Digest Archive vol 1 Issue 453
From: owner-champ-l-digest@sysabend.org
Sent: Wednesday, July 14, 1999 10:04 AM
To: champ-l-digest@sysabend.org
Subject: champ-l-digest V1 #453
champ-l-digest Wednesday, July 14 1999 Volume 01 : Number 453
In this issue:
Re: taste bad
Re: taste bad
Re: taste bad
Re: taste bad
Re: taste bad
Re: taste bad
Re: taste bad
Re: taste bad
Re: taste bad
Re: taste bad
Looking For Old Messages
Re: taste bad
RE: taste bad
Re: taste bad
Re: taste bad
Hero's web site
Re: Hero's web site
Fw: Hero's web site
Re: Hero's web site
Re: Looking For Old Messages
Magic Sorces, Transfers & END Reserves
Re: Magic Sorces, Transfers & END Reserves
Hunting for an Icon...
Re: Looking For Old Messages
Re: Hunting for an Icon...
Living Bomb
Re: Hunting for an Icon...
Re: Living Bomb
Re: Living Bomb
Re: Living Bomb
----------------------------------------------------------------------
Date: Tue, 13 Jul 1999 13:25:01 -0500 (CDT)
From: Curt Hicks <exucurt@exu.ericsson.se>
Subject: Re: taste bad
> From: "S A Rudy" <sarudy@hotmail.com>
>
>
> As an alternate approach to this problem altogether, it might
> be worth asking what the point of this is supposed to be. The
> original poster mentioned biting insects. If "tasting bad" is
> meant to keep animals and NPCs with biting attacks, then that's
> one thing. But if the idea is more to prevent problems with
> insect bites and the spread of disease, then possibly an Immunity
> would be in order.
>
Ummm... I *am* the original poster. I don't recall mentioning biting
insects. The point is that if you get swallowed by a purple worm,
or an Alien, it spits you back out.
Yes, the horrible taste might cause their sense of taste to be overwhelmed.
The horrible taste might actually be enough to cause some damage. But that's
not the main effect I want.
Curt
------------------------------
Date: Tue, 13 Jul 1999 13:30:14 -0500 (CDT)
From: Curt Hicks <exucurt@exu.ericsson.se>
Subject: Re: taste bad
> From: Bob Greenwade <bob.greenwade@klock.com>
>>
>
> I don't think Mind Control is really needed here. One doesn't need Mind
> Control to cause a change in behavior; a proper stimulus will suffice:
>
> "Doctor, it hurts when I put my hand on a hot stove."
> "Well, then, don't put your hand on a host stove."
>
> Simulating the foul taste in itself should be plenty; let the beastie
> make its own decision based on that information. (And if you don't think
> that something tasting bad is enough to discourage biting into it, try
> eating a peanut butter and tuna sandwich some time.)
Not sure I agree. It might be enough for a non-intelligent creature,
but it seems kind of round about. I'm looking for "don't bite me, I taste
really bad; or spit me out I'm poisonous" rather than "I bit him. It hurt.
I won't bite him again." Actually, that leans towards the damage shield
idea working versus more intelligent critters, not less...
On the other hand, does having a damage shield that does damage normally cause
your opponent to stop hitting you ?
Curt
------------------------------
Date: Tue, 13 Jul 1999 11:10:27 -0700
From: "James Jandebeur" <james@javaman.to>
Subject: Re: taste bad
> > > From: Ben Brown <benbrown@primenet.com>
> > > It's definitely some sort of Damage Shield. Possibly on a > flash vs.
> >taste/smell, although that may not be exactly it.
Or possibly: +X Presence, only against creatures that know you taste bad
(-1), only to prevent them from biting you (-1). The first limitation would
certainly include critters that had just bitten you. That should at least be
cheap enough.
As was said, it really depends on what the ultimate purpose is, though.
JAJ, Gaming Philosopher
http://www.javaman.to/philosopher.html
------------------------------
Date: Tue, 13 Jul 1999 14:41:08 -0400
From: Geoff Speare <geoff@igcn.com>
Subject: Re: taste bad
>Not sure I agree. It might be enough for a non-intelligent creature,
>but it seems kind of round about. I'm looking for "don't bite me, I taste
>really bad; or spit me out I'm poisonous" rather than "I bit him. It hurt.
>I won't bite him again." Actually, that leans towards the damage shield
>idea working versus more intelligent critters, not less...
It's impossible to say what a non-intelligent creature will do, since
presumably it has a list of commands. I don't think a skeleton would stop
biting you because you taste bad. :)
Presumably, a semi-intelligent creature which either had other attacks or
which was expecting to eat you, would probably stop if it realized you
tasted bad. (Would it stop Hannibal Lecter? Good question...) If you wanted
to not get tasted at all, you could exude some sort of scent which equates
to bad taste, perhaps.
However, all these rely on the GM using "common sense". If you really
really really don't want anything eating you, I think a Mind Control would
be required.
Geoff Speare
------------------------------
Date: Tue, 13 Jul 1999 14:04:22 -0500 (CDT)
From: Curt Hicks <exucurt@exu.ericsson.se>
Subject: Re: taste bad
> From: Geoff Speare <geoff@igcn.com>
>
> It's impossible to say what a non-intelligent creature will do, since
> presumably it has a list of commands. I don't think a skeleton would stop
> biting you because you taste bad. :)
>
Huh ? What do you mean by list of commands ?
Are you assuming that you wouldn't be attacked by non-intelligent creatures
unless somebody commanded the creatures to attack ?
Curt
------------------------------
Date: Tue, 13 Jul 1999 15:10:46 -0400
From: Geoff Speare <geoff@igcn.com>
Subject: Re: taste bad
At 02:04 PM 7/13/99 -0500, Curt Hicks wrote:
>> From: Geoff Speare <geoff@igcn.com>
>>
>> It's impossible to say what a non-intelligent creature will do, since
>> presumably it has a list of commands. I don't think a skeleton would stop
>> biting you because you taste bad. :)
>>
>Huh ? What do you mean by list of commands ?
>Are you assuming that you wouldn't be attacked by non-intelligent creatures
>unless somebody commanded the creatures to attack ?
Non-intelligent means that the creature has, oddly enough, no intelligence.
:) Intelligence is what gives most creatures motivation. Creatures without
intelligence must have something else motivating them. I used the term
"commands", which is probably not the best term to use. For example, a
cockroach, generally considered to be non-intelligent, must have some
criteria for deciding what is food and what is not. If that criteria is not
based on taste, then it's not going to stop biting just because something
tastes bad. (It might stop because it is being hurt and a flight reflex
kicks in...)
Geoff Speare
------------------------------
Date: Tue, 13 Jul 1999 12:10:09 -0700
From: Lizard <lizard@dnai.com>
Subject: Re: taste bad
This is why people run screaming fro mthe Hero system -- the
unwillingness to do anything that can't be built with the powers, even
if it means ridiculously baroque constructions that take half a page
to write down. MIND CONTROL??? Sheesh.
I propose:
Perk:Bad Taste. The character 'tastes bad' to carnivores or other
predators. They will tend to not attack him after getting a bite. 3
points. Optionally, this can be used in some games to make
drains/transfers 'painful' to the attacker -- for example, a character
who is very holy might be annoying for a vampire to bite, or a
character with 'tainted quantum force' might cause a power-draining
character a headache.
This is similair to the debate over a weapon which caused slow-to-heal
wounds. Rather than create linked attacks with limitations and the
like, just slap a +1/4 advantage on the sword.
GURPS goes too far in its lack of a metasystem, but you can sin in the
opposite direction as well.
------------------------------
Date: Tue, 13 Jul 1999 15:18:45 EDT
From: AndMat3@aol.com
Subject: Re: taste bad
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Date: Tue, 13 Jul 1999 15:18:08 EDT
Subject: Re: taste bad
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In a message dated 7/13/99 12:48:49 PM Eastern Daylight Time, j
--- Curt Hicks <exucurt@exu.ericsson.se> wrote:
> >
> > Let's suppose I have a character that tastes sufficiently bad that
> > animals / aliens or other creatures that use biting attacks don't
> > want to bite the creature.
> >
> > How should this be bought ?
How about buying it as a Distinctive Feature or Reputation... and combining
those limitations with extra PRE only when noticed. this would simulate the
instincts of a wild animal. they don't eat certain things which "smell" odd.
Taste and smell are very closely related... so the DF or REP would be
described as "bad" smell... and would be limited to those who have hightened
smell powers.
andy
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------------------------------
Date: Tue, 13 Jul 1999 13:03:25 -0700
From: Bob Greenwade <bob.greenwade@klock.com>
Subject: Re: taste bad
At 12:10 PM 7/13/1999 -0700, Lizard wrote:
>This is why people run screaming fro mthe Hero system -- the
>unwillingness to do anything that can't be built with the powers, even
>if it means ridiculously baroque constructions that take half a page
>to write down. MIND CONTROL??? Sheesh.
>
>I propose:
>Perk:Bad Taste. The character 'tastes bad' to carnivores or other
>predators. They will tend to not attack him after getting a bite. 3
>points. Optionally, this can be used in some games to make
>drains/transfers 'painful' to the attacker -- for example, a character
>who is very holy might be annoying for a vampire to bite, or a
>character with 'tainted quantum force' might cause a power-draining
>character a headache.
Not a bad idea, though I'd call it a Talent myself.
- ---
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: Tue, 13 Jul 1999 13:00:11 -0700
From: Bob Greenwade <bob.greenwade@klock.com>
Subject: Re: taste bad
At 01:30 PM 7/13/1999 -0500, Curt Hicks wrote:
>
>On the other hand, does having a damage shield that does damage normally
cause
>your opponent to stop hitting you ?
Not automatically, but I think it'd at least make them think twice about
it.
- ---
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: Tue, 13 Jul 1999 16:12:32 -0400 (EDT)
From: Jason Sullivan <ravanos@NJCU.edu>
Subject: Looking For Old Messages
Does anyone here remember a series of posts on creative gaming
tools and perhiperals? Minatures and combat plotting were discussed.
If you have these files saved, I would appreciate it if you
forwarded me.
------------------------------
Date: Tue, 13 Jul 1999 15:21:13 -0500
From: mcherm@destinysoftware.com
Subject: Re: taste bad
Lizard wrote:
> This is why people run screaming fro mthe Hero system -- the
> unwillingness to do anything that can't be built with the powers, even
> if it means ridiculously baroque constructions that take half a page
> to write down. MIND CONTROL??? Sheesh.
I agree. It's not a sin to create a new power/talent/etc. Obviously,
if you violate game balance, it's on your head, and clearly the GM
needs to OK it, but there's nothing wrong with creating new
powers (if they're reasonable), while there IS something wrong with
warping existing powers entirely away from their original design
through the addition of peculiar limitations and advantages. The
problem is that when powers are loaded down with 15 different
limitations, the cost is usually no longer in proportion to the
effectiveness of the power.
> I propose:
> Perk:Bad Taste. The character 'tastes bad' to carnivores or other
> predators. They will tend to not attack him after getting a bite. 3
> points. Optionally, this can be used in some games to make
> drains/transfers 'painful' to the attacker -- for example, a character
> who is very holy might be annoying for a vampire to bite, or a
> character with 'tainted quantum force' might cause a power-draining
> character a headache.
>
> This is similair to the debate over a weapon which caused slow-to-heal
> wounds. Rather than create linked attacks with limitations and the
> like, just slap a +1/4 advantage on the sword.
>
> GURPS goes too far in its lack of a metasystem, but you can sin in the
> opposite direction as well.
------------------------------
Date: Tue, 13 Jul 1999 16:27:24 -0400
From: Brian Wawrow <bwawrow@fmco.com>
Subject: RE: taste bad
Hey, you know what? There's an easy way to do this.
+20 PRE -only to shoo natural predators away
Crummy taste doesn't [necessarily] do damage and it certainly doesn't need
any mind control. If bad taste flashed your taste buds the whole concept of
a lemon after a shot of tequila would never have occured to anyone.
You don't even need a rep as a disad if you assume that natural predators
have an everyanimal skill like KS:prey <8
Sorry if that's no complex enough.
BRI
P.S. The Drain vs. lack-of-disad X is one of mine.
] > This is why people run screaming fro mthe Hero system -- the
] > unwillingness to do anything that can't be built with the
] powers, even
] > if it means ridiculously baroque constructions that take half a page
] > to write down. MIND CONTROL??? Sheesh.
]
] I agree. It's not a sin to create a new power/talent/etc. Obviously,
] if you violate game balance, it's on your head, and clearly the GM
] needs to OK it, but there's nothing wrong with creating new
] powers (if they're reasonable), while there IS something wrong with
] warping existing powers entirely away from their original design
] through the addition of peculiar limitations and advantages. The
] problem is that when powers are loaded down with 15 different
] limitations, the cost is usually no longer in proportion to the
] effectiveness of the power.
]
] > I propose:
] > Perk:Bad Taste. The character 'tastes bad' to carnivores or other
] > predators. They will tend to not attack him after getting a bite. 3
] > points. Optionally, this can be used in some games to make
] > drains/transfers 'painful' to the attacker -- for example,
] a character
] > who is very holy might be annoying for a vampire to bite, or a
] > character with 'tainted quantum force' might cause a power-draining
] > character a headache.
] >
] > This is similair to the debate over a weapon which caused
] slow-to-heal
] > wounds. Rather than create linked attacks with limitations and the
] > like, just slap a +1/4 advantage on the sword.
] >
] > GURPS goes too far in its lack of a metasystem, but you can
] sin in the
] > opposite direction as well.
]
]
------------------------------
Date: Tue, 13 Jul 1999 13:34:40 -0700
From: "James Jandebeur" <james@javaman.to>
Subject: Re: taste bad
> I agree. It's not a sin to create a new power/talent/etc.
It's not a sin, no, but it's very often not a good idea, either. In addition
to game balance issues which you mentioned, the majority of new powers I've
seen are fairly simply done with existing ones. What I like to see in a new
power (and not all the existing ones actually do this, but nevermind) is one
which does something that isn't easily simulated already AND which can be
used for a variety of things. Too often I have seen things added that do the
one thing they do well, but aren't usable to simulate anything but that one
power or ability (though I haven't seen this often officially or on this
list).
Fuzion actually has something for this particular instance, which is the
Talent Schtick. Three points, and there is something about you that is
different from others which is not immensely useful. Tasting bad seems to
fit, while allowing for my neurotic need to have a flexible ability set.
Gah! I'm nitpicking again. In other words, I agree that it sounds like a
good 3 point ability.
JAJ, Gaming Philosopher
http://www.javaman.to/philosopher.html
------------------------------
Date: Tue, 13 Jul 1999 13:45:17 -0700
From: "James Jandebeur" <james@javaman.to>
Subject: Re: taste bad
> ] > This is similair to the debate over a weapon which caused
> ] slow-to-heal
> ] > wounds. Rather than create linked attacks with limitations and the
> ] > like, just slap a +1/4 advantage on the sword.
Hmm, I would've just doubled the damage of the attack and then limited it so
that it did half the purchased damage but healed half as fast. Only slightly
more complex and perfectly legal, as long as the limitation is accepted. And
even comparable in cost if the limitation is high enough.
What many people don't seem to understand, what is discussed on this list
and elsewhere are often the legal ways of doing things. And that, very
often, the perfectly legal way of doing something is too complex, or too
expensive for the desired effect, or have some other flaw about them that
make them undesirable. That doesn't mean that it is inappropriate to discuss
them. But, yes, in those discussions the easy answers are often forgotten.
Hopefully not too many people are scared off by it.
JAJ, Gaming Philosopher
http://www.javaman.to/philosopher.html
------------------------------
Date: Tue, 13 Jul 1999 16:58:14 -0700
From: "Raven" <raven@neteze.com>
Subject: Hero's web site
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Has anyone heard when the site will be updated. I'm looking for the =
upgrade for CW, and can't even find a link for it.
Thanks
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<STYLE></STYLE>
</HEAD>
<BODY bgColor=3D#ffffff>
<DIV><FONT face=3DArial size=3D2>Has anyone heard when the site will be =
updated. I'm=20
looking for the upgrade for CW, and can't even find a link for =
it.</FONT></DIV>
<DIV> </DIV>
<DIV><FONT face=3DArial size=3D2>Thanks</FONT></DIV></BODY></HTML>
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------------------------------
Date: Tue, 13 Jul 1999 17:32:11 -0700
From: Bob Greenwade <bob.greenwade@klock.com>
Subject: Re: Hero's web site
At 04:58 PM 7/13/1999 -0700, Raven wrote:
>>>>
<excerpt><fontfamily><param>Arial</param><smaller>Has anyone heard when
the site will be updated. I'm looking for the upgrade for CW, and can't
even find a link for it.
</smaller></fontfamily>
<fontfamily><param>Arial</param><smaller>Thanks
</smaller></fontfamily>
</excerpt><<<<<<<<
It should be any day now. (Though there *may* be something on the
links page; click Resources on the upper menu, and look for Bruce Kvam's
CW page.)
- ---
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: Tue, 13 Jul 1999 20:07:39 -0500
From: "Daniel" <drake01@flash.net>
Subject: Fw: Hero's web site
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- ----- Original Message -----=20
From: Daniel=20
To: Raven=20
Sent: Tuesday, July 13, 1999 7:26 PM
Subject: Re: Hero's web site
http://www.visi.com/~bkvam/update/ as well as =
http://members.xoom.com/herogm/ has it for download. Bruce Kvam's site =
probably has the most up 2 date though.
----- Original Message -----=20
From: Raven=20
To: Champions Mail List=20
Sent: Tuesday, July 13, 1999 6:58 PM
Subject: Hero's web site
Has anyone heard when the site will be updated. I'm looking for the =
upgrade for CW, and can't even find a link for it.
Thanks
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http-equiv=3DContent-Type>
<META content=3D"MSHTML 5.00.2314.1000" name=3DGENERATOR>
<STYLE></STYLE>
</HEAD>
<BODY bgColor=3D#ffffff>
<DIV> </DIV>
<DIV style=3D"FONT: 10pt arial">----- Original Message -----=20
<DIV style=3D"BACKGROUND: #e4e4e4; font-color: black"><B>From:</B> <A=20
href=3D"mailto:drake01@flash.net" title=3Ddrake01@flash.net>Daniel</A> =
</DIV>
<DIV><B>To:</B> <A href=3D"mailto:raven@neteze.com"=20
title=3Draven@neteze.com>Raven</A> </DIV>
<DIV><B>Sent:</B> Tuesday, July 13, 1999 7:26 PM</DIV>
<DIV><B>Subject:</B> Re: Hero's web site</DIV></DIV>
<DIV><BR></DIV>
<DIV><FONT size=3D2><A=20
href=3D"http://www.visi.com/~bkvam/update/">http://www.visi.com/~bkvam/up=
date/</A> as=20
well as <A=20
href=3D"http://members.xoom.com/herogm/">http://members.xoom.com/herogm/<=
/A> has=20
it for download. Bruce Kvam's site probably has the most up 2 date=20
though.</FONT></DIV>
<DIV> </DIV>
<BLOCKQUOTE=20
style=3D"BORDER-LEFT: #000000 2px solid; MARGIN-LEFT: 5px; MARGIN-RIGHT: =
0px; PADDING-LEFT: 5px; PADDING-RIGHT: 0px">
<DIV style=3D"FONT: 10pt arial">----- Original Message ----- </DIV>
<DIV=20
style=3D"BACKGROUND: #e4e4e4; FONT: 10pt arial; font-color: =
black"><B>From:</B>=20
<A href=3D"mailto:raven@neteze.com" title=3Draven@neteze.com>Raven</A> =
</DIV>
<DIV style=3D"FONT: 10pt arial"><B>To:</B> <A =
href=3D"mailto:champ-l@sysabend.org"=20
title=3Dchamp-l@sysabend.org>Champions Mail List</A> </DIV>
<DIV style=3D"FONT: 10pt arial"><B>Sent:</B> Tuesday, July 13, 1999 =
6:58=20
PM</DIV>
<DIV style=3D"FONT: 10pt arial"><B>Subject:</B> Hero's web site</DIV>
<DIV><BR></DIV>
<DIV><FONT face=3DArial size=3D2>Has anyone heard when the site will =
be updated.=20
I'm looking for the upgrade for CW, and can't even find a link for=20
it.</FONT></DIV>
<DIV> </DIV>
<DIV><FONT face=3DArial =
size=3D2>Thanks</FONT></DIV></BLOCKQUOTE></BODY></HTML>
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Date: Tue, 13 Jul 1999 22:48:50 -0700
From: "Mister D" <games@optonline.net>
Subject: Re: Hero's web site
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I think HERO GAMES should put the black and gold logo on the MAIN PAGE =
and incorporate the top menu list with the lower list. This will free =
up more space and allow more info to be presented per page.
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<HTML>
<HEAD>
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Transitional//EN">
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<DIV><FONT color=3D#000000 size=3D2>I think HERO GAMES should put the =
black and gold=20
logo on the MAIN PAGE and incorporate the top menu list with the lower=20
list. This will free up more space and allow more info to be =
presented per=20
page.</FONT></DIV>
<DIV><FONT color=3D#000000 size=3D2></FONT> </DIV></BODY></HTML>
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------------------------------
Date: Tue, 13 Jul 1999 23:06:53 -0400
From: "Dale A. Ward" <daleward@ix.netcom.com>
Subject: Re: Looking For Old Messages
Greetings!
Jason Sullivan wrote:
>
> Does anyone here remember a series of posts on creative gaming tools and perhiperals? Minatures
> and combat plotting were discussed.
>
> If you have these files saved, I would appreciate it if you forwarded me.
I often archive stuff like that, Jason, so I may have them in my files.
The thing is that I tend to edit out extraneous info - keeping only the meat,
as it were - so they probably will not contain any references to original
posters and such. For this, I apologize and wish it known that I intend no
disrespect.
I will search my files and see what I can come up with. I also believe this ML
is archived elsewhere, so that may be another source for you to check. I'm sure
John Desmarais - or almost anyone but me - can tell you how to access those
archives.
If I locate them, I will email them to you... unless other people would like to
review them as well (as I recall, they don't take up much space).
Take care!
Dale A. Ward
------------------------------
Date: Tue, 13 Jul 1999 20:48:09 -0700
From: "Mr. Cup O. Slaw" <coleslaw1@wa.freei.net>
Subject: Magic Sorces, Transfers & END Reserves
I have been reading the messages of this mailing group for a couple
of weeks now and have enjoyed reading the wide variety of ways that
players come up with to create an effect or power. True, a lot of times
a simple effect can lead to a dozen complex (although interesting)
manipulations of powers, limitations, & advantages when the best
solution is one far less simple. (Example, I think the 3pt. talent/perk
is the best & most effective way to represent that bad tasting
critter:)) Regardless, the fact that a player can come up with a
variety of ways to create an effect is also one of the best things about
the system. You can always choose which combination will work best for
your game. The fact that you have a choice at all is the beauty of the
system.
Now, after babbling on, I would like to get some suggestions from
this mailing group on fantasy hero magic (Oh no, not another fantasy
hero magic question). Let's say in this campaign that all magic is
channeled (Yes, yes, I know people have been discussing this). For
example, all magic is drawn from surrounding life, Essence if you will.
(Side note: I have always liked Sean P. Fannon's Ego + Body=Essence,
basically magical endurance that recovers at a slower rate.) So for a
player to use this Essence, it must first be drawn/channeled and then
manipulated to create a spell. Now, here is the twist. Let's say that
when the magic/essence wielder draws this essence he is destroying the
land around him (I.e. taking the essence from surrounding the plant
life), and as he becomes more powerful he will draw his essence from
people thus hurting them. The only time I have seen this done is in
TSR's Dark Sun (Shame on me for mentioning a D&D product!!) where
Defilers cause the soil to turn sorched black & barren everytime they
cast a spell and eventually can draw their power from nearby animal
(this includes people) life. So, how would you do this?? I have
designed several ways do this, but I am curious what others would do.
Also remember this is a fantasy level game, so point cost cannot be
outrageous. Thanks for your time and suggestions.
Coleslaw
------------------------------
Date: Wed, 14 Jul 1999 12:08:47 +0800
From: GAZZA <gazza@wantree.com.au>
Subject: Re: Magic Sorces, Transfers & END Reserves
"Mr. Cup O. Slaw" wrote:
> Now, after babbling on, I would like to get some suggestions from
> this mailing group on fantasy hero magic (Oh no, not another fantasy
> hero magic question). Let's say in this campaign that all magic is
> channeled (Yes, yes, I know people have been discussing this). For
> example, all magic is drawn from surrounding life, Essence if you will.
> (Side note: I have always liked Sean P. Fannon's Ego + Body=Essence,
> basically magical endurance that recovers at a slower rate.) So for a
> player to use this Essence, it must first be drawn/channeled and then
> manipulated to create a spell. Now, here is the twist. Let's say that
> when the magic/essence wielder draws this essence he is destroying the
> land around him (I.e. taking the essence from surrounding the plant
> life), and as he becomes more powerful he will draw his essence from
> people thus hurting them. The only time I have seen this done is in
> TSR's Dark Sun (Shame on me for mentioning a D&D product!!) where
> Defilers cause the soil to turn sorched black & barren everytime they
> cast a spell and eventually can draw their power from nearby animal
> (this includes people) life. So, how would you do this?? I have
> designed several ways do this, but I am curious what others would do.
> Also remember this is a fantasy level game, so point cost cannot be
> outrageous. Thanks for your time and suggestions.
At least until the channeller can draw power from animals, I would
say this was just a special effect. Possibly Distinctive Features,
Easily Concealable (that is, to conceal it you just stop casting
spells). At worst, I'd require a linked Change Environment.
Killing plant life is nasty in the real world, but the game effects
are pretty negligible (IMHO). Once they can draw the energy from
animals, a linked Drain BODY with the advantages Area Effect Radius
(possibly with Increased Radius; alternatively, do this with an
Explosion) and Personal Immunity would do the trick.
- --
GAZZA
"To know others is wisdom.
To know one's self is enlightenment."
------------------------------
Date: Tue, 13 Jul 1999 23:38:02 -0700
From: "Thomas Willoughby III" <Willoughby@cookeville.total-web.net>
Subject: Hunting for an Icon...
Heya, got a request for all you Champs junkies out there.
A while back, righta round the first release of Fus ... Fuzi... I still
can't bring myself tyo say it! ... there was a 'replacement' icon for the
old 'guy in shorts on a hex' icon we know so well. An 'Image babe' of sorts,
with either a gun or a sword? If anyone has a picture of this, would you be
so kind as to Email me a copy, or a URL where I could see it? Heard of it
for a long while, but never have seen it. I'm curious about just how evil it
is. I'm sure it can't be as awful as the 'New' Solitaire from Fuz.... ack!
- -- Taskmaster
------------------------------
Date: Wed, 14 Jul 1999 01:22:00 -0400 (EDT)
From: "John Desmarais" <john.desmarais@ibm.net>
Subject: Re: Looking For Old Messages
On Tue, 13 Jul 1999 16:12:32 -0400 (EDT), Jason Sullivan wrote:
>
> Does anyone here remember a series of posts on creative gaming
>tools and perhiperals? Minatures and combat plotting were discussed.
>
> If you have these files saved, I would appreciate it if you
>forwarded me.
There is an archive (of sorts) at http://www.sysabend.org/champions/champ-l/archive
It's not threaded (I just started working on that project) but it is reasonably complete
back to near the end of 1997. It's also searchable (actually, it's the entire site that's
searchable), but be prepared to get up and get a cup of coffee while it searches (it's
kinda slow).
- -=>John Desmarais
http://www.sysabend.org/champions
------------------------------
Date: Wed, 14 Jul 1999 01:55:58 -0500
From: "Daniel" <drake01@flash.net>
Subject: Re: Hunting for an Icon...
Personaly I liked it. gave a nice change from the "hero guy"
- ----- Original Message -----
From: Thomas Willoughby III <Willoughby@cookeville.total-web.net>
To: <champ-l@sysabend.org>
Sent: Wednesday, July 14, 1999 1:38 AM
Subject: Hunting for an Icon...
> Heya, got a request for all you Champs junkies out there.
>
> A while back, righta round the first release of Fus ... Fuzi... I still
> can't bring myself tyo say it! ... there was a 'replacement' icon for the
> old 'guy in shorts on a hex' icon we know so well. An 'Image babe' of
sorts,
> with either a gun or a sword? If anyone has a picture of this, would you
be
> so kind as to Email me a copy, or a URL where I could see it? Heard of it
> for a long while, but never have seen it. I'm curious about just how evil
it
> is. I'm sure it can't be as awful as the 'New' Solitaire from Fuz.... ack!
>
> -- Taskmaster
>
>
>
>
------------------------------
Date: Wed, 14 Jul 1999 13:19:26 +0200
From: Black Bishop <BISHOP@mail.sirnet.it>
Subject: Living Bomb
Hi folks,
well now another question.
I have a Player that would to make a character like Living Bomb (not sure
about the traslation), the man appeared in Spider man comics some months
ago (the one that made rumble the Daily Bugle). Well, this man can explode
his own body, disappearing (well is like his body trasform in a real
explosive and explode) and then reform his body in another place (like a
teleport.
The question is : I know is a rule violation but i though about
EB Explosion No range Pers. Immunity
Flash Exp. No Range pers.immunity Linked with EB
Teleport Linked with EB
the rule violation is that attack MUST be the last action in a phase, while
this explode and reappear so teleport (well not teleport but vanishing at
least)is istant.
I though about a Extra SPD only for Teleport but the teleport is istant and
even aphase later is too much
Then I though instead of a Teleport a Desolid + Invisibility but it is a
violation too (it isn't right to activate Desolid AFTER the attack and
before would be bought with "Affect Material World" and I don't want it)
What should I do ?
Thank you all
Black Bishop
PS: Please don't tell me I am the GM and I can disallow it. I like this
character idea ;)
------------------------------
Date: Wed, 14 Jul 1999 09:27:53 -0400
From: "Beren" <beren@ifr-inc.org>
Subject: Re: Hunting for an Icon...
Can someone send me a copy too, either by email, or the url for a page with
it?
Lisa
Lisa Hartjes
Director of Communications, The Crimson Covenant
beren@unforgettable.com
http://roswell.fortunecity.com/daniken/79
ICQ: Berengiere (9062561)
Employee theft is the biggest source of losses for a business.
Why someone would want to steal an employee, I have no idea.
------------------------------
Date: Wed, 14 Jul 1999 06:31:23 -0700
From: Bob Greenwade <bob.greenwade@klock.com>
Subject: Re: Living Bomb
At 01:19 PM 7/14/1999 +0200, Black Bishop wrote:
>Hi folks,
>well now another question.
>I have a Player that would to make a character like Living Bomb (not sure
>about the traslation), the man appeared in Spider man comics some months
>ago (the one that made rumble the Daily Bugle). Well, this man can explode
>his own body, disappearing (well is like his body trasform in a real
>explosive and explode) and then reform his body in another place (like a
>teleport.
>The question is : I know is a rule violation but i though about
>
>EB Explosion No range Pers. Immunity
>Flash Exp. No Range pers.immunity Linked with EB
>Teleport Linked with EB
>
>the rule violation is that attack MUST be the last action in a phase, while
>this explode and reappear so teleport (well not teleport but vanishing at
>least)is istant.
I'm not sure where the problem is. With Linked, these three effectively
become one Power (for purposes of use), and are activated at the same time.
Yes, it must become the last action of the Phase; but the movement and
attack are essentially a single action. So as far as I can see, the above
construct is perfectly legal.
- ---
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: Wed, 14 Jul 1999 06:54:36 -0700 (PDT)
From: John Desmarais <johndesmarais@yahoo.com>
Subject: Re: Living Bomb
- --- Bob Greenwade <bob.greenwade@klock.com> wrote:
> At 01:19 PM 7/14/1999 +0200, Black Bishop wrote:
> >Hi folks,
> >well now another question.
> >I have a Player that would to make a character like Living Bomb (not sure
> >about the traslation), the man appeared in Spider man comics some months
> >ago (the one that made rumble the Daily Bugle). Well, this man can explode
> >his own body, disappearing (well is like his body trasform in a real
> >explosive and explode) and then reform his body in another place (like a
> >teleport.
> >The question is : I know is a rule violation but i though about
> >
> >EB Explosion No range Pers. Immunity
> >Flash Exp. No Range pers.immunity Linked with EB
> >Teleport Linked with EB
> >
> >the rule violation is that attack MUST be the last action in a phase, while
> >this explode and reappear so teleport (well not teleport but vanishing at
> >least)is istant.
>
> I'm not sure where the problem is. With Linked, these three effectively
> become one Power (for purposes of use), and are activated at the same time.
> Yes, it must become the last action of the Phase; but the movement and
> attack are essentially a single action. So as far as I can see, the above
> construct is perfectly legal.
I think his problem is that a strict interpetation of the rules (which is how I
tend to read it) is going to specify that the t-port must happen before the
Energy Blast.
One odd solution would be to not center the explosion on the character, but
rather, center it on the spot he used to be in before he t-ported (with all
appropriate range mods). In other words, do a half-move t-port from point A to
point B then fire off the explosion centered on the hex you t-ported away from
(point A). The down side is that it will cost more than the player had
originally planned (he'll need twice as much t-port as originally planned),
he'll have to maintain line of site between point A and point B, and he will
have to plan to compensate for the range mods.
- -=>John Desmarais
http://www.sysabend.org/champions
_________________________________________________________
Do You Yahoo!?
Get your free @yahoo.com address at http://mail.yahoo.com
------------------------------
Date: Wed, 14 Jul 1999 09:59:26 -0400
From: Bill Svitavsky <nbymail11@mln.lib.ma.us>
Subject: Re: Living Bomb
At 06:54 AM 7/14/99 -0700, John Desmarais wrote:
>--- Bob Greenwade <bob.greenwade@klock.com> wrote:
>> At 01:19 PM 7/14/1999 +0200, Black Bishop wrote:
>> >Hi folks,
>> >well now another question.
>> >I have a Player that would to make a character like Living Bomb (not sure
>> >about the traslation), the man appeared in Spider man comics some months
>> >ago (the one that made rumble the Daily Bugle). Well, this man can explode
>> >his own body, disappearing (well is like his body trasform in a real
>> >explosive and explode) and then reform his body in another place (like a
>> >teleport.
>> >The question is : I know is a rule violation but i though about
>> >
>> >EB Explosion No range Pers. Immunity
>> >Flash Exp. No Range pers.immunity Linked with EB
>> >Teleport Linked with EB
>> >
>> >the rule violation is that attack MUST be the last action in a phase,
while
>> >this explode and reappear so teleport (well not teleport but vanishing at
>> >least)is istant.
>>
>> I'm not sure where the problem is. With Linked, these three effectively
>> become one Power (for purposes of use), and are activated at the same time.
>> Yes, it must become the last action of the Phase; but the movement and
>> attack are essentially a single action. So as far as I can see, the above
>> construct is perfectly legal.
>
>I think his problem is that a strict interpetation of the rules (which is
how I
>tend to read it) is going to specify that the t-port must happen before the
>Energy Blast.
>
>One odd solution would be to not center the explosion on the character, but
>rather, center it on the spot he used to be in before he t-ported (with all
>appropriate range mods). In other words, do a half-move t-port from point
A to
>point B then fire off the explosion centered on the hex you t-ported away
from
>(point A). The down side is that it will cost more than the player had
>originally planned (he'll need twice as much t-port as originally planned),
>he'll have to maintain line of site between point A and point B, and he will
>have to plan to compensate for the range mods.
>
How about an Energy Blast/Explosion built with Trigger, the Trigger being
when the character teleports? A delayed effect might also do it.
Bill Svitavsky
------------------------------
End of champ-l-digest V1 #453
*****************************
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Date: Monday, September 06, 1999 10:42 AM