Digest Archive vol 1 Issue 294
From: owner-champ-l-digest@sysabend.org
Sent: Tuesday, April 27, 1999 4:02 PM
To: champ-l-digest@sysabend.org
Subject: champ-l-digest V1 #294
champ-l-digest Tuesday, April 27 1999 Volume 01 : Number 294
In this issue:
Another Multipower question
Re: The Arachnid (was Archetype Clone Force, Attack!)
Re: Another Multipower question
RE: Champs: Multipower advancement
CHAR: Rust Monster
Re: CHAR: Rust Monster
Re: CHAR: Rust Monster
Robot Warriors -> HERO 4?
Re: CHAR: Rust Monster
Re: CHAR: Rust Monster
Re: Another Multipower question
Re: CHAR: Rust Monster
Re: CHAR: Rust Monster
Re: CHAR: (next)
Re: CHAR: Rust Monster
Re: Another Multipower question
Re: CHAR: Rust Monster
Re: CHAR: Rust Monster
Re: Robot Warriors -> HERO 4?
CHAR: Darth Vader (rough)
Re: CHAR: Darth Vader (rough)
Re: CHAR: Rust Monster
Re: CHAR: Darth Vader (rough)
Re: CHAR: Darth Vader (rough)
Re: CHAR: Darth Vader (rough)
Re: CHAR: Darth Vader (rough)
Re: CHAR: Darth Vader (rough)
----------------------------------------------------------------------
Date: Tue, 27 Apr 1999 10:02:40 EDT
From: Leah L Watts <llwatts@juno.com>
Subject: Another Multipower question
According to the BBB, switching a Multipower around is a 0 phase action.
For something I'm working on, I'd like switching the slots to take a
half-phase. What sort of limitation (if any) would the list give that?
Since Extra Time: One Phase is a -1/2, I was thinking of -1/4 -- sound
fair?
Leah
___________________________________________________________________
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------------------------------
Date: Tue, 27 Apr 1999 10:02:40 EDT
From: Leah L Watts <llwatts@juno.com>
Subject: Re: The Arachnid (was Archetype Clone Force, Attack!)
>> >> I was thinking about giving him HKA for tiny claws and fangs.
>> >>Appropiate for this Web Slinger, or unheroic?
>> >I believe Spiderman's got a CAK. If your version does as well, I'd
skip
>> >this.
>> Having a Code Against Killing is not relevant to whether or not a
>> character has a Power that would be represented with a Killing Attack.
>> Superman's CAK is the "template," after all (or at least the most
famous),
>> and I'd certainly represent his Heat Vision with RKA.
Sorry, I shouldn't post when I'm in a hurry. The idea I had and failed
to communicate was: HKA can be handy even for characters with a full 20
point CAK, but a HKA with the SFX of "tiny claws and fangs" is likely to
be a small one, and not likely to be usable for things other than hurting
people. Superman has enough points worth of Heat Vision to melt through
walls, Azteca (from San Angelo) can chop through the tires on the
villian's escape vehicle. Those claws and fangs won't have that same
versatility, and to me it doesn't make sense to spend the points.
> I'm not including CAK, since it's intergrated into his Code of
>Honor (to protect innocents, value life, disdain those who take it for
>granted, etc.).
> I was going to include HKA claws for use in cutting webs
>already
>made or discarded... but I'm not including it because it's not cost
>effective, and STR and clinging can pretty much do the same thing.
Sort of a built-in pocketknife? That's a use for the HKA that I missed
in my earlier post, but as you say if the character has enough STR to
snap the webs then he doesn't need to buy a power.
Leah
___________________________________________________________________
You don't need to buy Internet access to use free Internet e-mail.
Get completely free e-mail from Juno at http://www.juno.com/getjuno.html
or call Juno at (800) 654-JUNO [654-5866]
------------------------------
Date: Tue, 27 Apr 1999 10:16:38 -0400
From: Geoff Speare <geoff@igcn.com>
Subject: Re: Another Multipower question
>According to the BBB, switching a Multipower around is a 0 phase action.
>For something I'm working on, I'd like switching the slots to take a
>half-phase. What sort of limitation (if any) would the list give that?
>Since Extra Time: One Phase is a -1/2, I was thinking of -1/4 -- sound
>fair?
That does sound fair, but I want to explain. :)
By the Book, -1/2 Extra Time means that you have to spend an extra Phase
waiting each time before you use the power. I would say that for a
Multipower pool, that would mean you had to spend the Extra Time each time
you wanted to use a slot of the Multipower.
To only spend the Extra Time each time you switch the Multipower, I would
halve the Limitation (as for powers that have lengthy startup but can be
used once per Phase after that). This makes Extra Time: 1 Phase startup a
- -1/4 Limitation.
However...according to the book, the character can do stuff during this
extra time by default. As a house rule, I allow "Full DCV Concentration" as
a -1/4, meaning that the character cannot do stuff during Extra Time. Thus,
Extra Time: 1/2 Phase is worth a -0, or a -1/4 is the character cannot act
during the Extra Time.
Geoff Speare
------------------------------
Date: Tue, 27 Apr 1999 09:14:59 -0500
From: "John Stefanski" <jstefanski@iname.com>
Subject: RE: Champs: Multipower advancement
The traditional method is to pump enough xp into the multipower pool to
accommodate the active points for the increased slot. The pool must have
enough points to support the power. Then you should raise the slot to the
appropriate point level for the increased power level. Or you can buy
additional power for a slot outside the multipower with the "linked
disadvantage." Of course this is all at the discretion of the GM and should
be left to his or her discretion to accommodate "game balance."
John Stefanski
==========================================
There can BE only one!
==========================================
Send Replies to <mailto:commando@mail.com>
- -----Original Message-----
From: owner-champ-l@sysabend.org [mailto:owner-champ-l@sysabend.org]On
Behalf Of Akirazeta@aol.com
Sent: Monday, April 26, 1999 8:04 PM
To: champ-l@sysabend.org
Subject: Champs: Multipower advancement
What are the specifics about raising a single slot power in a Muiltpower
with
x.p. Like, say i had a forcefield, an EB, and flash. How would i go about
changing theyre individual levels?
I thought you would first spend the points needed to raise the slots active
points, than spend the points to raise the Multipower's overall active
points
to match. would this be the way?
------------------------------
Date: Tue, 27 Apr 1999 12:40:59 -0400 (EDT)
From: Michael Surbrook <susano@dedaana.otd.com>
Subject: CHAR: Rust Monster
RUST MONSTER
Val CHA Cost Roll Notes
10 STR 0 11- 100kg; 2d6
15 DEX 15 12- OCV: 5 / DCV: 5
10 CON 0 11-
12 BODY 4 12-
3 INT -7 10- PER Roll 10-
5 EGO -10 10- ECV: 2
10 PRE 0 11- PRE Attack: 2d6
10 COM 0 11-
2 PD 0 Total: 8 PD / 6 PDr
2 ED 0 Total: 8 ED / 6 EDr
3 SPD 5 Phases: 4, 8, 12
4 REC 0
20 END 0
22 STUN 0
Total Characteristics Cost: 14
Movement: Running: 9" / 18"
Swimming: 2" / 4"
Cost Powers & Skills
Combat Training:
4 Combat Skill Levels: +2 with Transformation Attack
Rust Monster Powers:
30 Metal to Rust Elemental Control: 30 Point Pool
45 1 - Metal to Rust: Transformation Attack: 2d6, Major,
Cumulative (+1/2), Damage Shield (+1/2), 0 END (+1/2)
20 2 - Metal to Rust: Transformation Attack: 2d6, Major,
Cumulative (+1/2), 0 END (+1/2), No Range (-1/2)
18 Armored Hide: Armor: DEF 6
6 Running: +3" (9" total), END 2
18 Smell Metal: Detect: Metal, Sense, Ranged, 14-
5 Heat Vision: IR Vision
142 Total Powers & Skills Cost
156 Total Character Cost
75+ Disadvantages
15 Distinctive Features: Thickly-plated rock-like creature (NC)
15 Physical Limitation: No fine manipulation
15 Psychological Limitation: Greedy for metal (C, S)
36 Experience
156 Total Disadvantage Points
Appearance:
A rust monster is about 5' long, with a large, globular body that greatly
resembles a lump of stones. It has a long tail, four legs, two tiny eyes,
a small beak and two long tentacles. Typical coloration for these
creatures is a grayish tone.
Ecology:
Rust monsters live deep underground, where they search out and devour
metals of all sorts. They prefer ferrous metals (such as iron and steel)
and will eagerly seek such things out.
Motivations:
Normal animal motivations. Their only real desire is a stead diet of
refined metals..
Combat Techniques:
Rust monsters don't engage in combat per se. They will pursue a source of
food, but prefer to get their diet of rust without a fight. As a rust
monster's mouth is too small to be of any use, their only real defense is
their thick skin and running away.
Other Names: None.
Rumors:
It has been pointed out that such a diet of rust and metal seems to go
against all known ideas of ecology, meaning that rust monsters may be
unnatural creatures. Most people believe that rust monsters are the
creations of a sorcerer, although others hold forth that they are
extra-planar creatures and consider the Elemental Plane of Earth to be the
rust monsters natural home.
Designer's Notes:
The rust monster is an amusing - if impossible - creature that could only
exist in a fantasy setting. Considering how much naturally occurring
metal there is just 'laying around', odd are a rust monster would soon
starve. However, considering the extensive subterranean world that the
AD&D universe postulates, it seems likely that they would find sufficient
food after all. Much worse, of course, would be the effects of letting
such a creature loose in the modern world. Cars, homes, guns, street
signs, virtually anything one could think of would contain food for these
animals.
- --
Michael Surbrook - susano@otd.com - http://www.otd.com/~susano/index.html
"Let my glory be that I had such friends as these."
W.B. Yeats
------------------------------
Date: Tue, 27 Apr 1999 12:13:40 -0500
From: Lance Dyas <lancelot@radiks.net>
Subject: Re: CHAR: Rust Monster
Arrrrgh, I knew it, indignity upon indignity... AD+D silliness creeping into
Hero, Arrrrghh
Next you will model the old cast and forget spellcraft system Arrrrrrrrrrrrrgh
Accept the above with the smiley face that was intended
Lance
------------------------------
Date: Tue, 27 Apr 1999 12:26:21 CDT
From: Don McKinney <dmckinne@itds.com>
Subject: Re: CHAR: Rust Monster
> Arrrrgh, I knew it, indignity upon indignity... AD+D silliness creeping into
> Hero, Arrrrghh
> Next you will model the old cast and forget spellcraft system Arrrrrrrrrrrrrgh
In all seriousness, he doesn't have to - someone else already did...
Search around for the heinousity that is "Dungeon Hero"...
DonM.
- --
========================================================================
= Donald E. McKinney, Senior ConfigMgt Engineer dmckinne@itds.com =
= International Telecommunications Data Systems (217) 239-8365 =
= 2109 Fox Drive, Champaign, IL (217) 351-8250 =
= Winter War 27 Convention Chairman, Champaign, IL, February 4-6, 2000 =
= winterwar@prairienet.org http://www.prairienet.org/winterwar/ =
========================================================================
------------------------------
Date: Tue, 27 Apr 1999 13:26:45 -0500 (CDT)
From: "Dr. Nuncheon" <jeffj@io.com>
Subject: Robot Warriors -> HERO 4?
There's a link to this from the hERO games site, but when I follow it, I
get a 404. Anyone have a working link and/or a copy of the file(s)?
J
Hostes aliengeni me abduxerent. Jeff Johnston - jeffj@io.com
Qui annus est? http://www.io.com/~jeffj
------------------------------
Date: Tue, 27 Apr 1999 14:53:47 -0400 (EDT)
From: Michael Surbrook <susano@dedaana.otd.com>
Subject: Re: CHAR: Rust Monster
On Tue, 27 Apr 1999, Lance Dyas wrote:
> Arrrrgh, I knew it, indignity upon indignity... AD+D silliness creeping into
> Hero, Arrrrghh
> Next you will model the old cast and forget spellcraft system Arrrrrrrrrrrrrgh
Nope, not me. Besides, that's easy. Everything has charges that take a
full day to reocver (or 8 hours of sleep).
> Accept the above with the smiley face that was intended
Accepted.
- --
Michael Surbrook - susano@otd.com - http://www.otd.com/~susano/index.html
"Let my glory be that I had such friends as these."
W.B. Yeats
------------------------------
Date: Tue, 27 Apr 1999 14:54:22 -0400 (EDT)
From: Michael Surbrook <susano@dedaana.otd.com>
Subject: Re: CHAR: Rust Monster
On Tue, 27 Apr 1999, Don McKinney wrote:
> > Arrrrgh, I knew it, indignity upon indignity... AD+D silliness creeping into
> > Hero, Arrrrghh
> > Next you will model the old cast and forget spellcraft system Arrrrrrrrrrrrrgh
>
> In all seriousness, he doesn't have to - someone else already did...
> Search around for the heinousity that is "Dungeon Hero"...
Which I am not using as a basis for these adaptions.
- --
Michael Surbrook - susano@otd.com - http://www.otd.com/~susano/index.html
"Let my glory be that I had such friends as these."
W.B. Yeats
------------------------------
Date: Tue, 27 Apr 1999 11:56:24 -0700
From: Bob Greenwade <bob.greenwade@klock.com>
Subject: Re: Another Multipower question
At 10:02 AM 4/27/1999 EDT, Leah L Watts wrote:
>According to the BBB, switching a Multipower around is a 0 phase action.
>For something I'm working on, I'd like switching the slots to take a
>half-phase. What sort of limitation (if any) would the list give that?
>Since Extra Time: One Phase is a -1/2, I was thinking of -1/4 -- sound
>fair?
That's what I use. In fact, I even suggested for 5th Edition (though of
course I'm not sure whether it's actually going in or not) that Limitations
that apply only to the pools of Multipowers but not to the slots (like
Extra Time, Requires Skill Roll, etc.) work at half value.
- ---
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: Tue, 27 Apr 1999 12:01:01 -0700
From: Bob Greenwade <bob.greenwade@klock.com>
Subject: Re: CHAR: Rust Monster
At 12:40 PM 4/27/1999 -0400, Michael Surbrook wrote:
>RUST MONSTER
>
>Rust Monster Powers:
>30 Metal to Rust Elemental Control: 30 Point Pool
>45 1 - Metal to Rust: Transformation Attack: 2d6, Major,
> Cumulative (+1/2), Damage Shield (+1/2), 0 END (+1/2)
>20 2 - Metal to Rust: Transformation Attack: 2d6, Major,
> Cumulative (+1/2), 0 END (+1/2), No Range (-1/2)
When I saw this one coming down the proverbial pike, I wondered how the
"rusting your armor" ability would be worked.
Do you suppose a Drain (with large Recovery time) or Dispel (with
Cumulative cobbled into it) versus Armor would work here?
>Designer's Notes:
>The rust monster is an amusing - if impossible - creature that could only
>exist in a fantasy setting. Considering how much naturally occurring
>metal there is just 'laying around', odd are a rust monster would soon
>starve. However, considering the extensive subterranean world that the
>AD&D universe postulates, it seems likely that they would find sufficient
>food after all. Much worse, of course, would be the effects of letting
>such a creature loose in the modern world. Cars, homes, guns, street
>signs, virtually anything one could think of would contain food for these
>animals.
This last part is a very interesting point.... >:-]
- ---
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: Tue, 27 Apr 1999 15:16:07 -0400 (EDT)
From: Michael Surbrook <susano@dedaana.otd.com>
Subject: Re: CHAR: Rust Monster
On Tue, 27 Apr 1999, Bob Greenwade wrote:
> >RUST MONSTER
> >
> >Rust Monster Powers:
> >30 Metal to Rust Elemental Control: 30 Point Pool
> >45 1 - Metal to Rust: Transformation Attack: 2d6, Major,
> > Cumulative (+1/2), Damage Shield (+1/2), 0 END (+1/2)
> >20 2 - Metal to Rust: Transformation Attack: 2d6, Major,
> > Cumulative (+1/2), 0 END (+1/2), No Range (-1/2)
>
> When I saw this one coming down the proverbial pike, I wondered how the
> "rusting your armor" ability would be worked.
> Do you suppose a Drain (with large Recovery time) or Dispel (with
> Cumulative cobbled into it) versus Armor would work here?
Possibly, except the rust monster can (and will) eat *anything* made from
metal. This includes coin, spikes, a sword... I figured Transformation
Attack worked best, as it allowed the creature to affect anything it hits
(and things that hit it).
> >Designer's Notes:
> >The rust monster is an amusing - if impossible - creature that could only
> >exist in a fantasy setting. Considering how much naturally occurring
> >metal there is just 'laying around', odd are a rust monster would soon
> >starve. However, considering the extensive subterranean world that the
> >AD&D universe postulates, it seems likely that they would find sufficient
> >food after all. Much worse, of course, would be the effects of letting
> >such a creature loose in the modern world. Cars, homes, guns, street
> >signs, virtually anything one could think of would contain food for these
> >animals.
>
> This last part is a very interesting point.... >:-]
This sort of dawned on me as I was writing my notes. Imagine a rust
monster loose in a superhero setting? I hope Iron Man isn't called in to
solve the problem!
(Yeah, I know the current Iron Man probably has zip in the way of metal in
his suit... but at one time, he'd have been in a heap of trouble!)
- --
Michael Surbrook - susano@otd.com - http://www.otd.com/~susano/index.html
"Let my glory be that I had such friends as these."
W.B. Yeats
------------------------------
Date: Tue, 27 Apr 1999 15:17:10 -0400 (EDT)
From: Michael Surbrook <susano@dedaana.otd.com>
Subject: Re: CHAR: (next)
Next up -
Shambling Mound and Darth Vader (trying to have him ready for the Phantom
Menace release).
- --
Michael Surbrook - susano@otd.com - http://www.otd.com/~susano/index.html
"Let my glory be that I had such friends as these."
W.B. Yeats
------------------------------
Date: Tue, 27 Apr 1999 15:26:49 -0400
From: Mathieu Roy <matroy@abacom.com>
Subject: Re: CHAR: Rust Monster
Bob Greenwade wrote:
> When I saw this one coming down the proverbial pike, I wondered how the
> "rusting your armor" ability would be worked.
> Do you suppose a Drain (with large Recovery time) or Dispel (with
> Cumulative cobbled into it) versus Armor would work here?
How about a Killing Attack, maybe with NND, that only affects Foci with "metal
armor" SFX? Since Fantasy Hero armor is generally piecemeal, the KA could be
interpreted to rust off and destroy the armor plate by plate, reducing the
area of protection rather than the amout. If games where hit locations and
piecemeal armor aren't used, one could simply add Activation rolls to simulate
the effect.
Mathieu
------------------------------
Date: Tue, 27 Apr 1999 15:24:53 -0400 (EDT)
From: Jason Sullivan <ravanos@NJCU.edu>
Subject: Re: Another Multipower question
On Tue, 27 Apr 1999, Leah L Watts wrote:
> According to the BBB, switching a Multipower around is a 0 phase action.
> For something I'm working on, I'd like switching the slots to take a
> half-phase. What sort of limitation (if any) would the list give that?
> Since Extra Time: One Phase is a -1/2, I was thinking of -1/4 -- sound
> fair?
The way I'd work this would to just apply the Limitation to the
Multipower Pool cost and not the slots (the logic being that the
limitation effects the Pool, but the the individual powers in the pool).
I derived this mechanic from the VPP costs and a Multipower Weapon
for an interchangeable gun in Dark Champions. I used it in my writeup of
Power Trip.
------------------------------
Date: Tue, 27 Apr 1999 15:26:46 -0400 (EDT)
From: Michael Surbrook <susano@dedaana.otd.com>
Subject: Re: CHAR: Rust Monster
On Tue, 27 Apr 1999, Mathieu Roy wrote:
> > When I saw this one coming down the proverbial pike, I wondered how the
> > "rusting your armor" ability would be worked.
> > Do you suppose a Drain (with large Recovery time) or Dispel (with
> > Cumulative cobbled into it) versus Armor would work here?
>
> How about a Killing Attack, maybe with NND, that only affects Foci with "metal
> armor" SFX? Since Fantasy Hero armor is generally piecemeal, the KA could be
> interpreted to rust off and destroy the armor plate by plate, reducing the
> area of protection rather than the amout. If games where hit locations and
> piecemeal armor aren't used, one could simply add Activation rolls to simulate
> the effect.
The problem is that plate armor (DEF 7-8) should rust just as easy as mail
(DEF 6). Now, you could make it an NND (DEF: Not made of metal), that
Does BODY (a +2 Advantage), but at that point you are paying a base 45
points a die for the power... a cost far exceeding it use.
- --
Michael Surbrook - susano@otd.com - http://www.otd.com/~susano/index.html
"Let my glory be that I had such friends as these."
W.B. Yeats
------------------------------
Date: Tue, 27 Apr 1999 15:31:55 -0400
From: Bill Svitavsky <nbymail11@mln.lib.ma.us>
Subject: Re: CHAR: Rust Monster
At 12:01 PM 4/27/99 -0700, Bob Greenwade wrote:
>At 12:40 PM 4/27/1999 -0400, Michael Surbrook wrote:
>>RUST MONSTER
>>
>>Rust Monster Powers:
>>30 Metal to Rust Elemental Control: 30 Point Pool
>>45 1 - Metal to Rust: Transformation Attack: 2d6, Major,
>> Cumulative (+1/2), Damage Shield (+1/2), 0 END (+1/2)
>>20 2 - Metal to Rust: Transformation Attack: 2d6, Major,
>> Cumulative (+1/2), 0 END (+1/2), No Range (-1/2)
>
> When I saw this one coming down the proverbial pike, I wondered how the
>"rusting your armor" ability would be worked.
> Do you suppose a Drain (with large Recovery time) or Dispel (with
>Cumulative cobbled into it) versus Armor would work here?
>
In a first edition Fantasy Hero game I played an alchemist with "Rust
Powder" bought (as I recall) as DEF (PD &ED) Destruction, Only vs. ferrous
metals. This left armor, weapons, etc. with BODY but little or no defense;
a 0 BODY object would crumble to dust pretty easily. (I always liked first
edition FH's weapon breakage rules, even without rust powder.) It was a
nice way to simulate rust, but doesn't work as well in 4th edition now that
Destruction has been replaced by Drain with a long recovery time. I think
Dispel vs. PD & ED might work, but I'd have to check the BBB to be sure.
>>Designer's Notes:
>>The rust monster is an amusing - if impossible - creature that could only
>>exist in a fantasy setting. Considering how much naturally occurring
>>metal there is just 'laying around', odd are a rust monster would soon
>>starve. However, considering the extensive subterranean world that the
>>AD&D universe postulates, it seems likely that they would find sufficient
>>food after all. Much worse, of course, would be the effects of letting
>>such a creature loose in the modern world. Cars, homes, guns, street
>>signs, virtually anything one could think of would contain food for these
>>animals.
>
> This last part is a very interesting point.... >:-]
It certainly would make for an interesting adventure. Especially as a solo
bit for a battlesuited hero.
Speaking of rust monsters, as a child (in the early 1970's) I had a set of
plastic monsters which included a creature which looked exactly like the
Monster Manual's illustration of the rust monster. I'm sure the rust
monster must have been created by a DM (Gygax?) who had the same set of
toys on hand, and decided to use this weird looking creature as a miniature.
- - Bill Svitavsky
------------------------------
Date: Tue, 27 Apr 1999 12:19:35 -0700
From: Bob Greenwade <bob.greenwade@klock.com>
Subject: Re: Robot Warriors -> HERO 4?
At 01:26 PM 4/27/1999 -0500, Dr. Nuncheon wrote:
>There's a link to this from the hERO games site, but when I follow it, I
>get a 404. Anyone have a working link and/or a copy of the file(s)?
There is probably no working link. The fellow who had that file (a
former Corvallis resident) moved away, and has probably let the account lapse.
Unless someone has a copy, you may just have to wait for The Ultimate
Vehicle to come out. While there are no direct conversions, my manuscript
does address many of the same issues and mention how to convert some
specific things. Of course, only the book's actual publication will tell
whether Bruce & Steve decided to leave these in there.
- ---
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: Tue, 27 Apr 1999 15:38:12 -0400 (EDT)
From: Michael Surbrook <susano@dedaana.otd.com>
Subject: CHAR: Darth Vader (rough)
Note: My Darth will be taken from the films, *not* the Star Wars RPG or
any of the novels. This menas that some of the powers he is "supposed" to
have won't appear. That gotten out of the way, I'm looking for input on
his stats. My rough layout is a follows:
DARTH VADER
Dark Lord of the Sith
Val CHA Cost Roll Notes
30 STR 20 15- 1600kg; 6d6
18 DEX 24 13- OCV: 6 / DCV: 6
23 CON 26 14-
13 BODY 6 12-
20 INT 10 13- PER Roll 13-
20 EGO 20 13- ECV: 7
30 PRE 20 15- PRE Attack: 6d6
6 COM -2 10-
8 PD 2 Total: PD / PDr
7 ED 2 Total: ED / EDr
4 SPD 12 Phases: 3, 6, 9, 12
9 REC 0
46 END 0
40 STUN 0
Total Characteristics Cost: 140
I also have roughed out some Force Powers. They are:
Telekinetic Choke: NND (note: didn't he do this to a guy on
another Star Destroyer? Over a video link?)
Telekinesis: 50 STR (tossing the boxes around in ESB
Missile Deflection: Up to Energy Attacks (seen in ESB)
Superleap: (seen in ESB)
Force Sensitive: Detect (Seen in SW)
I was thinking some sort of Precog... he *knew* that the rebels were on
Hoth.
And (here I go...) any suggestions for a lightsaber?
- --
Michael Surbrook - susano@otd.com - http://www.otd.com/~susano/index.html
"Let my glory be that I had such friends as these."
W.B. Yeats
------------------------------
Date: Tue, 27 Apr 1999 15:53:23 -0400
From: "Scott C. Nolan" <nolan@erols.com>
Subject: Re: CHAR: Darth Vader (rough)
At 03:38 PM 4/27/99 -0400, Michael Surbrook wrote:
>Note: My Darth will be taken from the films, *not* the Star Wars RPG or
>any of the novels. This menas that some of the powers he is "supposed" to
>have won't appear. That gotten out of the way, I'm looking for input on
>his stats. My rough layout is a follows:
>
>DARTH VADER
>Dark Lord of the Sith
>
>Val CHA Cost Roll Notes
>30 STR 20 15- 1600kg; 6d6
A bit high, I think. I'd go with 25. Or even 20.
>18 DEX 24 13- OCV: 6 / DCV: 6
>23 CON 26 14-
>13 BODY 6 12-
>20 INT 10 13- PER Roll 13-
>20 EGO 20 13- ECV: 7
>30 PRE 20 15- PRE Attack: 6d6
>6 COM -2 10-
>8 PD 2 Total: PD / PDr
>7 ED 2 Total: ED / EDr
>4 SPD 12 Phases: 3, 6, 9, 12
>9 REC 0
>46 END 0
>40 STUN 0
A bit low. I'd give Darth 60 Stun. He da man.
>Total Characteristics Cost: 140
>
>I also have roughed out some Force Powers. They are:
> Telekinetic Choke: NND (note: didn't he do this to a guy on
>another Star Destroyer? Over a video link?)
He did, but the link was merely present. He can do it at range
and without LOS.
> Telekinesis: 50 STR (tossing the boxes around in ESB
> Missile Deflection: Up to Energy Attacks (seen in ESB)
> Superleap: (seen in ESB)
> Force Sensitive: Detect (Seen in SW)
>
>I was thinking some sort of Precog... he *knew* that the rebels were on
>Hoth.
>
>And (here I go...) any suggestions for a lightsaber?
2d6 HKA, Armor Piercing or possibly 2d6 RKA, Armor Piercing, No Range.
But the lightsaber fights often show muscle as being a factor, so I'd go with
the former.
------------------------------
Date: Tue, 27 Apr 1999 15:53:44 -0400 (EDT)
From: Jason Sullivan <ravanos@NJCU.edu>
Subject: Re: CHAR: Rust Monster
On Tue, 27 Apr 1999, Michael Surbrook wrote:
> Val CHA Cost Roll Notes
> 10 STR 0 11- 100kg; 2d6
I've always imagined a Rust Monster to be stronger than this. I
remember seeing a drawing Rust Monster picking up a human in at least one
book.. metal isn't exactly the lighest stuff. Coincidentially, Rust
Monsters always appear larger than a "normal" human. I think they've
always been depicted that way. If anything at all, from their
description, I've also assumed they weigh more than an average
human (their hide, and assumabally the strange internal chemistry) , but
with out the reference material in front of me, I really don't know.
> Rust Monster Powers:
> 30 Metal to Rust Elemental Control: 30 Point Pool
> 45 1 - Metal to Rust: Transformation Attack: 2d6, Major,
> Cumulative (+1/2), Damage Shield (+1/2), 0 END (+1/2)
> 20 2 - Metal to Rust: Transformation Attack: 2d6, Major,
> Cumulative (+1/2), 0 END (+1/2), No Range (-1/2)
An alternate, and cheaper, method of doing this would have been a
0 Range, 0 END, Persistant, Cumulative Transformation Attack, Always On.
Of course, this would mean that it would rust _any_ metal it came
in contact with (even if it didn't want to). It couldn't store or carry
metal. It might also explain why they live in dungeons, since they'd
"melt" through metal floors or what-have-you.
Tunneling (Only through metal), might be another power to
consider.
And for all those rules sticklers out there, LS: Can digest metal,
or LS: Immune to Poison could be handy (after all, if I knew I was going
to be in a dungeon with a Rust Monster, I'd have a sack of tin coins and
iron spikes coated with injested poison... in fact, I'd start a business
as an exterminator!).
> 18 Smell Metal: Detect: Metal, Sense, Ranged, 14-
Might seem redundant, but you might want to add "Limitation: Based
on Sense Group Smell instead of Sense Group Special, 0 points."
More questions:
Do they use their antenne/tentacles like apendages? If so, would
the Phys. Lim for manipulating objects be in order?
Do they have any natural attacks aside from rusting?
What about the rocky club at the end of their tail? What about a
pip for the beaks? (I mean, even house cats get at least a pip of Reduced
Penetration HKA for clawing attacks).
> Rumors:
> It has been pointed out that such a diet of rust and metal seems to go
> against all known ideas of ecology, meaning that rust monsters may be
> unnatural creatures. Most people believe that rust monsters are the
<snip>
> Designer's Notes:
> The rust monster is an amusing - if impossible - creature that could only
> exist in a fantasy setting. Considering how much naturally occurring
<snip>
> such a creature loose in the modern world. Cars, homes, guns, street
> signs, virtually anything one could think of would contain food for these
> animals.
I've always been quite partial to Sci-Fi...
"After the hull breach on decks 8-12 A, causing a loss or pressure
and atmosphere, negating life support functions and artifical gravity, we
sent five engineering cadets to inspect, and if possible, repair the
damage.
_If_ what you're suggesting is true, even if there was some
xenological intruder in our ship, there would be little chance they could
hurt them. After all, they're wearing their tri-chain ferro-titanium-mylar
lattice pressure suits..."
"Yeoman Johnson... why have you broken off tranceiver contact?
What's that crunching noise? Johnson, Johnson?!?"
------------------------------
Date: Tue, 27 Apr 1999 15:55:33 -0400
From: David_A._Fair@fc.mcps.k12.md.us (David A. Fair)
Subject: Re: CHAR: Darth Vader (rough)
susano@dedaana.otd.com writes:
>DARTH VADER
>Dark Lord of the Sith
>Val CHA Cost Roll Notes
>30 STR 20 15- 1600kg; 6d6
>18 DEX 24 13- OCV: 6 / DCV: 6
>23 CON 26 14-
>13 BODY 6 12-
>20 INT 10 13- PER Roll 13-
>20 EGO 20 13- ECV: 7
>30 PRE 20 15- PRE Attack: 6d6
>6 COM -2 10-
>8 PD 2 Total: PD / PDr
>7 ED 2 Total: ED / EDr
>4 SPD 12 Phases: 3, 6, 9, 12
>9 REC 0
>46 END 0
>40 STUN 0
>Total Characteristics Cost: 140
I think, perhaps, you might want to consider dropping the STR to 20,
then add +10 STR at an END Multiple (say, 2x) to reflect how he can use
the Force to augment his physical feats, but that he has to exert
control over the Force to do it. On the other hand, he had pretty
powerful Force control. Just thought I might mention it.
>I also have roughed out some Force Powers. They are:
> Telekinetic Choke: NND (note: didn't he do this to a guy on
>another Star Destroyer? Over a video link?)
Yes, so you should do this so he can use it via Mind Link. (is BOECV
sufficient?)
> Telekinesis: 50 STR (tossing the boxes around in ESB
> Missile Deflection: Up to Energy Attacks (seen in ESB)
When he reflected Solo's blaster shots, did they fly off, or were they
absorbed? I seem to recall them just disappearing into his hand...
> Superleap: (seen in ESB)
> Force Sensitive: Detect (Seen in SW)
>I was thinking some sort of Precog... he *knew* that the rebels were on
>Hoth.
I would call this some kind of Mind Scan/Detect combo...
>And (here I go...) any suggestions for a lightsaber?
I am not brave enough to tread down that dark and dangerous path.
Thanks,
Dave
- ---------------------------------------------------------
David A. Fair
Montgomery County Public Schools
Office of Global Access Technology
Elementary User Support Specialist
David_Fair@fc.mcps.k12.md.us
- ---------------------------------------------------------
------------------------------
Date: Tue, 27 Apr 1999 15:53:25 -0400 (EDT)
From: Michael Surbrook <susano@dedaana.otd.com>
Subject: Re: CHAR: Darth Vader (rough)
On Tue, 27 Apr 1999, Scott C. Nolan wrote:
> At 03:38 PM 4/27/99 -0400, Michael Surbrook wrote:
> >Note: My Darth will be taken from the films, *not* the Star Wars RPG or
> >any of the novels. This menas that some of the powers he is "supposed" to
> >have won't appear. That gotten out of the way, I'm looking for input on
> >his stats. My rough layout is a follows:
> >
> >DARTH VADER
> >Dark Lord of the Sith
> >
> >Val CHA Cost Roll Notes
> >30 STR 20 15- 1600kg; 6d6
>
>
> A bit high, I think. I'd go with 25. Or even 20.
He does lift a man up off the ground (enough that his boots are swinging
freely), holds him at arms length and still has enough STR left over to
crush the man's throat (and toss him a fair distance to the wall). *And*
he does this with *one* hand.
>
> >18 DEX 24 13- OCV: 6 / DCV: 6
> >23 CON 26 14-
> >13 BODY 6 12-
> >20 INT 10 13- PER Roll 13-
> >20 EGO 20 13- ECV: 7
> >30 PRE 20 15- PRE Attack: 6d6
> >6 COM -2 10-
> >8 PD 2 Total: PD / PDr
> >7 ED 2 Total: ED / EDr
> >4 SPD 12 Phases: 3, 6, 9, 12
> >9 REC 0
> >46 END 0
> >40 STUN 0
>
> A bit low. I'd give Darth 60 Stun. He da man.
Okay...
> >Total Characteristics Cost: 140
> >
> >I also have roughed out some Force Powers. They are:
> > Telekinetic Choke: NND (note: didn't he do this to a guy on
> >another Star Destroyer? Over a video link?)
>
> He did, but the link was merely present. He can do it at range
> and without LOS.
Uhm... any suggestions for *that*?
> > Telekinesis: 50 STR (tossing the boxes around in ESB
> > Missile Deflection: Up to Energy Attacks (seen in ESB)
> > Superleap: (seen in ESB)
> > Force Sensitive: Detect (Seen in SW)
> >
> >I was thinking some sort of Precog... he *knew* that the rebels were on
> >Hoth.
> >
> >And (here I go...) any suggestions for a lightsaber?
>
> 2d6 HKA, Armor Piercing or possibly 2d6 RKA, Armor Piercing, No Range.
> But the lightsaber fights often show muscle as being a factor, so I'd go with
> the former.
Only 2d6? I was thinking Penetrating (and 3d6) since Luke chops right
through the hatch on the AT-AT.
- --
Michael Surbrook - susano@otd.com - http://www.otd.com/~susano/index.html
"Let my glory be that I had such friends as these."
W.B. Yeats
------------------------------
Date: Tue, 27 Apr 1999 14:57:39 -0500 (CDT)
From: "Dr. Nuncheon" <jeffj@io.com>
Subject: Re: CHAR: Darth Vader (rough)
On Tue, 27 Apr 1999, Michael Surbrook wrote:
> 30 PRE 20 15- PRE Attack: 6d6
Sticklers note that the presence attack is usually boosted by 'Extreme
Reputation', 'Displays Powers', and '(Incredibly) Violent Action'
> I also have roughed out some Force Powers. They are:
> Telekinetic Choke: NND (note: didn't he do this to a guy on
> another Star Destroyer? Over a video link?)
I dunno if NND is the right idea here, unless you have it as 'Can do BODY'
or even 'Does BODY after STUN is exhausted'. I doubt that Darth would be
limited to knocking somone out with the power, after all.
> Telekinesis: 50 STR (tossing the boxes around in ESB
> Missile Deflection: Up to Energy Attacks (seen in ESB)
Note that Darth, unlike Luke (and most other Jedi), does not need an OAF:
Lightsaber to do this trick...
> And (here I go...) any suggestions for a lightsaber?
Owie. One of the big toughies in modelling SW. Either you kill someone
or you cut something off of them.
My first instinct would be NND or AVLD, Does Body - considering the ease
with which the sabers seemed to cut through anything, including AT-AT
underbelly armor. (I don't buy that the underbelly armor is weak, since
the thing is supposed to take on ground positions) You'd probably want to
use Hit Locations, and some sort of crippling/limb loss mechanic.
J
Hostes aliengeni me abduxerent. Jeff Johnston - jeffj@io.com
Qui annus est? http://www.io.com/~jeffj
------------------------------
Date: Tue, 27 Apr 1999 15:00:24 -0500 (CDT)
From: "Dr. Nuncheon" <jeffj@io.com>
Subject: Re: CHAR: Darth Vader (rough)
On Tue, 27 Apr 1999, Michael Surbrook wrote:
> > >I also have roughed out some Force Powers. They are:
> > > Telekinetic Choke: NND (note: didn't he do this to a guy on
> > >another Star Destroyer? Over a video link?)
> >
> > He did, but the link was merely present. He can do it at range
> > and without LOS.
>
> Uhm... any suggestions for *that*?
You could make it an Ego Attack (Does Body) - use Mind Scan to get the
lock (i.e. figure out where the guy is) and then the Force to crush his
throat. This might require Concentration, since we never see Darth doing
it in combat.
J
Hostes aliengeni me abduxerent. Jeff Johnston - jeffj@io.com
Qui annus est? http://www.io.com/~jeffj
------------------------------
Date: Tue, 27 Apr 1999 16:00:12 -0400
From: Bill Svitavsky <nbymail11@mln.lib.ma.us>
Subject: Re: CHAR: Darth Vader (rough)
At 03:38 PM 4/27/99 -0400, Michael Surbrook wrote:
>
>I also have roughed out some Force Powers. They are:
> Telekinetic Choke: NND (note: didn't he do this to a guy on
>another Star Destroyer? Over a video link?)
So it's based on ECV & he has Mind Scan, maybe? Mind Scan would make a lot
of sense - he can sense Luke's presence on a planet, Obi-Wan's presence on
the Death Star, etc. (It might only work on Jedi & Force users, though.)
> Telekinesis: 50 STR (tossing the boxes around in ESB
> Missile Deflection: Up to Energy Attacks (seen in ESB)
> Superleap: (seen in ESB)
> Force Sensitive: Detect (Seen in SW)
>
A discriminatory detect, I'd say. "The Force is strong in this one." It
might make sense to tie this into Mind Scan, though. Can you make a Detect
Based on ECV? Or maybe just defining Mental Awareness (Discriminatory) as
Force sensitive could work.
Don't forget Telepathy: "There is... a sister!" And that Armor surely
provides some resistant defenses. Depending how you'd define the Emperor's
Force lightning stuff, Vader appears to have higher defenses (rED? Power
Defense?) than Luke (though of course he took a lot of BODY and made some
EGO rolls.)
>I was thinking some sort of Precog... he *knew* that the rebels were on
>Hoth.
>
No Conscious Control?
>And (here I go...) any suggestions for a lightsaber?
>
>
Setting aside the question of damage, I think it's important to build in a
mechanic which explains why Jedi are the only ones to use the things in
combat. The Star Wars game has a nice one, basing lightsaber combat on a
Force skill. Maybe it's Based on ECV as well.
Yeah, I know I've got a bee in my bonnet at the moment about BOECV. It
works nicely for a lot of Force stuff. Of course, the Force should also
apply to stuff that has no ECV at all; remember Luke & the training remote.
Combat Sense or Spatial Awareness might be a reasonable Force power.
- - Bill Svitavsky
------------------------------
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