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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