Digest Archive vol 1 Issue 287

From: owner-champ-l-digest@sysabend.org
Sent: Tuesday, April 20, 1999 9:22 PM
To: champ-l-digest@sysabend.org
Subject: champ-l-digest V1 #287


champ-l-digest Tuesday, April 20 1999 Volume 01 : Number 287



In this issue:

Re: Teleport questions
Re: Teleport questions
Re: Gamer's Purity Test! (Off topic - sorry!)
Re: supress, dispel, damage shield
CHAR: Carrion Crawler
CHAR: Hell Hound
CHAR: What's up next
Champ: Abstract Logic
Re: Champ: Abstract Logic
Re: Champ: Abstract Logic
Re: Champ: Abstract Logic
Re: Champ: Abstract Logic
Champs: Fuzzy Logic (was Abstract)

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

Date: Mon, 19 Apr 1999 20:59:49 -0400 (EDT)
From: "Daniel P. Pawtowski" <dpawtows@acm.vt.edu>
Subject: Re: Teleport questions

> Cost END too. In fact, if he didn't start with the ability, I'd want him
> to start with the DCV Levels and then move up to MD. I kinda see MD as
> "blinking out" to avoid specific missiles, while the DCV thing is just
> "blinking out" at random and hoping it works.

One problem with "moving up" is that the DCV levels approach also
works on Hth attacks, the MD method dosen't. I suppose one could put
a limitation on the initial levels for "Only vs. ranged attacks".

Daniel Pawtowski
dpawtows@halcyon.com

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

Date: Mon, 19 Apr 1999 17:55:28 -0700 (PDT)

From: shaw@caprica.com (Wayne Shaw)
Subject: Re: Teleport questions

>> Cost END too. In fact, if he didn't start with the ability, I'd want him
>> to start with the DCV Levels and then move up to MD. I kinda see MD as
>> "blinking out" to avoid specific missiles, while the DCV thing is just
>> "blinking out" at random and hoping it works.
>
> One problem with "moving up" is that the DCV levels approach also
>works on Hth attacks, the MD method dosen't. I suppose one could put
>a limitation on the initial levels for "Only vs. ranged attacks".

Or, like some of us have, allow people to buy specific levels versus either
melee or ranged attacks for 3 points.

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

Date: Tue, 20 Apr 1999 03:19:34 -0400
From: geoff heald <gheald@worldnet.att.net>
Subject: Re: Gamer's Purity Test! (Off topic - sorry!)

At 02:33 PM 4/19/99 -0700, you wrote:
>Greetings!
>
> I finally got around to taking the test... got 41% pure, 59% corrupted.
>I thought for sure I was more corrupted than THAT!
>
> As for "What's New", my favorite part was the running gag about "Sex in
>D&D". I also liked the little purple dragon... *GROWF?!?*
>
>Dale A. Ward
>~Madness Takes It's Toll!
> Exact Change Only, Please...~
>
Mauve. The Dragon was mauve. One April, they did him up in the Bestiary.
More commonly called simply the "What's New Dragon".

What's New with Phil and Dixie was drawn by Phil Foglio, who also drew the
Myth Adventures comics (based on the books), co-wrote and illustrated the
novel Illegal Aliens, and did some art for Magic:The Gathering.


============================
Geoff Heald
============================
So this is Earth. Not what I expected. Oh, well, I'll have to make do.
"Behold Earthians! Your new lord has arrived!"

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

Date: Tue, 20 Apr 1999 08:00:46 -0700
From: Christopher Taylor <ctaylor@viser.net>
Subject: Re: supress, dispel, damage shield

>rolled actually reduces the active points of my power and keeps it there.
If
>I cast a spell at you, and you dispel it, you take no effect, and I cast it
>at you next phase (at full power). If I cast a spell at you, and you
supress
>it, you take the full effect (read about absorption) then I can't cast it at
>you until my active points fade back. Which on sounds more like magic
>resistance?

I understand that absorption does that, but does suppress?

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

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

Date: Tue, 20 Apr 1999 11:10:49 -0400 (EDT)
From: Michael Surbrook <susano@dedaana.otd.com>
Subject: CHAR: Carrion Crawler

CARRION CRAWLER

Val CHA Cost Roll Notes
20 STR 0 13- 400kg; 4d6
13 DEX 9 12- OCV: 4 / DCV: 4
13 CON 6 12-
12 BODY 0 12-
1 INT -9 9- PER Roll 9-
3 EGO -14 10- ECV: 3
15 PRE 5 12- PRE Attack: 2d6
0 COM -5 9-
5 PD 3 Total: 6 PD / 1 PDr
4 ED 1 Total: 5 ED / 1 EDr
3 SPD 7 Phases: 4, 8, 12
5 REC 0
26 END 0
25 STUN 1
Total Characteristics Cost: 4

Movement: Running: 9" / 18"
Swimming: 2" / 4"

Cost Powers & Skills
Combat Training:
6 Multiple Tentacles: +3 OCV with DEX Drain

Carrion Crawler 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
45 Tentacles: Drain: 3d6 vs DEX, Returns per Hour (+3/4),
Autofire x8 (+3/4), 0 END (+1/2), Must touch bare flesh (-1)
12 Bite: HKA: 1/2d6 (1d6+1 with STR), 0 END (+1/2), Reduced
Penetration (-1/4)
3 Tough Hide: Armor: DEF 1
5 Armored Head: Armor: +4 DEF, Loc 3-5 (-1 1/2)
6 Multiple Legs: Running: +3" (9" Total), END 2
10 Clawed Legs: Clinging
5 Heat Vision: IR Vision

Background Skills:
5 Stealth 13-
9 Tracking 12-
113 Total Powers & Skills Cost
117 Total Character Cost

50+ Disadvantages
20 Distinctive Features: Giant green multi-legged 'worm' (NC)
15 Physical Limitation: No fine manipulation
15 Psychological Limitation: Always hungry (C, S)
17 Experience
117 Total Disadvantage Points

Appearance:
A carrion crawler is a gigantic green worm - a full 9 to 10' long - that
greatly resembles a cutworm or inchworm. It has two legs per segment, a
thickly armored head and a cluster of 2' long tentacles that surround its
mouth. As their name implies, carrion crawlers feed on the recently
deceased corpses of creatures of all types, planting their eggs in the
remains.

Ecology:
These creatures are usually found in dark and dank areas. They prefer to
dwell underground, but have been down to inhabit thick forests, the
basements of (large) buildings and the sewer systems of cities.
Scavengers, they feed on virtually any organic matter, although they
prefer meat. Large amounts of offal or corpses will be used as a place to
lay their eggs,

Motivations:
Normal animal motivations. The intelligence of a carrion crawler is
virtually nonexistent and they are driven only by the desire to feed and
propagate the species.

Combat Techniques:
A carrion crawler will strike at a target with its eight tentacles. These
tentacles secrete a fluid that interferes with the nervous system of its
victims, rendering them helpless. Immobile captives are then dragged off
to be eaten of to have eggs planted within them. As carrion crawlers can
climb virtually any surface (even the ceilings of passages) they can
launch these assaults from any direction.

Other Names: Carrion Worm, Corpse Crawler, Wall Crawler

Rumors:
None.

Designer's Notes:
The carrion crawler is an old AD&D creature, hailing back from the days
when monsters were 'simple' and straight forward. Granted, the 'crawler
isn't a masterpiece of creature construction, but it is a useful and
almost logical fantasy creature. The original didn't have a bite, but I
felt it made sense. The original also didn't offer anyway for one to
recover from the paralysis effect, so I made it up. The DEX Drain may or
may not have the effect a Game Master is looking for, so one could make it
a SPD Drain or an Entangle.


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

Windows 98, n. 32 bit extensions and a graphical shell for a 16 bit
patch to an 8 bit operating system originally coded for a 4 bit
microprocessor, written by a 2 bit company that can't stand 1 bit
of competition.

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

Date: Tue, 20 Apr 1999 16:24:30 -0400 (EDT)
From: Michael Surbrook <susano@dedaana.otd.com>
Subject: CHAR: Hell Hound

HELL HOUND

Val CHA Cost Roll Notes
10 STR 0 11- 100kg; 2d6
15 DEX 15 12- OCV: 5 / DCV: 5
15 CON 10 12-
14 BODY 8 11-
5 INT -5 10- PER Roll 15-
8 EGO -4 11- ECV: 3
15 PRE 5 11- PRE Attack: 2d6
10 COM 0 11-
6 PD 4 Total: 6 PD / 4 PDr
8 ED 1 Total: 8 ED / 8 EDr
3 SPD 5 Phases: 4, 8, 12
5 REC 0
30 END 0
27 STUN 0
Total Characteristics Cost: 39

Movement: Running: 7" / 14"
Swimming: 2" / 4"

Powers & Skills
Hell Hound Powers:
8 Bite: HKA: 1/2d6 (1d6+1 with STR), Reduced Penetration (-1/4),
END 1
12 Flame Breath: RKA: 1d6, Reduced by Range (-1/4), END 1
2 Thick Hide: Damage Resistance: 4 PD
4 Immunity to Fire: Damage Resistance: 8 ED
2 Running: +1" (7" Total), END 1
33 See the Invisible: Detect: Invisible Items, Sense, Discriminatory,
Ranged, Targeting 11-
6 Acute Hearing: Enhanced Perception: +3 with Hearing PER Roll
6 Acute Sight: Enhanced Perception: +3 with Sight PER Roll
3 Sharp Senses: Enhanced Perception: +1 with all Senses

Background Skills:
5 Concealment 12-
11 Stealth 16-
7 Tactics (Pack) 13-
99 Total Powers & Skills Cost
138 Total Character Cost

50+ Disadvantages
20 Distinctive Features: Large man-sized canine (NC)
15 Physical Limitation: No Fine Manipulation
15 Psychological Limitation: Evil and malicious (C, S)
38 Experience
138 Total Disadvantage Points

Appearance:
Hell hounds are large canines that closely resemble a mastiff. They are a
dark red-brown to a rusty red in color with glowing red eyes and black
teeth.

Ecology:
It is believed that hell hounds originally came from the infernal regions
or some other plane of existence. On this world, they travel in small
pack, preying on many types of animals. They will raid human settlements,
killing cattle and other live stock and have been known to attack humans,
especially those who are alone. Hell hounds are often used as watchdogs
by certain giants.

Motivations:
Normal animal motivations. Hell hounds are known for their unpleasant and
cruel ways and have been known to torment helpless victims.

Combat Techniques:
Hell hounds fight in small packs and tend to tear at their prey with their
large black teeth. They can also breathe out gouts of flame and will
usually use their flame blast before closing with a target.

Other Names: Barghest, Black Dog, Devil Dog

Rumors:
There are many stories about hell hounds, most of which relate their
ability to grow or shrink at will, or their ability to move without making
a sound. Some say that hell hounds can only go aboard at night or during
great storms. Other hold forth that hell hounds are sent to this world to
do the work of the Devil.

Designer's Notes:
The hell hound is a fairly straightforward AD&D creature, being a dog that
breathes fire. Game Masters wishing to use such a dog should looking into
the legends and stories surrounding the Black Dogs of England (aka Black
Shuck, et al), as they are perfect sources for additional powers for these
creatures.



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

"If ye love wealth greater than liberty, the tranquility of servitude greater
than the animating contest for freedom, go home from us in peace. We seek
not your counsel, nor your arms. Crouch down and lick the hand that feeds
you; and may posterity forget that ye were our countrymen."
Samuel Adams

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

Date: Tue, 20 Apr 1999 17:12:17 -0400 (EDT)
From: Michael Surbrook <susano@dedaana.otd.com>
Subject: CHAR: What's up next

For those interested in what I'm churning out next, this is what ison my
plate:

I'm rapidly finishing up the Dragonball Z adaptions. I haven't been
posting these to the list, but are placing them on my website. At the
moment, all I have left is Son Gohan and Kamesennin. I'm also working up
short articles about the world.

I plan on a number of adaptions from GURPS Fantasy Bestiary. These
include:
Afanc, Chemosit, Hsing-Hsing, Wu Kung Ching and others.

From "Back for Seconds" I intend to offer:
Desdemona Deathangel and Homo Omega

My AD&D monster list has grown. At the moment it includes:
Demogorgon, the Drow, Geryon, Homoncluous, Ice Devil, Intellect Devourer,
Juiblex, Orcus, Quasit, Remorhaz, Roper, Rust Monster, Succubus, Type VI
Demon, Winter Wolf, Purple Worm and the Pseudo-dragon

I also want to do Darth Vader, Major Motoko Kusanagi (who's been 90% done
for ages) and Dr. Jekell and Mr. Hyde, Dr. Moreau and other characters.

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

"If ye love wealth greater than liberty, the tranquility of servitude greater
than the animating contest for freedom, go home from us in peace. We seek
not your counsel, nor your arms. Crouch down and lick the hand that feeds
you; and may posterity forget that ye were our countrymen."
Samuel Adams

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

Date: Tue, 20 Apr 1999 18:30:02 EDT
From: Akirazeta@aol.com
Subject: Champ: Abstract Logic

Heres my first attempt at using the abstract forms of logic that seem to be
prevailent in the 4th ed. CHAMPS -deluxe- book. Im still pretty new at this
whole thing, so Im counting on you more experienced players to give me
feedback. Thanks. Now lets see the material!

Energy Amplifier
Energy Amplifiers impliments unified physics theories (read: comicbook
physics) to refract and compound the power of a superhumans energy blast. A

set of bracers contain the energy focusing mechanisms, and extend into a pair
of gloves. Inset into the palms are the projectors that release the amplified
beam.

An E-Amp must be precisly tuned to the same Amp, Watt, and Wavelength as the
wearers energy type. This means they need to have access to a well equipt
science lab, and someone familiar with the E-Amp.

E-Amp
[AID] (2d6): costs 10 points
Limited- Only works on energy blast
- 1
Limited- Can raise active points to max of 10d6
- - 1/2
Independant- Can be removed
- 2
Jammed- 12- whenever activated or jams.
- - 1
Focus: Obvious, Inaccessable
- 1/4
0 Endurance: Self-powered
+ 1/2

Total Points Cost after Disads: 2 points

There ya go. Rip it to pieces guys. It seems a little to good to be true, so
Im thinking I might be missing something.

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

Date: Tue, 20 Apr 1999 16:24:32 -0700 (PDT)
From: Anthony Jackson <ajackson@molly.iii.com>
Subject: Re: Champ: Abstract Logic

Akirazeta@aol.com writes:
> E-Amp
> [AID] (2d6): costs 10 points
> Limited- Only works on energy blast
This is not a limitation. Unless you buy 'variable', it only works on one
power by default.
> Limited- Can raise active points to max of 10d6
About a 1/4 limitation. Possibly no limitation, depending on the owner.
> Independant- Can be removed
Not what independent means. Generally inappropriate for supers games.

> Jammed- 12- whenever activated or jams.
This is in fact a fairly cheesy disadvantage.
> Focus: Obvious, Inaccessable
1/2.
> 0 Endurance: Self-powered
Active cost 15, total limitation 1 3/4, final cost 6. Could actually apply a
'self only' limitation, for a final cost of about 5. Spend a phase, it gives
+2d6 active points (avg 7), which will fade by 5 pts at the end of a turn;
spend a second phase and you are likely to get at least +10. Of course, you
can get +2d6 EB which never requires activation for 7 points...

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

Date: Tue, 20 Apr 1999 17:00:57 -0700
From: "James Jandebeur" <james@javaman.to>
Subject: Re: Champ: Abstract Logic

> There ya go. Rip it to pieces guys. It seems a little to good to be true,
so
> Im thinking I might be missing something.

Hokey dokey. Not too much ripping, though.

> E-Amp
> [AID] (2d6): costs 10 points
> Limited- Only works on energy blast
> - 1

The Aid would be to Energy Blast: this isn't worth a limitation.

> Limited- Can raise active points to max of 10d6
> - 1/2

That looks ok, as long as one of two things were true:

1. If the special effect is the aid affects the wearer only (which is true
here), this is probably only valid if it's some kind of "common" piece of
equipment (that is, one not being paid for by the user). If it was a piece
of personal equipment, bought by the character, I'd only allow something
like this if the character's EB were about 9 dice: at 8 dice, it's not
really worth the limitation.

2. It's usable on others, the default for Aid.

It might only be worth a -1/4, though.

> Independant- Can be removed
> - 2

Ugh. No problem, I guess. There is no actual need to take it to simulate
that it can be taken away, though: the Focus limitation covers that already.
This should really only be taken on an item that is not an important part of
the character (which this one appears to qualify for) that you are willing
to lose (short term, long term, or even permanently, if things go that way)
at some point during the game. If you do lose it, and want to have it back
without finding the one you lost, you have to pay for it again, so it's
often better to just take the Focus and make it Replacable, so it can be
broken or stolen but rebuilt later.

That is, unless this is a "common" item, like I was discussing, where no one
is actually paying points for the item. In that case, Independent is often
used on such things.

> Jammed- 12- whenever activated or jams.
> - 1

I thought that was a -1 1/4: isn't Jammed an additional -1/2? And 12-
a -3/4?

> Focus: Obvious, Inaccessable
> - 1/4

That's a -1/2.

> 0 Endurance: Self-powered
> + 1/2

I generally list advantages first, since they are applied first, but that's
just a matter of taste.

> Total Points Cost after Disads: 2 points

And it still comes out to be 2 points, assuming I made no mistakes on the
limitation values (I assumed only a -1/4 on the 10d6 Max): 15 point power
with a -5 limitation.

Without the Independent limitation, it comes out to be a 4 point power: a 15
point power with a -3 limitation. This is probably a better way to build it
for most superhero games.

JAJ, GP

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

Date: Tue, 20 Apr 1999 17:05:15 -0700
From: "James Jandebeur" <james@javaman.to>
Subject: Re: Champ: Abstract Logic

> > Jammed- 12- whenever activated or jams.
> This is in fact a fairly cheesy disadvantage.

In what way? Every time he uses this little power, it has a chance of
failing to operate and breaking. Is that a problem, or am I missing
something?

> can get +2d6 EB which never requires activation for 7 points...

Well, it doesn't give the same over-all effect without actually putting some
more limitations on it, but yeah, that's true.

JAJ, GP

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

Date: Tue, 20 Apr 1999 17:23:16 -0700
From: "James Jandebeur" <james@javaman.to>
Subject: Re: Champ: Abstract Logic

> > Total Points Cost after Disads: 2 points
>
> And it still comes out to be 2 points, assuming I made no mistakes on the
> limitation values (I assumed only a -1/4 on the 10d6 Max): 15 point power
> with a -5 limitation.

Oops: I counted the Limitation that wasn't valid: Only to EB(-1). It's only
a -4 limitation, so it comes out to be 3 points.

> Without the Independent limitation, it comes out to be a 4 point power: a
15
> point power with a -3 limitation. This is probably a better way to build
it
> for most superhero games.

And that's a -2 limitation, so it's 5 points.

Ah, well.
JAJ, GP

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

Date: Tue, 20 Apr 1999 21:19:32 EDT
From: Akirazeta@aol.com
Subject: Champs: Fuzzy Logic (was Abstract)

Ok. I got a lot of feedback from you guys, even in this short of a time. Now
this is the list type that I like! I hate waiting for 2 days just to get any
ideas back!

I think I should probably elaborate a bit more on the nature of the Energy
Amplifier that i submitted earlier. See, I run a 75 base points game world,
not 150 or 200 like most people assumed.

Supers are much more low power than in most games. These Energy Amplifiers
are to be worn by beginning Projectors who are still developing theyre
powers. Thats the reason I was looking for such a low cost, and also the
reason that they only support up to a max of 10d6. After this point, the
Super should be able to stand on his own two feet.

Ive taken the constructive things you guys had to say, and came up with a
model that I feel comfortable. Its works out as a 4 point piece of hardware
with -4 total penalty. If i see any other cool ideas for adapting it, ill
work em in.

Thanks for the great help guys. Keep it coming.

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

End of champ-l-digest V1 #287
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