Digest Archives Vol 1 Issue 47
Desmarais, John
From: owner-champ-l-digest@sysabend.org
Sent: Friday, November 20, 1998 5:33 PM
To: champ-l-digest@sysabend.org
Subject: champ-l-digest V1 #47
champ-l-digest Friday, November 20 1998 Volume 01 : Number 047
In this issue:
Re: Ultimate Books (was Re: Computers)
Re: Northern Cali players
Re: Cheep Speed
Re: Ultimate Books (was Re: Computers)
Re: need loser villains
Re: need loser villains
Re: RE: Ultimate Books (was Re: Computers)
Re: Disadvantage question
Re: Ultimate Books (was Re: Computers)
RE: RE: Ultimate Books (was Re: Computers)
RE: Ultimate Books
[Fwd: Cheep Speed]
Re: RE: RE: Ultimate Books (was Re: Computers)
Re: Ultimate Books (was Re: Computers)
Re: Cheep Speed
Re: need loser villains
Re: need loser villains
Re: Computers
CHAR: Last Action Heroine
Re: Disadvantage question
Re: Ultimate Books
Re: Cheep Speed
RE: Ultimate Books
Re: Cheep Speed
FW: Ultimate Books (was Re: Computers)
Re: Telekinetic Question
Re: Northern Cali players
----------------------------------------------------------------------
Date: Fri, 20 Nov 1998 07:40:29 -0800
From: Bob Greenwade <bob.greenwade@klock.com>
Subject: Re: Ultimate Books (was Re: Computers)
At 02:07 AM 11/20/98 -0800, Steven J. Owens wrote:
>> > I also wanted an Almanac-style book (I mean like a real Almanac)
>> >about all sorts of useful knowledge for a Champions game. For
>> >example, law enforcement:
>> [snip well thought-out list of questions]
>>
>> Mark Arsenault is working on this for GRG, with the working title of Law
>> and Order (though this may need to be changed to avoid confusion with the
>> NBC-TV police/legal drama series).
>> I understand that there's a book in the works covering a similar range
>> of materials for the military.
>
> Another poster mentioned these two; those were just two sets of
>examples, however, from a broader set of topics. And truth be told, I
>suspect the books will be useful but a bit of overkill, as above.
Maybe; maybe not. I'd rather a book had too much than not enough. If
it has too much, I can always just set aside the stuff I don't need or want
to use; if it has not enough, then I still have to make stuff up. Besides
that, the stuff I don't think I'll need can turn out to be useful later,
even if it's that very material that suggests its own use.
Take TUMA, for example. When I first got it, I figured I'd never use
half the styles listed in there, and certainly not the fictional styles;
and I doubted that I'd ever want to use many of the mystical abilities. In
writing VOICE 2000, though (what I did on it before my computer frizzled
out, anyway), I've used a couple of those styles I'd "never use," and even
declared Lung Hung as one of those who originally developed An Ch'i,
including several mystical abilities like dim mak. Even more, for Cascade
Champions there will be an assassin with Zen Riflery from TUMA.
> I've noticed that most RPG resource books are fairly good at
>giving a general summary of a topic while being much more concise and
>amenable to skimming than, say, a writer's reference or any sort of
>actual text from the field. Trouble is, while I can find GURPS
>worldbooks on numerous arcane settings, I can't find one on modern
>life.
They may be figuring that we're already living in modern life and don't
need a reference work for it.
That kinda leaves this niche of the market wide open, doesn't it? >:-]
>> Personally, I have a similar list of thoughts regarding the legal
>> profession, though a Certain Former Attorney of our acquaintance has
>> declined my suggestion to write such a book.
>> A book on the medical profession would be nice too.
>
> On the one hand, certainly you could fill a good-sized tome with
>info about either of these professions. On the other, how much of
>that would be really applicable to your typical RPG? Again, two or
>three pages of text describing standard hospital organization and
>procedures, followed by several pages of maps and maybe a handful of
>stock NPCs, would do the job for 80% of the occasions.
That depends on what you like to do with it. Remember, we're not
talking about just superhero games here; Dark Champions and Super Agents
games are also in play, as well as the occasional "Talented Normal"
police/PI type settings. An expanded form of what's already been written
on drugs (legal and illegal) in the Hero System would be another helpful
section. So would some specific effects for various physical disabilities
that PCs and NPCs can have, from allergies to complex genetic syndromes
(like Down's, Klinefelter's, or Turner's). A section on autopsy procedure
and what information would be available would be nice too, as would a
section on comparative forensic medicine (DNA sampling, hair and skin
comparisons, and the like).
Also, the text on procedures would, I'd think be considerably more than
two or three pages long, especially if such things as ambulance regulations
and procedures, emergency room protocol, practices at clinics, and the like
were included as well.
> Call of Cthulu, while I'm on the topic, had a really cool 2-page
>or so essay on what happens to a body after death. A good read for
>any campaign where the players may have to deal with a recently
>deceased corpse.
That's something else that could go into the medical book.
>> This would be a good book on its own, or even a series of books. It
>> could be done in such a generic manner, in fact, that just about any game
>> company could put it out (though I'd nominate GRG, with its broad
>> multi-system publishing base, for this one).
>
> True, it might be possible to keep the system-specific stuff out
>of the book, or perhaps have the main book and a variety of appendices
>of character stats and such available, one for each system.
I don't think it'd be necessary to go *that* far to make these useful to
those who play other systems. Providing Hero and Fuzion stats would
probably be a good start, with easy-conversion notes in an appendix (along
with any "special" rules for certain systems in sidebars or whatever).
> I still think this would be really interesting to do as a
>database-driven compilation of essays, contributed by members of the
>list and other role-playing forums.
It might well be. I'd have to bow out because of my already-too-busy
writing schedule, but it could also be a very interesting online project.
- ---
Bob's Original Hero Stuff Page! [Circle of HEROS member]
http://www.klock.com/public/users/bob.greenwade/original.htm
Merry-Go-Round Webring -- wanna join?
http://www.klock.com/public/users/bob.greenwade/merrhome.htm
------------------------------
Date: Fri, 20 Nov 1998 09:39:05 -0800
From: "Hilary" <kabuki@ix.netcom.com>
Subject: Re: Northern Cali players
> I have no idea where that is in relation to where I am, in
> Pasadena, in LA. I suspect the answer is "very far away" :-(.
Yes, very far away. San Fransisco. Sorry :/
------------------------------
Date: Fri, 20 Nov 1998 09:50:40 -0800
From: "Hilary" <kabuki@ix.netcom.com>
Subject: Re: Cheep Speed
My brother had a good suggestion, as far as making the extra point of speed
represent a speed burst. You could do 1 pt SPD as 1 charge, recoverable.
Or you could have more then one charge and. Just a thought,
Hil
------------------------------
Date: Fri, 20 Nov 1998 09:47:18 -0800
From: "Hilary" <kabuki@ix.netcom.com>
Subject: Re: Ultimate Books (was Re: Computers)
> Under no circumstances would I ever want to see The Ultimate Accordian
> Player, The Ultimate Ambulance Driver, The Ultimate Pipe Fitter or The
> Ultimate Retail Salesperson.
You don't understand, man, I -NEED- Ultimate Accordian Player! I'm sure
you wouldn't object to The Ultimate Nudist? You never know when the PC's
might stumble onto an evil nudist colony(No, I don't know how to
distinguish a good from an evil nudist colony. That's why we need The
Ultimate Nudist). I would also like to see The Ultimate Elephant and The
Ultimate Postal Worker. Then I would like to see my psychiatrist. <g>
> If you want to pick up stuff for lawyers, watch Law & Order. If you want
> to know secret agent stuff, read Tom Clancy. If you want to know
> theoretical physics, read a book and do the math.
Good point. Most of us really don't need all the ins and outs of every
profession and this is a comic-book world so what you derive from
entertainment(especially shows/books/movies based on reality) will probably
be sufficient.
Hil
------------------------------
Date: Fri, 20 Nov 1998 08:57:11 -0800 (PST)
From: Oscar Tibor <oscartibor@yahoo.com>
Subject: Re: need loser villains
> > A nefarious Master Villain is sizing up my PC heroes first by
sending
> > a bunch of loser villains against them, so than when the real
villains
> are
> > sent after them, they'll have an idea about how they fight and
think.
> >
> > I've got 5 villains, and I need a sixth. The ones I have:
> >
> > * Hotshot & Hotwire: Bonnie and Clyde with fire and electrical
powers.
> > Mostly losers because they're dumb as rocks.
> > * Y2K: Evil cyborg with the ability to crash machinery.
> > * Duke Hazard: awful stereotype who drives a souped up pickup
truck over
> > the PC's.
> > * Kahless the Conqueror: a Trek fanboy who had himself surgically
altered
> > to look like his hero. A martial artist with "traditional"
Klingon
> > weapons.
> >
> > Any suggestions?
> >
Speedo Flash-esque looser that looks like an olympic swimmer and
stops in front of the hero to use his flash attack
(vision).
K' sera 8' tall amazonian woman with delusions of being a cat
burglar.
Has high Body, CON, STR stats & under 10 DEX. She plods
around thinking no one can hear her. She never
manages to steal
much, and is on a first name basis with the local DA,
Sherriff's Office,
and much of the local public.
==
_________________________________________________________
DO YOU YAHOO!?
Get your free @yahoo.com address at http://mail.yahoo.com
------------------------------
Date: Fri, 20 Nov 1998 10:09:37 -0800 (PST)
From: Ell Egyptoid <egyptoid@yahoo.com>
Subject: Re: need loser villains
1. Foxbat
2. Fox of Crime
(now that the insults are out of the way...)
3. Bung-Holio: speedster with powers based on sugar-rush
4. Bad Bass: aquatic brick with fish based powers like
scaly armor, swimming, slipperyness, feelers, etc.
and unluck: at the end of the battle, he gets hit by
three trucks, one hauling propane, one hauling lemons,
and one hauling dairy products, and he ends up broiled
in butter & lemon sauce...
==
Laissez le bon pim roulez! Elliott aka Egyptoid
_________________________________________________________
DO YOU YAHOO!?
Get your free @yahoo.com address at http://mail.yahoo.com
------------------------------
Date: Fri, 20 Nov 1998 13:38:47 EST
From: HeroGames@aol.com
Subject: Re: RE: Ultimate Books (was Re: Computers)
In a message dated 11/20/98 7:04:47 AM, bwawrow@mondello.toronto.fmco.com
writes:
>Before I ever see a Hero book about the medical profession or any other
>RL job, I'd like to see a decent Fantasy Hero campaign book, just one.
>Besides, weren't lawyers covered in Enemies III? <:-O
What did you think of Broken Kingdoms? It's the 392 page Fantasy Hero campaign
book we released at Gen Con...
— Steve Peterson, Hero Games
------------------------------
Date: Fri, 20 Nov 1998 09:51:41 -0800 (PST)
From: Ell Egyptoid <egyptoid@yahoo.com>
Subject: Re: Disadvantage question
> > requires you to spend a point, and you will need to spend
additional points on
does anyone do this:
New VPP powers cannot be created during play time.
Similar to "Only Changes Between Adventures",
except that new spells, new combinations, etc.
can only be designed when NOT in game.
so basically, with this system, anything that a player
wants to do with their VPP must have 2 things beforehand:
1. a skill point for it on their character sheet.
2. a note (or 3x5 card) describing the mechanics of the power.
therefore, no powers can be created on the fly or in the
heat of battle. the special effects are that a mage can do
any spell he's already studied, or a gadgeteer can do any
slot he's already designed into his omni-gun, or the jester
can pull only what kind of magic bean he's already pre-stocked
into his trick bag.
==
Laissez le bon pim roulez! Elliott aka Egyptoid
_________________________________________________________
DO YOU YAHOO!?
Get your free @yahoo.com address at http://mail.yahoo.com
------------------------------
Date: Fri, 20 Nov 1998 13:38:23 -0500 (EST)
From: Michael Surbrook <susano@access.digex.net>
Subject: Re: Ultimate Books (was Re: Computers)
On Fri, 20 Nov 1998, Hilary wrote:
> > If you want to pick up stuff for lawyers, watch Law & Order. If you want
> > to know secret agent stuff, read Tom Clancy. If you want to know
> > theoretical physics, read a book and do the math.
>
> Good point. Most of us really don't need all the ins and outs of every
> profession and this is a comic-book world so what you derive from
> entertainment(especially shows/books/movies based on reality) will probably
> be sufficient.
And if you don't read Tom Clancy or watch TV? Suppose I want to know the
real scoop and not Hollywood dribble? What then?
***************************************************************************
* "'Cause I'm the god of destruction, that's why!" - Susano Orbatos,Orion *
* Michael Surbrook / susano@access.digex.net *
* Visit "Surbrook's Stuff' the Hero Games resource site at: *
* http://www.access.digex.net/~susano/index.html *
* Attacked Mystification Police / AD Police / ESWAT *
* Society for Creative Anachronism / House ap Gwystl / Company of St.Mark *
***************************************************************************
------------------------------
Date: Fri, 20 Nov 1998 14:07:08 -0500
From: Brian Wawrow <bwawrow@mondello.toronto.fmco.com>
Subject: RE: RE: Ultimate Books (was Re: Computers)
Once you make it available on the online store, I'll order it, check it
out and let you know. Ok?
In a message dated 11/20/98 7:04:47 AM,
bwawrow@mondello.toronto.fmco.com
writes:
>Before I ever see a Hero book about the medical profession or any other
>RL job, I'd like to see a decent Fantasy Hero campaign book, just one.
>Besides, weren't lawyers covered in Enemies III? <:-O
What did you think of Broken Kingdoms? It's the 392 page Fantasy Hero
campaign
book we released at Gen Con...
- - Steve Peterson, Hero Games
------------------------------
Date: Fri, 20 Nov 1998 11:35:43 -0600 (CST)
From: Curt Hicks <exucurt@exu.ericsson.se>
Subject: RE: Ultimate Books
> From: Brian Wawrow <bwawrow@mondello.toronto.fmco.com>
>
> Is there anyone out there who'd want me to write "The Performing Arts
> Professional"? ;-]
>
> No.
>
> Under no circumstances would I ever want to see The Ultimate Accordian
> Player, The Ultimate Ambulance Driver, The Ultimate Pipe Fitter or The
> Ultimate Retail Salesperson.
>
> If you want to pick up stuff for lawyers, watch Law & Order. If you want
> to know secret agent stuff, read Tom Clancy. If you want to know
> theoretical physics, read a book and do the math.
>
> Before I ever see a Hero book about the medical profession or any other
> RL job, I'd like to see a decent Fantasy Hero campaign book, just one.
> Besides, weren't lawyers covered in Enemies III? <:-O
Hear ! Hear ! It seems like a lot of people want more details about stuff
handed to them without doing even a little research.
Curt Hicks p.s. yes, I know that we're all pressed for time.
------------------------------
Date: Fri, 20 Nov 1998 18:32:51 +0000
From: Chris Brecken <Christopher.Brecken@sunderland.ac.uk>
Subject: [Fwd: Cheep Speed]
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Magnum - How Far Jerusalem
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Date: Fri, 20 Nov 1998 08:20:20 -0500
To: Chris Brecken <Christopher.Brecken@sunderland.ac.uk>
From: Mike Christodoulou <Cypriot@Concentric.net>
Subject: Re: Cheep Speed
In-Reply-To: <36551D96.8D310190@sunderland.ac.uk>
References: <be1a3d2e.364b88ac@aol.com>
<364CCA83.49AEF6FE@sunderland.ac.uk>
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If this was intended for the list, it never made it.
At 07:43 AM 11/20/98 +0000, you wrote:
>OK, so the consensus seam to be that on phase 12, if i decided to push my
self
>and use speed 4 through the next turn, i will pay an extra 2 end on 3,6,9 and
>12 and hence cannot recover on any of these phases....
>
>Doesn't seem so cheep any more (which is good)
>
>Chris...
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------------------------------
Date: Fri, 20 Nov 1998 14:22:44 EST
From: HeroGames@aol.com
Subject: Re: RE: RE: Ultimate Books (was Re: Computers)
In a message dated 11/20/98 11:08:32 AM, bwawrow@mondello.toronto.fmco.com
writes:
>Once you make it available on the online store, I'll order it, check it
>
>out and let you know. Ok?
>
>
You can order it right now by downloading the order form that's on our web
site. Our ecommerce is going to take a few more weeks to set up,
unfortunately, so the ability to order through the web with secure credit card
service isn't up right now. But you can mail in the order form, or fax it in
with a credit card number.
— Steve Peterson, Hero Games
------------------------------
Date: Fri, 20 Nov 1998 11:47:13 -0800
From: "Hilary" <kabuki@ix.netcom.com>
Subject: Re: Ultimate Books (was Re: Computers)
> > Most of us really don't need all the ins and outs of every
> > profession and this is a comic-book world so what you derive from
> > entertainment(especially shows/books/movies based on reality) will
probably
> > be sufficient.
>
> And if you don't read Tom Clancy or watch TV? Suppose I want to know the
> real scoop and not Hollywood dribble? What then?
Go to medical school?
Hil
------------------------------
Date: Fri, 20 Nov 1998 11:17:49 -0800 (PST)
From: miq@teleport.com
Subject: Re: Cheep Speed
Hilary says:
>
> My brother had a good suggestion, as far as making the extra point of speed
> represent a speed burst. You could do 1 pt SPD as 1 charge, recoverable.
> Or you could have more then one charge and. Just a thought,
Or do what I did for one character to represent the fact that he always
seemed to plan for the unexpected.
bought as many extra speed pips as needed to get to speed 12, usuable only
once per turn.
So, in this particular case, character normally has a 7 speed, buys
17 +5 speed, only usable once per turn (ie one more phase) +2 [50]
Sure it's more expensive than just buying it up to speed 8, but he can act
on any phase that speed 7 doesn't act.
In practice he would usually use the phase on 10, so that he could get 4
phases in a row, (2 4 6 7 9 10 11 12), or on 1 to get out of the way of
that haymaker that had started on 12.
This was in a bit higher powered game than is typical, but the practice is
the same for lower levels of speed. If I were to do it for like a speed 4
character, where he's paying for 8 more pips but only using 1 I would bump
up the limitation to reflect that, perhaps to a +3 1/2 or so. That keeps
the cost of a floating speed pip to about 17-18, which is where I think it
should be.
- --
__
Miq Millman miq@teleport.com
Tualatin, OR
------------------------------
Date: Fri, 20 Nov 98 20:31:00
From: "qts" <qts@nildram.co.uk>
Subject: Re: need loser villains
On Thu, 19 Nov 1998 17:27:53 -0800, Hilary wrote:
>Here's a couple of lame villains for you. Hope they are sucky enough:
>
>Discoteck: This former Go-Go dancer, dressed in 6" gold platform boots has
>the power to make annoying lights.
Is that lame or lam‚? :}
qts
Home: qts@nildram.co.uk.
------------------------------
Date: Fri, 20 Nov 1998 11:27:33 -0800 (PST)
From: Ell Egyptoid <egyptoid@yahoo.com>
Subject: Re: need loser villains
> lame villains
There's always Obnoxio the Clown.
did MSH-RPG ever do a write-up of his "stats"?
(I suppose he could be a lot like the Prankster from DC)
How about "Der Baron"?
Can fly, dresses in red & black, has an auto-fire EB vs PD.
goes Berserk if asked what he wants on his tombstone.
How about "Rodney"? you know, like the golfer from Caddy-Shack.
Has a huge OAF golf bag tricked up with neato gadgets, and a
"charming" personality to boot. plus a greasy caddy follower.
Stereo, Beer-Tap, Balls, Clubs, Sunglasses, TV set, Radar.
(Images, Transform, RKA, HKA, Flash Defense, HRRH, Radar, etc)
also has a huge vehicle (yacht), and is filthy rich.
> THE GOTH: Dark clothes, white skin. Loner. Thinks his PRE
> a lot higher than it really is. Excellent stealth abilities,
If you've ever seen GOTH TALK on Saturday Night Live,
or been at a con with a vampire larpg,
you'll know pretty much how to roleplay them as well.
When I see these people with the pale white make-up
I always say the same thing:
"an ounce of pretention is worth a pound of the Cure"
by the way, shall I collect all these ideas into a file? :)
==
Laissez le bon pim roulez! Elliott aka Egyptoid
_________________________________________________________
DO YOU YAHOO!?
Get your free @yahoo.com address at http://mail.yahoo.com
------------------------------
Date: Fri, 20 Nov 98 20:11:10
From: "qts" <qts@nildram.co.uk>
Subject: Re: Computers
On Wed, 18 Nov 1998 05:37:36 -0800 (PST), Wayne Shaw wrote:
[replying to someone]
>> I have a player that is buying a computer for his suit of
>>battlearmor and I have a couple of questions on it:
>>
>>1. First, what senses is is considered to have? He wants it to analyze
>>drugs and has brought some appropriate skills for the computer. However,
>>my question is does he have to buy a power that lets the computer
>>"sense" the material being analyzed.
>>Could I just say the computer has a injection node as parts of its
>>special effect or does he have to buy a power such as Clairsentience?
Is the computer a SFX?
qts
Home: qts@nildram.co.uk.
------------------------------
Date: Fri, 20 Nov 1998 11:54:41 -0800 (PST)
From: Ell Egyptoid <egyptoid@yahoo.com>
Subject: CHAR: Last Action Heroine
KELLIE WINTERS
30 STR 20
24 DEX 42
35 CON 50
13 BODY 6
16 INT 6
14 EGO 8
24 PRE 14
18 COM 4
8 PD 2
8 ED 1
4 SPD 6
13 REC 0
64 END -3
64 STUN 18
Characteristics Cost: 174
18 EC (18),"Last Action Heroine powers"
19a) 17- Danger Sense,any attack,immed.vicinity (always on)
18b) 4 BODY Regen,recovery rate: per minute
27c) 10/10 Force Field (Hi-Tech),0 END Persistent,x1 Hard
13d) Clairsentience (Mutant Powers),"tone & pace of music
change accordingly.",Detect,see future,no specifics. only
what feel or theme of music can convey,Visible Always On
60 MP (Hi-Tech) (90),"Lots o' Weapons",OIF
6u 2D6 RKA,"Automatic rifle",17-32 Chgs,16 Clips,
x10 AF,x1 AP 0
6u 12D6 EB,"Pistol",0 END 0
5u 2 1/2D6 HKA,"BIG knife",x1 AP,1/2 END 3
5u 3D6 RKA,"Sniper rifle",9-12 Chgs,8 Clips,x1 AP 0
5u 2 1/2D6 HKA,"Throwing knives",7-8 Chgs,recoverable,
Rng,x1 AP 0
4u 3D6 RKA,7-8 Chgs,+1"/DC Exp 0
2 WF,Guns
1 WF,Knives
2 TF,Small Ground Vehicles
3 Acting 14-
3 Acrobatics 14-
3 Climbing 14-
3 Combat Piloting 14-
3 Demolitions 11-
3 Lockpicking 14-
3 Security Systems 12-
1 Stealth 14- (Only when Noise covers music)
3 Survival 11-
3 SysOp 12-
15 3 Levels: guns,group of skills
4 M Dodge
5 K Throw
3 M Throw
4 K Strike
4 M Strike
Powers Cost: 256
Total Cost: 430
Base Points: 200
20 Dist Feature,"Theme Music",not concealable,major
15 Psych Lim,"Overcondfident",common,strong
20 Psych Lim,"Must wear kevlar battle gear",very common,strong
15 Psych Lim,"Protective of innocents",common,strong
15 Psych Lim,"loves publicity, sulks when not in spotlight
weekly",common,strong
20 Vuln,"Radiation",common,x2 body
20 Vuln,"Radiation",common,x2 body
15 Dist Feature,"buff black woman wearing form-fitting suit
and kevlar battle gear", concealable,major
15 Hunted,"The Ninja",as powerful,harsh,appear 11-
20 Hunted,"Genocide",more powerful,non-combat
influence,harsh,appear 8-
10 Public ID,"Kellie Winters, of Universal Studios"
15 Rep,"Movie star",occur 14-
15 DNPC,"Twin Sister: Maxine Winters",normal,appear 11-
Disadvantages Total: 215
Experience Spent: 15
Total Points: 430
Similar to the Last Action Hero, Kellie is always followed
around by music. This is her danger sense. When the music is
upbeat & light, nothings gonna go wrong. When the music is
tense and staccato, bad news on the way. Whether she is from
the "real" world or movies or another dimension is up to the
GM. In an case she did Hollywood work before super-heroing.
Where the music comes from and can it be dispelled are also
questions the GM must answer...
Her costume comes across as totally revealing, nearly naked,
when in fact every square inch of her skin below the chin is
completely covered. Red bodysuit, beige kevlar vest, gloves,
boots, web-belts with gear & ammo. She'll never voluntarily
take off the vest. Maybe everything underneath it, but not it.
It is suspected that she bathes in it, since it is waterproof.
Similar to Mr.Chan, she did all her own stunts. Her only
blockbuster film, "Night Train to London", was reviewed quite
well, even the humorous love scene between her (at 6ft. 5in)
and Chris Tucker (at 5ft 4in) when she was still wearing her
trademark armor and he was wearing a borrowed silk bathrobe.
She sort of has a dual personality, for when she's in combat,
or on a case, she acts like Linda Hamilton in Terminator:
gritty, harsh, and practical. but as soon as the crooks are
in jail, she's lite and seemingly vacuous.
villain option:
an extra-dimensional interloper from a relatively normal
mundane world, that stole or hacked a projector device
that puts her into the heroic universe, where she's making
a name and fortune for herself. she'll take her loot back to
her own world and not have a criminal record, she thinks.
the twin sister becomes the movie-star thats a coincidental
look-alike often used by Kellie as a patsie.
==
Laissez le bon pim roulez! Elliott aka Egyptoid
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------------------------------
Date: Fri, 20 Nov 98 20:27:59
From: "qts" <qts@nildram.co.uk>
Subject: Re: Disadvantage question
On Thu, 19 Nov 1998 11:03:12 -0800 (PST), Anthony Jackson wrote:
>Hm...idea I was playing around with for handling magic in a fantasy setting
>(allow VPPs, but at the same time keep them under control):
>
>Rather than 'requires a skill roll', take a new disadvantage 'requires a unique
>knowledge skill'. You can still be flexible -- but each distinct spell
>requires you to spend a point, and you will need to spend additional points on
>levels (probably group levels). Aside from being a knowledge skill (rather
>than a 3/2 int-based skill) and being separate for every effect, it would be
>the same as 'requires a skill roll'.
I use Complimentary Skill rolls and an Expertise system eg Ball of
Flame requires KS: Fire Magic 14-
>How big a disadvantage is this on a power? I'm guessing 1/4 or 1/2.
For a given KS: School of Magic a roll of
11- gives -1/4
14- gives -1/2
16- gives -3/4
18- gives -1
I've considered extending it to
21- gives -1 1/4
24- gives -1 1/2
27- gives -1 3/4
30- gives -2
but it never bacame an issue.
>How big a disadvantage on the control cost for a VPP?
I use -1/4, the minimum limitation of the expertise.
qts
Home: qts@nildram.co.uk.
------------------------------
Date: Fri, 20 Nov 1998 14:16:16 -0600
From: Todd Hanson <badtodd@dacmail.net>
Subject: Re: Ultimate Books
Curt Hicks wrote:
> Hear ! Hear ! It seems like a lot of people want more details about stuff
> handed to them without doing even a little research.
And your point is?
Almost every book put out by Hero (or any gaming system for that matter) is
something that anybody could do for themselves if they wanted to invest the
time and do the research. Believe it or not, not everyone WANTS to spend their
time digging through books compiling all of the obscure information that comes
up in a game at one time or another.
If I am willing to spend my money to have someone else do all of the 'boring
work' part of running a game, who are YOU to tell me this is wrong?
Personally I would LOVE a book that had basic information about the various
things PCs might encounter.
I would love to see a book that had information like:
What kind of training does a standard police officer have?
How about a SWAT team member? A detective? A doctor? An EMT? A Nurse? A
surgeon?
How much do each of these people get paid?
What equipment is carried in an ambulance? How much can an EMT do on the
scene?
What does a standard police form look like? How about an autopsy form?
What are some of the 'loopholes' that a cheesy lawyer might use to get a
villian off 'scot free'?
Just a SMALL number of the things that have come up in games that I would have
loved to have had an easy place to check for the answers.
I for one would gladly buy a book like this.
Todd
- --
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Todd Hanson Minnesota: Land of two seasons:
BadTodd@dacmail.net winter is coming, winter is here.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
------------------------------
Date: 20 Nov 1998 16:16:38 -0500
From: Stainless Steel Rat <ratinox@peorth.gweep.net>
Subject: Re: Cheep Speed
- -----BEGIN PGP SIGNED MESSAGE-----
Hash: SHA1
"AD" == Asman, David <D.asman@wayne.edu> writes:
AD> snipped from Stainless Steel Rat's message
AD> "Watch: Character starts at Speed 4 (3,6,9,12).
AD> On segment 3, character changes to speed 3 (4,8,12). On Segment 4,
AD> chracter changes to speed 4."
AD> If I remember the BBB correctly, when someone changes speed in the
AD> middle of a turn, his/her next action won't be until the next common
AD> phase for the previous and new speed.
I suggest you read my post before telling me I'm wrong.
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- --
Rat <ratinox@peorth.gweep.net> \ Ingredients of Happy Fun Ball include an
PGP Key: at a key server near you! \ unknown glowing substance which fell to
\ Earth, presumably from outer space.
------------------------------
Date: Fri, 20 Nov 1998 12:54:24 -0800 (PST)
From: Michael Hayden <mhayden@tsoft.com>
Subject: RE: Ultimate Books
On Fri, 20 Nov 1998, Curt Hicks wrote:
> Hear ! Hear ! It seems like a lot of people want more details about stuff
> handed to them without doing even a little research.
Here's a start, from http://www.writersdigest.com/catalog/wdbooks.asp :
"Amateur Detectives: A Writer's Guide to How Private Citizens Solve
Criminal Cases"
"Armed and Dangerous: A Writer's Guide to Weapons"
"Body Trauma: A Writer's Guide to Wounds and Injuries"
"Cause of Death: A Writer's Guide to Death, Murder & Forensic Medicine"
"Deadly Doses: A Writer's Guide to Poisons"
"Inside Hollywood: A Writer's Guide to the World of Movies and TV"
"Just the Facts, Ma'am: A Writer's Guide to Investigators and
Investigative Techniques"
"Lights & Sirens: A Writer's Guide to Emergency Rescue Professions"
"Malicious Intent: A Writer's Guide to How Murderers, Robbers, Rapists
and Other Criminals Think"
"Missing Persons: A Writer's Guide to Finding the Lost, the Abducted
and the Escaped"
"Modus Operandi: A Writer's Guide to How Criminals Work"
"Murder One: A Writer's Guide to Homicide"
"Police Procedural: A Writer's Guide to the Police and How They Work"
"Private Eyes: A Writer's Guide to Private Investigators"
"Rip-Off: A Writer's Guide to Crimes of Deception"
"Scene of the Crime: A Writer's Guide to Crime-Scene Investigations"
Now, can we -please- move on to something else?
~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~
Michael "Doc" Hayden -- mhayden@tsoft.com -- http://tsoft.com/~mhayden/
Hey, I use Procmail (with Spam Bouncer), so spam away! (^_^)
"What you are about to see is real. These are not actors; they're directors."
------------------------------
Date: Fri, 20 Nov 1998 05:50:20 -0800 (PST)
From: shaw@caprica.com (Wayne Shaw)
Subject: Re: Cheep Speed
>-----BEGIN PGP SIGNED MESSAGE-----
>Hash: SHA1
>
>"WS" == Wayne Shaw <shaw@caprica.com> writes:
>
>WS> For example, someone going from 6 to 8 SPD as of Phase 4 would simply
>WS> start using the phase table for SPD 8 after Phase 4.
>
>Watch: Character starts at Speed 4 (3,6,9,12). On segment 3, character
>changes to speed 3 (4,8,12). On Segment 4, chracter changes to speed 4.
>On Segment 6, character changes to Speed 3. On Segment 8, character
>changes to speed 4. By changing Speed, the Speed 4 character gets 6 action
>phaess during the turn. The permutations for characters with higher
>maximum Speed ratings are even worse.
Perhaps. But if you still limit the character to the number of phases equal
to the maximum SPD they used that round it doesn't make a huge difference.
In the above case, all you'd do is make yourself act on on phase 8 next
instead of on phase 6, since the 'first' phase going with that speed number
had already passed.
------------------------------
Date: Fri, 20 Nov 1998 15:04:17 -0500
From: Brian Wawrow <bwawrow@mondello.toronto.fmco.com>
Subject: FW: Ultimate Books (was Re: Computers)
- -----Original Message-----
From: Brian Wawrow
Sent: Friday, November 20, 1998 3:03 PM
To: 'Michael Surbrook'
Subject: RE: Ultimate Books (was Re: Computers)
> > If you want to pick up stuff for lawyers, watch Law & Order. If you
want
> > to know secret agent stuff, read Tom Clancy. If you want to know
> > theoretical physics, read a book and do the math.
>
> Good point. Most of us really don't need all the ins and outs of
every
> profession and this is a comic-book world so what you derive from
> entertainment(especially shows/books/movies based on reality) will
probably
> be sufficient.
And if you don't read Tom Clancy or watch TV? Suppose I want to know
the
real scoop and not Hollywood dribble? What then?
What then? TV and novels are just two examples. Are you telling me that
if Hero Games doesn't publish a supplement telling you how the nuts and
bolts of a police department work together, you would never be able to
find a source of information that would satisfy the level of detail and
accuracy required by your role playing game?
Others have mentioned writer's guides to different topics. Try the
library or a bookstore. Try the internet. We're just talking about
contextual accuracy here, right? Obviously that's important but it's up
to the GM to turn that into game mechanics. Now, I run a FH campaign and
a little pot&pretzels sci-fi campaign so I'm not so concerned with the
details of modern society as a GM running a game in a modern setting
with a high degree of realism, granted. But no matter what kind of game
you're running, The biggest part of the GM's job is Making Shit Up. If
you can get a writeup on police procedures and codes, doesn't that give
you enough raw data to run a police department in your game?
I think I've stepped onto this soapbox before. There are other companies
that sell a lot of supplements that cover all kinds of different
possible gaming conditions. White Wolf, GURPS, D&D and WarHammer are all
examples of this. The thing I love about Hero is that you really only
need one single book. I've run or played in some really great games
using nothing at all besides the BBB and some house rules.
Yep, just the BBB and my imagination. The rest is just gravy.
BRI, The Ultimate Opinionated Gaming Philosopher
mmmmmmm.... gravy
************************************************************************
***
* "'Cause I'm the god of destruction, that's why!" - Susano
Orbatos,Orion *
* Michael Surbrook / susano@access.digex.net
*
* Visit "Surbrook's Stuff' the Hero Games resource site at:
*
* http://www.access.digex.net/~susano/index.html
*
* Attacked Mystification Police / AD Police / ESWAT
*
* Society for Creative Anachronism / House ap Gwystl / Company of
St.Mark *
************************************************************************
***
------------------------------
Date: Fri, 20 Nov 1998 13:15:53 -0800 (PST)
From: Dale Ward <daleaward@rocketmail.com>
Subject: Re: Telekinetic Question
Greetings!
- ---Wayne Shaw wrote:
>
> >I've ran into this several times, so I thought I throw it out to the list:
> >
> >A telekinetic (10 str, no fine manipulation) lifts a 90 strength Brick into
> >the air. I've had GMs say that the brick now has no way to break out as
> >there is nothing to "push" against. Others that say it works like any other
> >grab. What do you all think?
> >
> >Personally, I'd say game balance means it work like any other grab.
>
> As described in the rules, TK actually works like a big immaterial hand than
> anything else, and as such should be escapeable as for any other Strength
> effect.
I think I could make a case for either situation. It comes down to a
question of SFX.
Can someone think of a way to make the TK Desolid? Then, give it the
advantage of Affects Solid. That would make it ironclad official, I think.
Of course, the word "immaterial" in Wayne's statement implies that these
effects are built in to the power.
Dale A. Ward
***********************************************************************************************
Q: What happens when you give Viagra to a lawyer?
A: He gets taller.
***********************************************************************************************
_________________________________________________________
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------------------------------
Date: Fri, 20 Nov 1998 14:01:36 -0800
From: "Jodeko" <jodeko@neteze.com>
Subject: Re: Northern Cali players
Not to far from me. I'm in Fairfield ca.
- -----Original Message-----
From: Hilary <kabuki@ix.netcom.com>
To: Steven J. Owens <puff@netcom.com>
Cc: champ-l@sysabend.org <champ-l@sysabend.org>
Date: Friday, November 20, 1998 10:30 AM
Subject: Re: Northern Cali players
>
>
>> I have no idea where that is in relation to where I am, in
>> Pasadena, in LA. I suspect the answer is "very far away" :-(.
>
>Yes, very far away. San Fransisco. Sorry :/
>
>
------------------------------
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