Digest Archives Vol 1 Issue 109

From: owner-champ-l-digest@sysabend.org 
Sent: Sunday, December 27, 1998 1:35 PM 
To: champ-l-digest@sysabend.org 
Subject: champ-l-digest V1 #109 
 
 
champ-l-digest        Sunday, December 27 1998        Volume 01 : Number 109 
 
 
 
In this issue: 
 
    Re: GENKI (The Dark Devil) 
    Selective Senses and Powers/Percise Measurements 
    SAN ANGELO 
    Re: Let's do the time warp... again? 
    Re: GENKI (The Dark Devil) (Long) 
    COLORFUL MISTAKE IN RABID MONKEY LISTING 
    Re: SAN ANGELO 
    Re: Zero phase actions 
    Re: SAN ANGELO 
    Re: GENKI (The Dark Devil) (Long) 
    Re: SAN ANGELO 
    Re: Selective Senses and Powers/Percise Measurements 
    DREAMRIDERS REORGANIZES 
 
---------------------------------------------------------------------- 
 
Date: Sat, 26 Dec 1998 09:03:38 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: GENKI (The Dark Devil) 
 
At 10:45 PM 12/25/98 -0600, Logan Darklighter wrote: 
>This is my first outright posting to this group. So please be gentle. 
 
   I'll try.  [Insert your own sexual-innuendo joke here.] 
   I'm not familiar with the source work (I didn't realize this was adapted 
from Bubble Gum Crisis until I read much further down), but I'll give you 
what I can. 
 
>GENKI (Translation: The Dark Devil) 
> 
>Val    Char    Cost    Roll    Notes 
>45     STR      15        16-    12.5 Tons 
>14     Body     ---        12- 
>4       SIZE     20 
>16     DEF     42 
>23     DEX     39        14-    OCV: 8 / DCV: 6 
>4       SPD      7                    PHASES: 3, 6, 9, 12 
 
   I might suggest buying up BODY a tad, but otherwise it looks fine. 
 
>Twin Pumped Lasers: (OIF, Bulky -1) 
 
   I assume you're using Bulky to represent Vehicular Foci with what 
HeroMaker and/or Creation Workshop give you, right? 
 
>            4d6 RKA 
>                    Penetrating (+1/2), 
>                    No Range Penalty (+1/2), 
>                    Increased Max Range x5 (+1/4), 
>                    0 End (+1/2), 
>                    60 Degree Arc (-1/2) (66) 
 
   If these are twin lasers, shouldn't they have Reduced Penetration or 
something similar? 
 
>Multi-Missile Launcher (OIF, Bulky -1) 
>        10d6 EB 
>                Autofire x5 (+1/2), 
>                Explosion (+1/2), 
>                Indirect (+1/4), 
>                30 Charges (+1/4) (62) 
> 
>(Note: The Indirect Advantage is not for "phasing through walls" or 
>anything so esoteric, it is simply there to simulate the  fact that the 
>missiles can be targeted as indirect fire. They can be fired "over the 
>horizon" over or around buildings and  corners.) 
 
   For this type of Indirect, I'd make it the +1/2 level if not the full 
+3/4 level, but give it (the Advantage, not the whole Power) the -1/2 
Limitation "Must Cross Intervening Space."  (That is, unless the GM is 
using a house rule that allows Indirect to be redefined as going over 
barriers and around corners.) 
 
>Wire Tentacles: (OIF, Bulky -1) 
>        Extra Limbs x2 (2) 
 
   This is a perfectly acceptable way of doing it, depending on the GM's 
taste; however, if these are tentacles, you might want to go for an 
additional -1/2 Limitation that they have no fine manipulation. 
   An alternate way of doing this would be with 45 STR Telekinesis at No 
Range and Linked to the vehicle's STR, with other appropriate Modifiers. 
It's somewhat more expensive, but it also more accurately models what's 
going on here. 
 
>        4" Stretching, Only on Wire Tentacles (-1/2), 0 End (+1/2) (12) 
 
   I think that this Limitation should be higher -- probably -1, given 
that, as the Power is written, it could normally be used on any body part. 
   But that's just my opinion. 
 
>Operator Neurolink System: (OIF, Bulky -1) 
>        Elemental Control (3) 
>                  a - +5 DEX, doesn't add to figured (-1/2) (3) 
>                  b - +1 SPD, doesn't add to figured (-1/2) (3) 
>                  c - +3 Lvls w/ ATAV Weapons (4) 
> 
>NOTE: I'm not sure if the above EC should have the Advantage: Usable By 
>Others or not. At first glance it seems that the operators of the vehicle 
>would have the advantage of whatever the vehicle provides by default. But 
>you may disagree. In any case, the only reason for the above would be to 
>match the Pilot and Gunner reaction times to that of the mech listed in the 
>basic stats. As always, if you feel it's abusive, remove it. 
 
   My take on the Usable by Others Advantage for vehicles is that it's only 
needed when there's a choice as to whether the ability affects the vehicle 
or its operator.  In this case, I gather that these affect the pilot/gunner 
only and not the vehicle itself, so UBO would be unnecessary. 
   However, I also gather that the pilot and gunner are two separate 
people, in which case UBO might be appropriate -- though it might be better 
to just spend 5 points (unmodified) to double the instances. 
   Also, I'd be very leery of putting these things in an EC to begin with. 
 
>        Distinctive Features: 
>                Four-legged Mecha: Not concealable, Extreme (25) 
 
   Bear in mind that this would have to be something unusual in the 
campaign to count as a DF -- either mecha are rare, or most mecha are 
two-legged.  For it being Extreme, I'm guessing the former.  (As I said, 
I'm not super familiar with the source material.) 
 
>        Watched: 
>                Hou Bang, Mo. Pow. NCI (15) 
 
   If Hou Bang is the operator who paid for it (as you indicate later on), 
this Disadvantage is not appropriate.  The mech already gets its base 
points from him. 
 
>        Physical Limitation: 
>                Incredibly Complex to Maintain and Repair (20) 
>                Requires Special Training to Operate, 
>                All the time, Slight, (15) 
>                Requires Two Operators for full capabilities, All the Time, 
>Greatly (20) 
 
   In TUV I'm introducing a new Disadvantage specifically for Vehicles 
(though I imagine it could be adapted for use by Bases):  Crew.  Needing 
two crew is +5 points; needing special training (3 points' worth) would be 
+5 points, though if you need a *lot* of training (9 points' worth, or 3 
Skills) that would be another +5 points.  I'm not familiar with the source, 
but I gather that a pilot without a gunner could still operate the weapons 
with difficulty, so the modifiers I have in that regard wouldn't apply. 
The Disdvantage for this mech would be worth 10-15 points (20 if it needs 3 
Skills for operation and the pilot cannot operate the weapons), replacing 
the latter two Physical Limitations. 
 
>Creation Notes: This is my Hero System version of one of the coolest mecha 
>I've ever seen. The Genki (Dark Devil) from Bubblegum Crisis #7 Double 
>Vision. The Genki was truly a fearsome machine. Capable of taking on a squad 
>of standard BU 55C Combat Boomers and holding it's own. Against anything 
>less than a Doberman or giant boomer it was nearly unstoppable. The armor 
>proved impervious to the KnightSabers weaponry, and Kou, the standard gunner 
>and copilot, acting alone, dealt Priss her first outright defeat in the 
>series. 
 
   If it's this tough, you might consider increasing the DEF to 20, and 
Hardening it. 
 
>If you want to downpower the Genki for use in your campaign, I recommend 
>doing away with the reflex booster, the missiles, reduce the armor from 16 
>to a more reasonable 12-13, and reducing the level of the attacks by a die 
>or two or removing some of the more obnoxious advantages and limitations. 
 
   Actually, the missiles might be OK, as would be the size of the attacks, 
if the reflex booster is dropped and the pilot is given a more reasonable 
DEX and SPD of 15/3 (no higher than 18/4, and even that only for a campaign 
of very experienced PCs).  I agree about the reflex booster(s), but the 
armor would only need to come down to 14 (just enough to make standfard 
superheroic PCs work a bit in order to damage 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 
 
------------------------------ 
 
Date: Sat, 26 Dec 1998 14:04:43 -0500 (EST) 
From: Jason Sullivan <ravanos@njcu.edu> 
Subject: Selective Senses and Powers/Percise Measurements 
 
	Roboti-X is a synthetic life form.  Unlike his team mates, he can 
do things they can't. 
	For example, he can shut off his vision, his hearing, and just 
about all of his senses. 
	He also has very percise senses.  He is able to tell how fast 
something moves, or analyze the colors, or specturms of light, or 
approximate the distance and size of said objects. 
	His recall is near perfect. 
	 
	His other teamate, Rawhide, can increase and decrease the 
inpenetrability of his skin.  Roboti-X can't. 
 
	My questions are: 
	For 'selective' senses, how would one model this? 
	For percision senses, such as the ability to determine speed, 
color, wavelenths of light, sound, to determine picth, distance, etc., how 
would one model these abilities? 
	For absolutely perfect recall, how would one model this 
(Postcognition?)? 
	 
	Finally, Rawhide and Roboti-X have the same ammount of Armor, but 
one (Rawhide) can will his Armor on and off, point by point.  Is this an 
Advantage on the power? 
 
- -+-<-+->-+-<-+->-+-<-+->-+-<-+->-+-<-+->-+-<-+->-+-<-+->-+-<-+->-+-<-+->-+-<-+- 
"Fools are my theme, let satire be my song."  
	-Lord Byron; English Bards and Scotch Reviewers.  Line 6.  
- -=-_=_-=-_=_-=-_=_-=-_=_-=-_=_-=-_=_-=-_=_-=-_=_-=-_=_-=-_=_-=-_=_-=-_=_-=-_=_- 
 
------------------------------ 
 
Date: Sat, 26 Dec 1998 14:42:44 -0500 (EST) 
From: tdj723@webtv.net (thomas deja) 
Subject: SAN ANGELO 
 
Okay--just picked it up...will give you more solid input once I read the 
whole thing sraight through. 
 
However, I do think I would have prefered a few more characters in the 
back pages/sourcebooks--a few more villians, maybe with a villain or 
organized crime outfit, sort of like what they did for JUSTICE, NOT 
LAW.... 
 
"Nothing says Christmas like a green Grinch butt." 
                    --THAT 70's SHOW 
____________________________________ 
THE ULTIMATE HULK, containing the new story, "A Quiet, Normal Life," is 
available now from Byron Preiss and Berkley 
_______________________________ 
An except from the new story "Too Needy" can now be found at MAKE UP 
YOUR OWN DAMN TITLE 
www.freeyellow.com/members/tdj 
 
------------------------------ 
 
Date: Sat, 26 Dec 1998 13:16:47 -0800 (PST) 
From: Dale Ward <daleaward@rocketmail.com> 
Subject: Re: Let's do the time warp... again? 
 
Greetings! 
 
     Geez... you guys must have used up all your imagination trying to figure 
out what gifts to buy for Christmas! I give you the perfect straight line to 
give me a mental complex for years and all you can come up with are REAL 
answers?!? 
 
     I'm so disappointed... 
 
     That's all right... don't try to cheer me up... I'll get over it. 
 
Dale A. Ward 
(I'm over it) 
 
_________________________________________________________ 
DO YOU YAHOO!? 
Get your free @yahoo.com address at http://mail.yahoo.com 
 
------------------------------ 
 
Date: Sat, 26 Dec 1998 19:03:19 -0600 
From: "Logan Darklighter" <logand@cyberramp.net> 
Subject: Re: GENKI (The Dark Devil) (Long) 
 
- -----Original Message----- 
From: Bob Greenwade <bob.greenwade@klock.com> 
To: Champions Mailing List <champ-l@sysabend.org> 
Date: Saturday, December 26, 1998 11:57 AM 
Subject: Re: GENKI (The Dark Devil) 
 
 
>>14     Body     ---        12- 
> 
>   I might suggest buying up BODY a tad, but otherwise it looks fine. 
 
 
I thought that the thing was already tough enough as it was. I figured if a 
superhero could even get through the armor, there should be enough there to 
still take awhile to destroy/disable it. While still giving the Genki ample 
time to dish out damage or decide to retreat. 
 
Much of the way the basic stats were laid out reflected perusal of both the 
source material, and comparison with the M1 A1 Abrams tank that was written 
up in Hero System Almanac 2, as well as comparisons with some of the mecha 
listed in VIPER. ( I figured if the Abrams could be considered a baseline 
for average, then the VIPER tanks are kind of a cheap knock off with tougher 
weapons but thinner armor. ) 
 
The Genki overall is larger than the Abrams, but it's structure, being 
somewhat "spider-like" is arranged in a more splayed out manner. The armor 
is thick, yes, but if you manage to break through it, you're going to do a 
lot more damage because of the complexity of systems and the like. 
 
 
>>Twin Pumped Lasers: (OIF, Bulky -1) 
> 
>   I assume you're using Bulky to represent Vehicular Foci with what 
>HeroMaker and/or Creation Workshop give you, right? 
 
 
Correct. 
 
 
 
>>            4d6 RKA 
>>                    Penetrating (+1/2), 
>>                    No Range Penalty (+1/2), 
>>                    Increased Max Range x5 (+1/4), 
>>                    0 End (+1/2), 
>>                    60 Degree Arc (-1/2) (66) 
> 
>   If these are twin lasers, shouldn't they have Reduced Penetration or 
>something similar? 
 
 
Hmmm. You might have a point there. However the lasers are supposed to 
pinpoint on the same target each time. The fact that there are two of them 
was just meant to be a "special effect". However, it would be an excellent 
way to reduce the overall lethality for a superhero game while still keeping 
it a potent weapon. 
 
 
> 
>>Multi-Missile Launcher (OIF, Bulky -1) 
>>        10d6 EB 
>>                Autofire x5 (+1/2), 
>>                Explosion (+1/2), 
>>                Indirect (+1/4), 
>>                30 Charges (+1/4) (62) 
>> 
>>(Note: The Indirect Advantage is not for "phasing through walls" or 
>>anything so esoteric, it is simply there to simulate the  fact that the 
>>missiles can be targeted as indirect fire. They can be fired "over the 
>>horizon" over or around buildings and  corners.) 
> 
>   For this type of Indirect, I'd make it the +1/2 level if not the full 
>+3/4 level, but give it (the Advantage, not the whole Power) the -1/2 
>Limitation "Must Cross Intervening Space."  (That is, unless the GM is 
>using a house rule that allows Indirect to be redefined as going over 
>barriers and around corners.) 
 
 
Good point. I think I'll change that. 
 
 
> 
>>Wire Tentacles: (OIF, Bulky -1) 
>>        Extra Limbs x2 (2) 
> 
>   This is a perfectly acceptable way of doing it, depending on the GM's 
>taste; however, if these are tentacles, you might want to go for an 
>additional -1/2 Limitation that they have no fine manipulation. 
 
 
That definately works. I never saw any indication that they could do fine 
manipulation. They just wrap around something and grab/crush. 
 
 
>   An alternate way of doing this would be with 45 STR Telekinesis at No 
>Range and Linked to the vehicle's STR, with other appropriate Modifiers. 
>It's somewhat more expensive, but it also more accurately models what's 
>going on here. 
 
 
I think I'll just go with the first example, thanks. 
 
 
> 
>>        4" Stretching, Only on Wire Tentacles (-1/2), 0 End (+1/2) (12) 
> 
>   I think that this Limitation should be higher -- probably -1, given 
>that, as the Power is written, it could normally be used on any body part. 
>   But that's just my opinion. 
 
 
 
I think I'll get more feedback on that before changing that. It's a 
subjective call. YMMV 
 
 
> 
>>Operator Neurolink System: (OIF, Bulky -1) 
>>        Elemental Control (3) 
>>                  a - +5 DEX, doesn't add to figured (-1/2) (3) 
>>                  b - +1 SPD, doesn't add to figured (-1/2) (3) 
>>                  c - +3 Lvls w/ ATAV Weapons (4) 
>> 
>>NOTE: I'm not sure if the above EC should have the Advantage: Usable By 
>>Others or not. At first glance it seems that the operators of the vehicle 
>>would have the advantage of whatever the vehicle provides by default. But 
>>you may disagree. In any case, the only reason for the above would be to 
>>match the Pilot and Gunner reaction times to that of the mech listed in 
the 
>>basic stats. As always, if you feel it's abusive, remove it. 
> 
>   My take on the Usable by Others Advantage for vehicles is that it's only 
>needed when there's a choice as to whether the ability affects the vehicle 
>or its operator.  In this case, I gather that these affect the pilot/gunner 
>only and not the vehicle itself, so UBO would be unnecessary. 
>   However, I also gather that the pilot and gunner are two separate 
>people, in which case UBO might be appropriate -- though it might be better 
>to just spend 5 points (unmodified) to double the instances. 
>   Also, I'd be very leery of putting these things in an EC to begin with. 
 
 
Technically, it is legal. Technically, it's also somewhat abusive, which is 
why I was worried. But I figured that since the system is all one unit, I 
would go with the suggestion in one AC article (can't remember the author, 
sorry) that states that you apply damage, drains, or anything else that 
would effect those powers to the EC as a whole, and not to one power only. 
i.e.; If the system goes down or is partially disabled, it affects all 
powers, not just one. They lose the DEX, SPD, and levels simultaneusly. 
 
 
 
>>        Distinctive Features: 
>>                Four-legged Mecha: Not concealable, Extreme (25) 
> 
>   Bear in mind that this would have to be something unusual in the 
>campaign to count as a DF -- either mecha are rare, or most mecha are 
>two-legged.  For it being Extreme, I'm guessing the former.  (As I said, 
>I'm not super familiar with the source material.) 
 
 
I probably should have been more specific. The Genki, at least in BGC, is 
_very_ distinctive. In fact, it's a custom job, and there's absolutely _no_ 
mistaking it for anything else. Also, although there might be similar mecha 
in the world in general, (The Genki is a heavily customized version of a 
mecha that is sometimes found on the battlefield) you _don't_ generally find 
them on the streets of MegaTokyo. And it would be considered _extremely_ 
illegal to have it within the city limits. The Extreme reaction modifier 
comes from the fact that the thing seems to be pretty terrifying when 
encountered in the show. It's design seems to be intended specifically to 
intimidate. If it were possible to give mecha a PRE modifier in Hero System 
(like in Fuzion) than the Genki would get a major one. 
 
Or, just to go back to the example of the Abrams, I think an Abrams tank 
driving down _my_ street would definately cause me to do a double, or even a 
triple take. ^_^;;; 
 
BTW, Bob. Since you're not familiar with the source material, if you like, I 
can email you a couple of pictures of the thing. 
 
 
 
>>        Watched: 
>>                Hou Bang, Mo. Pow. NCI (15) 
> 
>   If Hou Bang is the operator who paid for it (as you indicate later on), 
>this Disadvantage is not appropriate.  The mech already gets its base 
>points from him. 
 
 
Well, the Hou Bang isn't a person. It's a Triad that funded and built the 
Genki. I have also seen this Disad used numerous times in the VIPER 
sourcebook. 
 
 
 
>>        Physical Limitation: 
>>                Incredibly Complex to Maintain and Repair (20) 
>>                Requires Special Training to Operate, 
>>                All the time, Slight, (15) 
>>                Requires Two Operators for full capabilities, All the 
Time, 
>>Greatly (20) 
> 
>   In TUV I'm introducing a new Disadvantage specifically for Vehicles 
>(though I imagine it could be adapted for use by Bases):  Crew.  Needing 
>two crew is +5 points; needing special training (3 points' worth) would be 
>+5 points, though if you need a *lot* of training (9 points' worth, or 3 
>Skills) that would be another +5 points.  I'm not familiar with the source, 
>but I gather that a pilot without a gunner could still operate the weapons 
>with difficulty, 
 
 
Yes, Kou was piloting the Genki alone when he defeated Priss. Kou is also, 
however, _very_ skilled. 
 
 
so the modifiers I have in that regard wouldn't apply. 
>The Disdvantage for this mech would be worth 10-15 points (20 if it needs 3 
>Skills for operation and the pilot cannot operate the weapons), replacing 
>the latter two Physical Limitations. 
 
 
Does "crew" include ground crew as well as pilot and gunner? As an example 
pertinent to this discussion, it seemed that after every operation, the 
Genki needed various tuneups, weapons reloads, fluid replacement, joint 
checks, etc. It looked like the ground crew for the Genki was about 4-5 
extra guys aside from the designated Pilot and Gunner. 
 
This might be something to consider for things in TUV like F-14 Tomcats and 
Indy 500 / Formula 1 race cars. 
 
 
 
>>Creation Notes: This is my Hero System version of one of the coolest mecha 
>>I've ever seen. The Genki (Dark Devil) from Bubblegum Crisis #7 Double 
>>Vision. The Genki was truly a fearsome machine. Capable of taking on a 
squad 
>>of standard BU 55C Combat Boomers and holding it's own. Against anything 
>>less than a Doberman or giant boomer it was nearly unstoppable. The armor 
>>proved impervious to the KnightSabers weaponry, and Kou, the standard 
gunner 
>>and copilot, acting alone, dealt Priss her first outright defeat in the 
>>series. 
> 
>   If it's this tough, you might consider increasing the DEF to 20, and 
>Hardening it. 
 
 
Increasing it? No. Hardening it? Definately! Thanks for catching that! 
 
 
 
>>If you want to downpower the Genki for use in your campaign, I recommend 
>>doing away with the reflex booster, the missiles, reduce the armor from 16 
>>to a more reasonable 12-13, and reducing the level of the attacks by a die 
>>or two or removing some of the more obnoxious advantages and limitations. 
> 
>   Actually, the missiles might be OK, as would be the size of the attacks, 
>if the reflex booster is dropped and the pilot is given a more reasonable 
>DEX and SPD of 15/3 (no higher than 18/4, and even that only for a campaign 
>of very experienced PCs).  I agree about the reflex booster(s), but the 
>armor would only need to come down to 14 (just enough to make standfard 
>superheroic PCs work a bit in order to damage it). 
 
No disagreements there. 
 
Thanks for all the suggestions, Bob! That definately helps! 
 
- -Logan 
 
- ---------------------------------------------------------------------------- 
- -- 
 "God does not play dice with the universe; He plays an ineffable 
game of His own devising, which might be compared, from the perspective 
of any of the other players,* to being involved in an obscure and complex 
version of poker in a pitch-dark room, with blank cards, for infinite 
stakes, with a Dealer who won't tell you the rules, and who 
_smiles all the time_." 
   -Neil Gaimen and Terry Pratchett 
    _Good Omens_ 
*i.e., everybody. 
- ---------------------------------------------------------------------------- 
- -- 
Web page: http://www.cyberramp.net/~logand/ 
 
------------------------------ 
 
Date: Sat, 26 Dec 1998 21:41:20 -0500 
From: Opus <opus@sprint.ca> 
Subject: COLORFUL MISTAKE IN RABID MONKEY LISTING 
 
For : Dreamriders Workshop 
Contact : Cory Conrad  
Email : info@dreamriders.com 
Phone : 514-366-9096 
Keywords : Comic Books, Dreamriders Workshop, Rabid Monkey 
 
For Immediate Release : 
 
COLORFUL MISTAKE IN RABID MONKEY LISTING 
 
A mistake was made in the January 1999 listing of Rabid Monkey #1 listed 
under the Dreamriders Workshop imprint. The book was listed as B&W 
instead of color. The current listing for February 1999 has corrected 
that problem. Since each listing has a separate order number, retailers 
and customers are encouraged to ensure they have used the correct one on 
their orders and avoided duplication of their orders. 
 
We will be accepting reorders for Rabid Monkey up until the second to 
last week before shipping through Diamond.  In addition, retailers and 
consumers will be able to order the book directly from our online store 
starting the second week of February, when RABID MONKEY #1 is scheduled 
to ship. 
 
We regret the inconvenience this might have caused. 
 
Issues #1 through #3 of the RABID MONKEY will sport a blank back cover. 
Readers who wish to may send these special books in to Dreamriders to 
have a unique signed sketch drawn there by series artist, Joel Steudler. 
Sketches are limited to one copy, per issue, per household, and must be 
accompanied with sufficient return postage. 
 
The RABID MONKEY follows the adventures of a mischievous gibbon after he 
decides he's tired of being a simple jungle monkey. Striking out on his 
own he tries to find a job and runs into plenty of obstacles along the 
way, not the least of which being that he only knows how to say one word 
- - 'ookie!'.  
 
Find out why WIZARD MAGAZINE has named RABID MONKEY an On the Edge title 
to watch. 
 
The RABID MONKEY is written by Joel Steudler, Art and story by Joel 
Steudler, color by Off Color Digital Design. 
 
- -*- 
 
For more information contact Cory Conrad at info@dreamriders.com, or 
surf over to the DRW website : http://www.dreamriders.com/. To no longer 
receive these press-releases, respond to this message with "remove me" 
as the subject. 
 
------------------------------ 
 
Date: Sat, 26 Dec 1998 21:19:14 -0600 
From: "Michael (Damon) & Peni Griffin" <griffin@txdirect.net> 
Subject: Re: SAN ANGELO 
 
At 02:42 PM 12/26/1998 -0500, thomas deja wrote: 
>Okay--just picked it up...will give you more solid input once I read the 
>whole thing sraight through. 
> 
>However, I do think I would have prefered a few more characters in the 
>back pages/sourcebooks--a few more villians, maybe with a villain or 
>organized crime outfit, sort of like what they did for JUSTICE, NOT 
>LAW... 
 
"Enemies of San Angelo", a villain book, is due out next month.  Will that 
satisfy the requirement, or did you particularly want to see more in the 
core book? 
 
Damon 
 
------------------------------ 
 
Date: Sat, 26 Dec 1998 22:38:06 -0500 
From: "Geoff Depew" <mephron@idt.net> 
Subject: Re: Zero phase actions 
 
- -----Original Message----- 
From: ErolB1@aol.com <ErolB1@aol.com> 
To: champ-l@sysabend.org <champ-l@sysabend.org> 
Date: Saturday, December 26, 1998 11:42 AM 
Subject: Re: Zero phase actions 
 
 
>In a message dated 98-12-25 04:05:51 EST, daleaward@rocketmail.com writes: 
> 
>>      While I can see what you're saying, I have to disagree with the 
>>  interpretation. I *DO* agree that the advantage should cost SOMETHING, 
but 
>> you 
>>  can't compute the TOTAL cost from the cost of the STR because the STR 
cost 
>> you 
>>  nothing! Zero times anything is still Zero. 
> 
>The way I do this sort of thing (in Heromaker) is to buy down 'base' STR to 
0 
>(getting 10 points back), and then buy 10 STR as a power, with the 
advantage 
>tacked on normally. (10 STR, +2 Affects Solid: 10 pts with a +2 advantage = 
30 
>pts) 
>Overall cost is 20 points, which is the same as the Bob & Wayne method, but 
>which I find simpler to understand. 
 
 
Actually, if you want to do it in Heromaker, get it as Characteristics: 
Strength.  Then "Include total characteristic" and apply advantages.  It 
figures it out for you that way, and you don't need to buy strength down. 
 
I have a martial artist with a multipower of 'Martial arts meditation 
techniques' who has bought the Ghost Hand, Repelling Blow, and Wind Through 
the Reeds techniques(Affects Desolid, Double Knockback, and Armor Piercing, 
respectively) that way.  It figures out the points perfectly that way. 
 
Heromaker recognizes that a 10 STR is 10 active points, and then charges you 
for it that way. 
 
(granted, they're all really cheap, which is why she has the Moving With The 
Wind technique, aka 1/4 Damage Reduction, resistant.) 
 
And before people start howling, this is all bought with 'requires a skill 
roll: Meditation', and the full active point does subtract.  So her 12- 
meditation roll, with the average level of the abilities, is a 10-, thus 
making it somewhat less effective overall) 
 
(Yes, I know that putting straight advantages in an MP is verboten, but it's 
the only way to properly duplicate the concept.  Buying HA doesn't work 
unless I sell back her DCs.  She can generate a 12D6 attack with a 20 STR 
offensive strike and her DCs.  HA would just make her evil.) 
 
>Erol K. Bayburt 
>Evil Genius for a Better Tomorrow 
 
------------------------------ 
 
Date: Sun, 27 Dec 1998 00:49:57 -0500 (EST) 
From: tdj723@webtv.net (thomas deja) 
Subject: Re: SAN ANGELO 
 
>From: griffin@txdirect.net (Michaelá(Damon)á&áPeniáGriffin) 
 
>> "Enemies of San Angelo", a villain book, is 
>> due out next month. Will that satisfy the 
>> requirement, or did you particularly want to 
>> see more in the core book?  
 
I would've liked to see a few more in the core book, to make being able 
to use the sourcebook 'out of the box' easier.  I will say, though, that 
I did find it clever that each of the metahuman characters you did 
include had a different psychological 'niche' to give the reader 
examples of the various role playing possibilities (Here is the standard 
4-color bad guy; here is the grey area baddie; etc.).  Very in keeping 
with the tone of SA as an ASTRO CITY/MARVELS/KINGDOM COME book. 
 
"Nothing says Christmas like a green Grinch butt." 
                    --THAT 70's SHOW 
____________________________________ 
THE ULTIMATE HULK, containing the new story, "A Quiet, Normal Life," is 
available now from Byron Preiss and Berkley 
_______________________________ 
An except from the new story "Too Needy" can now be found at MAKE UP 
YOUR OWN DAMN TITLE 
www.freeyellow.com/members/tdj 
 
------------------------------ 
 
Date: Sat, 26 Dec 1998 16:08:55 -0800 (PST) 
From: shaw@caprica.com (Wayne Shaw) 
Subject: Re: GENKI (The Dark Devil) (Long) 
 
>>   Also, I'd be very leery of putting these things in an EC to begin with. 
> 
> 
>Technically, it is legal. Technically, it's also somewhat abusive, which is 
>why I was worried. But I figured that since the system is all one unit, I 
>would go with the suggestion in one AC article (can't remember the author, 
>sorry) that states that you apply damage, drains, or anything else that 
>would effect those powers to the EC as a whole, and not to one power only. 
>i.e.; If the system goes down or is partially disabled, it affects all 
>powers, not just one. They lose the DEX, SPD, and levels simultaneusly. 
 
I'm not sure that's sufficient.  Frankly, I'd have to tell you I'd be very 
unlikely to ever approve an EC with attributes in it, or on a vehicle; doing 
both strikes me as really excessively munchy. 
 
------------------------------ 
 
Date: Sun, 27 Dec 1998 06:54:42 -0600 
From: "Michael (Damon) & Peni Griffin" <griffin@txdirect.net> 
Subject: Re: SAN ANGELO 
 
At 12:49 AM 12/27/1998 -0500, thomas deja wrote: 
>>From: griffin@txdirect.net (Michaelá(Damon)á&áPeniáGriffin) 
> 
>>> "Enemies of San Angelo", a villain book, is 
>>> due out next month. Will that satisfy the 
>>> requirement, or did you particularly want to 
>>> see more in the core book?  
> 
>I would've liked to see a few more in the core book, to make being able 
>to use the sourcebook 'out of the box' easier.  I will say, though, that 
>I did find it clever that each of the metahuman characters you did 
>include had a different psychological 'niche'  
 
Um, each of the metahuman characters *they* did include...  I had nothing 
to do with it.  I agree it was clever, but I can't take any credit for it.  ;) 
 
Damon 
 
------------------------------ 
 
Date: Sun, 27 Dec 1998 07:53:24 -0600 
From: "Michael (Damon) & Peni Griffin" <griffin@txdirect.net> 
Subject: Re: Selective Senses and Powers/Percise Measurements 
 
At 02:04 PM 12/26/1998 -0500, Jason Sullivan wrote: 
>	Roboti-X is a synthetic life form.  Unlike his team mates, he can 
>do things they can't. 
>	For example, he can shut off his vision, his hearing, and just 
>about all of his senses. 
 
Buy all of his senses, including Normal Sight, Normal Hearing, etc. just as 
you would normally buy Enhanced Senses.  Enhanced Senses are Persistent by 
default; characters can turn off Persistent Powers if they so choose, so no 
modification is necessary. 
 
>	He also has very percise senses.  He is able to tell how fast 
>something moves, or analyze the colors, or specturms of light, or 
>approximate the distance and size of said objects. 
 
Several existing Talents, working in concert, can simulate some of these 
effects.  Buy him Absolute Time Sense, Bump of Direction, Lightning 
Calculator, Perfect Pitch and some Knowledge Skills to cover things like 
basic physics.  Past that, I think you have two choices: 
 
Option 1 (book legal): Build a series of Senses using Detect.  In most 
cases this will probably be Sense, Discriminatory, Ranged, probably costing 
15 points each (less if several belong to a single Sense Group, allowing 
you to save points when purchasing Range) or even more if a sense is also 
Targeting.  Gets very expensive very fast. 
 
Option 2 (highly questionable, but cheaper): Create a series of Talents 
along the lines of Absolute Time Sense and Bump of Direction -- Absolute 
Distance Sense, for example, could allow the character to know the exact 
distance from his position to that of any object he can see clearly (use 
common sense here; you don't want the character to be able to determine the 
exact position of stars this way).   
 
Talents should only allow the character to have a knack for doing something 
easily, they should not allow the character to do something it's not 
physically possible for him to do otherwise.  Don't create any Talents that 
give the character superhuman senses like IR or UV Vision, Radar Sense, 
etc.  Analyzing the light spectrum for example, especially if you want to 
include the portion outside visible light, would have to be done by 
building a Sense as described above; this would not be a legitimate Talent, 
since it represents a superhuman ability. 
 
>	His recall is near perfect. 
 
If GM and player can't agree to use Eidetic Memory as written to cover 
this, perhaps you can agree on some Advantage that will modify it to suit 
your requirements.  What is it, exactly, that you find inadequate about 
Eidetic Memory at the moment? 
	 
>	His other teamate, Rawhide, can increase and decrease the 
>inpenetrability of his skin.   
 
Armor is Persistent, but again, characters can turn off Persistent Powers 
if they wish.  What prevents you from buying several identical layers of 
Armor, each worth 2 points, and activating/deactivating as many of those 
individual layers as you like? 
 
Damon 
 
------------------------------ 
 
Date: Sun, 27 Dec 1998 00:08:17 -0500 
From: Opus <opus@sprint.ca> 
Subject: DREAMRIDERS REORGANIZES 
 
For : Dreamriders Workshop 
Contact : Cory Conrad  
Email : info@dreamriders.com 
Phone : 514-366-9096 
Keywords : Comic Books, Dreamriders Workshop 
 
 
For Immediate Release : DREAMRIDERS REORGANIZES 
 
Dreamriders Workshop is please to announce the finalization of its 
internal restructing which has seen many of the titles solicited through 
November 1998 cancelled and resolicited. "It was clear that we simply 
did not get the word out about what we were doing, and that hurt our 
potential sales," said Dreamriders President Cory Conrad. "In addtion, 
problems at the printers meant our books faced significant delays. 
Clearly shipping the books weeks late is as bad as not shipping them at 
all." 
 
In an effort to solve this problem Dreamriders brought on board 
additional investors and moves its titles to different printers. The 
addtion of Off Color Digital Designs and several key people is also 
meant to improve our production schedual and quality of work. 
 
"Dreamriders has always been about commitment to the craft of comics," 
said Chris Butcher, author of the reorganization plan, "and not 
necessarily the monetary gain from itů. I am a firm believer that good 
product sells. Of course, it has to be promoted correctly and it has to 
find it's niche, but it will sell." 
 
These changes affected the previous ship dates of FLAT BLACK #1 through 
#3, as well as the REVENANCE mini-series which will undergo a greyscale 
toning for its re-release in the Fall of 1999. The FEDERAL TACTICAL 
RESPONSE GN and the planned FEDERAL TACTICAL RESPONSE UNLIMITED monthly 
series will be merged, resulting in a monthly oversized book of 48 pages 
per issue. 
 
The ship dates for both PERIPHERY and RABID MONKEY, VO.2, remain 
unchanged. PERIPHERY is a bi-monthly 48-page anthology produced by 
Archtype Studios and Dreamriders Workshop. Each issue features a diverse 
blend of fiction from a number of small-press creators.  The RABID 
MONKEY is a all-ages color book which follows the misadventures of a 
michevious gibbon with a one-word vocabulary; all for only $2.95. Find 
out why the RABID MONKEY was spotlighted in Previews and selected as "On 
the Edge" comic of the month by Wizard Magazine. 
 
- -*- 
 
For more information on Dreamriders Workshop, contact Cory Conrad at 
info@dreamriders.com, or surf over to the DW website : 
www.dreamriders.com. To no longer receive these press-releases, respond 
to this message with "remove me" as the subject. 
 
------------------------------ 
 
End of champ-l-digest V1 #109 
***************************** 


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