Digest Archive vol 1 Issue 320
From: owner-champ-l-digest@sysabend.org 
Sent: Thursday, May 06, 1999 5:26 PM 
To: champ-l-digest@sysabend.org 
Subject: champ-l-digest V1 #320 
 
 
champ-l-digest          Thursday, May 6 1999          Volume 01 : Number 320 
 
 
 
In this issue: 
 
    Re: Int vs. Age 
    Inquest Gamer: Champions is dead? 
    Re: Id, Ego, Superego Multiform/Duplication HERO 
    Re: Int vs. Age 
    CHAR: Succubus 
    Re: New age elementals.  
    Re: New age elementals.  
    The Seven Deadly Sins (was New age elementals.) 
    Re: CHAR: Succubus 
    Re: CHAR: Succubus 
    Re: CHAR: Succubus 
    Re: CHAR: Succubus 
    Re: The Seven Deadly Sins (was New age elementals.) 
    RE: New age elementals.  
    Re: The Seven Deadly Sins (was New age elementals.) 
    RE: New age elementals.  
    Re: The Seven Deadly Sins (was New age elementals.) 
 
---------------------------------------------------------------------- 
 
Date: Thu, 06 May 1999 10:55:21 -0400 (EDT) 
From: smann@cnsvax.albany.edu 
Subject: Re: Int vs. Age 
 
> > 
> > I am convinced that my mother has a mental block against learning how my 
> > old computer works.  And she is about 55. 
>  
> Sounds like two more votes for "Set in ones Ways" being a standard aged 
> personality disadvantage. 
 
     Ayup. It took me close to four months to teach my mother that the "x" 
in the top right corner of all Windows programs closes the program. And, 
of course, she still has problems programming her VCR. 
 
         Steve Mann 
 
------------------------------ 
 
Date: Thu, 6 May 1999 14:30:20 -0400 
From: David Stallard <DBStallard@compuserve.com> 
Subject: Inquest Gamer: Champions is dead? 
 
The latest issue of Inquest Gamer gives evidence that there is apparantly= 
 a 
big image problem with Champions.  Inquest's question of the month is (an= 
d 
I paraphrase), "Which dead RPG would you most like to see resurrected?" = 
 
The #1 choice was Star Wars, and #2 was Champions.  Champions, dead? 
 
Now, members of this list know that the Hero System incarnation of 
Champions never died.  But I think a combination of decisions has made it= 
 
appear so, at least to less "connected" fans.  Here's the contributing 
events as I see it: 
 
* Champions 4th Edition paper books disappear -- as far as I can tell, th= 
e 
electronic-only format was not nearly as visible to the average fan as we= 
re 
the paper books, so fans must have gotten the impression that the end had= 
 
come. 
 
* Champions: New Millennium -- Apparantly fans thought this was a 
replacement for Hero System, so they thought 4th Edition was dead. 
 
* 4th Edition supply runs dry -- Champions 4E and Hero System Rulebooks 
have been notoriously absent from game store shelves for some time, as th= 
e 
supply has been getting scarce.  Coupled with the fact that no new paper 
supplements were appearing, I can see gamers looking at a near-empty 
Champions section of their game store and wondering what happened.  I kno= 
w 
at my local game store, the Champions section has been getting smaller an= 
d 
smaller, because the store has not been ordering more copies of older pap= 
er 
books, and there have been no new paper books for them to stock.  This 
store has been pretty good about stocking the electronic books, but they 
are less noticeable sitting on the shelf, and from what I can tell they 
haven't been getting bought. 
 
Now, Inquest Gamer does report that a 5th Edition of Champions is around 
the corner.  My impression was that the reason behind a 5th Edition was t= 
o 
clear up some of the complexity, but it looks like another purpose it wil= 
l 
have to serve will be simply to let the world know that Hero System 
Champions is still alive. 
 
------------------------------ 
 
Date: Thu, 6 May 1999 11:37:01 -0700 (PDT) 
From: Stormtide <stormtide@yahoo.com> 
Subject: Re: Id, Ego, Superego Multiform/Duplication HERO 
 
- --- Bill Svitavsky <nbymail11@mln.lib.ma.us> wrote: 
> At 11:57 AM 5/5/99 -0700, Bob Greenwade wrote: 
> >At 09:50 AM 5/5/1999 -0700, Steven J. Owens wrote: 
> >>Jason Sullivan writes: 
> >>>  If there was a character who could either 
> transform into 
> >>> representive forms of his Id, Ego, & Superego or 
> Duplicate into his Id, 
> >>> Ego, & Superego all at once, what powers do you 
> think they/it would have? 
> >> 
> >>     The classic example of this is 
> Kirk/Spock/McCoy (id/superego/ego) 
> >>which is why those three made such a good team, 
> storywise.  They were 
> >>actually one character! :-). 
> > 
> >   Oddly, I have a similar observation about Bill 
> and Ted (that's Bill S. 
> >Preston, Esquire, and Ted "Theodore" Logan).  Bill 
> seems to have the raw 
> >intellectual stuff (such as it is), while Ted has a 
> more poetic side. 
> >Thus, Bill represents the left side of the brain, 
> while Ted represents the 
> >right side. 
> >   This would actually explain quite a bit about 
> those two, if one accepts 
> >the premise that they have only one brain between 
> them. 
>  
> Excellent! My friend Ted and I got pretty tired of 
> hearing about those 
> movies every time we did something together, though. 
> Now, can you explain 
> why Keanu Reeves has had a career beyond Ted 
> 'Theodore' Logan? 
>  
> Another good example of this sort of character group 
> is Frodo (Ego), Sam 
> (folk-wisdom Superego), and Gollum (Id). 
>  
> And more from the Jungians: Scarecrow = Thinking, 
> Tin Man = Feeling, 
> Cowardly Lion  = Sensing, Toto = Intuition. 
>   
 
Along those lines, I remember reading an analysis of 
the characters in the "Wizard of Oz" back when they 
were trying to teach us how to find themes in stories. 
The characters were supposed to have represented 
something like political influence groups in 
government. 
Scarecrow = Agricultural 
Tin Man = Industrial 
Cowardly Lion = I don't remember.  Probably not 
animals(would be covered by Agriculture), nor 
 
environmental (environment not a concern at the time 
it was written).  I'll take a guess and say it may 
have been the Military. 
In the story, Dorothy tells the Scarecrow that she'll 
miss him most of all -- Dorothy, being from Kansas, 
would have been represented by the agricultural 
concerns. 
 
And while we are discussing these elemental factors, 
how about another classic example of universal checks 
and balances -- Rock/Scissors/Paper ? 
*Rock:  Suggests a brick, someone with high defenses. 
*Scissors:  Can't defeat Rock's high defenses, but can 
take out paper.  I would guess maybe an energy 
projector. 
*Paper: Can be defeated by Scissors, yet can also 
defeat Rock (as in Paper covers Rock).  My guess would 
be either a martial artist or somebody with an 
Entangle.  Paper would seem to have more of a passive 
attack when compared to Rock breaking Scissors or 
Scissors cutting Paper. 
 
 
 
> - Bill Svitavsky 
>  
> ObChampions: This sort of thing is really very 
> effective in creating 
> character groups. 
>  
>  
>  
 
_________________________________________________________ 
Do You Yahoo!? 
Get your free @yahoo.com address at http://mail.yahoo.com 
 
------------------------------ 
 
Date: Fri, 7 May 1999 05:36:01 +1000 
From: "happyelf" <jonesl@cqnet.com.au> 
Subject: Re: Int vs. Age 
 
- -----Original Message----- 
From: Lance Dyas <lancelot@radiks.net> 
To: happyelf <jonesl@cqnet.com.au> 
Cc: champ-l@sysabend.org <champ-l@sysabend.org> 
Date: Thursday, May 06, 1999 10:46 PM 
Subject: Re: Int vs. Age 
 
 
> 
> 
>> Second, oldrer people learn new things less because they aren't 
>> in the phase where their norms are set down, 
> 
>this means the same to me as being "Set in Ones Ways" 
 
wrong. Unless you've shifted deffinitions again, you were talking about 
learning. it's more accurate, and clearly distinct to say, that i'm speaking 
of comunication before learning. It's a vital difference. The problem is a 
problem that is present whenever any two groups try to interact. 
 
>It is usually 
>manifest in the older crowd, whether its a stage of development like 
>you seem to be differentiating or a process whereby ones thinking becomes 
>"crystalline" alah Piaget 
> 
 
noooo, neither. it's a different subculture. 
 
>Whether norms become NORMS  due to the influence of experience 
>"alah the progression of time modified by details of that experience" 
>or due to a progression of developmental stages. 
> 
 
no. . .norms develop in all cultres, and aren't simply a matter of 
information processing. 
 
>It seems to me this can still be simulated in the game in much the same 
>manner....  and maybe that is the whole crux. 
> 
 
nope. one's abotu cultural identity, one's about learning. Both 
have distinct concepts and are best seperated, as makes sense in 
rp terms as well. 
 
> 
>> like kiddies are. 
>> It takes longer, especially if new concepts are placed in a context and 
>> jargon unfamiliar to them. 
> 
>Jargon is just another form of a "preexistant event schema" 
> 
>You know its pretty obvious such things can both aid or hinder 
> 
 
yeah? so why didn't you mkae that clear, instead of squewing everything to 
one 
side? 
 
>The peiceing through larger amounts of experience which may aid or hinder 
"takes 
>longer 
>even when it means in a particular case you may get more out of the new inp 
ut 
>over a larger 
>amount of time WOW kids think faster...not more accurately... Voila' HERO 
has it 
>backwards 
> 
>Mental Quickness ... as in HEROS definition of INT is after all where this 
>argument came from 
> 
 
accuracy? yeesh, this is getting nowhere. don[t you think when a 
child observes something more completly, they're seeing things accuratly, 
since they omit less? Whatever. 
 
>> Often the idea of 'you can't teach an old dog new tricks' has less to do 
>> with 
>> learning and cognitive processing, and more to do with the way different 
>> professions comunicate. Have you tried to teach a housewife computer 
usage 
>> in a housewife's terms? Usually another member of the same social 
subgroup 
>> has way more luck. 
> 
>My wife seams like she would be far better at teaching other housewifes 
about 
>computer 
>tech. 
> 
 
 
social. dig? 
 
>When Older people seem to have difficulty with learning new things it seems 
one 
>reason is because they 
>are no longer willing to be very bad at doing things... embarassed more by 
>falling down and falling 
>down and falling down when learning to skate backwards for instance. 
 
try teaching somebody 20 years your junior who's above the age of 14 
something. then 
you'll see 'set in their ways'. it's cultural as well. in fact, it's more 
reasonably cultural. 
 
>I'm 35 
>and have let ego 
>interfere in this fashion.  I can skate forwards and perform lots of fun 
Dance 
>like steps, and ocassionally try to get backwards skating figured out. 
> 
 
try teaching that to a 15 year old. they prolly won't be very interested. 
it's about motivation more than anything. Are these older people 
motivated to change their ways? no. the same can be said for 
teen students in school. 
 
>> >> In fact, thw genre convention of a mutent seem sunfortunate in this- 
>> >> speaking psudoscientifically, if mutants do manifest during 
>> >> puberty, then likely they've missed the best time to learn to 
>> >> use their powers, unless the critical period for such things was much 
>> >> later than is usual, as is suggested by a recent comparison of 
>> >> magneto and that clone of his. 
>> > 
>> >     I never did really like this genre, but then again, how much fun 
>> >would it be to write a comic about a super-powered toddler (unless the 
>> >toddler were more the plot device for a comic about a parent or 
>> >guardian of a super-powered toddler). 
>> > 
>> there was a flash anual that touched on this. an alternate future 
>> wally west who's son could move quickly, but didn't have the 
>> heat-resistant aura. It was basically like a handicap to him. 
>> 
>> >Steven J. Owens 
>> >puff@netcom.com 
>> > 
> 
>Using the optimal learning period model on mutants handles this quite 
>easily "Mutant" optimal learning period can be much later and much more 
>extended than human, even though they otherwise think like humans 
>.... this would make more of them very powerful intellectually. 
> 
>Lance 
> 
> 
 if they think like humans, why owuld it make them intelectually powerful? 
the perid woudl relate to powers, not other concepts. I mentioned critical 
period above, but neither one speaks generally about periods of learning, 
nesecarily. in fact a later optimal period would be a hinderance, though a 
longer optimal period would be very interesting, yes. 
 
------------------------------ 
 
Date: Thu, 6 May 1999 15:24:01 -0400 (EDT) 
From: Michael Surbrook <susano@dedaana.otd.com> 
Subject: CHAR: Succubus 
 
[aka the world's most expensive Playboy Playmate [point-wise]) 
 
SUCCUBUS 
 
Val	CHA	Cost	Roll	Notes 
20	STR	10	13-	200kg; 4d6 
17	DEX	21	12-	OCV: 6 / DCV: 6 
18	CON	16	13-	 
13	BODY	6	12-	 
15	INT	5	12-	PER Roll 12- 
18	EGO	16	13-	ECV: 6 
20	PRE	10	13-	PRE Attack: 4d6 
30	COM	10	15-	 
7	PD	3		Total: 15 PD / 8 PDr 
7	ED	3		Total: 15 ED / 8 EDr 
3	SPD	3		Phases: 4, 8, 12 
8	REC	0		 
36	END	0		 
32	STUN	0		 
Total Characteristics Cost: 103 
 
Movement:	Flight: 9" / 18" 
		Running: 6" / 12" 
		Swimming: 2" / 4" 
		Teleport: 10" / 640" 
 
Cost	Powers & Skills 
Combat Training: 
16	Combat Skill Levels: +2 with Combat 
 
Succubus Powers: 
40	Kiss: Drain: 2d6 vs BODY, Continous (+1), 0 END (+1/2), Must 
	follow grab (-1/4) 
8	Claws: HKA: 1/2d6 (1d6+1 with STR), Reduced Penetration (-1/4) 
70	Charm: Mind Control: 12d6, Telepathic (+1/4), 0 END (+1/2),  
	Humanoids Only (-1/2) 
36	ESP: Telepathy: 12d6, 0 END (+1/2), Receive Only (-1/2), Surface 
	Thoughts Only (-1) 
24	Demonic Hide: Armor: 8 DEF 
30	Demonic Resistance: Damage Reduction: 1/2 vs Energy, Resistant 
15	Demonic Resistance: Damage Reduction: 1/2 vs Physical, Resistant, 
	vs gas based attacks only (-1) 
30	Demonic Vitality: Life Support: Full 
14	Strong Self-Will: Mental Defense: 18 DEF 
102	Magical Resistance: Dispel: 17d6 vs Any single power with a 
	magical SFX (+1/4), Damage Shield (+1/2), Personal  
	Immunity (+1/4), 0 END (+1/2), Persistent (+1/2), Always On (-1/2) 
20	Astral Travel: EDM: Astral Plane, END 2 
20	Become Ethereal: EDM: Ethereal plane, END 2 
30	Plane Travel: EDM, Related Group of Dimensions: Planes of the 
	Abyss, END 3 
12	Wings: Flight: 9", Restrainable (-1/2), END 2 
60	Instantaneous Movement: Teleport: 10", x64 NCM, x2 Mass, 1 
	Floating Location, END 2 
60	Clairaudience: Clairsentience: Hearing Group, 1,600" range,  
	0 END (+1/2) 
25	Summon Abyssal Darkness: Darkness vs Sight Group, 2" radius, END 2 
5	Heat Vision: IR Vision 
30	Shapechange: Shapeshift: Any humanoid form, 0 END (+1/2) 
104	Open Demon Gate: Summon upto a 1000 point creature, Limited Group:  
	Demons of the Abyss (+1/4), Activates 10- (-1 1/4),  
	Extra Time: Full Phase (-1/2), END 29 
 
Background Skills: 
32	Speaking in Tongues: Talent: Universal Translator 18- 
3	Acting 13- 
3	AK: Native Abyssal Plane 12- 
3	Conversation 13- 
3	Interrogation 13- 
5	KS: Demons and Demonic Hierarchy 14- 
5	KS: Sorcery and the Occult 14- 
3	Persuasion 13- 
7	Seduction 15- 
2	WF: Common Melee Weapons 
817	Total Powers & Skills Cost 
920	Total Character Cost 
 
75+	Disadvantages 
15	Distinctive Features: Extreme beauty, bat wings (Con) 
15	Physical Limitation: Cannot pass specific magical circles and 
	barriers (I, F) 
	Psychological Limitation: 
10	Cruel and domineering (C, M) 
10	Prefer to act alone, don't care for others of their kind (C, M) 
15	Repelled by holy artifacts and objects (U, T) 
10	Reputation: Seducer and destroyer of men, ext 8- 
10	Rivalry: With other demons or equal or greater rank 
	Vulnerability:  
10	x2 BODY from cold iron 
10	x2 STUN from cold iron 
8	Watched: Demons of greater rank (Mopow) 8- 
732	Experience 
920	Total Disadvantage Points 
 
Appearance: 
Succubi normally appear as tall and very beautiful women.  In their 
natural form they tend to have reddish skin and inky-black hair with small 
horns and large bat wings.  Once shapeshifted, they can appear as any type 
of humanoid they desire, both male or female, as long as the new form 
isn't all that different from their original height and weight. 
Naturally, their shapeshifted form can have any color hair, eyes andskin 
that the succubus chooses. 
 
Ecology: 
These demons tend to live among men, and are active mostly at night. 
Succubi seduce men (and women) and attempt to turn them to acts of greater 
evil in doing so.  When not active on the mortal plane, they lair in the 
Abyss, where they rule over the lower demons.   
 
Motivations:  
A succubus desires to seduce mortals into committing more and greater 
evil.  They also try to create pacts with mortals, exchanging power and / 
or favors in return for mortal souls.  As their main purpose is to sow 
confusion and create chaos in the mortal world, succubi will try to use 
their influence over seduced mortals to urge them to commit acts that the 
demon realm would find beneficial (or, particularly cruel and evil). 
 
Combat Techniques: 
The succubus tries to avoid open combat, preferring to kill by stealth and 
guile.  If they so desire, a succubus may drain her target's life force 
through her kiss, leaving an empty and dry husk.  The succubus can also 
mentally dominate others, and usually do so in order to further their 
seduction attempts.  Succubi can also read the thoughts of others, as well 
as hear what is being said remotely, two powers they put to great use when 
selecting and corrupting their victims. 
 
As with all demons, the succubus is very hard to harm, and are highly 
resistant to magic of all sorts.  They are nearly impervious to fire and 
lighting as well, and even their naked skin can turn most blades.  If 
needed, a succubus can gate in another demon, although they tend prefer 
summoning lesser demons as opposed to another succubus.  
 
Other Names: Incubus 
 
Rumors: 
It is said that a succubus in female form will collect the seed of a man, 
transform into a male form and then seduce a woman, implanting the stolen 
seed.  Children born of such a union are said to be marked and are to be 
feared. 
 
Designer's Notes: 
As with the Type V (aka Marilith), the succubus includes all the standard 
powers of demons, as well as powers specific to the this demon.  I did 
drop the psionic powers, as well as a few powers that were virtually 
identical in Champions terms.  Once again I will admit ot not being highly 
cost-effective with this write-up, although I will also admit to being 
uncertianhow to cnstruct a logical Power Framrework.   
 
A few notes on the powers:   
The Characteristics (such as DEX & SPD) might be a bit low.  Technically, 
the AD&D Teleport allows *any* distance to be traveled, which could easily 
be 100 or more points of teleport in Champions terms.  As it is, 640" is 
almost a mile.  Finally, the Summon power does allow the succubus to 
summon itself.  The AD&D version doesn't, but it *can* summon demon lords 
(which are probably 2000 point characters!).  Game Masters should feel 
free to alter this Summon power to fit their campaign. 
 
 
 
 
- -- 
Michael Surbrook - susano@otd.com - http://www.otd.com/~susano/index.html 
 
    "Kids -- they're not easy, but there has to be some penalty for sex." 
                                 Bill Maher 
 
------------------------------ 
 
Date: Fri, 7 May 1999 05:49:19 +1000 
From: "happyelf" <jonesl@cqnet.com.au> 
Subject: Re: New age elementals.  
 
- -----Original Message----- 
From: Mike Christodoulou <Cypriot@Concentric.net> 
To: champ-l@sysabend.org <champ-l@sysabend.org> 
Date: Thursday, May 06, 1999 10:50 PM 
Subject: Re: New age elementals. 
 
 
>At 07:46 AM 5/6/99 -0500, Dr. Nuncheon wrote: 
>>On Thu, 6 May 1999, Mike Christodoulou wrote: 
>>> Actually, it sounds more like the four horsemen than the four 
>>> elements, but as long as it makes for fun play, it'll work. 
>> 
 
I considered the horsemen originally, since they seme to make sense as 
enemies, 
but they've kinda been done and are a bit to legitimate for what the 
anti-elementals are 
meant to be. 
 
>>I was wondering about the Horsemen idea a few messages back...then again, 
>>if the Elements make the world, then their opposites should be things that 
>>destroy the world. 
>> 
>>What are they going to do for an encore? The Deadly Sins? 
>> 
 
guh, no. i spent six months in uol playing with a bunch who 
embodied the anti-virtues, or ultim sins. it gets old *L* 
 
>>Hero: "Say...aren't there supposed to be /seven/ of you guys?" 
>>Pride: "Yeah, but Sloth decided to sleep in, and...hey, where's Gluttony?" 
>>Rage: "Uh...remember that Chinese restaurant with the lunch buffet we 
>>      passed on the way here?" 
 
> 
> 
>Uh oh ... I smell a new thread!! 
 
> 
> 
> 
 
Well, we've done new age elementals and things like id, 
what else is there? star signs, five point personality scale, 
perhaps a marxist class definition? thread away. . 
 
------------------------------ 
 
Date: Thu, 06 May 1999 16:20:11 -0500 
From: Bill Svitavsky <bsvitavsky@mln.lib.ma.us> 
Subject: Re: New age elementals.  
 
At 05:49 AM 5/7/99 +1000, happyelf wrote: 
> 
 
>Well, we've done new age elementals and things like id, 
>what else is there? star signs, five point personality scale, 
>perhaps a marxist class definition? thread away. . 
> 
> 
 
We've actually been doing two different things: defining systematic groups 
& personifying them, and personifying already established groups. Here are 
a bunch more groups for both possibilities: 
 
The Seven Habits of Highly Successful Superhumans 
The Cardinal Virtues 
The 20th Century: incarnations of each decade 
More Jung: Father/Son/Wise Man/Hero; Mother/Daughter/Wise Woman/Amazon 
Maiden, Nymph, & Crone 
Fear, Surprise, and an Almost Fanatical Devotion to the Pope 
Red, Orange, Yellow, Green, Blue, Indigo, & Violet 
Northrop Frye's Genres: Comedy, Tragedy, Satire, & Romance 
Algebra, Geometry, Trigonometry, Calculus, etc. 
Biology, Chemistry, Physics, etc. 
Truth, Justice, & the American Way 
Classical, Medieval, Renaissance, Modern, & Post Modern (and any other eras 
one wishes to identify) 
Myers-Briggs personality types 
Signs of the Zodiac (this one's been done plenty of times) 
Stop, Drop, & Roll 
The 10 Commandments 
The Bill of Rights 
The Seven Super-Dwarfs 
101 Superpowerful Things You Can Do with a Dead Cat 
 
 
- - Bill Svitavsky 
 
------------------------------ 
 
Date: Thu, 06 May 1999 16:35:22 -0400 (EDT) 
From: Jason Sullivan <ravanos@NJCU.edu> 
Subject: The Seven Deadly Sins (was New age elementals.) 
 
	A while back, they were having an exhibit at the MOMA.  An artist 
conceptualized the Seven Deadly Sins.  I was inspired by this to create my 
own Seven Deadly Sins sketches and I have them each short backgrounds. 
This was long ago, so I might not remember all of my creations. 
 
	Since someone has to start this... 
	 
	In theology, the seven capital sins (pride, covetousness [greed], 
lust, anger [wrath], gluttony, envy, and sloth): so called because as 
causing spiritual death. 
 
	If there were an Avatar, physically manifest for each, here's 
what I would make each: 
 
	SLOTH appears to be a giant snail type creature with no head and a 
gaping maw that stretches from it's clavicle to it's groin.  It's back is 
covered in chitin, where various forms that resemble faces in tortured 
states of being.  It has no feet, but a tail.  From it's "eye sockets" on 
it's chest/shoulders, there are tentacles, each with a sinewous, flexible, 
boneless bicep, and block chitinous forearms. On the underside of this arm, 
there are three stinger/talons.  At the end, there is one large 
retractable black eye ball. 
	Sloth likes to sleep, and becomes Enraged when you wake him. Sloth 
would have a 1" Running and a 1 SPD.  Sloth would have an Entangle Linked 
with a SPD, DEX, and Movement drain.  Sloth would compensate for his slow 
speed with invulnrabity to just about everything (rPD, rED, PowD, MD, FD, 
PreD, LoW, KBRes, rDR 75%, LS: All).  Sloth is also exceptionally Dense 
and Large, having a level of DI and Growth.  His stingers have a powerful 
Sleep or Paralysis poison. 
 
 
	ENVY appears to be a willowy sexless form with stringy dull grey 
hair.  Envy wears shabby clothes, and doesn't particularly look great- 
probably because envy is the colour of dead flesh and has no facial 
features and thick syndactyl between it's deformed fingers, and no feet 
(just stumps where the ankles are, which don't impede movement). 
	Envy doesn't like anyone who is superior to it, which is a shame, 
because Envy is very middle of the road (NCM).  Envy will become downright 
malicious about anything anyone has over it.  Envy will sabotage that 
thing or that person to it's own ends. 
	Envy can assess the "wholeness" of the person it envies (i.e. all 
abilities, states of mind, CP totals) as a Sense.  Envy can Shapeshift, or 
Transfer, or copy abilities of another... but only to a limited degree, 
and always "flawed" in some way.  Envy is always denied the "fullness" of 
life other people are entitled to... families, food, drink, sex, love... 
 
	GLUTTONY is fat.  The more Gluttony eats, the more it grows. 
Gluttony should look like a mix between the Harconian Fat-guy from Dune 
and Tetsuo at the end of Akira... lots of globular flesh, pink and 
mottled, varicose veins, puffy body parts, etc. 
	Gluttony has a ravenous hunger, and is assumed to be able to eat 
anything, which often leads it to acts of cannibalism.  Gluttony's teeth 
are sharp enough to pierce flesh and his appetite is limitless. 
	Gluttony's powers run off of an END Reserve, which is fueled by 
eating.  He has HKA, Growth, DI, STR, and Regeneration, and well as some 
DR.   The best way to stop gluttony is to lock him in a room or restrain 
him, at which point he will either autocanibalize or starve. 
 
	WRATH is always exasperated, irate, furious, frenzied, or 
resentful.  Wrath appears to be a blood red humanoid with red slitted 
eyes, wild hair, sharp teeth, and claws.  Wrath has somewhat digigrade 
legs, warped features (distended skull), and a very fine musculature. 
	Wrath is not subtle.  He causes property damage, he hurts, maims, 
and kills.  He has something called "the flames of wrath", which are blood 
red.  He usually uses them as a Damage Shield or as a blast, but he may 
also invest someone with the flames by touching them, causing a Mental 
Illusion that triggers Enraged or Beserk behaviour, and a simliar (EGO 
based) Damage Shield. 
	Aside from the superior physical stats, HKA, RKA, greater 
movement, and the aforementioned abilities, Wrath is a good Martial 
Artist and knows how to use any weapon. 
 
	LUST is androgynous, and appears to each person to be their ideal 
mate.  Lust is gorgeous, and has powers to control the inner most 
carnal passions of others.  Lust can't force anyone to do anything, but 
rather "convinces" them to do what it wants.  In Lust's true form, it's a 
slick skinned, ribbed and veined lamprey-worm thing with a youngish 
humanoid form and hermaphroditic genitalia. 
	Lust has a wide array of social skills, which it uses to sate it's 
lecherous and hedonistic desires.  Lust is a manipulator who does things 
for itself and only itself. 
	Lust has a high PRE and COM, Mental Illusions (Always on, Limited 
to looking like the target's ideal mate), Mind Control (Empathic, only to 
rouse feelings of desire and carnal passion). 
 
	COVETOUSNESS appears to be a gaunt undead torso, with hollow eyes, 
jaundiced skin wrapped tight around it's frame.  It has two faces, one on 
the front of it's head, the other on the back. It appears to be patched 
together with metal plates bolted into it's skill, steel cable, medical 
type harnesses, marionette strings, screws, and prosthetics.  It's lower 
half looks like twisted tree roots, with wire and such hanging from it...  
there is a constant field of junk floating about covetousness, attached by 
wire.  Old teddy bears, kitchen knives, d6s, coins, television remote 
controls, statuette limbs, etc.  He also has hoards of treasure and bags 
he might carry.  
	Covetousness can grab items from a distance.  He can also teleport 
objects to him.  He floats in the air.  He can also assumabally direct 
attacks at people using the random objects that float around him.  He 
can also incorporate various Foci into part of his stuff-cluster.  It is 
rumored he can absorb objects into himself, such as loved ones or pets. 
	Covetousness is best represented with a VPP for his stuff, or a 
Multipower...  Telekinesis, Teleport UAO, and Transform for various Foci. 
 
	PRIDE appears to be a fine physical specimen with everything going 
for it.  Pride should manifest as the area's supposed "ideal."  Thus, it 
is very likely pride could manifest as a hero.  Pride will often represent 
a series of traits that will be most advantageous, respected, and accepted. 
Thus, if a society views attractive, athletic, caucasian males as it's 
ideal, he will be that ideal.  Also, if a society revered venable, old 
women, he will manifest as that.  Pride's true form is is that of a 
humanoid with gold skin, a tawny mane, no nose, arms that branch off at 
the elbow into two forearms, hands that end in two fingers and two 
opposeable thumbs each, a near perfect physique, and four toed bird like 
feet.  Instead on eyes, he has a single lense like organ that protrudes 
slightly from his forehead. 
	Pride is arrogant, overconfident, and feels superior to others. 
Pride is brash... and will often attempt to do a good thing with an 
ulterior motive (such as making someone else look bad, or eliminating the 
opposition to make himself look better).  Pride doesn't take kindly to 
insults, and always accepts a challenge when he knows he can win. 
	Pride has high statistics, usually above human norms.  His 
abilities are best represented by a VPP, and often times he will adapt to 
"be better" than his opposition.  Pride utilizes Find Weakness on an 
opponent, and will try to gather information about any heroes (Secret ID's, 
Vulnerabilities) before he strikes.  Blackmail and murder are also tools in 
Pride's arsenal. 
 
------------------------------ 
 
Date: Thu, 06 May 1999 16:33:18 -0500 
From: Bill Svitavsky <bsvitavsky@mln.lib.ma.us> 
Subject: Re: CHAR: Succubus 
 
At 03:24 PM 5/6/99 -0400, Michael Surbrook wrote: 
 
> 
>Succubus Powers: 
>40	Kiss: Drain: 2d6 vs BODY, Continous (+1), 0 END (+1/2), Must 
>	follow grab (-1/4) 
> 
 
If I remember correctly, the AD&D ability this power corresponds to is a 
level drain. Without D&D's level-dependent system, that's a bit tough to 
simulate. In most cases I'd say not simulating D&D's level-dependency was a 
*good* thing, but in this case a straightforward attack on BODY is farther 
than D&D in simulating the Succubus's traditional effect of reducing 
vitality.  
 
Perhaps this could be a Drain vs. Special Effect, the Effect being the 
character's most accomplished skills, with a long recovery time. A much 
simpler construction (closer to folklore but farther from D&D) would be a 
simple CON Drain (with the long recovery time.) An END Drain or even REC 
Drain might be appropriate, too. 
 
And if it's really necessary for this power to kill, how about a linked NND 
KA (or BODY Drain, if you prefer), only when the relevant characteristics 
and/or skills have been reduced to 0? 
 
- - Bill Svitavsky 
 
------------------------------ 
 
Date: Thu, 6 May 1999 16:46:54 -0400 (EDT) 
From: Michael Surbrook <susano@dedaana.otd.com> 
Subject: Re: CHAR: Succubus 
 
On Thu, 6 May 1999, Bill Svitavsky wrote: 
 
> >Succubus Powers: 
> >40	Kiss: Drain: 2d6 vs BODY, Continous (+1), 0 END (+1/2), Must 
> >	follow grab (-1/4) 
 
> If I remember correctly, the AD&D ability this power corresponds to is a 
> level drain. Without D&D's level-dependent system, that's a bit tough to 
> simulate. In most cases I'd say not simulating D&D's level-dependency was a 
> *good* thing, but in this case a straightforward attack on BODY is farther 
> than D&D in simulating the Succubus's traditional effect of reducing 
> vitality.  
 
Well, simulating a level drain is more like a drain vs *all* 
characteristics, especially, DEX and SPD.  Here, all I tried to do was 
simplify the intent ofthe AD*D power, which was to kill its target. 
  
> Perhaps this could be a Drain vs. Special Effect, the Effect being the 
> character's most accomplished skills, with a long recovery time. A much 
> simpler construction (closer to folklore but farther from D&D) would be a 
> simple CON Drain (with the long recovery time.) An END Drain or even REC 
> Drain might be appropriate, too. 
 
If I was working up a tradtional (as opposed to an AD&D) succubi, I'd go 
with something like CON or END Drain. 
  
> And if it's really necessary for this power to kill, how about a linked NND 
> KA (or BODY Drain, if you prefer), only when the relevant characteristics 
> and/or skills have been reduced to 0? 
 
This power presumes that a Drain can kill. 
 
- -- 
Michael Surbrook - susano@otd.com - http://www.otd.com/~susano/index.html 
 
    "Kids -- they're not easy, but there has to be some penalty for sex." 
                                 Bill Maher 
 
------------------------------ 
 
Date: Thu, 06 May 1999 13:49:37 -0700 
From: Christopher Taylor <ctaylor@viser.net> 
Subject: Re: CHAR: Succubus 
 
>>Succubus Powers: 
>>40	Kiss: Drain: 2d6 vs BODY, Continous (+1), 0 END (+1/2), Must 
>>	follow grab (-1/4) 
>> 
> 
>If I remember correctly, the AD&D ability this power corresponds to is a 
>level drain. Without D&D's level-dependent system, that's a bit tough to 
>simulate. In most cases I'd say not simulating D&D's level-dependency was a 
>*good* thing, but in this case a straightforward attack on BODY is farther 
>than D&D in simulating the Succubus's traditional effect of reducing 
>vitality.  
 
The traditional succubus (she caused wet dreams, dont ya know) drained your 
life force slowly and sapped the holiness in you (slowly draining you until 
you lost your salvation).  Has a lot to do with Roman Catholic theology, 
but a BOD drain works.  Honestly I would build them a little less combative 
and more sneaky, something that shows up at night, gives you a wild ride 
and leaves you weaker each night until you just die.   
 
- -------------------------------------------------------------------------- 
Sola Gracia		Sola Scriptura		Sola Fide 
Soli Gloria Deo    	Solus Christus		Corum Deo 
- -------------------------------------------------------------------------- 
 
------------------------------ 
 
Date: Thu, 6 May 1999 16:54:39 -0400 (EDT) 
From: Michael Surbrook <susano@dedaana.otd.com> 
Subject: Re: CHAR: Succubus 
 
On Thu, 6 May 1999, Christopher Taylor wrote: 
 
> >>Succubus Powers: 
> >>40	Kiss: Drain: 2d6 vs BODY, Continous (+1), 0 END (+1/2), Must 
> >>	follow grab (-1/4) 
> > 
> >If I remember correctly, the AD&D ability this power corresponds to is a 
> >level drain. Without D&D's level-dependent system, that's a bit tough to 
> >simulate. In most cases I'd say not simulating D&D's level-dependency was a 
> >*good* thing, but in this case a straightforward attack on BODY is farther 
> >than D&D in simulating the Succubus's traditional effect of reducing 
> >vitality.  
>  
> The traditional succubus (she caused wet dreams, dont ya know) drained your 
> life force slowly and sapped the holiness in you (slowly draining you until 
> you lost your salvation).  Has a lot to do with Roman Catholic theology, 
> but a BOD drain works.  Honestly I would build them a little less combative 
> and more sneaky, something that shows up at night, gives you a wild ride 
> and leaves you weaker each night until you just die.   
 
That's pretty mcuh a traditional succubus all right.  However, as this is 
an AD&D sucubbus, it is going to be more 'combative'. 
 
- -- 
Michael Surbrook - susano@otd.com - http://www.otd.com/~susano/index.html 
 
    "Kids -- they're not easy, but there has to be some penalty for sex." 
                                 Bill Maher 
 
------------------------------ 
 
Date: Thu, 6 May 1999 16:57:49 -0400 (EDT) 
From: Michael Surbrook <susano@dedaana.otd.com> 
Subject: Re: The Seven Deadly Sins (was New age elementals.) 
 
Now *that* is a bizarre set of characters. 
 
- -- 
Michael Surbrook - susano@otd.com - http://www.otd.com/~susano/index.html 
 
    "Kids -- they're not easy, but there has to be some penalty for sex." 
                                 Bill Maher 
 
------------------------------ 
 
Date: Thu, 6 May 1999 16:59:15 -0400  
From: Brian Wawrow <bwawrow@fmco.com> 
Subject: RE: New age elementals.  
 
Lest we forget... 
 
The New Age Elementals, all 118 of them, as listed here 
http://www.webelements.com/ 
Quark, Strangeness, Spin and Charm 
Yellow Moons, Red Hearts, Green Clovers and Blue Diamonds... they're 
magically delicious 
Circle, Square, Wave, Triangle and Star [the ESP testing card symbols] 
12 DNPC's based on 12-step programs 
Protein, Carbohydrates & Fat 
12 Angry Men 
Gilligan, the Skipper too, the Millionaire and his Wife, the Movie Star, The 
Professor and Marie Anne 
Sunshine, Lollipops and Rainbows 
Whiskey[multiform rye, malt and scotch], Rum, Vodka, Gin, etc. 
the planets of Sol [Mercury, Venus, Earth, Mars, etc.] 
Nuts 'n Honey 
Signs of the Chinese Zodiac [Tiger and Dragon are tough, Chicken in not] 
Larry, Moe and Curly [can summon Shemp] 
Scrambled, Benedict, OverEasy, Omlette, Western and HardBoiled 
Alcohol, Tobacco and Firearms 
the 60 or so words in the Inuit language for snow 
 
oh cripes, that's enough. 
 
 
] The Seven Habits of Highly Successful Superhumans 
] The Cardinal Virtues 
] The 20th Century: incarnations of each decade 
] More Jung: Father/Son/Wise Man/Hero; Mother/Daughter/Wise Woman/Amazon 
] Maiden, Nymph, & Crone 
] Fear, Surprise, and an Almost Fanatical Devotion to the Pope 
] Red, Orange, Yellow, Green, Blue, Indigo, & Violet 
] Northrop Frye's Genres: Comedy, Tragedy, Satire, & Romance 
] Algebra, Geometry, Trigonometry, Calculus, etc. 
] Biology, Chemistry, Physics, etc. 
] Truth, Justice, & the American Way 
] Classical, Medieval, Renaissance, Modern, & Post Modern (and  
] any other eras 
] one wishes to identify) 
] Myers-Briggs personality types 
] Signs of the Zodiac (this one's been done plenty of times) 
] Stop, Drop, & Roll 
] The 10 Commandments 
] The Bill of Rights 
] The Seven Super-Dwarfs 
] 101 Superpowerful Things You Can Do with a Dead Cat 
]  
]  
] - Bill Svitavsky 
]  
]  
 
------------------------------ 
 
Date: Fri, 7 May 1999 07:18:19 +1000 
From: "happyelf" <jonesl@cqnet.com.au> 
Subject: Re: The Seven Deadly Sins (was New age elementals.) 
 
i'm trying to figure out wether this lot is better than all that 
nasty undead stuff somebody posted a while back. i think i'll place them 
both in the 'arrrrrgh' category. 
 
- -----Original Message----- 
From: Michael Surbrook <susano@dedaana.otd.com> 
Cc: champ-l@sysabend.org <champ-l@sysabend.org> 
Date: Friday, May 07, 1999 6:58 AM 
Subject: Re: The Seven Deadly Sins (was New age elementals.) 
 
 
>Now *that* is a bizarre set of characters. 
> 
>-- 
>Michael Surbrook - susano@otd.com - http://www.otd.com/~susano/index.html 
> 
>    "Kids -- they're not easy, but there has to be some penalty for sex." 
>                                 Bill Maher 
> 
> 
 
------------------------------ 
 
Date: Thu, 06 May 1999 17:09:44 -0500 
From: Bill Svitavsky <bsvitavsky@mln.lib.ma.us> 
Subject: RE: New age elementals.  
 
At 04:59 PM 5/6/99 -0400, Brian Wawrow wrote: 
 
>12 DNPC's based on 12-step programs 
 
Wow - I've got to inflict those on a PC someday. "Short on points? No 
problem, just take 12 Incompetent 8- DNPC's..." 
 
>Scrambled, Benedict, OverEasy, Omlette, Western and HardBoiled 
 
Benedict is a traitor, of course, and Hard Boiled is a trenchcoated 
detective. I'm sure they're a bunch of bad eggs. 
 
>Alcohol, Tobacco and Firearms 
 
Now *that* is a villain group! Alcohol has INT Drain powers, Tobacco has 
Darkness and a Linked END Drain, and Firearms is obvious. 
 
- - Bill Svitavsky 
 
------------------------------ 
 
Date: Thu, 06 May 1999 17:25:15 -0400 (EDT) 
From: Jason Sullivan <ravanos@NJCU.edu> 
Subject: Re: The Seven Deadly Sins (was New age elementals.) 
 
On Fri, 7 May 1999, happyelf wrote: 
 
> i'm trying to figure out wether this lot is better than all that 
> nasty undead stuff somebody posted a while back. i think i'll place them 
> both in the 'arrrrrgh' category. 
>  
> >Now *that* is a bizarre set of characters. 
 
	I failed to mention the best part of the characters! 
	Their origins! 
 
	These are essentially "conceptual elementals."  While the engeries 
that make them be are by and large mystical, it is human perception that 
shaped them.  Slowly but curely, as the centuries, each "spirit" grew in 
power, and became more defined, and eventually sentient. 
 
	Lacking bodies, they needed to find a way to project themselves on 
to this plane of existance, and found that human's belief weakened the 
fabric between the universes.  Having the ability to key in on these 
"resonances" of their particular "sin", they could locate their 
"meatshells" to possess after making a subconcious pact with their 
target.  Thus, they possessed individuals who manifested their sin; given 
physical form, in the process of manifesting, usurped their targets'  
bodies, destroying their souls. 
 
	They know that humans perceptions give them power, so they play 
games of seduction, manipulation, and terror to cultivate sin. 
 
>>> 
	I think The Seven are suitable for Fantasy, Horror, 
Magic/Supenatural, Superheroic, and possibly other genres and cross 
genres... (Anime Seven...  Wild West Seven... Cthulu Seven...) 
 
	I'd like to see variations on these themes... 
 
	If anyone wants to start an off list thread for actually 
constructing the Seven, contact me. 
 
------------------------------ 
 
End of champ-l-digest V1 #320 
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Date: Tuesday, June 29, 1999 03:55 PM