the Nazgul was sent to 
lead the search for the Ring, and hunted Frodo from the Shire to 
Rivendell.  He nearly killed him at  Weathertop (Amon Sul).  During 
the War of the Ring, he led the army that assaulted Minas Tirith.  
Although the gates of the city were shattered, he was prevented  
from entering by Gandalf and the timely arrival of the Rohirrim. 
 
In addition to many others, the Lord of the Nazgul killed King Theoden 
of Rohan on the Pelennor Fields, but he was himself slain by the  
woman Eowyn and the hobbit Merry Brandybuck. 
 
The Nazgul-king became invisible when he passed into unlife. 
Not that he could not be perceived, merely that his own form was 
forever after wreathed in shadow.  Only someone perceiving him 
through magic could see his own, terrible face.   
 
Like his master, the Lord of the Nazgul was not immaterial. 
He had a solid body that was able to suffer damage, but which 
was immensely vital and hard to permanently damage.  Also, like 
all of the nine nazgul, he feared water, possibly because of the 
power of Ulmo, the only Valar who never left Middle-Earth. 
 
The Lord of the Nazgul has many names.  The Black King, The 
Witch King, The Morgul King, The Morgul Lord, The Lord of the  
Nine Riders, The King of the Nine Riders, The King of Minas Morgul, 
The Black Rider, The Black Shadow, The Dwimmerlaik and the 
High Nazgul.  The word 'nazgul' is Black Speech for "Ring-wraith". 
 
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 
Iron Crown Enterprises excellent "Middle-Earth" series of gaming 
supplements has The Lord of the Nazgul as Murazor, twin of the  
Numenorean prince Imrazor, who founded the Gondorian 
line of the Princes of Belfalas.   
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 
 
NOTES: 
1) because of the name "wraith", it is tempting to create the  
Nazgul-king as a spirit possessed of a body focus.  But  
Tolkien's characters (with the exception of the barrow-wight)  
are uniformly solid.  Even the valar had to assume bodies to  
enter the world. 
 
2) One could as well do without the "only to men" limitations 
on his defenses.  The prophecy did not create the power, and 
these limitations are merely intended to simulate, not to describe. 
 
3) The Lord of the Nazgul could be said to have followers in the form  
of the armies he lead, but in reality (except when he was the Witch-King 
of Angmar), these are more properly Sauron's followers.   
 
4) The powers of the VPP are limited to non-flashy, dread-inducing 
spells for the most part.  A subtle mind-control or summoning would 
be very appropriate.  Energy Blast or Growth would not. 
 
5) The Morgul-Knife, if it cuts a victim, may sometimes have a sliver 
break off and stay in the wound.  If it reaches the heart, the victim 
dies and is reborn as an undead servant of the nazgul. 
 
6) The sword Morangurth (Black-iron-death) is my own supposition. 
 
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 
(What like a bullet can undeceive!) 
But now they lie low, 
While over them the swallows skim, 
And all is hushed at Shiloh. 
        Herman Melville, Shiloh, A Requiem (April 1862) 
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 
Scott C. Nolan 
nolan@erols.com   
 
------------------------------ 
 
Date: Tue, 09 Feb 1999 10:51:54 -0800 
From: Mark Lemming <icepirat@ix.netcom.com> 
Subject: Re: [Re: blocking the heavy hits] 
 
Filksinger wrote: 
>  
> From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
>  
> > 
> >To this I have a knee-jerk reaction against.  Strength matters almost 
> >nothing when it comes to neutralizing an attack. 
>  
> Ever work with children in Aikido? If you had, you would know that is only 
> partially true. Additionally, that assumes that everyone who tries a Block 
> maneuver in Champions knows how to properly negate the attack without 
> oppposing the attack with force. Such people would be unable to perform a 
> Block against a truly massive attack, or, alternately, would take a penalty 
> due to the need to use maneuvers that they are less familiar with than the 
> "put your arm in the way" sort of Block. 
 
My two cents on Strength & Blocking: 
I'm a 6'8" & 280 lbs.  In karate, the blocks that are successful against me 
tend 
to be the types that do not use strength as the primary means of stopping the 
blow.  A greater strength does give you more options with blocking, but I 
found that my arms tended to get more bruised if I used strength instead of 
finesse for blocking.  That would happen if I was sparring with someone who 
weighed 300 or 100 pounds. 
  
> Changing Block without changing combat in other ways would be unbalancing, 
> because it would change the effectiveness of certain characters. Thus, it 
> should be left alone in such places as a traditional superhero campaign. 
 
Agreed there. 
 
> However, if realism is desired, a Block just isn't as effective when the 
> attacker has 20 times your STR. 
 
Depends on the block.  I would say the weaker character could still get out of 
the way of the blow and set up for a counter strike. 
 
Maybe we should just rename Block to Counter? 
 
- -Mark Lemming 
 
------------------------------ 
 
Date: Tue, 09 Feb 99 20:06:24  
From: "qts" <qts@nildram.co.uk> 
Subject: Re: Multipower Question 
 
On Tue, 9 Feb 1999 10:52:30 -0500 (EST), Michael Surbrook wrote: 
 
>Suppose I have an attack that is Continous and Uncontrolled.  It is an 
>ultra slot in a multipower.  If I activate that power and then switch 
>slots, that power would turn off, right?  or does the fact that it is 
>Continous and Uncontrolled mean that it keeps running? 
 
If it's Uncontrolled then I think it would hang around. 
qts 
 
Home: qts@nildram.co.uk. 
 
------------------------------ 
 
Date: Tue, 9 Feb 1999 11:59:21 -0800 
From: "Filksinger" <filkhero@usa.net> 
Subject: Re: [Re: blocking the heavy hits] 
 
From: Mark Lemming <icepirat@ix.netcom.com> 
 
 
<snip> 
>Depends on the block.  I would say the weaker character could still get out 
of 
>the way of the blow and set up for a counter strike. 
> 
>Maybe we should just rename Block to Counter? 
 
 
Yes, that should definitely be done. 
 
However, if trying for authenticity, having less STR does reduce options, 
and STR is still part of most counters, even if it is a less important one. 
In cases where you want authenticity above all, you need a rule making truly 
massive STRs at least reduce the chances of a Counter. 
 
Filksinger 
 
------------------------------ 
 
Date: Tue, 9 Feb 1999 14:54:25 -0500 
From: David Stallard <DBStallard@compuserve.com> 
Subject: Re: Pre-Crisis supers RPGs 
 
Message text written by Damon: 
>Herozine's "Legion of Super RPG's" list a couple of games I've seen to 
reference to anywhere else:  SUPERSURGE from Merrymeeting Games, and HEROIC 
DO-GOODERS AND DASTARDLY DEED-DOERS, publisher unknown.  Both these games 
are linked from the Legion page, and both the links are dead.< 
 
I can tell you a little about Supersurge.  A couple years ago I stumbled 
across the web page for this game.  I think it may have been called Surge 
at that point, but Supersurge was on the way.  Anyway, I talked to the 
author a little bit via email.  Apparantly he was looking for beta testers, 
but here's the catch:  you had to "register" to get a beta ( ! ) copy, 
which meant pay him money.  This was apparantly inspired by the shareware 
concept in software, but was much worse because you didn't even get to see 
an evaluation copy before you decided to help with the testing.  I can't 
remember if there was going to be any benefit later on, like 
discounted/free copies of the final product--I don't think there were any 
benefits, but it's such an absurd policy that it makes me doubt myself. 
 
I recall being very interested in Supersurge, so there must have been some 
encouraging words about it on the site.  I don't remember anything about 
the system, though.  I also can't remember if this was going to be a "real" 
paper RPG or if it was only going to be published via the web.  Anyway, I'm 
confident that the ludicrous idea of asking people to pay just to help you 
test your system is probably what killed this project.  I can remember 
telling the author repeatedly to reconsider this, but he seemed to think it 
was a great idea. 
 
By the way, there is a history of failed superhero games in the Collectible 
Card Game realm as well, if you've got any interest in that at all (I tried 
almost all of them I could find, just because of the genre).  I can give 
you a little history on that too if you're interested.  I'll go ahead and 
say that Wildstorms was by far the best superhero CCG that I ever came 
across--quite innovative even compared to the CCG industry as a whole--and 
it's a travesty that it has died while the Overpower game (simplistic to 
the point of insulting...one step above Go Fish or Old Maid) is still 
kicking.  Wildstorms had a big and loyal following until they released an 
expansion in which all of the new characters were much more powerful than 
in any expansion before it, basically making all your old cards too wimpy 
to use if you ever wanted to win.  After that expansion hit the stores, 
many players stormed away in disgust, never to return, and the game died 
soon afterward.  Trivia:  Matt Forbeck, one of the two main people behind 
Wildstorms, is now a bigwig at Pinnacle Entertainment, makers of the 
popular Deadlands RPG among other things. 
 
------------------------------ 
 
Date: Tue, 9 Feb 1999 15:28:34 -0600 (CST) 
From: "Dr. Nuncheon" <jeffj@io.com> 
Subject: Re: Character: The Lord of the Nazgul 
 
On Tue, 9 Feb 1999, Scott Nolan wrote: 
 
> 42	Package, "Morgul Knife", OAF	 
> (15)	1D6+1 Killing Attack  HTH, +1 Increased Stun Mult 
> (27)	4D6 Transform,"to servant wight", major, cumulative, 
> 	Knife Must Do Body Damage, 8- Activation, 0 END 
 
> 5) The Morgul-Knife, if it cuts a victim, may sometimes have a sliver 
> break off and stay in the wound.  If it reaches the heart, the victim 
> dies and is reborn as an undead servant of the nazgul. 
 
Hmm.  The Morgul-knife seems almost right, but not quite...I think the 
Transform needs to be tweaked a bit.  It's cumulative now, which would 
mean that the best way to Transform someone would be to stab them 
repeatedly with the knife - it doesn't really reflect the slow, insidious 
nature of the thing. 
 
I would suggest a small 0 End continuous uncontrolled Transform attack - 
maybe only a pip or so.  Take a limitation on it (Extra Time?) to reflect 
the fact that it happens far less often than once a phase - I don't 
remember how many days it was from Weathertop to Rivendell, but Frodo 
survived the journey (barely?), so it should be figurable from 
there...it'll probably be once a day or so.  The common method of stopping 
it isn't really common, but with GM permission that's not an issue. The 
one problem is that you can't really heal the BODY of the Transform, 
and there's no all-or-nothing way of reversing it either. (Unless you 
count destruction of the Ring...)  Again, GM fiat must be employed. 
 
J 
 
Hostes aliengeni me abduxerent.              Jeff Johnston - jeffj@io.com 
Qui annus est?                                   http://www.io.com/~jeffj 
 
------------------------------ 
 
Date: Tue, 9 Feb 1999 16:56:23 -0500 
From: "Lisa Hartjes" <beren@unforgettable.com> 
Subject: Re: Death  was Re: blocking the heavy hits 
 
... 
It gets ugly if a brick breaks out of mind control and 
> you misjudged how far he can jump. I was basically normal, 5pd wearing an 
> armored costume 10pd 7pt damage resistance. for some odd reason the brick 
had 
> gone enraged. He haymakered , 
.... 
 
<<Umm... can you haymaker when enraged ?  Doesn't it have to be your most 
common attack ?>> 
 
According to the BBB it is "the most well known or most often used attack", 
but many GM's I know have a house rule that has the character using their 
most powerful attack. 
 
 
 
Lisa Hartjes 
Lead Developer, The Crimson Covenant 
 
beren@unforgettable.com 
http://roswell.fortunecity.com/daniken/79 
ICQ:  Berengiere (9062561) 
 
If the GM smiles, run.  If she laughs, it's too late... 
 
------------------------------ 
 
Date: Tue, 9 Feb 1999 16:37:32 -0600 (CST) 
From: Curt Hicks <exucurt@exu.ericsson.se> 
Subject: Re: Death  was Re: blocking the heavy hits 
 
> From: "Lisa Hartjes" <beren@unforgettable.com> 
> ... 
> It gets ugly if a brick breaks out of mind control and 
> > you misjudged how far he can jump. I was basically normal, 5pd wearing an 
> > armored costume 10pd 7pt damage resistance. for some odd reason the brick 
> had 
> > gone enraged. He haymakered , 
> .... 
>  
> <<Umm... can you haymaker when enraged ?  Doesn't it have to be your most 
> common attack ?>> 
>  
> According to the BBB it is "the most well known or most often used attack", 
> but many GM's I know have a house rule that has the character using their 
> most powerful attack. 
>  
 
Thanks Lisa.  That's the way I remembered it.  But one thing I've learned  
from being on the list is to check the rulebooks before being too sure.  
 
Curt Hicks 
 
------------------------------ 
 
Date: Tue, 09 Feb 1999 17:14:38 -0500 
From: Scott Nolan <nolan@erols.com> 
Subject: Re: Character: The Lord of the Nazgul 
 
At 03:28 PM 2/9/99 -0600, Dr. Nuncheon wrote: 
>On Tue, 9 Feb 1999, Scott Nolan wrote: 
> 
>> 42   Package, "Morgul Knife", OAF     
>> (15) 1D6+1 Killing Attack  HTH, +1 Increased Stun Mult 
>> (27) 4D6 Transform,"to servant wight", major, cumulative, 
>>      Knife Must Do Body Damage, 8- Activation, 0 END 
> 
>> 5) The Morgul-Knife, if it cuts a victim, may sometimes have a sliver 
>> break off and stay in the wound.  If it reaches the heart, the victim 
>> dies and is reborn as an undead servant of the nazgul. 
> 
>Hmm.  The Morgul-knife seems almost right, but not quite...I think the 
>Transform needs to be tweaked a bit.  It's cumulative now, which would 
>mean that the best way to Transform someone would be to stab them 
>repeatedly with the knife - it doesn't really reflect the slow, insidious 
>nature of the thing. 
> 
>I would suggest a small 0 End continuous uncontrolled Transform attack - 
>maybe only a pip or so.  Take a limitation on it (Extra Time?) to reflect 
>the fact that it happens far less often than once a phase - I don't 
>remember how many days it was from Weathertop to Rivendell, but Frodo 
>survived the journey (barely?), so it should be figurable from 
>there...it'll probably be once a day or so.  The common method of stopping 
>it isn't really common, but with GM permission that's not an issue. The 
>one problem is that you can't really heal the BODY of the Transform, 
>and there's no all-or-nothing way of reversing it either. (Unless you 
>count destruction of the Ring...)  Again, GM fiat must be employed. 
 
 
That's good.  I like that.  I'll put it in the final version.    
 
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 
(What like a bullet can undeceive!) 
But now they lie low, 
While over them the swallows skim, 
And all is hushed at Shiloh. 
        Herman Melville, Shiloh, A Requiem (April 1862) 
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 
Scott C. Nolan 
nolan@erols.com   
 
------------------------------ 
 
Date: 09 Feb 1999 18:52:51 -0500 
From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
Subject: Re: The 3d6- system sucks! 
 
- -----BEGIN PGP SIGNED MESSAGE----- 
Hash: SHA1 
 
"F" == Filksinger  <filkhero@usa.net> writes: 
 
F> If I am claiming that the rules have a flaw, then how is it irrational to 
F> say I want "no chance to fail" and point out that the rules mandate a chance 
F> to fail? That is obviously part of the flaw. 
 
This one is so simple... if there is no chance of failure, DON'T ROLL DICE. 
- -----BEGIN PGP SIGNATURE----- 
Version: GnuPG v0.9.2 (GNU/Linux) 
Comment: For info see http://www.gnupg.org 
 
iD8DBQE2wMpTgl+vIlSVSNkRAqW9AKC9QoG0/6Ix6E1rmWJOfBRlMCovDACgjhNx 
tq+NgR494sEf1MMgM2ITSms= 
=4N9k 
- -----END PGP SIGNATURE----- 
 
- --  
Rat <ratinox@peorth.gweep.net>    \ When not in use, Happy Fun Ball should be 
Minion of Nathan - Nathan says Hi! \ returned to its special container and 
PGP Key: at a key server near you!  \ kept under refrigeration. 
 
------------------------------ 
 
Date: 09 Feb 1999 18:56:08 -0500 
From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
Subject: Re: Death  was Re: blocking the heavy hits 
 
- -----BEGIN PGP SIGNED MESSAGE----- 
Hash: SHA1 
 
"LH" == Lisa Hartjes <beren@unforgettable.com> writes: 
 
LH> According to the BBB it is "the most well known or most often used attack", 
LH> but many GM's I know have a house rule that has the character using their 
LH> most powerful attack. 
 
Hmmm... methinks I am remembering a previous edition's wording of Berserk. 
- -----BEGIN PGP SIGNATURE----- 
Version: GnuPG v0.9.2 (GNU/Linux) 
Comment: For info see http://www.gnupg.org 
 
iD8DBQE2wMsYgl+vIlSVSNkRAnJgAJ0cRIh4TWdizxYwj48c4Gtivs9v2wCgvDuk 
EW7M2beFPFB7VDawochFEUU= 
=iGaN 
- -----END PGP SIGNATURE----- 
 
- --  
Rat <ratinox@peorth.gweep.net>    \ Happy Fun Ball contains a liquid core, 
Minion of Nathan - Nathan says Hi! \ which, if exposed due to rupture, should 
PGP Key: at a key server near you!  \ not be touched, inhaled, or looked at. 
 
------------------------------ 
 
Date: Tue, 09 Feb 1999 15:18:01 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Multipower Questions 
 
At 02:59 AM 2/6/99 -0800, Wayne Shaw wrote: 
>>> 
>>>Even this doesn't help in one case; what happens once you hit the break 
even 
>>>or Advantage level? 
>> 
>>Then it doesn't Limit any more and you adjust the AP of the MP upwards. 
> 
>I'd rather have something more systematic that dealt with the issue all up 
>and down the line, personally.     Discontinuities are not a good thing from 
>where I sit. 
 
   There's already a discontinuity at the same point on the Charges table; 
the number of Charges doubles for every +1/4 or -1/2.  Making this 
clarification shouldn't really hurt things any. 
- --- 
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: Tue, 9 Feb 1999 17:32:20 -0800 
From: "Filksinger" <filksinger@geocities.com> 
Subject: Re: The 3d6- system sucks! 
 
From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
<snip> 
> 
>This one is so simple... if there is no chance of failure, DON'T ROLL DICE. 
 
 
Which is A) completely arbitrary without a set guideline, and B) addresses a 
"feature" of the present system that I stated was acceptable, without 
addressing those which I said I found unacceptable. 
 
Filksinger 
 
------------------------------ 
 
Date: Tue, 09 Feb 1999 17:29:43 -0800 
From: Mark Lemming <icepirat@ix.netcom.com> 
Subject: Re: Pre-Crisis supers RPGs 
 
David Stallard wrote: 
> By the way, there is a history of failed superhero games in the Collectible 
> Card Game realm as well, if you've got any interest in that at all (I tried 
> almost all of them I could find, just because of the genre).  I can give 
> you a little history on that too if you're interested. 
 
I played around with Power Cardz.  I used the first ~140? as ideas for 
the various villains in a champions game I did, but in some of the sets I 
got the numbers around 200? (Maybe 300)  The game went for peanuts real quick, 
but it got clear fast that there were some super rares that I would never 
see.  And 
even though I could pick up a case for $5, I gave up quickly.  The card game 
was kind of amusing, but it had it's share of problems. 
 
- -Mark 
 
------------------------------ 
 
Date: Tue, 9 Feb 1999 19:32:14 -0500 
From: "dflacks" <dflacks@ican.net> 
Subject: Fantasy Spell Colleges 
 
Hello again. 
 
Thanks once more to everyone who made suggestions for my Necromancy / 
Necrourgy question. 
 
I have another question.  How usefull do you find Spell Colleges.  In the 
campaign world I envision, magic is no organized into formal schools.  It is 
generaly tought by a master to a single apprentice at a time, a few at best. 
Also the way I have defined magic means that the spell limitiation vary with 
the caster.  The more limitations, the less proficent the caster is in that 
spell. 
 
There would not be a set of limitiation specific to each college. There are 
a few standard limitations for all colleges, such as Requires skill roll, 
but that is all. 
 
Has anyone out there done away with the spell colleges successfully?  Or 
found a good alternative method?  Right now I am looking at using a stripped 
down set of 10 or so master colleges as a way to groups spells and have 
knowledge skills, but without college specific limitations. 
 
Any suggestions or comments chearfully accepted.  Flames equally chearfully 
ignored. 
 
 
Daniel Flacks   dflacks@ican.net 
 
Give me ambiguity or give me something else 
 
------------------------------ 
 
Date: Tue, 09 Feb 1999 17:41:18 -0800 
From: Christopher Taylor <ctaylor@viser.net> 
Subject: Re: The 3d6- system sucks! 
 
>F> If I am claiming that the rules have a flaw, then how is it irrational to 
>F> say I want "no chance to fail" and point out that the rules mandate a 
chance 
>F> to fail? That is obviously part of the flaw. 
> 
>This one is so simple... if there is no chance of failure, DON'T ROLL DICE. 
 
I gotta go with Slippery Jim on this one, the dice represent a random 
event, with always a chance of failure or success, and if you dont want a 
random result dont use randomizers.  Honestly I cannot imagine an event 
that is 100% guaranteed to work exactly as desired every time. 
 
- -------------------------------------------------------------------------- 
Sola Gracia		Sola Scriptura		Sola Fide 
Soli Gloria Deo    	Solus Christus		Corum Deo 
- -------------------------------------------------------------------------- 
 
------------------------------ 
 
Date: Tue, 09 Feb 1999 15:06:57 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Mimic & Cosmic Pools 
 
At 03:10 PM 2/8/99 -0500, Stainless Steel Rat wrote: 
>"MS" == Michael Surbrook <susano@otd.com> writes: 
> 
>>> What if a character with a mimic pool, tried to mimic a character with a 
>>> cosmic power pool? 
> 
>MS> I'd say that the Mimic Pool can only copy the current powers that are 
>MS> active in the Cosmic Power Pool.  
> 
>Seconded. 
 
   I'd go along with this as well (unless the SFX of the Cosmic VPP clearly 
and strongly suggested otherwise). 
- --- 
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: Tue, 09 Feb 1999 17:38:19 -0800 
From: Christopher Taylor <ctaylor@viser.net> 
Subject: Re: <FHList> Fantasy Spell Colleges 
 
>I have another question.  How usefull do you find Spell Colleges.  In the 
>campaign world I envision, magic is no organized into formal schools.  It is 
>generaly tought by a master to a single apprentice at a time, a few at best. 
 
The only way I use spell colleges is for organizing types of spells for 
easy research and for making NPC spellcasters fast (this guy is a 
demonologist, this guy is a fire mage, etc).  I dont have that organized 
magic instruction in my world. 
 
They aren't really colleges, just realms of knowlege, and the mages learn 
from various groupings as needed.  But it is handy to have necromantic 
spells in one group (especially since most of the necromantic spells have 
different limitations than other spells). 
 
- -------------------------------------------------------------------------- 
Sola Gracia		Sola Scriptura		Sola Fide 
Soli Gloria Deo    	Solus Christus		Corum Deo 
- -------------------------------------------------------------------------- 
 
------------------------------ 
 
Date: Tue, 9 Feb 1999 19:23:57 -0500 
From: "dflacks" <dflacks@ican.net> 
Subject: Necromacy Limitation / Fantasy World - Revision 
 
> From: qts <qts@nildram.co.uk> 
 
>On Mon, 8 Feb 1999 18:40:34 -0500, dflacks wrote: 
> 
>>Thanks to everyone who replied to my Necromancy question.  I have been 
>>suitably inspired and have come to a decision on how Necromancy will work 
in 
> 
>Great stuff, but aren't your BODY/AP equivalences a little low? How 
>about making it the sum, not the average? Otherwise the necromancer's 
>going to have to have a very large stable. 
> 
>And the 0 END advantage is going to make those spells very expensive. 
>qts 
> 
>Home: qts@nildram.co.uk. 
> 
Quite right.  After comparing my planned Necromancy limitations to those I 
choose for  secular magic (Wizardry, Alchemy, Bard spell songs, etc.) and 
clerical magic I realized they were not balanced.  Using the sum instead of 
the average brings it in line with the others.  So I will be using sum 
instead of average. 
 
As for the 0 END advantage, I am questioning that myself.  Because of the 
active point caps in the campaign, having the advantage reduces the 
effectiveness of Necromancers.  Necromancy is releated to Secular magic.  A 
secular mage powers his spells from the essence around him will a 
Necromancer powers them from lifeforce torn from his victums.  If the 
secular mage must spend END even though the spell power comes from exterior 
essence, then why should the Necromancer spend END for spells powered from 
exterior life force?  In order to keep the six types of magic in balance, I 
think I will change my mind.  Necromancy will have the standard Must cost 
END limitations rather than the 0 END advantage. 
 
It is for feedback like this that I e-mailed the list in the first place. 
 
As for the suggestion made by several people that I use and END reserve for 
Necromancy, I don't think so.  In my campaign, Secular magic is powered by 
individual END while Clerical magic comes from an END reserve.  The END 
reserve is one of the hallmarks of Clerical magic, and I do not want to give 
it to any of the other types. 
 
Thanks Again for your suggestions. 
 
Daniel Flacks   dflacks@ican.net 
 
Give me ambiguity or give me something else 
 
------------------------------ 
 
Date: Tue, 9 Feb 1999 15:53:14 -0800 (PST) 
From: shaw@caprica.com (Wayne Shaw) 
Subject: Re: Desolidification 
 
>At 09:34 PM 2/8/1999 -0800, Wayne Shaw wrote: 
>>Desolid _isn't_ an expensive power for what it gives you, which is 
>>invulnerability to a large number of attacks, with no top limit as to the 
>>raw power, in addition to what adds up to a moderately useful movement 
>>power.  And all for 20 points. 
> 
>40 points.  The minimum cost for Desolid is 40 points, which incidentally 
>makes it -- at the base, minimum cost level -- the single most expensive 
>Power in the game.  (The next most expensive base-level Power is Spatial 
>Awareness at 25 points; no others have a minimum cost above 20 points.) 
 
Now compare it to what you get for that cost.  The minimum cost isn't the 
point; what you get for it is. 
 
> 
>>Simply put, allowing Desolid characters to attack out for no extra cost is 
>>abusive.  Holes in the Desolid so others can attack in are the way the power 
>>cost is kept down to a dull roar. 
> 
>Where are you getting this?  I have *no problem at all* with the fact that 
>Desolid characters are affected by mental attacks by default; I totally 
>approve of this "hole" that allows them to be attacked by solid characters. 
> I have never said anything to suggest I felt otherwise.   
> 
>I completely support the need for a +2 ARW Advantage and certainly require 
>it to be used by any Desolid character who wants to "attack out" using any 
>Power that could not be used against him for an "attack in". 
> 
>My *only* problem with this entire situation was that I thought it make 
>sense to treat the "hole" you refer to as a window that would allow the 
>free exchange of fire in both directions (and only for mental powers, as 
>I've said repeatedly), not some bizarre inverted Force Field that allowed 
>outside attacks to freely penetrate, but blocked the same outgoing mental 
>attack unless a +2 Advantage was applied. 
 
And as I've said, make sense or not, it's still abusive; it still allows the 
Desolid character to rule the battlefield in far too many situations because 
there will be no one who can attack him in return. 
 
> 
>Filksinger is right:  I am looking more at SFX and character concept than 
>at mechanics.  I don't think that's inappropriate.  If you have to bend the 
>SFX a little to make it fit the standard game mechanics, okay.  If the SFX 
>make perfect sense as described, but cannot be modeled in any reasonable 
>fashion, you have to consider the possibility that the game mechanics are 
>lacking something. 
> 
 
Or that the SFX are, by their nature, overpowered.  There are things that 
work in the comics because the writers chronically underutilize them but 
would break a game very thoroughly. 
 
>If you feel that the logical and sensible SFX of the Desolid power are 
>going to create imbalance in your game, then simply disallow that power for 
>your game.  That is why the stop sign is there, folks. 
 
 
Or, don't permit the situation to occur that makes it unbalanced.  That's 
what the current rule is there for. 
 
------------------------------ 
 
Date: Tue, 09 Feb 1999 17:26:00 -0800 
From: Christopher Taylor <ctaylor@viser.net> 
Subject: Re: Character: The Lord of the Nazgul 
 
>> 5) The Morgul-Knife, if it cuts a victim, may sometimes have a sliver 
>> break off and stay in the wound.  If it reaches the heart, the victim 
>> dies and is reborn as an undead servant of the nazgul. 
 
I got the impression that this wasnt a special power of the knife, but an 
effect of weapons, that the deadly nature of the knife was just its metal 
and the evil aura that the Nazgul had.  That a splinter broke off was just 
damage the weapon sustained when it hit him (possibly due to the ring's 
protection). 
 
- -------------------------------------------------------------------------- 
Sola Gracia		Sola Scriptura		Sola Fide 
Soli Gloria Deo    	Solus Christus		Corum Deo 
- -------------------------------------------------------------------------- 
 
------------------------------ 
 
Date: Tue, 09 Feb 1999 20:57:51 -0500 
From: Scott Nolan <nolan@erols.com> 
Subject: Character: Meriadoc ("Merry') Brandybuck 
 
MERIADOC "MERRY" BRANDYBUCK 
 
10	STR	0 
13	DEX	9 
10	CON	0 
8	BODY	-4 
12	INT	2 
12	EGO	4 
8/18	PRE	-2 
10	COM	0 
4	PD	2 
3	ED	1 
3	SPD	7 
6	REC	4 
36	END	8 
28	STUN	10 
Characteristics Cost: 41 
 
7	12 Mental Defense, Only v. Mind Control	 
7	+10 Presence, Only for Defense	 
		 
2	WF, Swords, Bows	 
10	2 Levels: Ranged Combat 
		 
3	Animal Handler 11-	 
1	Navigation 8-	 
1	Stealth 8-	 
1	Survival 8-	 
		 
1	Lang: Hobbitish, native, literacy	 
3	Lang: Westron, fluent w/accent, literacy (1-point similarity)	 
		 
4	KS: Hobbitish History 13-	 
3	KS: Herb-Lore of the Shire 12-	 
6	AK: The Shire 15-	 
 
Powers Cost: 49 
Total Cost: 90 
 
Base Points: 75 
5	Psychological Limitation, "Brave", uncommon, moderate 
10	Psychological Limitation, "Loyal to Frodo", uncommon, strong 
 
Disadvantages Total: 18 
Experience Spent: 0 
Total Points: 93 
 
Born in Third Age 2982, Meriadoc, son of Saradoc is one of the 
heroes of the War of the Ring.  Thirty-six at the time of the War  
(still a youth by hobbit standards), Merry at first accompanied  
Frodo out of friendship, then became a member of the Fellowship  
at Rivendell. 
 
When the Fellowship was broken, Merry and his cousin Pippin  
were captured by orcs, but escaped into Fangorn forest when the  
orc-band was attacked by Rohirrim under Eomer.  There, they  
befriended Fangorn the Ent (Treebeard) and helped convince  
them to launch their attack on Saruman at Orthanc.  As a result  
of drinking the Ent-draught, Merry and Pippin grew to be the  
largest hobbits ever, a full four and half feet tall. 
 
In Edoras, Merry became squire to King Theoden, but was  
ordered to stay behind when the Rohirrim rode to war.  Merry  
secretly disobeyed the king and rode with Eowyn, who was  
disguised as the man Dernhelm, and together they slew the  
Lord of the Nazgul on the Pelennor Fields while defending  
Theoden's body. 
 
After the War, many honors were bestowed on Merry.  He  
was made a knight of Rohan.  He led hobbit troops in the  
battle of Bywater, and at the death of his father in Fourth Age  
12, became the Master of Buckland.  In Fourth Age 14, he  
became a Counsellor to the North Kingdom. 
 
Merry married Estella Bolger and became a scholar.  He  
wrote "Herb-Lore of the Shire", "The Reckoning of Years",  
"Old Words and Names in the Shire" and other works.  He 
probably contributed to The Red Book of Westmarch.  In Fourth 
Age 64, he and Pippin resigned their posts and travelled south 
to see Rohan and Gondor once more.  They both died a few 
years later in Gondor and were buried in the House of the  
Kings. 
 
Meriadoc was also known as Merry.  In Rohan, he was called 
Master Holbytla and Holdwine of the Shire by Theoden.  In  
Gondor he was Master Perian (holbytla and perian being the 
Rohirric and Westron words for hobbit).  "Merry" and "Meriadoc" 
are Westron translations.  In hobbitish they were originally  
"Kali" and "Kalimac".  
 
NOTES: 
 
1) This is an attempt to model Merry at a point before coming to 
Rohan, but after drinking the Ent-draught.  In later years, one 
could not only increase Merry's skills and knowledge set, but add 
at least one combat skill level, several contacts and the perk  
low nobility.  Merry's strength of 10 is intended to reflect the size 
and strength of the hobbit after drinking the Ent-draught. 
 
2) The "only for defense" Presence represents the fact that Merry 
faces up to danger extraodinarily well for such a small guy.  I don't 
know if -I- would stab the Lord of the Nazgul, even from behind! 
 
3) Thanks to all the many people who pointed out that hobbits 
were better at bows and slings than I had shown with Frodo. 
I listened. 
 
4) Merry's lack of disadvantages seem to justify his name. 
 
5) Hobbitish is closely derived from Westron.  Thus, I've 
given it a 1-point similarity. 
 
~~~~~~~~~~~~~~~~~~~~~~~~~ 
"I waste him with my crossbow!" 
        Bob 
~~~~~~~~~~~~~~~~~~~~~~~~~ 
Scott C. Nolan 
nolan@erols.com   
 
------------------------------ 
 
Date: Tue, 09 Feb 1999 15:19:39 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Multipower Questions 
 
At 08:11 PM 2/8/99 -0500, Stainless Steel Rat wrote: 
>-----BEGIN PGP SIGNED MESSAGE----- 
>Hash: SHA1 
> 
>"WS" == Wayne Shaw <shaw@caprica.com> writes: 
> 
>WS> And that's a problem, since it's still more advantageous to have 16 
>WS> charges on each slot than 16 charges on the pool as a whole...and there 
>WS> are legitimate constructions that should be built each way. 
> 
>While I agree that they should be built that way, strictly by the book they 
>are not legitimate.  In one of its rare instances of saying you cannot do 
>that, the BBB says you cannot do that. 
 
   Where? 
   (Note:  Cite HSR page number, paragraph from top, and give a full quote 
along with an explanation of why you think this says so.) 
- --- 
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 
 
------------------------------ 
 
End of champ-l-digest V1 #198 
***************************** 


Web Page created by Text2Web v1.3.6 by Dev Virdi
http://www.virdi.demon.co.uk/
Date: Tuesday, May 25, 1999 10:33 AM