Digest Archive vol 1 Issue 445
From: owner-champ-l-digest@sysabend.org
Sent: Monday, July 05, 1999 11:50 PM
To: champ-l-digest@sysabend.org
Subject: champ-l-digest V1 #445
champ-l-digest Monday, July 5 1999 Volume 01 : Number 445
In this issue:
Re: Starting campaigns
Re: Starting campaigns
Re: Starting campaigns
RE: Starting campaigns
Re: Starting campaigns
Re: Twilight Zone: (Was Re:Uppin the ante - 250 Pts! Heroic dreamscome true!)
Enhanced Disarm (limited STR)
Re: Enhanced Disarm (limited STR)
Re: Starting campaigns
250 Pt Me: Enforcer
Re: Twilight Zone: (Was Re:Uppin the ante - 250 Pts! Heroic dreamscome true!)
GRG Post-Origins report
Re: Twilight Zone: (Was Re:Uppin the ante - 250 Pts! Heroic dreams come true!)
Re: Twilight Zone: (Was Re:Uppin the ante - 250 Pts! Heroic dreams come true!)
Re: Adv/Lim?
Re: Twilight Zone: (Was Re:Uppin the ante - 250 Pts! Heroicdreams come true!)
Re: Twilight Zone: (Was Re:Uppin the ante - 250 Pts! Heroic dreamscome true!)
Enemies of San Angelo
----------------------------------------------------------------------
Date: Mon, 05 Jul 1999 14:23:40 -0400
From: "Scott C. Nolan" <nolan@erols.com>
Subject: Re: Starting campaigns
At 11:07 AM 7/5/99 -0500, you wrote:
>Happy 4th of July everyone.
>
>I have a question on how other GM's start their supers campaigns. Do you
>have the players make individual characters and then bring them into a
>group? Do you tell the players what kind of group they will work for and
>then have them make characters, or do you ask the players to make up the
>kind of group they work for then then the characters?
>
>For example, some players might want to work for a government ran group,
>others might want to work for the Avengers, or even others might want to
>work behind the scenes such as the X-Men.
>
>The problem I have is that everytime I let my players make up their own
>characters and then try to get them together they end up fighting and
>the campaign doesn't last as long.
I think it's critical to discuss the type of campaign with the players ahead of
time. It's no fun getting stuck in a campaign type you wouldn't want to play.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
"The swallow may fly south with the sun or the house martin or
the plover may seek warmer climes in winter, yet these are not
strangers to our land?"
"Are you suggesting coconuts migrate?"
Graham Chapman and Michael Palin
- Monty Python and the Holy Grail
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
------------------------------
Date: Mon, 05 Jul 99 07:54:04 PDT
From: "Richard O'Marro" <hbcraft@impulsedata.net>
Subject: Re: Starting campaigns
- ----------
> Happy 4th of July everyone.
>
> I have a question on how other GM's start their supers campaigns. Do =
you
> have the players make individual characters and then bring them into =
a
> group? Do you tell the players what kind of group they will work for =
and
> then have them make characters, or do you ask the players to make up =
the
> kind of group they work for then then the characters?
>
> For example, some players might want to work for a government ran group=
,
> others might want to work for the Avengers, or even others might want =
to
> work behind the scenes such as the X-Men.
>
> The problem I have is that everytime I let my players make up their own
> characters and then try to get them together they end up fighting and
> the campaign doesn't last as long.
>
> Bobby Farris
>
>
>
OK, I personally have done it several ways depending on the campaign I =
was running. I've done it where I had each make up hwatever character the=
y wanted, and then have them all invesitgating differnt things that turn =
out tied to the same thing and they end up workign together to crack it. =
This has lead to some conflicts in the past, but nothing group rending. =
In fact it usually helped with the RP. No group is going to be perfect. =
this style also helps keep the group together because they have one direc=
t common goal that they ALL want the answer to for whatever their own per=
sonal reasons are. Now after the adventure is over, if they stay teamed =
up depends on how well they felt the worked together, some groups have =
stayed a team, others decided to go their own ways.
Another style I use, I will have them make up characters that fit into =
a certain classification, and form the group based on that. I've done, =
"Wanted by the law" for a Suicide Squad kinda group, Mystical origin for =
a magical dimention hopping group, and "former mafia who have since had =
contracts put out on their lives" The main trouble with this, is that the=
group is basically tied together only by a similar past, and many times =
characters come out with differnt personal goals.
One other way I've done it is just by chance. The first thing that pops =
to mind wiht this one was a GURPS campaign I ran where a Fantasy Genre's =
dimentional magic experiments got tainted by a Cyberpunk Corp's Dimention=
al Project, and caused the various alternate realities to get pulls toget=
her. That group ended up consisting of an old West Coyboy, a fantasy Conm=
an.theif. a Fantasy Magic user, a Cyberpunk street punk, a Space Opera =
Glactic hero, and two super heroes, all of whom ended up having to work =
together just to survive because each knew things about their own reality=
that the others didn't and now that all the realities were shuffled toge=
ther... They ended up running into some really strange stuff. (Personally=
I like my clan of Cybernetically enhanced Vampires and the posse of Gian=
t Purple Worm riding Orcish cowboys...)
------------------------------
Date: Mon, 05 Jul 1999 11:24:21 -0700
From: Lizard <lizard@mrlizard.com>
Subject: Re: Starting campaigns
At 11:07 AM 7/5/99 -0500, Bobby Farris Jr. wrote:
>Happy 4th of July everyone.
>
>I have a question on how other GM's start their supers campaigns. Do
you
>have the players make individual characters and then bring them into a
>group? Do you tell the players what kind of group they will work for
and
>then have them make characters, or do you ask the players to make up
the
>kind of group they work for then then the characters?
>
>For example, some players might want to work for a government ran
group,
>others might want to work for the Avengers, or even others might want
to
>work behind the scenes such as the X-Men.
>
You have to decide beforehand what the campaign will be. Say, "You're
going to be members of a top-secret government organization devoted to
fighting world-dominating conspiracies. Since you all had to pass
rigorous psychological examination and undergo conditioning, none of you
will have disads that make it impossible for you to work succesfully in a
team situation." Or "You are all 'street level' heroes who worked alone.
But a mysterious patron has brought you all together. His hold on you is
absolute -- it may be blackmail, it may be adebt of honor, it may be
something else. You tell me. Nonetheless, so long as this hold exists,
you will work together as a team, even if you don't like each other very
much. Create psych lims as appropriate, and try to make sure his 'hold'
is linked to your character in an irrevocable way."
For example, here is an excerpt from the background I gave to players in
my current campaign. (The background also described technology, culture,
some history, and a lot of the genre conventions that will be used. It is
recommended you do likewise. Before asking anyone to create a PC, write
up 2-5 pages about the world. When did heroes appear? How are they viewed
by the government and the population? Are there any powers which have
never manifested, or some which are very common? What great heroes and
villains are there? Etc...)
==========
<fontfamily><param>Times New Roman</param><bigger>Psych lims:Characters
with dangerous or seriously anti-social psych lims will not pass the
screening process. No berserks (limited enraged allowed). No xenophobes,
bigots, or racists -- you'll be expected to be working with, and helping,
countless species. Also, no 'loners', 'hermits', or other
non-team-players:At this point level, you work together, or you get a
nice funeral. (Characters dying *is* in-genre, actually. The LSH had a
stunning turnover rate, all things considered...)
Phys lims:Super-science has mostly eliminated blindness, missing legs,
etc. However, non-humanoid aliens may well have many physical limitations
relative to humans.
Powers:Elemental controls are strongly encouraged, as are multipowers.
VPPs permitted with GM permission. All supers should have a good unifying
concept.
Origins:All the traditionals. A very in-genre origin is being a member of
a humanoid species which has 'evolved' super-powers to deal with a
hostile homeworld. Usually, the PC is one of only a few who have ever
left the homeworld, or has a power level much greater than the average
native, which is why the universe isn't overrun with them. In addition to
this, the usual range of mutants, industrial accidents, etc, is
permitted.
Motives:Characters ought to have a good motive for joining the Sentries.
A few classics are:
Responsibility:"With great power comes..." you know the drill. Your
character feels duty bound to use their powers for Good. This is
especially appropriate for mutants/accidentals.
Thrill-seeker:Life in the GF can be pretty dull. It's an old, settled,
universe. If you're 14 and can shoot lightning bolts from your eyes, you
might want to find a little excitement.
Representative:Your species has lived in relative isolation for
centuries. You realize that the abilities you take for granted would be
considered 'super powers' elsewhere, and you are determined to make your
species known as True Heroes!
Justice:Your parents were murdered by vicious space pirates, and you
were left for dead! But the radioactive rocks in the cargo hold gave you
super-powers! Now, you will battle evil wherever it is found! (This is a
variant of 'Responsibility', appropriate for slightly grimmer
characters)
Safety:Your powers are not fully controlled. You need to learn to use
them, and how better than in the company of other supers?
</bigger></fontfamily>
=====
------------------------------
Date: Mon, 5 Jul 1999 14:59:21 -0400
From: Brian Wawrow <bwawrow@fmco.com>
Subject: RE: Starting campaigns
A belated Happy Canada Day [July 1st] looooong weekend.
Some thoughts on GMing philosophy as it applies to the front of the game....
Although I haven't run a supers game in a while, my heroic games use mostly
the same starting elements.
In character creation, I use restrictions and guidelines. Restrictions are
non negotiable GM laws the define the boundaries of the game, at least at
the beginning. Guidelines are things I ask my players to consider while
making their characters. In order to avoid the arbitrary GM syndrome [my
most hated of all syndromes] where a GM looks at a character and poo-poo's
something perfectly legal, think long and hard about your restrictions. In a
FH game, this includes racial options, magic systems and so on. In supers
games, restrictions might include 'Stop' powers, max OCV or DC's.
Personally, I find max DC's and CV's to be artificial and contrived. I'd
much rather set a maximum limit on limitations so if a PC wants a crazy big
attack he's got to pay for it, but I digress.
Next. When everybody has a completed character, check the math. Check it
again. Talk to the player about the character. It is up to the GM to
understand how the player sees his character. As GM, you get everything
else, let the player have 100% creative control over his character's
personality and background within the restrictions you've already defined
and discussed with the players.
Back to the drawing board. Revise your original campaign concept and tweak
the details to fit the PC's. For example, in my FH game, I told all the PC's
that they would be playing in the city of Khore. Upon reaching age of
majority, they were expected to go on a ritual of ascension (3-week
adventure) and return. At which point, they become citizens. However, since
Khore is a theocratic city-state, to become a citizen, the PC must join one
of six churches and choose one of six training paths (job packages) from his
church. Once all the PC's were built, it looked like most were gravitation
towards one church. With a little prod from me, the others fall into line
and all four are members of the spooky church [Church of Zudo, Brother of
Shadow] that hunts demons and ghosts and whatnot. So now I can focus the
campaign and lean more heavily on an X-Files/Cthulu twist to my fantasy
campaign.
Now, each of your players has a well considered character, developed largely
apart from the other players. Time to run solos. Every PC should have a solo
adventure. Just a few hours of running around, meeting contacts, trying out
skills, getting into a meaningless fight with some drunken sailors and
establishing a plot thread that will lead into the first session. This
simply allows the player to get a feel for the character, make some rolls,
stop and ask questions and make revisions when things don't really work like
they'd originally planned.
So, in a supers game, I would approach it like this. If you want to run an
X-Men type game, tell everyone to make a teenage mutant and set your
restrictions. When everyone has their character made, look at what kind of
group you have. Consider how your original idea will run with this group.
Then decide if you want Chuck X, Magneto or maybe Apocalypse to come and
recruit.
Remember, any opportunity to set hard restrictions is preferable to a player
spending hours on a guy and then you arbitrarily cut out the heart of the
character because it doesn't fit your idea.
That, and solos. Everybody gets a solo. I like to squeeze in a set of solos
after major plot events just to keep the subplots fresh.
later,
BRI
] Happy 4th of July everyone.
]
] I have a question on how other GM's start their supers
] campaigns. Do you
] have the players make individual characters and then bring them into a
] group? Do you tell the players what kind of group they will
] work for and
] then have them make characters, or do you ask the players to
] make up the
] kind of group they work for then then the characters?
]
] For example, some players might want to work for a government
] ran group,
] others might want to work for the Avengers, or even others
] might want to
] work behind the scenes such as the X-Men.
]
] The problem I have is that everytime I let my players make up
] their own
] characters and then try to get them together they end up fighting and
] the campaign doesn't last as long.
]
] Bobby Farris
]
]
------------------------------
Date: Mon, 5 Jul 1999 12:41:12 -0700 (PDT)
From: shaw@caprica.com (Wayne Shaw)
Subject: Re: Starting campaigns
>Happy 4th of July everyone.
>
>I have a question on how other GM's start their supers campaigns. Do you
>have the players make individual characters and then bring them into a
>group? Do you tell the players what kind of group they will work for and
>then have them make characters, or do you ask the players to make up the
>kind of group they work for then then the characters?
I normally tell them what the rational for the group will be in advance.
It's possible to fit a disparate group together, but observation has been
that things generally work much better the other way.
------------------------------
Date: Mon, 05 Jul 1999 14:29:03 -0700
From: Chad Riley <chadriley01@sprynet.com>
Subject: Re: Twilight Zone: (Was Re:Uppin the ante - 250 Pts! Heroic dreamscome true!)
Okay, When I first suggested the 250 pt versions of ourselves, I did say
superheroes. The original posts were about just making us and admitedly I
foresaw a huge group of Extrordinarily handsome/beautiful, rich immortals being
returned to me. And not a few world conquerers. However, I also saw, for example
a swashbukler swordsman in the anime vein named M. Surbrook. Probably the
superheroic Stainless Steel Rat and Lockie (or mad elf or whatever he is now) as
5 pt rivals (maybe 10 if they decided on the same lady friend...) I have been
tremendously impressed with the creativity in this group. I assumed I'd be sent
new and unusual power combinations and such. Seeing the characters presented has
by everyon here has been cool. I would have like to see how we saw our own alter
egos given the chance. However I also realized that it might become a discussion
on ruling the world vs saving it. And now it has. Too bad. I'd like to think
some of us would become heroes.
Anyway the offer is still there. I'll put us all together in the Champions List
Universe and make CW files of everyone that participates. Have at thee! Or
whatever.
BTW, I'd probably take C) too.
WyldWsel@aol.com wrote:
> In a message dated 7/4/99 12:56:46 PM Eastern Daylight Time,
> lizard@mrlizard.com writes:
>
> << Which brings up an interesting point:Why do people (in comics) who never
> had any desire to be cops, firemen, doctors, social workers, etc, all
> become full of self-sacrifice when they get superpowers? For a few
> characters, this makes sense -- Batman, obviously, and Spiderman, who is
> working off a guilt complex. But in a 'real world with powers' type
> universe, you'd see very few people who suddenly run out and anonymously
> battle crime. You'd see a lot more who'd use their powers for profit,
> though not necessarily in criminal ways. Speedsters running messenger
> services, telepaths working for labor negotiations boards, bricks serving
> as bodyguards to movie stars.
>
> I mean, come on. You wake up one morning and discover you can bench press a
> truck and bounce bullets. Your first thought is:
>
> a)I know! I shall put on a mask and dedicate my life to fighting the forces
> of darkness!
>
> b)Bwahahaha! With this unstoppable power, the world shall be mine! All
> shall kneel before my might!
>
> b)Woohoo! Hollywood, here I come!
>
> >>
> Ok in all honesty i would probally take C. But here you pose a good
> question any "HERO"'s background should anwser, and anwser it in depth.
>
> The Wyld Weasel
------------------------------
Date: Mon, 05 Jul 1999 17:47:27 -0400 (EDT)
From: Jason Sullivan <ravanos@NJCU.edu>
Subject: Enhanced Disarm (limited STR)
I was wondering what ammount of Limitation you would assign to
a construct using STR as the base CHAR, the Limitation being "Only Useable
for Disarm and Defending Against Disarms"?
------------------------------
Date: Mon, 05 Jul 1999 17:51:42 -0400
From: "Scott C. Nolan" <nolan@erols.com>
Subject: Re: Enhanced Disarm (limited STR)
At 05:47 PM 7/5/99 -0400, you wrote:
>
> I was wondering what ammount of Limitation you would assign to
>a construct using STR as the base CHAR, the Limitation being "Only Useable
>for Disarm and Defending Against Disarms"?
- -1/2. This is the standard amount when a power is useful "some of the time",
but not rarely (-1) or frequently (-1/4). Not scientific or canon, but the way
I see it most often done.
------------------------------
Date: Mon, 05 Jul 1999 14:33:22 -0700
From: Bob Greenwade <bob.greenwade@klock.com>
Subject: Re: Starting campaigns
At 11:07 AM 7/5/1999 -0500, Bobby Farris Jr. wrote:
>Happy 4th of July everyone.
>
>I have a question on how other GM's start their supers campaigns. Do you
>have the players make individual characters and then bring them into a
>group? Do you tell the players what kind of group they will work for and
>then have them make characters, or do you ask the players to make up the
>kind of group they work for then then the characters?
Originally, I did the first one, and this made for a very JLA/Avengers
type of game.
After some experimentation, I found that the second method works best
(for me, anyway). It allows for more cohesive storytelling.
>For example, some players might want to work for a government ran group,
>others might want to work for the Avengers, or even others might want to
>work behind the scenes such as the X-Men.
>
>The problem I have is that everytime I let my players make up their own
>characters and then try to get them together they end up fighting and
>the campaign doesn't last as long.
This is only one of several problems with eclectic groups. The big one
I had was finding a logical way to bring them all together.
Something that I've found to work quite well is to decide ahead of time
who will be the team leader, and then work everyone's history so that the
leader has some connection to nearly all of them, and the ones she doesn't
have a connection to are connected to one of the others.
Take the Justifiers, for instance. I determined first off that Ms
Steele, a cyborg who is also an attorney, would be the leader. Rattler, a
former US Marshall and now bounty hunter, has crossed professional paths
with her before, and even helped her line up an office for her private
practice. Bob Ramsey, an ex-con, was defended by her when she was an
Assistant Public Defender. Cyberbug was a powered-armor type who built Ms
Steele's cybernetic parts. Target X was assigned to the group as their
official liaison with the police. Holo was one of Ms Steele's first
clients for her private practice, and looks to her for moral guidance in
using his newfound powers.
Everyone fit in, everyone had a particular function, and I have no doubt
that it would have worked wonderfully if most of the players hadn't had to
move away before things really got started. :~(
- ---
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, 05 Jul 1999 15:21:12 -0700
From: Chad Riley <chadriley01@sprynet.com>
Subject: 250 Pt Me: Enforcer
Okay, so it was my idea and I decided to start. I tend to dream pretty
typical golden age, four color dreams. Here I am in my super powered
self...
Enforcer
Val Characteristic Cost
50 Strength 40
18 Dexterity 24
25 Constitution 30
12 Body 4
13 Intelligence 3
11 Ego 2
18 Presence 8
16 Comeliness 3
20 Physical Defense 10
20 Energy Defense 15
4 Speed 12
15 Recovery 0
50 Endurance 0
50 Stun 0
Characteristic Rolls: STR: 19-, DEX: 13-, CON: 14-, INT: 12-, EGO: 11-,
PER: 12-
Run: 6", Swim: 2", Jump: 10", Lift: 25 ton
Cost Powers END/Roll
20 10" Flight (NC: 20"); Non-Combat Multiplier: ×2, +0 2
10 Supersonic Flight (Mach 1, 750 MPH) 1
10 Knockback Resistance (-5")
10 Damage Resistance (10 PD/10 ED)
9 Telescopic Sense (Sight, +6 to PER)
5 Ultraviolet Vision
5 Infrared Vision
3 Ultrasonic Hearing
3 Radio Hearing
3 Life Support: Intense Heat/Cold
3 Life Support: High Radiation
3 Life Support: High Pressure/Vacuum
3 Immune to Disease
3 Immune to Aging
Cost Skills, Talents, Perks Roll
3 Computer Programming 12-
1 Professional Skill: Artist 11-
1 Professional Skill: Singer 11-
1 Professional Skill: Musician (Guitarist) 11-
3 Jack of All Trades
100+ Disadvantages
10 Enraged: When Mind Controlled (14-, 11-); Circumstances: Uncommon,
+5
5 DNPC: Jennifer Buckley (Fiancee) (Normal, 8-); Skills: Useful, -5
10 Hunted: Conquest V (8-); Capabilities: As Powerful, 10; Non-combat
Influence: None, +0; Geographical Area: Unlimited, -0; Actions: Hunting,
×1; Punishment: Harsh, 0
20 Hunted: Lord Daigon Conquest Prime (8-); Capabilities: More
Powerful, 15; Non-combat Influence: Extensive, +5; Geographical Area:
Unlimited, -0; Actions: Hunting, ×1; Punishment: Harsh, 0
15 Secret Identity: S. Chad Riley
15 Always Keeps His Word (Uncommon, Total)
15 Overconfidence (Very Common, Moderate)
15 Thrill Seeker (Very Common, Moderate)
10 Reputation: Popular Hero (11-)
20 Susceptibility: Mind Control (3d6 STUN/Turn); Condition: Uncommon,
+5
5 Vulnerability: Mind Control (1½× Effect); Attack: Uncommon, +5
10 Vulnerability: Mind Scanning (2× Effect); Attack: Uncommon, +5
OCV: 6; DCV: 6; ECV: 4; Mental Def.: 0; Phases: 3, 6, 9, 12
PD/rPD: 20/10; ED/rED: 20/10
COSTS: Char.: 151 Disadv.: 150
Powers: + 99 Base: + 100
Total: = 250 Total: = 250
Story: Chad Riley thought that he grew up a normal, well adjusted child
who had a relatively happy home and a mundane existance.
He was wrong on all accounts. Chad was the fourth in a series of
genetically altered childred created by the maniacal Lord Daigon
Conquest Prime. Lord Daigon, a verbose and arrogant conquerer of worlds,
was trying to grow his own elite supervillains. He used his loyal
mentalist minion Master Mind, to conrtol several young parents into
giving up their newborn children. The bad Doctor then injected the
infants with a virus that would alter their DNA and allow them to gain
superpowers when subjected to a specific stimulai which he would produce
later. They were then given back to their parents whose memories were
altered to believe that their children had been gravely ill and
miraculously cured at the hospital. The infants grew up normally, with
Diagon or his agents occasionally checking their progress. However when
confronted with their power inducing stimuli, most of the children
perished.
Chad was lucky. His encounter triggered superhuman powers! The first
attempt to collect him went badly. Chad had no desire to serve the evil
genius that had endowed him with super abilities. A battle ensued that
was stopped rather quickly by Master Mind. Daigon Conquest had ensured
that the children wouldn't be allowed to resist him so he bioengineered
a weakness to Master Mind's mental powers of Seeking and Controlling.
Chad's weakness triggered rage and eventually unconsciousness. He was
deemed a failure and would have been eliminated if it hadn't been for
the timely arrival of the police.
Chad vowed to defend the earth from his "benefactor" and the man's evil
plans. He became the heroic Enforcer, after a character in a comic he
read as a child.
Recently, the child activated prior to him, having been dubbed Conquest
V, requested his master's permission to personally destroy Enforcer. He
was granted this and has been attampting to murder the young hero ever
since. The two have very similar powers although Conquest has more
training in their use.
Height: 188cm (6'2"), Weight: 102¼kg (225 lbs), Sex: Male, Age: 21,
Race: Altered Human
Appearance: Hair: Brown, Eyes: Blue-Gray
Enforcer's costume is a silver/gray body suit with a blue field from
his shoulders that comes to a point just below his chest. He has three
white horizontal bars as a stylized "E" on the center of his chest. He
wears silver reflective goggles, no mask, a blue cape, blue gloves,
boots and trunks, his belt is white as are the rings at the tops of his
gloves & boots and the lining if his cape.
Chad is tall, and muscularly built, a not hulking but bigger than
average. He wears his hair short and dresses in casual clothing, mostly
grays, blacks, and blues. He has a long black leather duster that he
wears all the time.
Notes:
I have Age regressed myself (now that's a power), only because this is
the neophyte me. Pretty Typical Superchad wannabe actually. My powers
come from the CW hero template. Supersonic Flight hasn't been really
explained and might concieveably be disallowed by many, if thats the
case by my NCM up to X8 and be done with it.
------------------------------
Date: Mon, 5 Jul 1999 19:30:24 -0400 (EDT)
From: Michael Surbrook <susano@dedaana.otd.com>
Subject: Re: Twilight Zone: (Was Re:Uppin the ante - 250 Pts! Heroic dreamscome true!)
On Mon, 5 Jul 1999, Chad Riley wrote:
> returned to me. And not a few world conquerers. However, I also saw,
> for example
> a swashbukler swordsman in the anime vein named M. Surbrook.
Saw where?
> Probably the
> superheroic Stainless Steel Rat and Lockie (or mad elf or whatever he
> is now) as
> 5 pt rivals (maybe 10 if they decided on the same lady friend...)
Rivals to me or each other?
- --
Michael Surbrook - susano@otd.com - http://www.otd.com/~susano/index.html
There are only two truly infinite things, the universe and stupidity. And
I am unsure about the universe. - Albert Einstein
------------------------------
Date: Mon, 5 Jul 1999 19:42:10 EDT
From: GoldRushG@aol.com
Subject: GRG Post-Origins report
Well, I'm back from Origins. Flew into Sacramento at 2:15 am today and
trying to get my body back into a "normal" schedule.
Overall the show went quite well. We got to see a lot of friends that we
haven't seen since last year (a shout out to the Alderac, WotC, Event
Horizon, XID, Hero Games, Pinnacle and West End crews!). And we also got to
see a number of familiar fans and freelancers, as well as meet quite a few
new ones. I was glad to see you all. Thanks for stopping by the booth!
We had Enemies of San Angelo at the show (it arrived at the hotel Wednesday
afternoon, just in time to debut Thursday, the first day of the show). It was
well-received, and I think it's going to be a good seller. Lots of good
comments about it, one of the most common being "Looks great! At last I have
some vilains for my San Angelo game!" Well, there are certainly a good number
of villains and NPC normals in the book, all of them tied into the San Angelo
continuity. There were even a few industry folks who publish "other superhero
RPGs" who came by and wanted a copy. Now that's a compliment, indeed!
More folks came by to check out the Usagi Yojijmbo RPG and many asked about
any upcoming supplements. I'm happy to report that we're planning to release
the UY: Monsters! supplement shortly after GenCon (probably in September).
I was also able to attend my first Origins Awards ceremony. As you probably
know, two of our products were nominated for Origins Awards: San Angelo: City
of Heroes (Best RPG Supplement) ad Usagi Yojimbo RPG (Best Roleplaying Game).
We didn't win either catagory but it was certainly an honor to have been
nominated; Our first time ever and for two products in the two "biggest"
catagories - quite an honor! I'd like to thank everyone who voted for our
products. It means a lot to everyone involved in both projects to have that
kind of support. And congratulations to the winners; their were some very
deserving recipients.
I ran several Sengoku demo games during the show and they went off quite
well. Thanks to those folks who played. I had a blast. We announced that
Sengoku would be released in August. There's about a 95% liklihood that it
will see release at GenCon. But if not, it will *definitely* released in
August, shortly after the show.
Which reminds me, I really need to get back to polishing the layouts,
correcting those typos and plugging in the art (which is beautiful; arguably
the best art in an RPG this year, IMO). So I'm going to sign off for now.
Take care, all, and we hope to see you next month at GenCon.
Mark Arsenault
Gold Rush Games
------------------------------
Date: Tue, 06 Jul 1999 07:54:52 +0800
From: Allan Dunbar <adunbar@iinet.net.au>
Subject: Re: Twilight Zone: (Was Re:Uppin the ante - 250 Pts! Heroic dreams come true!)
At 09:55 4/07/99 -0700, you wrote:
>At 09:40 AM 7/4/99 -0700, Stormtide wrote:
>> I'm just curious why we haven't seen many
>>powers that could be used to help others such as "Aid"
>>and the like. Isn't that the nature of being a hero?
>>
>But I'm *not* a hero. :) Since I don't use my existing abilities to help
>others (other than the fact that if I want to get paid, I need to do work
>other people find valuable), why should I be any different in a 'powered
>up' state?
>
>Which brings up an interesting point:Why do people (in comics) who never
>had any desire to be cops, firemen, doctors, social workers, etc, all
>become full of self-sacrifice when they get superpowers? For a few
>characters, this makes sense -- Batman, obviously, and Spiderman, who is
>working off a guilt complex. But in a 'real world with powers' type
>universe, you'd see very few people who suddenly run out and anonymously
>battle crime. You'd see a lot more who'd use their powers for profit,
>though not necessarily in criminal ways. Speedsters running messenger
>services, telepaths working for labor negotiations boards, bricks serving
>as bodyguards to movie stars.
>
>I mean, come on. You wake up one morning and discover you can bench press a
>truck and bounce bullets. Your first thought is:
>
>a)I know! I shall put on a mask and dedicate my life to fighting the forces
>of darkness!
>
>b)Bwahahaha! With this unstoppable power, the world shall be mine! All
>shall kneel before my might!
>
>b)Woohoo! Hollywood, here I come!
>
>
Actually, I do want to be a cop. Plan to join as soon as I finish
university. I would go out and be a hero. I have been the victim of three
armed holdups, and quite frankly, I would probably (given 250 points) go do
something about crime. And on a global scale - again, the same. But I
agree with what you are saying. Sadly, this is only too true.
Not that I would use my points to buy aids to heal people etc, that would be
pointless, unless you could affect things on a global scale, and then the
ramifications would be horrific. If you're talking about realism here, you
have to realise that healing the sick and making sure no one dies of their
wounds on a global scale would see us experiencing massive overpopulation in
about half the time we are expected to experience it.
------------------------------
Date: Mon, 05 Jul 1999 17:27:06 -0700
From: Lizard <lizard@mrlizard.com>
Subject: Re: Twilight Zone: (Was Re:Uppin the ante - 250 Pts! Heroic dreams come true!)
At 07:54 AM 7/6/99 +0800, Allan Dunbar wrote:
>Not that I would use my points to buy aids to heal people etc, that would be
>pointless, unless you could affect things on a global scale, and then the
>ramifications would be horrific. If you're talking about realism here, you
>have to realise that healing the sick and making sure no one dies of their
>wounds on a global scale would see us experiencing massive overpopulation in
>about half the time we are expected to experience it.
>
If this were true, population growth would be highest in industrial nations
with good medical infrastructures, and lowest in third-world nations. But
in fact, the opposite is true. The longer the lifespan, the LOWER the
population growth. Europe and American are very close to ZPG, and in some
nations, all growth is from immigration. Almost all population growth is
occuring in the parts of the world where lifespan is shortest.
The 'writhing mass of humanity expanding at lightspeed' is LAST years doom
scenario. The current one is a million senior-citizens living off the labor
of one kid at McDonalds.
------------------------------
Date: Mon, 05 Jul 1999 19:23:55 -0400
From: Juan Antonio Ramirez <tonio@prtc.net>
Subject: Re: Adv/Lim?
qts wrote:
> On Mon, 28 Jun 1999 19:14:41 -0400, Juan Antonio Ramirez wrote:
>
> >Bob Greenwade wrote:
> >
> >> At 03:25 PM 6/28/1999 -0400, David Nasset wrote:
> >> >From: Bob Greenwade <bob.greenwade@klock.com>
> >> >
> >> >>
> >> >>At 07:53 PM 6/27/1999 -0400, Juan Antonio Ramirez wrote:
> >> >>>
> >> >>>Here's what I want to do... I want to make this item (say a ring, a
> >> >>>power bracelet, whatever) which has a set of powers which anybody who
> >> >>>picks it up and wears it can use. By the way, Superhero setting...
> >> >>>Well, the problem is the SFX. They are sorta variable... it depends on
> >> >>>who picks it up.
> >> ><snip>
> >> >>>I'm tempted to list it as a +/- 0 Adv/Lim ("SFX Reflects user's
> >> >>>'heart'"), but I'm thinking maybe it's Variable SFX with a Limitation on
> >> >>>the Advantage...
> >> >>>What to you guys think?
> >> >>
> >> >> I'd go with the latter idea (Variable SFX with a Limitation --
> >> >>specifically, I'd use No Conscious Control).
> >
> >>
> >> >
> >> >Perfect. And if the user's personality were to suddenly change, poof, new
> >> >SFX!
> >>
> >
> >Hmmm.... I like this... 8)
> >
> >>
> >> 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...
>
> Errr, no. It's 60 APs, and the cost is
>
> (40/(1+1/2+2))+((40*1/2)/(1+2+1/2+2))=11+3=14
Huh?
8d6 EB is 40 pts base...
40*1/2 = 20 is the cost of the VSFX adv.
20/(1+2) = 7 is the cost of VSFX, No Concious Control.
so 40 + 7 is the Active Cost.
Hmm, maybe 60 could be the active cost, considering the Advantage without its
Limitation, I could be wrong there, but it still shouldn't affect the Real Cost...
which would be 47 (Base + Advantages) / (1+2+1/2) = 13.
>
> qts
>
> Home: qts@nildram.co.uk.
- --Tonio
------------------------------
Date: Mon, 05 Jul 1999 20:55:01 -0500
From: Lance Dyas <lancelot@inetnebr.com>
Subject: Re: Twilight Zone: (Was Re:Uppin the ante - 250 Pts! Heroicdreams come true!)
Lizard wrote:
> At 09:40 AM 7/4/99 -0700, Stormtide wrote:
> > I'm just curious why we haven't seen many
> >powers that could be used to help others such as "Aid"
> >and the like. Isn't that the nature of being a hero?
> >
> But I'm *not* a hero. :) Since I don't use my existing abilities to help
> others (other than the fact that if I want to get paid, I need to do work
> other people find valuable), why should I be any different in a 'powered
> up' state?
Hmmm personally my ultimate healer christ complex is something I find
mildly frightening 250 pts makes it too easy to pull a power
out of your hat that would distort the crap out of reality. Particularly if
you take its impact on life seriously.
Lance
------------------------------
Date: Mon, 5 Jul 1999 22:38:05 EDT
From: ErolB1@aol.com
Subject: Re: Twilight Zone: (Was Re:Uppin the ante - 250 Pts! Heroic dreamscome true!)
In a message dated 99-07-05 17:30:43 EDT, chadriley01@sprynet.com writes:
> Okay, When I first suggested the 250 pt versions of ourselves, I did say
> superheroes. The original posts were about just making us and admitedly I
> foresaw a huge group of Extrordinarily handsome/beautiful, rich immortals
> being
> returned to me. And not a few world conquerers.
Well, I was one of the people who saw the "if you don't want to answer,
don't" disclamer and decided not to answer. But now I'm going to comment on
what I would have answered if I did answer :-)
First, I'd like to make a distinction between "What would you give yourself
in a 'real world with powers' setting?" (i.e. if this real world turned into
a real world with powers) and "What would you give yourself if you had 250
pts and were transplanted into a 4-color universe?"
For the first, I think I'd be tempted to buy powers designed for a run at
overthrowing the US government. But that would make me a villian in some
peoples eyes (which wouldn't bother me) and 250 points might not be enough to
be successful (which would bother me). So I'd probably do something along the
lines of making myself into "super-pundit" with mind control based on
petranaturally eloquent writing and speech.
For the second, I'm not sure what I'd do. Maybe I'd buy a starship and become
a heavily armed galactic trader & smuggler - leave this mudball entirely. The
problem is that a 4-color universe strikes me as being something like New
York City "It's a nice place to visit, but I wouldn't want to live there" -
even if I were one of the super-powered elite.
Erol K. Bayburt
Evil Genius for a Better Tomorrow
------------------------------
Date: Mon, 5 Jul 1999 23:49:29 EDT
From: Pat10355@aol.com
Subject: Enemies of San Angelo
Hi all,
Enemies of San Angelo debuted at Origins and should be hitting stores in the
next week or so. I'm interested in any feedback people would care to offer
once they lay their hands on a copy.
Hope you find it a fun read and discover some useful villains, or at least
some ideas to crib for your own villains. :)
Patrick Sweeney
------------------------------
End of champ-l-digest V1 #445
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Date: Monday, September 06, 1999 10:37 AM