Digest Archive vol 1 Issue 368
From: owner-champ-l-digest@sysabend.org 
Sent: Tuesday, June 01, 1999 5:46 PM 
To: champ-l-digest@sysabend.org 
Subject: champ-l-digest V1 #368 
 
 
champ-l-digest          Tuesday, June 1 1999          Volume 01 : Number 368 
 
 
 
In this issue: 
 
    RE: Hexless Combat (Mats) 
    CHAR: Herren-surge 
    Re: Hero Overhaul, Simplification, etc. 
    RE: Hero Overhaul, Simplification, etc. 
    Re: CHAR: Wu Kung Ching 
    Re: Hero Overhaul, Simplification, etc. 
    Re: Hero Overhaul, Simplification, etc. 
    Re: CHAR: Wu Kung Ching 
    Seven Dragon Lords (Fantasy HERO) 
    RE: CHAR: Wu Kung Ching 
    RE: CHAR: Wu Kung Ching 
    Re: Hero Overhaul, Simplification, etc. 
    RE: CHAR: Wu Kung Ching 
    Re: CHAR: Wu Kung Ching 
    Re: CHAR: Wu Kung Ching 
    Re: Seven Dragon Lords (Fantasy HERO) 
    Re: Hero Overhaul, Simplification, etc. 
    GRG site updated 
    Re: Seven Dragon Lords (Fantasy HERO) 
    Re: CHAR: Wu Kung Ching 
    Re: Seven Dragon Lords (Fantasy HERO) 
    Re: Hero Overhaul, Simplification, etc. 
    Re: Seven Dragon Lords (Fantasy HERO) 
    Re: Seven Dragon Lords (Fantasy HERO) 
    Re: Seven Dragon Lords (Fantasy HERO) 
    Re: Seven Dragon Lords (Fantasy HERO) 
 
---------------------------------------------------------------------- 
 
Date: Tue, 01 Jun 1999 13:47:16 -0400 
From: Mike Christodoulou <Cypriot@Concentric.net> 
Subject: RE: Hexless Combat (Mats) 
 
At 10:27 AM 6/1/99 -0500, Guy Hoyle wrote: 
> 
>On 6/1/99 at 11:17 AM Mike Christodoulou wrote: 
> 
>>Home Depot (or your local hardware equivalent) carries sheets of  
>>enameled metal -- I think they're intended for appliance covers, 
>>such as dishwashers.  They're fairly cheap and make good magnetic 
>>surfaces.  I've found, however, that anything you draw on them, 
>>regardless of marker type, is pretty permanent. 
> 
>You could get a sheet of transparent mylar from an art supply store, cut 
it to fit, and tape it over the enamelled metal. Then you can use eraseable 
markers on it.  One could even draw up floorplans ahead of time and tape 
'em on when needed.  
> 
 
Actually, there are transparent, plastic hex sheets available at  
gaming stores, although finding them sometimes involves a bit of 
random luck.  They stick like Colorforms(tm) to any smooth surface, 
and you can use regular markers on them. 
 
------------------------------ 
 
Date: Tue, 1 Jun 1999 14:19:48 -0400 (EDT) 
From: Michael Surbrook <susano@dedaana.otd.com> 
Subject: CHAR: Herren-surge 
 
HERREN-SURGE 
(Basque) 
 
Val	CHA	Cost	Roll	Notes 
33*	STR	3	16-	2400kg; 6 1/2d6 
14	DEX	12	12-	OCV: 5 / DCV: 5 
20	CON	20	13-	 
24*	BODY	20	14-	 
3	INT	-7	10-	PER Roll 10- 
5	EGO	-10	10-	ECV: 2 
20	PRE	10	13-	PRE Attack: 4d6 
0	COM	-5	9-	 
10	PD	7		Total: 12 PD / 2 PDr 
8	ED	4		Total: 10 ED / 2 EDr 
3	SPD	6		Phases: 4, 8, 12 
8	REC	2		 
40	END	0		 
41*	STUN	0		*Includes modifers for Growth  
Total Characteristics Cost: 62 
 
Movement:	Running: 6" / 12" 
		Swimming: 2" / 4" 
 
Cost	Powers & Skills 
Combat Training: 
4	Combat Skill Levels: +2 with Bite 
 
Dragon Powers: 
27	Great Size: Growth: 4 Levels, 0 END (+1/2), Persistent (+1/2), 
	Always on (-1/2) 
	+20 STR, +4 BODY & STUN, +1" Reach, -4" KB, -3 DCV, +3 to others 
PER 
12	Bite: HKA: 1d6 (2d6 with STR), Reduced Penetration (-1/4), END 1 
55	Venom: RKA: 6d6, NND [DEF: appropriate immunity, alien metabolism 
	or antivenin] (+1), Does BODY (+1), 0 END (+1/2), Gradual Effect:  
	3 Days (-3 1/4), Linked to Bite HKA (-1/2), Bite HKA must do  
	Body (-1/2), No Range (-1/2) 
17	Jet of Venom: EB: 6d6, Double KB (+3/4), Does no BODY/STUN (-1), 
	No Range (-1/2), x2 END (-1/2), END 10 
60	Jet of Venom: RKA: 6d6, NND [DEF: appropriate immunity, alien  
	metabolism or antivenin] (+1), Does BODY (+1), 0 END (+1/2), 
	Gradual Effect: 3 Days (-3 1/4), Linked to EB (-1/2), No Range (-1/2) 
6	Scaled Hide: Armor: +2 DEF 
25	Multiple Heads: 360 degree vision 
5	Multiple Heads: Extra Limbs: 7 heads 
 
Background Skills: 
3	Climbing 12- 
3	Stealth 12- 
217	Total Powers & Skills Cost 
279	Total Character Cost 
 
75+	Disadvantages 
25	Distinctive Features: Large, multi-headed dragon 
	Physical Limitation: 
10	Cannot leap 
15	No fine manipulation 
	Psychological Limitation: 
15	Prefers to prey on maidens (C, S) 
15	Ruthless and destructive (will lay waste to regions unless 
	appeased) (C, S) 
125	Experience 
279	Total Disadvantage Points 
 
Appearance: 
The herren-surge is a large, 7-headed snake-like dragon.  It has no legs, 
a broad body and 7 viper's heads.   
 
Ecology: 
The herren-surge normally lives in the mountains, but will often come down 
into inhabited valleys, seeking after its favored prey; young maidens.  It 
is a solitary beast, and the original was a unique one-of-kind monster. 
 
Motivations:  
Normal animal motivations.  The herren-surge will actively seek after 
maidens and will ravage the countryside unless feed a steady diet of 
sacrifices. 
 
Combat Techniques: 
The herren-surge will attack by biting with one head at a time (it isn't 
coordinated enough to use more than one it seems).  It's venom is fairly 
lethal and will usually result in a slow, painful death.  The herren-surge 
can also spew forth a jet of venom and air, knocking a victim back and 
well as giving them a face-full of lethal toxins.  As the amount of energy 
required to spew forth such a jet is considerable, the herren-surge tends 
to only use this at the opening of a battle, or as a weapon of last 
resort. 
 
Other Names: None  
 
Rumors: None 
 
Designer's Notes: 
The herren-surge is found in "GURPS: Fantasy Bestiary".  I have (as of 
yet) not found any other accounts of this creature.  Lopping off a head 
should be treated like lopping off any other limb.  Do about 1/4 to 1/3 of 
the creature's BODY and the head is gone.  Since a head hit can net 
usually grants one x2 BODY, this shouldn't be that hard.  Note that the 
dragon's multi-headed form can lend itself to some interesting constructs. 
It could have a higher SPD (such as a 6 or 7) and less Running to simulate 
it's ability to attack with all of it's heads.  An Autofire bite as well 
(although this will only help if fighting one target).  Area of Effect 
bite is possible allowing the herren-surge to engage multiple targets. 
Note that having multiple heads may help in dealing with being Stunned, so 
"Cannot be Stunned" may be a viable power (with a possible activation roll 
based on the number of heads left). 
 
 
 
- -- 
Michael Surbrook - susano@otd.com - http://www.otd.com/~susano/index.html 
 
  "...Nothing is a coincidence if it happens to bolster the conclusions we 
 already seek.  This is how we professionals discover the messages hidden in 
                  seemingly disparate objects or events." 
                             James Finn Garner 
 
------------------------------ 
 
Date: Tue, 1 Jun 1999 11:38:34 -0700 (PDT) 
From: "Steven J. Owens" <puff@netcom.com> 
Subject: Re: Hero Overhaul, Simplification, etc. 
 
Brian Wawrow writes: 
> I think this is a good idea. If Hero were to pump out some 'first adventure' 
> genre books, this would definitely be a valuable addition. For instance, a 
> package for your first supers game would have the adventure itself, a couple 
> of maps, walk-throughs for combat and other game mechanics, some pre-made 
> characters and a picklist to build your own character without any 
> significant math. 
 
     A "starter pack" would be nice, but I don't think that by itself 
it would be sufficient.  We need to change the overall image of the 
game.  Besides, I suspect there have been a fair number of attempts at 
providing "all you need", I think we need to go a step further.  Think 
of it this way: 
 
     Design ten different characters, representing ten different 
superheroic archetypes (brick, martial artist, speedster, energy 
projector, gadgeteer, etc) at exactly "typical" Hero games power 
levels. 
 
     Design them in fairly straightforward fashion; don't go overboard 
on subtle and complex power concepts or character structures.  Some 
flavor, but nothing arcane.  Do more than one version where the 
archetype has a broad sweep (one "fiery" energy projector, another 
forcefield-SFX, etc). 
 
     Tweak the designs to simplify running combat.  Make their SPDs 
line up smoothly and play smoothly; if you can make them all even, or 
all multiples (4, 6, 8) so much the better.  If the CVs are almost 
the same, tweak them up and down a bit to even them out. 
 
     Now come up with weaker and stronger versions.  Try to design the 
powers so you can smoothly pump them up or lean them down. 
 
     Now decompose each character design to a set of "packages".  Try 
to keep the package costs near the same numbers - 30/60/90 or 20/40/60 
or even 20/50/80.  Make it easy for players to pick and choose blocks. 
 
     You might find that the martial artist is a combination of the 
"standard heroic attributes" package, the "athletic heroic attributes" 
package, the "really fast" package, the "martial arts" package and the 
"sneaky" package, plus a small handful of skills and/or perks. 
 
     Meanwhile, the brick is a combination of the "really buff heroic 
attributes" package, the "super strong" package, the "super armored" 
package, and the "really hard to hurt" package, plus an oddball 
package for flavor (maybe he's got the "sneaky" package, or maybe he's 
got some odd chunk of "firebreather" powers). 
 
     Now put these power packages together in a catalog.  Separate the 
actual power designs into a separate section - an appendix - for the 
GM and/or experienced players to peruse.   
 
     For each package, include some explanatory text to give the 
player some sense of how the powers measure up in the game world. 
Inject just a little attitude in there: ("really hard to hurt - you 
can walk through a hail of gunfire.  Dirty Hary could take you down 
with a really lucky shot from a .357, but you can laugh off most 
smaller guns.  Even the average supervillain blast will take five or 
six good shots to take you out, and that's assuming you don't take 
them out first.") 
  
> Mainly, I like this because it doesn't involve 'dumbing down' the 
> Hero system like Fuzion. It merely provides a comfort zone for the 
> newbie. 
 
     Think of it as "wrapping simplicity around complexity", or maybe 
for the software folks, providing good encapsulation and a higher 
level of abstraction :-). 
 
Steven J. Owens 
puff@netcom.com 
 
------------------------------ 
 
Date: Tue, 1 Jun 1999 12:05:40 -0700 (PDT) 
From: Joe Mucchiello <jmucchiello@yahoo.com> 
Subject: RE: Hero Overhaul, Simplification, etc. 
 
> ...a picklist to build your own character without any significant 
math. 
 
How many times a year does this idea come up on the list?  Is there a 
FAQ yet?  Something like: 
- --- 
Q. Why doesn't HERO or the HERO List have rules for fast character 
generation? 
 
A. Every few months someone will discover this idea, generate a lot of 
interest in creating it, find out how impossible it is to make "choose 
two powers from column A and one power from column B" characters 
resemble anything like balanced unless the genre scope is extremely 
(and entirely uselessly) narrow, and then talk of it will disappear 
from the list until someone else starts the conversation over.  Write 
it yourself to find out why. 
- --- 
I'm not knocking the idea.  But to make something 1) workable, 2) that 
covers enough genre's and power levels, and is 3) balanced would be 
nearly as complex as and far less eligant than the HERO system itself.  
In the context of this thread: making it part of a specific adventure 
might be narrow enough scope to do 1 and 3 and therefore in that scope 
it may be successful.  But the problem will arise that if someone makes 
a bunch of these beginning GM adventures, eventually someone will try 
to combine the independent fast-character rules and it will crumble 
under its own weight.  YMMV.  I know I have archives of the last two 
times this came up.  It never got anywhere that I could see. 
 
Good luck, 
  Joe 
_________________________________________________________ 
Do You Yahoo!? 
Get your free @yahoo.com address at http://mail.yahoo.com 
 
------------------------------ 
 
Date: Tue, 01 Jun 1999 12:16:12 -0700 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: CHAR: Wu Kung Ching 
 
At 01:33 PM 6/1/1999 -0400, Michael Surbrook wrote: 
>WU KUNG CHING 
>(China) 
   [snip] 
>Game Masters should sue this creature with caution. 
 
   This being the case, you should include KS: Civil Law, 17-.  ;-] 
- --- 
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, 01 Jun 1999 12:17:42 -0700 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Hero Overhaul, Simplification, etc. 
 
At 11:38 AM 6/1/1999 -0700, Steven J. Owens wrote: 
>     Think of it as "wrapping simplicity around complexity", or maybe 
>for the software folks, providing good encapsulation and a higher 
>level of abstraction :-). 
 
   Unless I'm mistaken, you've basically described what Dave Mattingly has 
already said he's planning on doing with the Fifth Edition Champions genre 
book.  :-] 
- --- 
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, 1 Jun 1999 15:23:55 EDT 
From: AndMat3@aol.com 
Subject: Re: Hero Overhaul, Simplification, etc. 
 
In a message dated 6/1/99 3:20:00 PM Eastern Daylight Time,  
bob.greenwade@klock.com writes: 
 
>    Unless I'm mistaken, you've basically described what Dave Mattingly has 
>  already said he's planning on doing with the Fifth Edition Champions genre 
>  book.  :-] 
 
Dave... any news on when that Champions Genre book is coming out? 
 
just wondering, 
andy 
 
------------------------------ 
 
Date: Tue, 1 Jun 1999 15:25:23 -0400 (EDT) 
From: Michael Surbrook <susano@dedaana.otd.com> 
Subject: Re: CHAR: Wu Kung Ching 
 
On Tue, 1 Jun 1999, Bob Greenwade wrote: 
 
> At 01:33 PM 6/1/1999 -0400, Michael Surbrook wrote: 
> >WU KUNG CHING 
> >(China) 
>    [snip] 
> >Game Masters should sue this creature with caution. 
>  
>    This being the case, you should include KS: Civil Law, 17-.  ;-] 
 
<sigh>  Yeah, the spell check doesn't catch it becuase the word is spelt 
properly, and I didn't notice until after I did the html formatting (so 
the web version is correct). 
 
The word is, of course, 'use' instead of 'sue'. 
 
- -- 
Michael Surbrook - susano@otd.com - http://www.otd.com/~susano/index.html 
 
  "...Nothing is a coincidence if it happens to bolster the conclusions we 
 already seek.  This is how we professionals discover the messages hidden in 
                  seemingly disparate objects or events." 
                             James Finn Garner 
 
------------------------------ 
 
Date: Tue, 01 Jun 1999 15:25:01 -0400 (EDT) 
From: Jason Sullivan <ravanos@NJCU.edu> 
Subject: Seven Dragon Lords (Fantasy HERO) 
 
	In my world's mythos, there are seven dragons.  Six of these 
dragons are "active."  They were created by the deity Taug to act as 
guardians. 
 
	Initially, these drgaons stopped the Great War between the races, 
but now they spend their days in restful slumber, only occasionally rising 
to strecth their wings and glut themselves on cattle before resting yet 
again. 
 
	While my players won't be meeting these creatures any time soon, 
I'm drawing up the world map and I'd like to figure out their placement. 
 
	In order to do this, I need to construct seven Dragons and their 
personalities, and at least have an inkling of what their abilities are 
like. 
 
	Any suggestions? 
 
------------------------------ 
 
Date: Tue, 1 Jun 1999 14:30:05 -0500  
From: "Hudson, Robert" <x2rhudso@southernco.com> 
Subject: RE: CHAR: Wu Kung Ching 
 
At 2:25 PM June 01 Surbrook wrote: 
 
	><sigh>  Yeah, the spell check doesn't catch it becuase the word is 
spelt properly, and I didn't notice until after I did the html formatting 
(so the web version is correct). 
 
	>The word is, of course, 'use' instead of 'sue'. 
 
	I don't know, Michael, seems like there might be an interesting 
adventure in there. like the creature, after being slain, hauls off and 
files a "wrongful death" suit against the heroes who killed it in the 
Celestial Bureaucracy's courts.... Sure be different, anyway! 
 
	Rob Hudson 
 
------------------------------ 
 
Date: Tue, 1 Jun 1999 15:32:56 -0400 (EDT) 
From: Michael Surbrook <susano@dedaana.otd.com> 
Subject: RE: CHAR: Wu Kung Ching 
 
On Tue, 1 Jun 1999, Hudson, Robert wrote: 
 
> At 2:25 PM June 01 Surbrook wrote: 
>  
> 	><sigh>  Yeah, the spell check doesn't catch it becuase the word is 
> spelt properly, and I didn't notice until after I did the html formatting 
> (so the web version is correct). 
>  
> 	>The word is, of course, 'use' instead of 'sue'. 
>  
> 	I don't know, Michael, seems like there might be an interesting 
> adventure in there. like the creature, after being slain, hauls off and 
> files a "wrongful death" suit against the heroes who killed it in the 
> Celestial Bureaucracy's courts.... Sure be different, anyway! 
 
Y'know, that sounds like something you'dalmost expect considering some of 
the stories I've heard of the Celestial Bureaucracy.   Sounds prefect for 
a Feng Shui game. 
 
- -- 
Michael Surbrook - susano@otd.com - http://www.otd.com/~susano/index.html 
 
  "...Nothing is a coincidence if it happens to bolster the conclusions we 
 already seek.  This is how we professionals discover the messages hidden in 
                  seemingly disparate objects or events." 
                             James Finn Garner 
 
------------------------------ 
 
Date: Tue, 1 Jun 1999 12:35:51 -0700 (PDT) 
From: "Steven J. Owens" <puff@netcom.com> 
Subject: Re: Hero Overhaul, Simplification, etc. 
 
Joe Mucchiello writes: 
 
> How many times a year does this idea come up on the list?  Is there a 
> FAQ yet?  Something like: 
> --- 
> I'm not knocking the idea.  But to make something 1) workable, 2) that 
> covers enough genre's and power levels, and is 3) balanced would be 
> nearly as complex as and far less eligant than the HERO system itself.  
 
     Hm, I think we differ on a few points.  First, I've only seen two 
or three attempts at this and they were rather sketchy (the "random 
powers" rules come to mind as a good (bad) example).   
 
     Second, I'm not interested about making something as elegant as 
the hero system, I'm interested in making something that introduces 
people to the power of the hero system without requiring that up-front 
committment in time. 
 
     Tihrd, I don't think that using a narrow scope is necessarily a 
Bad Thing, as long as that narrow scope has enough material within it. 
In other words, having a set of characters for a single adventure is 
too narrow.  Having in essence a shrink-wrapped campaign may seem 
useless to somebody steeped in the Hero system, but to a beginner it 
makes a ton of sense.   
 
> In the context of this thread: making it part of a specific adventure 
> might be narrow enough scope to do 1 and 3 and therefore in that scope 
> it may be successful. 
 
     If I were more actively involved in Hero gaming I'd think about 
tackling something like this myself; if I were less preoccuped with 
more-than-full-time employment, I'd consider trying to coordinate 
something like this.  A booklet full of power packages; a set of 
villains groped by power levels, along with advice for the novice GM 
on how to run the villains as stand-alone characters, members of a 
villian group, or flunkies for master villains.  A set of scenarios 
gradually increasing in scope and power level, with recommedations for 
which villains to use with them. 
 
     In essence, a campaign in a box.  Boring?  Not enough of a 
challenge to seasoned Hero gamers?  Perhaps.  But then again, we're 
not exactly overflowing with seasoned *or* new players.  There has to 
be *some* lingua franca, a pidgin that's accessible to new players and 
acceptable to seasoned players. 
 
> But the problem will arise that if someone makes a bunch of these 
> beginning GM adventures, eventually someone will try to combine the 
> independent fast-character rules and it will crumble under its own 
> weight.  YMMV.  I know I have archives of the last two times this 
> came up.  It never got anywhere that I could see. 
 
     I'd like to see those archives; I suspect the topic was never 
well-explored, and frankly I can see why.  It's not exactly a 
fascinating project for an expert Hero gamer.  On the other hand, it 
may be the kind of project that Hero Games needs to grow and flourish. 
Even if they need to foster and/or tackle it themselves. 
 
     Maybe Hero needs to look at trying an "open source" style 
net-based collaboration?  Maybe appoint a handful of people they know 
and trust to run editoral control; the reward for contributors would 
be the committment to publish a paper product based on the project 
(and the knowledge that they're furthering and fostering the 
development of something they like). 
 
Steven J. Owens 
puff@netcom.com 
 
------------------------------ 
 
Date: Tue, 1 Jun 1999 14:37:32 -0500  
From: "Hudson, Robert" <x2rhudso@southernco.com> 
Subject: RE: CHAR: Wu Kung Ching 
 
At 2:33 PM June 01 Surbrook wrote: 
 
	>Y'know, that sounds like something you'd almost expect considering 
some of the stories I've heard of the Celestial Bureaucracy.   Sounds 
prefect for a Feng Shui game. 
 
	It's sure be a reason to buy up all those Knowledge Skills. Gee, and 
think of what their lawyer would charge! 
 
	Rob Hudson 
 
------------------------------ 
 
Date: Tue, 1 Jun 1999 14:41:18 -0500 
From: "Logan Darklighter" <logand@airmail.net> 
Subject: Re: CHAR: Wu Kung Ching 
 
>Sounds prefect for a Feng Shui game. 
 
Can't..... stop...myself...!! 
 
"Ford! You're turning into a penguin! Stop it!" 
 
^_^ 
 
- -Logan 
 
- --------------------------------------------------- 
Parallel Parked in an alternate universe.... 
- --------------------------------------------------- 
Web page: http://www.cyberramp.net/~logand 
 
------------------------------ 
 
Date: Tue, 1 Jun 1999 15:46:58 -0400 (EDT) 
From: Michael Surbrook <susano@dedaana.otd.com> 
Subject: Re: CHAR: Wu Kung Ching 
 
 
On Tue, 1 Jun 1999, Logan Darklighter wrote: 
 
> >Sounds prefect for a Feng Shui game. 
>  
> Can't..... stop...myself...!! 
>  
> "Ford! You're turning into a penguin! Stop it!" 
 
One day, I'll be able to spell correctly. 
 
- -- 
Michael Surbrook - susano@otd.com - http://www.otd.com/~susano/index.html 
 
  "...Nothing is a coincidence if it happens to bolster the conclusions we 
 already seek.  This is how we professionals discover the messages hidden in 
                  seemingly disparate objects or events." 
                             James Finn Garner 
 
------------------------------ 
 
Date: Tue, 01 Jun 1999 16:01:31 -0400 
From: Bill Svitavsky <nbymail11@mln.lib.ma.us> 
Subject: Re: Seven Dragon Lords (Fantasy HERO) 
 
At 03:25 PM 6/1/99 -0400, Jason Sullivan wrote: 
>	In my world's mythos, there are seven dragons.  Six of these 
>dragons are "active."  They were created by the deity Taug to act as 
>guardians. 
> 
>	Initially, these drgaons stopped the Great War between the races, 
>but now they spend their days in restful slumber, only occasionally rising 
>to strecth their wings and glut themselves on cattle before resting yet 
>again. 
> 
>	While my players won't be meeting these creatures any time soon, 
>I'm drawing up the world map and I'd like to figure out their placement. 
> 
>	In order to do this, I need to construct seven Dragons and their 
>personalities, and at least have an inkling of what their abilities are 
>like. 
> 
>	Any suggestions? 
> 
> 
 
Seven, huh? If colored dragons don't evoke any bad D&D associations for 
you, you could make one of each traditional color of the spectrum. As for 
the personalities... 
 
Tbe red dragon is perhaps the most feared due to its fierce temper; it's 
downright grumpy. This dragon's fiery breath is complemented by enormously 
powerful claws & teeth. 
 
The orange dragon is the least respected of the bunch, but the best-loved. 
It has a benevolent nature, but is lacking in intelligence. Should anyone 
wish to harm this loveably dopey creature, though, they'll have a tough 
time sneaking up on it; its large ears give it excellent hearing. 
 
The yellow dragon is also quite benevolent.  It was very concerned that the 
Great War be stopped, and having achieved that goal remains happy to this 
day. Its very presence is said to bring  good feeling and prosperity. 
 
The green dragon rivals the fearsomeness of the red one; while it's 
considerably less wrathful than the red dragon, the green one has rather 
poor control of its own fiery breath. It dwells in a burnt out wasteland, 
but even there there seems to be enough sediment in the air to trigger 
fearsome sneezes of flame.  
 
The blue dragon is seen even more rarely than it's brother dragons, 
preferring to spend centuries at a time sleeping. 
 
The indigo dragon is the most intelligent of the bunch, and is something of 
a leader. It is one of the greatest sages of the world; wizards and 
scholars sometimes seek it out  for its expertise. They find it's 
officiousness rather tiresome, though. 
 
The violet dragon is seen almost as rarely as the blue one. Despite its 
power, it's a rather bashful crature, venturing out only on the darkest 
nights and making good use of its power of invisibility. 
 
Hi ho. :-) 
 
Bill Svitavsky 
 
------------------------------ 
 
Date: Tue, 1 Jun 1999 13:06:51 -0700 
From: jayphailey@juno.com 
Subject: Re: Hero Overhaul, Simplification, etc. 
 
>     Second, I'm not interested about making something as elegant as 
>the hero system, I'm interested in making something that introduces 
>people to the power of the hero system without requiring that  
>up-front 
>committment in time. 
 
Pregenerated characters or helping a novice bring his character concept 
to life for the first time seems like it would work to me. 
 
>     Tihrd, I don't think that using a narrow scope is necessarily a 
>Bad Thing, as long as that narrow scope has enough material within  
>it. 
 
I agree.  Each game ansd setting tends to narrow the original scope of 
the game it's in the nature of th beast.  I don't think you could design 
a truly generic random character generator that would work for all HSR 
players. they're too diverse. 
 
I was describing HSR recently in another RPG related ML as a tool kit.  
The GM picks and chooses components to use that fits his concept for the 
story. 
 
Might be a thing to do to approach random character generation the same 
way.  A series of different tools appplicaebl to different games. 
 
>In other words, having a set of characters for a single adventure is 
>too narrow.  Having in essence a shrink-wrapped campaign may seem 
>useless to somebody steeped in the Hero system, but to a beginner it 
>makes a ton of sense.   
 
 
That could well be. 
 
>     In essence, a campaign in a box.  Boring?  Not enough of a 
>challenge to seasoned Hero gamers?  Perhaps.  But then again, we're 
>not exactly overflowing with seasoned *or* new players.  There has to 
>be *some* lingua franca, a pidgin that's accessible to new players  
>and acceptable to seasoned players. 
 
Hmmmmm. An interesting idea. 
 
>     Maybe Hero needs to look at trying an "open source" style 
>net-based collaboration?  Maybe appoint a handful of people they know 
>and trust to run editoral control; the reward for contributors would 
>be the committment to publish a paper product based on the project 
>(and the knowledge that they're furthering and fostering the 
>development of something they like). 
> 
>Steven J. Owens 
>puff@netcom.com 
 
 
The open nature of the thing might cause copy right problems.  or it 
might not, I'm no legal expert 
 
but it sounds cool 
 
Jay P. Hailey <Meow!>    [ICQ: 37959005]  
 
Read Star Trek- Outwardly Mobile At- 
 
http://www.geocities.com/~tesral/jay/ 
 
 
___________________________________________________________________ 
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, 1 Jun 1999 16:20:24 EDT 
From: GoldRushG@aol.com 
Subject: GRG site updated 
 
  The Project Update page has not yet been created. However, you can still  
check the updated release dats of our products on our Product List.  
 
  For the latest info and updates, head to the GRG News page. We've added all  
the announcements and press releases from April and May. Check it out!  
 
  We've also fixed the link to and updated the Legacy page, fixed the  
Azteca.cha link on the Free Stuff page, and added a little surprise to the  
Free Stuff page as well; look under "Usagi Yojimbo" on the Free Stuff page. 
 
  Mark @ GRG 
 
------------------------------ 
 
Date: Tue, 1 Jun 1999 15:40:24 -0500 (CDT) 
From: "Dr. Nuncheon" <jeffj@io.com> 
Subject: Re: Seven Dragon Lords (Fantasy HERO) 
 
On Tue, 1 Jun 1999, Jason Sullivan wrote: 
>  
> 	In my world's mythos, there are seven dragons.  Six of these 
> dragons are "active."  They were created by the deity Taug to act as 
> guardians. 
 
Guardians of what?  And what does "active" mean?  Why isn't the seventh 
active? 
  
> 	Initially, these drgaons stopped the Great War between the races, 
> but now they spend their days in restful slumber, only occasionally rising 
> to strecth their wings and glut themselves on cattle before resting yet 
> again. 
 
Sounds like they're all pretty inactive to me... 
  
> 	In order to do this, I need to construct seven Dragons and their 
> personalities, and at least have an inkling of what their abilities are 
> like. 
 
Well...you could base them on the Seven Deadly Sins (or the Seven Deadly 
Virtues, I suppose)...but I think I'd like more information on why exactly 
they were created and what their purpose is in more detail before I'd 
offer concrete suggestions on powers and personalities. 
 
If they're guardians of the world, or the environment, do they divvy up 
based on terrain and such (sky, sea, mountains, plains, forests, swamps, 
deserts) or some other way? (quarters of the globe?  continents?  races?) 
 
J 
 
Hostes aliengeni me abduxerent.              Jeff Johnston - jeffj@io.com 
Qui annus est?                                   http://www.io.com/~jeffj 
 
------------------------------ 
 
Date: Tue, 1 Jun 1999 13:45:11 -0700 (PDT) 
From: Ben Brown <benbrown@primenet.com> 
Subject: Re: CHAR: Wu Kung Ching 
 
On Tue, 1 Jun 1999, Michael Surbrook wrote: 
 
> On Tue, 1 Jun 1999, Logan Darklighter wrote: 
>  
> > >Sounds prefect for a Feng Shui game. 
> >  
> > Can't..... stop...myself...!! 
> >  
> > "Ford! You're turning into a penguin! Stop it!" 
>  
> One day, I'll be able to spell correctly. 
>  
 
That one's simple.   C-O-R-R... 
 
(sorry) 
 
------------------------------ 
 
Date: Tue, 01 Jun 1999 15:50:41 -0500 
From: "Guy Hoyle" <ghoyle1@airmail.net> 
Subject: Re: Seven Dragon Lords (Fantasy HERO) 
 
7 Dragons may be the 7 "directions": North, South, East, West, Up, Down,= 
 and Center ("Here").  It should be easy to come up with characteristics= 
 based on these directions. And they could be guardians of the world,= 
 protecting us from the Seven Enemies which come from Out There. 
 
Guy 
 
 
On 6/1/99 at 3:40 PM Dr. Nuncheon wrote: 
 
>On Tue, 1 Jun 1999, Jason Sullivan wrote: 
>>  
>> 	In my world's mythos, there are seven dragons.  Six of these 
>> dragons are "active."  They were created by the deity Taug to act as 
>> guardians. 
> 
>Guardians of what?  And what does "active" mean?  Why isn't the seventh 
>active? 
>  
>> 	Initially, these drgaons stopped the Great War between the races, 
>> but now they spend their days in restful slumber, only occasionally= 
 rising 
>> to strecth their wings and glut themselves on cattle before resting yet 
>> again. 
> 
>Sounds like they're all pretty inactive to me... 
>  
>> 	In order to do this, I need to construct seven Dragons and their 
>> personalities, and at least have an inkling of what their abilities are 
>> like. 
> 
>Well...you could base them on the Seven Deadly Sins (or the Seven Deadly 
>Virtues, I suppose)...but I think I'd like more information on why exactly 
>they were created and what their purpose is in more detail before I'd 
>offer concrete suggestions on powers and personalities. 
> 
>If they're guardians of the world, or the environment, do they divvy up 
>based on terrain and such (sky, sea, mountains, plains, forests, swamps, 
>deserts) or some other way? (quarters of the globe?  continents?  races?) 
> 
>J 
> 
>Hostes aliengeni me abduxerent.              Jeff Johnston - jeffj@io.com 
>Qui annus est?                                   http://www.io.com/~jeffj 
 
------------------------------ 
 
Date: Tue, 1 Jun 1999 17:02:16 EDT 
From: HeroGames@aol.com 
Subject: Re: Hero Overhaul, Simplification, etc. 
 
In a message dated 6/1/99 12:36:34 PM, puff@netcom.com writes: 
 
>     Maybe Hero needs to look at trying an "open source" style 
>net-based collaboration?  Maybe appoint a handful of people they know 
>and trust to run editoral control; the reward for contributors would 
>be the committment to publish a paper product based on the project 
>(and the knowledge that they're furthering and fostering the 
>development of something they like). 
 
We're all in favor of such a thing if people want to work on it. 
 
I should note that the 5th Edition of the Hero System includes Instant Hero,=20 
along with information about using the Hero System as a creation kit for=20 
other game systems, in order to make the game more approachable and more=20 
useful to other gamers. 
 
We are also planning a second edition of WildStrike!, with new packaging and=20 
more examples and explanation. WildStrike! is intended as our introductory=20 
product to attract new players (especially younger players) into our=20 
Champions line; we may do a similar product for other genres. Beyond that, w= 
e=20 
plan to create a book that will take players and GMs step-by-step into=20 
learning how to GM and how to roleplay (where WildStrike! is purely combat),=20 
as well as bringing them more thoroughly into the New Millennium campaign=20 
setting. 
 
=97 Steve Peterson, Hero Games=20 
 
------------------------------ 
 
Date: Tue, 01 Jun 1999 13:27:37 -0700 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Seven Dragon Lords (Fantasy HERO) 
 
At 03:25 PM 6/1/1999 -0400, Jason Sullivan wrote: 
> In my world's mythos, there are seven dragons.  Six of these 
>dragons are "active."  They were created by the deity Taug to act as 
>guardians. 
> 
> Initially, these drgaons stopped the Great War between the races, 
>but now they spend their days in restful slumber, only occasionally rising 
>to strecth their wings and glut themselves on cattle before resting yet 
>again. 
> 
> While my players won't be meeting these creatures any time soon, 
>I'm drawing up the world map and I'd like to figure out their placement. 
> 
> In order to do this, I need to construct seven Dragons and their 
>personalities, and at least have an inkling of what their abilities are 
>like. 
> 
> Any suggestions? 
 
   For some time, I've been toying with the idea of combining the Chinese 
and Greek elements, with a long-sought and elusive Seventh Element.  The 
basic six would, of course, be Air, Earth, Fire, Metal, Water, and Wood; 
for the seventh, I was going to assign spirit. 
   Personalities and abilities for dragons based on these elements, then, 
might be something like this (at least, they suggest it to me): 
 
   Air - flighty, mercurial, air-headed, prone to non-sequitur; wind and 
weather control powers, including a powerful wind breath. 
   Earth - down-to-earth, contemplative, reliable, consistent, slow to act 
but quick once the action takes place; earth control powers such as 
tunneling and earth-based telekinesis. 
   Fire - hot-tempered, passionate, not always angry but often affectionate 
or even amorous; fire control powers and flame breath. 
   Metal - cold, strong-willed, sharp-tongued; extremely sharp claws and 
teeth, magnetic powers, lightning breath. 
   Water - mercurial (though less than Air), stubborn and unrelenting in 
purpose, yet adaptable; water-based and aquatic powers, fast swimming, 
water and/or steam breath. 
   Wood - patient, vengeful, nurturing, protective; nature-based and 
plant-growth powers, gaseous breath (poison, knockout gas, or even a 
Multipower). 
   Spirit - wise, perceptive, nurturing, creative; a variety of mental and 
special perception powers. 
 
   This should be worth *something,* I hope; and probably one could combine 
it with Bill Svitavsky's color-based ideas as well, and maybe some others. 
- --- 
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, 01 Jun 1999 17:28:27 -0400 (EDT) 
From: Jason Sullivan <ravanos@NJCU.edu> 
Subject: Re: Seven Dragon Lords (Fantasy HERO) 
 
On Tue, 1 Jun 1999, Bill Svitavsky wrote:  
> Seven, huh? If colored dragons don't evoke any bad D&D associations for 
> you, you could make one of each traditional color of the spectrum. As for 
> the personalities... 
 
	I like this... 
 
------------------------------ 
 
Date: Tue, 01 Jun 1999 17:44:04 -0400 (EDT) 
From: Jason Sullivan <ravanos@NJCU.edu> 
Subject: Re: Seven Dragon Lords (Fantasy HERO) 
 
On Tue, 1 Jun 1999, Dr. Nuncheon wrote: 
> On Tue, 1 Jun 1999, Jason Sullivan wrote: 
> > 	In my world's mythos, there are seven dragons.  Six of these 
> > dragons are "active."  They were created by the deity Taug to act as 
> > guardians. 
> Guardians of what?  And what does "active" mean?  Why isn't the seventh 
> active? 
	The Orbs have activated.  In other words, "active" means they are 
alive and exist. 
	The Orbs were created by Taug before the other two Major Gods 
arrived.  In a way, they are his children- on the level with 
Demi-Gods/Lesser Gods and Angels. 
	The Dragons are meant to be Guardians of existence itself. 
	Taug created the Universe.  If he ever sleeps, the Universe begins 
to unravel. 
	Taug was required to fulfill a prophecy.  In his absence, a god 
named Crymn killed one Goddess, raped another, and abducted the third 
remaining Goddess.  Crymn also aided the human race, giving them great 
ammounts of adaptability, allowing them to reproduce and expand at a 
startling rate. 
	When Taug found out about this, he released six of the seven 
Dragons-- but at the expense of much of his personal strength. 
	Taug and the Dragons divided the continents, prevented the 
genocide of the demihuman races, and ended the Great War.  Despite the 
fact that humans are now the predominant race on the planet, they are 
humbled by the great Dragon lords.  The Dragon lords can rise up and stop 
Humanity from becoming too ambitious.  Even when sleeping, their "threat" 
is what prevents some nations from conquest...  (think along the terms of 
Nuclear Weapons being a "threat.") 
	There is a prophecy that when Taug sleeps, the Seventh Dragon will 
rise and fight (with his siblings) the Abominations from the Sea of Chaos 
and the Fallen Host from the Great Prison until Taug rises yet again or 
an (unnamed) enlightened God ends the universe. 
 
> > 	In order to do this, I need to construct seven Dragons and their 
> > personalities, and at least have an inkling of what their abilities are 
> > like.>  
> Well...you could base them on the Seven Deadly Sins (or the Seven Deadly 
> Virtues, I suppose)...but I think I'd like more information on why exactly 
> they were created and what their purpose is in more detail before I'd 
> offer concrete suggestions on powers and personalities. 
	Can't be sins, because they are predominantly "good."  What are 
the Seven Virtues?	 
 
> If they're guardians of the world, or the environment, do they divvy up 
> based on terrain and such (sky, sea, mountains, plains, forests, swamps, 
> deserts) or some other way? (quarters of the globe?  continents?  races?) 
 
	They are randomly placed, but they are never close to each other. 
 
	Also, each Dragon represents a planet in the solar system in the 
Fantasy world. 
 
------------------------------ 
 
Date: Tue, 01 Jun 1999 17:44:51 -0400 (EDT) 
From: Jason Sullivan <ravanos@NJCU.edu> 
Subject: Re: Seven Dragon Lords (Fantasy HERO) 
 
On Tue, 1 Jun 1999, Guy Hoyle wrote:  > 7 Dragons may be the 7 
"directions": North, South, East, West, Up, Down, and Center ("Here").  It 
should be easy to come up with characteristics based on these directions. 
And they could be guardians of the world, protecting us from the Seven 
Enemies which come from Out There.  > > Guy 
 
I like this idea, too. 
 
------------------------------ 
 
End of champ-l-digest V1 #368 
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