Digest Archive vol 1 Issue 283

From: owner-champ-l-digest@sysabend.org
Sent: Sunday, April 18, 1999 1:51 AM
To: champ-l-digest@sysabend.org
Subject: champ-l-digest V1 #283


champ-l-digest Sunday, April 18 1999 Volume 01 : Number 283



In this issue:

Re: Cartoon: The Spiral Zone
Re: Gamer's Purity Test! (Off topic - sorry!)
Re: Cartoon: The Spiral Zone
Faster-than-Light Starships
Re: Cartoon: The Spiral Zone
Re: Gamer's Purity Test! (Off topic - sorry!)
Re: Gamer's Purity Test! (Off topic - sorry!)
Re: Gamer's Purity Test! (Off topic - sorry!)
Re: Gamer's Purity Test! (Off topic - sorry!)
Char (s) Enforcer's Incorporated
Char: Armadillo 2000!
CHAR: Pulsar
Char: Ogre
Char: Mindlock

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

Date: Fri, 16 Apr 1999 23:34:16 -0700
From: Darrin Kelley <backflash@mindspring.com>
Subject: Re: Cartoon: The Spiral Zone

Oh I remember that show alright! I used to watch it on WGN at 4:30 am
Pacific back when it was broadcast.

The Spiral Zone itself was a broadcasted form of gas wave front that was
maintained by periodic stations. It covered approximately half of the
planet. Those without an immunity to the zone or a protective suit was under
complete and total mind control by those who created the zone.

The show itself was set in a future time, and the heroes were the Zone
Riders. A group of soldiers sponsoerd by the remaining government of earth
to go into the zone periodically and either knock down stations or liberate
populations that were under the effects of the zone.

It was a good show. I wish I had taped it.

Jason Sullivan wrote:

> Does anyone here remember a cartoon and toy line known as "the
> Spiral Zone"?
>
> I had something to do with weird extradimensional energies, or a
> disease...

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

Date: Sat, 17 Apr 1999 08:18:37 EDT
From: ErolB1@aol.com
Subject: Re: Gamer's Purity Test! (Off topic - sorry!)

In a message dated 99-04-16 08:14:36 EDT, jeffj@io.com writes:

> No offense, but what does the respect of crusty old rpg grognards have to
> do with whether something should be included on the 'Gamer Purity Test'?
> A LARP is a role-playing game (a different kind, certainly, but it's
> role-playing and there's a game) and there's a lot of gamers who LARP.

I disagree. If LARP is part of role-playing games, then so is the SCA, and so
are the various MUDs and MUSHes. For that matter, one might as well ask about
the number of miniatures one owns and has painted, or the number of anime
videos one has seen, or SF books read, etc.etc.etc. These are all things that
(many) gamers do - but IMO they are not part of "gaming" proper. Putting
questions about them on a "gaming purity test" is like asking "how much
chocolate do you eat each week" on a sexual purity test.

>
> Personally, I'm beginning to think that there's people who are taking this
> test way too seriously - using it as a sort of gamer penis size contest -
> and see it as a challenge to their egos that they will never get to answer
> 'yes' to all of the questions on the test. But I could be wrong.

Of course. The more corrupt one is, gaming-wise, the more seriously one takes
such a test. :-)

Erol K. Bayburt
Evil Genius for a Better Tomorrow

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

Date: Sat, 17 Apr 1999 08:46:18 -0400 (Eastern Daylight Time)
From: Kevin Eav <ukyou@maison-otaku.net>
Subject: Re: Cartoon: The Spiral Zone

On Sat, 17 Apr 1999, Jason Sullivan wrote:

> Does anyone here remember a cartoon and toy line known as "the
> Spiral Zone"?

Actually, yes I do. :) Spiral Zone--the Earth somehow gets covered in a
spiraling 'mist' that distorts and destroys things, as I recall--and the
Spiral Zone vehicles somehow protected the team members from the mist
while they were inside them.

The vehicle I recall the best is the Ring Tank, the main leader's vehicle,
which was essentially a free-spinning ring topped by a big cannon.

- -------------------------------------------------------------------------
| ukyou@maison-otaku.net | Church of Ryouga (1st Deacon, Sacred Compass |
|http://www.maison-otaku.net/~ukyou/ (Under construction, as always. :) |
| Kaoru no Miko, Yakumo no Miko, Kenshin no Miko, Nima no Miko |
| Shidou Hikaru no Miko, Ryuuzaki Umi no Miko, Hououji Fuu No Miko |
| Yes, I MUCK. Where? Just about everywhere. ;) |
|"We are the music-makers; we are the dreamers of dreams." - Willy Wonka|
| "Yooh! Obake-chan!" - Tasuki, Fushigi Yuugi |
| "Sana-chan, there's trouble! Use your henshin burachaa!" |
- -------------------------------------------------------------------------

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

Date: Sat, 17 Apr 1999 15:22:23 -0400
From: "B.C. Holmes" <bcholmes@interlog.com>
Subject: Faster-than-Light Starships

I've been working on a science fiction campaign, and I'm trying
to model a Jump drive (similar, but not identical, to Traveller Jump
drive).

Here's the write-up I'm using:

20 Standard Jump^7 Drive:

o Extra-Dimensional Travel to Jump Space
(20), 2 charges [-1 1/2], Linked to
Faster-than-Light travel [-1/2], activation
roll required in a gravity field [-1/2].

o Faster-than-Light Travel, 2^7=128 times the
speed of light. (24) maximum distance of
8 light years per Jump [-3/4].

The premise is that FTL travel works by jumping into "Jumpspace",
a dimension where there isn't a one-to-one relationship between
distances in Jumpspace and distances in normal space.

Like Traveller, there are some limitations: Most ships can only
do 1 jump between refuelings (1 charge into Jumpspace, and 1 charge
out).

Also, navigation is very hard in Jump space, and the navigational
calculations make it virtually impossible to remain in Jumpspace
beyond a certain distance (8 light years for Terran vessels) -- ship
must "resurface" from Jumpspace every 8 light years, or risk being
totally lost.

Also, similar to Traveller, an activation roll is required to
start the extra-dimensional movement in a gravity field. Within 100
planetary diameters, the activation roll is 11-, and within 10
planetary diameters, it's 8-. But beyond 100 diameters, no roll is
required.

Unlike Traveller, Jump travel doesn't take a fixed amount of
time.

I'm fussing with a few things:

1. Is the -3/4 limitation on the maximum distance reasonable?
Non-Terran Jump Drives will have longer ranges, and hence,
a smaller limitation. But what kind of scale is reasonable?

2. Navigation in Jumpspace should be hard. I think that a Navigator
needs to make a Navigation roll, or risk getting lost. Should I limit
the FTL with "Requires a Skill Roll", even though the skill roll
doesn't affect the "turning on" of the power?

Suggestions welcome.

BCing you
- ----+----+----+----+----+----+----+----+----+----+----+----+----+----
B.C. Holmes http://www.interlog.com/~bcholmes/
"I don't want to be a messiah; messiahs die young."
- Men Without Hats

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

Date: Sat, 17 Apr 1999 13:21:03 -0700
From: Darrin Kelley <backflash@mindspring.com>
Subject: Re: Cartoon: The Spiral Zone

I have the toy version of that tank

Kevin Eav wrote:

> On Sat, 17 Apr 1999, Jason Sullivan wrote:
>
> > Does anyone here remember a cartoon and toy line known as "the
> > Spiral Zone"?
>
> Actually, yes I do. :) Spiral Zone--the Earth somehow gets covered in a
> spiraling 'mist' that distorts and destroys things, as I recall--and the
> Spiral Zone vehicles somehow protected the team members from the mist
> while they were inside them.
>
> The vehicle I recall the best is the Ring Tank, the main leader's vehicle,
> which was essentially a free-spinning ring topped by a big cannon.
>
> -------------------------------------------------------------------------
> | ukyou@maison-otaku.net | Church of Ryouga (1st Deacon, Sacred Compass |
> |http://www.maison-otaku.net/~ukyou/ (Under construction, as always. :) |
> | Kaoru no Miko, Yakumo no Miko, Kenshin no Miko, Nima no Miko |
> | Shidou Hikaru no Miko, Ryuuzaki Umi no Miko, Hououji Fuu No Miko |
> | Yes, I MUCK. Where? Just about everywhere. ;) |
> |"We are the music-makers; we are the dreamers of dreams." - Willy Wonka|
> | "Yooh! Obake-chan!" - Tasuki, Fushigi Yuugi |
> | "Sana-chan, there's trouble! Use your henshin burachaa!" |
> -------------------------------------------------------------------------

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

Date: Sat, 17 Apr 1999 13:19:43 -0700
From: Lizard <lizard@mrlizard.com>
Subject: Re: Gamer's Purity Test! (Off topic - sorry!)

At 08:18 AM 4/17/99 EDT, ErolB1@aol.com wrote:
> Putting
>questions about them on a "gaming purity test" is like asking "how much
>chocolate do you eat each week" on a sexual purity test.
>
Well, actually, that CAN be appropriate...

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

Date: Sun, 18 Apr 1999 10:46:47 +1000
From: "Lockie" <jonesl@cqnet.com.au>
Subject: Re: Gamer's Purity Test! (Off topic - sorry!)

- -----Original Message-----
From: ErolB1@aol.com <ErolB1@aol.com>
To: hero-l@sysabend.org <hero-l@sysabend.org>
Date: Saturday, April 17, 1999 10:19 PM
Subject: Re: Gamer's Purity Test! (Off topic - sorry!)


>In a message dated 99-04-16 08:14:36 EDT, jeffj@io.com writes:
>
>> No offense, but what does the respect of crusty old rpg grognards have to
>> do with whether something should be included on the 'Gamer Purity Test'?
>> A LARP is a role-playing game (a different kind, certainly, but it's
>> role-playing and there's a game) and there's a lot of gamers who LARP.
>
>I disagree. If LARP is part of role-playing games, then so is the SCA, and
so
>are the various MUDs and MUSHes. For that matter, one might as well ask
about
>the number of miniatures one owns and has painted, or the number of anime
>videos one has seen, or SF books read, etc.etc.etc. These are all things
that
>(many) gamers do - but IMO they are not part of "gaming" proper. Putting
>questions about them on a "gaming purity test" is like asking "how much
>chocolate do you eat each week" on a sexual purity test.
>

Here's the standard i use:
Roleplaying games are games which involve inprovisational contexts, and
the portrayal of a character. Tabletop rpg's are a subset of this. Gamers
are actually a broader category, referring to ccg's, miniatures, crpg's and
so fourth
as well. Some 'roleplaying' does belong between 'gamers' and 'roleplayers',
for instance where the focus is less on characters, like a cooperative
story project. That's still freeform narrative, making it more
like rping than say, magic cards. But those who play characters,
are roleplayers.

Hence, gamers, roleplayers, tabletop rpg players. This was the gamers
purity test, but many of the questions seem based on tabletop issues,
then again some aren't. If you want a new standard, make your own test.

Personally i don't think there was nearly enough about online rp-ing,
gming off the top of your head, freeforming storylines as background
for miniatures games, and having long hair. Oh, and playing champions,
which should have given everyone a garunteed 100% score in purity
AND corruption.

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

Date: Sat, 17 Apr 1999 17:43:47 -0400
From: "B.C. Holmes" <bcholmes@interlog.com>
Subject: Re: Gamer's Purity Test! (Off topic - sorry!)

darkwraith@mindspring.com wrote:
>
> I was only 52% pure and yes I have lots of books and dislike LARPS
> To tell truth, I feel that the test is biased against youngins, in
> order to gain the vast experience, I would have to started
> role-playing when I was oh... three :P By the by what the
> heck is gazebo story?

I have to confess that I didn't know the gazebo story, but I was
reminded of the "What's New (with Phil and Trixie)" installment that
dealt with superhero RPGs.

"Gazebo Boy finds that his singular power of transformation is
useless against the Evil Termite."

("What's New" was a 2-3 page comic strip by Phil Foglio that used
to appear in Dragon Magazine way back in the early- to mid-eighties.
Phil and Trixie were the narrators of the column, and would talk about
different aspects of RPGs every installment).

BC
- ----+----+----+----+----+----+----+----+----+----+----+----+----+----
B.C. Holmes http://www.interlog.com/~bcholmes/
"I don't want to be a messiah; messiahs die young."
- Men Without Hats

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

Date: Sat, 17 Apr 1999 18:44:11 -0700
From: Christopher Taylor <ctaylor@viser.net>
Subject: Re: Gamer's Purity Test! (Off topic - sorry!)

> I have to confess that I didn't know the gazebo story, but I was
>reminded of the "What's New (with Phil and Trixie)" installment that
>dealt with superhero RPGs.
>
> "Gazebo Boy finds that his singular power of transformation is
>useless against the Evil Termite."
>
> ("What's New" was a 2-3 page comic strip by Phil Foglio that used
>to appear in Dragon Magazine way back in the early- to mid-eighties.
>Phil and Trixie were the narrators of the column, and would talk about
>different aspects of RPGs every installment).

I LOVED What's New, especially the one about simulating fantasy combat in
real life (shower with 5 cats tied to your body to simulate cuts and stuff
from a fight you survive.... slap two phone books at arms length 5 minutes
to simulate fighting with a sword and armor on, etc)

- --------------------------------------------------------------------------
Sola Gracia Sola Scriptura Sola Fide
Soli Gloria Deo Solus Christus Corum Deo
- --------------------------------------------------------------------------

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

Date: Sat, 17 Apr 1999 22:15:57 -0700
From: Chad Riley <chadriley01@sprynet.com>
Subject: Char (s) Enforcer's Incorporated

This is an update of several characters that have been a part of the
Champions Universe almost since its inseption (with one exception). I
recently decided to carve out a Universe of my own based on the
Champions Universe and decided to post some of my characters to see a)
generally what do you think and b) how can I drop some costs? My
characters seem to cost hundreds of points and still (generally) fall
into the 50-75 active point costs, oh well. Anyway, here is the group
origin (sketchy) followed by the posts themselves....

Oh, btw the Universe is set currently so many of these characters have
almost ten years experience. The characters will also be in the CW RTF
template format.....see my Titanic man Post to see what it looks
like......


Enforcers Inc.


History: Enforcers Inc. are a group of experienced villains. Having been
solo for most of their careers they have recently banded together for
mutual protection and a larger slice of the pie. The groups beginnings
actually came by accident. Mindlock, the mistress of mentalism was
toying with Pulsar, a villain she viewed with contempt. Mind controlling
her puppet into protecting her during a battle with Viper agents she was
attacked by Mind Wipe. The resulting backlash allowed her and Pulsar to
view deep into each other’s memories. Disoriented and surrounded by
hostile Viper agents; only the timely arrival of PRIMUS agents allowed
the two villains to escape. It did change their views of each other,
however. Mindlock saw for the first time Pulsar’s anguish at losing his
wife and his honor. Pulsar saw how losing her family really saddened
Mindlock even if she didn’t admit it to herself. They separated quickly
and went their separate ways.
This didn’t last. Mindlock, actually sought out Pulsar to apologize for
her previous actions. The two talked and soon found they had much in
common emotionally. They became friends of a sort. It was then that
Pulsar had the idea that with her backing and financial knowledge they
could really make money as super villains for hire. They agreed to try
it and Pulsar brought his friend Armadillo into the budding
organization. The three felons were hired to cause a diversion at a high
technology firm while GRAB members stole plans to sell on the black
market. The operation was a success and the two groups compared notes
and made promises to keep in touch.
Shortly after this Mindlock approached Cheshire Cat about joining. The
super powered martial artist saw this as a way to take care of his wife
in a manner to which she would become accustomed. He signed on as the
group’s martial arts expert and sensai. Then the coup came when Ogre
(who had befriended Pulsar at Stronghold) asked to join the team (on the
condition that his little sister Clarissa be taken care of).
The team is now five strong and is looking to expand. However Pulsar is
looking only for experienced super beings who can a) work with a team
and b) doesn’t step on anyone else’s toes.


Group Relations.
This team gets along well. Enforcers Inc are almost the Anti –hero team.
The have a hidden base of operations and a small support staff. They
also work very hard for loved ones and treat one another as a family
unit. Mindlock’s business savvy has set up an excellent support system
of emergency funds, money laundering, legal and medical insurance.
Pulsar has proven a capable tactician and leader. Ogre has showed great
improvement in his psychological problems, Armadillo has shone as the
resident technician and Cheshire Cat has overseen much of the training.
Even getting Ogre some Boxing and Wrestling lessons.


Relations to other groups:
Enforcers Incorperated work for almost anyone. The exceptions are Viper
and Dr Destroyer. Destroyer’s take over plans usually involve enslaving
or doing away with much of the population, an attitude that makes the
more family oriented members uneasy. Viper’s antagonism with Pulsar and
Ogre are well known and thus the team avoids the snakes (They have
worked with Crusher’s gang on occasion). They will work with Dutchess
Industries however (the Viper connection is unknown at this time) so
that Mindlock can find out more about them. They get along well with
other merc groups except the Assassenoes who were hired by Viper to
eliminate them. They often work with those who are enemies of Viper
(Panda & Raccoon, Thunder & Lightning, the Crusher Gang, etc...).

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

Date: Sat, 17 Apr 1999 22:26:21 -0700
From: Chad Riley <chadriley01@sprynet.com>
Subject: Char: Armadillo 2000!

Armadillo
Val Characteristic Cost
15/60 Strength 5
15/23 Dexterity 15
15/30 Constitution 10
10/15 Body 0
18 Intelligence 8
11 Ego 2
15/20 Presence 5
10 Comeliness 0
6 Physical Defense 3
6 Energy Defense 3
3/5 Speed 5
6/18 Recovery 0
30/60 Endurance 0
30/65 Stun 4
Characteristic Rolls: STR: 12/21-, DEX: 12/14-, CON: 12/15-, INT: 13-,
EGO: 11-, PER: 13-
Run: 6/9", Swim: 2", Jump: 12/17", Lift: 200kg/100 ton
Cost Powers END/Roll
370 Battlesuit: Armadillor Armor (Mk3); OIF: -½; Focus Applicability:
Personal
(41) Multipower: Weapon Systems (62-pt reserve); OIF: -½; Focus
Applicability: Personal
u-4 12d6 Energy Blast: Blaster; Range: 300; Versus: ED; OIF: -½; Focus
Applicability: Personal 6
u-3 8d6 Energy Blast: Micro Missiles; Range: 300; Versus: PD; Explosion
(Extended Area +0"/DC): ½; Charges: +8, -½; OIF: -½; Focus
Applicability: Personal 0
u-4 5d6 Energy Blast: Stunner; Attack vs. Limited Defense: +1½; Range:
310; Versus: ED; OIF: -½; Focus Applicability: Personal; Defense is
Power Defense 6
u-4 5d6 Entangle: Cable Bolos (DEF 5); Entangle Damage: Entangle and
Target Both Take Damage, +¼; Range: 310; OIF: -½; Focus Applicability:
Personal 6
115 Enhanced Characteristics; OIF: -½; Focus Applicability: Personal
(30) +45 STR 4
(16) +8 DEX
(20) +15 CON
(7) +5 BODY
(5) +5 PRE
(20) +2 SPD
(24) +12 REC
(15) +30 END
(35) +35 STUN
(48) Armor (24 PD/24 ED); OIF: -½; Focus Applicability: Personal
(6) Clinging (Clinging STR +0); Not on Frictionless Surfaces: -¼; OIF:
- -½; Focus Applicability: Personal
(16) Damage Reduction: Sonic Dampeners (Physical, 75%); Only vs
Sonics/Vibration Attacks: -1; OIF: -½; Focus Applicability: Personal
22 Sensor Suite; OIF: -½; Focus Applicability: Personal
(5) Infrared Vision
(15) Radar Sense
(5) Radio Listen and Transmit
(3) Ultrasonic Hearing
(5) Ultraviolet Vision
(3) Flash Defense (Sight, 5 pts); OIF: -½; Focus Applicability:
Personal
(3) Flash Defense (Hearing, 5 pts); OIF: -½; Focus Applicability:
Personal
(30) 2d6 HKA (Total 4d6); Armor Piercing: 1, +½; Range: 0; OIF: -½;
Focus Applicability: Personal 4
(3) Knockback Resistance (-2"); OIF: -½; Focus Applicability: Personal
18 Life Support Systems; OIF: -½; Focus Applicability: Personal
(3) Life Support: High Pressure/Vacuum
(3) Life Support: High Radiation
(3) Life Support: Intense Heat/Cold
(10) Need Not Breathe
(8) Mental Defense: Psi Shields (12 pts); Activation: 15-, -¼
(40) Tunneling (12" through DEF 12); Tunnels: Left Behind, +0; OIF: -½;
Focus Applicability: Personal 2
(7) Running (+3", 9", NC: 36"); Non-Combat Multiplier: ×4, +5; Has Turn
Mode: No, +0; OIF: -½; Focus Applicability: Personal 1
(3) Superleap: Jump Jets (+5", 17", NC: 34"); Non-Combat Multiplier:
×2, +0; OIF: -½; Focus Applicability: Personal 1
Cost Skills, Talents, Perks Roll
3 Computer Programming 13-
3 Electronics 11-
3 Mechanics 11-
17 Boxing
(5) Jab (OCV +1, DCV +3, 12d6)
(5) Hook (OCV -2, DCV +1, 16d6)
(4) Block (OCV +2, DCV +2)
(3) Clinch (OCV -1, DCV -1, STR 70)
1 Engineer 11-
1 Electronics Engineering 11-
1 Mathematics 11-
1 Mechanical Engineering 11-
1 Mining Engineer 11-
1 Robotics 11-
1 Cybernetics 11-
3 Security Systems 13-
3 Scientist
3 Streetwise 13-
3 Systems Operation 13-
1 Pistols
1 Rifles
3 Weaponsmith; Weapon Category: Muscle-powered Weapons 11-
20 +4 level w/Armadillo Armor
100+ Disadvantages
20 Hunted: UNTIL (8-); Capabilities: More Powerful, 15; Non-combat
Influence: Extensive, +5; Geographical Area: Unlimited, -0; Actions:
Hunting, ×1; Punishment: Harsh, 0
15 Hunted: Project Armor (11-); Capabilities: As Powerful, 10;
Non-combat Influence: Extensive, +5; Geographical Area: Limited, -5;
Actions: Hunting, ×1; Punishment: Harsh, 0
10 Hunted: Defender (8-); Capabilities: As Powerful, 10; Non-combat
Influence: None, +0; Geographical Area: Unlimited, -0; Actions: Hunting,
×1; Punishment: Harsh, 0
20 Normal Characteristic Maxima
15 Greedy (Common, Strong)
15 Overconfidence (Very Common, Moderate)
10 Prankster (Common, Moderate)
10 Vengeful (Uncommon, Strong)
10 Reputation: High Tech Villain (11-)
15 Secret Identity: Randall Creswell
10 Susceptibility: Telepathic Powers (1d6 STUN/Turn); Condition:
Uncommon, +5
OCV: 8; DCV: 8; ECV: 4; Mental Def.: 12; Phases: 3, 5, 8, 10, 12
PD/rPD: 30/24; ED/rED: 30/24
COSTS: Char.: 60 Disadv.: 150
Powers: + 440 Base: + 100
Exp.: + 250
Total: = 500 Total: = 500
Story: Randall Creswell was a hooligan. He was also an exceptionally
bright hooligan. When his life long friend Frank Butler went into the
Army, Randall followed. Once there, however, he found that he wasn't
cutting it. Volunteering for a secret project that would allow him to
miss boot camp alltogether, he bacame a member of the ill fated "Project
Sunburst". Randall was the only one seemingly unscathed by the event.
This was incorrect but no one would know for several years. He later
joined a lab that was a front for england's Project Armor. Working with
a kindly scientist on a suit of armor that "would help protect the
world" Randall again volunteered to test fit the armor. It was then that
his altered genetic structure became apparent. The suit, designed to
work for his physiology, wouldn't work for anyone else without serious
recalibration. Even then it didn't perform nearly as well. The old
scientist was excited. Randall would be the super hero that the suit was
made for. Randall agreed just so he could get the suit. He had no
intention of battleing evil.
However, fate again stepped in. The agents of Project Armor who had been
monitering the two decided that Randall couldn't be allowed to become a
super hero. There was a fight and the old scientist died. Randall
escaped and swore revenge (for being attacked, not on behalf of the old
scientist). He became Armadillo.
Over the years, Randall and some of his friends have modified and
upgraded his armor so that it is truely a formidable weapon. Randall
also joined Enforcers Inc., a group of Supervillains for hire led by his
old friend Pulsar.

Description
Height: 175cm (5'9"), Weight: 91kg (200 lbs), Sex: Male, Age: 32, Race:
human
Appearance: Randall is a renegade nerd. Solidly built and quite strong
looking. He wears glasses and rarely combs his thick bushy black hair.
He wears jeans and tight tee-shirts and always wears a long black duster
that Pulsar gave him. They have been friends since third grade ya know.
The Armadillo Armor resembles its namesake slightly. the helmet is flat
on top and overall round with two bulbous red eyes. The armor itself
appears to be made of hundreds of metal scales with reinforced elbows,
knees, and shoulders. The boots, shoulders, knees, elbows and guantlets
are black and the rest of the armor is golden.


Notes:
This Armadillo is more competant rather than more powerful. His armor
has a wider variety of abilities and aside from the higher strength
(with boxing skills) and more variety in weapon selection, all the
changes in his armor are merely non combat functions. (Life support,
communications, etc). The real change is that I made him competant
outside his armor. He's a tinkerer and not just a shmuck out side the
armor. He can hold his own in combat against a Viper or UNTIL agent.
I made 500 pts a "magic number" so if I upgrade him again I'll add the
stuff that I trimmed. Contacts w/ Operation Sunburst, KRONOS, and other
underworld agencies, a side arm for outside armor combat, and
vehicle/base points for labs.


Comments welcome
Chad

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

Date: Sat, 17 Apr 1999 22:40:11 -0700
From: Chad Riley <chadriley01@sprynet.com>
Subject: CHAR: Pulsar

Pulsar
Val Characteristic Cost
15 Strength 5
23 Dexterity 39
25 Constitution 30
13 Body 6
10 Intelligence 0
13 Ego 6
15 Presence 5
12 Comeliness 1
10 Physical Defense 7
10 Energy Defense 5
5 Speed 17
8 Recovery 0
50 Endurance 0
45 Stun 11
Characteristic Rolls: STR: 12-, DEX: 14-, CON: 14-, INT: 11-, EGO: 12-,
PER: 11-
Run: 6", Swim: 2", Jump: 3", Lift: 200kg
Cost Powers END/Roll
75 Multipower: Light/Heat (75-pt reserve)
u-7 15d6 Energy Blast; Range: 375; Versus: ED 7
u-7 10d6 Energy Blast; Armor Piercing: 1, +½; Range: 375; Versus: ED 7
u-7 10d6 Energy Blast; Explosion (Extended Area +0"/DC): ½; Range: 375;
Versus: ED 7
u-7 7d6 Energy Blast; No Normal Defense: +1; Range: 350; Versus: ED;
Defense is Force Field 7
u-7 3d6 Flash (Normal Sight); Area Effect (Radius): 4" radius, +1;
Personal Immunity: +¼; Range: 335 7
10 Elemental Control: Light/Heat control (10-pt reserve)
a-35 Force Field (10 PD/10 ED); Hardened: ×1, ¼; Reduced END: Zero &
Persistent, 1 0
b-20 Invisibility (IR Vision); Reduced END: Zero & Persistent, 1;
Always On: -½ 0
c-10 10" Flight (NC: 20"); Non-Combat Multiplier: ×2, +0 2
5 Flash Defense (Sight, 10 pts); Light Based Flashes only : -1
5 Instant Change; Clothes: One Set, 5
5 Mental Defense (8 pts)
3 Life Support: Intense Heat/Cold
5 Infrared Vision
5 Ultraviolet Vision

Cost Skills, Talents, Perks Roll
3 Breakfall 14-
2 City Knowledge: New York 11-
3 Climbing 14-
3 Combat Piloting 14-
3 Concealment 11-
3 Cryptography 11-
3 Demolitions 11-
3 Gambling 11-
3 Interrogation 12-
2 Knowledge Skill: Military Protocal 11-
2 Knowledge Skill: Special Forces 11-
2 Knowledge Skill: Recognize Weapon Quality 11-
3 Lockpicking 14-
33 Commando Training
(4) +1 DC for Martial Attacks
(5)Side/Spin Kick (OCV -2, DCV +1, 8d6)
(4) Boxing Cross (OCV 0, DCV +2, 6d6)
(3) Aikido Throw (OCV +0, DCV +1, 4d6+v/5)
(4) Karate Chop (OCV -2, DCV 0, 1d6+1 HKA)
(5) Choke (OCV -2, DCV 0, Grab, 2½d6 NND)
(4) Judo Disarm (OCV -1, DCV +1)
(4) Kung Fu Block (OCV +2, DCV +2)
3 Mechanics 11-
3 Navigation 11-
1 Paramedic 8-
2 Professional Skill: Security Specialist 11-
7 Security Systems 13-
3 Shadowing 11-
3 Stealth 14-
3 Streetwise 12-
5 Survival 12-
3 Systems Operation 11-
3 Tactics 11-
3 Tracking 11-
2 Air Vehicles
2 Ground Vehicles
1 Autofire Weapons
1 Pistols
1 Rifles
1 Ship-to-Ship Weapons
1 Vehicle Weapons
8 +1 level w/All Combat
10 +2 level w/Multipower
5 +1 level w/HTH Combat
10 +2 level w/Ranged Combat
6 +2 level w/Commando Training

100+ Disadvantages
15 Distinctive Features: Glows Slightly; Concealability: Not
Concealable, 15; Reaction: Noticed and Recognizable, +0
10 Enraged: When taunted or made to look foolish (11-, 11-);
Circumstances: Common, +10
20 Hunted: Viper (8-); Capabilities: More Powerful, 15; Non-combat
Influence: Extensive, +5; Geographical Area: Unlimited, -0; Actions:
Hunting, ×1; Punishment: Harsh, 0
10 Hunted: Starburst (8-); Capabilities: As Powerful, 10; Non-combat
Influence: None, +0; Geographical Area: Unlimited, -0; Actions: Hunting,
×1; Punishment: Harsh, 0
15 Hunted: FBI (8-); Capabilities: As Powerful, 10; Non-combat
Influence: Extensive, +5; Geographical Area: Unlimited, -0; Actions:
Hunting, ×1; Punishment: Harsh, 0
20 Honorable (Common, Total)
15 Overconfidence (Very Common, Moderate)
15 Can't laugh at himself; must always be taken seriously (Common,
Strong)
10 Reputation: Criminal Enforcer (11-)
5 Rivalry: Mechassassin; Situation: Professional, 5; Position: Equal,
+0; Rival: NPC, +0
15 Secret Identity: Frank Butler
OCV: 8; DCV: 8; ECV: 4; Mental Def.: 8; Phases: 3, 5, 8, 10, 12
PD/rPD: 20/10; ED/rED: 20/10
COSTS: Char.: 132 Disadv.: 150
Powers: + 368 Base: + 100
Exp.: + 250
Total: = 500 Total: = 500
Story: Frank Butler was one of the few, the proud. He served in desert
storm. He was trained as a special forces agent and saw plenty of duty
over seas. When he returned it was to a heroes welcome. He had a
blushing young bride and a career in the private security field all set
up for him. Frank liked his work. He found helping train and implement
security forces a noble profession. He felt vaguely like the knights his
father used to read to him about. Then his world came crashing down
around him. His security firm turned out to be a Viper facility. Frank
was going to turn them in when his wife was kidnapped. Delireous with
fear for her safety, he promised Viper anything. All the while he
planned to doublecross them at the first opporotunity. He contacted an
FBI agent and told them of his plight. They set up a sting operation
with some SAT officers. Frank was told to "vlounteer" for a superman
project. Viper figured that he would either perish in the attempt or
that by holding his wife they could force him to be a superhuman agent.
The FBI/SAT joint operation was a disaster. They jumped the gun and
didn't allow Frank to get his wife to safety. He was stuck in the
"Genetic Energizer" when the gunfight started. His wife was killed
immediately. Frank can only remember screaming her name. When he came
to, he was glowing with golden energy. Around him were the bodies of the
Viper agents and the feds. Frank took one last look at his wife's
lifeless body, one last glimpse of happiness before he flew off into the
skies.

Now it is years later. Pulsar is a highly respected criminal. Frank has
been relegated to a small piece of the villain's memory. Frank is no
more, there is only Pulsar (or some such rubbish). Frank has done a
little creeping back into the spotlight after his episode with Mindlock,
but while he is less an embodiment of the joke villain he is still not
the man he once was.


Description
Height: 188cm (6'2"), Weight: 85kg (187 lbs), Sex: Male, Race: altered
human
Appearance: Frank is in excellent shape. His life as a super criminal
has given him a lean, athletic build. His hair is cut military short and
his eyes are golden. He constantly glows with a pale golden light, this
is especially noticeable at night. He generally wears blue jeans and a
series of tee-shirts, over which he wears his military bomber jacket,
regardless of the weather. His pulsar costume is white. He has a golden
yellow sun on his chest and wears orange boots and gloves. his mask
covers all but his nose mouth and chin and is white as well. He now
wears an orange cape that he thinks makes him look dashing.


Notes:
Okay I went and tried to make Pulsar both competant and somewhat
sympathetic. He's a man who can't live with his past so he doesn't think
about it. His skirt chasing and grandstanding is a cry for help? No, not
really. Frank is a changed man and not for the better. He does have a
spark of nobility left but he is a mercenary and a villain. He has out
grown his ineptitude over the years. His friendship with Mindlock has
been benificial to his self esteem and self worth (which never outwardly
were his problems before). I'm turning him into a capable, if not
brilliant leader and surrounding him with similar competant villians.

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

Date: Sat, 17 Apr 1999 22:50:33 -0700
From: Chad Riley <chadriley01@sprynet.com>
Subject: Char: Ogre

Ogre
Val Characteristic Cost
70 Strength 60
18 Dexterity 24
35 Constitution 50
17 Body 14
8 Intelligence -2
12 Ego 4
25 Presence 15
10 Comeliness 0
35 Physical Defense 21
35 Energy Defense 28
4 Speed 12
20 Recovery -2
70 Endurance 0
70 Stun 0
Characteristic Rolls: STR: 23-, DEX: 13-, CON: 16-, INT: 11-, EGO: 11-,
PER: 11-
Run: 6", Swim: 2", Jump: 14/35", Lift: 400 ton

Cost Powers END/Roll
80 Multipower: Brick Powers (80-pt reserve)
u-15 10d6 Energy Blast: Shockwave; Range: 0; Versus: PD; Area Effect
(Radius): 6" radius, +1; Personal Immunity: +¼; Only vs Targets on the
grounf: -½; No Range: -½; Concentrate: ½ DCV, -¼; Extra Time: full
phase, -½ 11
u-10 10d6 Energy Blast: Punch For Distance; Range: 0; Versus: PD;
Double Knockback: +¾; No Range: -½ 9
u-12 12d6 Energy Blast: Super Breath; Range: 450; Versus: PD;
Invisible: Sight: One Sense Group, +½; Reduced by Range: -¼; Range Based
on strength: -¼ 9
u-3 8d6 Entangle: Wrap'em up (DEF 8); Focus: Obvious Inaccessible, -½;
Focus Mobility: Bulky, -½; No Range: -½; Range: 0; This maneuver
requires Ogre to find something large to entrap his foe with. (ie, Cars,
lamp posts, Dirt from a dump truck, etc.) 8
u-5 3d6 Flash: Thunder Clap (#2) (Normal Sight, Hearing); Range: 0;
Explosion (Extended Area +2"/DC): 1; No Range: -½ 8
15 Damage Resistance (15 PD/15 ED)
6 Knockback Resistance (-3")
5 Lack of Weakness (-5 to Roll)
3 Immune to Disease
3 Life Support: High Pressure/Vacuum
3 Life Support: Intense Heat/Cold
9 Modified Characteristic: PD; Special Effect: Magnetism; Hardened: ×1,
¼
9 Modified Characteristic: ED; Special Effect: Magnetism; Hardened: ×1,
¼
10 Power Defense (10 pts)
21 Superleap (+21", 35", NC: 70"); Non-Combat Multiplier: ×2, +0 4

Cost Skills, Talents, Perks Roll
3 Climbing 13-
3 Sign Language (Completely Fluent w/accent); Literacy: Standard, 0
2 Knowledge Skill: Pro Wrestling 11-
3 Streetwise 14-
32 Boxing/Wrestling
(4) Block (OCV +2, DCV +2)
(5) Hook (OCV -2, DCV +1, 18d6)
(5) Jab (OCV +1, DCV +3, 14d6)
(3) Slam (OCV +0, DCV +1, 14d6+v/5)
(3) Take Down (OCV +2, DCV +1, 14d6)
(4) Escape (OCV 0, DCV 0, STR 85)
(3) Hold/Clinch (OCV -1, DCV -1, STR 80)
(5) Choke (OCV -2, DCV 0, Grab, 2d6 NND)
24 +3 level w/All Combat


100+ Disadvantages
10 Vulnerability: Mental Powers (1½× Effect); Attack: Common, +10
10 Berserk: when Takes BODY (11-, 8-, Enraged Only); Circumstances:
Uncommon, +5
15 Psych. Lim.: Overconfident (Very Common, Moderate)
15 Psych. Lim.: Hates Bullies (Common, Strong)
15 Protective of Children/Innocents (Uncommon, Total)
15 Loyal to Friends (Common, Strong)
15 Reputation: Monstrous Villain (11-, Extreme)
15 DNPC: Crippled Sister (Incompetent, 8-); Skills: Normal, +0
15 Hunted: by UNTIL (8-); Capabilities: As Powerful, 10; Non-combat
Influence: Extensive, +5; Geographical Area: Unlimited, -0; Actions:
Hunting, ×1; Punishment: Harsh, 0
15 Hunted: by Mechanon (8-); Capabilities: More Powerful, 15;
Non-combat Influence: None, +0; Geographical Area: Unlimited, -0;
Actions: Hunting, ×1; Punishment: Harsh, 0
10 Public Identity


OCV: 6; DCV: 6; ECV: 4; Mental Def.: 0; Phases: 3, 6, 9, 12
PD/rPD: 35/15; ED/rED: 35/15
COSTS: Char.: 224 Disadv.: 150
Powers: + 276 Base: + 100
Exp.: + 250
Total: = 500 Total: = 500


Background:
See champions Book

Appearance:
7' 0'' Tall 450 lbs.
For some reason I have always seen ogre as being green. However this has
never come up in his description or his disads. So it won't here.
Ogre is a huge man with a mane of black hair that hangs down to the
middle of his back. His costume consists of a forest gree body suit with
lighter green trim, gloves, boots, and trunks. His belt is black. He
also wears a forest green skull cap.

Notes:
whoops, forgot the history section. HEH. oh well. Ogre is still the
precursor to Grond, a little stronger than before but decided to try a
"brick powers" MP (still waiting for anyone to do an ULTIMATE BRICK book
('cause this is all I got)). This gives him a few more options in combat
and along with his combat training he becomes, well, really fierce. This
fellow would have kicked Brick's ass. His time with Enforcers Inc. which
was brought about with subtle manipulations by Mindlock has really
helped Ogre turn the corner mentally. He is still slow (but not as slow)
and his outlook of the world hasn't really improved, but he has friends
and they take care of his little sister. They have bothered to teach him
some simple skills and how to fight better. He is loyal to the team and
only loses his cool when he takes greivous damage (ie body). He's a Hulk
wanna be but I've always liked him (and toyed with him as a hero.
Anybody else out there really like Champions (3rd Ed) roster book that
gave Hero/Villain options for all the characters? I always thought that
was cool...

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

Date: Sat, 17 Apr 1999 22:55:39 -0700
From: Chad Riley <chadriley01@sprynet.com>
Subject: Char: Mindlock

Mind Lock
Val Characteristic Cost
15 Strength 5
25 Dexterity 45
25 Constitution 30
10 Body 0
15 Intelligence 5
25 Ego 30
18 Presence 8
18 Comeliness 4
10 Physical Defense 7
12 Energy Defense 7
5 Speed 15
8 Recovery 0
50 Endurance 0
35 Stun 4
Characteristic Rolls: STR: 12-, DEX: 14-, CON: 14-, INT: 12-, EGO: 14-,
PER: 12-
Run: 6/8", Swim: 2/3", Jump: 3/8", Lift: 200kg

Cost Powers END/Roll
75 Multipower (75-pt reserve)
u-7 5d6 Ego Attack; Reduced END: Zero, ½ 0
u-7 10d6 Mind Control; Reduced END: Half, ¼; Communication: Telepathic,
+¼ 3
u-7 10d6 Mind Scan; Attack Roll Bonus: 0; Reduced END: Zero, ½ 0
u-7 10d6 Telepathy; Invisible: mental sense group: One Sense Group, +½
7
20 Force Field (10 PD/10 ED) 2
13 2d6 Katana (Total 3d6); OAF: -1; No Knockback: -¼; Range: 0 3
10 ½d6 RKA; Autofire: 5 shots, ½; OAF: -1; Charges: 15, +½; Recoverable
Charges: -2 lev; Range: 100 0
10 Mental Defense (15 pts)
4 Running (+2", 8", NC: 16"); Non-Combat Multiplier: ×2, +0; Has Turn
Mode: No, +0 1
5 Superleap (+5", 8", NC: 16"); Non-Combat Multiplier: ×2, +0 1
1 Swimming (+1", 3", NC: 6"); Non-Combat Multiplier: ×2, +0; Has Turn
Mode: No, +0; Surface Only: No, +0 1
8 Swinging (Concealed Swingline Launcher) (+10", NC: 20"); IIF: -¼;
Non-Combat


Multiplier: ×2, +0 2
Cost Skills, Talents, Perks Roll
3 Acrobatics 14-
3 Bribery 13-
3 Bureaucratics 13-
2 City Knowledge: New York City 11-
2 City Knowledge: San Angelo 11-
2 City Knowledge: Hudson City 11-
3 Climbing 14-
3 Conversation 13-
3 Disguise 11-
3 High Society 13-
2 Knowledge Skill: Business/Finance 11-
4 Japanese (Native Accent); Literacy: Standard, 0
4 Italian (Native Accent); Literacy: Standard, 0
4 Sign Language (Native Accent); Literacy: Standard, 0
3 Lockpicking 14-
44 Karate
(12) +3 DC for Martial Attacks
(3) Legsweep (OCV +2, DCV -1, 7d6)
(4) Atemi Strike (OCV -1, DCV +1, 3½d6 NND)
(4) Punch (OCV 0, DCV +2, 8d6)
(5) Kick (OCV -2, DCV +1, 10d6)
(4) Block (OCV +2, DCV +2)
(4) Chop (OCV -2, DCV 0, 2d6 HKA)
(4) Disarm (OCV -1, DCV +1)
(4) Escape (OCV --, DCV +5)
1 Contact: Business World; Usefulness: Normal, +0 8-
2 Contact: Criminal Underworld; Usefulness: Normal, +0 11-
10 Money (Wealthy)
2 Professional Skill: CEO Simmons Industries 11-
4 Economics 13-
3 Mathematics 12-
2 Research 11-
4 Accounting 13-
5 Security Systems 13-
3 Seduction 13-
3 Shadowing 11-
5 Stealth 15-
3 Streetwise 13-
3 Lightning Calculator
2 Common Melee Weapons
1 Pistols
2 Common Missile Weapons
2 Common Martial Arts Weapons
10 +2 level w/Multipower
5 +1 level w/HTH Combat
6 +2 level w/Karate

100+ Disadvantages
20 Arrogant and Unfriendly (Very Common, Strong)
20 Code Against Killing (Common, Total)
15 Greedy (Common, Strong)
20 Hunted: Dutchess Industries (8-); Capabilities: More Powerful, 15;
Non-combat Influence: Extensive, +5; Geographical Area: Unlimited, -0;
Actions: Hunting, ×1; Punishment: Harsh, 0
10 Hunted: Psi (8-); Capabilities: As Powerful, 10; Non-combat
Influence: None, +0; Geographical Area: Unlimited, -0; Actions: Hunting,
×1; Punishment: Harsh, 0
10 Hunted: Seeker (8-); Capabilities: As Powerful, 10; Non-combat
Influence: None, +0; Geographical Area: Unlimited, -0; Actions: Hunting,
×1; Punishment: Harsh, 0
5 Rivalry: Rival Businessman; Situation: Professional, 5; Position:
Equal, +0; Rival: NPC, +0
15 Secret Identity: Colleen Simmons
20 Susceptibility: Intense Sonics (2d6 STUN/Phase); Condition:
Uncommon, +5
10 Vulnerability: Sonics (2× STUN); Attack: Uncommon, +5
5 Vulnerability:Sonics (1½× BODY); Attack: Uncommon, +5
OCV: 8; DCV: 8; ECV: 8; Mental Def.: 15; Phases: 3, 5, 8, 10, 12
PD/rPD: 20/10; ED/rED: 22/10
COSTS: Char.: 160 Disadv.: 150
Powers: + 340 Base: + 100
Total: = 500 Total: = 250

Description
Height: 166cm (5'5"), Weight: 55kg (121 lbs), Sex: Female, Age: 28,
Race: Mutant
Appearance: Colleen Simmons has transformed herself from a severe
business woman into a stunning physical specimen. Her red hair is now
worn long. While she can still dress ULTRA Conservative inorder to
impress/intimidate, she dresses more in fashion. Using her femanine
charms. Her costume is tighter and sexier, but still resembles that of a
ninja. She wears Indigo with black trim and a white Star on her left
breast. She has added some traditional ninja weaponry to her arsenal.


Notes:
Not just a Psylocke rip-off in name only anymore! I dunno, I thought
hey, you look like a ninja so......She was the toughest to fit into 500
pts I had intended to improve her Psionic Multipower but NO! Couldn't
afford it. *Sigh*. Anyway, her increased willpower (Ego) and psionic
defenses (Mental defense which she lacked) will have to do for now. I
have a habit of giving frivilous but costly skills (how many idiomatic
languages?). She has been taught by Cheshire Cat but is far from a
fiersome Martial Artist (in superhero terms anyway....)


comments welcome.....

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

End of champ-l-digest V1 #283
*****************************


Web Page created by Text2Web v1.3.6 by Dev Virdi
http://www.virdi.demon.co.uk/
Date: Tuesday, June 29, 1999 10:13 AM