Digest Archives Vol 1 Issue 212
From: owner-champ-l-digest@sysabend.org
Sent: Monday, February 22, 1999 3:13 PM
To: champ-l-digest@sysabend.org
Subject: champ-l-digest V1 #212
champ-l-digest Monday, February 22 1999 Volume 01 : Number 212
In this issue:
Re: DunDraCon thoughts
Fw: White Wolf Announces Aberrant
Re: Fw: White Wolf Announces Aberrant
Re: Fw: White Wolf Announces Aberrant
Re: Fw: White Wolf Announces Aberrant
Re: Aberrant
Temporal Divergence in Games
Re: DunDraCon thoughts
Re: DunDraCon thoughts
Re: Temporal Divergence in Games
hero site
CHAR: Cybermen
CHAR: Artificial Human #16
'unfathomable quantum power'
Re: 'unfathomable quantum power'
Re: 'unfathomable quantum power'
Re: 'unfathomable quantum power'
Re: 'unfathomable quantum power'
Re: Temporal Divergence in Games
Re: DunDraCon thoughts
Re: 'unfathomable quantum power'
Robot PCs
Re: 'unfathomable quantum power'
----------------------------------------------------------------------
Date: Sun, 21 Feb 1999 19:28:36 EST
From: Leah L Watts <llwatts@juno.com>
Subject: Re: DunDraCon thoughts
>New Products: I picked up the latest Hero Plus product: Chris Avellone's
New
>Bedlam Asylum. Chris is arguably the most talented writer ever to work
for
>Hero, and possibly the most under appreciated by the broad fan base
because
>of the darkness of his material.
I'll admit I don't buy some game products because of the darkness level
(subject darkness, not printer/layout darkness). Any chance of someone
with this putting a review up on the list?
> There will be two new superhero games
>coming out this year from other guys: "Abberent" (I think) from White
Wolf,
>and "Brave New World" (I think) from Pinnacle, the Deadlands people.
White Wolf and superheroes -- the mind boggles.
Leah
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------------------------------
Date: Sun, 21 Feb 1999 19:35:19 -0600
From: "Daniel" <drake01@flash.net>
Subject: Fw: White Wolf Announces Aberrant
Off topic I know but this is the ad that was posted on alt.games.whitewolf
- -----Original Message-----
From: Greg Fountain <gregf@white-wolf.com>
Newsgroups: alt.games.whitewolf
Date: Thursday, February 18, 1999 5:48 PM
Subject: White Wolf Announces Aberrant
>Press Release
>
>For Immediate Release
>
>2/18/99
>
>White Wolf Announces Aberrant — The Roleplaying Event of the Summer.
>
>Baptized in quantum fires, reborn as incarnate gods,
>drunk with fame, sacrificed on the altar of power.
>We are your heroes, your legends, your icons.
>Beware. Your legacy is our future.
>
>This July, the Developer of the Revised Edition of Vampire: The
>Masquerade and Kindred of the East along with the line-developers of
>Vampire: The Masquerade and Werewolf: The Apocalypse combine their
>creative talent to bring you Aberrant — White Wolf’s Storytelling Game
>of super-powered beings in a real-world setting.
>
>According to Aberrant creator, Robert Hatch, "Aberrant is about what it
>means for a normal human being to have the power of a god. It’s about
>what happens when people just like you and I are given the power to
>individually change the world, to hold the destiny of millions in their
>hands. Aberrant chronicles the first coming of the new humans, mankind’s
>ultimate evolutionary destiny, and how they, for a time, created a new
>Age of Gods on earth. Like Icarus, the novas strove for the sun, but
>pride goeth before a fall, and hints of the nightmare to come resonate
>throughout the book."
>
>The first novas — or "aberrants" as their detractors label them —
>emerged in 1998. Normal humans from every walk of life suddenly and
>spontaneously "erupted" into beings of unfathomable quantum power.
>Though very rare, each of these creatures holds the potential to
>drastically change the world. In fact, no nova can escape his own
>resonance. His mere existence creates a cult of personality that will
>change the lives of people across the planet. And when you have the
>ability level a city with your hands, the impact is all the greater.
>
>Aberrant players begin their adventures in the near-future of 2008. Ten
>years of nova existence has created an eerily familiar, yet
>fundamentally altered, Earth. Upon their eruption as novas, new
>characters will have epic decisions to make about their morality. Not
>only could an aberrant rob the corner jewelry store with impunity, she
>could take over half of South Africa and control worldwide diamond
>production with no one to stop her.
>
>No one except other novas, that is.
>
>And therein lies the rub. Even an individual who can challenge a nation
>is still an individual. Will you unite with others like you, or do you
>think you can take on the world alone? Every aberrant has it within
>himself to enhance his powers beyond even those of his compatriots. But
>that power comes at a price. Delving too far into his quantum potential
>can poison a nova with his own energy. Never has the axiom been more
>true: Power corrupts. A nova who digs deeply approaches absolute power…
>but absolute madness is not far behind.
>
>Aberrant uses a revised version of the Storyteller game mechanic which
>has been enhanced to include Mega-Attributes to reflect the unbelievable
>power (physical and otherwise) that a nova can bring to bear. The
>Storyteller systems of successes and botches are streamlined as well.
>
>What would you do with the power to fly?
>To walk across the sun?
>To move islands?
>To shape the course of history?
>What will you do when you are an aberrant?
>
>How will you change the world?
>
>Aberrant is available in July 1999 in a $24.95 unlimited edition and
>$29.95 hardcover limited edition. Both printings contain full color
>setting sections with illustrations by top comic artists.
>
>White Wolf and World of Darkness are registered trademarks of White Wolf
>Publishing, Inc. Aberrant is a trademark of White Wolf Publishing, Inc.
>All rights reserved.
>
>
------------------------------
Date: Sun, 21 Feb 1999 21:00:45 -0500 (EST)
From: "John Desmarais" <john.desmarais@ibm.net>
Subject: Re: Fw: White Wolf Announces Aberrant
On Sun, 21 Feb 1999 19:35:19 -0600, Daniel wrote:
>Off topic I know but this is the ad that was posted on alt.games.whitewolf
>
Storyteller does superheroes ala Chaos Comics?
------------------------------
Date: Sun, 21 Feb 1999 18:19:54 -0800
From: Lizard <lizard@mrlizard.com>
Subject: Re: Fw: White Wolf Announces Aberrant
At 09:00 PM 2/21/99 -0500, John Desmarais wrote:
>On Sun, 21 Feb 1999 19:35:19 -0600, Daniel wrote:
>
>>Off topic I know but this is the ad that was posted on alt.games.whitewolf
>>
>
>Storyteller does superheroes ala Chaos Comics?
>
As soon as I saw the background for Trinity/Aeon, I said, "They're setting
up a superhero game, aren't they?". Looks like Lizard was right. As usual.
------------------------------
Date: Sun, 21 Feb 1999 23:07:42 -0800 (PST)
From: shaw@caprica.com (Wayne Shaw)
Subject: Re: Fw: White Wolf Announces Aberrant
>At 09:00 PM 2/21/99 -0500, John Desmarais wrote:
>>On Sun, 21 Feb 1999 19:35:19 -0600, Daniel wrote:
>>
>>>Off topic I know but this is the ad that was posted on alt.games.whitewolf
>>>
>>
>>Storyteller does superheroes ala Chaos Comics?
>>
>As soon as I saw the background for Trinity/Aeon, I said, "They're setting
>up a superhero game, aren't they?". Looks like Lizard was right. As usual.
That was pretty obvious from the advanced press. Trinity itself is pretty
much a varient superhero game, and it was obvious that when they were sane
the aberrants where much the same. Of course it strikes me as pretty
depressing playing a bunch of people who, far as I can tell from the Trinity
history, _all_ went mad or died.
------------------------------
Date: Sun, 21 Feb 1999 02:01:19 -0600
From: "Michael" <mlnunn@blue.net>
Subject: Re: Aberrant
>Wayne Shaw wrote: That was pretty obvious from the advanced press. Trinity
itself is pretty
>much a varient superhero game, and it was obvious that when they were >sane
the aberrants where much the same. Of course it strikes me as
>pretty
>depressing playing a bunch of people who, far as I can tell from the
Trinity
>history, _all_ went mad or died.
I don't agree with him at all. I've played Trinity. It's nothing like a
superhero game. The characters have psionics, which is completely different
than being bitten by a radioactive spider. It's very much along the same
genre as the WOD, just with a sci-fi spin, instead of the horror. It is
still very political, with various psionic guilds vying for control of the
known universe, each in keeping with their own psionic specialty.
------------------------------
Date: Mon, 22 Feb 1999 00:39:39 -0800
From: "Filksinger" <filkhero@usa.net>
Subject: Temporal Divergence in Games
If one looks at most comic books or superhero campaigns, it becomes
obvious that A) Until recently, the history of the world was
essentially unchanged by the existence of super beings, and B) the
world recently _did_ change dramatically, such that history will never
be the same.
Sometimes superpowers have always existed, but somehow they didn't
impact normal men much until now. In others, superpowers recently came
into being, and this marks the point at which the world changed. In
most, however, superheroes and villains are clearly changing the face
of the world.
Some campaigns and comics place this change as being a fairly gradual
one throughout the 20th Century, and now the world is recognizable,
but forever altered. Some place it as during WWII, or whenever
superpowers came into being. Some place it as happening right now,
such as my Satan's Children PBeM game, where superpowers have always
existed, but they were to rare and weak to change the world, until
now.
The question I have is, "What are the most used, most interesting, or
most odd changing point that you have integrated into your games?"
Filksinger
------------------------------
Date: Mon, 22 Feb 1999 07:31:29 -0500 (EST)
From: Michael Surbrook <susano@dedaana.otd.com>
Subject: Re: DunDraCon thoughts
On Sun, 21 Feb 1999, Scott Bennie wrote:
> New Products: I picked up the latest Hero Plus product: Chris Avellone's New
> Bedlam Asylum. Chris is arguably the most talented writer ever to work for
> Hero, and possibly the most under appreciated by the broad fan base because
> of the darkness of his material. I've only glimpsed a little bit of it so
> far, but it's jaw dropping good. I also picked up Cthulhu Creator, the
> latest module for the Creation Workshop series (which means, with RTG's
> forthcoming Dragon Ball Z game and this product, you'll be able to run
> fights between Saiyans and the Big C. The Big Crunch may happen several tens
> of billions of years sooner than expected).
Any due date for the RTG DBZ game? Oh, and a Super-Saiyajin vs Cthulhu?
The Big C looses Big Time!
> No other new products were announced at the show, but I did learn a few
> snippets about others: Aaron Allston's Strike Force is going to be a magnum
> opus ("the work of a lifetime" as Aaron called it), with a lot of emphasis
> on campaigning advice and troubleshooting. See the Hero Games web site for
> further details - it's going to be good.
I read a note on Aaron's page that made it sound like Strike Force may
several books - Blood, Circle etc.
> The Ultimate Shapechanger has a
> section on spirits. Hero 5th Edition is being aimed at (NOT promised for) an
> August release; Steve's finishing up a 2nd draft now, and Steve and the Hero
> boys had just gone through a round of proposed rules changes: expect
> Enhanced Senses to get some expansion.
Yahooo! I can't wait!
> There will be two new superhero games
> coming out this year from other guys: "Abberent" (I think) from White Wolf,
> and "Brave New World" (I think) from Pinnacle, the Deadlands people.
White Wolf does superheroes... wonderful.
- --
Michael Surbrook - susano@otd.com - http://www.otd.com/~susano/index.html
"Every normal man must be tempted, at times, to spit on his hands,
raise the skull-and-crossbones, and begin slitting throats."
H.L. Mencken
------------------------------
Date: Mon, 22 Feb 1999 06:41:40 -0800
From: Bob Greenwade <bob.greenwade@klock.com>
Subject: Re: DunDraCon thoughts
At 12:37 PM 2/22/99 GMT, <owner-champ-l@sysabend.org> wrote:
>From: Michael Surbrook <susano@dedaana.otd.com>
>cc: champions mailing list <champ-l@sysabend.org>
>Subject: Re: DunDraCon thoughts
>
>> No other new products were announced at the show, but I did learn a few
>> snippets about others: Aaron Allston's Strike Force is going to be a magnum
>> opus ("the work of a lifetime" as Aaron called it), with a lot of emphasis
>> on campaigning advice and troubleshooting. See the Hero Games web site for
>> further details - it's going to be good.
>
>I read a note on Aaron's page that made it sound like Strike Force may
>several books - Blood, Circle etc.
That, essentially, is what "magnum opus" means (or at least it's
strongly implied).
- ---
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, 23 Feb 1999 00:54:11 +1000
From: "Lockie" <jonesl@cqnet.com.au>
Subject: Re: Temporal Divergence in Games
here's some i've used:
The first one is always/never, where the origin and breakpoint are tied up
with
a change in the timeline of the reality in question. Hence a reordering of
space-time
creates the potantial for superpowers. An additional idea was that since
that kind of timeline strives to keep itself on track no matter what the
tampering with the
past, the reality that resulted is pretty much like the original. This might
seem a bit of a
cop-out, but the game was eant to be kinda conventional. Another variation
is when normal world
people wake up one day to find themselves as superheroes with an established
identity, because
the timelines changed overnight- and the only people remembering the
rundundant one are,
you guessed it, superheros.
Second is the 'not yet' idea, in which supers have yet to arise, but soon
will, prompting some kind of action . The pcs in this game were a bunch of
normal people(ok, they were all genius-level scientists and stuff)
who'd recieved this revelation of things to come, when they realise that
superhumans will be appearing in the population very soon due to evolution,
energy sources, and oddly enough, how chaos theory applies
to the junk-dna soup in a cell(the idea is that it recombines into
meaningful paterns, resulting in benign mutationas) but are left with the
feeling that the result would be social turnoil and things like cults of
personality, ect. They respond by setting up their own super-team of
normal/supers, trying to use technology, training and very advanced tactics
to make themselves 'superhuman'. Eventually real supers began to appear,
using the pc groups conduct as a model, hence spawning a relativly standard
super-setting- which was the idea. One of the pc's(a very very smart
anthropologist type guy) had planned it from the start, constructing the
social development of a 'superhuman' social context and subculture, complete
with a code and standard behavoiur. Hence when people became superhumans,
most adopted the status quo for such a group. This prevented the apocalypse
that most people would assume would result from such a step in evolution, by
preparing roles for superhuman beings in society, by faking superpowers
themselves. Not everyone filled them, but it was a good effort. Even most
villains filled the mould.
Third is the cyberopunk era, in which the first supers are posergang geeks
strapped into a hologenerator that beams data through subspace to a
hard-light superhero acatar in realspace. The hero follows all the
four-color
conventions and is increadibly tough- even the teams unarmoured energy
projector can survive a direct hit from a massdriver, due to the hard light
structure. I think i might have mentioned this one sometime, however.
------------------------------
Date: Mon, 22 Feb 1999 10:10:08 -0500
From: Brian Wawrow <bwawrow@fmco.com>
Subject: hero site
Say, didn't I hear something several weeks ago about Hero's online store
being back up soon? Anybody know anything about this?
Brian Wawrow
Financial Models Company
"Do or do not. There is no try."
- - Yoda
------------------------------
Date: Mon, 22 Feb 1999 10:21:35 -0500 (EST)
From: Michael Surbrook <susano@dedaana.otd.com>
Subject: CHAR: Cybermen
CYBERMEN
Val CHA Cost Roll Notes
25 STR 15 14- 800kg; 5d6
24 DEX 42 13- OCV: 8 / DCV: 8
25 CON 30 13-
10 BODY 0 12-
8 INT -2 11- PER Roll 11-
10 EGO 0 11- ECV: 3
15 PRE 5 12- PRE Attack: 3d6
2 COM -4 11-
14 PD 9 Total: 15 PD
12 ED 7 Total: 12 ED
5 SPD 16 Phases: 3, 5, 8, 10, 12
10 REC 0
50 END 0
35 STUN -1
Total Characteristics Cost: 117
Movement: Flight: 20" / 40"
Running: 8" / 16"
Superleap: 10" / 20"
Swimming: 2" / 4"
Teleport: 12"
Cost Powers & Skills
Combat Training:
15 Combat Skill Levels: +3 with Hand-to-Hand
Martial Arts: Innate Fighting Skill
Maneuver OCV DCV Damage
4 Block +2 +2 Block, Abort
4 Dodge -- +5 Dodge vs All, Abort
3 Flying Tackle +0 -1 6d6 +v/5; You/Target Falls; Full
Move
4 Grab -1 -1 Grab Two Limbs, 40 STR to hold on
5 Kick -2 +1 10d6 Strike
4 Knee/Elbow Strike +2 +0 8d6 Strike
4 Punch +0 +2 8d6 Strike
4 +1 Damage Classes with Martial Arts
Artifical Life-form Powers:
15 Artifical Body: Does not Bleed
9 Artifical Body: Life Support: Need not Eat, Sleep or Excrete,
Immune to Aging & Disease
12 Artifical Body: 0 END on STR
60 Acid Jet: RKA: 2d6, Penetrating (+1/2), AoE: Line (+1), Cannot
move and attack (-1/4)
15 Self-Destruct: RKA: 4d6, AoE: One Hex (+1/2), One Charge (-2),
Charge Never Recovers (-2), Side Effects: Cyberman takes full
damage (-1)
40 Bukujutsu: Flight: 20", END 2
4 Running: +2", END 2
14 Sanzouken: Teleport: 12", No Non-combat movement (-1/4), Must be
able to
cross distance normally (-1/2), END 2
5 Superleap: +5", END 2
Background Skills:
3 Acrobatics 13-
3 Breakfall 13-
3 Stealth 13-
3 Survival 11-
233 Total Powers & Skills Cost
350 Total Character Cost
100+ Disadvantages
15 Distinctive Features: Ugly little humanoid monster (NC)
20 Physical Limitation: No real self-will (All, Great)
Psychological Limitation:
15 Casual Killer (C, S)
15 Likes to fight (C, S)
185 Experience
350 Total Disadvantage Points
Designer's Notes:
Cybermen are artifical life forms grown from seeds. Nappa creates a
half-dozen to fight the Z-fighters in an effort to have some sport before
taking over the earth.
Description:
Cybermen are humanoid creatures that stand 5' tall with thin arms and legs
and three claw-like fingers and toes. Their bodies look to be plated with
think skin or an exoskeleton. Their heads are large and wrinkled,
resembling an exposed brain.
Powers Notes:
A single Cyberman is supposed to be a tough and powerful as Raditz,
although the Z-fighters managed to smash each one fairly quickly. They
are strong, quick, durable and can leap great distances. The cybermen can
also spit their heads open and fire a jet of acid that burn long streaks
in the ground. Cybermen can also self-destruct, exploding with a great
flash (this is how one kills Yamcha). Several of artificial life form
powers and skills were added based on what seemed to make sense as opposed
to actual manga events.
Disadvantages Notes:
The cybermen look like nothing else in the universe and are pretty
distinctive. They exist to fight and destroy and think nothing of causing
death and destruction. Interestingly, they seems to lack self-will and
will obey their commands utterly. After Vegita destroys a cyberman for
failing to beat Tenshinhan, the rest of the cybermen look scared, but
continue to fight (as opposed to fleeing) and a second cyberman lures
Yamcha closer by playing dead in order to grab him and self-destruct.
(Cybermen created by Akira Toriyama, character sheet created by Michael
Surbrook)
- --
Michael Surbrook - susano@otd.com - http://www.otd.com/~susano/index.html
Kevin Matchstick: "Oh great. So, I'm reverting. Becoming a child again."
Mirth: "No, Kevin, you are becoming a warrior."
_Mage_, Matt Wagner
------------------------------
Date: Mon, 22 Feb 1999 10:16:51 -0500 (EST)
From: Michael Surbrook <susano@dedaana.otd.com>
Subject: CHAR: Artificial Human #16
[okay, since the list is slow, I thought I'd toss out a few more of my DBZ
to Hero conversions. hey! These guys are under 1000 points! What a
switch!]
ARTIFICIAL HUMAN #16
Val CHA Cost Roll Notes
60 STR 45 21- 100 tons; 12d6
27 DEX 51 14- OCV: 9 / DCV: 9
30 CON 40 15-
20 BODY 18 13-
10 INT 0 11- PER Roll 11-
15 EGO 10 12- ECV: 5
20 PRE 10 11- PRE Attack: 4d6
14 COM 2 12-
30 PD 19 Total: 30 PD / 15 PDr
25 ED 19 Total: 25 ED / 12 EDr
5 SPD 13 Phases: 3, 5, 8, 10, 12
18 REC 2
60 END 0
65 STUN 2
Total Characteristics Cost: 231
Movement: Flight: 30" / 120"
Running: 9" / 18"
Superleap: 24" / 48"
Swimming: 2" / 4"
Cost Powers & Skills
Combat Training:
24 Combat Skill Levels: +3 with all Combat
Martial Arts: Programmed Combat Skills
Maneuver OCV DCV Damage
4 Block +2 +2 Block, Abort
3 Garb -1 -1 Grab Two Limbs, 90 STR to Hold on
5 Kick -2 +1 20d6
4 Punch +0 +2 18d6
3 Slam +0 +1 16d6 +v/5; Target Falls
3 Takedown +1 +1 16d6 Strike; Target Falls
16 +4 Damage Classes with Martial Arts
Artificial Human Powers:
7 Great Size: Growth: One Level, 0 END (+1/2), Persistant (+1/2),
Always On (-1/2), END 0
30 Internal Power Supply: 0 END on STR
27 Android Body: Damage Reduction: Energy, Stun Only (-1/2)
27 Android Body: Damage Reduction: Physical, Stun Only (-1/2)
13 Android Body: Damage Resistance: 15 PD / 12 ED
5 Optical Filters: Flash Defense: 5 DEF
15 Android Body: Does not Bleed
30 Android Body: Life Support: Full
60 Android Body: Invisibility: Detect Ki, No Fringe, 0 END (+1/2),
Persistant (+1/2)
10 Computer Brain: Eidetic Memory
3 Computer Brain: Lightning Calculator
Energy Manipulation Powers:
36 Rocket Fist: EB: 18d6, 2 Charges, Recoverable (-1), Rocket Fist
requires #16 to actually fire his fist as a weapon, thus #16 gains
Phys Lim of "One Hand" or "No Hands" after use of this attack (-1/2)
143 Hell's Flash: EB: 25d6, Explosion (+1/2), 0 END (+1/2),
Full Phase (-1/2), Gestures (must remove hands) (-1/4)
97 Bukujutsu: Flight: 30", x4 NCM, 0 END (+1/2)
15 Running: +3" (9" total), 0 END (+1/2)
18 Superleap: +12" (24" total), 0 END (+1/2)
Background Skills:
3 Breakfall 14-
2 KS: Dr. Gero 11-
4 KS: Son Goku and the Z Fighters 13-
607 Total Powers & Skills Cost
838 Total Character Cost
100+ Disadvantages
15 Distinctive Features: Great size, red mohawk and Red Ribbon logo
(NC)
15 Physical Limitation: Does not heal Body damage
Psychological Limitation:
15 Doesn't like fighting (C, S)
10 Hunting Son Goku (C, M)
683 Experience
838 Total Disadvantage Points
Designers Notes:
Artificial Human #16 (or, simply, 16) is one of the many androids created
by Red Ribbon scientist Dr. Gero. 16 was built for the sole purpose of
destroying Son Goku in retaliation for Goku's dismantling of the Red
Ribbon Army. Gero considered him a failure, however and kept him in cold
sleep.
16 became active when Gero, pursued by the Z-fighters, returned to his
mountain lab. There Gero activated Artificial Humans 17 and 18 and told
them to destroy the Z-fighters. They refused and 18 instead investigated
16's sleep chamber. When Gero tried to force them to do his bidding, 17
destroyed him. Trunks then blew the lab apart. 17 and 18 escaped in the
explosion, with 18 carrying 16's chamber with her.
16 then accompanied 17 and 18 as they wandered about the landscape. He
didn't say much and kept quiet, although he did announce his purpose to be
the destruction of Son Goku. When Cell attacked 17, 16 stepped in and
trounced Cell, smashing him into the ground. Unfortunately, Cell snuck up
on 17 and swallowed him, transforming into a more powerful state. Cell
then blew 16's head open and ran off to find 18.
16 was taken back to the Capsule Corp headquarters to be rebuilt. He then
returned to join the Cell Game and once again tried to prevent Cell from
attacking someone. 16 grabbed Perfect Cell and stated he was going to
self-destruct, and that not even Prefect Cell would be able to withstand
that blast. The only problem was that Bulma and her father had removed
the self-destruct device before reactivating 16. Perfect Cell than
blasted 16 to bits. This event allowed Son Gohan to achieve his true
Super Saiyajin form, which than allowed Gohan to finally defeat Cell.
Description:
16 is a huge man, standing well over 7 feet in height. He wears a black
body suit, white boots, and green 'armor' that covers his torso and
forearms. He also has a red mohawk.
Powers Notes:
As an Artificial Human, 16 has a number of standard powers. He can fight
virtually indefinitely - thank to an internal power supply, has no ki
signature, feels no pain, does not bleed, and is immune to environment
effects. He is very strong, durable, can fly, run very fast and leap
great distances.
16 only demonstrated two real powers during the series. It seems likely
that if he had fought more, he would have been given more special powers.
The first is his ability to launch his fists as weapons. 16's forearm can
be fired at an enemy and will land with crushing impact. 16 can also
remove both his forearms, exposing the muzzles to two energy cannons, and
fire off something he calls "Hell's Flash". This energy discharge will
detonate into huge explosion upon impact.
Disadvantages Notes:
16's great size and costume make him virtually impossible to mistake for
anyone else. Since he is a mechanical android, he will not heal any Body
damage he takes, but instead must be repaired. 16 didn't seem to care for
fighting or combat (which is probably why Gero considered him a failure),
and preferred more peaceful pursuits (like sitting quietly and doing
nothing). He will fight if needed, or if there is no other option.
Although 16 was hunting Goku, he didn't seem to be too pressed by this,
and never actually acted on this drive.
(Artifical Human #16 created by Akira Toriyama, character sheet created by
Michael Surbrook)
- --
Michael Surbrook - susano@otd.com - http://www.otd.com/~susano/index.html
Kevin Matchstick: "Oh great. So, I'm reverting. Becoming a child again."
Mirth: "No, Kevin, you are becoming a warrior."
_Mage_, Matt Wagner
------------------------------
Date: Mon, 22 Feb 1999 10:11:56 -0600 (CST)
From: Curt Hicks <exucurt@exu.ericsson.se>
Subject: 'unfathomable quantum power'
Stuff snipped from the White Wolf press release:
> ... a normal human being to have the power of a god.
> ... the power to individually change the world,
> to hold the destiny of millions in their hands
> ... beings of unfathomable quantum power.
> ... holds the potential to drastically change the world.
> .. the to ability level a city with your hands
> ... Not only could an aberrant rob the corner jewelry store with
> impunity, she could take over half of South Africa and control
> worldwide diamond production with no one to stop her.
>...an individual who can challenge a nation...
So, what point level would we be talking about in the Hero System ?
More interestingly, what are the ideal powers for 'drastically changing
the world' and 'holding the destiny of millions in your hands' ?
Telepathy ? Mind Control ? Immortality ?
Curt Hicks
------------------------------
Date: Mon, 22 Feb 1999 12:40:22 -0500 (EST)
From: Michael Surbrook <susano@dedaana.otd.com>
Subject: Re: 'unfathomable quantum power'
On Mon, 22 Feb 1999, Curt Hicks wrote:
> Stuff snipped from the White Wolf press release:
>
> > ... a normal human being to have the power of a god.
> > ... the power to individually change the world,
> > to hold the destiny of millions in their hands
>
> > ... beings of unfathomable quantum power.
> > ... holds the potential to drastically change the world.
> > .. the to ability level a city with your hands
>
> > ... Not only could an aberrant rob the corner jewelry store with
> > impunity, she could take over half of South Africa and control
> > worldwide diamond production with no one to stop her.
>
> >...an individual who can challenge a nation...
>
> So, what point level would we be talking about in the Hero System ?
1000? These guys sounds like that have some serious high-level attacks
and defenses.
> More interestingly, what are the ideal powers for 'drastically changing
> the world' and 'holding the destiny of millions in your hands' ?
>
> Telepathy ? Mind Control ? Immortality ?
30d6 EB? 200" of Flight? The ability to create plauges or fire of
thermonuclear blasts? To create rain in the Saraha?
- --
Michael Surbrook - susano@otd.com - http://www.otd.com/~susano/index.html
Kevin Matchstick: "Oh great. So, I'm reverting. Becoming a child again."
Mirth: "No, Kevin, you are becoming a warrior."
_Mage_, Matt Wagner
------------------------------
Date: Mon, 22 Feb 1999 12:49:31 -0500
From: werther@hilander.com (...jason schneiderman...)
Subject: Re: 'unfathomable quantum power'
>So, what point level would we be talking about in the Hero System?
*grin*
Hero points don't cross over well with WW points - remember that the max
number of flaws and freebies a Storyteller character can have is 22 - but
from the sound of things, somewhere in the 200-250 point range.
(Trinity/AEON characters get around 125-150, making them "heroic" in name
if not in deed.)
- - J
------------------------------
Date: Mon, 22 Feb 1999 10:33:20 -0800 (PST)
From: Anthony Jackson <ajackson@molly.iii.com>
Subject: Re: 'unfathomable quantum power'
Curt Hicks writes:
> Stuff snipped from the White Wolf press release:
>
> > ... a normal human being to have the power of a god.
> > ... the power to individually change the world,
> > to hold the destiny of millions in their hands
>
> > ... beings of unfathomable quantum power.
> > ... holds the potential to drastically change the world.
> > .. the to ability level a city with your hands
>
> > ... Not only could an aberrant rob the corner jewelry store with
> > impunity, she could take over half of South Africa and control
> > worldwide diamond production with no one to stop her.
>
> >...an individual who can challenge a nation...
>
> So, what point level would we be talking about in the Hero System ?
Shrug. It depends on whether the game mechanics match the verbiage, and on
what sort of capabilities that represents. Assuming people don't lob nukes at
you, an efficiently constructed 400 point character is essentially unstoppable
by mundanes.
>
> More interestingly, what are the ideal powers for 'drastically changing
> the world' and 'holding the destiny of millions in your hands' ?
>
> Telepathy ? Mind Control ? Immortality ?
Area effect cumulative major transform with enough area to cover the planet.
------------------------------
Date: Mon, 22 Feb 1999 13:46:38 -0500 (EST)
From: Michael Surbrook <susano@dedaana.otd.com>
Subject: Re: 'unfathomable quantum power'
On Mon, 22 Feb 1999, Bryant Durrell wrote:
> It's not so much that 9d6 of Emotions Only Mind Control is really
> powerful as it is that there are only five or six known mentalists in
> the world, and Carl doesn't allow high EGOs without a good excuse.
> So each mentalist has a pretty big effect on things.
A very good point. If you are the *only* person in the game world with
12d6 of Mind Control, you are a *very* powerful person.
One doesn't need 500+ points if you are the only person with a certain
power.
- --
Michael Surbrook - susano@otd.com - http://www.otd.com/~susano/index.html
"Some are born Canadian, some achieve Canadianness, and others have
Canadianness thrust upon them."
Margaret Atwood
------------------------------
Date: Mon, 22 Feb 1999 10:10:17 -0800
From: "Filksinger" <filkhero@usa.net>
Subject: Re: Temporal Divergence in Games
From: Filksinger <filkhero@usa.net>
>
>The question I have is, "What are the most used, most interesting, or
>most odd changing point that you have integrated into your games?"
I asked this question for two reasons, primarily. First, I really do want to
know; it could give me interesting ideas.
The other reason I asked is because my wife and I were playing around with a
short variant game in which her favorite superhero character, an
utterly brilliant and beautiful telepathic black female physician, had
to operate under the constraints of the early 1850's. We fiddled
around with it for a while, whereupon I realized that the characters
involved would have changed the course of the Civil War, if they had
been unopposed by correspondingly powerful forces on the Confederate
side. I could fudge the normal humans, but the brick, the sorcerer
with the powerful VPP, and the telepath would make mincemeat of the
Confederate forces, used with minimal intelligence.
As a result, I am now designing for eventual use a new campaign,
tentatively titled "Wizard's War", mostly because the character I
couldn't get around nohow was the sorcerer. He could have easily
turned the war _by himself_. The idea is that the turning point in
history where superpowers "changed the world" was coming at about the
time of the American Civil War, and that that war was likely to be the
point at which superpowers first made a clear impact on the history of
the world. The game would allow the players to change things
drastically, with anything from "The North wins easily" to "The South
takes the country and rewrites the Constitution".
A gadgeteer could create dynamite early, or the first fully automatic
weapons, or simply invent cartridges and superior repeating rifles. A
mystically summoned sea monster could destroy the Merrimac; steam
powered tanks could take to the field at Gettysburg; Lincoln could be
possessed.
The more I think about this, the more I like the idea. The heroes not only
get to change the world, but they get to know _how_ they changed the world;
what was different, and what would have happened. I think that is kind of
cool.
Filksinger
------------------------------
Date: Mon, 22 Feb 1999 10:16:19 -0800
From: Mark Lemming <icepirat@ix.netcom.com>
Subject: Re: DunDraCon thoughts
Scott Bennie wrote:
> I got back from DunDraCon last week (unfortunately, racked by a killer flu
> bug that's rendered me barely coherent for the last few days); since this
> list seems a little dead and DunDraCon's one of the two big Hero cons of the
> year, it seems like a good topic for discussion.
I got nailed by the same bug, probably. It's a plot by White Wolf to get rid
of
the hero players! Damn medication...
> New Products: I picked up the latest Hero Plus product: Chris Avellone's New
> Bedlam Asylum.
Picked up Unknown Eagles, Bedlam Asylum, and Hero Creator. Reviewed below.
I only went to the Hero seminar. Got much the same info that Scott gave out.
Hero did mention that they're replacing all powers with X-Dimensional T-port.
I was either in the midst of a game or sleeping during the other seminars.
Paper stuff picked up:
Enemies Assemble, Allies, and Corporations more for a sake of rounding out my
collection. Some decent ideas contained within.
I also pre-ordered Enemies of San Angelo. I'll buy anything with a brain in a
bottle. (Note the authors and cover artists...) Plus got a discount on the
other games at that point.
Also picked up a wad of Cheap Ass games including Devil Bunny needs a Ham.
Played in a few champs games and ran an official game. "Deja Boom" was the
title. It was recieved well by the majority of the players, even if it was
just a poorly linked excuse to roll dice...
Played in Glen Thain's FH/Champs/Petal Throne game. Confusing, but enjoyable.
I was introduced to Hero rules I never knew existed. And I've been playing
for 17 years now.
Example: Occupied hexes have a DCV of 5. Wonder if that's true if it's
occupied by an invisible character.
On to first pass reviews:
Bedlam: I've only glanced at it. It looks dark, but very good.
Unknown Eagles: Play a spy in WWII. Well researched with wads of info that
could also be used for a Golden Age game. Includes another version of
dogfighting
rules.
Hero Creator: Improvement over Heromaker even though I'm still getting used
to
it. I'm looking forward to writing my own filters for custom sheets.
- -Mark Lemming
------------------------------
Date: Mon, 22 Feb 1999 13:02:50 -0600 (CST)
From: Curt Hicks <exucurt@exu.ericsson.se>
Subject: Re: 'unfathomable quantum power'
> From werther@hilander.com Mon Feb 22 11:49 CST 1999
> - remember that the max
> number of flaws and freebies a Storyteller character can have is 22 - but
Actually, I can't. I've never played any of the Storyteller games...
> From: Anthony Jackson <ajackson@molly.iii.com>
>
> Shrug. It depends on whether the game mechanics match the verbiage, and on
> what sort of capabilities that represents. Assuming people don't lob nukes at
> you, an efficiently constructed 400 point character is essentially unstoppable
> by mundanes.
>
Physically unstoppable, maybe. But I'm not sure about drastically changing
the world.
> > More interestingly, what are the ideal powers for 'drastically changing
> > the world' and 'holding the destiny of millions in your hands' ?
> >
> > Telepathy ? Mind Control ? Immortality ?
>
> Area effect cumulative major transform with enough area to cover the planet.
>
Going for the literal definition, huh ?
> From: Michael Surbrook <susano@dedaana.otd.com>
>
> 30d6 EB? 200" of Flight? The ability to create plauges or fire of
> thermonuclear blasts? To create rain in the Saraha?
>
OK, you've got a 30D6 EB, defenses to match, 200" of flight and the other
powers. What are you going to do with it ?
Put another way, what's the best way to 'dominate the world' ?
I'd submit that a telepath working behind the scenes would probably be more
effective than an in-your-face overt type.
Curt
------------------------------
Date: Mon, 22 Feb 1999 14:39:26 -0500
From: David Stallard <DBStallard@compuserve.com>
Subject: Robot PCs
One of my players is considering playing a Robot character. This idea
started out as a generic Gadgeteer type, but now the character wants to be
some sort of sentient machine that can repair/enhance itself to meet
different situations. Essentially, this would still be a generic Gadgeteer
but the gadgets would probably be OIF instead of OAF. Below are some
thoughts/questions about this sort of PC...please let me know what you
think!
* Should this character be built as an automaton? I've never really made
use of that section of the rules, so I'm only vaguely familiar with it, but
it certainly seems to make sense.
* The player can't decide if he wants this to be like Inspector Gadget (he
looks human but stuff sprouts out of his head, arms, and whatnot), or if it
will actually look like a robot (metal body). I think this would mainly be
special effect, but do you see any major differences in these two
approaches? All I can see is that Armor might be better justified with a
robot body, as well as a more valuable Distinctive Feature. If he chose
the Inspector Gadget option, the character would still be entirely a
machine--it would just have a human appearance except for the technology
sprouting from various places.
* If the gadgets are OIF, I assume they couldn't be blown off during combat
(we don't use hit location). Is that right?
* I can already see this character having an interesting relationship with
Mechanon....
------------------------------
Date: Mon, 22 Feb 1999 11:14:26 -0800
From: Mark Lemming <icepirat@ix.netcom.com>
Subject: Re: 'unfathomable quantum power'
Anthony Jackson wrote:
>
> Curt Hicks writes:
> > Stuff snipped from the White Wolf press release:
> >
> > > ... a normal human being to have the power of a god.
> > > ... the power to individually change the world,
> > > to hold the destiny of millions in their hands
> >
> > > ... beings of unfathomable quantum power.
> > > ... holds the potential to drastically change the world.
> > > .. the to ability level a city with your hands
> >
> > > ... Not only could an aberrant rob the corner jewelry store with
> > > impunity, she could take over half of South Africa and control
> > > worldwide diamond production with no one to stop her.
> >
> > >...an individual who can challenge a nation...
> >
> > So, what point level would we be talking about in the Hero System ?
>
> Shrug. It depends on whether the game mechanics match the verbiage, and on
> what sort of capabilities that represents. Assuming people don't lob nukes at
> you, an efficiently constructed 400 point character is essentially unstoppable
> by mundanes.
It depends on marketting as well. I'm expecting a bunch of people who
despite all the power will just be angst ridden. (Ok, so I'm biased...)
> > More interestingly, what are the ideal powers for 'drastically changing
> > the world' and 'holding the destiny of millions in your hands' ?
> >
> > Telepathy ? Mind Control ? Immortality ?
>
> Area effect cumulative major transform with enough area to cover the planet.
Change Enviroment is always good. Of course you don't need a really big power
to be able to change the world. Just a bit of telepathy and the right
connections could do it.
- -Mark Lemming
------------------------------
End of champ-l-digest V1 #212
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