Digest Archives Vol 1 Issue 214
From: owner-champ-l-digest@sysabend.org
Sent: Wednesday, February 24, 1999 11:44 AM
To: champ-l-digest@sysabend.org
Subject: champ-l-digest V1 #214
champ-l-digest Wednesday, February 24 1999 Volume 01 : Number 214
In this issue:
Re: Attn Steve:Speaking of Dr. Who...
Re: Attn Steve:Speaking of Dr. Who...
Re: DunDraCon thoughts
Re: Aberrant
Re: DunDraCon thoughts
Re: Aberrant
Re: falling damage guns should do... and physics comic style
Re: DunDraCon thoughts
Re: Aberrant
OrionCon
Damage Systems [was: RE: Aberrant]
Re: Attn Steve:Speaking of Dr. Who...
RE: Robot PCs
Re: Attn Steve:Speaking of Dr. Who...
Re: Robot PCs
RE: OrionCon
Creation Workshop Woes
Re: Attn Steve:Speaking of Dr. Who...
Reincarnating at 11 or less...
Re: Aberrant
Re: Reincarnating at 11 or less...
RE: Aberrant
----------------------------------------------------------------------
Date: Tue, 23 Feb 1999 06:55:10 -0800
From: Bob Greenwade <bob.greenwade@klock.com>
Subject: Re: Attn Steve:Speaking of Dr. Who...
At 09:40 PM 2/22/99 -0800, Lizard wrote:
>Let me once again issue my perennial whine for an 'official' (i.e, in 5th
>edition) ruling on how to do 'serial' characters -- characters who
>continually incarnate in new forms, with differing skills, abilities, and
>sometimes personalities.
>
>Three examples:
>"The Sleeper" from Wild Cards.
>Dial 'H' for Hero! from DC.
>And Dr. Who.
>
>Probably others, as well. To a certain extent, the Molecule Man, who
>continually possessed different bodies, falls into this category.
Well, Steve already announced that he's unsubscribing, at least for the
duration of some intensive work he's doing with Hero5 on the West Coast;
but I think that applying the +1 "Variable Result" Advantage from Change
Environment to Multiform would be a good solution here. :-]
- ---
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: 23 Feb 1999 10:11:41 -0500
From: Stainless Steel Rat <ratinox@peorth.gweep.net>
Subject: Re: Attn Steve:Speaking of Dr. Who...
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* Lizard <lizard@mrlizard.com> Mon, 22 Feb 1999 21:40:47 -0800
| Let me once again issue my perennial whine for an 'official' (i.e, in 5th
| edition) ruling on how to do 'serial' characters -- characters who
| continually incarnate in new forms, with differing skills, abilities, and
| sometimes personalities.
My take on it is that you just create a new character and call it a
reincarnation.
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Rat <ratinox@peorth.gweep.net> \ Do not use Happy Fun Ball on concrete.
Minion of Nathan - Nathan says Hi! \
PGP Key: at a key server near you! \
------------------------------
Date: Tue, 23 Feb 1999 06:21:23 -0800
From: Bob Greenwade <bob.greenwade@klock.com>
Subject: Re: DunDraCon thoughts
At 07:20 PM 2/22/99 -0800, Scott Bennie wrote:
>> Hmmmm... Did he mention anything about upcoming Ultimate books, Scott?
>> ;-]
>
>I think Shapeshifter is next. It sounded like there a number of ones close to
>completion, but Bruce and Steve are being a lot more guarded about upcoming
>releases than they have been in past years. And Steve Long vowed that the
>Ultimate Power Armor curse ends with him.
Well, now I have two things to be annoyed over instead of just one....
I'm still waiting to get The Ultimate Vehicle out, and I'd hoped to cover
TUPA if Stan West ended up having to drop it.
>> >I feel the love. One does wonder when someone will come up with a *real*
>> White Wolf parody game.
>>
>> I actually have one in mind -- actually, it parodies a number of popular
>> RPGs, White Wolf's among them (AD&D and Paranoia are two others). Imagine
>> a world where the best way to shake that werewolf that's chasing you is to
>> run past a fire hydrant....
>
>I dunno. I think WoD deserves one of its own. Generic parody has already been
>done (Hol, Spawn of Fashawn, Knights of the Dinner Table, various Toon
stuff);
>parody is funnier when it's focused than when it's scattershot. And Champions
>probably deserves one too, more because the passion of its devotees (myself
>included) invites a certain skewering, than for its content (*anyone* can
do a
>superhero parody).
Oh, don't worry; when the parody is on a particular company, it's pretty
clear that it's at that company.
In the setting I'm thinking of, the PCs are agents for an organization
whose job it is to oppose a number of underground conspiracies. I have six
in mind, and it occurred to me that three of them could easily be used to
directly parody the attitudes behind the above-listed games. I haven't
done the research to see if I can do the same for the remaining three....
As for a superhero parody, I did also have in mind to author Light
Champions, though I don't know that this would necessarily count as parody
so much as just a sourcebook for comedic superheroes.
>> PS: I didn't reply to your original post on this because I was too busy
>> giggling at the guy who insisted that RPGs have no educational value. I
wanna
>> buy that guy copies of Golden Age Champions, Kingdom of Champions, An
Eye For
>> An Eye, and some of the other Hero books that have not only become factual
>> reference works for me, but have inspired broader research on various
topics.
>
>I gotta admit, making that statement in front of me, Steve Long, and Collie
>Collier, and doing so with the subtlety of an Iraqi diplomat and a voice
registry
>that made Monty Python's "Mr. Gumby" sound soft and melodious by comparison
>was... an experience.
Just reading about it gave me giggle fits. Especially since I've used
Steve's descriptions of organized crime in DC:HOV for debates, and have
used the names list in WotD extensively for more stuff than just my own
books (that in addition to what I've learned about World War II, British
geography and culture, and the illegal drug culture from the aforementioned
books).
- ---
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: 23 Feb 1999 10:31:50 -0500
From: Stainless Steel Rat <ratinox@peorth.gweep.net>
Subject: Re: Aberrant
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* Lance Dyas <lancelot@binary.net> Tue, 23 Feb 1999 00:13:29 -0600
| > Sure... it is easy to turn Storyteller into a low-level superhero game.
| Doesnt seem like mages are low level at all...
They do compared to a 'real' Champions supermage. One on one, the Chaos
Mage can do more, but the supermage has more oomph. My money is on the
supermage.
[...]
| You've played more of White Wolfs stuff than me... but I dont see combat
| machine construction or how to get the most bang for your points going on
| in the game ->hint hint
Get a Dexterity of at least 3, 4-5 is better. Get a relevant combat skill
up to at least 3, again 4-5 is better. Jack up your Willpower as high as
you can afford. Spend blood or rage, or use Life sphere to increase stats;
Changelings get to use Dragon's Ire instead. Use Celerity, Chronos sphere,
Rage, or Quicksilver to gain extra actions. Now, split your die pool for
multiple attacks per action.
[...]
| You liked the massive number of dice needed to perform actions?
Shadowrun isn't really that bad. Starting characters usually aren't going
to be rolling more than ~8 6-sided dice, unless someone throws a goodly
chunk of his combat pool into an all-out attack.
| Actually I hadnt noticed the correllation could you elaborate... I'm a
| system buff.
The basic mechanic of Shadowrun and Storyteller is the same: roll X dice
against a number N. But Shadowrun is an open-ended system, even with the
hiccups; Storyteller is firmly closed off. Shadowrun's botch happens when
you roll 1 on all your dice, which means that the more skilled you are the
less likely you are to screw the pooch; Storyteller's botch happens when
you roll more 1s than successes, which combined with the closed system
makes it /more/ likely for a highly skilled individual to botch at the top
end than a less skilled individual.
Then there is the skill web, which admittedly required several tries to get
right. I really like the skill web.
Combat and damage resolution is simpler in Shadowrun. Any attack has a
base damage rating; this is increased by extra attack successes, and
decreased by the defender's resistence successes -- two rolls are all that
is required to resolve any resisted action. Storyteller requires at least
three rolls: attack, defense, soak, more if magical effects are being used.
And then there is the time spent looking up exactly what to roll, as there
is little consistency even within a particular game. Almost everything in
Shadowrun boils down to a simple 2-byte code which describes the effect.
I could go on, but this is the Champions list. :)
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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: Tue, 23 Feb 1999 10:08:21 -0600
From: "Guy Hoyle" <ghoyle1@airmail.net>
Subject: Re: DunDraCon thoughts
|
| >I dunno. I think WoD deserves one of its own. Generic parody has already
been
| >done (Hol, Spawn of Fashawn, Knights of the Dinner Table, various Toon
| stuff);
| >parody is funnier when it's focused than when it's scattershot. And
Champions
| >probably deserves one too, more because the passion of its devotees
(myself
| >included) invites a certain skewering, than for its content (*anyone*
can
| do a
| >superhero parody).
Hold on here.
You don't think Spawn of Fashan was actually conceived as a parody, do you?
Guy
------------------------------
Date: Tue, 23 Feb 1999 08:36:57 -0800
From: Nic Neidenbach <naneiden@iswest.com>
Subject: Re: Aberrant
At 10:31 AM 2/23/99 -0500, Stainless Steel Rat wrote:
>
>The basic mechanic of Shadowrun and Storyteller is the same: roll X dice
>against a number N. But Shadowrun is an open-ended system, even with the
>hiccups; Storyteller is firmly closed off. Shadowrun's botch happens when
>you roll 1 on all your dice, which means that the more skilled you are the
>less likely you are to screw the pooch; Storyteller's botch happens when
>you roll more 1s than successes, which combined with the closed system
>makes it /more/ likely for a highly skilled individual to botch at the top
>end than a less skilled individual.
>
White Wolf _finally_ addressed this in the 3rd edition of the Storyteller
system found in the new Vampire book. Now if you roll at least 1 success,
you don't botch. If you roll 1s and no successes, then you botch.
- -Nic
------------------------------
Date: Tue, 23 Feb 1999 08:57:28 -0800 (PST)
From: Anthony Jackson <ajackson@molly.iii.com>
Subject: Re: falling damage guns should do... and physics comic style
Lance Dyas writes:
> Falling damage seems linearly based on velocity... ergo momentum derived
> not energy based... which most of those discussing gun damage seem to be
> assuming.
Well, the way Champions handles damage from movement (both falling and
movethroughs) is basically inconsistent with how it handles other powers, in
that movement-based damage is linear in velocity (or about order 1/2 in
energy), other forms of damage are basically logarithmic in energy. This is
why there are such problems with the planet-destroying noncombat moveby and the
like.
>
> just thought id mention it...
>
> Additionally this kind of assumption applied to strength (which doubles in
> lifting power every 5 pts so could generate double momentum every 10 pts )
> and damage dealt from it could result in a table similar to the below (yes
> im ignoring mass differences)
Yes, but as mentioned, the way momentum damage in hero is handled is
inconsistent with most of the other mechanics of the system.
>
> Wow the ability of high strength character to deal damage in HERO must be
> really underestimated .... perhaps it's a genre convention, like the
> underestimation of the power of guns and explosives.
No, if you suddenly make damage linear, you have to make defenses linear too,
which means that walls suddenly have _hundreds_ of hit points, and armored
vehicles might have _thousands_ of points of defenses.
------------------------------
Date: Tue, 23 Feb 1999 09:13:55 -0800
From: "Filksinger" <filkhero@usa.net>
Subject: Re: DunDraCon thoughts
From: Scott Bennie <sbennie@dowco.com>
>And Steve Long vowed that the
>Ultimate Power Armor curse ends with him.
I'm going to miss him.
Filksinger
------------------------------
Date: Tue, 23 Feb 1999 09:22:47 -0800
From: Bryant Durrell <durrell@innocence.com>
Subject: Re: Aberrant
On Tue, Feb 23, 1999 at 08:36:57AM -0800, Nic Neidenbach wrote:
> At 10:31 AM 2/23/99 -0500, Stainless Steel Rat wrote:
> >The basic mechanic of Shadowrun and Storyteller is the same: roll X dice
> >against a number N. But Shadowrun is an open-ended system, even with the
> >hiccups; Storyteller is firmly closed off. Shadowrun's botch happens when
> >you roll 1 on all your dice, which means that the more skilled you are the
> >less likely you are to screw the pooch; Storyteller's botch happens when
> >you roll more 1s than successes, which combined with the closed system
> >makes it /more/ likely for a highly skilled individual to botch at the top
> >end than a less skilled individual.
>
> White Wolf _finally_ addressed this in the 3rd edition of the Storyteller
> system found in the new Vampire book. Now if you roll at least 1 success,
> you don't botch. If you roll 1s and no successes, then you botch.
Which is based on the modified rules in Trinity (Aberrant will share
those rules, btw). In Trinity, also, 1s don't subtract from successes.
Hm, what else... ah, there's no soak roll in Trinity, merely an
automatic soak for bashing damage and no soak at all for lethal damage.
So that speeds things up considerably.
- --
Bryant Durrell [] durrell@innocence.com [] http://www.innocence.com/~durrell
[----------------------------------------------------------------------------]
"It does not do to leave a live dragon out of your calculations,
if you live near him." -- J. R. R. Tolkien
------------------------------
Date: Tue, 23 Feb 1999 12:49:43 -0500
From: "Vance Scott" <vances@sympatico.ca>
Subject: OrionCon
This is a multi-part message in MIME format.
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My fellow Heroes, lend me your ears, no not literally!
Anyways, this being a roleplaying game mail list I thought I'd let you =
folks in on a upcoming Game's Convention in Canada (my home and native =
land). The convention is being held in Toronto, Ontario, Canada this =
coming April 23rd-25th. The convention is using the facilities of the =
Days Inn, on 30 Carleton St. You can also get a discount with the Orion =
Convention's reference code. All this information and more is on their =
web page... www.interlog.com/~hiatas/orion.html The web site does work =
so if you have any problems, I must of messed it up. Let me know and =
I'll post a correction.
I'm not posted on the schedule yet, but I think I'll most likely be =
GMing a Champions game, as an old high school friend of mine is part of =
the convention's organizing committee. Hopefully I'll meet a couple =
heroes there.
Vance Scott
formerly known as Vanquisher of all foes, or Vanq on Herochat!
- ------=_NextPart_000_0008_01BE5F2A.FC2682C0
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<!DOCTYPE HTML PUBLIC "-//W3C//DTD W3 HTML//EN">
<HTML>
<HEAD>
<META content=3Dtext/html;charset=3Diso-8859-1 =
http-equiv=3DContent-Type>
<META content=3D'"MSHTML 4.72.3110.7"' name=3DGENERATOR>
</HEAD>
<BODY bgColor=3D#ffffff>
<DIV><FONT color=3D#000000 size=3D2>My fellow Heroes, </FONT><FONT =
size=3D2>lend me=20
your ears, no not literally!</FONT></DIV>
<DIV><FONT color=3D#000000 size=3D2></FONT> </DIV>
<DIV><FONT color=3D#000000 size=3D2>Anyways, this being a roleplaying =
game mail list=20
I thought I'd let you folks in on a upcoming Game's Convention in Canada =
(my=20
home and native land). The convention is being held in Toronto, Ontario, =
Canada=20
this coming April 23rd-25th. The convention is using the facilities of =
the Days=20
Inn, on 30 Carleton St. You can also get a discount with the Orion =
Convention's=20
reference code. All this information and more is on their web page... <A =
href=3D"http://www.interlog.com/~hiatas/orion.html">www.interlog.com/~hia=
tas/orion.html</A>=20
The web site does work so if you have any problems, I must of messed it =
up. Let=20
me know and I'll post a correction.</FONT></DIV>
<DIV><FONT color=3D#000000 size=3D2></FONT> </DIV>
<DIV><FONT color=3D#000000 size=3D2> <FONT =
color=3D#000000>I'm not=20
posted on the schedule yet, but I think I'll most likely be GMing a =
Champions=20
game, as an old high school friend of mine is part of the convention's=20
organizing committee. Hopefully I'll meet a couple heroes=20
there.</FONT></FONT></DIV>
<DIV><FONT color=3D#000000 size=3D2><FONT =
color=3D#000000></FONT></FONT> </DIV>
<DIV><FONT size=3D2>Vance Scott</FONT></DIV>
<DIV><FONT color=3D#000000 size=3D2>formerly known as <FONT =
color=3D#000000=20
size=3D2>Vanquisher of all foes, or Vanq on =
Herochat!</FONT></FONT></DIV>
<DIV> </DIV></BODY></HTML>
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------------------------------
Date: Tue, 23 Feb 1999 10:49:24 -0800
From: Nic Neidenbach <naneiden@iswest.com>
Subject: Damage Systems [was: RE: Aberrant]
At 09:22 AM 2/23/99 -0800, you wrote:
>On Tue, Feb 23, 1999 at 08:36:57AM -0800, Nic Neidenbach wrote:
>
>Which is based on the modified rules in Trinity (Aberrant will share
>those rules, btw). In Trinity, also, 1s don't subtract from successes.
>Hm, what else... ah, there's no soak roll in Trinity, merely an
>automatic soak for bashing damage and no soak at all for lethal damage.
>So that speeds things up considerably.
>
For a real fast damage system, take a look at Legend of the Five Rings.
That system is pretty much 1 hit - 1 kill. Its easy to have one shot kill
an opponent. A game master in that system has to be very carefull if he
doesn't want a game with a high character turn over rate.
- -Nic
------------------------------
Date: Tue, 23 Feb 1999 14:11:08 -0600 (CST)
From: gilberg@ou.edu
Subject: Re: Attn Steve:Speaking of Dr. Who...
>Let me once again issue my perennial whine for an 'official' (i.e, in 5th
>edition) ruling on how to do 'serial' characters -- characters who
>continually incarnate in new forms, with differing skills, abilities, and
>sometimes personalities.
>
>Three examples:
>"The Sleeper" from Wild Cards.
>Dial 'H' for Hero! from DC.
>And Dr. Who.
>
>Probably others, as well. To a certain extent, the Molecule Man, who
>continually possessed different bodies, falls into this category.
Lots of radiation accidents--with points being redistributed, and
new XP being spent.
-Tim Gilberg
------------------------------
Date: 23 Feb 99 14:39:39 MST
From: ANTHONY VARGAS <anthony.vargas@usa.net>
Subject: RE: Robot PCs
Bill Svitavsky <bsvitavsky@mln.lib.ma.us> wrote:
> At 04:11 PM 2/22/99 -0500, Brian Wawrow wrote:
> >I'd be very careful about letting PC's take automaton powers. 'Takes no
> >Stun' combined with a decent DEF is a quick way to build someone who's
> >really hard to take down.
With a stun-less character, you have to count defenses as about 3 times
the level of a regular character... since most attacks do aproximately
1 BOD per 3 (actually 3.5) stun. Thus, if you maximum DEF in a game is
25, a STUN-less character in that game shouldn't have a DEF higher than
about 8.
> Still, I wish there was a smoother way to use the Automaton rules for PC's
> should a concept require it. I like the "Incomplete" rules a lot, and I
> hope the 5th edition includes something like them.
In the "Incomplete" rules, we disallowed characters w/o STN from buying
defenses like Armor & Force Field... instead they could take Force Wall -
which is costed to be balanced based on BOD instead of STN - or 'Rigid
Armor,' a power basicly similar to Force Wall in cost and how it stopped
damage, but working more like armor (only protects you, doesn't cost
END, etc...). Still a good idea to keep the 1/3rd guideline, though,
as a 12/12 Force Wall around a character that only takes BOD is pretty
effective...
As far as I have heard, the "Incomplete" rules got a look over by the
Steves, but nothing comprable is going to show up in 5th ed...
____________________________________________________________________
Get free e-mail and a permanent address at http://www.netaddress.com/?N=1
------------------------------
Date: 23 Feb 99 15:08:16 MST
From: ANTHONY VARGAS <anthony.vargas@usa.net>
Subject: Re: Attn Steve:Speaking of Dr. Who...
Lizard <lizard@mrlizard.com> wrote:
> Let me once again issue my perennial whine for an 'official' (i.e, in 5th
> edition) ruling on how to do 'serial' characters -- characters who
> continually incarnate in new forms, with differing skills, abilities, and
> sometimes personalities.
>
> Three examples:
> "The Sleeper" from Wild Cards.
> Dial 'H' for Hero! from DC.
> And Dr. Who.
>
> Probably others, as well. To a certain extent, the Molecule Man, who
> continually possessed different bodies, falls into this category.
Well, I played such a character for a few years. He was an insectoid
alien. His race had a series of castes with specific physical
adaptations. As you improved in rank and accomplishment, you re-
incarnated into a higher caste. We just ran it like a 'radiation
accedent' - when I'd accomplish a major objective, I'd fly back to my
homeworld (with all those unspent exps), get ritually killed and
reincarnated into the next caste, returning with a completely different
appearance and set of abilities.
Another part of it was that, if a memeber of this race was killed away
from his homeworld (so he couldn't reincarnate into a developing egg...)
and there was enough of the body left, it would reproduce by
parthenogenesis, canabalising it's own remains to metamorphose into
a new caste adapted to the environment that caused it's death. That
was done with Uncontrolled Duplication (since you really had no choice
of what new form would be). Of course, since the duplicate was,
perforce, fewer points than the original, you 'lots points' as a
result... making it a bit like the old 'Extra Life.'
That never came up, though. By the time I died away from my homeworld,
I'd incarnated into the highest possible caste, so I was 'ready to pass
on.' Actually, I guess I could play that character again, he'd just
be a spirit... ;)
____________________________________________________________________
Get free e-mail and a permanent address at http://www.netaddress.com/?N=1
------------------------------
Date: Tue, 23 Feb 1999 14:39:28 PST
From: "Jesse Thomas" <haerandir@hotmail.com>
Subject: Re: Robot PCs
On Mon, 22 Feb 1999 David Stallard <DBStallard@compuserve.com> wrote:
>
>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 character of Yeoman (I believe he's in Underworld Enemies) gives a
pretty decent treatment of the pitfalls of the Automaton rules for PC's
and reasons why a robot PC could/should be built using the standard
rules. If you don't have the book, I can run home & dig up my copy of
it and summarize the character writeup for you. Just ask.
Jesse Thomas
haerandir@hotmail.com
______________________________________________________
Get Your Private, Free Email at http://www.hotmail.com
------------------------------
Date: Tue, 23 Feb 1999 18:41:16 -0500
From: "dflacks" <dflacks@ican.net>
Subject: RE: OrionCon
>My fellow Heroes, lend me your ears, no not literally!
>
>Anyways, this being a roleplaying game mail list I thought I'd let you
folks in
>on a upcoming Game's Convention in Canada (my home and native land).
>The convention is being held in Toronto, Ontario, Canada this coming April
>23rd-25th. The convention is using the facilities of the Days Inn, on 30
Carleton
>St. You can also get a discount with the Orion Convention's reference code.
>All this information and more is on their web page...
>www.interlog.com/~hiatas/orion.html The web site does work so if you have
>any problems, I must of messed it up. Let me know and I'll post a
correction.
>
> I'm not posted on the schedule yet, but I think I'll most likely be
GMing a >Champions game, as an old high school friend of mine is part of the
>convention's organizing committee. Hopefully I'll meet a couple heroes
there.
>
>Vance Scott
>formerly known as Vanquisher of all foes, or Vanq on Herochat!
Great News.
I went to the last OrionCon, partly because of email from the list saying
that a Champions game was planned. Unfortunetly it never happened. I hope
it happens this year, as I am going through RPG withdrawls since my group
broke up. I still had a good time last year and plan to be there again this
year.
Daniel Flacks dflacks@ican.net
Give me ambiguity or give me something else
------------------------------
Date: Tue, 23 Feb 1999 15:50:51 -0800
From: Nic Neidenbach <naneiden@iswest.com>
Subject: Creation Workshop Woes
Has anyone out there tried to design a print template for creation workshop
yet?
I've been struggling with it, a lot of the commands aren't entirely clear,
and it appears that the software isn't 100% done when it comes to creating
these things. For instance, the UNDO command doesn't work. Quite a pain
when you accidently drag something to the wrong place.
Just wondered if anyone has mastered this yet. I've got a slew of questions.
- -Nic
------------------------------
Date: Tue, 23 Feb 1999 20:26:46 -0600
From: Lance Dyas <lancelot@binary.net>
Subject: Re: Attn Steve:Speaking of Dr. Who...
True, and if you were GM'ing ? heheheh
Actually I've had the idea of a reincarnation skill which determines how much is
passed on... and how fast you reincarnate... to the next self for a long time,
hmmm how to implement this in hero.
What if I made a magical rune artifact which was hard/impossible to destroy but
which if my reincarnated self got a hold of it could used to remember his prior
selfs skill levels and abilities faster?
Lance Dyas
Stainless Steel Rat wrote:
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> * Lance Dyas <lancelot@binary.net> Tue, 23 Feb 1999
> | I like the idea can i save experience in a skill pool called reincarnation
> | skill
>
> That is up to your GM.
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> --
> Rat <ratinox@peorth.gweep.net> \ Warning: pregnant women, the elderly, and
> Minion of Nathan - Nathan says Hi! \ children under 10 should avoid prolonged
> PGP Key: at a key server near you! \ exposure to Happy Fun Ball.
------------------------------
Date: Tue, 23 Feb 1999 21:20:20 -0800
From: "Jim Dickinson" <ethernut@earthlink.net>
Subject: Reincarnating at 11 or less...
> Actually I've had the idea of a reincarnation skill which
> determines how much is
> passed on... and how fast you reincarnate... to the next self for
> a long time,
> hmmm how to implement this in hero.
That just sounds so definitely odd to have levels of proficiency in reincarnating...
"No! No! Send HIM in first...he is better at reincarnating than I am!!!"
------------------------------
Date: Wed, 24 Feb 1999 17:47:20 -0800
From: Rick Holding <rholding@ActOnline.com.au>
Subject: Re: Aberrant
Stainless Steel Rat wrote:
> Then there is the skill web, which admittedly required several tries to get
> right. I really like the skill web.
So do I. While I never had any trouble reading it, the concept was
radical enough to have many players thinking about their skills and
attributes.
- --
Rick Holding
If only "common sense" was just a bit more common...
or if you prefer... You call this logic ?
------------------------------
Date: Wed, 24 Feb 1999 00:49:52 -0600
From: Lance Dyas <lancelot@binary.net>
Subject: Re: Reincarnating at 11 or less...
Jim Dickinson wrote:
> > Actually I've had the idea of a reincarnation skill which
> > determines how much is
> > passed on... and how fast you reincarnate... to the next self for
> > a long time,
> > hmmm how to implement this in hero.
>
> That just sounds so definitely odd to have levels of proficiency in reincarnating...
>
> "No! No! Send HIM in first...he is better at reincarnating than I am!!!"
hehehe the idea is for a fantasy game... and the milleaux includes a standard human
reincarnating after a lag time of approx. 8x the duration of his latest life.... though
most remember nothing conciously of their previous life.. they often carry some
emotional bagage... acts of genius are explained as reincarnative memories.
The general religion of the world is somewhere spiroling between ancient
celtic...buddism with a dabble of christianity (humans are sons and daughters of god,
and the world is our cradle as we grow to adult godhood) .. with truly powerful
transcendentals - bodisatvas (adolescent human quasi-gods) sometimes being worshipped
misguidedly as pantheons of gods, though some manage to be seen merely as prophets.
Transcendental heros having "skill" in reincarnation is common ;)
Sometimes the skill is high enough (they have dreams about previous lives) or by
prophecy or some other source they discover they are really and truly reincarnated.
This kind of models.. The once and future King... and all such he will return in our
time of need style heros.
------------------------------
Date: Wed, 24 Feb 1999 08:31:57 -0800
From: "Filksinger" <filkhero@usa.net>
Subject: RE: Aberrant
From: Rick Holding
>
>
> Stainless Steel Rat wrote:
>
> > Then there is the skill web, which admittedly required
> several tries to get
> > right. I really like the skill web.
>
> So do I. While I never had any trouble reading it,
> the concept was
> radical enough to have many players thinking about their skills and
> attributes.
I like the skill web enough that I have been trying to figure out how
to import it into HERO with minimal disruption. And minimal success,
so far.
By minimal disruption, I mean so little that it could be in 6th Ed, or
possibly even 5th if it wasn't too late.
Filksinger
------------------------------
End of champ-l-digest V1 #214
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Date: Tuesday, May 25, 1999 10:35 AM