Digest Archive vol 1 Issue 273
From: owner-champ-l-digest@sysabend.org 
Sent: Sunday, April 11, 1999 7:47 PM 
To: champ-l-digest@sysabend.org 
Subject: champ-l-digest V1 #273 
 
 
champ-l-digest         Sunday, April 11 1999         Volume 01 : Number 273 
 
 
 
In this issue: 
 
    Re: Scaled Activation 
    Re: Damage Values 
    Re: Damage Values 
    Re: Heroes and Villians of Myth and Legend 
    Re: Heroes and Villians of Myth and Legend 
    Re: Heroes and Villians of Myth and Legend 
    Re: fire extinguisher 
    Re: Damage Values 
    Re: Hearing 
    Re: Heroes and Villians of Myth and Legend 
    Re: Non-Lethal Weapons 
    Re: Damage Values 
    Re: Heroes and Villians of Myth and Legend 
    Re: Heroes and Villians of Myth and Legend 
    Re: Damage Values 
    Theme Villians: CHAR: Antonio Fuguetti, the Sound Master 
    Re: Heroes and Villians of Myth and Legend 
    Re: 5th Edition 
    Re: Heroes and Villians of Myth and Legend 
    Re: Heroes and Villians of Myth and Legend 
    Re: Heroes and Villians of Myth and Legend 
    Re: Heroes and Villians of Myth and Legend 
    Re: Damage Values 
    The Mad Doctors of Evil 
    Gadget Pool vs "Equipment Allotment" 
    Re: Heroes and Villians of Myth and Legend 
    Re: Gadget Pool vs "Equipment Allotment" 
    I'm full of them today.......What's the best Armor game? 
 
---------------------------------------------------------------------- 
 
Date: Sun, 11 Apr 1999 13:35:14 -0700 
From: Rick Holding <rholding@actonline.com.au> 
Subject: Re: Scaled Activation 
 
Christopher Taylor wrote: 
 
> This brings up an interesting construct I use with some characters, armor 
> in two layers of equal protection (usually 14-) representing armor that 
> reacts to damage by becoming harder or erecting an energy shield. 
> Occasionally you blow both the rolls, for a very unpleasent result (oddly 
> enough it often happens that if one fails the other does, when it rains, it 
> pours).  Now technically from what I said above, technically if you make 
> one roll, the other will activate as well, but with GM approval I skipped 
> that for the effect. 
 
	I've done the same thing for armour on a dragon, some of which is 
hardenned.  15- activation for the hardened part, and if it works, don't 
roll anymore.  If it fails, then roll another 15- for the non hardened 
part.  Yes, sometime its going to get hit in the eye or mouth or 
whereever and its going to hurt... a lot. 
- --  
Rick Holding 
 
If only "common sense" was just a bit more common... 
   or if you prefer...  You call this logic ? 
 
------------------------------ 
 
Date: Sun, 11 Apr 1999 00:17:37 -0400 (EDT) 
From: "Daniel P. Pawtowski" <dpawtows@acm.vt.edu> 
Subject: Re: Damage Values 
 
> Game terms: I would say an explosion in the 5 to 7 dice range, with a lot of 
> extended area, because there is little fall of from GZ to 100 meters out. 
> And you could make it AP, and not get an arguement from me. 
>  
   Something I've occasionally done is model large bombs as both a 
regular EB explosion and an RKA explosion, with the SFX of the first 
being "blast" and the second being "fragments".  It does help cut down 
on the embarrisment of a large truck-bomb rolling minimum damage on 
a low-dice Killing attack. 
 
                                     Daniel Pawtowski 
dpawtows@halcyon.com 
 
------------------------------ 
 
Date: Sun, 11 Apr 1999 03:19:45 -0500 
From: Todd Hanson <badtodd@home.com> 
Subject: Re: Damage Values 
 
This isn't exactly what you asked for, but check it out for some interesting 
statistics.  It gives the effect of different sizes of nuclear bombs.  Even lets 
you choose a location, and shows you a map of the effect on the area. 
 
http://www.pbs.org/wgbh/pages/amex/bomb/sfeature/blastmap.html 
 
------------------------------ 
 
Date: Sun, 11 Apr 1999 03:55:39 -0500 (Central Daylight Time) 
From: Tim Gilberg <gilberg@ou.edu> 
Subject: Re: Heroes and Villians of Myth and Legend 
 
> > 	Exactly true.  This is considered a highly symbolic act. 
>  
> Lesse: 
>  
> AID, Any one characteristic, Fade Rate: Day, Requires extended ritual 
> (must devour enemy / animal). 
>  
> How's that? 
 
	Looks pretty good--though a plot device would work fine.  As would 
no actual game effect--it just being symbolic role-playing. 
 
	My favorite example of the above is from Urotsokidoji: Legend of 
the Overfiend.  Btw, how does Urotsokidoji translate? 
 
 
					-Tim Gilberg 
			-"English Majors of the World!  Untie!" 
 
------------------------------ 
 
Date: Sun, 11 Apr 1999 03:59:22 -0500 (Central Daylight Time) 
From: Tim Gilberg <gilberg@ou.edu> 
Subject: Re: Heroes and Villians of Myth and Legend 
 
> Well, we have to accept that the person writing them down might have lied 
> to us.  Also, I'd call this written as opposed to oral. 
 
	The person writing them down very well could have lied--or at 
least added things that support his (his, as they were almost always male) 
viewpoint--witness Beowulf. 
 
	And, while it is written down, it is the recording of an oral 
"text."  As such, the characteristics are more those of an oral work than 
a written one. 
 
					-Tim Gilberg 
			-"English Majors of the World!  Untie!" 
 
------------------------------ 
 
Date: Sun, 11 Apr 1999 04:02:31 -0500 (Central Daylight Time) 
From: Tim Gilberg <gilberg@ou.edu> 
Subject: Re: Heroes and Villians of Myth and Legend 
 
	To bring this whole Aztec thing back to the game, I'd like to 
recommend a novel.  Runner in the Sun by D'Arcy McNickle(sp?) could be 
very useful--it describes the Aztec culture from an outsider's point of 
view in a pre-contact setting.  McNickle is a native american author who 
wrote mainly in the 30s and 40s. 
 
 
					-Tim Gilberg 
			-"English Majors of the World!  Untie!" 
 
------------------------------ 
 
Date: Sat, 10 Apr 99 23:24:42  
From: "qts" <qts@nildram.co.uk> 
Subject: Re: fire extinguisher 
 
On Fri, 09 Apr 1999 22:22:09 -0400, geoff heald wrote: 
 
>IMO and I don't have my BBB here.   
>Of course, in Star Trek (TNG) they use force fields to put out fires by 
>squishing them (telekinesis).  It requires that tk be airtight (at least to 
>the edge of it's effect), but..... 
 
That's Force Wall, not TK. 
qts 
 
Home: qts@nildram.co.uk. 
 
------------------------------ 
 
Date: Sun, 11 Apr 1999 06:19:57 -0700 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Damage Values 
 
At 08:11 PM 4/10/1999 -0500, Michael Nunn wrote: 
>>I'm currently working on a scenario and I need some damage values. 
> 
> 
>Oddly enough I have real worl experence with both of these unusual and 
>unrelated things. 
> 
>>If someone were to rip off a street light and expose the power cables, 
>>how much damage would the current do from the power going to an ordinary 
>>neighborhood? 
> 
>While working in the construction industry I had the misfortune to be 
>present when an exposed service to a large mercury vapor street, was cut 
>into by a  worker.  The jolt tossed him roughly 15 to 20 feet. He had second 
>degree burns over about 70% of his body and third degree burns on his hands 
>and arms.  It didn't kill him , but according to the Electric Company he was 
>extremely luck to be alive, we has in the hospital for several weeks, and 
>was never able to return to work, due to the damage to his hands. 
>So in game terms, I would put it a around a 3d6 killing.  On the average 
>that will kill a normal, on a bad (or good if your on the wrong end) roll 
>you could survive. 
 
   An average roll on 3d6 would put a normal into the "dying" category; the 
normal could be saved with a reasonable Paramedic Roll, and might even stop 
bleeding on his own with just a little luck, depending on what rules are 
used.  I'd suggest making this 4d6 or perhaps even 5d6, so that more than a 
little luck is needed to keep this from being fatal. 
- --- 
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: Sun, 11 Apr 1999 06:22:07 -0700 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Hearing 
 
At 05:27 PM 4/10/1999 -0400, Jason Sullivan wrote: 
> 
> How much does the Hearing sense group cost in the Hero's Almanac? 
 
   It doesn't.  If you mean Normal Hearing, though, it's given there as 20 
points. 
- --- 
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: Sun, 11 Apr 1999 06:24:31 -0700 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Heroes and Villians of Myth and Legend 
 
At 02:45 PM 4/10/1999 -0400, geoff heald wrote: 
>> 
>> How so?  Actually, based on centuries of recorded oral records. 
>>Stuff has been written down from many different tribes almost from the 
>>first contact of cultures.  This is wrong how? 
>> 
>Well, we have to accept that the person writing them down might have lied 
>to us.  Also, I'd call this written as opposed to oral. 
 
   Strictly speaking, a written record would be limited to records of 
events witnessed by the person writing them, or by people directly 
interviewed by that person.  Anything else would be a hybrid, at best. 
- --- 
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: Sun, 11 Apr 1999 06:28:39 -0700 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Non-Lethal Weapons 
 
At 12:30 PM 4/10/1999 -0700, Filksinger wrote: 
> 
>From: Bob Greenwade <bob.greenwade@klock.com> 
> 
><snip> 
>>    Not to mention that you can't put a Limitation on a Limitation (just 
>> trying to figure out how that would work makes my head hurt -- though I'm 
>> sure it can be modeled mathematically). 
> 
>It was a holdover from 3rd Ed. I found it to be much superior to Variable 
>Limitation, so I still use it. 
 
   I don't recall it being in 3rd Edition either. 
 
>> No, the mechanic you describe 
>> above doesn't quite look like what I understand to be the effect of the 
>> weapon. 
>>    I'm for making this NND (having non-resistant PD) that Does BODY. 
> 
>But it doesn't do BODY, or at least not much, to targets that have no 
>resistant PD. It does BODY to targets that _do_ have resistant PD. Thus, if 
>the target is "soft", like humans, it takes STUN only (or minimal BODY), if 
>target is hard, like concrete or airplane bodies, it then takes BODY. 
 
   Well, then I'm back to the AVLD.  a 12DC AVLD is 4-1/2d6, which will do 
4 BODY on the average; vs a 2 PD normal, this will do 2 BODY, which is 
fairly minimal, while it will do its full 4 BODY against concrete or an 
airplane body, neither of which has any non-resistant PD. 
- --- 
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: Sun, 11 Apr 1999 09:02:30 -0500 
From: "Michael (Damon) & Peni Griffin" <griffin@txdirect.net> 
Subject: Re: Damage Values 
 
At 03:25 PM 4/10/1999 -0700, Scott Bennie wrote: 
>I'm currently working on a scenario and I need some damage values. 
> 
>If someone were to rip off a street light and expose the power cables, 
>how much damage would the current do from the power going to an ordinary 
>neighborhood? 
 
Here you get into one of those "real science" areas that some gamers (like 
me) love to tinker with, but which most gamers just want to ignore. 
 
How much damage is done depends on a number of factors, even for known 
voltage and current values.  The human body has a resistance of around 
500,000 ohms when dry, but only around 300 ohms when wet; much more current 
will travel through a wet body, so more damage will be done.  (Contrary to 
what Douglas Adams and the Borg have told us, resistance is neither usless 
nor futile.)  Where AC current is involved, the frequency can also be a 
factor. 
 
Potentially lethal current starts around 100 mA (one-tenth of an amp), 
though at that level you'd probably have to be exposed to it for at least a 
full second. 
 
Michael Nunn, do you happen to know the voltage, amperage and/or wattage 
for those street lights?  Any two will do, obviously... 
 
Damon 
 
|-----------------------------------------------------------| 
|************* Beware of geeks bearing .GIFs ***************| 
|-----------------------------------------------------------| 
|Damon & Peni's homepages: http://www.txdirect.net/~griffin | 
|   Children's Books -- Dolls -- X-Files -- Pulp Magazines  | 
|       Computers -- Gaming -- All Human Knowledge          | 
|-----------------------------------------------------------| 
 
------------------------------ 
 
Date: Sun, 11 Apr 1999 10:21:04 -0400 (EDT) 
From: Michael Surbrook <susano@dedaana.otd.com> 
Subject: Re: Heroes and Villians of Myth and Legend 
 
On Sun, 11 Apr 1999, Tim Gilberg wrote: 
 
> > > 	Exactly true.  This is considered a highly symbolic act. 
> >  
> > Lesse: 
> >  
> > AID, Any one characteristic, Fade Rate: Day, Requires extended ritual 
> > (must devour enemy / animal). 
> >  
> > How's that? 
>  
> 	Looks pretty good--though a plot device would work fine.  As would 
> no actual game effect--it just being symbolic role-playing. 
>  
> 	My favorite example of the above is from Urotsokidoji: Legend of 
> the Overfiend.  Btw, how does Urotsokidoji translate? 
 
Which scene are you talking about? 
 
- -- 
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: Sun, 11 Apr 1999 11:34:44 -0400 
From: "Geoff Depew" <mephron@idt.net> 
Subject: Re: Heroes and Villians of Myth and Legend 
 
- ----- Original Message ----- 
From: Michael Surbrook <susano@dedaana.otd.com> 
Cc: Hero List <champ-l@sysabend.org> 
Sent: Sunday, April 11, 1999 10:21 AM 
Subject: Re: Heroes and Villians of Myth and Legend 
 
 
> On Sun, 11 Apr 1999, Tim Gilberg wrote: 
> 
> > > > Exactly true.  This is considered a highly symbolic act. 
> > > 
> > > Lesse: 
> > > 
> > > AID, Any one characteristic, Fade Rate: Day, Requires extended ritual 
> > > (must devour enemy / animal). 
> > > 
> > > How's that? 
> > 
> > Looks pretty good--though a plot device would work fine.  As would 
> > no actual game effect--it just being symbolic role-playing. 
> > 
> > My favorite example of the above is from Urotsokidoji: Legend of 
> > the Overfiend.  Btw, how does Urotsokidoji translate? 
> 
> Which scene are you talking about? 
 
I emailed this directly to Tim before, but I'll mention it here:  I saw 
somewhere that someone was working on a Fuzion supplement called 'Naughty 
Tentacles' to allow runs of things from Silent Mobius to Urotsukidoji. 
 
I'd never run something like that for my players, at least not at the 'Doji 
end of the spectrum...  they'd get a little too squirped out. 
 
- ----------------------------- 
Geoff Depew, master of weird anime technology. 
"I like La Blue Girl.  No one explodes from the tentacle sex." - Heard at an 
A-kon. 
 
------------------------------ 
 
Date: Sun, 11 Apr 1999 11:16:04 -0500 
From: "Michael (Damon) & Peni Griffin" <griffin@txdirect.net> 
Subject: Re: Damage Values 
 
Okay, Michael Nunn didn't have voltage/current/power ratings for the street 
lamps, but no doubt someone at your local utility company could provide 
this information. 
 
Tangentially related to this subject, someone sent me email recently 
offering a mathematical explanation for why scientists, engineers and other 
technical people can never be paid as much as "business people": 
 
POWER = WORK/TIME, correct? 
 
Knowledge is power, so KNOWLEDGE = WORK/TIME. 
 
Since time is money, KNOWLEDGE = WORK/MONEY. 
 
Restate the equation to solve for MONEY:   MONEY = WORK/KNOWLEDGE. 
 
Here we see that as KNOWLEDGE approaches zero, MONEY approaches infinity 
for any given amount of WORK.  Therefore, the more you know about the work 
you are doing, the less you will be paid to do that work. 
 
Damon 
 
------------------------------ 
 
Date: Sun, 11 Apr 1999 14:36:34 -0400 (EDT) 
From: Jason Sullivan <ravanos@NJCU.edu> 
Subject: Theme Villians: CHAR: Antonio Fuguetti, the Sound Master 
 
Antonio Fuguetti, the Sound Master 
 
Val	CHA	Cost	Roll	Notes 
 8	STR	-2	11-	75 kg, 1 1/2d6 
14	DEX	12	12-	OCV: 5 / DCV: 5 
13	CON	 6	12-	 
 8	BODY	-4	11-	 
15/25	INT	 5	12-/14-	PER Roll 12-/14- 
18	EGO	16 	13-	ECV: 6 
13	PRE	 3	12-	PRE Attack: 2 1/2d6 
10	COM	 0	11-	 
 
 5	PD	 3		Total: PD / PDr 
 4	ED	 1		Total: ED / EDr 
 3	SPD	 6		Phases: 4, 8,  12 
 6	REC	 2		 
26	END	 0	 
25	STUN	 6 
		 
Total Characteristics Cost: 54 
 
Movement:	 
	Running: 6" / 12" 
	Swimming: 2" / 4" 
 
Cost	Powers, Perquisites, and Talents 
80	60 point VPP: Mastermind Power Pool: Can be used for Followers 
	(Thugs), Vehicles, Bases, and appropriate Powers (equipment) for 
	his schemes; Can Only Change Between Adventures (-1/2), Changes 
	when "inspired" (0) 
 
 5	"A Little Deaf", Flash Defense (Sound): 5 
 4	"Inspiration", INT +10; No Conscious Control (-2) 
 4	"Inspiration", Eidetic Memory; No Conscious Control (-2) 
 6	"Complex Mind", Mental Defense (+6): 10 
 3	"Complex Mind", Resistance: +3 EGO rolls 
 6	Presence Defense, PRE +7, Defense Only (-1/4) 
 3	Lightning Calculator 
 3 	Speed Reading 
	 
Cost	Skills, Enhancers, and Levels 
3,3,3,3	Cryptography, Deduction, Inventor, Systems Operation 12-/14- 
 3,3,3	Lip Reading, Mechanics, Electronics 11- 
 1	FAM: Bureaucratic 8- 
 3	Interrogation 12- 
 3	KS: The Criminal Underworld (INT) 12-/14- 
 3	Language: English, Completely fluent w/accent (Italian is native) 
 2,2,2	PS:Scientist, PS:Defense Contractor, PS:Mad Genius (INT) 12-/14- 
2,2,2,2	SC:Acoustics, SC:Seismology, SC:Metallurgy, SC:Physics (INT)  
	-12/-14 
 2	WF: Exotic Self Designed Gizmos 
14	Weaponsmith: Exotic Vibratory & Anti Aircraft Cannons -16 
 
15	Skill Levels: +3 With all INT based Skills (Not added in) 
 3	Scientist 
 3	Jack of All Trades 
 
	Total Powers & Skills Cost: 196 
	Total Character Cost: 250 
 
100+	Disadvantages 
 5	Age: 40+ 
10	Enraged: When his "genius" plans are thwarted  
	(Uncommon, 14-, 11- to recover) 
10	DNPC: Wife (8- or less) 
10	Distinctive Features: Short, skinny man with a bald head, thick "coke 
	bottle" glasses, an Italian accent, and eccentric mannerisms [wearing 
	"scientist's" clothes, speaking in complex terms] (Concealable with 
 
	 major effort) 
10	Hunted: United States Government (As powerful, NCI, Limited Geo, 
	8- or less) 
20	Normal Characteristic Maxima 
 5	Physical Limitation: Hard of Hearing 
20	Psychological Limitation: Megalomaniac (common, total) 
15	Psychological Limitation: Arrogant (very common, moderate) 
10	Psychological Limitation: Vengeful (Uncommon, Strong) 
 5	Psychological Limitation: Unstable Genius, unpredictable and 
chaotic in this regard (uncommon, moderate) 
10 	Reputation: Mad Genius (8- or less, Extreme) 
15	Secret ID: Antonio Fuguetti 
 5	Unluck: 1d6 
 
	Experience 0 
	Total Disadvantage Points 250 
 
Background: 
	Young Antonio Fuguetti rested in the bell towers of his home town 
of Naples, but was rudely awakened that Sunday morning when the ringing 
droned on and on and on... the ringing nearly drove him mad.  Antonio was 
found later that night, unconcious. 
	Antonio recovered, but was traumatized by this incident so that he 
lost all of his hair and some of his hearing.  A skittish youth after that 
point, he found comfort in books, and reveled in the power science would 
soon afford him. 
	Antonio was a genius student, though he often suffered from bouts  
of arrogant.  An odd looking child, he was picked on, which only fueled 
his aggression for his fellow man. 
	Antonio later worked for the Italian government, making weapons of 
destruction, but dropped out of the public eye and hermited himself away 
to achieve his one life long goal... 
	....of world domination!!! 
 
Quote:	"Ah... The _sound_ of victory!  Ba-heh-heh!" 
 
 Designers Notes: 
	Antonio Fuguetti is meant to be a Noir Era (Golden Age) Champions 
villain.  In the tradition of Pulp, he's a wacky Mad Scientist, ready to 
wreak vengeance on a world of "weak minded, pathetic atavisims who care 
not about the world or even their fellow man."  He hopes to conquer  
"nation by nation, starting with your America, and then, the world!"  He 
wants to "usher in a new era, and era where I am it's ultimate ruler, and 
the whole of humanity will benefit from my altruism... and all those who 
oppose will be subject to punishments!!!" 
	Antonio feels intellectually superior to everyone, the sole 
exception being the other "Mad Doctors or Evil," (despite the fact his 
'bursts' of genius are far and in between and his personality is nigh 
intolerable). Often, the combination of his Psychological Limitations and 
his lack of 'flexible' intellect lead him to defeat, but he always manages 
to escape. 
 
Description: 
	A short, skinny man with a bald head, thick "coke bottle" glasses, 
an Italian accent, and eccentric mannerisms.  He often wears "scientist's" 
clothes, like a lab coat and long gloves. 
	It's sometimes hard for him to communicate with heroes because he 
is hard of hearing and he has an accent (which doesn't help things). 
 
Powers/Tactics: 
	Antonio's hearing is adversely effected due to his accidents. 
He's a bit deaf, which affords him some resistance against Sound based 
Flashes.  Antoino is also very smart.  He has a number of skills, and 
suffers from "bursts" of inspiration.  During these periods of time, he 
formulates his plans, and makes his weapons.  After these "bursts", the 
plans are often forgotten, but may resurface later after another "burst." 
Antonio is a cocky, complex thinker.  Getting him to stand down or buckle 
under interrogation is rather difficult. 
	Antonio uses big, grandiose weapons, based on sound or seismic 
waves.  Currently, he can only make items like cannons (Bulky Foci), 
almost all of which have sonic effects.  He would home, someday, to create 
an earthquake device, with which he would hold the world hostage.  When 
creating schemes or weapons for Antonio, just think big... big bases, big 
Foci, big weapons, and big "BOOM." 
 
Other Notes: 
	Antoino is the type of guy who "mysteriously dies" or "disappears" 
only to wreak vengeance on an unsuspecting world later on. 
	How he met his wife is a complete mystery. 
	Antonio often employs hearing impaired mooks. 
 
(Antonio Fuguetti concept, history, statistics created by Jason Sullivan, 
 character sheet created by Michael Surbrook) 
 
------------------------------ 
 
Date: Sun, 11 Apr 1999 09:41:35 -0500 (Central Daylight Time) 
From: Tim Gilberg <gilberg@ou.edu> 
Subject: Re: Heroes and Villians of Myth and Legend 
 
> > 	Looks pretty good--though a plot device would work fine.  As would 
> > no actual game effect--it just being symbolic role-playing. 
> >  
> > 	My favorite example of the above is from Urotsokidoji: Legend of 
> > the Overfiend.  Btw, how does Urotsokidoji translate? 
>  
> Which scene are you talking about? 
 
	Early on when the jock, whatever his name was, took a bit of blood 
from the Cho-Jin, which lead to Amanu Jaku's mistaken assumption on the 
identity of the cho-Jin.  
 
	And what does Urotsokidoji translate to? 
 
 
					-Tim Gilberg 
			-"English Majors of the World!  Untie!" 
 
------------------------------ 
 
Date: Sun, 11 Apr 1999 15:20:10 EDT 
From: SteveL1979@aol.com 
Subject: Re: 5th Edition 
 
In a message dated 4/10/99 2:24:01 PM Eastern Daylight Time, samael@clark.net  
writes: 
 
<< Speaking of such things, there are 2 issues I'd like to raise again, the 
 first being Flash attacks, is there any change planned for the 5th edition?>> 
 
	Yes.  In brief, Flash will cost less, but work for a number of  
*Segments,* not Phases. 
  
<<Second is Double knockback vs buying off knockback dice.>> 
 
	No changes of note are planned for Double Knockback. 
 
Steve Long 
 
------------------------------ 
 
Date: Sun, 11 Apr 1999 17:27:55 -0400 (EDT) 
From: Michael Surbrook <susano@dedaana.otd.com> 
Subject: Re: Heroes and Villians of Myth and Legend 
 
On Sun, 11 Apr 1999, Geoff Depew wrote: 
 
> > > My favorite example of the above is from Urotsokidoji: Legend of 
> > > the Overfiend.  Btw, how does Urotsokidoji translate? 
> > 
> > Which scene are you talking about? 
>  
> I emailed this directly to Tim before, but I'll mention it here:  I saw 
> somewhere that someone was working on a Fuzion supplement called 'Naughty 
> Tentacles' to allow runs of things from Silent Mobius to Urotsukidoji. 
 
Hmmm... I've been working on Silent Mobius for Hero for some time know. 
It's on my website if anyone is interested. 
  
> I'd never run something like that for my players, at least not at the 'Doji 
> end of the spectrum...  they'd get a little too squirped out. 
 
Silent Mobius is cool, Overfiend is... well... waaaaay to much. 
 
- -- 
Michael Surbrook - susano@otd.com - http://www.otd.com/~susano/index.html 
 
 
				"Almost there..." 
			     Red Leader, _Star Wars_ 
 
------------------------------ 
 
Date: Sun, 11 Apr 1999 17:29:34 -0400 (EDT) 
From: Michael Surbrook <susano@dedaana.otd.com> 
Subject: Re: Heroes and Villians of Myth and Legend 
 
On Sun, 11 Apr 1999, Tim Gilberg wrote: 
 
> > > 	My favorite example of the above is from Urotsokidoji: Legend of 
> > > the Overfiend.  Btw, how does Urotsokidoji translate? 
> >  
> > Which scene are you talking about? 
>  
> 	Early on when the jock, whatever his name was, took a bit of blood 
> from the Cho-Jin, which lead to Amanu Jaku's mistaken assumption on the 
> identity of the cho-Jin.  
 
Yeah, that was some sort of low-end STR Aid and then a mutation into some 
wolf-like monster. 
  
> 	And what does Urotsokidoji translate to? 
 
I have no clue. 
 
- -- 
Michael Surbrook - susano@otd.com - http://www.otd.com/~susano/index.html 
 
 
				"Almost there..." 
			     Red Leader, _Star Wars_ 
 
------------------------------ 
 
Date: Mon, 12 Apr 1999 07:36:27 +1000 
From: "Lockie" <jonesl@cqnet.com.au> 
Subject: Re: Heroes and Villians of Myth and Legend 
 
the only person brainwashed here is you gilberg. 
Every time you post on something like this you 
make clear your slavish devition to value-empty 
policically correct piffle. 
 
 
- -----Original Message----- 
From: Tim Gilberg <gilberg@ou.edu> 
Cc: champs-l@sysabend.org <champs-l@sysabend.org> 
Date: Sunday, April 11, 1999 6:35 AM 
Subject: Re: Heroes and Villians of Myth and Legend 
 
 
> 
>> Well, literally. it's wrong- as in not true, innacurate, incorrect. 
>> Oral history does not accuratly portray events, hence nor do records 
spawned 
>> from them. They may seem a good reason to reinvestigade a history, but 
once 
>> the actual analisis begins, they become less and less feasable as various 
>> facts fail to be related to the work. In the end, little can be 
established 
>> either 
>> way, and basing the inquiry on a shaky platform like oral history is not 
the 
>> best of options. 
> 
> Wow.  You are firmly brainwashed by the myth of the superiority of 
>literacy over orality.  Very interesting.  May I recommend Walter Ong? 
> 
> 
> -Tim Gilberg 
> -"English Majors of the World!  Untie!" 
> 
> 
 
------------------------------ 
 
Date: Mon, 12 Apr 1999 07:41:43 +1000 
From: "Lockie" <jonesl@cqnet.com.au> 
Subject: Re: Heroes and Villians of Myth and Legend 
 
- -----Original Message----- 
From: Tim Gilberg <gilberg@ou.edu> 
> You've claimed that there is nothing about preliterate society 
>memories that is inherently stronger than literate society memories a 
>couple of times now.  It is obvious that you are not at all informed on 
>this subject--one of the major provinces of the field of CRL(Composition, 
>Rhetoric, and Literacy) is studying the difference between oral and 
>literate cultures. 
 
Gee. . . . clr, which i've never heard of before. . . cognition and memory 
in psychology, 
cognitive science, and neropsyc. . . hmm, i think i'll go with the 
professionals on this. 
 
>Everything points to the fact that the memory ability 
>in oral cultures is _much_ stronger than in literate cultures.  Hell, read 
>Plato--he decried the written word because it weakened memory and the need 
>for memory.  Memory used to be one of the key virtues/abilitys one could 
>have in oral cultures.  Now?  Well... 
 
plato. .. gee, it's almost as if this is an old myth given support by a 
single 
strand of research in a forrest of like, used by you because it's one 
of the ones that supports your theories. I repeat- there is no 
stable deffinition of cross-cultural memory. 
 
> 
> 
> -Tim Gilberg 
> -"English Majors of the World!  Untie!" 
> 
> 
 
------------------------------ 
 
Date: Mon, 12 Apr 1999 07:47:03 +1000 
From: "Lockie" <jonesl@cqnet.com.au> 
Subject: Re: Damage Values 
 
put in a 15- activation roll on some of the dice, to represent how 
electricity sometimes 
finds a way through without blasting the guy to powder. a bolt of plasma 
or a lser beam just won't do that. 
 
- -----Original Message----- 
From: Bob Greenwade <bob.greenwade@klock.com> 
To: champ-l@sysabend.org <champ-l@sysabend.org> 
Date: Sunday, April 11, 1999 11:38 PM 
Subject: Re: Damage Values 
 
 
>At 08:11 PM 4/10/1999 -0500, Michael Nunn wrote: 
>>>I'm currently working on a scenario and I need some damage values. 
>> 
>> 
>>Oddly enough I have real worl experence with both of these unusual and 
>>unrelated things. 
>> 
>>>If someone were to rip off a street light and expose the power cables, 
>>>how much damage would the current do from the power going to an ordinary 
>>>neighborhood? 
>> 
>>While working in the construction industry I had the misfortune to be 
>>present when an exposed service to a large mercury vapor street, was cut 
>>into by a  worker.  The jolt tossed him roughly 15 to 20 feet. He had 
second 
>>degree burns over about 70% of his body and third degree burns on his 
hands 
>>and arms.  It didn't kill him , but according to the Electric Company he 
was 
>>extremely luck to be alive, we has in the hospital for several weeks, and 
>>was never able to return to work, due to the damage to his hands. 
>>So in game terms, I would put it a around a 3d6 killing.  On the average 
>>that will kill a normal, on a bad (or good if your on the wrong end) roll 
>>you could survive. 
> 
>   An average roll on 3d6 would put a normal into the "dying" category; the 
>normal could be saved with a reasonable Paramedic Roll, and might even stop 
>bleeding on his own with just a little luck, depending on what rules are 
>used.  I'd suggest making this 4d6 or perhaps even 5d6, so that more than a 
>little luck is needed to keep this from being fatal. 
>--- 
>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: Sun, 11 Apr 1999 18:47:58 -0400 (EDT) 
From: Jason Sullivan <ravanos@NJCU.edu> 
Subject: The Mad Doctors of Evil 
 
Ack! 
 
	It seem in coming up with the Mad Doctors of Evil and looking them 
over, I relaized that they were kind of hokey!  (But aren't Pulp villians 
supposed to be?). 
 
We have... 
Antonio Fuguetti, Master of Sound 
	Native of Naples, Italy, Antonio went partially deaf while locked 
in the bell tower of a local church on a Sunday.  A one time weapons 
designer for the Italian government, he uses his superior intellect and 
vast array of devices to wreak havoc on an unsuspecting world, and expects 
no less than world domination. 
	 
Stan Jaecle, Master of Terror 
	Actor-cum-auteur; is secretly a US Spy who stole the plans for a 
device that would make the masses tremble in his presence.  He uses his 
powers to sate his twised hunger to see suffering and to get revenge. 
 
Noel Gordon, Master of Illusion 
	Once a doctor, now a stage magician themed villian... His wife and 
son died of a mysterious ailment.  With both of them gone, and a debt to 
be owed for their treatment, he reluctantly lives the life of crime to 
repay the people he borrowed the cash from. 
 
Candace LeMeir, Mistress of Mortality 
	A mysterious female assassin from France who uses subterfuge and 
seduction with deadly results.  She wants nothing more than power. 
She craves "death," and gets to see much of it dealt out by her own hands, 
via poisons she herself is immune to. 
	 
Ivan Prochustek, Master of Man and Beast 
	Rumanian born Ivan was once known in pit fighting circles as "Ivan 
the Maimer."  He has managed to step in the ring with extremely 
experienced martial artists in tournments world wide and come out alive. 
This may be due to his immense size, or legendary strength, or reputed 
"super serum" use (hormone treatments).  Ivan is very skilled in hand to 
hand combat. 
 
	...do I need any more villians, you think?  Or do I have most of 
the bases covered... 
 
------------------------------ 
 
Date: Sun, 11 Apr 1999 16:20:54 -0700 
From: Chad Riley <chadriley01@sprynet.com> 
Subject: Gadget Pool vs "Equipment Allotment" 
 
Okay here's a question that I was wrestling with on my way to Taco Bell 
for lunch. Why bother getting a gadget pool? I'm thinking of a villain, 
an immortal assassin/swordsman who has a collection of swords he's taken 
from victims, made himself, had made for him, etc. Some are decorative, 
some are hightech, some are magical. So, I'm thinking I'll give him a 
gadget pool and be done with it. However, and this is especially true 
with some enchanted weapons, they can't go in a VPP Gadget Pool! A sword 
that gives the abilites of a cat for instance, the abilitites are: 
 
Blade: 1d6+1 Penetrating HKA 
Cat's Eye: IR Vision 
Awareness: Danger Sense/or Combat sense 
Agility : +3 Dex (doesn't affect Figured Characteristics) 
 
not too powerful a sword but I can't put it in a Gadget Pool because it 
has "special" powers (Enhanced Senses and Talents) 
Or a powerful Rune Blade made in a Multipower - can't use that. 
So I'm looking around in my suppliments and champs books and I see two 
things the Rules are either ignored entirely (Doctor Destroyer II in day 
of the Destroyer) or, ion Viper the agents are given a 30 Weapon. This 
allows for customization. I figure this would work for my assassin, he 
has a 100 pt Sword pool that is listed as merely 
 
100  Swords (Various) 
 
This feels better but i'm sure would cause a stink if it showed up 
published. 
 
so what do you all think? 
Should Super Heroic games have Equipment Allotments or should I bend or 
break the VPP Rules to fit my character concept? 
 
 
Thanks in advance 
(And I hope no one hates me or anyone else after this .....) 
 
 
Chad Riley 
 
------------------------------ 
 
Date: Sun, 11 Apr 1999 18:33:33 -0500 
From: "J. Alan Easley" <alaneasley@email.com> 
Subject: Re: Heroes and Villians of Myth and Legend 
 
Lockie: 
 
>I repeat- there is no stable definition of cross-cultural memory. 
 
 
I used to have a stable definition of cross-cultural memory, I just can't 
remember where I have it written down.  :-) 
 
Alan 
 
------------------------------ 
 
Date: Mon, 12 Apr 1999 09:49:49 +1000 
From: "Lockie" <jonesl@cqnet.com.au> 
Subject: Re: Gadget Pool vs "Equipment Allotment" 
 
wow! this was just an issue in an icq conversation i was having.  
I'm planning to do a pbem in which the characters would 
have a great deal of military equipment to use. For various 
reasons i've decided to use a superheroic points scale,  
with their standard-issue and looted stuff in an equipment/aquisition vpp.  
but this raises various quandries. here's what i've some up with.  
 
- -----Original Message----- 
From: Chad Riley <chadriley01@sprynet.com> 
To: champ-l@sysabend.org <champ-l@sysabend.org> 
Date: Monday, April 12, 1999 9:17 AM 
Subject: Gadget Pool vs "Equipment Allotment" 
 
 
>Okay here's a question that I was wrestling with on my way to Taco Bell 
>for lunch. Why bother getting a gadget pool? I'm thinking of a villain, 
>an immortal assassin/swordsman who has a collection of swords he's taken 
>from victims, made himself, had made for him, etc. Some are decorative, 
>some are hightech, some are magical. So, I'm thinking I'll give him a 
>gadget pool and be done with it. However, and this is especially true 
>with some enchanted weapons, they can't go in a VPP Gadget Pool! A sword 
>that gives the abilites of a cat for instance, the abilitites are: 
> 
>Blade: 1d6+1 Penetrating HKA 
>Cat's Eye: IR Vision 
>Awareness: Danger Sense/or Combat sense 
>Agility : +3 Dex (doesn't affect Figured Characteristics) 
> 
>not too powerful a sword but I can't put it in a Gadget Pool because it 
>has "special" powers (Enhanced Senses and Talents) 
 
the gm does have the option of allowing special powers,  
thisis not a 'reules bend' but an important option. 
In my own game in intend to let people use their 50pt  
equipment pool for things like nightvision goggles and 
breathing aparatus, for instance.  
 
>Or a powerful Rune Blade made in a Multipower - can't use that. 
 
True enough. . . unles that's all you do? 
Perhaps you could have a multipower of sorts, with each 
slot beaing an ultra, and each slot including the opwers  
of the sword. place a suitable limitation from the vpp list  
on teh famework to represent that you have to go back  
to your base to get another sword if you want ot change  
the pool, and you're set. How many swords do you want? 
start with five maybe, including one with a variable advantage 
and sfx(both limited so they only change same time as the mp)  
and you have a lot of range.  
 
In my game i intend for multipowers to be special weapons,  
for instance a highly skilled swordsman could have various powers 
to represent his skill. That would go outside of the normal equipment 
pool, however. Weapons like multi-ammo guns and so fourth 
can be brought within the pool, not as fitting as a mp but a reasonable  
compromise, considering such weapons owuld haev a hefty charges limit.  
It might work for your rune blade idea as well.  
 
>So I'm looking around in my suppliments and champs books and I see two 
>things the Rules are either ignored entirely (Doctor Destroyer II in day 
>of the Destroyer) or, ion Viper the agents are given a 30 Weapon. This 
>allows for customization. I figure this would work for my assassin, he 
>has a 100 pt Sword pool that is listed as merely 
> 
>100  Swords (Various) 
> 
>This feels better but i'm sure would cause a stink if it showed up 
>published. 
> 
>so what do you all think? 
>Should Super Heroic games have Equipment Allotments or should I bend or 
>break the VPP Rules to fit my character concept? 
> 
 
well, if it's a gm thing, just give him the 100 swords option,  
as long as you relaise that that is a substantial ability.  
If it's a pc thing, or you want pc-grade validity,  
remember that active points are the real limit  
of the vpp, not the multipower or special powers options. 
You may find that if you consider AP issues, most of what you 
want him to have would either fit anyway (such as multipler  
powers in vpp instead of a mp pool) or not fit eather way.  
 
> 
>Thanks in advance 
>(And I hope no one hates me or anyone else after this .....) 
> 
> 
>Chad Riley 
> 
> 
 
------------------------------ 
 
Date: Sun, 11 Apr 1999 16:49:57 -0700 
From: Chad Riley <chadriley01@sprynet.com> 
Subject: I'm full of them today.......What's the best Armor game? 
 
Okay, I am looking at characters from about seven game systems here. 
V&V, MSH (Classic and SAGA), MEGS, HERO, Palladium (HU and Rifts). 
What game do you all think makes the Best Powered Armor Characters and why. 
I'm looking at some of the Powered Armor characters I have made (and it 
could be me I have doubt occasionally about my Originality) but i look at 
the Marvel Games ('cause they have most of the best armored characters) and 
they tend to be uachievable for PC's  to create a suit of PA that's anywhere 
near IRONMAN level (and that may be on purpose). SAGA gives a great 
representatiation of the IRONMAN and other armors, however some of the 
quipment is not defined in game terms, what does EMP do? How does Comm Link 
work? I am assuming at one point they will do a tech book and clear some of 
this up. Champions has its good and bad points. The armored Character is 
going to be more flexible and have more resources than a character who has 
the same powers naturally because of the Focus Lim's but if the character 
created his armor I find that they Armor gets less and less powers as the 
science skills and technology skills and some of the standard armor 
abilities begin to drag the cost upwards. MEGS has a decent system but again 
the cost becomes rather high even with the bonus. However the biggest 
problem with the MEGS system for me in the PA arena is that I tend to take 
the good ideas from the characters already available. There aren't many in 
the DC Universe and the Blood of Heroes Universe characters were odd to me. 
V&V is pretty cool but it's bare bones systems make armors rather cookie 
cutterish IMO. And I don't have the time to list my complaints about 
Palladium, the worst being that I like the system, I like their Random 
characters and every time they revise the HU game I like a little more, but 
the short comings alway take me back to other games. 
 
 
oh well, I have ranted enough...... 
 
respond if ya wanna 
 
Chad Riley 
 
------------------------------ 
 
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