Digest Archive vol 1 Issue 434

From: owner-champ-l-digest@sysabend.org
Sent: Monday, June 28, 1999 10:33 PM
To: champ-l-digest@sysabend.org
Subject: champ-l-digest V1 #434


champ-l-digest Monday, June 28 1999 Volume 01 : Number 434



In this issue:

Re: Ocean Cruise Adventure
RE: Variable powers
CHAR: Gil Hamilton of ARM
Re: Adv/Lim?
Re: Variable powers
Re: Hero abbreviations
Re: Ocean Cruise Adventure
RE: Adv/Lim?
Wings of the Valkyrie
Re: Ocean Cruise Adventure
RE: Variable powers
Re: Adv/Lim?
RE: Adv/Lim?
Re: Ocean Cruise Adventure
RE: Ocean Cruise Adventure
Re: In the news....
Re: Variable powers
Re: Ocean Cruise Adventure
Re: 100 pts.
Re: Variable powers
Re: Variable powers
Re: Ocean Cruise Adventure

----------------------------------------------------------------------

Date: Mon, 28 Jun 1999 15:36:53 -0700
From: jayphailey@juno.com
Subject: Re: Ocean Cruise Adventure

>I'm trying to come up with a short adventure on an ocean liner for my
pulp
>campaign (1930's era). It's a sidebar for my regular adventure; most of
my
>regulars will probably be out of town. Since I have to run it this
>Saturday night, I was hoping for some ideas about fun stuff to do on an
>ocean cruise. They're starting in New York, and will end up (I think)
in
>South Africa.
>
>It's a fairly tongue-in-cheek campaign, action-adventure with some
elements
>of the supernatural. The characters involved will be a rich young
>socialite, a secret agent/master of disguise, and an American man who
>travelled to the far east to learn its philosophy and martial arts.
>
>If you can help me out, would appreciate the heck out of it. You can
>forward this to anybody who might also be of help.
>
>Guy

One of the greatest danger facing cruise ships of that era was fire.
Although the hulls were steel the decks and bulkheads were in many cases
wooden and covered in flammable paint...

And, of course, if you were that big a nut case or an ancient bandito
with a desire to go out in a blaze of glory, you could try to pull the
cruise ship over and hold it up. This could have some hilarious results
if your plan wasn't careflly thought out.

I recall a game where the PCs were on a cruise ship as special security.
They found the bombs waaaaayyyy too early, turned the ship around and
went home less than a day out of Los Angeles. I had Bandits sitting
speed boats with machine guns looking at their watches and saying "Where
are they? They're Late!!"

That was short session...


___________________________________________________________________
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------------------------------

Date: Mon, 28 Jun 1999 18:44:06 -0500
From: "Michael (Damon) & Peni Griffin" <griffin@txdirect.net>
Subject: RE: Variable powers

At 02:00 PM 6/28/1999 -0400, David Nasset wrote:
>Example:
>Blasto wants an Explosion for dealing with groups of enemies, but also wants
>to be able to pinpoint certain targets, so as to not take out himself or his
>teammates.
>
>10d6 EB, Variable Effect (Explosion (+1/2) or normal) +3/4 (+1/2 for
>Explosion, +1/4 for VE).

None of these examples require Variable Effect.

Unless there's some really good reason for Blasto to want the explosion to
lose DC's every hex, he can just buy AE: Radius, Selective Target. True,
attack rolls must be made, but this is only reasonable when trying to
pinpoint targets within the area of an explosion.

>Example: Force wants to be able to generate a Force Field, but wants to be
>able to shift Points freely from PD to ED.
>
>15 PD, 15 ED Force Field, Variable Effect (Any combination of PD/ED adding
>up to 30 total or less) +1.

Buy two Force Fields; one 15 PD/0 ED and one 0 PD/15 ED. Nothing prevents
you from running them both at the same time, in any combination of numbers
up to 15/15, and it costs no more than a single 15/15 Force Field.

>Example: Blasto has improved his control over the Cosmic Blast, and can
>alter its focus and do various useful things with it.
>
>10d6 EB, Variable Effect (Explosion (+1/2), AE: Any (+1) AE: Radius (+1),
>Armor Piercing (+1/2), nothing) +1 1/2 (+1 for largest Advantage, +1/2 for
>up to five effects).

Variable Advantage already takes care of everything listed here, except for
"nothing", which I consider trivial. (And if you believe Rat, it even takes
care of that.)

>Example: The wizard Rastar can generate fire in his hands, but to project
>it, he needs his staff.
>
>10d6 EB, Variable Effect (OAF Mystic Staff (-1) or 0 Range (-1/2)) +1/4 for
>VE, +1/2 for VE switchable Limitations.

Buy the Power with Range but no Focus, and apply Limited Power
(Conditional): Can only be used at Range when Blasto is holding his staff
- -1/4 (No Range is -1/2, so -1/4 is the only reasonable value for a
conditional No Range.)

Damon

------------------------------

Date: Mon, 28 Jun 1999 19:49:24 -0400
From: David Nasset <dnasset@cns.eds.com>
Subject: CHAR: Gil Hamilton of ARM

From: Michael Surbrook <susano@dedaana.otd.com>
>
>
>On Mon, 28 Jun 1999, David Nasset wrote:
<snip>
>
>> First, the "Requires clear projection" should be considerably more than
>> +1/4. After all, the target has to be willing to talk to you on a video
>> phone. If he can't or won't (such as if he knows your power), he could be
so
>> close you can almost touch him, and completely out of reach. Gil also
cannot
>> reach you if you are in a picture, but he cannot fool his mind into
>> "believing" that you are in arm's reach. If he is looking into a flat
>> picture or a screen, and the object on the other side is obviously out of
>> reach (the person on the other side is clearly a few feet from the
camera),
>> he cannot touch it at all. If he sees a holographic projection of a
>> mountain, a three-dimensional picture like a Star Trek hologram, he can
only
>> use his power on those parts of the illusory mountain that are within
reach
>> of his hands. However, since he can reach _inside_ the projection of the
>> mountain to feel the hidden cave, he might have _more_ than mere
>> Clairsentient touch, but Clairsentient N-Ray Touch.
>
>Well, his ability to reach inside of a video screen and move an object is
>covered under this TK. The feeling around in projects is my attempt to
>define what he did in "The Patchwork Girl". I wasn't certain if he could
>fell 'inside' of an object (although he was able to drag his fingers
>through dust pools) that was projected.

I'm sure he could. Particularly as that dust was effectively a solid object,
to his imaginary arm, particularly in the projection.

>I already gave hiim N-Ray Touch,
>BTW, should't that work with his Clairsentience?

Depends upon whether or not you would allow a person with Clairsentience
N-Ray Vision to see normally w/o paying for both senses (N-Ray Vision and
Normal Vision). I'd probably require both. This would extend to touch, in
that case.

>> Additionally, you forgot the "Retrocognition, only for examining exactly
>> what is in a picture at the time the picture was taken". He could look at
a
>> 3D projection of an incinerated coffin, reach inside, and feel that the
>> person inside wasn't who was supposed to have been cremated.
>
>Uhm, which story did he pull that one off in?

I may have misremembered this one, but I realized that after I sent it.
However, I believe he indicated at one point that he could reach inside of a
picture, even if it wasn't "live". It would have been in "The Patchwork
Girl", IIRC. Which I am beginning to doubt. I wonder if I even know where my
copy is?

Filksinger

------------------------------

Date: Mon, 28 Jun 1999 19:55:34 -0400
From: Juan Antonio Ramirez <tonio@prtc.net>
Subject: Re: Adv/Lim?

Um, I believe what I did is "canon" HERO... I applied the -2 lim only on the "extra"
points that the +1/2 Adv. gave me...
That's why it's 40 pts for the basic power... PLUS half of that (the 1/2 adv) divided
by 3... look at it this way:
40 x (1+1/2) = 60
Of those 60, 40 are base, 20 are from the advantage. So I apply a -2 lim only to
those 20 pts... which gives me 7, which I add to the original 40.
The other -2 lim I'm applying is Independent, which should apply to the whole power...
maybe the confusion is there...

- --Tonio

Rodger Bright wrote:

> It makes more sense that no concious control on the variable SFX would be only a
> -1/2 limitation, since they really arent limiting the power. You still have a
> energy blast that you can use when you want.. the effect is just slightly
> different for each user, the full -2 on no Concious Control would be for the whole
> power, which would mean it only works when you least expect it to.
>
> --Rodger
>
> Juan Antonio Ramirez wrote:
>
> > David Nasset wrote:
> >
> > > From: Juan Antonio Ramirez [mailto:tonio@prtc.net]
> > >
> > > <snip>
> > > > > And all for a truly minimal investment (a +1/4 Advantage
> > > > with a -2
> > > > > Limitation on it will probably fall into the one-digit
> > > > price range on this
> > > > > item, even with multiple Powers).
> > > >
> > > > How do you figure?
> > > > Say... um, 8d6 EB, Variable SFX (Any): +1/2, No Concious
> > > > Control on VSFX: -2,
> > > > OIF (Bracelet, ring, whatever): -1/2, Independent: -2... that'd be
> > > > 40 + (40 * 0.5 / (1+2)) = 47 APs
> > > > 47 / 3.5 = 13 (Real Cost)
> > > > And that's just one power...
> > >
> > > You misunderstood, I think. Consider the above Power, w/o the Variable SFX
> > > and NCC.
> > >
> > > 40/3.5= 11 Real Cost
> > >
> > > So, you get the Variable SFX (Any) w/NCC for only 2 pts. That's the "minimal
> > > investment" that Bob referred to.
> > >
> >
> > Oooohhhh... well, yeah, but think about it... is it really that useful anyway?
> >
> > >
> > > Filksinger
> >
> > --Tonio
>
> --
> Rodger Bright, Senior Network Engineer
> Copithorne & Bellows
> 100 First Street 26th Floor
> San Francisco, CA 94105
> [415]-975-2251 Direct, [415]-284-5200 Main
> [415]-243-9664 FAX, [888]-519-8546 Pager
> rodger.bright@cbpr.com
> rodger.bright.pager@cbpr.com (Alpha Paging)

------------------------------

Date: 28 Jun 1999 19:51:26 -0400
From: Stainless Steel Rat <ratinox@peorth.gweep.net>
Subject: Re: Variable powers

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* Christopher Taylor <christopherrt@home.net> on Sun, 27 Jun 1999
| Because if you buy an advantage you must use it with the power. Since you
| have to have an advantage, you cannot choose that advantage to be "nothing"
| because "nothing" is not an advantage.

And if you spend the END for a +1 Advantage that does nothing, are you not
using the Advantage?
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- --
Rat <ratinox@peorth.gweep.net> \ Happy Fun Ball contains a liquid core,
Minion of Nathan - Nathan says Hi! \ which, if exposed due to rupture, should
PGP Key: at a key server near you! \ not be touched, inhaled, or looked at.

------------------------------

Date: 28 Jun 1999 19:55:24 -0400
From: Stainless Steel Rat <ratinox@peorth.gweep.net>
Subject: Re: Hero abbreviations

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* "Dave Mattingly" <dave@haymaker.win.net> on Mon, 28 Jun 1999
| Once, in a Haymaker a long time ago, I made a Hero word search with every
| Hero abbreviation I could think of.

I used to have something like that in the FAQ. It was rather a pain to
maintain, though. I still have it, though this is incomplete, now.

CV: Combat Value. This is a rough gauge of your combat ability.
OCV: Offensive Combat Value. How good you are at making attacks.
DCV: Defensive Combat Value. How good you are at avoiding attacks.
ECV: Ego (mental) Combat Value. How good you are in mind-to-mind
confrontations.
KS: Knowledge Skill. This is something you know; it is primarily
theoretical knowledge.
PS: Professional Skill. This is something you know how to do; it is
primarily practical knowledge.
AK: Area Knowledge Skill. An area you know a significant amount about.
SC: Science Skill. Pretty obvious :-).

BBB: the Big Blue Book, aka the Champions rulebook.
HSR: the HERO System Rulesbook.
AC: Adventurers Club, the HERO Games semi-quarterly magazine.
AE: Alien Enemies
AU: Atlas Unleashed
BM: Blood and Dr. McQuark
CC: Challenges for Champions
CD: Champions Deluxe
C3D: Champions in 3-D
CN: Champions of the North
CP1: Champions Presents #1
CP2: Champions Presents #2
CU: Champions Universe
C4: Champions, 4th Edition
C: CLOWN (CO supercedes)
CE: Classic Enemies
CO: Classic Organizations
COR: Corporations
CN: Creatures of the Night
CH: Cyber Hero
DC: Dark Champions
DD: Day of the Destroyer
DS: Deathstroke
DR: Demons Rule
E1: Enemies 1 (CE supercedes)
E2: Enemies 2 (CE supercedes)
E3: Enemies 3 (CE supercedes)
EI: Enemies the International File
EE: European Enemies
EFE: Eye for an Eye
FC: Fantasy Hero Companion
FC2: Fantasy Hero Companion II
FH2: Fantasy Hero, 2nd Edition
GAC: Golden Age Champions
HA1: Hero Almanac #1
HH: Horror Hero
IFB: Invaders from Below
ITE: Invasions Target Earth
JNL: Justice Not Law
JI: Justice, Inc
KC: Kingdom of Champions
MG: Mind Games
MM: Mystic Masters
NG: Neutral Ground (CO supercedes)
NH: Ninja Hero
O: Olympians
PD: PRIMUS & DEMON (CO supercedes)
RD: Red Doom (CO supercedes)
RK: Road Kill
RW: Robot Warriors
SD: Scourge of the Deep
SP: Serve and Protect
SH: Star Hero
SA: Super Agents (C4 supercedes)
TH: Target Hero
UM: Ultimate Marial Artist
UE: Underworld Enemies
V: VIPER
VU: Villainy Unbound
VD: VOICE of Doom
WH: Western Hero
WS: Wrath of the Seven Horsemen
ZC: Zodiac Conspiracy
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- --
Rat <ratinox@peorth.gweep.net> \ Happy Fun Ball contains a liquid core,
Minion of Nathan - Nathan says Hi! \ which, if exposed due to rupture, should
PGP Key: at a key server near you! \ not be touched, inhaled, or looked at.

------------------------------

Date: Mon, 28 Jun 1999 20:03:09 -0400
From: "Dave Mattingly" <dave@haymaker.win.net>
Subject: Re: Ocean Cruise Adventure

You need to throw in a costume party, too. And try to time is so that the
finale (or at least a climax) takes palce there. And have multiple people
with the same costumes. That's a classic bit.

You might have a millionaire and his wife, or a movie star, or a bumbling
first mate aboard.

Dave Mattingly
http://haymaker.org

------------------------------

Date: Mon, 28 Jun 1999 20:03:21 -0400
From: David Nasset <dnasset@cns.eds.com>
Subject: RE: Adv/Lim?

From: Rodger Bright [mailto:rodger.bright@cbpr.com]

> It makes more sense that no concious control on the variable
> SFX would be only a
> -1/2 limitation, since they really arent limiting the power.
> You still have a
> energy blast that you can use when you want.. the effect is
> just slightly
> different for each user, the full -2 on no Concious Control
> would be for the whole
> power, which would mean it only works when you least expect it to.
>

You misunderstood, and made the Limitation much too big.

The -2 for No Conscious Control only applies to the additional cost created
by the Variable SFX Advantage.

50 10d6 EB
8 Variable SFX for EB (Active Cost: 25pts), -2 NCC

58 Total

This is considered a somewhat gray area, under the new rules. Frankly, I
still find this sort of math to be better than attempting Variable
Limitation, which makes no accounting for two Limitations when one is much
larger than the other, such as IIF or 1 day Extra Time.

Filksinger

------------------------------

Date: Mon, 28 Jun 1999 18:09:44 -0600
From: Trevor Gunther <gunthert@sk.sympatico.ca>
Subject: Wings of the Valkyrie

I've noticed a couple of references to a supplement I've never seen
called Wings of the Valkyrie. As someone who thought he had all the hero
supplements (even the really bad ones) this has come as a huge shock to
me. Can someone out there give me a synopsis of the book and a review.
Thanx
Trevor

------------------------------

Date: Mon, 28 Jun 1999 19:11:25 -0500
From: "Daniel" <drake01@flash.net>
Subject: Re: Ocean Cruise Adventure

Guy: Try this for a plot.

The socialite is buying a rare antique statue from the orient and has
brought along the student of the east to identify it. Fu Manchu (from the
Peter Sellers movie) is trying to steal it since it has a component to the
elixer vita and a number of his personal servernts are on board (Hand type
ninjas who have a problem of mixing things up). The secret agent is on board
trying to find out what Fu is up to. Possibly also Axis agents trying to
find out the mystical secret of the statue for the 3rd Reich?

- -----Original Message-----
From: Guy Hoyle <ghoyle1@airmail.net>
To: champs-l@sysabend.org <champs-l@sysabend.org>
Date: Monday, June 28, 1999 4:34 PM
Subject: Ocean Cruise Adventure


>I'm trying to come up with a short adventure on an ocean liner for my pulp
>campaign (1930's era). It's a sidebar for my regular adventure; most of my
>regulars will probably be out of town. Since I have to run it this
>Saturday night, I was hoping for some ideas about fun stuff to do on an
>ocean cruise. They're starting in New York, and will end up (I think) in
>South Africa.
>
>It's a fairly tongue-in-cheek campaign, action-adventure with some elements
>of the supernatural. The characters involved will be a rich young
>socialite, a secret agent/master of disguise, and an American man who
>travelled to the far east to learn its philosophy and martial arts.
>
>If you can help me out, would appreciate the heck out of it. You can
>forward this to anybody who might also be of help.
>
>Guy
>
>
>
>
>
>

------------------------------

Date: Mon, 28 Jun 1999 20:16:51 -0400
From: David Nasset <dnasset@cns.eds.com>
Subject: RE: Variable powers

This message is in MIME format. Since your mail reader does not understand
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From: Michael (Damon) & Peni Griffin [mailto:griffin@txdirect.net]

>
>
> At 02:00 PM 6/28/1999 -0400, David Nasset wrote:
> >Example:
> >Blasto wants an Explosion for dealing with groups of
> enemies, but also wants
> >to be able to pinpoint certain targets, so as to not take
> out himself or his
> >teammates.
> >
> >10d6 EB, Variable Effect (Explosion (+1/2) or normal) +3/4 (+1/2 for
> >Explosion, +1/4 for VE).
>
> None of these examples require Variable Effect.
>
> Unless there's some really good reason for Blasto to want the
> explosion to
> lose DC's every hex,

SFX. It is an explosion.

>he can just buy AE: Radius, Selective
> Target. True,
> attack rolls must be made, but this is only reasonable when trying to
> pinpoint targets within the area of an explosion.

But, this assumes that he does want the power to pinpoint multiple targets
_and_ doesn't want the power to automatically hit everyone in the area on
that setting _and_ it is more expensive. All poor Blasto wanted was the
ability to shoot people, and, only if desired, create an explosion at the
target hex. This doesn't fit.

> >Example: Force wants to be able to generate a Force Field,
> but wants to be
> >able to shift Points freely from PD to ED.
> >
> >15 PD, 15 ED Force Field, Variable Effect (Any combination
> of PD/ED adding
> >up to 30 total or less) +1.
>
> Buy two Force Fields; one 15 PD/0 ED and one 0 PD/15 ED.
> Nothing prevents
> you from running them both at the same time, in any
> combination of numbers
> up to 15/15, and it costs no more than a single 15/15 Force Field.

Close enough. To properly simulate this, they'd need a 30 PD FF and a 30 ED
FF.

> >Example: Blasto has improved his control over the Cosmic
> Blast, and can
> >alter its focus and do various useful things with it.
> >
> >10d6 EB, Variable Effect (Explosion (+1/2), AE: Any (+1) AE:
> Radius (+1),
> >Armor Piercing (+1/2), nothing) +1 1/2 (+1 for largest
> Advantage, +1/2 for
> >up to five effects).
>
> Variable Advantage already takes care of everything listed
> here,

I stated outright that this was a _rewrite_ of VA. Which, in its present
form, sucks.

> except for
> "nothing", which I consider trivial. (And if you believe Rat,
> it even takes
> care of that.)

I'd actually rule in favor of Rat on this one, whether his interpretation is
or isn't the literal rule. I cannot think of a single way in which allowing
"none" is remotely abusive. And if anyone complains about END Cost, I'll
just select 0 END as my Variable Advantage.

> >Example: The wizard Rastar can generate fire in his hands,
> but to project
> >it, he needs his staff.
> >
> >10d6 EB, Variable Effect (OAF Mystic Staff (-1) or 0 Range
> (-1/2)) +1/4 for
> >VE, +1/2 for VE switchable Limitations.
>
> Buy the Power with Range but no Focus, and apply Limited Power
> (Conditional): Can only be used at Range when Blasto is
> holding his staff
> -1/4 (No Range is -1/2, so -1/4 is the only reasonable value for a
> conditional No Range.)

You need to create a whole new Limited Power (Conditional) for all possible
examples. Doable, and I'd do it without blinking, but if my method gives a
viable alternative that saves the GM the trouble, then I'd want it, just to
make things simpler on the beginning GM, at least.

Filksinger

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- ------_=_NextPart_000_01BEC1C2.9F03C756--

------------------------------

Date: Mon, 28 Jun 1999 16:47:30 -0700
From: Bob Greenwade <bob.greenwade@klock.com>
Subject: Re: Adv/Lim?

At 11:27 PM 6/28/1999 GMT, <owner-champ-l@sysabend.org> wrote:
>From: Juan Antonio Ramirez <tonio@prtc.net>
>Cc: 'Hero List' <champ-l@sysabend.org>
>Subject: Re: Adv/Lim?
>> So, you get the Variable SFX (Any) w/NCC for only 2 pts. That's the
"minimal
>> investment" that Bob referred to.
>>
>
>Oooohhhh... well, yeah, but think about it... is it really that useful
anyway?

I'd say it's worth about that much. There's some possibility for a
tactical advantage ("Hey, this thing's Vulnerable to fire? Give the ring
to Kelly!"), but not much.
- ---
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
Interested in sarrusophones? Join the Sarrusophone Mailing List!
http://www.klock.com/public/users/bob.greenwade/sarrus.htm

------------------------------

Date: Mon, 28 Jun 1999 16:47:55 -0700
From: Bob Greenwade <bob.greenwade@klock.com>
Subject: RE: Adv/Lim?

At 07:18 PM 6/28/1999 -0400, David Nasset wrote:
>
>So, you get the Variable SFX (Any) w/NCC for only 2 pts. That's the "minimal
>investment" that Bob referred to.

That's it exactly. :-]
- ---
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
Interested in sarrusophones? Join the Sarrusophone Mailing List!
http://www.klock.com/public/users/bob.greenwade/sarrus.htm

------------------------------

Date: Mon, 28 Jun 1999 20:33:36 -0400
From: "William K. Bushway" <bushway@us.hsanet.net>
Subject: Re: Ocean Cruise Adventure

- ----- Original Message -----
From: Guy Hoyle <ghoyle1@airmail.net>
Subject: Ocean Cruise Adventure

I'd see this as a chance to introduce the characters to some of their
contemporaries - other plup-style characters living out their own
adventures. Anyone traveling to "deepest, darkest Africa" ought to have an
interesting story to tell.

- - There's the wealthy New England businessman going on Safari. With him are
his beautiful, but sheltered daughter, and his guide, the Big Game Hunter.
Think Teddy Roosevelt. Or maybe they're amature Zoologists, following
legends of a Great Beast into the jungle. They only plan on documenting the
creature, but the Big Game Hunter has other ideas.

- - How about a treasure-hunting Archaeologist, and his shifty Native Guide?
Each holds part of a map that leads to hidden temple deep in the jungle. Of
course, the Guide plans on offing the Archaeologist once he gets past the
temple's traps...

- - If this cruise has upper crust passengers, they're sure to be surrounded
by the type of people that feed off 'em like lampreys. Young jiggilos
determined to prove their virility, card sharks and con men trying to bilk
them out of their money. Maybe one of the passengers has brought along a
Reknowned Mystic as a guest? Are his powers real, or merely trickery? How
about a shipboard seance?

These are just examples. The trick is to not just introduce them and
throw them away - have your characters run into them in passing once they
reach the mainland. Or have them swap addresses - you never know when
you'll need the expertise of an experienced Treasure Hunter. Or use 'em as
campaign color or in-jokes - When your character return to the States, have
'em pick up a paper with a story about the Great Beast discovered! Or a new
treasure being displayed at the Natural History Museum, recovered for the
Hidden Temple! And if these characters are central to future adventures,
your players have an "in." Don't forget to punish the players who aren't in
attendance!

If this is just a one-night thing, and you're not looking to create a
bunch of new characters, pick up one of those "How to Host a Murder" things,
and play all the "suspects" as NPCs. Most of them are simple to run, and
well-written. With minor changes, they can be used in almost any campaign
as "fill-in" one-shots.

***
William K. Bushway
"Villains always have antidotes...they're funny that way."
- -The Tick, The Tick vs. El Seed

------------------------------

Date: Mon, 28 Jun 1999 17:49:36 -0700 (PDT)
From: Chuk Goodin <cgoodin@sfu.ca>
Subject: RE: Ocean Cruise Adventure

On Mon, 28 Jun 1999, David Nasset wrote:

> From: Ben Brown [mailto:benbrown@primenet.com]
> > but is is the actual ghost, or merely a plot by a nefarious
> > band of latter
> > day pirates to seize the cargo of the ships, or perhaps a
> > plot by a Foreign
> > Power to scare mariners out of using the trade lanes, so that
> > a Secret Cargo
> > from the Mysterious East can round the cape of good hope in
> > absolute secrecy,
> > bound for Berlin (or Moscow, or Belgrade, or wherever).
> >
> > The possibilities are absolutely limitless.
>
> Well, depending upon how silly you want it to get, you might want to limit
> it a touch.
>
> For example, your last idea. What kind of cargo is so big that other ships
> will automatically see it as you sail about? You want to make certain that
> your cargo is such that the players won't ask, "Why didn't you just claim it
> was crates of macadamia nuts?"

Maybe the cargo is...King Kong! That would be big enough, and it would
fit the period.

chuk

------------------------------

Date: Mon, 28 Jun 1999 20:48:47 -0400
From: "Michael Sprague" <msprague@eznet.net>
Subject: Re: In the news....

Nice going guys ... now that I have read this, the MIB should be knocking at
my door at any minute now. :-)

~ Mike

- -----Original Message-----
From: David Nasset <dnasset@cns.eds.com>
To: 'Hero List' <champ-l@sysabend.org>
Date: Monday, June 28, 1999 3:24 PM
Subject: In the news....


>From: Mike Christodoulou <Cypriot@Concentric.net>
>
>>At 09:08 AM 6/28/99 -0500, Dr. Nuncheon wrote:
>>>> Second TRUE story.
>>>> Apparently there is a women that can detach her eyeball and still
>>>> see through it even though it is miles away.
>>>
>>>Say what?
>>>
>>>Do you have a source for this?
>>
>>
>>Yeah ... It's SUN magazine ... On sale at your local
>>grocer's impulse shopping rack ... right next to
>>Weekly World News.
>
>"Best investigative reporting on the planet. Go ahead and read the Post, if
>you want. Sometimes they get lucky."
>
>Filksinger

------------------------------

Date: Mon, 28 Jun 1999 18:21:57 -0700
From: Christopher Taylor <christopherrt@home.net>
Subject: Re: Variable powers

>| Because if you buy an advantage you must use it with the power. Since you
>| have to have an advantage, you cannot choose that advantage to be "nothing"
>| because "nothing" is not an advantage.
>
>And if you spend the END for a +1 Advantage that does nothing, are you not
>using the Advantage?

using WHAT advantage? That is the point, it isn't so much a rules issue as
it assaults my sense of logic, you aren't actually USING an advantage then
and it makes my head hurt :)

------------------------------

Date: Mon, 28 Jun 1999 18:37:32 -0700 (PDT)
From: Stormtide <stormtide@yahoo.com>
Subject: Re: Ocean Cruise Adventure

Lots of good suggestions so far. Here's a few that I
don't think have been posted yet.

* I don't know the usual route for the ocean liners,
whether they would first sail east to Europe and then
south to Africa, or if they would just try to go and
do the diagonal straight from New York to Africa. But
how about another route...south from New York to South
America before heading east to Africa. A route that
takes them through THE BERMUDA TRIANGLE.

* Even if there isn't a lot of mystical weirdness
going on, they might have to put up with sailing
through a storm or hurricane which threatens to sink
the ship. A setting which relies mayhem such as the
characters being pursued by a killer can be enhanced
with this added threat.

* Perhaps the crew gets a bit uneasy for some reason,
like being really superstitious about events in the
Bermuda Triangle and decide to mutiny against the
captain and those loyal to him. If you really want to
get bizarre, the entire crew & captain decide to
abandon ship in the middle of the night without
notifying the passengers, leaving the players and
passengers to find a way to navigate this ship safely
to port.

* Somewhere out in the waters of the Atlantic is a
German U-boat. The U-Boat crew never got the word
that the Great War was over, or maybe this is an early
start for WWII. But it has this ship the players are
sailing on in it's sights.


- --- Guy Hoyle <ghoyle1@airmail.net> wrote:
> I'm trying to come up with a short adventure on an
> ocean liner for my pulp
> campaign (1930's era). It's a sidebar for my
> regular adventure; most of my
> regulars will probably be out of town. Since I have
> to run it this
> Saturday night, I was hoping for some ideas about
> fun stuff to do on an
> ocean cruise. They're starting in New York, and
> will end up (I think) in
> South Africa.
>
> It's a fairly tongue-in-cheek campaign,
> action-adventure with some elements
> of the supernatural. The characters involved will
> be a rich young
> socialite, a secret agent/master of disguise, and an
> American man who
> travelled to the far east to learn its philosophy
> and martial arts.
>
> If you can help me out, would appreciate the heck
> out of it. You can
> forward this to anybody who might also be of help.
>
> Guy
>
>
>
>
>
>

_________________________________________________________
Do You Yahoo!?
Get your free @yahoo.com address at http://mail.yahoo.com

------------------------------

Date: Tue, 29 Jun 1999 01:38:00 GMT
From: samael@clark.net (Acid Rainbow)
Subject: Re: 100 pts.

On Sat, 26 Jun 99 01:03:44 , "qts" <qts@nildram.co.uk> sent these symbols
into the net:

>On Wed, 23 Jun 1999 10:47:00 -0400, David Nasset wrote:
>
>>A couple of times, people have asked what you would get yourself if =
some
>>alien or genie gave you 10 or 15 pts. I think this is pretty chincy.
>>
>>The God of People Who Need to Get a Life has just given you 100 pts.
>>What do you purchase?
>
>9 LS: Disease, Aging, Poison
>20 4D6 Luck
>15 Wealthy
>10 +10 Pre (to 20)
>5 + 10 COM (to 20)
>7 +7 INT (to 20)
>6 +3 EGO (to 13)
>3 Oratory
>3 Persuasion
>3 Seduction
>3 Streetwise
>3 High Society
>1 KS: Trivia
>10 10x assorted KS
>5 1 pt Regeneration OOC Only (-1)
>
>Others have suggested Universal Translator: why bother when when you
>have Wealth, you can just hire a translator?
To me this sounds like the words of a person who has never approached
fluency with a 2nd language. For example, only if you're fairly fluent =
can
you appreciate the quintuple puns possible only in Japanese, or other =
such
things, altho I suspect in some ways linguist and a slew of languages =
would
be more appropriate.

------------------------------

Date: Mon, 28 Jun 1999 21:03:45 -0500 (CDT)
From: "Dr. Nuncheon" <jeffj@io.com>
Subject: Re: Variable powers

On 28 Jun 1999, Stainless Steel Rat wrote:

> * Christopher Taylor <christopherrt@home.net> on Sun, 27 Jun 1999
> | Because if you buy an advantage you must use it with the power. Since you
> | have to have an advantage, you cannot choose that advantage to be "nothing"
> | because "nothing" is not an advantage.
>
> And if you spend the END for a +1 Advantage that does nothing, are you not
> using the Advantage?

Does that mean you cou;d 'turn off' your Armor Piercing but still pay the
END for it and beconsidered to be using it? I don't think so...

J

Hostes aliengeni me abduxerent. Jeff Johnston - jeffj@io.com
Qui annus est? http://www.io.com/~jeffj

------------------------------

Date: 28 Jun 1999 22:24:33 -0400
From: Stainless Steel Rat <ratinox@peorth.gweep.net>
Subject: Re: Variable powers

- -----BEGIN PGP SIGNED MESSAGE-----
Hash: SHA1

* "Dr. Nuncheon" <jeffj@io.com> on Mon, 28 Jun 1999
| Does that mean you cou;d 'turn off' your Armor Piercing but still pay the
| END for it and beconsidered to be using it? I don't think so...

Not if you spend +1/2 for AP. But you could if you spent the extra points
for a +1/2 Variable Advantage, which allows any Advantages up to a total of
+1/2.
- -----BEGIN PGP SIGNATURE-----
Version: GnuPG v0.9.8 (GNU/Linux)
Comment: For info see http://www.gnupg.org

iD8DBQE3eC5ggl+vIlSVSNkRAuUSAJ9J6tIejO+aYt5ES6jJrosFDsf+rQCgrfW1
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- --
Rat <ratinox@peorth.gweep.net> \ Do not taunt Happy Fun Ball.
Minion of Nathan - Nathan says Hi! \
PGP Key: at a key server near you! \

------------------------------

Date: Mon, 28 Jun 99 15:59:08 PDT
From: "Richard O'Marro" <hbcraft@impulsedata.net>
Subject: Re: Ocean Cruise Adventure

- ----------
>
> I'm trying to come up with a short adventure on an ocean liner for my =
pulp
> campaign (1930's era). It's a sidebar for my regular adventure; most =
of my
> regulars will probably be out of town. Since I have to run it this
> Saturday night, I was hoping for some ideas about fun stuff to do on =
an
> ocean cruise. They're starting in New York, and will end up (I think) =
in
> South Africa.
>
> It's a fairly tongue-in-cheek campaign, action-adventure with some elem=
ents
> of the supernatural. The characters involved will be a rich young
> socialite, a secret agent/master of disguise, and an American man who
> travelled to the far east to learn its philosophy and martial arts. =

>
> If you can help me out, would appreciate the heck out of it. You can
> forward this to anybody who might also be of help.
>
> Guy
OK, just looking for a few basic plot ideas? here ya go:
A strange woman strikes up a shipboard romance with one of the PCs. Near=
the end of the cruise one night
she is seen diving over the railing and into the ocean never to be seen =
again. (In actuality, she was just a visting mermaid stowaway looking for=
a good time)

One of the ship;s officers is brutally murdered during the trip, possibl=
y with clues pointing to one of the PCs. The murderer turns out to be ano=
ther passenger who was the officer's former smuggling partner. They had =
been using the ship to transport drugs and stole artifacts into the unite=
d states, until the officer decided he didn't need the other man anymore =
and broke the partnership.

A beautiful woman strikes up a freindship with one of the PCs (Possibly =
an old aquaintence) She turns out to be minor royalty and is travelling =
with her fiance. He is a complete jerk an ass, and investigation into him=
reveals that he is plotting to kill her for her money. The PCs must conv=
ince her of the danger and thwart him and his servents before it is too =
late.

You could always go with the classic spy smuggling secret doccuments and=
the PCs spotting him and then trying to figure out what side he's workin=
g on...
OK, there's 4 ideas just from the top of my head...

------------------------------

End of champ-l-digest V1 #434
*****************************


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