Digest Archive vol 1 Issue 307
From: owner-champ-l-digest@sysabend.org 
Sent: Sunday, May 02, 1999 12:03 AM 
To: champ-l-digest@sysabend.org 
Subject: champ-l-digest V1 #307 
 
 
champ-l-digest           Sunday, May 2 1999           Volume 01 : Number 307 
 
 
 
In this issue: 
 
    Re: Spock's Brain and Intuition 
    Re: Combat banter, part 2 
    Re: Confirmation for subscribe champ-l 
    RE: CHAR: Darth Vader (rough) 
    Re: <FHList> eating and sleeping 
    Re: Darth Vader 
    Re: Darth Vader 
    Intelligence & Einstein 
    CHAR: Rust Monster v2.0 
 
---------------------------------------------------------------------- 
 
Date: Fri, 30 Apr 1999 23:35:20 -0400 
From: "Len Carpenter" <redlion@early.com> 
Subject: Re: Spock's Brain and Intuition 
 
Christopher Taylor writes: 
 
>I guess I have never understood the desire to turn COM into a talent, what 
>exactly is the old 1-10 scale of rating looks if it is not a statistic of 
>appearance?  COM costs so little its not like you are robbed when you buy 
>some, and it has virtually no effect on combat (thus the low cost for the 
>characteristic).  I like seeing a character and going "24 COM, that guy's 
a 
>stud" or "2 COM, eeek shes a troll!!"  The Talent idea either eliminates 
>any granularity ("wow, shes cute!" "How cute?" "I dunno they all look the 
>same") or has the same result if you make it a stepped talent (3 points, 5 
>points etc) as having a stat. 
 
 
For one thing, Comeliness takes up space on my spreadsheet.  Too many damn 
stats as it is.  Gotta squeeze in Mana and Mana Recovery somewhere.  It's 
certainly a waste of space on my abbreviated sheets for NPC cannon-fodder, 
monsters, and animals.  Who cares what a war-horse's COM stat is? 
 
For another, it's not at all important for so many characters, even if you 
do plug COM into some PRE-based skill formulas--a character with average 
COM won't be influencing his interpersonal skills.  Saying whether a 
character is exotically handsome or brutishly ugly (by the common standards 
of the culture) under the character's description, next to hair and eye 
color, is sufficient, if not more descriptive.  COM can also be a truly 
subjective judgement call, especially in a world as varied as a Hero 
campaign can be.  ("I don't care if she does a 24 COM.  She has only one 
head and no scales.  Gross.")  No arguing over whether a character is 
strong, tough, or swift.  And it can certainly be pointless to assign any 
COM value to certain characters.  ("That's a real purty giant robot ya got 
there, suh.") 
 
As a talent--or as a skill-roll modifier, if you prefer--COM should indeed 
be stepped to provide the needed granularity.  If a character doesn't need 
it--and most won't--it doesn't take up space on a character sheet. 
 
Len Carpenter 
redlion@early.com 
 
------------------------------ 
 
Date: Fri, 30 Apr 1999 20:42:12 -0700 
From: Ben Brown <benbrown@primenet.com> 
Subject: Re: Combat banter, part 2 
 
At 04:30 PM 4/30/99 PDT, Richard O'Marro wrote: 
> Personally, I allow this, but it's somewhat stupid for the characters to 
do. Such conversation CAN NOT be done quietly in the midst of combat, so 
unless they have some sort of code worked out, the villians are going to 
know exactly what they are planning. 
> Now of you look at the comics you see characters there doing it all the 
time, from Captain America organizing the Avengers to everyone's favorite 
X-man teamwork play, The fastball special, which is ALWAYS done with a loud 
call for it beforehand. 
> 
 
The loud call beforehand is a staple in the current group I'm in. 
Especially amongst the anime fans in the bunch. 
 
My take is that you have to play it by ear.  A lot of banter generally 
means a lot of role-playing, even in the combat sequences.  Besides, 
if the characters are giving their strategy away, all you need to do 
is give the villains a DCV bonus for overhearing what's going to be 
thrown at them, and the characters will learn soon enough. 
 
Mind you, if someone takes advantage of the fact that soliloquies take 
no time to quote the entire first act of _Hamlet_ before tossing a blow at 
the villain, let the villain hit the character.  Then let the 
others in the room hit the PLAYER. 
 
- -Ben 
 
------------------------------ 
 
Date: Fri, 30 Apr 1999 21:13:29 -0700 
From: Christopher Taylor <ctaylor@viser.net> 
Subject: Re: Confirmation for subscribe champ-l 
 
>Someone (possibly you) has requested that your email address be added 
>to or deleted from the mailing list "champ-l@sysabend.org&" 
 
LOL hmmmmm apparently I made someone mad 
 
- -------------------------------------------------------------------------- 
Sola Gracia		Sola Scriptura		Sola Fide 
Soli Gloria Deo    	Solus Christus		Corum Deo 
- -------------------------------------------------------------------------- 
 
------------------------------ 
 
Date: Sat, 1 May 1999 01:37:10 -0400 
From: Indiana Joe <jrc3@home.com> 
Subject: RE: CHAR: Darth Vader (rough) 
 
At 9:49 AM -0400 4/28/99, Johnson, Adam wrote: 
>This is probably why GURPS has an optional combat rule, "Imperial 
>Stormtrooper Academy Marksmanship," or something like that. The gist of it 
>is that on the first round of any ranged combat, the enemy will always miss 
>their intended target. 
 
 I've used a variant of this for some of my "villian lieutenants" in 
martial arts games. They buy some of their DEX with the limitation, "Not 
when they meet the heroes for the first time in combat (-1/4)". This lets 
the heroes defeat them easily in the first fight, but they are more potent 
in later battles (which happens often). (Presumably, the master villian 
tells them what they did wrong.) 
 
  Joe Claffey               | "In the end, everything is a gag." 
  jrc3@home.net             |               - Charlie Chaplin 
 
------------------------------ 
 
Date: Sat, 01 May 1999 14:02:49 -0500 
From: Lance Dyas <lancelot@radiks.net> 
Subject: Re: <FHList> eating and sleeping 
 
Ah then we are in total agreement now what game mechanics would you use? 
 
Christopher Taylor wrote: 
 
> >> As I understand it an average person that is not doing moderate exercise 
> >> will die from lack of water in around a week (this may hold true for total 
> >> rest as well) and from lack of food in around two weeks.  As demonstrated 
> >> by zealous terrorists/cum martyr saints via hollywood, one can live for 
> >> about a month before coma sets in without food, assuming total rest. 
> > 
> >I think your 2 weeks is an underestimate or implies less than total rest.. 
> >many/most people would last a month not two weeks (assuming they also had 
> plenty 
> >of water) without food and Americans 5 weeks... we average 20lbs 
> overweight ;) 
> >yes that is sarcasm and I know excess weight is typically ineffeciently 
> stored 
> >so bleah. 
> 
> I didnt state it clearly.  You can live about a month without food if you 
> are at total rest, and about 2 weeks assuming moderate exercise.   Water, 
> however, is very critical, as I understand it a week is tops, even with rest. 
> 
> -------------------------------------------------------------------------- 
> Sola Gracia             Sola Scriptura          Sola Fide 
> Soli Gloria Deo         Solus Christus          Corum Deo 
> -------------------------------------------------------------------------- 
 
------------------------------ 
 
Date: Sat, 01 May 1999 14:05:12 -0500 
From: Lance Dyas <lancelot@radiks.net> 
Subject: Re: Darth Vader 
 
Arent the Storm Troopers supposed be clones that does make them 
atleast if not their vessels cookie cutter products.... 
 
Tracy L Birdine wrote: 
 
> On Fri, 30 Apr 1999 17:54:27 +1000 Phil Chappell 
> <pchap@macquarie.matra.com.au> writes: 
> > The real point about Star Wars combat, though, is - why do 
> > Stormtroopers 
> > wear armour? It doesn't doing anything (as far as I can remember 
> > no-one 
> > evers deflects a blaster shot) except slow them down and limit their 
> > field 
> > of vision. 
> > 
> > And why are the crew on the Deathstar weapon wearing armour? Are 
> > they 
> > expecting to be attacked at any moment by rebel infiltrators? 
> > 
> > Suspension of disbelief is a wonderful thing! 
> > 
> > Phil 
> > 
> 
> And while we're at it, how TIE fighters, Bombers, and Interceptors are 
> unshielded?  Does the Empire have cookie-cutter molds to produce these 
> things cheaply? 
> > 
> 
> |- /\ \\/ |<      [ ICQ: 32038562 ]    ghostwalker@ifr-inc.org 
> CO/4th Batt., The Horsemen, Black Horse Regiment 
>                     *---===(              )===---* 
> Black Horse Webpage: http://www.ifr-inc.org/staffpages/tb.html 
 
------------------------------ 
 
Date: Sat, 01 May 1999 14:10:47 -0500 
From: Lance Dyas <lancelot@radiks.net> 
Subject: Re: Darth Vader 
 
OOOOOh I have the Rogue Squadron Demo and My birthday is coming up 
so Im gonna get that pretty baby yes I am, whether or not anyone buys it for me 
or not. Very cool stuff. 
 
> Id also like to note that the game  Rogue Squadron was (one of) the first 
> pieces of Star Wars media that George Lucas actuially sanctioned as Cannon 
> Material. :) 
 
------------------------------ 
 
Date: Sat, 01 May 1999 14:59:13 -0500 
From: Lance Dyas <lancelot@radiks.net> 
Subject: Intelligence & Einstein 
 
Transcending and Expanding the known boundaries in any skill seems 
poorly 
simulated by high skill levels. 
 
Many or should I say most Genius Caliber IQs do poorly when required to 
perform 
for the validation of others in subjects that are tooooooo simple for 
them, They 
lack interest entirely.  That is the high school math problem.  And you 
will see this 
in many children who are understimulated in school, Implying they think 
slow is rediculous too. 
 
Absent mindedness does seem more like a psyche limit to me so I still 
disagree 
with your ;) assumptions 
 
Tim Statler wrote: 
 
> Lance Dyas wrote: 
> 
> > This does nicely make the HERO mechanics fit the verbage and would 
support 
> > Michaels otherwize 
> > ludicrous idea that Einsteins INT could easily have been 10. 
> > 
> 
> Einstein did have a lower INT. He flunked math in High school, 
misplaced an 
> invitation from President FDR to visit the White House, after he came 
to the 
> US, (actually, he hadn't really looked at it, he was using it as a 
bookmark.). 
> And, as many other scientists, WHO KNEW HIM, said, he was your typical 
 
> absent-minded proffesor. So he did have only a 10 INT but had the 
Scientist 
> skill ehancer and bou-coo science and physics skills. 
> 
> Tim Statler 
> student of history 
 
------------------------------ 
 
Date: Sun, 2 May 1999 00:02:20 -0400 (EDT) 
From: Michael Surbrook <susano@dedaana.otd.com> 
Subject: CHAR: Rust Monster v2.0 
 
RUST MONSTER 
 
Val	CHA	Cost	Roll	Notes 
15	STR	0	12-	200kg; 3d6 
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-	 
3	PD	0		Total: 9 PD / 6 PDr 
3	ED	0		Total: 9 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: 
7	Unnatural Composition: Density Increase1 Level, 0 END (+1/2),  
	Persistent (+1/2), Always On (-1/2): +5 STR, +1 PD/ED, -1" KB, 
	200kg 
 
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) 
 
7	Bite: HKA: 1 pip (1/2d6 with STR), 0 END (+1/2) 
9	Knobbed tail: HA: +2d6, 0 END (+1/2) 
18	Armored Hide: Armor: DEF 6 
2	Eats Rust: Life Support: Need not eat/excrete or sleep, Eat  
	only (-1) 
6	Running: +3" (9" total), END 2 
19	Metal to Rust: Tunneling: 4" and 7 DEF, 0 END (+1/2), Only vs 
	Metal (-1), No Noncombat Tunneling (-1/4) 
18	Smell Metal: Detect: Metal, Sense, Ranged, 14- 
5	Heat Vision: IR Vision 
5	Extra Limbs: 2 tentacles and a tail 
195	Total Powers & Skills Cost 
209	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) 
89	Experience 
209	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 real 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 
 
  "...If said motherboard is equipped with an Intel central processing unit, 
    an appropriate warning label bearing the words 'Intel Inside' shall be 
          permanently affixed to the case in a prominent location." 
     Bruce Murphy, excerpting a new OSHA regulation for computer systems 
 
------------------------------ 
 
End of champ-l-digest V1 #307 
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