Digest Archive vol 1 Issue 281
From: owner-champ-l-digest@sysabend.org 
Sent: Thursday, April 15, 1999 2:20 PM 
To: champ-l-digest@sysabend.org 
Subject: champ-l-digest V1 #281 
 
 
champ-l-digest        Thursday, April 15 1999        Volume 01 : Number 281 
 
 
 
In this issue: 
 
    Re: Gamer's Purity Test! (sorry) 
    Re: Gamer's Purity Test! (sorry) 
    Re: Gamer's Purity Test! (sorry) 
    New Millennium, 2nd Edition 
    CHAR: C.H.A.R. 
    CHAR: Deathshadow 
    RE: VPP  question ... 
    Delayed Effect, Aid, and other things (was VPP  question ...) 
    Re: superhero LARP's 
    CHAR: Type V Demon 
    Re: superhero LARP's 
    Re: New Millennium, 2nd Edition 
    Re: CHAR: Type V Demon 
    Re: CHAR: Type V Demon 
    Re: Gamer's Purity Test! (sorry) 
 
---------------------------------------------------------------------- 
 
Date: Thu, 15 Apr 1999 07:05:32 -0700 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Gamer's Purity Test! (sorry) 
 
At 01:41 AM 4/15/1999 -0400, geoff heald wrote: 
>My analogy was not to watching ST on TV, but on watching TV in general. 
>I'm not a "gamie" (in the way that Trekkies or Trekkers are into the whole 
>ST experience), I'm a gamer.  I game. 
 
   This would make you the equivalent of a Trekker, rather than a Trekkie 
(the difference being that a Trekker has a life outside Star Trek). 
- --- 
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: Thu, 15 Apr 1999 07:34:20 -0700 
From: Scott Bennie <sbennie@dowco.com> 
Subject: Re: Gamer's Purity Test! (sorry) 
 
>    This would make you the equivalent of a Trekker, rather than a Trekkie 
> (the difference being that a Trekker has a life outside Star Trek). 
 
I never bought the distinction Bob. The difference between a Trekker and a 
Trekkie is that the Trekker is offended by the word "trekkie", and that's about 
it. Some fans have unhealthy obsessions, most fans don't. 
 
Scott Bennie 
 
------------------------------ 
 
Date: Thu, 15 Apr 1999 07:44:52 -0700 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Gamer's Purity Test! (sorry) 
 
At 07:34 AM 4/15/1999 -0700, Scott Bennie wrote: 
>>    This would make you the equivalent of a Trekker, rather than a Trekkie 
>> (the difference being that a Trekker has a life outside Star Trek). 
> 
>I never bought the distinction Bob. The difference between a Trekker and a 
>Trekkie is that the Trekker is offended by the word "trekkie", and that's 
about 
>it. Some fans have unhealthy obsessions, most fans don't. 
 
   Actually the distinction started as you describe it, but after about 
five or six years it developed into what I described. 
   -- Bob, the Trekker (who is convinced that Seven of Nine sees Captain 
Janeway as a father figure, and the Doctor as a mother figure) 
- --- 
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: Thu, 15 Apr 1999 10:59:03 -0400 
From: David Stallard <DBStallard@compuserve.com> 
Subject: New Millennium, 2nd Edition 
 
Since the 2nd Edition of Champions: New Millennium will contain Hero Syst= 
em 
stats in addition to Fuzion stats, hopefully this message isn't out of 
place on this list. 
 
=46rom what I've gathered from Hero's web site, the 2nd Edition will cont= 
ain 
a better presentation of the Fuzion rules, Hero stats as mentioned above,= 
 
and typo changes. 
 
What I'm wondering about is the setting part of the book.  Will changes 
here be limited to just typo fixes, or will there be new/updated material= 
? = 
 
I know that there have been some complaints about the organization of thi= 
s 
section (such as the chapter titled "The Champions" includes stuff that h= 
as 
nothing to do with that superteam)--might there be some reorganization of= 
 
the existing material? 
 
New Millennium is my favorite of the currently published Champions 
settings, and I'm excited that it might find more validation with Hero 
System gamers with this 2nd edition. 
 
------------------------------ 
 
Date: Thu, 15 Apr 1999 11:18:45 -0400 (EDT) 
From: Michael Surbrook <susano@dedaana.otd.com> 
Subject: CHAR: C.H.A.R. 
 
[another Feng Shui creation adapated to Champions.  I've also done 
Deathshadow and plan to do Homo Omega and Desdemona Deathangel] 
 
C.H.A.R. 
(Cyborg Humanoid-Arcanowave Revenant) 
 
Val	CHA	Cost	Roll	Notes 
43*	STR	23	18-	9.6 tons; 8 1/2d6 
18	DEX	24	13-	OCV: 6 / DCV: 6 
30	CON	40	15-	 
20*	BODY	16	13-	 
8	INT	-2	11-	PER Roll 11- 
5	EGO	-10	10-	ECV: 2 
30	PRE	20	15-	PRE Attack: 6d6 
0	COM	-5	9-	 
10	PD	3		Total: 20 PD / 10 PDr 
10	ED	4		Total: 20 ED / 10 EDr 
4	SPD	12		Phases: 3, 6, 9, 12 
12	REC	-2		 
60	END	0		 
52*	STUN	0		* Includes modifiers for Growth 
Total Characteristics Cost: 123 
 
Movement:	Running: 12" / 24" 
		Swimming: 2" / 4" 
 
Cost	Powers & Skills 
Combat Training: 
20	Combat Skill Levels: +4 with HTH 
 
C.H.A.R. Powers: 
13	Great Size: Growth: Two Levels, 0 END (+1/2), Persistent (+1/2),  
	Always on (-1/2) 
	+10 STR, +2 BODY, +2 STUN, -2" KB, -1 DCV, +1 PER roll against 
18	Armored Limbs: HA: +4d6, 0 END (+1/2) 
15	Claws: HKA: 1d6 (2d6 with STR), END 1 
45	Flame Aura: RKA: 1d6, Penetrating (+1/2), Damage Shield (+1/2),  
	0 END (+1/2), Persistent (+1/2) 
 
60	Fire Blasts Multipower: 60 Point Pool 
6	u - Fire Ball: EB: 8d6, Explosion (+1/2), END 6 
6	u - Fire Swarm: EB: 8d6, Autofire (+1/2), END 4 (each) 
6	u - Flame Blast: EB: 12d6, END 6 
6	u - Flame Strike: EB: 6d6, AoE: Radius (+1), END 6 
6	u - Inferno Blast: RKA: 4d6, END 6 
 
30	Composite Armored Body: Armor: +10 PD / +10 ED 
15	Flame Resistance: Armor: +20 ED, Vs fire only (-1) 
30	Flame Resistance: Damage Reduction: 3/4 vs Energy, Resistant,  
	Vs fire only (-1) 
30	Demonic Heritage: Life Support: Full 
24	Robot Limbs: Running: +6" (12" Total), 0 END (+1/2) 
20	Juicer: Healing: 10d6, Self Only (-1/2), 4 Charges (-1) 
11	Robot Limbs: 1/2 END for STR 
 
Background Skills: 
3	Breakfall 13- 
1	KS: Netherworld 8- 
2	KS: Underworld (aka Hell) 11- 
1	Tactics 8- 
4	WF: Common Melee Weapons, Small Arms 
372	Total Powers & Skills Cost 
495	Total Character Cost 
 
75+	Disadvantages 
15	Enraged: In Combat 11-/8- 
25	Distinctive Features: Blazing demon 
	Psychological Limitation: 
20	Driven to destroy and/or kill everything (VC, S) 
25	Loyal to the Buro (VC, T) 
15	Malice Incarnate (C, S) 
10	Reputation: Unstoppable battle cyborg, Ext 8- 
15	Watched: The Buro (aka the Architects of the Flesh), MoPow, NCI, 
14- 
295	Experience 
495	Total Disadvantage Points 
 
Appearance: 
No two CHAR looks exactly the same.  Each is a tall, massive humanoid 
figure, encased in thick armor plating and intense supernatural flame. 
Their faces are obscured by the helmets they wear, although the CHAR's 
blazing white eyes are easily visible. 
 
Ecology: 
CHAR are combat cyborgs created by the Buro at the Biomass Reprocessing 
Center located in the extradimensional realm known as the Netherworld. 
There, cybernetic parts, organic matter, demonic body parts and other 
items are combined to produce each CHAR.  Also included is a soul, damned 
to the Underworld for all eternity, but given to the Buro in exchange for 
certain 'favors'.   
 
The CHAR are kept on hand as shock troops and are used to destroy targets 
that are not worth capturing in one piece.  Wiped of almost all former 
memories, the CHAR exists only to destroy. 
 
Motivations:  
Each CHAR is heavily conditioned to be loyal to the Buro before being sent 
out into combat.  Any memories the implanted soul may have of its former 
life are removed, while sufficient neural implants ensure loyalty.  The 
CHAR is full of rage and hate and is more than willing to wreck, burn and 
devastate anything and everything they encounter. 
 
Combat Techniques: 
CHAR cyborgs have only a rudimentary concept of tactics.  They are usually 
sent off alone and allowed to simply wreck havoc in an area before being 
recalled.  CHAR tend to utilize their overwhelming firepower in combat, 
unleashing massive flame blasts on their targets before closing into 
hand-to-hand range.   
 
Other Names: None 
 
Rumors: 
It is said that their are many different types of CHAR cyborgs, each 
equipped with different types of Buro Arcanowave cybertechnology. 
 
Designer's Notes: 
The CHAR is taken from Feng Shui supplement "Back for Seconds".  This 
nightmarish combat machine could easily be used in any number of ways. 
With a little tweaking it could become an almost unstoppable demonic 
horror for a fantasy game, a cybernetic nightmare created by the forces of 
Demon in a super hero game or some sort of futuristic war machine for a 
Cyber Hero game.  And, of course, one could use its original origin, where 
it is a terrifying combination of demonic parts and cyberwear, built far 
scientists of the future to destroy threats from the past. 
 
 
 
- -- 
Michael Surbrook - susano@otd.com - http://www.otd.com/~susano/index.html 
 
            "What would you do with a brain if you *had* one?" 
             Dorothy (Judy Garland), from _The Wizard of Oz_ 
 
------------------------------ 
 
Date: Thu, 15 Apr 1999 11:20:36 -0400 (EDT) 
From: Michael Surbrook <susano@dedaana.otd.com> 
Subject: CHAR: Deathshadow 
 
DEATHSHADOW 
 
Val	CHA	Cost	Roll	Notes 
10	STR	0	11-	100kg; 2d6 
18	DEX	24	13-	OCV: 6 / DCV: 6 
20	CON	20	13-	 
10	BODY	0	11- 
18	INT	8	13-	PER Roll 13- 
23	EGO	26	14-	ECV: 8 
15	PRE	5	12-	PRE Attack: 3d6 
16	COM	3	12-	 
6	PD	4		Total: 6 PD 
6	ED	2		Total: 6 ED 
4	SPD	12		Phases: 3, 6, 9, 12 
6	REC	0 
50	END	5 
25	STUN	0 
Total Characteristics Cost: 104 
 
Movement:	Running: 6" / 12" 
		Swimming: 2" / 4" 
 
Cost	Powers & Skills 
Combat Training: 
15	Combat Skill Levels: +3 with Hand-to-Hand 
2	Combat Skill Levels:+1 OCV with Blade of Darkness 
 
1	Martial Arts: Taijutsu; use Art with Karate Weapons 
	Maneuver	OCV	DCV	Damage 
4	Block 		+2	+2	Block, Abort 
4	Dodge 		+0 	+5	Dodge vs All, Abort 
5	Kick		-2	+1	6d6 Strike 
4	Punch		+0	+2	4d6 Strike 
4	Reversal 	-1	-2	25 STR Escape; Grab Two Limbs 
3	Takedown 	+1	+1	2d6 Strike; Target Falls 
 
Shadow Sorcery Powers 
15	Path of the Shadow's Companion Elemental Control: 15 Point Pool 
15	1 - Blade (Warfan) of Darkness: HKA: 2d6, END: 3 
30	2 - Strike From Darkness: EB: 8d6 (physical), Armor  
	Piercing (+1/2), No Range (-1/2), END: 6 
26	3 - Shelter of Darkness: Darkness: to Sight Group, 2" radius, 
	Usable Against Others (+1), Trigger: Must hit target in HTH 
	combat (+1/4), No Range (-1/2), Power can only be used on  
	others (-1/2), END: 7 
13	4 - Gathering the Darkness: Images vs Sight Group, -5 to PER, No 
	Range (-1/2), END: 3  
15	5 - Dark's Soft Whisper: Invisibility: to normal hearing, No 
	Fringe, END: 3 
13	6 - Friend of Darkness: Spatial Awareness, 360, Costs END (-1/2), 
	END 3 
 
Equipment 
10	Nunchaku: HA:+3d6, +1 OCV, 0 END (+1/2), OAF (-1) 
 
Martial Artist Skills:  
3	Acrobatics 13- 
3	Breakfall 13- 
3	Climbing 13- 
3	KS: Path of the Shadow's Companion 13- 
1	KS: Taijutsu 8- 
3	SL: +1 with Acrobatics, Breakfall and Climbing 
3	Stealth 13- 
1	WF: Karate Weapons 
 
Background Skills: 
0	Chinese: Cantonese (native) 
3	Conversation 12- 
7	Disguise 13- 
3	English (fluent with accent) 
7	Gambling 13- 
3	Japanese (fluent with accent) 
4	KS: Hong Kong Underworld 14- 
3	KS: Sorcery and the Occult 13- 
3	Lockpicking 13- 
5	Persuasion 13- 
3	Seduction 12- 
6	SL: +2 with Conversation, Persuasion and Seduction 
246	Total Powers & Skills Cost 
350	Total Character Cost 
 
100+	Disadvantages 
	Distinctive Features: 
10	Always dresses in dark clothing; never, ever wears white 
10	Style: Taijutsu 
10	Hunted: Old Enemies, especially some other Triads (AsPow) 8- 
	Psychological Limitation: 
15	Greedy (C, S) 
20	Secretive; Avoids telling the truth (C, T) 
15	Self Centered and Amoral (C, S) 
10	Reputation: Sorcerous mercenary for hire 11- 
15	Secret ID: Her true name and origins 
160	Experience 
350	Total Disadvantage Points 
 
Background/History: 
Deathshadow's story is about as clear as the fields of darkness she can 
create on command.  The rumors about her past are many, and Deathshadow 
willingly encourages them all.  It is said that she is an immortal 
sorceress, that she hails from a dream-like place called the Netherworld, 
that she calls upon dark talents only known to certain secretive ninja 
clans.  Even her name - her real name - is unknown, although it is rumored 
that she has a sibling who is a powerful martial artist and master of even 
more esoteric chi powers. 
 
Currently, Deathshadow operates as a freelance mercenary, selling her 
skills and services to anyone that can meet her demands and price.  She 
works all along the Pacific Rim, buying and selling information, stolen 
technology and whatever else those of the Underworld have a desire for. 
She is an equal opportunity employee and has no qualms about working for 
Chinese Triads, Japanese Yakuza or European crime syndicates.  To here the 
only color that matters isn't the color of one's skin, but the color of 
one's money. 
 
Personality/Motivation: 
Deathshadow's life is one of lies and misdirection.  She understands that 
many people pride themselves on knowing what is going on - even if they 
really don't - and that many people are more than willing to read more 
into a situation than is really there.  Thus, Deathshadow tries to to 
encourage any rumor about her that she hears about, knowing that the more 
people don't know about her, the more they will convince themselves they 
do know.   
 
Aside from trying to create an intricate web of lies and half-truths about 
herself, Deathshadow is also in the business of making money.  She 
understands that the more money you have, the easier it is to keep people 
guessing about who you are and what you are up to, so she does her best to 
find well-paying contracts.  Deathshadow prefers not to kill, however, and 
tends to take contracts that involve the acquisition of good, or - better 
yet - information.  Industrial espionage is a favored occupation of hers, 
since anything she learns can usually be sold to more than just her main 
client.  However, Deathshadow is not stupid and will not attempt to sell 
information that is too 'hot' for the market or that can be easily traced 
back to her. 
 
Quote: (Taken from her description in  Back for Seconds.)  "I know people 
who can walk into a room full of hardened killers and walk out covered 
with blood from head to toe  none of it their own.  I'm not that good.  I 
can handle the typical mook or hired sword one at a time, but I have 
something better than the finely-homed ability to kill a dozen men with an 
8-shot clip... and that's a vivid imagination in a world where even the 
mighty are gullible beyond any reasonable expectation." 
 
Powers/Tactics: 
If there is one thing that Deathshadow isn't, it is a front-line 
combatant.  Her powers are very useful for sneaking into and out of 
places, and her martial arts skills  can help her out against the typical 
sort of flunky employed by mob bosses and corporations, but Deathshadow is 
no match for any sort of serious martial artist.  Thus, she relies on 
stealth and trickery to avoid confrontations.  In most cases, Deathshadow 
will use her Dark's Soft Whisper and Friend of Darkness powers to move 
about undetected.  If caught or trapped she will try and play off of her 
reputation to bluff her way out, or simply fast-talk her way past any 
opposition.  If faced with an opponent she can't readily escape, she will 
use her Shelter of Darkness schtick to make her escape.  If that fails she 
surrender, as there is little use fighting a hopeless battle.  At all 
times, however, Deathshadow will keep one eye open for a means of quick 
escape, and will not hesitate to exploit such an opening once it becomes 
available.  As a final note, Deathshadow's Blade of Darkness takes the 
appearance of a broad razor-edged fan. 
 
Appearance: Deathshadow is of average height, with a lithe, slim build. 
Her glossy black hair falls past her shoulders and occasionally into her 
dark eyes.  In order to enhance her mysterious image and maintain her 
mystique, Deathshadow always dresses in dark colors, and prefers somewhat 
archaic dress.  She will never, ever wear any article of white clothing. 
A typical costume for Deathshadow would be a dark gray body stocking, 
black boots, a black cloak and a thin belt. Her nunchaku are carried 
thrust through the belt. 
 
- -- 
Michael Surbrook - susano@otd.com - http://www.otd.com/~susano/index.html 
 
            "What would you do with a brain if you *had* one?" 
             Dorothy (Judy Garland), from _The Wizard of Oz_ 
 
------------------------------ 
 
Date: Thu, 15 Apr 1999 07:48:35 -0700 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: RE: VPP  question ... 
 
At 09:45 AM 4/15/1999 -0400, Brian Wawrow wrote: 
>I was under the impression that Delayed Effect worked with some kind of 
>firing criteria like a command word or whatever. Am I to understand that the 
>Delayed Effect power only waits for a 0-phase mental command from the 
>character?  
> 
>]    I don't understand.  Please, if you haven't already, define how the 
>] command word "Fire" operates with Delayed Effect. 
 
   No.  Delayed Effect only waits for a *Half* phase mental command from 
the character.  (An argument could be given that the mental command could 
be 0-phase for Powers that don't normally take a half phase.) 
 
>Now, what's this about the effects of Aid's fading to zero if you switch 
>your MP slot or reallocate your VPP? Does it say this in the BBB? No way. 
>Can't be. Too ridiculous. If it was going to be true for one adjustment 
>power, it would be true for them all. 
> 
>I remember when I thought I knew how to play this game. 
 
   This is something that (AFAIK) was introduced in TUMA.  I don't know 
whether it'll be in 5th Ed or not; IMHO it should be available as a 
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: Thu, 15 Apr 1999 09:39:49 -0700 
From: "James Jandebeur" <james@javaman.to> 
Subject: Delayed Effect, Aid, and other things (was VPP  question ...) 
 
> I was under the impression that Delayed Effect worked with some kind of 
> firing criteria like a command word or whatever. Am I to understand that 
the 
> Delayed Effect power only waits for a 0-phase mental command from the 
> character? 
 
Not that I'm aware of, but I don't have my book here. It's a perfectly 
reasonable special effect, though. To the best of my knowledge, the power 
with Delayed Effect is used and then goes off whenever the user wants it to, 
taking the normal times and such to use (a Delayed Effect EB would still 
require a half-phase combat action, for example). A delayed power counts 
against number of powers up at a time, and it is recommended that the 
advantage not be used in a game that doesn't have a limit to the number of 
powers a character can have going at once. 
 
It's a carryover from 1st Edition Fantasy Hero, if memory serves. 
 
> Now, what's this about the effects of Aid's fading to zero if you switch 
> your MP slot or reallocate your VPP? Does it say this in the BBB? 
 
To the best of my knowledge, it only says this in Mystic Masters, but it is 
widely used. 
 
> No way. 
> Can't be. Too ridiculous. If it was going to be true for one adjustment 
> power, it would be true for them all. 
 
That doesn't necessarily follow: there is nothing imbalanced about having a 
Drain continue after you switch your multipower slot, but there is with Aid, 
at least to my mind, unless it is a healing Aid (or only had the effect of 
healing you). I also allow Transfers to continue. Makes life a little more 
complicated, but it works out better for me, anyway. 
 
> I remember when I thought I knew how to play this game. 
 
Don't we all? 
 
JAJ, GP 
 
------------------------------ 
 
Date: Thu, 15 Apr 1999 13:07:40 -0400 (EDT) 
From: Jason Sullivan <ravanos@NJCU.edu> 
Subject: Re: superhero LARP's 
 
On Wed, 14 Apr 1999, Jason Schneiderman wrote: 
> >        In a game where you have powers like Energy Blast, Invisibility, 
> >Flight, etc.  I think it's best played table top. 
> "Item Card: Flight 
> The bearer of this card may show it to his opponent to make a Fair Escape 
> from Combat." 
> What's so hard? ;) 
 
	What's hard is the suspension of disbelief.  Anyone who does 
something by saying "Invisible!" or "I'm Flying!" dosen't actually look 
like they are invisible or flying at all (unless said gamers have been 
exposed to halloucenogeic drugs :) ).  Add to that the ability to do 
certain tatical things beyond the scope of normal humans...  
	Rules wise, it works... but I think the point of LARPs is to have 
more immersion than table top, and with _just_ descriptions of fantastic 
events while you're LARPing...  I don't think that's enough. 
 
	...but often times you get asthmatic Eddie who is barely five feet 
tall playing "Mongono, 8' tall brick."  If Eddie isn't wearing stilts, or 
a costume, and he's pufing out his chest saying "I'm 8 feet tall," and I 
also believe that isn't enough "immersion." 
  
> >        ...and in a SuperHero LARP, who will be the villians?  How many 
> >people would be playing?  Would they _all_ be heroes? 
> 1. People who signed up to play them. What, you think everyone wants to be 
> the good guy? 
	No.  But where are the "normals"?  Wouldn't it be really silly if 
_everyone_ was a superhero with superpowers?  It reminds me of an old 
episode of Darkwing Duck where he was abducted and sent to a Superhero 
planet... 
> 2. Usually about 30-40 or so.  
	So 15-20 would be heroes, 15-20 would be villians?  Where's the 
pathos?  Where's the plot?  More often than not, Superheroes and Villians 
fight... so would the game degenerate into a war game? 
	How could you add intrigue and make the game more multi faceted? 
One way, I think, would be to have a dinner party type scenerio where only 
a few of the characters are heroes... and all the millionare playboys and 
reporters and police chiefs are held hostage.  The 'heroes' have to 
escape, change into their costumes, and try to beat the bad guys, which 
could be very anti climactic... 
	...and I do think low powered heroes without powers would make a 
better game than high powered "super" heroes.  I could see role playing 
Martial Arts, or fighting...  I can't see someone shouting "Flame on!" so 
they're covered in 'fire', or pointing at someone and saying "Zap!" 
	Even actors who have blue screens have problems doing the very 
same thing. 
 
> 3. Nope. 
>  
> >        Still, I have faith in LARPing...  Somewhere out there, there are 
> >role players...  good role players, who play roles well and cast 
> >themselves in these roles accordingly, who study acting...  who wear 
> >period garb... who know about make up... and special effects... and who 
> >have the resources, props, sets, and location to orchestrate a Live Action 
> >Role Playing Game where there are rules (but no one notices)... 
> > 
> >        Needless to say, I haven't found them yet. 
>  
> Do me a favor. Head over to www.ilfinfo.org, the home page of the 
> Interactive Literature Foundation, an organization dedicated to the 
> promotion of live-action roleplaying. You might be pleasantly surprised. 
>  
	I have been to the ILF page during my "LARP study period" ... and 
I've had my stint of LARPing. I played an updated Frankenstein for the 
staff of the first live action Chill game, scars and all (which was 
actually a very well put together system and group).  I've contacted 
various US Vampire games, played and Judged at least eight seperate on 
going campagins, and helped to found one of the most visually stunning and 
interactive Vampire LARPs in the state.  I've helped to play test, rules 
check, and write in a number of other LARP type games.  Most of my 
contributions have been in costuming, sound effects, special effects, make 
up, props, and dramatics, which most LARPs lack... 
	Pretty much, I've learned that many systems for LARPing already 
out suck. The rules must be clearly defined and any ambuguities must be 
defined or eliminated.  The more you seperate the players from the rules, 
the better.  Drama can go a long way.  People are easily impressed by very 
"simple" magic tricks, easily staged flashback sequences, "weak" NPCs who 
add flavor, "strong" NPCs who are few and far between and don't steal the 
spotlight, red herrings, variety, "special attention" (like audio tapes of 
ghosts for those who can hear them, letters from ex lovers, real props of 
objects they recive or clues, personalized preludes to fill in gaps, and 
tiny embellishments which add to the story), but most of all: severed 
heads... (which I custom make, and add to my collection.  One of my guilty 
pleasures.  :) ) 
	Dice and combat slow things down, as well as referencing Character 
Sheets.  My advice is to go digital, which saves you alot of hassle from 
book keeping. 
	The rest goes as per table top. 
 
------------------------------ 
 
Date: Thu, 15 Apr 1999 13:16:25 -0400 (EDT) 
From: Michael Surbrook <susano@dedaana.otd.com> 
Subject: CHAR: Type V Demon 
 
[Does AD&D still *have* these things, or did they vanish under the PC 
waves?] 
 
MARILITH 
(TYPE V DEMON) 
 
Val	CHA	Cost	Roll	Notes 
25*	STR	0	14-	800kg; 5d6 
18	DEX	24	13-	OCV: 6 / DCV: 6 
20	CON	20	13-	 
16*	BODY	6	12-	 
13	INT	3	12-	PER Roll 12- 
18	EGO	16	13-	ECV: 6 
20	PRE	10	13-	PRE Attack: 4d6 
2	COM	-4	10-	 
8	PD	6		Total: 18 PD / 10 PDr 
8	ED	4		Total: 18 ED / 10 EDr 
4	SPD	12		Phases: 3, 6, 9, 12 
10	REC	8		 
80	END	20		 
40*	STUN	9		*Modifiers for Growth included 
Total Characteristics Cost: 134 
 
Movement:	Flight: 6" / 12" 
		Running: 7" / 14" 
		Swimming: 2" / 4" 
	Teleport: 10" / 640" 
 
Cost	Powers & Skills 
Combat Training: 
24	Combat Skill Levels: +3 with Combat 
 
Demonic Powers: 
20	Great Size: Growth: 3 Levels, 0 END (+1/2), Persistent (+1/2), 
	Always On (-1/2)  
	+15 STR, +3 Body, +3 Stun, -2 DCV, +2 PER vs, +1" reach, -3" KB 
30	Tail Choke: EB: 3d6, NND [Defense is not needing to breathe, or 
	solid neck armor] (+1), Continuous (+1), No Range (-1/2), END 4 
60	Shower of Sparks: Flash: 3d6 vs Sight, AoE: Cone (+1), END 6 
13	Tail Lash: HA: +3d6, 0 END (+1/2) 
27	Rain of Blades: HKA: 1d6+1, Autofire 5 (+1/2), 1/2 END (+1/2), 
	OIF: Weapons of Opportunity (-1/2), END 1 per shot 
70	Charm: Mind Control: 12d6, Telepathic (+1/4), 0 END (+1/2),  
	Humanoids Only (-1/2) 
36	Levitate Object: TK: 30 STR, Affects all parts of target (-1/4), 
	END 4 
30	Demonic Hide: Armor: 10 DEF 
3	Scaled Tail: Armor: +2 DEF, Activate 11- / Locations 13-18 (-1) 
30	Demonic Resistance: Damage Reduction: 1/2 vs Energy, Resistant 
15	Demonic Resistance: Damage Reduction: 1/2 vs Physical, Resistant, 
	vs gas based attacks only (-1) 
30	Demonic Vitality: Life Support: Full 
14	Strong Self-Will: Mental Defense: 18 DEF 
110	Magical Resistance: Suppress: 12d6 vs Any single power with a 
	magical  SFX (+1/4), Damage Shield (+1/2), 0 END (+1/2), 
	Persistent (+1/2), Always On (-1/2) 
20	Astral Travel: EDM: Astral Plane, END 2 
30	Plane Travel: EDM, Related Group of Dimensions: Planes of the 
	Abyss, END 3 
12	Levitation: Flight: 6", END 1 
2	Slithering: Running: +1" (7" Total), END 1 
60	Instantaneous Movement: Teleport: 10", x64 NCM, x2 Mass, 1 
	Floating Location, END 2 
80	Cloud of Smoke: Darkness vs Sight , 8" radius, END 8 
25	Summon Abyssal Darkness: Darkness vs Sight Group, 2" radius, END 2 
5	Multiple Arms: Extra Limbs: x4 Arms, Tail 
39	See the Invisible: Detect: Invisible items, Sense, Discriminatory, 
	Ranged, Targeting 14- 
5	Heat Vision: IR Vision 
20	Shapeshift: Multiform to 'normal' human form (100 point base) 
12	Tail: Stretching: +2", 0 END (+1/2), No Noncombat Stretch (-1/4) 
115	Open Demon Gate: Summon upto a 1000 point creature, Limited Group:  
	Demons of the Abyss (+1/4), Activates 11- (-1), Extra Time: Full 
	Phase (-1/2), END 29 
 
Background Skills: 
32	Speaking in Tongues: Talent: Universal Translator 18- 
3	AK: Native Abyssal Plane 12- 
3	Interrogation 13- 
5	KS: Demons and Demonic Hierarchy 14- 
5	KS: Sorcery and the Occult 14- 
3	Persuasion 13- 
3	Seduction 13- 
3	Tactics 12- 
2	WF: Common Melee Weapons 
996	Total Powers & Skills Cost 
1130	Total Character Cost 
 
75+	Disadvantages 
25	Distinctive Features: Multi-armed female head and torso atop the 
	body of a great snake (NC, E) 
15	Physical Limitation: Cannot pass specific magical circles and 
	barriers (I, F) 
	Psychological Limitation: 
10	Arrogance (C, M) 
10	Cruel and domineering (C, M) 
15	Repelled by holy artifacts and objects (U, T) 
10	Reputation: Powerful and cruel demon of rank, ext 8- 
10	Rivalry: With other demons or equal or greater rank 
	Vulnerability:  
10	x2 BODY from cold iron 
10	x2 STUN from cold iron 
8	Watched: Demons of greater rank (Mopow) 8- 
932	Experience 
1130	Total Disadvantage Points 
 
Appearance: 
A Marilith is a female demon of some what monstrous appearance.  It 
normally takes the form of a female human six-armed torso atop the body of 
a great snake.  When standing 'erect', the top of the demon's head is a 
full seven feet from the ground, while another 18 to 21 feet of snake-like 
lower body trail behind the creature.  Skin color for the human body 
varies widely - from light pink to dark ebony.  Hair color ranges between 
white, to golden blonde, to dark brown or deep black.  It should be noted 
that skin and hair colors of the Marilith rarely follow any set patterns, 
unlike human females.  In general, the Marilith do not wear upper body 
clothing, but will adorn themselves with various types of jewelry and 
precious gems.  The lower snake body is usually covered in dark scales, 
often dark greens, browns or blacks,but some have brighter scale patterns. 
Many Mariliths have snake bodies that are patterned after the more 
venomous vipers of the surface world.   
 
Ecology: 
As creatures of the Abyssal netherworld, these demons do not require 
normal human sustenance.  They do not breed either, although some have 
been known to adopt more pleasing, human, shapes in order to consort with 
mortals of their choosing.  In general, they dwell in their great palaces 
in the depths of the Abyss, where they plot against one another and 
ruthlessly dominate demons of lesser power.  If, at times, they do desire 
nourishment of some sort, it is usually via the sacrifice of powerful and 
capable warriors. 
 
Motivations:  
Marilith are driven by a desire to corrupt new souls and draw them down 
into the Abyss.  Thus, they are ready and willing to strike deals and 
pacts with mortals, provided that the mortals can offer sufficient 
incentives first.  They will supply a mortal with wealth and power by 
drawing upon certain demonic resources.  In exchange, they expect regular 
sacrifices and will gladly take the initially bargainer's soul if these 
offerings are not forthcoming. 
 
Combat Techniques: 
As a demon, the Marilith can call upon a whole host of infernal powers. 
For starters, these demons are well armed with an assortment of swords and 
axes, and will not hesitate to enter into close combat with a foe.  They 
can release great sprays of sparks from their fingers - blinding foes, as 
well as breathing forth large clouds of dense smoke or summoning 
impenetrable globes of inky darkness.  They will not hesitate to mentally 
dominate those they may wish to keep alive for some time, turning them 
into subservient - if unwilling - slaves.  Their long snaky tails are 
lethal weapons in their own right and can be used to lash out at foes, as 
well as choke a victim into submission. 
 
If attacked, the Marilith has many options as well.  They are naturally 
resistant to magic, given their demonic heritage, and many spells will 
fail to affect them outright.  Their unnatural bodies are highly resistant 
to most weapons and their minds easily resist many forms of mental combat. 
As with all demons, they are largely unaffected by fire and lightning and 
show a marked resistance to gases. 
 
If hard pressed, a Marilith may gate in another demon, although they are 
loath to do so, as it is considered a sign of weakness.  They also can 
transport themselves to the netherworlds easily and will not hesitate to 
do so if seriously threatened. 
 
Other Names: Lamaia, Lilith, Naga 
 
Rumors: 
The rumors regarding demons and their powers, habitats and desires go far 
beyond the scope of this article. 
 
Designer's Notes: 
At 1130 points, this demon is a true nightmare.  I tried to include *all* 
the powers given to demons in general (and the Type V in particular), but 
will admit to trimming away powers that I felt seemed a touch silly, 
nonsensical or odd.  I will also admit to not buying the demon in a very 
cost effective manner, although I do have to wonder if there is a better 
way to buy it.  I presume a Power Framework of some sort, but I'm 
uncertain how to compose it.  As it is, the demon has a huge list of 
powers and abilities and this version is actually a bit underpowered when 
compared to the actual Type V AD&D demon (I dropped the psionics for 
starters).   
 
A few notes on the powers:   
The Characteristics (such as DEX & SPD) might be a bit low.  Technically, 
the AD&D Teleport allows *any* distance to be traveled, which could easily 
be 100 or more points of teleport in Champions terms.  As it is, 640" is 
almost a mile.  The Multiform presumes a *base* 100 point character, the 
actual shapeshifted form should posses a great deal of the Marilith's 
demonic form powers, and will obviously be that much more expensive. 
Finally, the Summon power does not allow the Type V to summon itself.  The 
AD&D version can't either (oddly enough), but it *can* summon demon lords 
(which are probably 2000 point characters!).  Game Masters should feel 
free to alter this Summon power to fit their campaign. 
 
 
 
- -- 
Michael Surbrook - susano@otd.com - http://www.otd.com/~susano/index.html 
 
            "What would you do with a brain if you *had* one?" 
             Dorothy (Judy Garland), from _The Wizard of Oz_ 
 
------------------------------ 
 
Date: Thu, 15 Apr 1999 13:41:03 -0400 (EDT) 
From: Jason Sullivan <ravanos@NJCU.edu> 
Subject: Re: superhero LARP's 
 
	That's exactly what I would go for... characters like "the 
Shadow", "the Phantom", and "the Spider."  I actually had a Noir game 
planned where there would be occult elements, and while it wasn't a 
superhero game, the seven foot tall villian with the white pate, round 
glasses (with holographic skulls), fedora, and unlimited tommy guns 
dreased all in black with a skull ring does ring of SuperVillany (he was 
the living embodyment of the "Angel of Death.") 
 
	Here's the rub in my LARP experiences: 
 
	Location.  You need to put money up front for a Location that 
dosen't have a large ammount of "normals" who can ruin the atmosphere. 
The location should be condusive to the type of roleplaying that you're 
doing... and unless you're doing a set dressing, that's going to be hard 
to do. 
 
	The most common LARP locations I've seen have been Hotels (where 
you get a conference room for the "role playing" and you have various 
hotel rooms rented out by the players for rest and occasional scenes), 
VFW or Women's Clubs (which often sport nice hardwood floors and 
furniture, and have a "rustic" feel), Campsights (especially popular fro 
Fantasy LARPs), and Private Halls (which are pricey, but are very "blank" 
and easy to modify). 
	Some odder locations I've been to have been a Church (for a 
Vampire game no less!), Town Organizations (local recreation centers), 
Night Clubs (nice ambiance, especially if you get a private 
section), Bars, and private housing (one game I went to was run in a 
basement that was "redone" to look like a night club). 
	The best game I ran happened to be in St. Thomas Aquinas College 
in NY.  A full sound system, a number of rooms connected to a main hall, 
where we had a DJ (and a disco ball), red Chinese lanterns with red bulbs 
and screens, and four twenty foot tall white fabric banners which we lit 
up with black lights and projected slides on from the back.  We even had 
an ample supply of couches and chairs, a large window that looked off into 
a forest, a projection screen, and all the grounds we had around the one 
hall.  We put custom artwork up in one of the private rooms, and had a 
number of buckets on the balcony where the DJ was filled with dry ice.  It 
was easy to set up... the scene changes went quick and unoticed, and a 
good number of the players stayed to clean up at the end.  :) 
	Even the last scene turned out to be an unexpected suprise...  the 
movie screen and a number of couches we placed white fabric over caught 
and reflected the black light just right, showing the black silloutes of 
the two assassins, and a kantana half drawn reflected tiny bits of light,  
while everything else glowed. They where cued up with music and their 
respective speeches over the stero... and we thought it would look 
ridiculous.  :) 
 
------------------------------ 
 
Date: Thu, 15 Apr 1999 13:39:15 EDT 
From: HeroGames@aol.com 
Subject: Re: New Millennium, 2nd Edition 
 
In a message dated 4/15/99 7:59:51 AM, DBStallard@compuserve.com writes: 
 
>What I'm wondering about is the setting part of the book.  Will changes 
> 
>here be limited to just typo fixes, or will there be new/updated material? 
> 
> 
>I know that there have been some complaints about the organization of this 
> 
>section (such as the chapter titled "The Champions" includes stuff that 
>has 
> 
>nothing to do with that superteam)--might there be some reorganization 
>of 
> 
>the existing material? 
> 
> 
 
There will be some corrections to bring information in line with subsequentl= 
y=20 
published material, but nothing major. We do plan to move a few things=20 
around, but mostly to make it easier to use the book. We'll be making some=20 
additional material available on the web site =97 for instance, the full tex= 
t=20 
of all the articles in the timeline section. And we're setting up a New=20 
Millennium page on the web site, where we can feature additional info from=20 
time to time. 
 
=97 Steve Peterson, Hero Games=20 
 
------------------------------ 
 
Date: Thu, 15 Apr 1999 14:10:15 -0400 
From: E David Miller <golem@fred.net> 
Subject: Re: CHAR: Type V Demon 
 
Michael Surbrook wrote: 
>  
> [Does AD&D still *have* these things, or did they vanish under the PC 
> waves?] 
>  
> MARILITH 
> (TYPE V DEMON) 
 
	Actually, they _do_ still have their demons.  These were first reprinted in the 
Monstrous Compendium Outer Planes Appendix, and have later been updated, 
expanded, and horrendous numbers of additional types and such have been added 
with the advent of the PlaneScape campaign setting, set in.....The Outer Planes. 
 
Just FYI, to answer your question. 
 
David Miller 
 
------------------------------ 
 
Date: Thu, 15 Apr 1999 14:12:06 -0400 (EDT) 
From: Michael Surbrook <susano@dedaana.otd.com> 
Subject: Re: CHAR: Type V Demon 
 
On Thu, 15 Apr 1999, E David Miller wrote: 
 
> > [Does AD&D still *have* these things, or did they vanish under the PC 
> > waves?] 
> >  
> > MARILITH 
> > (TYPE V DEMON) 
>  
>  	Actually, they _do_ still have their demons.  These were first 
> reprinted in the Monstrous Compendium Outer Planes Appendix, and have 
> later been updated, expanded, and horrendous numbers of additional types 
> and such have been added with the advent of the PlaneScape campaign 
> setting, set in.....The Outer Planes. 
 
At some point I thought they stopped calling them demons, right?   
 
Oh well, aside from that, how did it turn out? 
 
- -- 
Michael Surbrook - susano@otd.com - http://www.otd.com/~susano/index.html 
 
            "What would you do with a brain if you *had* one?" 
             Dorothy (Judy Garland), from _The Wizard of Oz_ 
 
------------------------------ 
 
Date: Fri, 16 Apr 1999 04:24:39 +1000 
From: "Lockie" <jonesl@cqnet.com.au> 
Subject: Re: Gamer's Purity Test! (sorry) 
 
- -----Original Message----- 
From: Bob Greenwade <bob.greenwade@klock.com> 
To: champ-l@sysabend.org <champ-l@sysabend.org> 
Date: Friday, April 16, 1999 12:45 AM 
Subject: Re: Gamer's Purity Test! (sorry) 
 
 
>At 07:34 AM 4/15/1999 -0700, Scott Bennie wrote: 
>>>    This would make you the equivalent of a Trekker, rather than a 
Trekkie 
>>> (the difference being that a Trekker has a life outside Star Trek). 
>> 
>>I never bought the distinction Bob. The difference between a Trekker and a 
>>Trekkie is that the Trekker is offended by the word "trekkie", and that's 
>about 
>>it. Some fans have unhealthy obsessions, most fans don't. 
> 
>   Actually the distinction started as you describe it, but after about 
>five or six years it developed into what I described. 
>   -- Bob, the Trekker (who is convinced that Seven of Nine sees Captain 
>Janeway as a father figure, and the Doctor as a mother figure) 
>--- 
 
I think it was more likely to occur when some star 
treck fans wanted to be seen as different as others, 
despite still liking the same series of. .  programs. . 
- --happyelf, (who is thinking that few people 
would see a difference between a trecker and a treckie, 
apart from the treckers themself, of course.) 
 
>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 
> 
> 
 
------------------------------ 
 
End of champ-l-digest V1 #281 
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Date: Tuesday, June 29, 1999 10:13 AM