Digest Archive vol 1 Issue 221
From: owner-champ-l-digest@sysabend.org 
Sent: Tuesday, March 02, 1999 1:13 AM 
To: champ-l-digest@sysabend.org 
Subject: champ-l-digest V1 #221 
 
 
champ-l-digest         Tuesday, March 2 1999         Volume 01 : Number 221 
 
 
 
In this issue: 
 
    Living "Magic Battery" 
    Re: Living "Magic Battery" 
    Re: Living "Magic Battery" 
    Re: Living "Magic Battery" 
    Re: Living "Magic Battery" 
    Re: Living "Magic Battery" 
    Vehicle help needed 
    RE: Vehicle help needed 
    Hero Games Website 
    Re: Living "Magic Battery" 
    Re: Living "Magic Battery" 
    Re: Vehicle help needed 
    Re: Living "Magic Battery" 
    Re: Living "Magic Battery" 
    Re: Living "Magic Battery" 
    PBEM 
    Anime: City Hunter 
    Hey All and Stuff 
    Email Change 
    Xavi Darkfenn 
    Re: Anime: City Hunter 
    I need robot designs 
    Re: I need robot designs 
 
---------------------------------------------------------------------- 
 
Date: Mon, 1 Mar 1999 08:34:34 -0500 
From: "Berengiere" <beren@voyager.net> 
Subject: Living "Magic Battery" 
 
I'm trying to develop a character that has the ability to power other 
people's spells, so when Mago the Magician casts the Flaming Wall of Doom, 
he can use Ballard the Magic Battery's END rather than his own.  Ballard can 
choose whether or not he will help  the mage, but he has no ability to cast 
spells of his own. 
 
How would people recommend I do this?  There are two ways I can think of 
right now: 
 
1.  An END reserve with Usable By Others on it. 
2.  Some kind of reverse Transfer, though I'm not sure how that would be 
done. 
 
Any help you could give me would be greatly appreciated. 
 
 
Lisa Hartjes 
Lead Developer, The Crimson Covenant 
 
beren@unforgettable.com 
http://roswell.fortunecity.com/daniken/79 
or http://www.fortunecity.com/roswell/daniken/79 
ICQ:  Berengiere (9062561) 
 
If the GM smiles, run.  If she laughs, it's too late... 
 
------------------------------ 
 
Date: Mon, 01 Mar 1999 06:38:05 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Living "Magic Battery" 
 
At 08:34 AM 3/1/99 -0500, Berengiere wrote: 
>I'm trying to develop a character that has the ability to power other 
>people's spells, so when Mago the Magician casts the Flaming Wall of Doom, 
>he can use Ballard the Magic Battery's END rather than his own.  Ballard can 
>choose whether or not he will help  the mage, but he has no ability to cast 
>spells of his own. 
> 
>How would people recommend I do this?  There are two ways I can think of 
>right now: 
> 
>1.  An END reserve with Usable By Others on it. 
>2.  Some kind of reverse Transfer, though I'm not sure how that would be 
>done. 
> 
>Any help you could give me would be greatly appreciated. 
 
   Definitely go with #1. 
- --- 
Bob's Original Hero Stuff Page!  [Circle of HEROS member] 
   http://www.klock.com/public/users/bob.greenwade/original.htm 
Merry-Go-Round Webring -- wanna join? 
   http://www.klock.com/public/users/bob.greenwade/merrhome.htm 
 
------------------------------ 
 
Date: Mon, 01 Mar 1999 08:32:17 -0600 
From: "Michael (Damon) & Peni Griffin" <griffin@txdirect.net> 
Subject: Re: Living "Magic Battery" 
 
At 08:34 AM 3/1/1999 -0500, Berengiere wrote: 
>I'm trying to develop a character that has the ability to power other 
>people's spells, so when Mago the Magician casts the Flaming Wall of Doom, 
>he can use Ballard the Magic Battery's END rather than his own.  Ballard can 
>choose whether or not he will help  the mage, but he has no ability to cast 
>spells of his own. 
> 
>How would people recommend I do this?  There are two ways I can think of 
>right now: 
> 
>1.  An END reserve with Usable By Others on it. 
>2.  Some kind of reverse Transfer, though I'm not sure how that would be 
>done. 
> 
>Any help you could give me would be greatly appreciated. 
 
I think I would use Transfer, Usable By Others.  You should look at both 
the UBO options in the BBB, and those written up in HSA1, to decide which 
specific version is best for this.  Choose one that will leave Ballard in 
charge of the Power, even though Mago is using it to Transfer points from 
Ballard to himself.  Also remember to apply the Range Advantage, unless you 
want to require physical contact...this isn't sex magic, is it?  :) 
 
Apply an appropriate Limitation to reflect that fact that Ballard cannot 
use the Transfer himself (that is, not only can he not use it while Mago is 
using it, he can never be the beneficiary of this Power).  It is *only* 
usable by others. 
 
A second Limitation may be in order if the only thing Ballard can Transfer 
points to is a magic pool (not Characteristics or other Powers outside the 
pool).  Certainly if he can only Transfer points to *Mago's* magic pool, 
due to some mystic connection between the two characters. 
 
Damon 
 
------------------------------ 
 
Date: Mon, 1 Mar 1999 10:13:57 -0500 
From: "Berengiere" <beren@voyager.net> 
Subject: Re: Living "Magic Battery" 
 
>1.  An END reserve with Usable By Others on it. 
>2.  Some kind of reverse Transfer, though I'm not sure how that would be 
>done. 
> 
>Any help you could give me would be greatly appreciated. 
 
<<   Definitely go with #1.>> 
 
Next question.  Should I put something on the END Reserve to reflect the 
fact that he can't use the reserve himself? 
 
 
Lisa Hartjes 
Lead Developer, The Crimson Covenant 
 
beren@unforgettable.com 
http://roswell.fortunecity.com/daniken/79 
or http://www.fortunecity.com/roswell/daniken/79 
ICQ:  Berengiere (9062561) 
 
If the GM smiles, run.  If she laughs, it's too late... 
 
------------------------------ 
 
Date: Mon, 1 Mar 1999 09:02:32 -0500 
From: David_A._Fair@fc.mcps.k12.md.us (David A. Fair) 
Subject: Re: Living "Magic Battery" 
 
beren@voyager.net writes: 
>I'm trying to develop a character that has the ability to power other 
>people's spells, so when Mago the Magician casts the Flaming Wall of 
>Doom, 
>he can use Ballard the Magic Battery's END rather than his own.  
>Ballard can 
>choose whether or not he will help  the mage, but he has no ability to 
>cast 
>spells of his own. 
 
>How would people recommend I do this?  There are two ways I can think of 
>right now: 
 
>1.  An END reserve with Usable By Others on it. 
>2.  Some kind of reverse Transfer, though I'm not sure how that would be 
>done. 
 
You might also consider it as an Aid to END, with a limit that it costs 
Ballard the same END as he gives to Mago... 
 
Thanks, 
Dave 
 
------------------------------ 
 
Date: Mon, 01 Mar 1999 10:24:07 EST 
From: Leah L Watts <llwatts@juno.com> 
Subject: Re: Living "Magic Battery" 
 
>I'm trying to develop a character that has the ability to power other 
>people's spells, so when Mago the Magician casts the Flaming Wall of 
Doom, 
>he can use Ballard the Magic Battery's END rather than his own.  Ballard 
can 
>choose whether or not he will help  the mage, but he has no ability to 
cast 
>spells of his own. 
> 
>How would people recommend I do this? 
  
The idea I came up with while reading this was Aid to END with a few 
levels of Increased END cost -- sfx the character is transferring his 
energy into the other character.   
 
This will work best if you use a house rule I've seen several places, 
where a power can be defined (at a +/- 0 modifier) as always working as 
if the user rolled straight 3's on the dice.  (There has to be a clearer 
way to describe that.)  Then, the ratio between Aided END and the 
"battery's" END loss would be constant. 
 
Leah 
 
 
___________________________________________________________________ 
You don't need to buy Internet access to use free Internet e-mail. 
Get completely free e-mail from Juno at http://www.juno.com/getjuno.html 
or call Juno at (800) 654-JUNO [654-5866] 
 
------------------------------ 
 
Date: Mon, 1 Mar 1999 13:40:11 -0500 (EST) 
From: Michael Surbrook <susano@dedaana.otd.com> 
Subject: Vehicle help needed 
 
I am adapting a few fictional vehicles from published sources and have a 
few concept and construction questions. 
 
1 - The vehicle in question is 26 meters long, 16 meters wide and 7 meters 
tall.  It masses upwards of 70,000 kg.  If I build it according to the 
vehicle Growth table, I get an object 12.5 hexes (ie 25 meters) by 6.4 
hexes (13 meters).  Almost the right size, but what about height?  Does it 
really matter?  Also, a vehicle taht big massess 200 tons, far more than 
the 70 tons of the original.  So... should I buy the vehicle by weight and 
then use Growth that *doesn't* affect mass to get the right size?  If so, 
would this an advantage?  (Come to think of it, it wouldn't affect STR 
either).  So, this would be disad, right?  All it does is make you a 
bigger target. 
 
2 - The vehicle is listed as a command and control vehicle.   It is said 
to be packed with communicatons gear, survellaince equipment and a medical 
bay.  Anyone have any suggestions on a good way to define any of that? 
What would make good survellaince and comunications equipment?  What do 
real-world vehicles have packed into them right now? 
 
And how do I do the medical bay? 
 
Some of my ideas for this included: 
 
Medical Bay - focused Healing or Aid to Body.  Possibly buy it as a lab 
with a big bonus to Paramedics as well. 
 
Mind Link - tight-band coded com link to fellow operatives. 
 
Various Detects for radio transmissions and the like. 
 
IR & UV vision (ext cameras) 
 
Satellite uplink. 
 
Big on-board computer 
 
Some sort of radar (it flys - it needs radar) 
 
N-Ray vision?  Scaners that can see through walls?  I think the vehicle 
can track supernatural creatures insode of buildings via their distinctive 
energy signatures... would that by some sort of N-Ray? 
 
Any other ideas? 
 
Any and all suggestions are welcome. 
 
- -- 
Michael Surbrook - susano@otd.com - http://www.otd.com/~susano/index.html 
 
    Wang Chi: "Here's to the Army and Navy and the battles they have won. 
           Here's to America's colors, the colors that never run!" 
        Jack Burton: "May the wings of liberty never lose a feather." 
                     from _Big Trouble in Little China_ 
 
------------------------------ 
 
Date: Mon, 1 Mar 1999 13:34:58 -0600  
From: "Hudson, Robert" <x2rhudso@southernco.com> 
Subject: RE: Vehicle help needed 
 
At 12:40 PM March 01 Surbrook wrote: 
 
	>I am adapting a few fictional vehicles from published sources and 
have a few concept and construction questions. 
 
	>1 - The vehicle in question is 26 meters long, 16 meters wide and 7 
meters tall.  It masses upwards of 70,000 kg.  If I build it according to 
the vehicle Growth table, I get an object 12.5 hexes (ie 25 meters) by 6.4 
hexes (13 meters).  Almost the right size, but what about height?  Does it 
really matter?  Also, a vehicle taht big massess 200 tons, far more than the 
70 tons of the original.  So... should I buy the vehicle by weight and then 
use Growth that *doesn't* affect mass to get the right size?  If so, 
> would this an advantage?  (Come to think of it, it wouldn't affect STR 
> either).  So, this would be disad, right?  All it does is make you a 
> bigger target. 
>  
	I think you're on the right track there, Mike. Just define the 
vehicle as the size you want, then move on. The Height is easily-defined 
deal. I think that just declaring it to weigh less is no big deal either - 
about the only thing it affects is how much STR you need to lift and throw 
it. Getting bogged down in rules here defeats the point of enjoying the 
game. 
 
	>2 - The vehicle is listed as a command and control vehicle.   It is 
said to be packed with communicatons gear, survellaince equipment and a 
medical bay.  Anyone have any suggestions on a good way to define any of 
that? What would make good survellaince and comunications equipment?  What 
do real-world vehicles have packed into them right now? 
 
	>And how do I do the medical bay? 
 
	>Some of my ideas for this included: 
 
	>Medical Bay - focused Healing or Aid to Body.  Possibly buy it as a 
lab with a big bonus to Paramedics as well. 
 
	Buy it as Healing - I believe that Aid will no longer work for that 
purpose in 5th. The Paramedics Lab might work too, if only one person at a 
time will fit in it. 
 
	>Mind Link - tight-band coded com link to fellow operatives. 
 
	>Various Detects for radio transmissions and the like. 
 
	High Range Radio lets you search for signals - maybe just use that 
for part of it, and require a Systems Operation: Radio roll? 
 
	>IR & UV vision (ext cameras) 
 
	Don't forget some Telescopic Vision! 
 
	>Satellite uplink. 
 
	Again, High Range Radio Hearing could do this for you without a 
kludgy Clairsentience construct or something. 
 
	>Big on-board computer 
 
	>Some sort of radar (it flys - it needs radar) 
 
	Don't forget to make it 360 degree and add some Telescopic in to 
reflect the ranges it works at. 
 
	>N-Ray vision?  Scaners that can see through walls?   
 
	High-powered thermographics could do this. N-Ray with an appropriate 
limitation like: "-1/2 Cannot see Fine Details" or something. 
 
	>I think the vehicle can track supernatural creatures insode of 
buildings via their distinctive energy signatures... would that by some sort 
of N-Ray? 
 
	Or you could buy it as a Detect. Either Way will work, looks a lot 
like individual preference to me. 
 
	>Any other ideas? 
 
	You might try looking at the vehicles in VIPER - IIRC they have a 
pretty well tricked out stealth chopper that does this sort of thing there. 
 
	>Any and all suggestions are welcome. 
 
	Hope that helped! 
 
	Rob Hudson 
 
------------------------------ 
 
Date: Mon, 01 Mar 1999 13:38:20 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Hero Games Website 
 
   Am I wrong, or have we just gone through the entire month of February 
without an update to the Hero Games website? 
   Anyone know what the deal is 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: Mon, 01 Mar 1999 12:41:28 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Living "Magic Battery" 
 
At 10:13 AM 3/1/99 -0500, Berengiere wrote: 
>>1.  An END reserve with Usable By Others on it. 
>>2.  Some kind of reverse Transfer, though I'm not sure how that would be 
>>done. 
>> 
>>Any help you could give me would be greatly appreciated. 
> 
><<   Definitely go with #1.>> 
> 
>Next question.  Should I put something on the END Reserve to reflect the 
>fact that he can't use the reserve himself? 
 
   Almost certainly yes -- I'd call it a -1 Limitation. 
- --- 
Bob's Original Hero Stuff Page!  [Circle of HEROS member] 
   http://www.klock.com/public/users/bob.greenwade/original.htm 
Merry-Go-Round Webring -- wanna join? 
   http://www.klock.com/public/users/bob.greenwade/merrhome.htm 
 
------------------------------ 
 
Date: Mon, 01 Mar 1999 14:09:29 PST 
From: "Jesse Thomas" <haerandir@hotmail.com> 
Subject: Re: Living "Magic Battery" 
 
On Mon, 01 Mar 1999 Leah L Watts <llwatts@juno.com> wrote: 
 
>>I'm trying to develop a character that has the ability to power other 
>>people's spells, so when Mago the Magician casts the Flaming Wall of 
>Doom, 
>>he can use Ballard the Magic Battery's END rather than his own.   
 
<snip> 
  
>The idea I came up with while reading this was Aid to END with a few 
>levels of Increased END cost -- sfx the character is transferring his 
>energy into the other character.   
> 
>This will work best if you use a house rule I've seen several places, 
>where a power can be defined (at a +/- 0 modifier) as always working as 
>if the user rolled straight 3's on the dice.  (There has to be a  
clearer 
>way to describe that.)  Then, the ratio between Aided END and the 
>"battery's" END loss would be constant. 
> 
>Leah 
 
That could work.  Of course, why should the ratio be constant?  You  
could save yourself a lot of numbers crunching and arguments with fellow  
players by just making it an Aid with Increased END Cost.  You could  
then explain away any discrepancies between the amount of END expended  
by Ballard and that received by Mago with something along the lines of  
"the alignment of the stars was especially propitious that day, and Mago  
received far more power from Ballard than either would have expected..."   
Or something like that.  Increases the aura of mystery around the whole  
transaction, which I've always felt was key for magical campaigns. 
 
Jesse Thomas 
 
haerandir@hotmail.com 
 
______________________________________________________ 
Get Your Private, Free Email at http://www.hotmail.com 
 
------------------------------ 
 
Date: Mon, 01 Mar 1999 13:01:25 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Vehicle help needed 
 
At 01:40 PM 3/1/99 -0500, Michael Surbrook wrote: 
>I am adapting a few fictional vehicles from published sources and have a 
>few concept and construction questions. 
> 
>1 - The vehicle in question is 26 meters long, 16 meters wide and 7 meters 
>tall.  It masses upwards of 70,000 kg.  If I build it according to the 
>vehicle Growth table, I get an object 12.5 hexes (ie 25 meters) by 6.4 
>hexes (13 meters).  Almost the right size, but what about height?  Does it 
>really matter?  Also, a vehicle taht big massess 200 tons, far more than 
>the 70 tons of the original.  So... should I buy the vehicle by weight and 
>then use Growth that *doesn't* affect mass to get the right size?  If so, 
>would this an advantage?  (Come to think of it, it wouldn't affect STR 
>either).  So, this would be disad, right?  All it does is make you a 
>bigger target. 
 
   For height, start with 2 meters (1" scale); every x2 height means 
another x2 in Size.  In this case, go with x4, so you use the same entry on 
the Growth Table for Vehicles as a 20x10 Vehicle. 
   As for the Size, I do something in TUV similar to what some others have 
done in terms of Cargo space.  Basically, half of a Vehicle's size goes 
towards its Cargo space; for +5 points, the Cargo space can be doubled 
without increasing the Mass or STR of the Vehicle itself.  With this, you 
can do something like make a base Vehicle of 50 tons, then spend +10 points 
for the increased Cargo space and wind up with something that's at least 
pretty close to what you're making. 
 
>2 - The vehicle is listed as a command and control vehicle.   It is said 
>to be packed with communicatons gear, survellaince equipment and a medical 
>bay.  Anyone have any suggestions on a good way to define any of that? 
>What would make good survellaince and comunications equipment?  What do 
>real-world vehicles have packed into them right now? 
 
   My answer to the last question is "I don't know."  (A possible exception 
to that would be exploration submarines.)  That said, the appropriate 
communications gear and surveillance equipment would depend on the type of 
vehicle. 
   Any large Vehicles would have a radio, and would probably have more than 
one type (with appropriate Limitations for the type of bandwidth used). 
Many ships travelling the surface of the water also have spotlights for 
visual Morse code, banners for flag-based codes and semaphore, and other 
methods. 
   Surveillance equipment would depend on what's being surveyedm, as well 
as the available level of technology.  Possibilities for a real-world 
setting include photography equipment (both electronic and film-based), 
soil analyzers, atmospheric analyzers, geiger counters, spectrometers, 
thermometers, infrared sensors, sonar, radar, and more. 
   Also, most of the equipment that works at Range should probably also be 
Telescopic, and much of what doesn't work at range should probably be 
Microscopic. 
 
>And how do I do the medical bay? 
> 
>Some of my ideas for this included: 
> 
>Medical Bay - focused Healing or Aid to Body.  Possibly buy it as a lab 
>with a big bonus to Paramedics as well. 
 
   Healing through a Focus would represent one piece of equipment in the 
Medical Bay (and a very appropriate one in a science-fiction setting).  The 
Med Bay itself would be a Lab for Paramedic and/or Sci: Medicine. 
   Other appropriate stuff for a Med Bay would include Dispel Poison, 
Detect Injury (Discriminatory, to tell accurately how serious it is), 
Simulate Death (a "stasis field" for seriously ill and injured patients), 
Life Support (self-contained breathing, and selected environments), perhaps 
some BODY UAO (which is an arguably more accurate representation of those 
contemporary devices we call life support machines), etc. 
 
>Mind Link - tight-band coded com link to fellow operatives. 
 
   This is, BTW, theoretically doable in the Real World, though not yet 
implemented by anyone that I know of. 
 
>Various Detects for radio transmissions and the like. 
> 
>IR & UV vision (ext cameras) 
> 
>Satellite uplink. 
> 
>Big on-board computer 
> 
>Some sort of radar (it flys - it needs radar) 
 
   All of this is very appropriate. 
 
>N-Ray vision?  Scaners that can see through walls?  I think the vehicle 
>can track supernatural creatures insode of buildings via their distinctive 
>energy signatures... would that by some sort of N-Ray? 
 
   That sounds to me like a Detect with N-Ray. 
 
>Any other ideas? 
> 
>Any and all suggestions are welcome. 
 
   I'll see if I can come up with anything more.  :-] 
- --- 
Bob's Original Hero Stuff Page!  [Circle of HEROS member] 
   http://www.klock.com/public/users/bob.greenwade/original.htm 
Merry-Go-Round Webring -- wanna join? 
   http://www.klock.com/public/users/bob.greenwade/merrhome.htm 
 
------------------------------ 
 
Date: Mon, 1 Mar 1999 08:53:05 -0800 
From: Jay P Hailey <jayphailey@juno.com> 
Subject: Re: Living "Magic Battery" 
 
>Next question.  Should I put something on the END Reserve to reflect  
>the fact that he can't use the reserve himself? 
> 
>Lisa Hartjes 
 
We didn't. The PC in question just had no skills or powers that referred 
to the END pool. If the GM knows how this is supposed to work, then it 
will work just fine. 
 
 
Jay P. Hailey <Meow!> 
 
 I'm FLYING I'm FLYING! >>THUD<< 
 
___________________________________________________________________ 
You don't need to buy Internet access to use free Internet e-mail. 
Get completely free e-mail from Juno at http://www.juno.com/getjuno.html 
or call Juno at (800) 654-JUNO [654-5866] 
 
------------------------------ 
 
Date: Mon, 1 Mar 1999 08:53:21 -0800 
From: Jay P Hailey <jayphailey@juno.com> 
Subject: Re: Living "Magic Battery" 
 
>I'm trying to develop a character that has the ability to power other 
>people's spells, so when Mago the Magician casts the Flaming Wall of  
>Doom, he can use Ballard the Magic Battery's END rather than his own.   
>Ballard can choose whether or not he will help  the mage, but he has no 
ability to  
>cast spells of his own. 
> 
>How would people recommend I do this?  There are two ways I can think  
>of right now: 
> 
>1.  An END reserve with Usable By Others on it. 
 
This was how we worked it on the one character who had this feature in 
one of our games. 
 
>2.  Some kind of reverse Transfer, though I'm not sure how that would  
>be done. 
 
Aid, with  the FX that the aided END points come from the PC's END pool 
at 1-for-1. 
 
>Any help you could give me would be greatly appreciated. 
> 
>Lisa Hartjes 
>Lead Developer, The Crimson Covenant 
 
If you wanted to be real berzerk about it, you could give the Magic 
Battery a VPP with "Useable by others" on it, so that any mage accessing 
the magic battery gets the points from the VPP added to his spell.  This 
could actually lead to misfires if the mage PC takes too much energy out 
of it. 
 
How's that? 
 
 
Jay P. Hailey <Meow!> 
 
 I'm FLYING I'm FLYING! >>THUD<< 
 
___________________________________________________________________ 
You don't need to buy Internet access to use free Internet e-mail. 
Get completely free e-mail from Juno at http://www.juno.com/getjuno.html 
or call Juno at (800) 654-JUNO [654-5866] 
 
------------------------------ 
 
Date: Tue, 02 Mar 1999 09:52:54 +1100 
From: Mad Hamish <h_laws@postoffice.utas.edu.au> 
Subject: Re: Living "Magic Battery" 
 
At 08:34 AM 3/1/99 -0500, Berengiere wrote: 
>I'm trying to develop a character that has the ability to power other 
>people's spells, so when Mago the Magician casts the Flaming Wall of Doom, 
>he can use Ballard the Magic Battery's END rather than his own.  Ballard can 
>choose whether or not he will help  the mage, but he has no ability to cast 
>spells of his own. 
> 
>How would people recommend I do this?  There are two ways I can think of 
>right now: 
> 
>1.  An END reserve with Usable By Others on it. 
>2.  Some kind of reverse Transfer, though I'm not sure how that would be 
>done. 
> 
>Any help you could give me would be greatly appreciated. 
 
Why not an aid instead of a transfer? 
 
(if aid doesn't cost end that's a limitation)  
 
I suppose it depends on whether you want the character to become physically 
exhausted by his boosting spells or whether you just want him to be unable 
to boost spells further. 
 
**************************************************************************** 
The Politician's Slogan 
'You can fool all of the people some of the time and some of the people all 
of the time, but you can't fool all of the people all of the time. 
Fortunately only a simple majority is required.' 
**************************************************************************** 
 
Mad Hamish 
 
Hamish Laws 
h_laws@postoffice.utas.edu.au 
h_laws@tassie.net.au 
 
------------------------------ 
 
Date: Mon, 01 Mar 1999 18:29:08 -0600 
From: Trevor Gunther <gunthert@sk.sympatico.ca> 
Subject: PBEM 
 
Does anyone know of any PBEM starting soon or looking for additional 
players. I've been 
cut off from any gaming for the last year and I'm really missing it. If 
anyone can hook me up with a PBEM game I'd be in your debt 
forever............Trevor 
 
------------------------------ 
 
Date: Mon, 01 Mar 1999 18:35:26 -0600 
From: Tim Statler <tstatler@igateway.net> 
Subject: Anime: City Hunter 
 
Has anyone done write ups for the characters from the anime "City 
Hunter"? 
 
I enjoy the show but haven't seen enough episodes to do the write up 
myself. 
 
Tim Statler 
 
------------------------------ 
 
Date: Mon, 1 Mar 1999 16:45:21 -0800 
From: Tracy L Birdine <hawk291@juno.com> 
Subject: Hey All and Stuff 
 
It's been quite I while since I posted to the list but I have been 
following it and the various discussions. 
 
I also liked the flurry of character sheets shooting back to and forth... 
 
Several things: 
 
It seems to be the established norm to start characters in a game on the 
ground floor.  Are there GMs out there who run high level games that 
require advanced characters right off the bat?  If so, how do you handle 
the character generation?  Start off with a base character and give the 
player experience points to develope the character to the desired level? 
 
I am also a writer, and actually, I use the hero system to generate 
character sheets for the main and major characters, tacking on a certain 
amount of experience points per year of the characters' lives to their 
current age. 
 
This is particularly tough to do with mages as their skills and spells 
learned over the course of their lives, well, cost a GRIP of points to 
generate, and the final product makes them seem like gods according to 
the point cost. 
 
Take a look at my mage character sheet and shoot out some comments, 
please... 
 
 
|- /\ \\/ |< 
CO/Alpha Company, Black Horse Regiment 
ICQ: 32038562 
 
------------------------------ 
 
Date: Mon, 1 Mar 1999 17:32:44 -0800 
From: "Clinton Chard" <chud@pioneer.net> 
Subject: Email Change 
 
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To List Moderator: 
 
Please change my subscription address from chud@pioneer.net to = 
clintonchard@yahoo.com 
 
Thank you, 
 
Clinton Chard 
 
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<DIV><FONT color=3D#000000 size=3D2>To List Moderator:</FONT></DIV> 
<DIV><FONT color=3D#000000 size=3D2></FONT> </DIV> 
<DIV><FONT color=3D#000000 size=3D2>Please change my subscription = 
address from <A=20 
href=3D"mailto:chud@pioneer.net">chud@pioneer.net</A> to <A=20 
href=3D"mailto:clintonchard@yahoo.com">clintonchard@yahoo.com</A></FONT><= 
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<DIV><FONT color=3D#000000 size=3D2>Thank you,</FONT></DIV> 
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<DIV><FONT color=3D#000000 size=3D2>Clinton = 
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------------------------------ 
 
Date: Mon, 1 Mar 1999 17:07:57 -0800 
From: Tracy L Birdine <hawk291@juno.com> 
Subject: Xavi Darkfenn 
 
XAVI DARKFENN 
Warrior Mage 
 
 
17	STR	7 
19	DEX	27 
15	CON	10 
17	BODY	14 
20	INT	10 
18	EGO	16 
17	PRE	7 
18	COM	4 
5	PD	2 
5	ED	2 
2	SPD	0 
6	REC	0 
50	END	10 
34	STUN	0 
Characteristics Cost: 109 
 
3	Traveler	 
3	Scholar	 
3	13- Combat Sense	 
10	Eidetic Memory	 
3	13- Fast Draw	 
2	2 Resistance	 
3	Ambidexterity	 
3	Bump Of Direction	 
10	8D6 EB (Fire),"Fire Blast",Gestures(-1/4),Incantation(-1/4),	 
	Doesn't work underwater(-1),Side Effects(-1/2),Desc: 3D6	 
	Char. Pts of STUN Drain,-2D6 reduced Damage in storms(-1/2),	 
	Side Effects(-1/2),Desc: 4D6 Colateral Damage to anything 	 
	in adjacent hexes	4 
9	2D6 RKA (Fire),"Fire Bolt",Gestures(-1/4),Incantation(-1/4),	 
	Skill Roll(-1/2),Doesn't work underwater(-1),Side Effects	 
	(-1/2),Desc: 1D6 Energy Blast	3 
7	2D6 Flash (Fire),"Blinding Flames",Sight Group,Gestures	 
	(-1/4),Incantation(-1/4),Doesn't work in Rain, fog,	 
	underwater(-2),Side Effects(-1/2),Desc: 2D6 Flash Explosion	3 
11	6D6 EB (Fire),"Fireball",Gestures(-1/4),Incantation(-1/4),x2	 
	Increased End Cost(-1/2),Doesn't work underwater(-1),Skill	 
	Roll(-1/2),Side Effects(-1/2),Desc: 4D6 Explosion,Explosion	 
	(+1/2)	8 
7	Clairsentience (Fire),"Fire Sight",Sight Group,Gestures	 
	(-1/4),Incantation(-1/4),Skill Roll(-1/2),Concentrate(-1),0	 
	DCV,constant concentration,Doesn't work underwater(-1),Side	 
	Effects(-1/2),Desc: 3D6 Flash	3 
4	1D6 RKA (Fire),"Produce Flame",Linked(-1/2),"Change	 
	Environment (start fires)",Gestures(-1/4),Incantation(-1/4),	 
	Skill Roll(-1/2),Doesn't work in storms, underwater(-1),Side	 
	Effects(-1/2),Desc: 2D6 Flash Explosion,Reduced by Range	 
	(-1/4)	1 
7	2" Darkness (Fire),"Smoking Fire",Sight,Gestures(-1/4),	 
	Incantation(-1/4),Skill Roll(-1/2),Doesn't work in rain,	 
	underwater(-1)	2 
8	Invisibility (Fire),Sight,Gestures(-1/4),Incantation(-1/4),	 
	Skill Roll(-1/2),Side Effects(-1/2),Desc: Images--loud	 
	sound, bright light, 16" radius	2 
4	2" Change Environment (Fire),"Produce Fire",Linked(-1/2),	 
	"1D6 RKA Produce Fire",Gestures(-1/4),Incantation(-1/4),	 
	Skill Roll(-1/2)	1 
10	5D6 Transform (Water),"Purify Water",minor,Gestures(-1/4),	 
	Incantation(-1/4),Skill Roll(-1/2),OAF(-1),Side Effects	 
	(-1/2),Desc: 3D6 Char. Pt STUN Drain,Extra Time(-1 1/2),	 
	time: 1 minute	5 
8	Life Support (Water),"Breathe Underwater",safe in	 
	vacuum/pressure,safe in heat/cold,breathe env: Water,	 
	Gestures(-1/4),Incantation(-1/4),x3 Increased End Cost(-1),	 
	Skill Roll(-1/2),OAF(-1),Side Effects(-1/2),Desc: 3D6 Char.	 
	Pt STUN Drain,Extra Time(-1),time: 1 turn,Area Effect(+2),	 
	radius,x16 Increased Area,Usable By Others(+1),x8 # Of	 
	Targets	 
6	7/8 Force Field (Magic),"Defense Shield",Gestures(-1/4),	 
	Incantation(-1/4),Skill Roll(-1/2),x2 Increased End Cost	 
	(-1/2)	2 
4	2D6 Transform (Magic),"Minor Healing",Desc: Heal Minor	 
	Wounds,Gestures(-1/4),Incantation(-1/4),Skill Roll(-1/2),	 
	Extra Time(-1/2)	1 
7	4D6 Transform (Magic),"Major Healing",minor,Desc: Heal	 
	grievous wounds,Incantation(-1/4),Gestures(-1/4),Skill Roll	 
	(-1/2),Extra Time(-2 1/2),time: 1 hour,x3 Increased End	 
	Cost(-1)	12 
12	10D6 Transform (Magic),"Seligad's Healing",major,Desc:	 
	Healing: Anything short of death, magical or mundane.,	 
	Gestures(-1/4),Incantation(-1/4),Extra Time(-3 1/2),time: 1	 
	day,Extra Time(-3 1/2),time: 1 day,x2 Increased End Cost	 
	(-1/2),Special herbs: Mandrake root, Nightshade, Ginseng,	 
	Sea Salt(-4),Skill Roll(-1/2),-3 Var Lim(-1 1/2),Requires	 
	1D6 days of rest afterward(-2),Concentrate(-1),0 DCV,	 
	constant concentration,Var FX(+1/2),any SFX,SFX Group:	 
	Diseases, mortal wounds, poisons, mental illness	44 
15	20 STR TK (Magic),fine manipulation,Concentrate(-1/4),x2	 
	Increased End Cost(-1/2),Skill Roll(-1/2),Side Effects	 
	(-1/2),Desc: 3D6 Char. Pt STUN Drain	8 
8	150/10 End Reserve (Magic),"Zhi (Lifeforce)",recovery rate:	 
	per day,No Range(-1/2),Always On(-1/2)	 
13	17D6 Dispel (Magic),"Cure Disease",Gestures(-1/4),	 
	Incantation(-1/4),Skill Roll(-1/2),No Range(-1/2),	 
	Concentrate(-1/2),0 DCV,Extra Time(-1),time: 1 turn,x3	 
	Increased End Cost(-1),Any disease(+1/4)	18 
13	17D6 Dispel (Magic),"Cure Poisons/venoms",Gestures(-1/4),	 
	Incantation(-1/4),Skill Roll(-1/2),No Range(-1/2),	 
	Concentrate(-1/2),0 DCV,Extra Time(-1),time: 1 turn,x3	 
	Increased End Cost(-1),Any disease(+1/4)	18 
4	+6 Detect (Magic),"Detect Ailment",Desc: +6 to PER roll,No	 
	Range(-1/2),Gestures(-1/4),Incantation(-1/4),Skill Roll	 
	(-1/2),Extra Time(-1/2),Concentrate(-1/2),0 DCV,x2 Increased	 
	End Cost(-1/2)	 
2	5" Flight (Magic),"Levitation",Gestures(-1/4),Incantation	 
	(-1/4),Skill Roll(-1/2),Costs END(-1/2),Only up and Down(-2)	1 
5	PKG (Zhi'iite Tak Cho (Martial Arts))	 
(4)	Martial Dodge	 
(4)	Martial Block	 
(4)	Fast Strike	 
3	WF,Unarmed Combat,Pole Arms	 
3	PS: Sorceress 13-,(INT based)	 
3	Acrobatics 13-	 
3	Animal Handler 11-	 
3	Bureaucratics 12-	 
3	Climbing 13-	 
2	1 Levels	 
3	Concealment 13-	 
3	High Society 12-	 
3	Riding 13-	 
3	Shadowing 11-	 
3	Stealth 13-	 
3	Streetwise 12-	 
3	Survival 11-	 
1	TF,Horses / Donkeys	 
1	Lang: Trollish	 
1	Lang: Dwarven,fluent conversation	 
1	Lang: Elvan,fluent conversation	 
1	Lang: Gnomish,fluent conversation	 
2	KS: Necromancy 13-,(INT based)	 
2	AK: Glynis 13-,(INT based)	 
2	KS: Underrealm 13-,(INT based)	 
1	Lang: Dragon,fluent conversation	 
3	Linguist	 
 
Powers Cost: 260 
Total Cost: 369 
 
Base Points: 100 
15	Hunted,"Shadow Axe",more powerful,harsh,appear 8- 
15	Psych Lim,"Stigma: Karren bloodline",uncommon,total 
10	Psych Lim,"Sense of Duty: Seligad",uncommon,strong 
15	Hunted,"Concealers",more powerful,harsh,appear 8- 
10	Psych Lim,"Affiliation: Kael's Crew",uncommon,strong 
15	Psych Lim,"Sense Of Duty: Undo Granddad's evil",uncommon, 
	 total 
15	Hunted,"Scirocco Crimson Blades",more powerful,harsh,appear 
	 8- 
5	Distinctive,"Karren Birthmark, left shoulder blade",easily 
	 concealable,minor 
 
Disadvantages Total: 100 
Experience Spent: 169 
Total Points: 369 
 
________________________ 
 
As you can probably tell, Xavi has *travelled* 
 
She is a very high level mage that would send GMs screaming for cover 
(myself included), but because it reflects who she is in the book, very 
experienced, that's how the character sheet reflects that experience. 
 
|- /\ \\/ |< 
CO/Alpha Company, Black Horse Regiment 
ICQ: 32038562 
 
------------------------------ 
 
Date: Mon, 1 Mar 1999 21:26:21 -0500 (EST) 
From: Michael Surbrook <susano@dedaana.otd.com> 
Subject: Re: Anime: City Hunter 
 
On Mon, 1 Mar 1999, Tim Statler wrote: 
 
> Has anyone done write ups for the characters from the anime "City 
> Hunter"? 
 
Scott Jameson did a City Hunter write-up in an old copy of Rogues Gallery. 
Uhm... I don't have his e-mail handy... but I don't doubt someone people 
on this list can get you in touch with him. 
 
- -- 
Michael Surbrook - susano@otd.com - http://www.otd.com/~susano/index.html 
 
     "Politicians are the same all over.  They promise to build a bridge 
                       even where there is no river." 
                             Nikita Khruschev 
 
------------------------------ 
 
Date: Tue, 2 Mar 1999 00:03:37 -0500 
From: David Stallard <DBStallard@compuserve.com> 
Subject: I need robot designs 
 
I'm kicking off my campaign later this week (Hero System rules, New 
Millennium setting), and I decided to start things off with a serious move 
by Mechanon (the New Millennium version) to take over Bay City, as his 
first step toward total domination of the human race.  I figure he'll have 
an army of robots at his command (thanks to Kraan technology and his 
mechanical Mind Control), and they may possibly take over the city, forcing 
the heroes into hiding for a while.  So, what I need are stats for some 
"grunt" robot types for the PCs to tangle with.  Can anyone point me to 
some published designs?  Off the top of my head, all I can think of are the 
security robots for Stronghold, but I'm not sure how appropriate they are.  
I'll probably end up creating some of my own types, but it'd be good to 
also pull stats from published material and just change the names or 
whatever.  I'm thinking that near the end there may be one huge robot (like 
a Sentinel from X-Men) for the group to tangle with before they bump into 
Mechanon himself, but I'd like all sorts of smaller robots (fliers, 
hunters, etc).  By the way, I think the Mutant book has the Minuteman 
robots which are like Sentinels, but I don't have that book.  Anyway, 
thanks!  Oh, and if you have any ideas I could use for my "Mechanon 
invasion" scenario, please fire 'em my way!   
 
------------------------------ 
 
Date: Tue, 2 Mar 1999 00:01:16 -0600 
From: "Logan Darklighter" <logand@cyberramp.net> 
Subject: Re: I need robot designs 
 
- -----Original Message----- 
From: David Stallard <DBStallard@compuserve.com> 
To: h <champ-l-digest@sysabend.org> 
Date: Monday, March 01, 1999 11:22 PM 
Subject: I need robot designs 
 
 
>I'm kicking off my campaign later this week (Hero System rules, New 
>Millennium setting), and I decided to start things off with a serious move 
>by Mechanon (the New Millennium version) to take over Bay City, as his 
>first step toward total domination of the human race.  I figure he'll have 
>an army of robots at his command (thanks to Kraan technology and his 
>mechanical Mind Control), and they may possibly take over the city, forcing 
>the heroes into hiding for a while.  So, what I need are stats for some 
>"grunt" robot types for the PCs to tangle with.  Can anyone point me to 
>some published designs?  Off the top of my head, all I can think of are the 
>security robots for Stronghold, but I'm not sure how appropriate they are. 
>I'll probably end up creating some of my own types, but it'd be good to 
>also pull stats from published material and just change the names or 
>whatever.  I'm thinking that near the end there may be one huge robot (like 
>a Sentinel from X-Men) for the group to tangle with before they bump into 
>Mechanon himself, but I'd like all sorts of smaller robots (fliers, 
>hunters, etc).  By the way, I think the Mutant book has the Minuteman 
>robots which are like Sentinels, but I don't have that book.  Anyway, 
>thanks!  Oh, and if you have any ideas I could use for my "Mechanon 
>invasion" scenario, please fire 'em my way! 
 
 
Hmmm. I can think of several sources. Do you have access to Champions 
Presents #2? That one would be HIGHLY useful to you. That's the one that has 
King Cobra's organization COIL detailed, as well as a _really_ spiffy super 
murder mystery. It also has a somewhat silly "Rogue Computer tries to take 
over the world" story. It's a bit silly in places, but game mechanics-wise 
very well thought out. There are a LOT of different robot types in there, 
from humanoid robots meant for pure combat to infiltrator "Terminator" types 
to robotic vehicles up to and including jet fighters. One of the most 
effective designs is not even a combat type, it's a surveillance/stealth bot 
that's effectively a tiny little flying remote with sensor clusters. Think 
of the Probe droid from Star Wars - The Empire Strikes Back and shrink it 
down to about slightly bigger than a human hand. Able to listen in on 
converstaions and watch with just about every type of sensor imaginable. 
VERY sneaky and effective! The core scenario, as I said, is a touch on the 
silly side in places, but otherwise is well thought out. I would recommend 
culling ideas and tactics from it. 
 
Another good robot design is the M-66 combat droids detailed in Mike 
Surbrook's anime character write-ups. The main entry page is at 
http://www.otd.com/~susano/index.html 
 
The M-66 units are downright NASTY if used effectively. One of them was able 
to nearly shred to pieces a very competent and well-trained group of special 
forces soldiers. (kind of like SAS or SEALS) Throughout the anime, despite 
some pretty good tactics and weaponry and some special devices like EMP 
weapons, the only way they were able to "kill" the thing in the end was to 
blast it off the top of a 60-70 story building, and even THEN it was still 
intact, if not functioning! Surbrooks write-up does a good job of portraying 
that toughness. Very clever bots too, if not truly self aware. Might make a 
good 'cadre' of 'boss' robots you can use as the baddest of the bad before 
getting to Mechanon his own bad self.... 
 
A good vehicle that might prove to be downright _terrifying_ if changed to a 
purely robotic vehicle is my own design of the Genki Battlemover that can be 
found on the same page as the M-66. Think of the Hunter Killers from the 
"Terminator" movies but not as flyers or tracked vehicles. Instead they 
would be highly mobile spider-like designs with a Vulcan Mini-gun, lasers, 
missiles, and claw-tipped legs capable of climbing skycrapers and leaping 
over smaller buildings to get at you. Brrrr.... 
 
Surbrook's page also has several writeups for cyborgs that could be modified 
for use if you wanted some infiltrator types that are more like androids. 
 
I believe Shelley Chrystal Mactyre's site also has some bots. Or at least 
power suits that could be modified to be bots. 
 
Another good source would be the VIPER sourcebook. There are a couple of 
good robot designs in there that you could use. 
 
I was going to mention The Mutant File as your best source for a Sentinal 
type bot, but you don't have it. Oh well. I do have that book and I am sure 
some other people do as well. If you are really desperate for that write-up, 
maybe someone will be willing to do up a transcription of those stats and 
post it here. 
 
Well, I hope this helps out! Let us know what you finally decide to use, 
okay? I'd also be interested in hearing how the scehnario goes down after 
it's all over with. 
 
- -Logan 
 
- ---------------------------------------------------------------------------- 
- -- 
 "God does not play dice with the universe; He plays an ineffable 
game of His own devising, which might be compared, from the perspective 
of any of the other players,* to being involved in an obscure and complex 
version of poker in a pitch-dark room, with blank cards, for infinite 
stakes, with a Dealer who won't tell you the rules, and who 
_smiles all the time_." 
   -Neil Gaimen and Terry Pratchett 
    _Good Omens_ 
*i.e., everybody. 
- ---------------------------------------------------------------------------- 
- -- 
Web page: http://www.cyberramp.net/~logand/ 
 
------------------------------ 
 
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Date: Tuesday, June 15, 1999 01:05 PM