Digest Archive vol 1 Issue 265

From: owner-champ-l-digest@sysabend.org
Sent: Tuesday, April 06, 1999 2:49 PM
To: champ-l-digest@sysabend.org
Subject: champ-l-digest V1 #265


champ-l-digest Tuesday, April 6 1999 Volume 01 : Number 265



In this issue:

Re: HOUSE RULE: Super Speedy Skills
Re: Using 2d10 instead of 3d6 for rolls in Hero
Re: The Blade Master
Re: The Blade Master
Re: opinions
Re: The Blade Master
Re: laser printer supplies advertisement
Re: Myths
Re: Myths
Equipment from Doom & Doom II
RE: Equipment from Doom & Doom II
RE: Equipment from Doom & Doom II
Re: laser printer supplies advertisement
Archetype Clone Force, Attack!!!
Re: Archetype Clone Force, Attack!!!

----------------------------------------------------------------------

Date: Mon, 5 Apr 1999 21:56:09 EDT
From: ErolB1@aol.com
Subject: Re: HOUSE RULE: Super Speedy Skills

In a message dated 99-04-05 15:07:29 EDT, voxel@theramp.net writes:

> At 08:39 PM 4/3/99 EST, ErolB1@aol.com wrote:
> >I agree with Filksinger on this one. If you want to go this route, apply
> the
> >"Extraordinary Skills" option (BBB p 19) and give the character a -10 or
> >greater penalty to do things faster than normal: Maybe -10 per level
faster
>
> >on the time chart.
>
> I'd probably make this -10 (for extraordinary use), plus the "reverse extra
> time" penalties discussed, or just say it can only be reduced once, period.
> Either way, I don't want to THINK about any game where the GM is throwing
> about -20+ penalties, because it implies the game where someone can EAT a
> -20 penalty. :]

I wouldn't expect it to be reduced more than once except in a game where
super-speedsters buy levels specificly to reduce this penalty.

OTOH, I wouldn't be too bothered by a game where a really good character
could eat a -20 penalty, especially if his ability to eat it came from
bonuses from 'routine task'/'good conditions'/'good equipment', etc. Now a
character who could eat a
*-30* penalty *would* bug me.

Erol K. Bayburt
Evil Genius for a Better Tomorrow

------------------------------

Date: Mon, 5 Apr 1999 22:46:10 -0400
From: "Mike Capron" <mikecapron@discover.earthlink.net>
Subject: Re: Using 2d10 instead of 3d6 for rolls in Hero

Mike,

>PERCEIVED PROBLEM:
>I am not happy with the way the 3d6 rolls in the Hero System work.
>Depending on where one is on the Bell Curve, a +/-1 can be either
>significant or insignificant. Also, I find that it is pretty reasonable
for
>a character to end up with a 14- roll, which gives a 90% chance of making
>the roll.

You have defined your perceived problem in terms of mathematics. What is
the effect on the game? Do you feel that people make rolls too frequently?
Can you cite examples/patterns?

If there are no bonuses (from skill levels, extra time, complimentary skills
or technology) or penalties (from difficulty or other factors), the current
system works fairly well. It seems reasonable that I could succeed at an
average task 63% (11-) to 83% (13-) of the time. I do not think that
reducing the chances for success (by using 2d10) in unmodified cases is
particularly helpful.

If there is a problem, it seems to me to be in the use of modifiers. When
Omnium Alpha was scouting research center, he showed clearly the strong
benefit of complimentary skills. This is easy to do if you design your
character well--something experienced Champions players are more likely to
be able to do than novices. Some of my characters have taken advantage of
this too. Using 2d10 to flatten the curve would help this, but there may be
other ways to address the topic of modifiers more directly.

For starters, one could eliminate bonuses for complimentary skills. Instead
of using similar skills to boost the rolls of directly applicable skills,
one could use similar skills instead of directly applicable skills at a
penalty. For example, if one does not have Security Systems, one could use
Electronics at a -1 or -2 to the roll. The ShadowRun Skill Web is a
sophisticated example of this kind of system. (I can bring my copy of the
rules if you don't own them). Eliminating complimentary skills would also
speed things up some.

With regard to extra time, one could set a fairly lengthy time for the task
to take if one makes the skill roll exactly and decrease the time based on
the amount the roll is made by. This eliminates any bonus to the roll
itself but gives people a benefit for making their roll by a lot.

Another minor problem with Hero skills is the existence of General Skills.
If I am a scientist character, I will probably by a high INT so as to get
12- or 13- rolls with all my INT based skills. One cannot do this with
General Skills which makes them less worthwhile than skills based on a
characteristic.

I agree with Dave's comment here...
> I strongly suggest not using this system for combat. The average
to-hit
>rolls in combat (<9 through <14) will all have reduced chances of success.
>In a combat system that takes as long as HERO's does, the last thing you
>want is more misses.

I am somewhat ambivalent with regard to Activation Rolls. I think it may
make the limitation levels more appropriate, but there is a fairness
question with regard to characters that were designed with the 3d6 system in
mind. If you go this route, you better not adjust up the activation numbers
of all our opponents!

Mike Capron

- -----Original Message-----
From: Michael Sprague <msprague@eznet.net>
To: Hero List <hero-l@sysabend.org>
Cc: Tom Prevendoski <TPrevendoski@channels.usa.xerox.com&> David Jackson
<dej7018@pony-express.cs.rit.edu&> Mike Capron
<mikecapron@discover.earthlink.net>
Date: Wednesday, March 31, 1999 8:35 PM
Subject: Using 2d10 instead of 3d6 for rolls in Hero


>PERCEIVED PROBLEM:
>I am not happy with the way the 3d6 rolls in the Hero System work.
>Depending on where one is on the Bell Curve, a +/-1 can be either
>significant or insignificant. Also, I find that it is pretty reasonable
for
>a character to end up with a 14- roll, which gives a 90% chance of making
>the roll.
>
>I would like to balance this out a little and make the rolls to be a little
>more random. At the same time, if a character is really good at a Skill,
>they should generally make their roll. Rolling a d20 as in D&D, for
>example, is simply too random for my taste.
>
>POSSIBLE SOLUTION:
>Change rolls from 3d6 to 2d10. This puts the average right at 11 (instead
>of 10.5) and flattens the bell curve some. You would now need a 2 for
>automatic success and a 20 for automatic failure. However, you would have
>double the chances of getting these end values vs. 3d6.
>
>I have included two tables below (view with a fixed pitch font). One
>compares target rolls (e.g. 14-) between 3d6 and 2d10. That is, the
>percentage chance of rolling that number or lower. I have also included a
>table showing the percentage chance of getting a specific number. One can
>see what the chances of getting the end values are, or simply compare the
>bell curves.
>
> 3d6 2d10 3d6 2d10
> % Target % Target % chance % chance
>Roll or less or less Target Target
>---- -------- -------- -------- --------
> 2 --- 0.010000 --- 0.010000
> 3 0.004630 0.030000 0.004630 0.020000
> 4 0.018519 0.060000 0.013889 0.030000
> 5 0.046296 0.100000 0.027778 0.040000
> 6 0.092593 0.150000 0.046296 0.050000
> 7 0.162037 0.210000 0.069444 0.060000
> 8 0.259259 0.280000 0.097222 0.070000
> 9 0.375000 0.360000 0.115741 0.080000
>10 0.500000 0.450000 0.125000 0.090000
>11 0.625000 0.550000 0.125000 0.100000
>12 0.740741 0.640000 0.115741 0.090000
>13 0.837963 0.720000 0.097222 0.080000
>14 0.907407 0.790000 0.069444 0.070000
>15 0.953704 0.850000 0.046296 0.060000
>16 0.981481 0.900000 0.027778 0.050000
>17 0.995370 0.940000 0.013889 0.040000
>18 1.000000 0.970000 0.004630 0.030000
>19 --- 0.990000 --- 0.020000
>20 --- 1.000000 --- 0.010000
>
>I am seriously thinking about making this change for Skill Rolls, and
>possibly for Combat Attack Rolls. Anyone care to venture opinions on this?
>
>Note that I am quite aware that I could assign more negatives to rolls than
>I do (and I do assign negatives), but that does not really sooth my itch.
>
>~ Mike
>
>
>
>

------------------------------

Date: Tue, 6 Apr 1999 16:59:23 +1000
From: "Lockie" <jonesl@cqnet.com.au>
Subject: Re: The Blade Master

- -----Original Message-----
From: Jack Scarecrow <themadharlequin@hotmail.com>

>There's a character a friend of mine wants translated into HERO terms.
>
>His power allows him to manipulate a 12" disc blade. The blades look
>like double edged double bladed scythes arranged so as to nearly form a
>circle with a handle in the center. They are made of an unknown metal,
>and can be used hand to hand, but the primary (and most spectular
>attack) is when they are thrown.
>
>The blades whirl towards their target with deadly accuracy. With a
>limited form of "attuned" Telekinesis that can effect the blades, he can
>control their flight and spin, enabling him to direct the blades in
>flight, strike multiple opponents, or summon the blades back to his
>hands.
>
>He also has the ability of catching the spinning blades safely without
>reducing his hands to bloody strips of flesh.
>
>This would do Killing damage.
>
>My problem is how to actually construct the power set. I have a few
>ideas. They are as follows:
> I would appreciate any of your insights into this. I also need
>additional advantages and limitation, if possible.
>Get Your Private, Free Email at http://www.hotmail.com

one big mother of a variable advantage on an rka.
Then he can do all sorts of stunts with 'free' reign,
including AE(bladestorm) indirect, petrating and
ap to represent more accurate vitals shots,
increased stun modifier for exceptionally painful
strikes, and so on. This could be pretty cool- such as
a hole in the middle explosion to represent him
flinging the blade around a room, safe in the middle
hex while it rebounds from walls, turning mass people to sushi,
if that's the idea.
You could even base it on a hka, but that might be redundant.
There would have to be gm calls to deal with some
interpretations, plus there's the whole casual killer thing,
and ap limts. But if he has lower dice and pumps the VA
into things like armour piercing, he should be compeditive with higher dice
normal attacks of the same AP.

Possibly a vpp if you think he's going to get into
trick shots like splitting open nearby gas tanks
and tearing up the floor, not to mention drains and
transforms bough in such to represent serious inflicted
injuries. Also, would this thing be any sort of focus?
Possibly an oif.

As a note, i've always thought of a variable advantage as a good
way to represent a character with great skill with a focus.
Hence a really good cinematic pistol fighter can use ae (supressive fire)
ap (bullseyes) autofire(whipping out another pistol from
somewhere and going two-gun hong kong style),
explosion (going sad on a whole roomful of mooks),ect.

------------------------------

Date: Tue, 06 Apr 1999 03:04:13 -0400
From: "Scott C. Nolan" <nolan@erols.com>
Subject: Re: The Blade Master

At 04:59 PM 4/6/99 +1000, Lockie wrote:
>
>-----Original Message-----
>From: Jack Scarecrow <themadharlequin@hotmail.com>
>
>>There's a character a friend of mine wants translated into HERO terms.
>>
>>His power allows him to manipulate a 12" disc blade. The blades look
>>like double edged double bladed scythes arranged so as to nearly form a
>>circle with a handle in the center. They are made of an unknown metal,
>>and can be used hand to hand, but the primary (and most spectular
>>attack) is when they are thrown.
>>
>>The blades whirl towards their target with deadly accuracy. With a
>>limited form of "attuned" Telekinesis that can effect the blades, he can
>>control their flight and spin, enabling him to direct the blades in
>>flight, strike multiple opponents, or summon the blades back to his
>>hands.
>>
>>He also has the ability of catching the spinning blades safely without
>>reducing his hands to bloody strips of flesh.
>>
>>This would do Killing damage.
>>
>>My problem is how to actually construct the power set. I have a few
>>ideas. They are as follows:
>> I would appreciate any of your insights into this. I also need
>>additional advantages and limitation, if possible.
>>Get Your Private, Free Email at http://www.hotmail.com
>
>one big mother of a variable advantage on an rka.
>Then he can do all sorts of stunts with 'free' reign,
>including AE(bladestorm) indirect, petrating and
>ap to represent more accurate vitals shots,
>increased stun modifier for exceptionally painful
>strikes, and so on. This could be pretty cool- such as
>a hole in the middle explosion to represent him
>flinging the blade around a room, safe in the middle
>hex while it rebounds from walls, turning mass people to sushi,
>if that's the idea.
>You could even base it on a hka, but that might be redundant.
>There would have to be gm calls to deal with some
>interpretations, plus there's the whole casual killer thing,
>and ap limts. But if he has lower dice and pumps the VA
>into things like armour piercing, he should be compeditive with higher dice
>normal attacks of the same AP.
>
>Possibly a vpp if you think he's going to get into
>trick shots like splitting open nearby gas tanks
>and tearing up the floor, not to mention drains and
>transforms bough in such to represent serious inflicted
>injuries. Also, would this thing be any sort of focus?
>Possibly an oif.
>
>As a note, i've always thought of a variable advantage as a good
>way to represent a character with great skill with a focus.
>Hence a really good cinematic pistol fighter can use ae (supressive fire)
>ap (bullseyes) autofire(whipping out another pistol from

>somewhere and going two-gun hong kong style),
>explosion (going sad on a whole roomful of mooks),ect.

Oh, my. Let me be unstylish and suggest that what you've got
there is nothing more than an RKA. No need for advantages.
Want to attack multiple targets? Allow him to do a ranged
sweep maneuver.

Now, what was suggested above will also work nicely, but
it will horrendously expensive. A simple RKA is all you need.

------------------------------

Date: Tue, 6 Apr 1999 17:13:05 +1000
From: "Lockie" <jonesl@cqnet.com.au>
Subject: Re: opinions

- -----Original Message-----
From: Tim Gilberg <gilberg@ou.edu>
Cc: champ-l@sysabend.org <champ-l@sysabend.org>
Date: Tuesday, April 06, 1999 8:22 AM
Subject: Re: opinions


>
>> Gads, here's yet another opinion... If I was playing in your 300ish pt.
>> game, an AF 6D6 HKA would be the least of your worries. If you don't want
to
>> see ignorant powers, start on less points or limit active values.
>
> Er. 300 isn't really that many points. I usually start campaigns
>at 275, with added Hero Bonuses if needed for conception. For a
>well-rounded and experienced Character, 300 is really a minimal level.
>That said, active value limits would _really_ help here.
>
>
> -Tim Gilberg
> -"English Majors of the World! Untie!"


If ap limits were placed, not only would other c's be limited, but this guy
woudl not.
He'd just tone down his demands. If anything, his characters would be even
more
identical, since he'd be forced to spread out. So he'd get optimim rpd/red,
optimum regen, optimum power def, optimum mental def, ect, ect, ect. . .
on eahc and every character.

------------------------------

Date: Tue, 6 Apr 1999 17:20:02 +1000
From: "Lockie" <jonesl@cqnet.com.au>
Subject: Re: The Blade Master

- -----Original Message-----
From: Scott C. Nolan <nolan@erols.com>
>
>Oh, my. Let me be unstylish and suggest that what you've got
>there is nothing more than an RKA. No need for advantages.
>Want to attack multiple targets? Allow him to do a ranged
>sweep maneuver.
>
>Now, what was suggested above will also work nicely, but
>it will horrendously expensive. A simple RKA is all you need.
>
>

Gee, let's think. . . .+1/2 usable advantage. . . 2d6
with standard points limits for 60 ap. 3d6 for
90ap. is that so big a deal? Honestly *sheesh*

------------------------------

Date: Tue, 06 Apr 1999 02:27:15 -0400
From: geoff heald <gheald@worldnet.att.net>
Subject: Re: laser printer supplies advertisement

At 06:30 PM 4/5/99 GMT, you wrote:
>On Sun, 04 Apr 1999 18:30:21 -0700, Mark Lemming <icepirat@ix.netcom.com>
>sent these symbols into the net:
>
>>Grrr. This one got bounced through the old mailing address from a
>>uunet account that is probably gone by now.
>>
>>However a message to the folks at
>>BPS111@EXCITE.COM to not order a printer.
>>
>>or removed at BPS112@USA.NET may do some good.
>>
>>Or may just get you on another spam list.
>>
>>I think the best places to complain to are:
>>abuse@usa.net and abuse@excite.com
>>
>>Since the spam didn't come through either domain they may do
>>nothing.
> They probably won't and since we got hit by Sam "Scumbag" Khuri it means
>omg.org and/or sysabend.org is on one of those '90 million addresses for
>$99.95!!!!' CDs I get every so often.
> There may be a faint ray of hope, though, uu.net is based in Virginia,
>and is an accessory to this attack, it may be possible that they can be
>forced to act. It's also faintly possible that Sam Khuri could also face
>jail-time if enough people on this list are in Virginia.

To that end, _I_ am in Virginia.


============================
Geoff Heald
============================
Attention all enimies of the Rival Ninja Corporation: You will lay down
your weapons and surrender to your nearest R.N.C. representative. Failure
to do so will result in your total destruction. Thank you.

------------------------------

Date: Tue, 06 Apr 1999 02:34:48 -0400
From: geoff heald <gheald@worldnet.att.net>
Subject: Re: Myths

At 12:12 PM 4/5/99 PDT, you wrote:

>
> I read in the Superman Encylopedia that the first "superheroes" of
>our civilization were really mythical "heroes", like Gilgamesh.
>
> If you could parallel Superman, to let's say, Hercules or
>Gilgamesh, who could you equate the following heroes to (being of a
>ancient heroic or mythical figure):
>
>Superman
>Wonder Woman

WW is an Amazon. I don't know the character that well, I guess.

>Batman

Zorro. Maybe the Scarlet Pimpernel, but Zorro is much better (The
double-life, passing in society, even guilt about power and position.)

>Flash

Mercury? I can't remember any other classic speedsters.

>Aquaman
>Green Lantern

King Arthur. Any wielder of a magical weapon who was defined by the weapon
would count. (Arthur was not defined by Excalibur, but they are
conceptually joined.)

>
>Captain America
>Spiderman
>Iron Man
>Wolverine
>Doctor Strange
>Ghost Rider
>

I'm out of ideas. Maybe later.


============================
Geoff Heald
============================
Soon you will all learn to respect my power as I conquer all the world!
(Pretty ambitious, eh?)

------------------------------

Date: Tue, 6 Apr 1999 09:14:55 -0400
From: "Beren" <beren@unforgettable.com>
Subject: Re: Myths

<<>Spiderman

As an animal man, he's a Trickster of course - and his witty
villain-taunting style bears that out. Allowing his Uncle to be murdered
through his own selfishness was a pretty typical Trickster mistake. Peter's
awkward adolescence is a pretty classic "hero's unpromising youth.">>

In fact, IIRC, the Iroquois believe the spider to be the Trickster.



Lisa

------------------------------

Date: Tue, 6 Apr 1999 12:19:16 -0400 (EDT)
From: Michael Surbrook <susano@dedaana.otd.com>
Subject: Equipment from Doom & Doom II

A long time ago (like 2-3 years) I posted a whole slew of adaptions of the
demons from Doom. Recently I've updated my Doom material and thus
present:

DOOMED HERO
EQUIPMENT

Because Doom and Doom II are adventure games, equipment found during play
doesn't quite work the way one would expect. Guns don't have magazines
for example. Technically, the pistol can fire up to 400 rounds on a
single 'clip'! In addition, some objects, such as the Light Amplification
Visor or the Radiation Suit, wear out after a minute (or less) regardless
of use. The equipment below has been designed with 'realism' in mind, and
has been written up to be useful as a campaign tool, not as a straight
translation of the Doom devices.

Weapons:
Chainsaw - A typical medium-sized chainsaw. It will cut through
wood, thin metal, thick brush, bone, demons...
Stats:
22 HKA: 1d6+1, +1 Stun (+1/2), Continuous (+1), 0 END (+1/2),
Blade (-1/4), Chainsaw can jam (aka Burnout), chance varies
according to what is being cut through, normally it is a base
15- (-1/4), No KB (-1/4), OAF (-1)
11 Tunneling: 1" through 5 DEF, 0 END (+1/2), Chainsaw can jam (aka
Burnout), chance varies according to what is being cut through,
normally it is a base 15- (-1/4), OAF (-1)
33 Total

Note: This is a basic, straight forward write up of a chainsaw.
It uses a Continuous instead of Autofire to keep characters from chopping
through trees (and people) in a matter of seconds. It is possible to use
one's strength to increase the damage done by a chainsaw. It will cut on
its own (the spinning blade bites fine all by itself), but bearing down
with the chainsaw will do that much more damage. A chainsaw runs off of a
simple gasoline engine. Although it won't run forever, it is effectively
0 END for combat purposes. It is either that or give it an END Reserve
that will allow it to run for about 15 minutes. The chainsaw can cut
through most anything, although stone and metal might break the blade
(hence the Blade limitation). Even cutting through wood can jam the
blade, hence the Burnout limitation. The Tunneling power is optional, but
makes sense if the GM wants to allow characters to chop through doors,
sheet metal and walls of bone. Naturally, these two powers should be
placed into a Multipower.

Chainsaw Combat Notes: Due to its size and unwieldiness, a
chainsaw should be -1 OCV in HTH combat. Some chainsaws are long enough
to warrant an extra 1" of stretching, but these saws should be -2 OCV in a
HTH fight. For those interested in a realistic treatment of a chainsaw,
the Continuous advantage should only be usable if the target is Stunned,
pinned or otherwise immobile. It should also be noted that bearing down
on a chainsaw will increase the chances of the blade jamming. This fact
should just be included into the Burnout modifier and not be a separate
limitation.

Pistol - Your standard 9mm automatic pistol. General issue as a
side arm to officers and security personnel. A nice handgun, but
virtually worthless against anything tougher than a Zombie Human or an
Imp. Grab a shotgun if you can.
Stats:
15 RKA: 1d6+1, +1 OCV, +1 RMod, 15 Shots (-0), OAF (-1)

Shotgun - This is your standard pump action sidearm and it is a
nice all-around weapon. Kill a Zombie Sargent, and you can pick one up.
This is usually a very good idea.
Stats:
26 RKA: 2 1/2d6, +1 Stun (+1/2), +2 OCV, +1 RMod, Reduced by
Range (-1/4), 8 shots (-1/2), OAF (-1)

Combat Shotgun - A double-barreled room broom! The combat shotgun
fires both barrels at the same time, and can rid an area of nasties in
very short order. The main draw back is the fact that it only carries two
rounds, and its break-action method of reloading is very slow.
Stats:
16 First Barrel: RKA: 2 1/2d6, +1 Stun (+1/2), +2 OCV, Reduced by
Range (-1/4), 1 shot (-2), OAF (-1)
15 Second Barrel: RKA: 2 1/2d6, +1 Stun (+1/2), +2 OCV, Reduced by
Range (-1/4), 1 shot (-2), Linked to First Barrel RKA (-1/2),
OAF (-1)
31 Total

Note: In order to represent the ability for the Combat Shotgun to
hit multiple targets, Game Masters may want to give it some form of the
Area of Effect: Cone advantage.

Chaingun - A multiple barrel machine gun, the chaingun chews
through its targets with a continuous hail of lead. Of course, it also
goes through ammo like it was water.
Stats:
30 RKA: 1 1/2d6, Autofire 5 (+1/2), +4 OCV, +2 RMod, 50 shots (+1/2),
Cannot move while firing (-1/4), OAF (-1)

Options for this weapon include AoE: Line, or Continuous (or
both), allowing the user to fire on a hex (and hit that hex) every
*phase*. Of course, the chaingun is a natural for Suppression Fire.

Rocket Launcher - This relative of the LAW packs a powerful punch.
Although it has only two rounds, dropping a rocket into a small pocket of
demons can make all the difference.
Stats:
27 RKA: 4d6, Explosion (+1/2), +2 RMod, 2 Shots (-1 1/2), OAF (-1)

Plasma Rifle - Powered by a small fusion cell, this powerful
energy weapon produces a continuous stream of energy bolts when fired. It
is quite capable of shredding even the most toughest of demons, although
its ammunition consumption is such that one may run out of shots long
before the target has died.
Stats:
44 RKA: 2d6 E, Autofire 10 (+3/4), +4 OCV, +4 RMod, 40 Shots (+1/2),
No KB (-1/4), OAF (-1)

BFG (Blast Field Gun) 9000 - Aka the BFG 9000, this powerful
weapon can kill most demons in a single shot. If fires a pulse of plasma
energy that detonates into a massive explosion, killing virtually anything
caught in the blast radius. The only real draw back is the extended
warmup time and the fact that it will deplete the power cell after only a
single shot. Make sure you have a few spare magazines handy, you'll need
them.
Stats:
40 RKA: 6d6 E, AoE: Radius (+1), +4 RMod, Extra Time: Full
Phase (-1/2) Cannot move while firing (-1/4), 1 Shot (-2),
OAF (-1)

Although one can fire this off at ground zero in Doom and not be
affected, I felt that giving the BFG 9000 "Personal Immunity" didn't make
much sense. Cruel Game Masters may want to make the BFG "Bulky" for an
extra -1/2 limitation. Of course, this also lowers the characters DCV by
1/2, meaning it will be that much easier for demons to hit said
character...

Armor:
Security Armor - This is a suit of heavy kevlar and armored
plastic plates that covers the torso.
Stats:
7 Armor: DEF 6, Locations 9-13 / Act 11- (-1), OIF (-1/2)

Combat Armor - This type of armor adds titanium trauma plates and
ceramic inserts to provide a more rigid defense against attacks.
Stats:
11 Armor: DEF 9, Locations 9-13 / Act 11- (-1), OIF (-1/2)

Medical Gear:
Stimpack - This small container holds a collection of stimulants
and boosters.
Stats:
5 Aid: 1d6 Healing, Set Effect: 1 BODY / 3 STUN (-0), Max: 20 BODY /
60 STUN, 1 Charge (-2), Charge does not recover (-2), OAF (-1)

Medikit - A Medikit contains bandages and anti-toxins along with
an assortment of stimulants, boosters and antiseptic sprays.
Stats:
6 Aid: 2d6 Healing, Set Effect: 2 BODY / 6 STUN (-0), Max: 20 BODY /
60 STUN, 1 Charge (-2), Charge does not recover (-2), OAF (-1)

Note: As with all of the 'one-shot' devices and power ups found in
Doom and Doom II, I have used the limitations of "1 Charge" and "Charge
does not recover". This means that you get one use out of an item and
after you use it, the item is gone, used up or empty. If you want to use
that item again, you have to go *find* one, it will not magically
replenish itself the next morning (or adventure or whatever). Use such
items wisely!

Other gear:
Berserk Pack - This package contains a mass of super-stimulants
and adrenaline boosters, massively increasing the users strength for a
brief time.
Stats:
8 Aid: 10d6 to STR, Set Effect: 30 STR (-0), 1 Charge (-2), Charge
does not recover (-2), OAF (-1)
8 Aid: 10d6 to BODY, Set Effect: 10 BODY (-0), 1 Charge (-2), Charge
does not recover (-2), OAF (-1)
16 Total

Light Amplification Visor - This standard low-light filter allows
one to see in even the dimmest of lighting conditions.
Stats:
3 UV Vision, OIF (-1/2)

Radiation Suit - A radiation suit is used to survive a dip into
pools of toxic waste and corrosive slime.
Stats:
4 Armor: DEF 6 Energy, Hardened (+1/4), 1/2 Effect vs Guns (-1/4),
Hardened DEF only affects acid / toxic waste attacks (-1),
Real Armor (-1/4), OIF (-1/2)
5 Life Support: Character can breathe in an unusual environment,
Safe in High Radiation, OIF (-1/2)
9 Total

Notes: The normal Doom and Doom II suits lasts for about a minute,
this suit is indefinite. Creative Game Masters may want to apply some
sort of variation off of the Ablative limitation, to simulate the suit
deteriorating. The "Real Armor" represents the fact that the radsuit is
bulky, with heavy boots and thick gloves. A character's DCV might be
lowered, and his ability to manipulate small objects and tools may be
severely hampered.

Artifacts:
Health Potion - These small blue bottles can boost the user's
health far beyond normal levels. Naturally, this boost only lasts for a
short time.
Stats:
13 Aid: 1d6 to BODY, Set Effect: 1 BODY (-0), Max: 40 BODY,
1 Charge (-2), Charge does not recover (-2), OAF (-1)

Spiritual Armor - Appearing as small glowing helmets, these power
ups increase the user's defenses for a short time.
Stats:
5 Aid: 1d6 to PD, Set Effect: 1.5 PD (-0), Max: 15 PD,
1 Charge (-2), Charge does not recover (-2), OAF (-1)
5 Aid: 1d6 to ED, Set Effect: 1.5 ED (-0), Max: 15 PD,
1 Charge (-2), Charge does not recover (-2), OAF (-1)
10 Total

Soul Sphere - This blue sphere provides a massive boost to the
user's health when activated.
Stats:
8 Aid: 10d6 to BODY, Set Effect: 10 BODY (-0), 1 Charge (-2), Charge
does not recover (-2), OAF (-1)

Mega Sphere - A white glowing ball, this sphere immediately boosts
ones health and defenses. Although the 'power up' only lasts a short
time, it is certainly welcome while it lasts.
Stats:
17 Aid: 20d6 to BODY, Set Effect: 20 BODY (-0), 1 Charge (-2), Charge
does not recover (-2), OAF (-1)
17 Aid: 20d6 to PD, Set Effect: 30 PD (-0), 1 Charge (-2), Charge
does not recover (-2), OAF (-1)
17 Aid: 20d6 to ED, Set Effect: 30 ED (-0), 1 Charge (-2), Charge
does not recover (-2), OAF (-1)
51 Total

Blur Artifact -A multicolored glowing ball, this sphere renders
one invisible for a full minute. The invisibility isn't complete,
however, and in brightly lit areas, demons may see a slight visual
distortion.
Stats:
7 Invisibility to Sight Group, 1 Charge lasting 1 Minute (-1),
Charge does not recover (-2), OAF (-1)

Invulnerability Artifact - A glowing green sphere that contains a
floating image of a skull, this mystical object renders who ever picks it
up completely invulnerable for a full 12 seconds. While in this state,
the user will see his surroundings as a brilliant white haze. Although
many objects will be hard to pick out, Specters become quite visible!
Stats:
46 Force Field: 120 PD / 120 ED, 1 Charge lasting 1 Turn (-1 1/4),
Charge does not recover (-2), OAF (-1)

Note: This artifact is a perfect candidate for those who allow
Full Damage Reduction in their games. The Force Field itself was bought
using the idea that Full Damage Reduction was 120 points for either Energy
or Physical invulnerability.

The Environment:
Crushing Ceilings: Ceilings that lower and crush can be treated as
either large physical Energy Blasts (if the Game Master is nice) *or* as
an HKA. The damage should occur every Segment and any character so
trapped also has to worry about getting trapped under the lowering ceiling
while trying to wriggle free. Getting out might require a STR or DEX
roll.

Slime and Waste - Toxic waste will dissolve armor and reduce one's
health score. To simulate this in Hero, a character standing or moving in
such liquids should take anywhere from 1 pip to 2d6 of BODY per Segment.
This damage affects only the feet and legs (unless you fall in the stuff)
which means normal armor won't help one bit. A Radiation suit will
protect one from the goo, at least for a limited time.

For a realistic treatment of such goo, any character walking in
the stuff should take 1 pip (or more) of Penetrating Killing damage per
Segment. In addition, the character should also take 1d6 (or more) of NND
damage due to inhaled fumes. If using Disabling rules, the damage from
wading through toxic waste could reduce a character's Running, leg STR and
CV.

Toxic Waste Barrels - Large drums filled with fuel, toxic waste
and other chemicals are found all over the place in Doom and Doom II. The
drums will detonate if hit with small arms fire. Figure a drum to have a
DEF of 3. If any shot punches through that DEF, then the barrel will
detonate for 2d6 to 2 1/2d6 of Explosive RKA (energy). If several barrels
are near each other, this can start a chain reaction that can prove to
be... devastating.

- --
Michael Surbrook - susano@otd.com - http://www.otd.com/~susano/index.html

"Go-Go-Gadget Thermonuclear Device!"
William K. "Bushmaster" Bushway

------------------------------

Date: Tue, 6 Apr 1999 12:38:39 -0400
From: Brian Wawrow <bwawrow@fmco.com>
Subject: RE: Equipment from Doom & Doom II

BFG stands for Blast Field Gun? <ahem> I had no idea. I thought the B stood
for Big.

] BFG (Blast Field Gun) 9000 - Aka the BFG 9000, this powerful...

I could see running a one-off adventure with these Doom Hero rules, just to
get messy. The whole adventure would be in combat time.

What would the character creation rules look like? 75 + 75 w/ no inate
powers?

In the last adventure I just ran in my FH game, I tried to use Doom/Quake
style rooms in my dungeon. They weren't as complex as Quake but certainly
made for more interesting tactical setups than an empty, single level square
room. That extra inch of leaping can mean life or death.

Later
BRI

------------------------------

Date: Tue, 6 Apr 1999 12:47:09 -0400 (EDT)
From: Michael Surbrook <susano@dedaana.otd.com>
Subject: RE: Equipment from Doom & Doom II

On Tue, 6 Apr 1999, Brian Wawrow wrote:

> BFG stands for Blast Field Gun? <ahem> I had no idea. I thought the B stood
> for Big.

Yes, well, this was the polite version of the acronym.

> ] BFG (Blast Field Gun) 9000 - Aka the BFG 9000, this powerful...
>
> I could see running a one-off adventure with these Doom Hero rules, just to
> get messy. The whole adventure would be in combat time.

Ouch... that *would* be messy.

> What would the character creation rules look like? 75 + 75 w/ no inate
> powers?

Sounds good to me.

> In the last adventure I just ran in my FH game, I tried to use Doom/Quake
> style rooms in my dungeon. They weren't as complex as Quake but certainly
> made for more interesting tactical setups than an empty, single level square
> room. That extra inch of leaping can mean life or death.

Recently, in my Silent Mobius game, the AMP had to deal with a warp gate
in the basement of the UAC building. I used elevators, catwalks and
freestanding computer stations. The ened result was a mess, with four
officers hospitalized (they did win, though).

- --
Michael Surbrook - susano@otd.com - http://www.otd.com/~susano/index.html

"Go-Go-Gadget Thermonuclear Device!"
William K. "Bushmaster" Bushway

------------------------------

Date: Tue, 06 Apr 1999 17:27:02 GMT
From: samael@clark.net (Acid Rainbow)
Subject: Re: laser printer supplies advertisement

On Tue, 06 Apr 1999 02:27:15 -0400, geoff heald <gheald@worldnet.att.net>
sent these symbols into the net:

>> They probably won't and since we got hit by Sam "Scumbag" Khuri it =
means
>>omg.org and/or sysabend.org is on one of those '90 million addresses =
for
>>$99.95!!!!' CDs I get every so often.=20
>> There may be a faint ray of hope, though, uu.net is based in =
Virginia,
>>and is an accessory to this attack, it may be possible that they can be
>>forced to act. It's also faintly possible that Sam Khuri could also =
face
>>jail-time if enough people on this list are in Virginia.=20
>
>To that end, _I_ am in Virginia.
<sigh> Unfortunately, the law doesn't go into effect until July 1. =
Even
then I don't know if we'll be able to prosecute further spams.
**********************************************************************
*Lissajous patterns and windmills and don't ask about the connection.*
* Acid Rainbow: Semi-professional windmill-tilter. *
**********************************************************************

------------------------------

Date: Tue, 06 Apr 1999 14:41:36 -0400 (EDT)
From: Jason Sullivan <ravanos@NJCU.edu>
Subject: Archetype Clone Force, Attack!!!

In order to show my immediate circle of friends the glory that is
the HERO system, I want to run an adventure for them.

My project will require the following:

-1) Construction of the world, in which the setting will be
futuristic Superheroic and of the Superhero genre.

-2) Premade adventures, typical of the genre.

-3) Premade heroes of 100 base/150 disadvantage, 250 maxium point
total Villians of the samew ammount.

-4) Overall House Rules set.

-5) "Starter packs," which would include preludes, a character
sketch, personality profile, tatics, and introduction to the HERO system.


I don't want to go through a long time character generation; to
save time, in order to do this effectively, I would like to utilize:

A) A "quick" character creation system (where certain elements are chosen,
such as profession, power sets [either as a whole package or individual
sub-sets <one from A, two from B>], life paths (creation, possible
enemies, etc.)
[There were post about this a while back.]

B) An "archetype" system, where certain archetypes (from broad types like
"Brick", to more distinct types like "Spider/Agility Based Web Slinging
Hero") can be chosen.
[For which I need to look for characters to base
this off of within the parameters, or create my own, which would require
me to seek out and label the individual archetypes with a special
nomenclature.]

C) A "bank" system, where all of the characters are premade and selected
at random, by description, or by lottery.
[For which I would need to look for compleated characters to base
this off of, get permission from their creators to use, or come up with
the individual heroes to bank.]


Any help of any kind would be welcome... especially with the
Archetypes. I'll try and post compleated characters from said archetypes
for public use on the list or to a web site once they are finished.

Advice would be nice, too.

------------------------------

Date: Tue, 6 Apr 1999 14:48:54 -0400 (EDT)
From: Michael Surbrook <susano@dedaana.otd.com>
Subject: Re: Archetype Clone Force, Attack!!!

On Tue, 6 Apr 1999, Jason Sullivan wrote:

> In order to show my immediate circle of friends the glory that is
> the HERO system, I want to run an adventure for them.
>
> My project will require the following:

Whew... ever consider getting all of this together and making a proposal
to Hero Games?

> -3) Premade heroes of 100 base/150 disadvantage, 250 maxium point
> total Villians of the samew ammount.

I have a few 250 point characters on my website, you are welcome to use
any of them.

> -5) "Starter packs," which would include preludes, a character
> sketch, personality profile, tatics, and introduction to the HERO system.

In my original characters section of my website, I have several 250 point
characters with complete backgrounds. Some even have artwork, although it
might not be posted to my site.

> A) A "quick" character creation system (where certain elements are chosen,
> such as profession, power sets [either as a whole package or individual
> sub-sets <one from A, two from B>], life paths (creation, possible
> enemies, etc.)
> [There were post about this a while back.]

Champions III has a random superhero generator, but it isn't al that
great.

> B) An "archetype" system, where certain archetypes (from broad types like
> "Brick", to more distinct types like "Spider/Agility Based Web Slinging
> Hero") can be chosen.
> [For which I need to look for characters to base
> this off of within the parameters, or create my own, which would require
> me to seek out and label the individual archetypes with a special
> nomenclature.]

I think it would be easier to base you designs off of other characters.
Just make sure you file off enough of the seriqal numbers so no one will
notice.

> C) A "bank" system, where all of the characters are premade and selected
> at random, by description, or by lottery.
> [For which I would need to look for compleated characters to base
> this off of, get permission from their creators to use, or come up with
> the individual heroes to bank.]

This could work, although it would require you to make *everything*. I
recommend you let the character pick based on description.

- --
Michael Surbrook - susano@otd.com - http://www.otd.com/~susano/index.html

"Feel the sting of a Draconian stun-stick, Erf-trash!"
A jive Draconian, from the TV show _Buck Rogers in the 25th Century_

------------------------------

End of champ-l-digest V1 #265
*****************************


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