Digest Archive vol 1 Issue 289
From: owner-champ-l-digest@sysabend.org 
Sent: Thursday, April 22, 1999 3:59 PM 
To: champ-l-digest@sysabend.org 
Subject: champ-l-digest V1 #289 
 
 
champ-l-digest        Thursday, April 22 1999        Volume 01 : Number 289 
 
 
 
In this issue: 
 
    Re: Discriminatory IR 
    Re: Discriminatory IR 
    Speedsters of the World, Unite! (Proofing Speedsters) 
    Re: Discriminatory IR 
    Re: Discriminatory IR 
    CHAMPS: Super Turbo Street Fighter 3 alpha: Hyper Fighter Edition Plus 
    Oops... 
    Orion Con, and html attachments! 
    Re: CHAMPS: Super Turbo Street Fighter 3 alpha: Hyper Fighter Edition Plus 
    Re: Discriminatory IR 
    Re: CHAMPS: Super Turbo Street Fighter 3 alpha: Hyper Fighter Edition Plus 
    Re: Oops... 
    Re: CHAR: Homoncluous 
    Re: Discriminatory IR 
    RE: Discriminatory IR 
    RE: Discriminatory IR 
    Re: Discriminatory IR 
    Rules Questions: SPD Aid, AoE w/ Autofire, and END Pool Recoveries 
 
---------------------------------------------------------------------- 
 
Date: Wed, 21 Apr 1999 22:19:21 -0400 
From: Mike Christodoulou <Cypriot@concentric.net> 
Subject: Re: Discriminatory IR 
 
At 10:08 PM 4/21/99 -0400, WyldWsel@aol.com wrote: 
>      I was wondering what the prevailing opinion on just how detailed the  
>imagery would be from Disc. IR vision. I am looking at SF battlesuits for a  
>Space based game.  
>What I am after is a HUD system tied into the suit computer that would  
>display target ID using several different senses Im just starting with IR.  
>The computer would have a data base of Life forms and vehicle&ecupiment  
>types. When it works right it should be able to say "Target acquired... ACME  
>MK1 MOD 1 battlesuit" or"Teran male" ect.. 
> I was wondering if that would be the limit or would it say " that's Bob, 
and  
>Charlie, and one unidentified Venusan "  
> 
>                                Thanks 
>                            Wild Weasel 
>  
 
 
This question really has less to do with the "discriminatory" aspect and more 
to do with the knowledge bases contained in the computer.  The discrim. allows 
you to get enough details from the vision to feed into the computer 
recognition 
system.  With a database (KS) of Life Forms and Vehicles & Equipment, your  
first example is more accurate.  If you want the latter example, add in  
KS:Bob, Charlie & unidentified Venusians.   
 
 
======================  ================================================= 
Mike Christodoulou      "Never doubt that a small group of committed  
Cypriot@Concentric.Net   citizens can change the world.  In fact, it is  
(770) 662-5605           the only thing that ever has."  -- Margaret Mead 
======================  ================================================= 
 
------------------------------ 
 
Date: Wed, 21 Apr 1999 22:42:45 EDT 
From: WyldWsel@aol.com 
Subject: Re: Discriminatory IR 
 
In a message dated 4/21/99 10:21:25 PM Eastern Daylight Time,  
Cypriot@concentric.net writes: 
 
<< This question really has less to do with the "discriminatory" aspect and  
more 
 to do with the knowledge bases contained in the computer.  The discrim.  
allows 
 you to get enough details from the vision to feed into the computer 
 recognition 
 system.  
 
               I had thought that might be the way to go. 
 
 With a database (KS) of Life Forms and Vehicles & Equipment, your  
 first example is more accurate.  
 
             I was thinking of a floating database of contacts. Similar to  
the way subs are tagged by sonar data. Also the incorpration of IFF.  
 
 If you want the latter example, add in  
 KS:Bob, Charlie & unidentified Venusians.   >> 
 
           This would be somthing I want to incorprate into the IFF. Altho it  
woul be a bit more of squad/division info than personel name and I belive the  
IFF will either be based on mind link or some form of RF transmition. 
 
                         Thanks for the imput it is truely appricated. 
 
                                   The Wild Weasel 
 
------------------------------ 
 
Date: Wed, 21 Apr 1999 23:47:12 -0400 (EDT) 
From: Jason Sullivan <ravanos@NJCU.edu> 
Subject: Speedsters of the World, Unite! (Proofing Speedsters) 
 
I have some speedster concepts...  I'd like to run them by the list to see 
if they have mass appeal, after which I'll select the few or so who are 
best liked and write them up. 
 
Critiques, comments, and help are greatly appreciated. 
 
Please mail back to RAVANOS@njcu.edu with your top choices! 
 
 
Name: 
		Velocity 
Possible Professions: 
		Olympiad, Rugby Player, Weight Lifter 
SFX: 
		Kinetic/Velocity 
Powers: 
		A speedster who has control over certain Kinetic/Velocity 
		properties of her body.  As she accelerates, her other  
		"secondary" powers increase... Resistance to Physical 
		injury and Strength. 
Mechanics: 
		Running, Force Field (0 END; Scaled Limitation: Only up to 
		the AC of Running used), LS: Does not Breathe (Linked to  
		Running), additional STR _or_ Density Increase (0 END; 
		Scaled Limitation: Only up to the AC of Running used) 
Modus Operands: 
		A "living bullet" who is a bit of a Speedster and a bit of 
		a brick.  Her "special" attacks come in the form of Move By's 
		and Move Through. 
Notes: 
		Constructed off of a 4 color comic book physics rule that 
		"any object approaching infinite speed also approaches   
		infinite density" 
 
Name: 
		Vector 
SFX: 
		Odd "Planar" and Speed 
Possible Professions: 
		Well Off Debutante, Science Student, Track Star 
Powers: 
		A speedster who can run up walls, stop on a dime, turn at 
		unbelievable angles.  It seems as if Gravity and Motion 
		laws almost do not apply to this character.  Has secondary 
		abilities of Clinging and self-slipperiness. 
Mechanics: 
		Flight (Only along surfaces), Flight (Only to compensate 
		for "climb" velocity/upward movement) Clinging (Scaled  
 
		Limitation: Additional STR while in motion equal to 
		velocity [the faster he runs, the harder he clings]), Clinging 
		(Limitation: Only to compensate for "upward" movement),  
		Many Turn Modes, STR (Limitation: Only to escape Grabs, 
		Holds, and certain Entangles) 
Modus Operands: 
		Lacks much "offensive" capability.  Pure movement. 
		Very clever and "slippery" character, tries to befuddle  
		opponents by running to inaccessible places, or carrying foes 
		to "inescapable" locales. 
Notes:	 
		Flight is treated as Running for purposes of Aids and 
		Drains (as well as other powers, 0 point Limitation) 
Help Needed: 
		Trying to figure out a way of having him stay on a 
		surface, even while unconscious, as if gravity effected him on 
		the last plane he was touching.  Not sure if this is a 
		"definite" power that will make it into the final draft. 
		 
Name: 
		(None) 
Working Names: 
		Living Battery, Surge, Electro-Bolt 
Possible Professions: 
		Electrician, Bike Messenger, Vagabond (just 'wanders') 
SFX:	 
		Living Battery 
Powers:	 
		A character who is a "Living Battery."  This character 
		does not eat, but rather "generates" his own energy by Running.  
 		Running is effortless for him.  When exceeding "maximum 
		capacity", his body surges with electricity, and his 
		energy powers are boosted, until he (purposefully, or 
		accidently), releases the surge. 
Mechanics: 
		Running (0 END; No Noncombat Velocity), END Pool 
		(Limitation: Recovery "charged" by Running), Attack Powers 
		based on Electricity (EB or RKA), High Resistant ED, LS: Does  
		not Eat or Breathe, Regeneration, AID to EB 
Modus Operands:	 
		Tries to gain a good tactical advantage, fires, moves, and 
		fires again.  Makes use of "scenery", like rail road tracks 
		and metal floors. 
Notes:	 
		His internal organs are completely alien.  Somewhat 
		inspired by an electric eel's method of generating internal  
		electricity. 
		All electricity based powers "feed" off of his END 
		reserve. 
		Water is a specific vulnerability, which "shorts" his END 
		Pool and may cause pain. 
Help Needed: 
		Mechanics for "charging" up EB, and the Limitations that 
		go with it, could be better defined. 
		Other "secondary" powers may be useful, as well as 
		additional constructs regarding electricity (Dispel vs. 
		Electronic Foci?, Bio-Electrical Shock (Entangle)?, 
		Electrical Damage Shield?) 
 
Name: 
		(None) 
Working Names: 
		Lashing Dragon, Black Lion 
Possible Professions: 
		Martial Arts Instructor, Movie Star, Vigilante, Cop 
SFX:		 
		Superior Running, Dexterity, and Reaction Time  
Powers: 
		A martial artist with minimal speed powers, but superior 
		reflexes, reaction time, and dexterity.  Has heightened  
		awareness and can attack in flurries of blinding speed. 
Mechanics: 
		Some Running, "Legendary" DEX (30), insane amounts of SPD 
		(possibly 12!), STR (1/2 END and Autofire), Martial Arts  
		(JKD, Chao Ta, Pao Pat Mei), "Heightened Awareness" powers 
		(Spatial Awareness, Danger Sense, Defense Maneuver, 
		high PER), Acrobatics and Breakfall, Superleap "Running 
		Leap" 
Modus Operands:	 
		Uses flurries of attacks to keep opponents busy.  Likes 
		fighting groups of "popcorn" mooks with sweeping attacks and 
		fast martial arts moves, plays up Martial Arts stichk for 
		intimidation. 
Notes: 
		Suffers from "hyper metabolism."  Must eat constantly. 
		Wanted to include "Dodging" defensive power (as Armor with 
		appropriate limitations), enhanced DCV, and Missile  
		Deflection, but thought it would be overkill. 
		Inspired by Martial Arts films, fast forwarded, and Bruce 
		Lee, who needed to be "slowed down" so they could capture the 
		action. 
Help Needed:	 
		Keeping prohibitive END costs down. 
		Using Autofire with Martial Arts. 
		Martial Arts in general (I lack TUMA). 
 
Name: 
		(None) 
Working Names: 
		Spinner, Spin Doctor, Whirler, Cyclone 
Possible Professions: 
		Dance Instructor, Adventurous Young Adult, Musician 
SFX: 
		Super "spinning" and Speedster Wind Control powers 
Powers:		 
		This character can spin at extraordinary speeds, and is 
		thus able to launch attacks to everything near by.  This  
		character can also deflect incoming missile attacks with 
		the sheer velocity of his spin. 
		By moving his limbs and body at rapid speeds, the 
		character is also able to displace air, allowing for small  
		cyclones to be created, which have a variety of secondary 
		effects. 
 
Mechanics:	 
		Running (Gestures), Damage Shield: EB (Double KB, KB Only, 
		Scaled to velocity of spin), AoE: Ring, TK (Indirect), 360  
		degree vision, Tunneling, Gliding, Missile Deflection 
 
Modus Operands: 
		This character will try and achieve top speeds with their 
		spinning and launch attacks.  If these attacks are  
		ineffective, the character will try and at least knock 
		down or knock back an opponent. 
 
Notes: 
		Omni Jointed... could possibly modify character to be a 
		robotic duplicate of a human. 
		Has to "build up" speeds.  Not likely to have turn modes. 
		In fact, may be very "clumsy" with power. 
Help Needed:	 
		Better spinning constructs and attacks... 
 
Name: 
		(None) 
Working Names: 
		Speed Freak, Shake Down 
Possible Professions: 
		Was an Astronaut or Scientist 
		Now a Hermit or Criminal 
SFX:		"Out of Phase", Caught in the "Speed Stream" 
Powers:		 
		This character is constantly "out of phase" with the 
		space/time stream, to a degree where his powers are  
		constantly on.  First, he appears as if he is vibrating 
		constantly.  This has hazardous effects on his 
		environment, is dangerous to those who come in contact with 
		him, and makes life exceedingly difficult, both inconviencing 
		and obvious. Second, he moves at such a rapid rate "out of 
		phase", it is hard for him to be effected by many attacks. 
		In addition, he is blindingly fast. 
Mechanics:	 
		Teleportation (Must cross intervening space), EB (No Range, 
		 Always On), Transformation (Damage Shield; Always On, 
		Inanimate Objects with Parts to dismantled Objects into 
		parts), Images (to represent "out of phase" look, obvious 
		but displaced nature, and possibly for 'many places 
		at once' tricks), EB (AoE: Selective Radius, to represent 
		"multiple hits") 
Modus Operands: 
		This character is a freak.  He wants to be left alone, but 
		if taunted because of or reminded of the fact he _is_ a 
		freak (who will never be able to live a normal life), he 
		will lash out violently, using his attacks to incapacitate 
		his opponent, "blinking" behind them, confusing them, and 
		utilizing multiple strikes or grabs to "shake" his 
		opponent into unconsciousness. 
		He also uses his powers to "steal" food, vibrating locks 
		until they fall apart. 
Notes: 
		Physical Limitation: Difficulty interacting with the 
		physical world. 
		Berserk when reminded of condition. 
		Easily frustrated, nearly mad, with a good heart... locked 
		inside a "monster." 
		Debated giving him Desolid... but not for passing through 
		objects... would drive attack costs through the roof. 
		Armor with Activation, Damage Reduction, or similar 
		defensive power. 
Help Needed:	 
		Constructs and advice in general. 
 
Name: 
		(None) 
Working Names: 
		Star Baby 
Possible Professions: 
		(None) 
		A young child who attends school 
SFX:	 
		Dual "Null" Form, Dimensional Energies, Time Stream 
Powers:	 
		A character who can transform into "time energy" and 
		traverse the "null dimension" between the seconds. 
Mechanics: 
		Multiform, Desolid, Clairsentience, XDM, FTL, Invisibility 
Modus Operands:	 
		Being exceedingly young, this character does not engage in 
		combat.  If anything, this character engages in recon. 
Notes:	 
		Very young. 
Help Needed: 
		More character depth. 
 
 
Leftover Concepts, Powers, and SFX: 
Racer:	 
	Vehicle based Speedster, with "super" fast car...  
	 or... 
	Character who has the ability to "mimic" the abilities of any 
	vehicle, from a race car to a bulldozer, by touch. 
 
Sonic BooM!:   
	A speedster, or flier, whose powers have the annoying side 
	effect of causing a sonic boom, Flashing bystanders, breaking glass... 
 
Round-Up:	 
	A swinging and rope using speedster, whose attacks come in 
	the form of AoE trips and Entangles. 
 
Speedy Gadgeteer:	 
	Fast hand and working speeds, lots of INT, a Gadget VPP, AID to 
	machines and Foci, Transform, CE...  the "Do Fast- Think Fast" 
	character... works really well for Mac Guyver style Jury Rig/Kit 
	Bashing 
 
Super Slider:	 
	Makes sheets of frictionless "force" energy along surfaces. 
	Dropped idea in lieu of Vector.  Force Wall, Force Field, TK, 
	Flight. 
 
Hyper Metabolism and Accuracy: 
	A fast healer whose skills and accuracy time place 
	him on par with other speedsters.  Dropped this idea in lieu of Lashing 
	Dragon.  Armor (attacks still penetrate), Regeneration, Healing AID  
	(Self Only), +STUN, +REC, +CON (for recoveries only), PowD vs. 
	Drugs 
 
Hyper Dexterity: 
	Reaction time and dexterity, with "superior dodging" and 
	"dive for cover" skills.  Danger Sense, Armor (with appropriate 
	Limitations to represent Super Dodge). 
 
...and now for something completely different. 
 
Calorie: 
	East to fuel END pool (REC based on calories!).  Grows in size and 
	weight (gets fat), burns by running, exercising, etc.  Also has 
	limited heat powers... can survive for long times without eating, 
	but has a "bottomless". 
	Great cosmetic transformations on self possible with no health 
	risks. 
	Fun to watch eating.  A combination of a flame EP, a brick, a speedster, 
	Matter Eating Lad-- an _All You Can Eat Buffet_ nightmare!  :)  Bring on 
	the lard with cheese on top!   :)	 
 
------------------------------ 
 
Date: Wed, 21 Apr 1999 23:45:53 -0500 
From: "Michael (Damon) & Peni Griffin" <griffin@txdirect.net> 
Subject: Re: Discriminatory IR 
 
At 10:08 PM 4/21/1999 EDT, WyldWsel@aol.com wrote: 
>      I was wondering what the prevailing opinion on just how detailed the  
>imagery would be from Disc. IR vision. I am looking at SF battlesuits for a  
>Space based game.  
>What I am after is a HUD system tied into the suit computer that would  
>display target ID using several different senses Im just starting with IR.  
>The computer would have a data base of Life forms and vehicle&ecupiment  
>types. When it works right it should be able to say "Target acquired... ACME  
>MK1 MOD 1 battlesuit" or"Teran male" ect.. 
> I was wondering if that would be the limit or would it say " that's Bob, 
and  
>Charlie, and one unidentified Venusan "  
 
I used this (lifted pretty much as written from the draft manuscript of The 
Ultimate Vehicle) as part of the security system in a spaceship I built . 
Every individual has a unique "heat signature", so you just record that 
information into the ship's database and it can recognize crewmen at a 
distance (something that's pretty hard to do with fingerprints, palmprints 
or retina scans).  You move toward a door aboard ship, and if it's an area 
you're allowed access to, the door opens for you in plenty of time so that 
you don't have to slow your pace.  If you aren't allowed access to that 
area, it won't open. 
 
HERID - IR Vision, Discriminatory, +6 to PER roll (22), OIF -1/2, Real 
Cost: 15 
 
Damon 
 
------------------------------ 
 
Date: Thu, 22 Apr 1999 02:32:50 -0400 
From: geoff heald <gheald@worldnet.att.net> 
Subject: Re: Discriminatory IR 
 
At 10:08 PM 4/21/99 EDT, you wrote: 
>      I was wondering what the prevailing opinion on just how detailed the  
>imagery would be from Disc. IR vision. I am looking at SF battlesuits for a  
>Space based game.  
>What I am after is a HUD system tied into the suit computer that would  
>display target ID using several different senses Im just starting with IR.  
>The computer would have a data base of Life forms and vehicle&ecupiment  
>types. When it works right it should be able to say "Target acquired... ACME  
>MK1 MOD 1 battlesuit" or"Teran male" ect.. 
> I was wondering if that would be the limit or would it say " that's Bob, 
and  
>Charlie, and one unidentified Venusan "  
> 
>                                Thanks 
>                            Wild Weasel 
> 
Unkabill says: 
In Hero, if your IR vision is Discriminatory, you should be able to tell 
the color of their clothes (as well as identify individuals). 
It doesn't seem to make sense, but that's what Discriminatory means. 
 
 
============================ 
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: Thu, 22 Apr 1999 03:48:24 EDT 
From: Akirazeta@aol.com 
Subject: CHAMPS: Super Turbo Street Fighter 3 alpha: Hyper Fighter Edition Plus 
 
Alright, I know at least a few of you are going to have much better ideas  
about this than Ive thought of yet, and I could really use your vast expanses  
of knowledge. heh. 
 
Weve all seen them, and most if not all of us have played at least one  
version of "The Never Ending Game". Yep. Street Fighter: Champs edition. Im  
sure other people have at least thought of tossing the World Fighters into  
the mix. 
 
Well, I sat down to see what I could come up with, both because I think it  
would be interesting to say the least, and because I could use the practice  
at character creation. Much to my dismay (read: annoyance) I got caught up on  
the first character. 
 
Heres my ideas: 
 
[ Ryu ] 
 
Fighting Style- 
Jab-						Defensive Strike 
Punch-                              	Martial Strike 
 
Leg Sweep-					Martial Throw 
Kick-					     	Martial Strike 
Roundhouse Kick-			Offensive Strike 
 
Block-						Martial Block 
Evade-						Martial Dodge 
Roll Throw-					Sacrifice Throw 
 
Fireball- 	The martial artist focuses his ki energies into a ball, and  
launches it 				toward theyre enemy.	 
 
			EB (ki energy) Penetrating (because you cant block  
all the damage),  
			Double Knockback (cause it can put you down pretty  
easy) 
			Requires Skill Roll (KS: "whatever his style is  
called") 
			Gestures (gotta have his hands free, and put the  
inner wrists togather) 
			(maybe also Incantations: Haaa- Dooo- Keeen) 
 
Dragonpunch-		The Fighter focuses his ki into his fist, and  
delivers a 								 
devistatingly powerful upper cut, launching a full 10 feet into the 		 
			air. 
 
Hurricane Kick-		The Fighter leaps 1/2 foot into the air and delivers  
a series of 						continous roundhouse  
kicks without ever touching the ground. 
					The fighter may travel forward during  
this manuver, up to 10 ( or 					15) feet. 
 
Now, Im not sure what the last should look like, in game terms. Iver  
considered buying them as manuvers with Advantages and Disadvantages, than  
figuring the cost. Some of the Mods ive thought of so far are: 
 
for Dragonpunch- Offensive Strike: 	 
					Ranged (vertical only),  
					Double Knockback(cause it puts  
everyone on their backs) 
					Requires Skill Roll (KS: "name of  
fighting style") 
					Incantation ( maybe, im not sure  
about this one) 
					Visable (Ki energy manifests as  
bright blue light) 
					 
for Hurricane Kick- Offensive Strike: 
					Ranged (horizontal only) 
					No Knockback (cause it just doesnt  
knock you over) 
					Skill Roll Required (KS: Fighting  
style name) 
					Increased Stun ( represents that it  
hits multiple times) 
					Incantation (maybe, Tet-Si -Huru-  
Can!) 
 
Ok, I plan on getting the names for all the attacks and Fighting styles ( in  
Japanese, of course) as soon as I figure out how well this stuff works. Lets  
hear those ideas. 
					 
 
------------------------------ 
 
Date: Thu, 22 Apr 1999 07:21:13 -0400 (EDT) 
From: Michael Surbrook <susano@dedaana.otd.com> 
Subject: Oops... 
 
Jason Sullivan - I managed to delete your message with questions about the 
Homoncluous. Can you resend that to me? 
 
- -- 
Michael Surbrook - susano@otd.com - http://www.otd.com/~susano/index.html 
 
	           "Maybe I haven't destroyed enough stuff..." 
			     Susano Orbatos, _Orion_ 
 
------------------------------ 
 
Date: Thu, 22 Apr 1999 09:20:39 -0400 
From: "Vance Scott" <vances@sympatico.ca> 
Subject: Orion Con, and html attachments! 
 
This is a multi-part message in MIME format. 
 
- ------=_NextPart_000_0025_01BE8CA1.6345E1A0 
Content-Type: text/plain; 
	charset="iso-8859-1" 
Content-Transfer-Encoding: quoted-printable 
 
A few people sent me email complaining about the leaves graphic. It = 
sounded like it might be interfering with the clearity of that message = 
so here it is again. 
 
There won't be any Hero Games, notably Champions at this years Orion = 
games convention. 
 
My apologies, please consider this official notice. 
 
 
 
- ------=_NextPart_000_0025_01BE8CA1.6345E1A0 
Content-Type: text/html; 
	charset="iso-8859-1" 
Content-Transfer-Encoding: quoted-printable 
 
<!DOCTYPE HTML PUBLIC "-//W3C//DTD W3 HTML//EN"> 
<HTML> 
<HEAD> 
 
<META content=3Dtext/html;charset=3Diso-8859-1 = 
http-equiv=3DContent-Type> 
<META content=3D'"MSHTML 4.72.3110.7"' name=3DGENERATOR> 
</HEAD> 
<BODY bgColor=3D#ffffff> 
<DIV><FONT color=3D#000000 size=3D2>A few people sent me email = 
complaining about the=20 
leaves graphic. It sounded like it might be interfering with the = 
clearity of=20 
that message so here it is again.</FONT></DIV> 
<DIV><FONT color=3D#000000 size=3D2></FONT> </DIV> 
<DIV><FONT size=3D2>There won't be any Hero Games, notably Champions at = 
this years=20 
Orion games convention.</FONT></DIV> 
<DIV><FONT size=3D2></FONT> </DIV> 
<DIV><FONT size=3D2>My apologies, please consider this official=20 
notice.</FONT></DIV> 
<DIV><FONT size=3D2></FONT> </DIV> 
<DIV><FONT size=3D2></FONT> </DIV></BODY></HTML> 
 
- ------=_NextPart_000_0025_01BE8CA1.6345E1A0-- 
 
------------------------------ 
 
Date: Thu, 22 Apr 1999 09:35:09 -0400 (EDT) 
From: Michael Surbrook <susano@dedaana.otd.com> 
Subject: Re: CHAMPS: Super Turbo Street Fighter 3 alpha: Hyper Fighter Edition Plus 
 
On Thu, 22 Apr 1999 Akirazeta@aol.com wrote: 
 
> [ Ryu ] 
>  
> Fighting Style- 
> Jab-						Defensive Strike 
> Punch-                              	Martial Strike 
>  
> Leg Sweep-					Martial Throw 
 
This should just be Legsweep, since Ryu does kick out to do the maneuver. 
 
> Kick-					     	Martial Strike 
> Roundhouse Kick-			Offensive Strike 
>  
> Block-						Martial Block 
> Evade-						Martial Dodge 
> Roll Throw-					Sacrifice Throw 
>  
> Fireball- 	The martial artist focuses his ki energies into a ball, and  
> launches it 				toward theyre enemy.	 
>  
> 			EB (ki energy) Penetrating (because you cant block  
> all the damage), Double Knockback (cause it can put you down pretty  
> easy) Requires Skill Roll (KS: "whatever his style is  
> called") Gestures (gotta have his hands free, and put the  
> inner wrists togather) (maybe also Incantations: Haaa- Dooo- Keeen) 
 
I agree with everything but DBL Knockback and RSR.  The attack doesn't 
toss one that far (if at all) and Ryu never screws up the attack (the 
player might, but that's a different story).  Also, you might want to give 
it a -1/2 lim of "Can be blocked" meaning that any normal block maneuver 
can stop it.  If you do so, a house rule would have to be enacted to allow 
Penetrating to still do damage even if blocked. 
 
> Dragonpunch-		The Fighter focuses his ki into his fist, and  
> delivers a  devistatingly powerful upper cut, launching a full 10 feet 
> into the air. 
 
Superleap and extra dice of HA linked. 
 
> Hurricane Kick- The Fighter leaps 1/2 foot into the air and delivers  
> a series of continous roundhouse kicks without ever touching the ground. 
> The fighter may travel forward during this manuver, up to 10 ( or 15) 
> feet. 
 
Autofire attack linked to flight. (or Flight linked to AF HA) 
 
> Now, Im not sure what the last should look like, in game terms. Iver  
> considered buying them as manuvers with Advantages and Disadvantages, than  
> figuring the cost. Some of the Mods ive thought of so far are: 
>  
> for Dragonpunch- Offensive Strike: 	Ranged (vertical only), Double 
Knockback(cause it puts everyone on their backs) Requires Skill Roll (KS: 
"name of fighting style") Incantation ( maybe, im not sure  
> about this one) Visable (Ki energy manifests as bright blue light) 
 
Okay, dump the Offesnsive Strike and buy it as either a No  Range EB or 
dice of Hand Atatck.  Thus, drop the Ranged advantage (which is normally 
only for Adjustment powers AFAIK).  I'd drop the RSR for the reason I 
gave above.  The Incantation is (As I recall) "Sho-Ryu-Ken" [Rising Dragon 
Punch].  Visible in not a limitation since attacks are normally visible to 
sight anyway.   
 
> for Hurricane Kick- Offensive Strike:Ranged (horizontal only) 
>No Knockback (cause it just doesnt knock you over) Skill Roll Required 
(KS: Fighting style name) Increased Stun ( represents that it  hits 
multiple times) Incantation (maybe, Tet-Si -Huru- Can!) 
 
What I said for the Dragonpunch goes here as well.  No Ranged, no RSR. 
Also, Increased Stun doesn't apply to Normal Attacks, only Killing 
Attacks.  I don't remeber the Incantation for this one.  Buy an Autofire 
EB or HA and link about 3-6" of flight to it (with lims like "Only along a 
horizontal surface).  People have posted Streetfighter adaptions to this 
list before, some people may still have a copy or two (I'll look and see 
if I have anything). 
 
- -- 
Michael Surbrook - susano@otd.com - http://www.otd.com/~susano/index.html 
 
			 "Stay on target.  Stay on target!" 
			       Gold Five, _Star Wars_ 
 
------------------------------ 
 
Date: Thu, 22 Apr 1999 07:00:06 -0700 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Discriminatory IR 
 
At 10:08 PM 4/21/1999 EDT, WyldWsel@aol.com wrote: 
>      I was wondering what the prevailing opinion on just how detailed the  
>imagery would be from Disc. IR vision. I am looking at SF battlesuits for a  
>Space based game.  
>What I am after is a HUD system tied into the suit computer that would  
>display target ID using several different senses Im just starting with IR.  
>The computer would have a data base of Life forms and vehicle&ecupiment  
>types. When it works right it should be able to say "Target acquired... ACME  
>MK1 MOD 1 battlesuit" or"Teran male" ect.. 
> I was wondering if that would be the limit or would it say " that's Bob, 
and  
>Charlie, and one unidentified Venusan " 
 
   The Discriminatory IR (or any other Discriminatory sense) would give the 
information on which the recognition is based.  For the suit to provide the 
recognition, it would need a KS (Infrared Recognition). 
- --- 
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, 22 Apr 1999 09:24:42 -0500 (CDT) 
From: "Dr. Nuncheon" <jeffj@io.com> 
Subject: Re: CHAMPS: Super Turbo Street Fighter 3 alpha: Hyper Fighter Edition Plus 
 
On Thu, 22 Apr 1999, Michael Surbrook wrote: 
> On Thu, 22 Apr 1999 Akirazeta@aol.com wrote: 
> > Fireball- 	The martial artist focuses his ki energies into a ball, and  
> > launches it 				toward theyre enemy.	 
> > 			EB (ki energy) Penetrating (because you cant block  
> > all the damage), Double Knockback (cause it can put you down pretty  
> > easy) Requires Skill Roll (KS: "whatever his style is  
> > called") Gestures (gotta have his hands free, and put the  
> > inner wrists togather) (maybe also Incantations: Haaa- Dooo- Keeen) 
>  
> I agree with everything but DBL Knockback and RSR.  The attack doesn't 
> toss one that far (if at all) and Ryu never screws up the attack (the 
> player might, but that's a different story).  Also, you might want to give 
> it a -1/2 lim of "Can be blocked" meaning that any normal block maneuver 
> can stop it.  If you do so, a house rule would have to be enacted to allow 
> Penetrating to still do damage even if blocked. 
 
Actually, what I would do is drop Penetrating completely - unless you're 
going to model 'Block' as a big bonus to PD/ED, that is.  If not, as I 
said, drop Penetrating, and then apply a limit 'Successful Block roll 
halves damage'.  If 'can be blocked' is -1/2, then this'd be -1/4.  (It's 
the same as putting 'can be blocked' on half of the power's dice, after 
all.)  Personally, I'd give 'can be blocked' a bit more - after all, it'd 
normally take what, 20 points to be able to block this thing? 
  
> > Dragonpunch-		The Fighter focuses his ki into his fist, and  
> > delivers a  devistatingly powerful upper cut, launching a full 10 feet 
> > into the air. 
>  
> Superleap and extra dice of HA linked. 
>  
> > Hurricane Kick- The Fighter leaps 1/2 foot into the air and delivers  
> > a series of continous roundhouse kicks without ever touching the ground. 
> > The fighter may travel forward during this manuver, up to 10 ( or 15) 
> > feet. 
>  
> Autofire attack linked to flight. (or Flight linked to AF HA) 
 
Can you change direction, etc?  If not, I'd just use Superleap. 
  
> > Now, Im not sure what the last should look like, in game terms. Iver  
> > considered buying them as manuvers with Advantages and Disadvantages, than  
> > figuring the cost. Some of the Mods ive thought of so far are: 
> >  
> > for Dragonpunch- Offensive Strike: 	Ranged (vertical only), Double 
> Knockback(cause it puts everyone on their backs) Requires Skill Roll (KS: 
> "name of fighting style") Incantation ( maybe, im not sure  
> > about this one) Visable (Ki energy manifests as bright blue light) 
>  
> Okay, dump the Offesnsive Strike and buy it as either a No  Range EB or 
> dice of Hand Atatck.  Thus, drop the Ranged advantage (which is normally 
> only for Adjustment powers AFAIK).  
 
Yeah, ranged would basically let you stand in one place and attack the 
opponent without being near him.  Not what you want at all.  I think that 
the Dragon Punch would (if based on a maneuver) be some sort of 
Move-by/through or Passing Strike used with superleap. 
 
J 
 
------------------------------ 
 
Date: Thu, 22 Apr 1999 10:03:57 PDT 
From: "Jack Scarecrow" <themadharlequin@hotmail.com> 
Subject: Re: Oops... 
 
Homonoculi often mimic, or "ape", their master...  often to  
characture-istic proportions.  This would be something that would  
make each homonoculi unique...  or at least as unique as it's master. 
 
Homonoculi are also exceedingly loyal to their masters, but... 
 
If this is a created being, bought as a follower...  a Psychological  
Limitation: Dedicated to Master and Watched: Master would be somewhat  
redundant. 
 
...in addition, I believe, if Homonoculi are treated as Famaliars per  
the AD&D system, the Homonoculi's death causes "hit point loss" to  
their master...  which might translate into a BODY or CON drain with  
a long recovery time. 
 
_______________________________________________________________ 
Get Free Email and Do More On The Web. Visit http://www.msn.com 
 
------------------------------ 
 
Date: Thu, 22 Apr 1999 13:25:19 -0400 (EDT) 
From: Michael Surbrook <susano@dedaana.otd.com> 
Subject: Re: CHAR: Homoncluous 
 
On Thu, 22 Apr 1999, Jack Scarecrow wrote: 
 
> Homonoculi often mimic, or "ape", their master...  often to  
> characture-istic proportions.  This would be something that would  
> make each homonoculi unique...  or at least as unique as it's master. 
 
A good point.  This could be a Distinctive Feature or a Psych Lim I think. 
  
> Homonoculi are also exceedingly loyal to their masters, but... 
 
Maybe.  The AD&D Monster Manuel doesn't say either way. 
  
> If this is a created being, bought as a follower...  a Psychological  
> Limitation: Dedicated to Master and Watched: Master would be somewhat  
> redundant. 
 
I didn't give it any sort of Psych Lim, and as a blank template, the 
"Watched" makes sense (to me).  Note that the Homoncluous doesn't have to 
be a floower, it could be a DNPC. 
  
> ...in addition, I believe, if Homonoculi are treated as Famaliars per  
> the AD&D system, the Homonoculi's death causes "hit point loss" to  
> their master...  which might translate into a BODY or CON drain with  
> a long recovery time. 
 
Yes it does, but that's a disadvantage for the magic user.  Actually, it 
sounds like a Suscept that does BODY damage to me. 
 
- -- 
Michael Surbrook - susano@otd.com - http://www.otd.com/~susano/index.html 
 
			 "Stay on target.  Stay on target!" 
			       Gold Five, _Star Wars_ 
 
------------------------------ 
 
Date: Thu, 22 Apr 1999 11:44:55 -0700 (PDT) 
From: shaw@caprica.com (Wayne Shaw) 
Subject: Re: Discriminatory IR 
 
>Unkabill says: 
>In Hero, if your IR vision is Discriminatory, you should be able to tell 
>the color of their clothes (as well as identify individuals). 
>It doesn't seem to make sense, but that's what Discriminatory means. 
 
I don't think it says any such thing.  Discriminatory IR would simply give 
you very detailed heat signatures like many thermal imaging systems do.  It 
might tell you dark versus light on clothing, but it wouldn't tell you 
color.  On the other hand, it would give you a quite detailed heat pattern, 
which can pick out things like weapons, whether people have been exerting 
themselves, and so on. 
 
------------------------------ 
 
Date: Thu, 22 Apr 1999 15:17:35 -0400 
From: Brian Wawrow <bwawrow@fmco.com> 
Subject: RE: Discriminatory IR 
 
Could we assume that such a detailed thermographic scan could be used with 
an appropriate skill to model a lie detector? Say, with a KS: lie detector 
theory or something like that? Obviously, it wouldn't be fool proof and you 
might need to beat your PER roll by a certain amount and so on. Maybe if it 
were combined with a discriminatory detect brainwaves or something. 
 
] >Unkabill says: 
] >In Hero, if your IR vision is Discriminatory, you should be  
] able to tell 
] >the color of their clothes (as well as identify individuals). 
] >It doesn't seem to make sense, but that's what Discriminatory means. 
]  
] I don't think it says any such thing.  Discriminatory IR  
] would simply give 
] you very detailed heat signatures like many thermal imaging  
] systems do.  It 
] might tell you dark versus light on clothing, but it wouldn't tell you 
] color.  On the other hand, it would give you a quite detailed  
] heat pattern, 
] which can pick out things like weapons, whether people have  
] been exerting 
] themselves, and so on. 
]  
]  
 
------------------------------ 
 
Date: Thu, 22 Apr 1999 12:15:31 -0700 (PDT) 
From: shaw@caprica.com (Wayne Shaw) 
Subject: RE: Discriminatory IR 
 
>Could we assume that such a detailed thermographic scan could be used with 
>an appropriate skill to model a lie detector? Say, with a KS: lie detector 
>theory or something like that? Obviously, it wouldn't be fool proof and you 
>might need to beat your PER roll by a certain amount and so on. Maybe if it 
>were combined with a discriminatory detect brainwaves or something. 
 
I'm sure it could give clues to truth/lie issues, but what's really come 
down is that some people just don't stress when lying (not a large group, 
but large enough).  Pretty much all biophysical lie detection methods are 
really stress testers.  If you don't stress, they won't tell you 
anything...and if you stress just from the question, they'll give you false 
positives.  That's one reason they go through some innocuous tests before 
hand, to see if you respond atypically.  But a few people even have ways of 
messing with the pretest. 
 
------------------------------ 
 
Date: Thu, 22 Apr 1999 15:54:15 -0400 
From: Mike Christodoulou <Cypriot@Concentric.net> 
Subject: Re: Discriminatory IR 
 
At 11:44 AM 4/22/99 -0700, Wayne Shaw wrote: 
> 
>>Unkabill says: 
>>In Hero, if your IR vision is Discriminatory, you should be able to tell 
>>the color of their clothes (as well as identify individuals). 
>>It doesn't seem to make sense, but that's what Discriminatory means. 
> 
>I don't think it says any such thing.  Discriminatory IR would simply give 
>you very detailed heat signatures like many thermal imaging systems do.  It 
>might tell you dark versus light on clothing, but it wouldn't tell you 
>color.  On the other hand, it would give you a quite detailed heat pattern, 
>which can pick out things like weapons, whether people have been exerting 
>themselves, and so on. 
>  
 
IR is, by definition, colorless.  Just shades of grey -- or in common  
implementation, shades of green. 
 
By the way, my view of the difference between discriminatory and  
non-discriminatory IR would be 
   - What the Predator (tm) sees, vs. 
   - The aerial films you see in Incredibly Real Live Stupid Criminals shows. 
 
In neither case does the view itself tell you what you're seeing.  That is 
up to the brain (or computer technology) behind the perception.  You would 
still have to know what you're looking at, and be able to determine whether 
weapons are involved, whether it is Bob or a Venusian, etc. 
 
 
======================  ================================================= 
Mike Christodoulou      "Never doubt that a small group of committed  
Cypriot@Concentric.Net   citizens can change the world.  In fact, it is  
(770) 662-5605           the only thing that ever has."  -- Margaret Mead 
======================  ================================================= 
 
------------------------------ 
 
Date: Thu, 22 Apr 1999 12:58:50 PDT 
From: "Jack Scarecrow" <themadharlequin@hotmail.com> 
Subject: Rules Questions: SPD Aid, AoE w/ Autofire, and END Pool Recoveries 
 
Rules Questions: SPD Aid, AoE w/ Autofire, and END Pool Recoveries 
 
Three questions: 
 
1)  In the "SPD, Cost END" post, it was declared that buying SPD,  
costs END, was rules funny and prohibitivey (END) expensive. 
 
    As an alternate construct, I was thinking about using dice of  
Aid, with "set" dice, Not to Heal, Only up to Ammount on dice (not  
"maxium potential"), Increased Fade Rate: 10 points per turn, Self  
Only. 
    Example: 
         3d6+1 SPD Aid would yeild a 10, for a maxium of 10 (3+3+3+1)  
which would equal a +1 SPD.  It would cost 2 END for every +1 SPD.   
It would fade 12 segments after the initial effect. 
    More dice could be bought to simulate a greater ammount of  
increase. 
 
     My boggle is I don't know what the appropiate ammount of points  
would be to assign to the Limitations on the power. 
 
 
2)  Does AoE Autofire allow you to: 
          a)  By default or nonselective, make an attack roll against  
a target hex and have the AoE strike X ammount of times. 
          b)  By default or nonselective, by "spraying" the attack,  
can cover a series of hexes within the AoE  
          c)  When selective, allows you to make attack rolls against  
certain individuals within the radius of the AoE, and have those  
people be effected as per the normal autofire rules. 
 
     I think this mechanic needs a little explaining... since I am  
confused. 
 
3)  I'm doing a write up for a character who weilds a giant mystical  
intergalatic tuning fork shaped sword that runs off of an END  
battery.  The END battery can only REC when it strikes an object (- 
1/4 Limitation), but I also want it to be able to Recover without  
having the character "Do nothing" and have 1/2 DCV.  Would this best  
be done with an AID to END, Heal Only, for the END Battery or some  
other mechanic? 
 
_______________________________________________________________ 
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------------------------------ 
 
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