Digest Archives Vol 1 Issue 82
From: owner-champ-l-digest@sysabend.org
Sent: Tuesday, December 08, 1998 8:34 PM
To: champ-l-digest@sysabend.org
Subject: champ-l-digest V1 #82
champ-l-digest Tuesday, December 8 1998 Volume 01 : Number 082
In this issue:
Re: AP/Penetrating question
Re: Off Topic but tangential
Re: combat drones
Re: Jay Ward movies
Re: combat drones
High Fantasy Hero Races!
Re: Living Shadows...
RE: Off Topic but tangential
Re: Living Shadows...
various junk
RE: Jay Ward movies
Re: combat drones
Re: The Beany baby/Dr Destroyer Connection
RE: High Fantasy Hero Races!
Re: combat drones
Re: combat drones
Re: Durability of Various Things
Re: How do you define 'mutant'
Re: Durability of Various Things
Re: combat drones
Critique Needed: Fiendish Plot
RE: Jay Ward movies
Re: High Fantasy Hero Races!
Re: Jay Ward movies
Re: How do you define 'mutant'
Re: Perfect Cell vs Devourer of Worlds
Re: combat drones
Re: combat drones
Re: combat drones
Re: High Fantasy Hero Races!
RE: Jay Ward movies
----------------------------------------------------------------------
Date: Tue, 08 Dec 1998 06:21:18 -0800
From: Bob Greenwade <bob.greenwade@klock.com>
Subject: Re: AP/Penetrating question
At 10:28 PM 12/7/98 -0500, Stainless Steel Rat wrote:
>Gah! I *HATE* having *THREE* conflicting instances of what is supposed to
>be the same edition of the game.
Well, the new edition ought to be out soon, and that should relieve your
anxieties. :-]
- ---
Bob's Original Hero Stuff Page! [Circle of HEROS member]
http://www.klock.com/public/users/bob.greenwade/original.htm
Merry-Go-Round Webring -- wanna join?
http://www.klock.com/public/users/bob.greenwade/merrhome.htm
------------------------------
Date: Tue, 8 Dec 1998 11:35:02 EST
From: Leuszler@aol.com
Subject: Re: Off Topic but tangential
In a message dated 12/8/98 4:00:29 AM Eastern Standard Time,
rholding@ActOnline.com.au writes:
> I seem to remember something about this, at least about the cable being
> severed by something. The effect can be done. The drawback is that
> passing a wire through a magnetic field not only produces a current but
> also produces a force that will alter the orbit of the device, either
> higher or lower depending on the direction of current flow.
>
Here's an idea. Build a suit of power armor with copper wires dangling from
it. Drop the suit from a space station in near earth orbit. Could the wires
collect energy to start up and power the suit? Might be a fun thing to do in
a game.
"You're trapped on the space station, and only have a minute to escape. You
have no vehichle, but there are suits with loose copper wiring hanging from
them. What do you do?" My players would probably remove the wires and make
the jump.
Does the wiring have to be loose?
Mike "Take the plunge" Leuszler
------------------------------
Date: Tue, 08 Dec 1998 06:49:13 -0800
From: Bob Greenwade <bob.greenwade@klock.com>
Subject: Re: combat drones
At 08:09 PM 12/7/98 -0500, Stainless Steel Rat wrote:
>-----BEGIN PGP SIGNED MESSAGE-----
>Hash: SHA1
>
>"AJ" == Anthony Jackson <ajackson@molly.iii.com> writes:
>
>AJ> It's not obvious that followers can't be automatons (in which case they
>AJ> really don't have minds of their own).
>
>Champions Deluxe, page 48:
>
> Followers should normally be written up by the GM, just like
> DNPCs. They are loyal to the character, although the GM should
> determine whether the Follower will perform suicidal tasks.
I fail to see what this citation has to do with Anthony's statement.
- ---
Bob's Original Hero Stuff Page! [Circle of HEROS member]
http://www.klock.com/public/users/bob.greenwade/original.htm
Merry-Go-Round Webring -- wanna join?
http://www.klock.com/public/users/bob.greenwade/merrhome.htm
------------------------------
Date: Tue, 08 Dec 1998 07:09:40 -0800
From: Bob Greenwade <bob.greenwade@klock.com>
Subject: Re: Jay Ward movies
At 06:54 AM 12/8/98 -0600, Michael (Damon) & Peni Griffin wrote:
>Oops! Sent this reply to Dave Mattingly instead of back to the list...
>
>At 08:32 PM 12/7/1998 -0500, BobG wrote:
>>> It's interesting to note that, with these two films plus a Rocky and
>>>Bullwinkle movie currently being cast, there seems to be a resurgence of
>>>interest in Jay Ward's work recently. All we need now is a Tom Swift movie
>>>(and I nominate Brendan Frazer for the role!).
>
>Er, Tom Swift, Victor Appleton's boy inventor? Or Tom Slick, dashing
>driver of the Thunderbolt Greaseslapper?
The latter. (My error; I've never been able to get that name right, it
being so close to the Tom Swiftie. I'd never heard of Appleton's stories
until just this week.)
>And what about David Spade as Superchicken?
Well, why not?
I could also deal with Will Smith as Hong Kong Phooey -- but there we're
getting outside the realm of Jay Ward. :-]
- ---
Bob's Original Hero Stuff Page! [Circle of HEROS member]
http://www.klock.com/public/users/bob.greenwade/original.htm
Merry-Go-Round Webring -- wanna join?
http://www.klock.com/public/users/bob.greenwade/merrhome.htm
------------------------------
Date: Tue, 08 Dec 1998 06:52:32 -0800
From: Bob Greenwade <bob.greenwade@klock.com>
Subject: Re: combat drones
At 11:36 PM 12/7/98 -0500, Stainless Steel Rat wrote:
>-----BEGIN PGP SIGNED MESSAGE-----
>Hash: SHA1
>
>"BG" == Bob Greenwade <bob.greenwade@klock.com> writes:
>
>BG> Pardon the picking of a nit, but a Vehicle has a *carrying* capacity
>BG> based on its STR. A Vehicle cannot lift, in the sense that a regular
>BG> character can lift, unless it has arms of some sort. :-]
>
>Lift in the vehicular sense. For instance, a half-ton pickup can lift a
>half-ton of stuff.
OK, I see what you're at here.
>>> Remember that Followers have minds of their own.
>BG> That's assuming that they're built as regular characters. If
>BG> they're built as Automatons, then they don't have minds of their own.
>
>They are still under the control of the GM, not the player, even if they
>are automatons.
Quite so. All that means, though, is that the Automaton Followers will
perform their actions based on their programming rather than on free will.
- ---
Bob's Original Hero Stuff Page! [Circle of HEROS member]
http://www.klock.com/public/users/bob.greenwade/original.htm
Merry-Go-Round Webring -- wanna join?
http://www.klock.com/public/users/bob.greenwade/merrhome.htm
------------------------------
Date: Tue, 08 Dec 1998 11:27:25 -0500 (EST)
From: Surgat <ravanos@njcu.edu>
Subject: High Fantasy Hero Races!
I'm trying to create a super high fantasy setting for my players. The
game is somewhat of a joke since everything is so ridiculously high
fantasy. I usually prefer to run games set in very 'mundane' settings, so
I'm at a loss here.
All of the races but human are quite 'mythic.' While no
particular race is outrageously powerful, they still need to be unique.
Here are my ideas so far.
Sprites are slight of build, shorter than humans. Sprites have
faerie blood in them, and more often times than not have fine slight
almost child like cherubic features, and hair and eyes the color of the
forrest. Sprites make their homes in trees. Sprites are adept at hiding
in the wilderness as well as in shadows. Sprites are adept at trickery.
While sprites are very emotionally and mentally developed, they retain a
child like mirth and mischeif, rarely making them serious and often
makeing them curious. If there is something to touch, to play with or
experience, the Sprite may often be drawn to it. Some sprites can learn
how to glide or fly. All sprites have an spatial awareness as an innate
ability, as well as excellent hearing.
Nidher are lithe of build, thnner and taller than humans. They
carry themself with a etheral nobility and grace that far surpasses that
of humans. Nidher have cold features, their smiles or laughter seeming
not all that true, many Nidher are viewed as aloof, efitte, and cold.
Nidher have excellent eye sight, and are able to see in starlight and
moonlight as a normal human could during the day. Nidher make their homes
upon the mountain tops. Nidher have exceptionally long lives, and many
dedicate their lives to the study of the magical arcana. It is also said
that Nidher are so graceful that they seldom leave tracks upon newly
fallen snow. Nidher are immune to cold temperature extremes.
Trubahrn are taller and broader than humans. Trubahrn have hair
as dark as coal, dun skin, and eyes that sparkle the gems. They are a
sturdy, steadfast race of people. More so than any other race, they are
an enduring one, able to labor hours on end without rest. Trubahrn make
their homes in mountains and caves. Trubahrn can see in total darkness.
Trubahrn are excellent craftsmen and workers, and are able to craft
extremely high quality weapons and armor in their forges or dig tunnels
with ease. Trubahrn don't study magic, save for the alchemy and
sybolistic enchantments used at their forges.
Any advice for additional races?
Any advice for stats?
Am I missing something?
Please comment.
- -+-<-+->-+-<-+->-+-<-+->-+-<-+->-+-<-+->-+-<-+->-+-<-+->-+-<-+->-+-<-+->-+-<-+-
"Fools are my theme, let satire be my song."
-Lord Byron; English Bards and Scotch Reviewers. Line 6.
- -=-_=_-=-_=_-=-_=_-=-_=_-=-_=_-=-_=_-=-_=_-=-_=_-=-_=_-=-_=_-=-_=_-=-_=_-=-_=_-
------------------------------
Date: Mon, 07 Dec 98 22:16:37
From: "qts" <qts@nildram.co.uk>
Subject: Re: Living Shadows...
On Mon, 7 Dec 1998 07:13:31 -0600 (CST), Dr. Nuncheon wrote:
> (Speaking of which, does anyone else think Duplication
>should get a point break if both characters are exactly the same? I mean,
>which is more useful, two identical characters or two equally-powered
>characters with different abilities?)
No. Surely Duplication mandates that the characters are the same -
you're producing a *duplicate*, not a Multiform, after all? Though I
might allow 'cosmetic' differences, like one male, one female.
qts
Home: qts@nildram.co.uk.
------------------------------
Date: Tue, 8 Dec 1998 13:57:56 -0500
From: Brian Wawrow <bwawrow@mondello.toronto.fmco.com>
Subject: RE: Off Topic but tangential
I would do this with a big mesh sail/parachute/hang glider made of
conductive materials. As current is induced into the conductors by the
geomagnetic field, the induced current creats a resistant field that
will push against the geomagnetic field and slow the descent until the
capacitors are charged up and you can hit your GO button.
Funky
BRI
] Here's an idea. Build a suit of power armor with copper
] wires dangling from
] it. Drop the suit from a space station in near earth orbit.
] Could the wires
] collect energy to start up and power the suit? Might be a
] fun thing to do in
] a game.
]
] "You're trapped on the space station, and only have a minute
] to escape. You
] have no vehichle, but there are suits with loose copper
] wiring hanging from
] them. What do you do?" My players would probably remove the
] wires and make
] the jump.
]
] Does the wiring have to be loose?
]
] Mike "Take the plunge" Leuszler
]
------------------------------
Date: Tue, 8 Dec 1998 13:17:15 -0600 (CST)
From: "Dr. Nuncheon" <jeffj@io.com>
Subject: Re: Living Shadows...
On Mon, 7 Dec 1998, qts wrote:
> On Mon, 7 Dec 1998 07:13:31 -0600 (CST), Dr. Nuncheon wrote:
>
> > (Speaking of which, does anyone else think Duplication
> >should get a point break if both characters are exactly the same? I mean,
> >which is more useful, two identical characters or two equally-powered
> >characters with different abilities?)
>
> No. Surely Duplication mandates that the characters are the same -
> you're producing a *duplicate*, not a Multiform, after all?
Nope...read the power description. It's one of those cases where the
power name has connotations that are not present in the power itself (like
'energy blast' not always being energy).
J
Hostes aliengeni me abduxerent. Jeff Johnston - jeffj@io.com
Qui annus est? http://www.io.com/~jeffj
------------------------------
Date: Tue, 8 Dec 1998 12:09:15 -0800 (PST)
From: Ell Egyptoid <egyptoid@yahoo.com>
Subject: various junk
1. Desmarais should be back on-line by now, I hope.
2. Does anyone a have a character they'd be willing to send
me, (or post to the list) of an Aero-Mech? Not necessarily a
vehicle. I'm trying to write up a large flying robot, but it keeps
turning into a 1000 point monster...
3. The "Loser Villains" page is almost done...
4. Does anyone need a copy of Who's Who in the DCH Universe,
the RPG supplement, Vol.3 ? It's mint, still in shrink-wrap.
I have two copies and I'd like to sell/trade the second one.
5. Anyone seen A Bug's Life? If yes, were you able to enjoy the
movie, or were you (like me), sitting there trying to figure the
relative STR of Dim the beetle, the body of Rosie the widow's
entangle, how much PRE did the Moth have, etc...?
6. Thanks for your time.
~
==
Laissez le bon pim roulez! Elliott aka Egyptoid
_________________________________________________________
DO YOU YAHOO!?
Get your free @yahoo.com address at http://mail.yahoo.com
------------------------------
Date: Tue, 8 Dec 1998 14:53:10 -0500
From: Brian Wawrow <bwawrow@mondello.toronto.fmco.com>
Subject: RE: Jay Ward movies
So, if George of the Jungle and Duddly Doright are products of this Jay
Ward guy, can I assume that he's also responsible for the greatest
square-jawed hero of all time, Roger Jamjet? Now there's a movie I'd
like to see.
BRI
] At 06:54 AM 12/8/98 -0600, Michael (Damon) & Peni Griffin wrote:
] >Oops! Sent this reply to Dave Mattingly instead of back to
] the list...
] >
] >At 08:32 PM 12/7/1998 -0500, BobG wrote:
] >>> It's interesting to note that, with these two films
] plus a Rocky and
] >>>Bullwinkle movie currently being cast, there seems to be a
] resurgence of
] >>>interest in Jay Ward's work recently. All we need now is
] a Tom Swift movie
] >>>(and I nominate Brendan Frazer for the role!).
] >
] >Er, Tom Swift, Victor Appleton's boy inventor? Or Tom Slick, dashing
] >driver of the Thunderbolt Greaseslapper?
]
] The latter. (My error; I've never been able to get that
] name right, it
] being so close to the Tom Swiftie. I'd never heard of
] Appleton's stories
] until just this week.)
]
] >And what about David Spade as Superchicken?
]
] Well, why not?
] I could also deal with Will Smith as Hong Kong Phooey --
] but there we're
] getting outside the realm of Jay Ward. :-]
] ---
] 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: 08 Dec 1998 15:48:07 -0500
From: Stainless Steel Rat <ratinox@peorth.gweep.net>
Subject: Re: combat drones
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"WS" == Wayne Shaw <shaw@caprica.com> writes:
WS> It's pretty silly to use the 1/5 rule for Vehicles, Bases and
WS> Followers, and suddenly pay full price for Automatons and Computers.
Actually, Computers are perks, so they cost 1/5 just like Vehicles, Bases
and Followers.
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- --
Rat <ratinox@peorth.gweep.net> \ Do not use Happy Fun Ball on concrete.
PGP Key: at a key server near you! \
\
------------------------------
Date: Tue, 08 Dec 1998 13:27:52 -0700
From: Curtis A Gibson <mhoram@relia.net>
Subject: Re: The Beany baby/Dr Destroyer Connection
Bob Greenwade wrote:
>
> At 10:14 PM 12/7/98 -0700, Curtis A Gibson wrote:
> >Everyone listen up,
> >
> >This here is some information I've uncovered, and I want to spread it
> >quickly before _they_ catch up with me.
> >
> >You ever wonder why normal rational people go nuts for beanie
> >babies...it's a plot. A Dr Destroyer plot.
>
> Are you sure? It sounds a bit more like a Foxbat ploy to me.
Thats part of his plot of course, and why it is so fiendishly clever. No
one would suspect the Destroyer of doing something so 'silly'. Foxbat
would just blow it. Destoyer has been doing this for years. After being
defeated in grand schemes time and again he decided for subtlety. Of
course the Doctor could easily frame Foxbat as the villian. whom the
Heroes would suspect right off, and if that is handled right the Heroes
could have the joy of having Foxbat 'help' them through the rest of the
investigation.
- -Mhoram
- --
What is called glory, I think, is mostly the relief you feel after
you've fought and lived through battle without getting maimed.
- -Harry Turtledove Krispos Rising
------------------------------
Date: Tue, 8 Dec 1998 14:52:38 -0500
From: Brian Wawrow <bwawrow@mondello.toronto.fmco.com>
Subject: RE: High Fantasy Hero Races!
Well, it looks like you've got a thief race, a mage race and a fighter
race. Variety is always good but too much starts to look contrived. I
think you could certainly add more races and still maintain flavour,
especially in a high fantasy type setting.
To give you some other ideas, here are the races I use in my fantasy
game.
Andrizi: The Andrizi are six armed giants standing some 4m tall.
They are believed to be the descendants of a magically created warrior
race. Their heros are granted mutations by the priests of their diety
Hoz'Q, The Blood Queen.
Arco: Underground dwellers with poor vision and inate sonar. They have
one level density increase and can tunnel through [slowly] rock without
tools. They tire quickly under the oppressive glare of direct sunlight.
The Arco are xenophobic and extremely territorial. Typically, anyone
approaching an Arco clan territory will encounter low bunker-like watch
towers that offer only one warning shot and no conversation. The Arco's
knowledge of mechanisms, geology and metallurgy is superior to other
races.
Furiot: The Furiot are natives of the forest with a keen sense of smell.
Their matriarchal society is bound by ancient traditions of honour and
ritual combat. They often give outsiders the benefit of the doubt and
will punish savagly any betrayal of that trust. The furiots are covered
in a soft fur ranging from red to black. Furiot shamans are said to walk
with the ancestors and draw wisdom from many great spirits
Gromplin: The Gromplins are barely a meter tall and are native to
the grassy plains of the southern continent. They have keen hearing and
can leap upwards of 5 meters. Though they are small, they breed quickly
and a Gromplin is rarely found alone.
Hrshpaat: The Hrshpaats have mangaged to make the sea and coastal
areas their home, and can stay under water for an indeterminant amount
of time. Genetic cousins of the Furiots, the Hrshpaats have, as a
culture, dedicated themselves to the study and practice of the mind. One
of the basic principals of their culture is that a good Hrshpaat hides
nothing from his cousins, not even his thoughts.
Soipa: Soipa are intelligent reptilian carnivores. They are considered
to be sociopathic and dangerous. Their remarkable running speed and
inate biting attack make the Soipa dangerous under any condition. Weaker
members of a soipa clutch often fall prey to their cannibalistic
kinsmen. In their desert home, they are without peer.
Udrashi: The Udrashi's advanced intelligence, excellent eye sight
and thick skin have made them a favourite pick amongst my players. They
tend to organize into theocratic cities, lead by thier powerful priests.
Info and drawings of all these races will be put up on my campaign web
site when I eventually get around to it.
Later
BRI
] -----Original Message-----
] From: Surgat [mailto:ravanos@njcu.edu]
] Sent: Tuesday, December 08, 1998 11:27 AM
] To: champ-l@sysabend.org
] Subject: High Fantasy Hero Races!
]
]
] I'm trying to create a super high fantasy setting for
] my players. The
] game is somewhat of a joke since everything is so ridiculously high
] fantasy. I usually prefer to run games set in very 'mundane'
] settings, so
] I'm at a loss here.
]
] All of the races but human are quite 'mythic.' While no
] particular race is outrageously powerful, they still need to
] be unique.
]
] Here are my ideas so far.
]
] Sprites are slight of build, shorter than humans. Sprites have
] faerie blood in them, and more often times than not have fine slight
] almost child like cherubic features, and hair and eyes the
] color of the
] forrest. Sprites make their homes in trees. Sprites are
] adept at hiding
] in the wilderness as well as in shadows. Sprites are adept at
] trickery.
] While sprites are very emotionally and mentally developed,
] they retain a
] child like mirth and mischeif, rarely making them serious and often
] makeing them curious. If there is something to touch, to play with or
] experience, the Sprite may often be drawn to it. Some
] sprites can learn
] how to glide or fly. All sprites have an spatial awareness as
] an innate
] ability, as well as excellent hearing.
]
] Nidher are lithe of build, thnner and taller than humans. They
] carry themself with a etheral nobility and grace that far
] surpasses that
] of humans. Nidher have cold features, their smiles or laughter seeming
] not all that true, many Nidher are viewed as aloof, efitte, and cold.
] Nidher have excellent eye sight, and are able to see in starlight and
] moonlight as a normal human could during the day. Nidher
] make their homes
] upon the mountain tops. Nidher have exceptionally long
] lives, and many
] dedicate their lives to the study of the magical arcana. It
] is also said
] that Nidher are so graceful that they seldom leave tracks upon newly
] fallen snow. Nidher are immune to cold temperature extremes.
]
] Trubahrn are taller and broader than humans. Trubahrn have hair
] as dark as coal, dun skin, and eyes that sparkle the gems. They are a
] sturdy, steadfast race of people. More so than any other
] race, they are
] an enduring one, able to labor hours on end without rest.
] Trubahrn make
] their homes in mountains and caves. Trubahrn can see in
] total darkness.
] Trubahrn are excellent craftsmen and workers, and are able to craft
] extremely high quality weapons and armor in their forges or
] dig tunnels
] with ease. Trubahrn don't study magic, save for the alchemy and
] sybolistic enchantments used at their forges.
]
] Any advice for additional races?
] Any advice for stats?
] Am I missing something?
]
] Please comment.
]
] -+-<-+->-+-<-+->-+-<-+->-+-<-+->-+-<-+->-+-<-+->-+-<-+->-+-<-+
] ->-+-<-+->-+-<-+-
] "Fools are my theme, let satire be my song."
] -Lord Byron; English Bards and Scotch Reviewers. Line 6.
] -=-_=_-=-_=_-=-_=_-=-_=_-=-_=_-=-_=_-=-_=_-=-_=_-=-_=_-=-_=_-=
] -_=_-=-_=_-=-_=_-
]
]
]
]
]
]
]
------------------------------
Date: 08 Dec 1998 15:43:50 -0500
From: Stainless Steel Rat <ratinox@peorth.gweep.net>
Subject: Re: combat drones
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"BG" == Bob Greenwade <bob.greenwade@klock.com> writes:
BG> I fail to see what this citation has to do with Anthony's statement.
Followers, whether they be automatons or not, are controlled by the GM, not
the player.
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Rat <ratinox@peorth.gweep.net> \ Do not taunt Happy Fun Ball.
PGP Key: at a key server near you! \
\
------------------------------
Date: Tue, 8 Dec 1998 13:54:56 -0800 (PST)
From: Anthony Jackson <ajackson@molly.iii.com>
Subject: Re: combat drones
Stainless Steel Rat writes:
> Followers, whether they be automatons or not, are controlled by the GM, not
> the player.
Hm...true. However, in the case of automatons, that just means that the GM is
responsible for interpreting how the automaton responds to the commands of the
player. This is probably acceptable in the case of most drones.
------------------------------
Date: 08 Dec 1998 16:19:15 -0500
From: Stainless Steel Rat <ratinox@peorth.gweep.net>
Subject: Re: Durability of Various Things
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"WS" == Wayne Shaw <shaw@caprica.com> writes:
WS> I'd have to go back and look at what velocity Rat said it was going,
WS> but I suspect not;
The bike: STR 15, Speed 3, DEF 3, Body 11.
The Jeep Cherokee: STR 30, DEF 5, Body 15, Mass: ~1.6 ton (-4kb). It's a
Jeep, just bigger and tougher.
The bike's velocity: ~25mph, call it 40kph, 11.1 meters/second, or about
17"/Phase. For a Move Through, the bike is doing 9D6. Figure average
damage.
Cherokee takes 9 - 5 = 4 Body damage, about 1/4 of its total.
Bike takes 9 - 3 = 6 Body damage, more than 1/2 of its total.
Knockback: 9 - 4 = 5", and figure maybe 2/3 of its Strength being used to
resist knockback due to the anti-lock brakes being engaged, maybe 1" kb.
All in all, a usable approximation of what really happened.
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- --
Rat <ratinox@peorth.gweep.net> \ Happy Fun Ball contains a liquid core,
PGP Key: at a key server near you! \ which, if exposed due to rupture, should
\ not be touched, inhaled, or looked at.
------------------------------
Date: Tue, 08 Dec 1998 16:59:50 -0500
From: Glen Sprigg <borealis@cois.on.ca>
Subject: Re: How do you define 'mutant'
>Well, groups like Genocide take a nod from the Marvel "stinkin' mutie"
>line, which, if you look at it for a minute, is completely silly. How
>someone can say the ever-lovin' blue-eyed Thing is okay but Kitty Pryde is
>a freak who must be put down is beyond me.
>
In my Canadian Champions campaign, with the Canadian Shield et. al., I've
come up with an organization called Humanity. These guys aren't prejudiced
against mutants; they're prejudiced against any and all paranormals,
including those who use technology or even super-skills a la Batman. They
are a real pack of psychos. I figured that would be more reasonable than
just picking on mutants (which Marvel has really done to death; there
aren't even any remains left by now).
Glen
------------------------------
Date: Tue, 08 Dec 1998 16:16:12 -0500
From: geoff heald <gheald@worldnet.att.net>
Subject: Re: Durability of Various Things
At 06:19 PM 12/7/98 -0500, you wrote:
>-----BEGIN PGP SIGNED MESSAGE-----
>Hash: SHA1
>
>Given the thread, I figured I'd bring up a little bit of benchmarking
>sanity.
>
My first auto accident was a mid 1980's Chevy van vs. my 1978 AMC Hornet.
The van was moving quite fast and never braked. My car was at rest with my
foot on the brake. It was essentially passing my car and struck the left
front corner between the wheel and the bumper. My car flew 25 feet into
the middle of the road past the intersection, turning 45 degrees to the
right. My hood and radiator folded. My front fenders exploded. No one
was injured beyond my bump on the head. The van had a cracked turn signal
light.
------------------------------
Date: Tue, 08 Dec 1998 14:12:51 PST
From: "Jesse Thomas" <haerandir@hotmail.com>
Subject: Re: combat drones
On Mon, 7 Dec 1998 (Wayne Shaw) wrote:
>
>Fine, Rat. Now, if you don't buy Automatons through the Follower
rules, how
>_do_ you buy them and Computers? It's pretty silly to use the 1/5 rule
for
>Vehicles, Bases and Followers, and suddenly pay full price for
Automatons
>and Computers.
From the BBB: p. 181, under the heading "Computers": "For information
on where these points come from, see Perks."
p. 43, under "Followers" in the "Perks" chapter: "This follower can be
a human agent, an animal, an intelligent computer, or even a robot."
p. 180, under "Automatons": "Automatons can be robots, zombies, golems,
skeletons, mechanical constructs, etc."
Also on p. 180, under "Automatons": "It is possible to give an
automaton a computer brain...; the computer will then give the automaton
orders. To buy a computer brain costs 1 point per 5 points in the
computer."
From all of these rules we discover the following information:
Computers and robots can be bought as followers. Automatons can be
defined as robots, possibly with computer brains. We can extrapolate
from this information the following: Automatons can be bought as
Followers. Mr. Shaw is correct, you pay 1 pt from the character for
each 5 in the Automaton.
My only question is this: Who pays for the Automaton's computer brain?
The PC or the Automaton? Meaning, does the PC buy two separate
followers (a computer and a robot body to carry it around) or does he
buy a computer at (effectively) 1 pt for every 25 in the computer?
Personally, I have no problem with this. After all, it's a Follower,
and under GM control. Also, the computer and the automaton go
everywhere together, are stolen by hunteds simultaneously, go haywire
together, are damaged by the same attacks, etc. Still, some GM's may
want to determine their position on this matter, rather than be
surprised by a player who wants to do it. I knew a guy once who
convinced his GM to let him buy a vehicle with a Multiform (one of those
Cyclone motorcycles from Robotech), and wangled himself a 100-pt.
battlesuit for effectively 2 pts. 'Course, he had to buy a really
expensive vehicle to do it, but that was no hardship...
Jesse Thomas
haerandir@hotmail.com
______________________________________________________
Get Your Private, Free Email at http://www.hotmail.com
------------------------------
Date: Tue, 8 Dec 1998 15:50:43 -0600
From: "Guy Hoyle" <ghoyle1@airmail.net>
Subject: Critique Needed: Fiendish Plot
I've got a scenario coming up in my 1936 pulp campaign where the PCs are
going to face a major decision or risk untold harm to the people of my
campaign city, San Frederico. Since this is such a high-stakes plot, I
would appreciate some input on the matter.
An evil Chinese warlord (named Ba Kien, though not the same as the one in
Ninja Hero) is going to hold a city hostage sometime soon. He plans on
doing this by flooding the sewers with a chemical that will cause all the
rats in the city's sewer systems to become raging berserkers, unless the
PCs turn over the comatose bodies of their friends to Ba Kien. (He wants
to trade the helpless hostages to a third party, in return for the lost
alchemical secrets of his father.)
I think that he'd have to have several tanks of this potent
mind-controlling substance stationed at various key points near sewer
inlets, arranged to go off at a preset time unless a code word is given to
the pumping crews. (I'm not sure what the best places to introduce the
chemicals would be, though; would any sewer grate do, or is there some kind
of sewage inlet?)
Probably there will be a defector from Ba Kien's organization who will know
where the chemical tanks are, but his/her identity is uncertain. Ba Kien
also has a young son he treasures above life itself; it might be
interesting to see what the PCs do if offered the opportunity to kidnap
him. Maybe the defector is the boy's nanny?
Ba Kien will no doubt be on a private train or car somewhere, waiting to
pass the word once he knows that the hostages have been delivered to him.
He also has the rendezvous point secured and probably booby trapped to
guard against treachery.
Does this scheme seem to be workable? Any elaborations or consequences
that I have not forseen?
Thanks in advance for your help.
- --------------------------------------------------------------------------
"For every expert there is an equal and opposite expert."
- --Charles Fort
------------------------------
Date: Tue, 08 Dec 1998 17:06:16 -0600
From: "Michael (Damon) & Peni Griffin" <griffin@txdirect.net>
Subject: RE: Jay Ward movies
At 02:53 PM 12/8/1998 -0500, Brian Wawrow wrote:
>So, if George of the Jungle and Duddly Doright are products of this Jay
>Ward guy, can I assume that he's also responsible for the greatest
>square-jawed hero of all time, Roger Jamjet?
Nope. Roger Ramjet [and the American Eagles] were a Ken Snyder production.
Jay Ward deserves credit for a lot, but not for the proton-powered pilot.
Damon
- ------------------------
Roger Ramjet, he's our man,
Hero of our nation.
For his adventures just be sure
And stay tuned to this station!
------------------------------
Date: Tue, 8 Dec 1998 14:35:25 -0800 (PST)
From: Michael Hayden <mhayden@tsoft.com>
Subject: Re: High Fantasy Hero Races!
On Tue, 8 Dec 1998, Surgat wrote:
> Trubahrn are taller and broader than humans [and] dig tunnels
> with ease.
This doesn't jive. Subterranean races that mine their own tunnels (rather
than just co-opting caves or whatever) tend to be short and compact so
that they don't have to dig out so much rock to make room for themselves.
That's why dwarves and gnomes are the way they are. ^_^
~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~
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: Wed, 9 Dec 1998 07:28:35 +0800 (SGT)
From: Ell Egyptoid <egyptoid@yahoo.com>
Subject: Re: Jay Ward movies
Personally, I'd like to see Liz Taylor tied up
on the floor with vines as Dino licks her madly,
but that wouldn't be a Jay Ward Movie, either.
==
Laissez le bon pim roulez! Elliott aka Egyptoid
_________________________________________________________
DO YOU YAHOO!?
Get your free @yahoo.com address at http://mail.yahoo.com
------------------------------
Date: Tue, 08 Dec 1998 16:55:54 -0600
From: "Michael (Damon) & Peni Griffin" <griffin@txdirect.net>
Subject: Re: How do you define 'mutant'
At 09:57 AM 12/8/1998 -0600, Rick Jones wrote:
>Well, groups like Genocide take a nod from the Marvel "stinkin' mutie"
>line, which, if you look at it for a minute, is completely silly. How
>someone can say the ever-lovin' blue-eyed Thing is okay but Kitty Pryde is
>a freak who must be put down is beyond me.
Well, see, stinkin' muties like Pryde are more insidious cuz they *look*
just like *us*. Yer kid could marry one, fer God's sake! We gotta be on
our toes alla time with freaks like her. Just like all them Canucks
infiltratin' the American entertainment industry. You can't tell 'em from
*real* Americans! Let's put the VIGILANT back in VIGILANTE, people!
Sorry, no idea what came over me there. But...wait a minute...aha! I
thought so! There are two Beanie Babies in my house.
Damon
------------------------------
Date: Tue, 8 Dec 1998 08:11:05 -0800 (PST)
From: shaw@caprica.com (Wayne Shaw)
Subject: Re: Perfect Cell vs Devourer of Worlds
>Like i said, its a major change. in different version of the idea,
>both body and size are altered in cost. Basically the only hexes with this
>'base' body are the hull and superstructure- now with damage to even ONE
>hex, especially of superstructure, there's an
>increasing chance of that part of the ship (and then the whole ship)
>disingergrating.
I understand what you're trying to do; I'm just saying I don't think it's a
particularly good way to go. Of course as with all such things, if it works
for you...
------------------------------
Date: Tue, 8 Dec 1998 08:37:29 -0800 (PST)
From: shaw@caprica.com (Wayne Shaw)
Subject: Re: combat drones
>My only question is this: Who pays for the Automaton's computer brain?
>The PC or the Automaton? Meaning, does the PC buy two separate
>followers (a computer and a robot body to carry it around) or does he
This has always been my interpetation, since otherwise the nested cost
savings can get very ugly. This comes up every so often when building
vehicles or bases with AIs, too.
>buy a computer at (effectively) 1 pt for every 25 in the computer?
>Personally, I have no problem with this. After all, it's a Follower,
>and under GM control. Also, the computer and the automaton go
>everywhere together, are stolen by hunteds simultaneously, go haywire
Way, way too easy to have an easy source of cheap skills.
------------------------------
Date: 08 Dec 1998 19:02:17 -0500
From: Stainless Steel Rat <ratinox@peorth.gweep.net>
Subject: Re: combat drones
- -----BEGIN PGP SIGNED MESSAGE-----
Hash: SHA1
"JT" == Jesse Thomas <haerandir@hotmail.com> writes:
JT> p. 43, under "Followers" in the "Perks" chapter: "This follower can be
JT> a human agent, an animal, an intelligent computer, or even a robot."
I never said they could not. I said that Followers, regardless of
construction, are controlled by the GM rather than the player.
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\
------------------------------
Date: Tue, 8 Dec 1998 08:26:25 -0800 (PST)
From: shaw@caprica.com (Wayne Shaw)
Subject: Re: combat drones
>-----BEGIN PGP SIGNED MESSAGE-----
>Hash: SHA1
>
>"WS" == Wayne Shaw <shaw@caprica.com> writes:
>
>WS> It's pretty silly to use the 1/5 rule for Vehicles, Bases and
>WS> Followers, and suddenly pay full price for Automatons and Computers.
>
>Actually, Computers are perks, so they cost 1/5 just like Vehicles, Bases
>and Followers.
>
Then doing otherwise with Automatons is _really_ pushing it. Frankly, I
think you're at best being overly legalistic on this one, Rat; there's
nothing I see int he Follower rules that precludes buying an automaton as a
follower...and whether the GM is 'running' them or not at that point becomes
almost irrelevant except to the degree it's his job to see how that dumb
robot interpets his master's orders.
------------------------------
Date: Wed, 09 Dec 1998 04:27:41 +0000
From: Nic Neidenbach <naneiden@iswest.com>
Subject: Re: High Fantasy Hero Races!
At 11:27 AM 12/8/98 -0500, you wrote:
>
>
> Any advice for additional races?
> Any advice for stats?
> Am I missing something?
>
> Please comment.
>
I have some of the material for the races from my Fantasy Hero campaign,
Primisti on my web site.
http://www.iswest.com/~naneiden/rpg/primisti.html
There might be something there you can make use of.
I still need to finish putting more information up there.
- -Nic
+-------------------------------------------------+
| naneiden@iswest.com |
| http://www.iswest.com/~naneiden/ |
| "Kame...hame..ha!" - Goku, Gohan & Goten |
+-------------------------------------------------+
------------------------------
Date: Tue, 08 Dec 1998 17:23:34 -0800
From: Bob Greenwade <bob.greenwade@klock.com>
Subject: RE: Jay Ward movies
At 02:53 PM 12/8/98 -0500, Brian Wawrow wrote:
>So, if George of the Jungle and Duddly Doright are products of this Jay
>Ward guy, can I assume that he's also responsible for the greatest
>square-jawed hero of all time, Roger Jamjet? Now there's a movie I'd
>like to see.
I was about to confirm with my belief that Roger *Ramjet* was a product
of Jay Ward's fertile imagination (since it had a similar pace and look)
when I saw Damon's post.
However, I do think that Roger Ramjet would be fertile ground for a Hero
System supplement!
- ---
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
------------------------------
End of champ-l-digest V1 #82
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