Digest Archives Vol 1 Issue 212

From: owner-champ-l-digest@sysabend.org 
Sent: Monday, February 22, 1999 3:13 PM 
To: champ-l-digest@sysabend.org 
Subject: champ-l-digest V1 #212 
 
 
champ-l-digest        Monday, February 22 1999        Volume 01 : Number 212 
 
 
 
In this issue: 
 
    Re: DunDraCon thoughts 
    Fw: White Wolf Announces Aberrant 
    Re: Fw: White Wolf Announces Aberrant 
    Re: Fw: White Wolf Announces Aberrant 
    Re: Fw: White Wolf Announces Aberrant 
    Re: Aberrant 
    Temporal Divergence in Games 
    Re: DunDraCon thoughts 
    Re: DunDraCon thoughts 
    Re: Temporal Divergence in Games 
    hero site 
    CHAR: Cybermen 
    CHAR: Artificial Human #16 
    'unfathomable quantum power' 
    Re: 'unfathomable quantum power' 
    Re: 'unfathomable quantum power' 
    Re: 'unfathomable quantum power' 
    Re: 'unfathomable quantum power' 
    Re: Temporal Divergence in Games 
    Re: DunDraCon thoughts 
    Re: 'unfathomable quantum power' 
    Robot PCs 
    Re: 'unfathomable quantum power' 
 
---------------------------------------------------------------------- 
 
Date: Sun, 21 Feb 1999 19:28:36 EST 
From: Leah L Watts <llwatts@juno.com> 
Subject: Re: DunDraCon thoughts 
 
>New Products: I picked up the latest Hero Plus product: Chris Avellone's 
New 
>Bedlam Asylum. Chris is arguably the most talented writer ever to work 
for 
>Hero, and possibly the most under appreciated by the broad fan base 
because 
>of the darkness of his material.  
 
I'll admit I don't buy some game products because of the darkness level 
(subject darkness, not printer/layout darkness).  Any chance of someone 
with this putting a review up on the list? 
 
>      There will be two new superhero games 
>coming out this year from other guys: "Abberent" (I think) from White 
Wolf, 
>and "Brave New World" (I think) from Pinnacle, the Deadlands people. 
 
White Wolf and superheroes -- the mind boggles. 
 
Leah 
 
___________________________________________________________________ 
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Get completely free e-mail from Juno at http://www.juno.com/getjuno.html 
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------------------------------ 
 
Date: Sun, 21 Feb 1999 19:35:19 -0600 
From: "Daniel" <drake01@flash.net> 
Subject: Fw: White Wolf Announces Aberrant 
 
Off topic I know but this is the ad that was posted on alt.games.whitewolf 
 
- -----Original Message----- 
From: Greg Fountain <gregf@white-wolf.com> 
Newsgroups: alt.games.whitewolf 
Date: Thursday, February 18, 1999 5:48 PM 
Subject: White Wolf Announces Aberrant 
 
 
>Press Release 
> 
>For Immediate Release 
> 
>2/18/99 
> 
>White Wolf Announces Aberrant — The Roleplaying Event of the Summer. 
> 
>Baptized in quantum fires, reborn as incarnate gods, 
>drunk with fame, sacrificed on the altar of power. 
>We are your heroes, your legends, your icons. 
>Beware. Your legacy is our future. 
> 
>This July, the Developer of the Revised Edition of Vampire: The 
>Masquerade and Kindred of the East along with the line-developers of 
>Vampire: The Masquerade and Werewolf: The Apocalypse combine their 
>creative talent to bring you Aberrant — White Wolf’s Storytelling Game 
>of super-powered beings in a real-world setting. 
> 
>According to Aberrant creator, Robert Hatch, "Aberrant is about what it 
>means for a normal human being to have the power of a god. It’s about 
>what happens when people just like you and I are given the power to 
>individually change the world, to hold the destiny of millions in their 
>hands. Aberrant chronicles the first coming of the new humans, mankind’s 
>ultimate evolutionary destiny, and how they, for a time, created a new 
>Age of Gods on earth. Like Icarus, the novas strove for the sun, but 
>pride goeth before a fall, and hints of the nightmare to come resonate 
>throughout the book." 
> 
>The first novas — or "aberrants" as their detractors label them — 
>emerged in 1998. Normal humans from every walk of life suddenly and 
>spontaneously "erupted" into beings of unfathomable quantum power. 
>Though very rare, each of these creatures holds the potential to 
>drastically change the world. In fact, no nova can escape his own 
>resonance. His mere existence creates a cult of personality that will 
>change the lives of people across the planet. And when you have the 
>ability level a city with your hands, the impact is all the greater. 
> 
>Aberrant players begin their adventures in the near-future of 2008. Ten 
>years of nova existence has created an eerily familiar, yet 
>fundamentally altered, Earth. Upon their eruption as novas, new 
>characters will have epic decisions to make about their morality. Not 
>only could an aberrant rob the corner jewelry store with impunity, she 
>could take over half of South Africa and control worldwide diamond 
>production with no one to stop her. 
> 
>No one except other novas, that is. 
> 
>And therein lies the rub. Even an individual who can challenge a nation 
>is still an individual. Will you unite with others like you, or do you 
>think you can take on the world alone? Every aberrant has it within 
>himself to enhance his powers beyond even those of his compatriots. But 
>that power comes at a price. Delving too far into his quantum potential 
>can poison a nova with his own energy. Never has the axiom been more 
>true: Power corrupts. A nova who digs deeply approaches absolute power… 
>but absolute madness is not far behind. 
> 
>Aberrant uses a revised version of the Storyteller game mechanic which 
>has been enhanced to include Mega-Attributes to reflect the unbelievable 
>power (physical and otherwise) that a nova can bring to bear. The 
>Storyteller systems of successes and botches are streamlined as well. 
> 
>What would you do with the power to fly? 
>To walk across the sun? 
>To move islands? 
>To shape the course of history? 
>What will you do when you are an aberrant? 
> 
>How will you change the world? 
> 
>Aberrant is available in July 1999 in a $24.95 unlimited edition and 
>$29.95 hardcover limited edition. Both printings contain full color 
>setting sections with illustrations by top comic artists. 
> 
>White Wolf and World of Darkness are registered trademarks of White Wolf 
>Publishing, Inc. Aberrant is a trademark of White Wolf Publishing, Inc. 
>All rights reserved. 
> 
> 
 
------------------------------ 
 
Date: Sun, 21 Feb 1999 21:00:45 -0500 (EST) 
From: "John Desmarais" <john.desmarais@ibm.net> 
Subject: Re: Fw: White Wolf Announces Aberrant 
 
On Sun, 21 Feb 1999 19:35:19 -0600, Daniel wrote: 
 
>Off topic I know but this is the ad that was posted on alt.games.whitewolf 
> 
 
Storyteller does superheroes ala Chaos Comics? 
 
------------------------------ 
 
Date: Sun, 21 Feb 1999 18:19:54 -0800 
From: Lizard <lizard@mrlizard.com> 
Subject: Re: Fw: White Wolf Announces Aberrant 
 
At 09:00 PM 2/21/99 -0500, John Desmarais wrote: 
>On Sun, 21 Feb 1999 19:35:19 -0600, Daniel wrote: 
> 
>>Off topic I know but this is the ad that was posted on alt.games.whitewolf 
>> 
> 
>Storyteller does superheroes ala Chaos Comics? 
> 
As soon as I saw the background for Trinity/Aeon, I said, "They're setting 
up a superhero game, aren't they?". Looks like Lizard was right. As usual. 
 
------------------------------ 
 
Date: Sun, 21 Feb 1999 23:07:42 -0800 (PST) 
From: shaw@caprica.com (Wayne Shaw) 
Subject: Re: Fw: White Wolf Announces Aberrant 
 
>At 09:00 PM 2/21/99 -0500, John Desmarais wrote: 
>>On Sun, 21 Feb 1999 19:35:19 -0600, Daniel wrote: 
>> 
>>>Off topic I know but this is the ad that was posted on alt.games.whitewolf 
>>> 
>> 
>>Storyteller does superheroes ala Chaos Comics? 
>> 
>As soon as I saw the background for Trinity/Aeon, I said, "They're setting 
>up a superhero game, aren't they?". Looks like Lizard was right. As usual. 
 
That was pretty obvious from the advanced press. Trinity itself is pretty 
much a varient superhero game, and it was obvious that when they were sane 
the aberrants where much the same.  Of course it strikes me as pretty 
depressing playing a bunch of people who, far as I can tell from the Trinity 
history, _all_ went mad or died. 
 
------------------------------ 
 
Date: Sun, 21 Feb 1999 02:01:19 -0600 
From: "Michael" <mlnunn@blue.net> 
Subject: Re: Aberrant 
 
>Wayne Shaw wrote: That was pretty obvious from the advanced press. Trinity 
itself is pretty 
>much a varient superhero game, and it was obvious that when they were >sane 
the aberrants where much the same.  Of course it strikes me as 
>pretty 
>depressing playing a bunch of people who, far as I can tell from the 
Trinity 
>history, _all_ went mad or died. 
 
 
 
 
I don't agree with him at all.  I've played Trinity.  It's nothing like a 
superhero game.  The characters have psionics, which is completely different 
than being bitten by a radioactive spider.  It's very much along the same 
genre as the WOD, just with a sci-fi spin, instead of the horror.  It is 
still very political, with various psionic guilds vying for control of the 
known universe, each in keeping with their own psionic specialty. 
 
------------------------------ 
 
Date: Mon, 22 Feb 1999 00:39:39 -0800 
From: "Filksinger" <filkhero@usa.net> 
Subject: Temporal Divergence in Games 
 
If one looks at most comic books or superhero campaigns, it becomes 
obvious that A) Until recently, the history of the world was 
essentially unchanged by the existence of super beings, and B) the 
world recently _did_ change dramatically, such that history will never 
be the same. 
 
Sometimes superpowers have always existed, but somehow they didn't 
impact normal men much until now. In others, superpowers recently came 
into being, and this marks the point at which the world changed. In 
most, however, superheroes and villains are clearly changing the face 
of the world. 
 
Some campaigns and comics place this change as being a fairly gradual 
one throughout the 20th Century, and now the world is recognizable, 
but forever altered. Some place it as during WWII, or whenever 
superpowers came into being. Some place it as happening right now, 
such as my Satan's Children PBeM game, where superpowers have always 
existed, but they were to rare and weak to change the world, until 
now. 
 
The question I have is, "What are the most used, most interesting, or 
most odd changing point that you have integrated into your games?" 
 
Filksinger 
 
------------------------------ 
 
Date: Mon, 22 Feb 1999 07:31:29 -0500 (EST) 
From: Michael Surbrook <susano@dedaana.otd.com> 
Subject: Re: DunDraCon thoughts 
 
On Sun, 21 Feb 1999, Scott Bennie wrote: 
 
> New Products: I picked up the latest Hero Plus product: Chris Avellone's New 
> Bedlam Asylum. Chris is arguably the most talented writer ever to work for 
> Hero, and possibly the most under appreciated by the broad fan base because 
> of the darkness of his material. I've only glimpsed a little bit of it so 
> far, but it's jaw dropping good. I also picked up Cthulhu Creator, the 
> latest module for the Creation Workshop series (which means, with RTG's 
> forthcoming Dragon Ball Z game and this product, you'll be able to run 
> fights between Saiyans and the Big C. The Big Crunch may happen several tens 
> of billions of years sooner than expected). 
 
Any due date for the RTG DBZ game?  Oh, and a Super-Saiyajin vs Cthulhu? 
The Big C looses Big Time! 
  
> No other new products were announced at the show, but I did learn a few 
> snippets about others: Aaron Allston's Strike Force is going to be a magnum 
> opus ("the work of a lifetime" as Aaron called it), with a lot of emphasis 
> on campaigning advice and troubleshooting. See the Hero Games web site for 
> further details - it's going to be good.  
 
I read a note on Aaron's page that made it sound like Strike Force may 
several books - Blood, Circle etc. 
 
> The Ultimate Shapechanger has a 
> section on spirits. Hero 5th Edition is being aimed at (NOT promised for) an 
> August release; Steve's finishing up a 2nd draft now, and Steve and the Hero 
> boys had just gone through a round of proposed rules changes: expect 
> Enhanced Senses to get some expansion.  
 
Yahooo!  I can't wait! 
 
> There will be two new superhero games 
> coming out this year from other guys: "Abberent" (I think) from White Wolf, 
> and "Brave New World" (I think) from Pinnacle, the Deadlands people. 
 
White Wolf does superheroes... wonderful. 
  
- -- 
Michael Surbrook - susano@otd.com - http://www.otd.com/~susano/index.html 
 
       "Every normal man must be tempted, at times, to spit on his hands, 
          raise the skull-and-crossbones, and begin slitting throats." 
                               H.L. Mencken 
 
------------------------------ 
 
Date: Mon, 22 Feb 1999 06:41:40 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: DunDraCon thoughts 
 
At 12:37 PM 2/22/99 GMT, <owner-champ-l@sysabend.org> wrote: 
>From: Michael Surbrook <susano@dedaana.otd.com> 
>cc: champions mailing list <champ-l@sysabend.org> 
>Subject: Re: DunDraCon thoughts 
>  
>> No other new products were announced at the show, but I did learn a few 
>> snippets about others: Aaron Allston's Strike Force is going to be a magnum 
>> opus ("the work of a lifetime" as Aaron called it), with a lot of emphasis 
>> on campaigning advice and troubleshooting. See the Hero Games web site for 
>> further details - it's going to be good.  
> 
>I read a note on Aaron's page that made it sound like Strike Force may 
>several books - Blood, Circle etc. 
 
   That, essentially, is what "magnum opus" means (or at least it's 
strongly implied). 
- --- 
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, 23 Feb 1999 00:54:11 +1000 
From: "Lockie" <jonesl@cqnet.com.au> 
Subject: Re: Temporal Divergence in Games 
 
here's some i've used: 
 
 
The first one is always/never, where the origin and breakpoint are tied up 
with 
a change in the timeline of the reality in question. Hence a reordering of 
space-time 
creates the potantial for superpowers. An additional idea was that since 
that kind of timeline strives to keep itself on track no matter what the 
tampering with the 
past, the reality that resulted is pretty much like the original. This might 
seem a bit of a 
cop-out, but the game was eant to be kinda conventional. Another variation 
is when normal world 
people wake up one day to find themselves as superheroes with an established 
identity, because 
the timelines changed overnight- and the only people remembering the 
rundundant one are, 
you guessed it, superheros. 
 
Second is the 'not yet' idea, in which supers have yet to arise, but soon 
will, prompting some kind of action . The pcs in this game were a bunch of 
normal people(ok, they were all genius-level scientists and stuff) 
 who'd recieved this revelation of things to come, when they realise that 
superhumans will be appearing in the population very soon due to evolution, 
energy sources, and oddly enough, how chaos theory applies 
to the junk-dna soup in a cell(the idea is that it recombines into 
meaningful paterns, resulting in benign mutationas) but are left with the 
feeling that the result would be social turnoil and things like cults of 
personality, ect. They respond by setting up their own super-team of 
normal/supers, trying to use technology, training and very advanced tactics 
to make themselves 'superhuman'. Eventually real supers began to appear, 
using the pc groups conduct as a model, hence spawning a relativly standard 
super-setting- which was the idea. One of the pc's(a very very smart 
anthropologist type guy) had planned it from the start, constructing the 
social development of a 'superhuman' social context and subculture, complete 
with a code and standard behavoiur. Hence when people became superhumans, 
most adopted the status quo for such a group. This prevented the apocalypse 
that most people would assume would result from such a step in evolution, by 
preparing roles for superhuman beings in society, by faking superpowers 
themselves. Not everyone filled them, but it was a good effort. Even most 
villains filled the mould. 
 
Third is the cyberopunk era, in which the first supers are posergang geeks 
strapped into a hologenerator that beams data through subspace to a 
hard-light superhero acatar in realspace. The hero follows all the 
four-color 
conventions and is increadibly tough- even the teams unarmoured energy 
projector can survive a direct hit from a massdriver, due to the hard light 
structure. I think i might have mentioned this one sometime, however. 
 
------------------------------ 
 
Date: Mon, 22 Feb 1999 10:10:08 -0500 
From: Brian Wawrow <bwawrow@fmco.com> 
Subject: hero site 
 
Say, didn't I hear something several weeks ago about Hero's online store 
being back up soon? Anybody know anything about this? 
 
Brian Wawrow 
Financial Models Company 
 
"Do or do not. There is no try."  
- - Yoda  
 
------------------------------ 
 
Date: Mon, 22 Feb 1999 10:21:35 -0500 (EST) 
From: Michael Surbrook <susano@dedaana.otd.com> 
Subject: CHAR: Cybermen 
 
CYBERMEN 
 
Val	CHA	Cost	Roll	Notes 
25	STR	15	14-	800kg; 5d6 
24	DEX	42	13-	OCV: 8 / DCV: 8 
25	CON	30	13-	 
10	BODY	0	12-	 
8	INT	-2	11-	PER Roll 11- 
10	EGO	0	11-	ECV: 3 
15	PRE	5	12-	PRE Attack: 3d6 
2	COM	-4	11-	 
14	PD	9		Total: 15 PD 
12	ED	7		Total: 12 ED 
5	SPD	16		Phases: 3, 5, 8, 10, 12 
10	REC	0		 
50	END	0		 
35	STUN	-1		 
Total Characteristics Cost: 117 
 
Movement:	Flight: 20" / 40" 
		Running: 8" / 16" 
		Superleap: 10" / 20" 
		Swimming: 2" / 4"	 
		Teleport: 12" 
 
Cost	Powers & Skills 
Combat Training: 
15	Combat Skill Levels: +3 with Hand-to-Hand 
	Martial Arts: Innate Fighting Skill 
	Maneuver		OCV	DCV	Damage 
4	Block			+2	+2	Block, Abort 
4	Dodge			--	+5	Dodge vs All, Abort 
3	Flying Tackle		+0	-1	6d6 +v/5; You/Target Falls; Full 
						Move 
4	Grab			-1	-1	Grab Two Limbs, 40 STR to hold on 
5	Kick			-2	+1	10d6 Strike 
4	Knee/Elbow Strike	+2	+0	8d6 Strike 
4	Punch			+0	+2	8d6 Strike 
4	+1 Damage Classes with Martial Arts 
 
Artifical Life-form Powers: 
15	Artifical Body: Does not Bleed 
9	Artifical Body: Life Support: Need not Eat, Sleep or Excrete, 
	Immune to Aging & Disease 
12	Artifical Body: 0 END on STR 
 
60	Acid Jet: RKA: 2d6, Penetrating (+1/2), AoE: Line (+1), Cannot 
	move and attack (-1/4) 
15	Self-Destruct: RKA: 4d6, AoE: One Hex (+1/2), One Charge (-2), 
	Charge Never Recovers (-2), Side Effects: Cyberman takes full 
	damage (-1) 
40	Bukujutsu: Flight: 20", END 2 
4	Running: +2", END 2 
14	Sanzouken: Teleport: 12", No Non-combat movement (-1/4), Must be 
able to  
	cross distance normally (-1/2), END 2 
5	Superleap: +5", END 2 
 
Background Skills: 
3	Acrobatics 13- 
3	Breakfall 13- 
3	Stealth 13- 
3	Survival 11- 
233	Total Powers & Skills Cost 
350	Total Character Cost 
 
100+	Disadvantages 
15	Distinctive Features: Ugly little humanoid monster (NC) 
20	Physical Limitation: No real self-will (All, Great) 
	Psychological Limitation:  
15	Casual Killer (C, S) 
15	Likes to fight (C, S) 
185	Experience 
350	Total Disadvantage Points 
 
Designer's Notes: 
Cybermen are artifical life forms grown from seeds.  Nappa creates a 
half-dozen to fight the Z-fighters in an effort to have some sport before 
taking over the earth. 
 
Description: 
Cybermen are humanoid creatures that stand 5' tall with thin arms and legs 
and three claw-like fingers and toes.  Their bodies look to be plated with 
think skin or an exoskeleton.  Their heads are large and wrinkled, 
resembling an exposed brain.   
 
Powers Notes: 
A single Cyberman is supposed to be a tough and powerful as Raditz, 
although the Z-fighters managed to smash each one fairly quickly.  They 
are strong, quick, durable and can leap great distances.  The cybermen can 
also spit their heads open and fire a jet of acid that burn long streaks 
in the ground.  Cybermen can also self-destruct, exploding with a great 
flash (this is how one kills Yamcha).  Several of artificial life form 
powers and skills were added based on what seemed to make sense as opposed 
to actual manga events. 
 
Disadvantages Notes: 
The cybermen look like nothing else in the universe and are pretty 
distinctive.  They exist to fight and destroy and think nothing of causing 
death and destruction.  Interestingly, they seems to lack self-will and 
will obey their commands utterly.  After Vegita destroys a cyberman for 
failing to beat Tenshinhan, the rest of the cybermen look scared, but 
continue to fight (as opposed to fleeing) and a second cyberman lures 
Yamcha closer by playing dead in order to grab him and self-destruct. 
 
(Cybermen created by Akira Toriyama, character sheet created by Michael 
Surbrook) 
 
- -- 
Michael Surbrook - susano@otd.com - http://www.otd.com/~susano/index.html 
 
Kevin Matchstick: "Oh great.  So, I'm reverting.  Becoming a child again." 
Mirth: "No, Kevin, you are becoming a warrior." 
 
_Mage_, Matt Wagner 
 
------------------------------ 
 
Date: Mon, 22 Feb 1999 10:16:51 -0500 (EST) 
From: Michael Surbrook <susano@dedaana.otd.com> 
Subject: CHAR: Artificial Human #16 
 
[okay, since the list is slow, I thought I'd toss out a few more of my DBZ 
to Hero conversions.  hey!  These guys are under 1000 points!  What a 
switch!] 
 
ARTIFICIAL HUMAN #16 
 
Val	CHA	Cost	Roll	Notes 
60	STR	45	21-	100 tons; 12d6 
27	DEX	51	14-	OCV: 9 / DCV: 9 
30	CON	40	15-	 
20	BODY	18	13-	 
10	INT	0	11-	PER Roll 11- 
15	EGO	10	12-	ECV: 5 
20	PRE	10	11-	PRE Attack: 4d6 
14	COM	2	12-	 
30	PD	19		Total: 30 PD / 15 PDr 
25	ED	19		Total: 25 ED / 12 EDr 
5	SPD	13		Phases: 3, 5, 8, 10, 12 
18	REC	2		 
60	END	0		 
65	STUN	2		 
Total Characteristics Cost: 231 
 
Movement:	Flight: 30" / 120" 
		Running: 9" / 18" 
		Superleap: 24" / 48" 
		Swimming: 2" / 4" 
 
Cost	Powers & Skills 
Combat Training: 
24	Combat Skill Levels: +3 with all Combat 
	Martial Arts: Programmed Combat Skills 
	Maneuver	OCV	DCV	Damage 
4	Block	+2	+2	Block, Abort 
3	Garb	-1	-1	Grab Two Limbs, 90 STR to Hold on 
5	Kick	-2	+1	20d6 
4	Punch	+0	+2	18d6 
3	Slam	+0	+1	16d6 +v/5; Target Falls 
3	Takedown	+1	+1	16d6 Strike; Target Falls 
16	+4 Damage Classes with Martial Arts 
 
Artificial Human Powers: 
7	Great Size: Growth: One Level, 0 END (+1/2), Persistant (+1/2),  
	Always On (-1/2), END 0 
30	Internal Power Supply: 0 END on STR 
27	Android Body: Damage Reduction: Energy, Stun Only (-1/2) 
27	Android Body: Damage Reduction: Physical, Stun Only (-1/2) 
13	Android Body: Damage Resistance: 15 PD / 12 ED 
5	Optical Filters: Flash Defense: 5 DEF 
15	Android Body: Does not Bleed 
30	Android Body: Life Support: Full 
60	Android Body: Invisibility: Detect Ki, No Fringe, 0 END (+1/2),  
	Persistant (+1/2) 
10	Computer Brain: Eidetic Memory 
3	Computer Brain: Lightning Calculator 
 
Energy Manipulation Powers: 
36	Rocket Fist: EB: 18d6, 2 Charges, Recoverable (-1), Rocket Fist 
	requires #16 to actually fire his fist as a weapon, thus #16 gains 
	Phys Lim of  "One Hand" or "No Hands" after use of this attack (-1/2) 
143	Hell's Flash: EB: 25d6, Explosion (+1/2), 0 END (+1/2),  
	Full Phase (-1/2), Gestures (must remove hands) (-1/4) 
97	Bukujutsu: Flight: 30", x4 NCM, 0 END (+1/2) 
15	Running: +3" (9" total), 0 END (+1/2) 
18	Superleap: +12" (24" total), 0 END (+1/2) 
 
Background Skills: 
3	Breakfall 14- 
2	KS: Dr. Gero 11- 
4	KS: Son Goku and the Z Fighters 13- 
607	Total Powers & Skills Cost 
838	Total Character Cost 
 
100+	Disadvantages 
15	Distinctive Features: Great size, red mohawk and Red Ribbon logo 
(NC) 
15	Physical Limitation: Does not heal Body damage 
	Psychological Limitation: 
15	Doesn't like fighting (C, S) 
10	Hunting Son Goku (C, M) 
683	Experience 
838	Total Disadvantage Points 
 
Designers Notes: 
Artificial Human #16 (or, simply, 16) is one of the many androids created 
by Red Ribbon scientist Dr. Gero.  16 was built for the sole purpose of 
destroying Son Goku in retaliation for Goku's dismantling of the Red 
Ribbon Army.  Gero considered him a failure, however and kept him in cold 
sleep.   
 
16 became active when Gero, pursued by the Z-fighters, returned to his 
mountain lab.  There Gero activated Artificial Humans 17 and 18 and told 
them to destroy the Z-fighters.  They refused and 18 instead investigated 
16's sleep chamber.  When Gero tried to force them to do his bidding, 17 
destroyed him.  Trunks then blew the lab apart.  17 and 18 escaped in the 
explosion, with 18 carrying 16's chamber with her. 
 
16 then accompanied 17 and 18 as they wandered about the landscape.  He 
didn't say much and kept quiet, although he did announce his purpose to be 
the destruction of Son Goku.  When Cell attacked 17, 16 stepped in and 
trounced Cell, smashing him into the ground.  Unfortunately, Cell snuck up 
on 17 and swallowed him, transforming into a more powerful state.  Cell 
then blew 16's head open and ran off to find 18. 
 
16 was taken back to the Capsule Corp headquarters to be rebuilt.  He then 
returned to join the Cell Game and once again tried to prevent Cell from 
attacking someone.  16 grabbed Perfect Cell and stated he was going to 
self-destruct, and that not even Prefect Cell would be able to withstand 
that blast.  The only problem was that Bulma and her father had removed 
the self-destruct device before reactivating 16.  Perfect Cell than 
blasted 16 to bits.  This event allowed Son Gohan to achieve his true 
Super Saiyajin form, which than allowed Gohan to finally defeat Cell. 
 
Description: 
16 is a huge man, standing well over 7 feet in height.  He wears a black 
body suit, white boots, and green 'armor' that covers his torso and 
forearms.  He also has a red mohawk. 
 
Powers Notes: 
As an Artificial Human, 16 has a number of standard powers.  He can fight 
virtually indefinitely - thank to an internal power supply, has no ki 
signature, feels no pain, does not bleed, and is immune to environment 
effects.  He is very strong, durable, can fly, run very fast and leap 
great distances. 
 
16 only demonstrated two real powers during the series.  It seems likely 
that if he had fought more, he would have been given more special powers. 
The first is his ability to launch his fists as weapons.  16's forearm can 
be fired at an enemy and will land with crushing impact.  16 can also 
remove both his forearms, exposing the muzzles to two energy cannons, and 
fire off something he calls "Hell's Flash".  This energy discharge will 
detonate into huge explosion upon impact. 
 
Disadvantages Notes: 
16's great size and costume make him virtually impossible to mistake for 
anyone else.  Since he is a mechanical android, he will not heal any Body 
damage he takes, but instead must be repaired.  16 didn't seem to care for 
fighting or combat (which is probably why Gero considered him a failure), 
and preferred more peaceful pursuits (like sitting quietly and doing 
nothing).  He will fight if needed, or if there is no other option. 
Although 16 was hunting Goku, he didn't seem to be too pressed by this, 
and never actually acted on this drive. 
 
(Artifical Human #16 created by Akira Toriyama, character sheet created by 
Michael Surbrook) 
 
- -- 
Michael Surbrook - susano@otd.com - http://www.otd.com/~susano/index.html 
 
Kevin Matchstick: "Oh great.  So, I'm reverting.  Becoming a child again." 
Mirth: "No, Kevin, you are becoming a warrior." 
 
_Mage_, Matt Wagner 
 
------------------------------ 
 
Date: Mon, 22 Feb 1999 10:11:56 -0600 (CST) 
From: Curt Hicks <exucurt@exu.ericsson.se> 
Subject: 'unfathomable quantum power' 
 
Stuff snipped from the White Wolf press release: 
 
> ... a normal human being to have the power of a god. 
> ... the power to individually change the world,  
> to hold the destiny of millions in their hands 
 
> ... beings of unfathomable quantum power. 
> ... holds the potential to drastically change the world.  
>  .. the to ability level a city with your hands 
 
> ... Not only could an aberrant rob the corner jewelry store with  
> impunity, she could take over half of South Africa and control  
> worldwide diamond production with no one to stop her. 
 
>...an individual who can challenge a nation... 
 
So, what point level would we be talking about in the Hero System ? 
 
More interestingly, what are the ideal powers for 'drastically changing  
the world' and 'holding the destiny of millions in your hands' ? 
 
Telepathy ?  Mind Control ?  Immortality ?  
 
Curt Hicks 
 
------------------------------ 
 
Date: Mon, 22 Feb 1999 12:40:22 -0500 (EST) 
From: Michael Surbrook <susano@dedaana.otd.com> 
Subject: Re: 'unfathomable quantum power' 
 
On Mon, 22 Feb 1999, Curt Hicks wrote: 
 
> Stuff snipped from the White Wolf press release: 
>  
> > ... a normal human being to have the power of a god. 
> > ... the power to individually change the world,  
> > to hold the destiny of millions in their hands 
>  
> > ... beings of unfathomable quantum power. 
> > ... holds the potential to drastically change the world.  
> >  .. the to ability level a city with your hands 
>  
> > ... Not only could an aberrant rob the corner jewelry store with  
> > impunity, she could take over half of South Africa and control  
> > worldwide diamond production with no one to stop her. 
>  
> >...an individual who can challenge a nation... 
>  
> So, what point level would we be talking about in the Hero System ? 
 
1000?  These guys sounds like that have some serious high-level attacks 
and defenses. 
  
> More interestingly, what are the ideal powers for 'drastically changing  
> the world' and 'holding the destiny of millions in your hands' ? 
>  
> Telepathy ?  Mind Control ?  Immortality ?  
 
30d6 EB?  200" of Flight?  The ability to create plauges or fire of 
thermonuclear blasts?  To create rain in the Saraha? 
 
- -- 
Michael Surbrook - susano@otd.com - http://www.otd.com/~susano/index.html 
 
Kevin Matchstick: "Oh great.  So, I'm reverting.  Becoming a child again." 
Mirth: "No, Kevin, you are becoming a warrior." 
 
_Mage_, Matt Wagner 
 
------------------------------ 
 
Date: Mon, 22 Feb 1999 12:49:31 -0500 
From: werther@hilander.com (...jason schneiderman...) 
Subject: Re: 'unfathomable quantum power' 
 
>So, what point level would we be talking about in the Hero System? 
 
*grin* 
Hero points don't cross over well with WW points - remember that the max 
number of flaws and freebies a Storyteller character can have is 22 - but 
from the sound of things, somewhere in the 200-250 point range. 
(Trinity/AEON characters get around 125-150, making them "heroic" in name 
if not in deed.) 
 
- - J 
 
------------------------------ 
 
Date: Mon, 22 Feb 1999 10:33:20 -0800 (PST) 
From: Anthony Jackson <ajackson@molly.iii.com> 
Subject: Re: 'unfathomable quantum power' 
 
Curt Hicks writes: 
> Stuff snipped from the White Wolf press release: 
>  
> > ... a normal human being to have the power of a god. 
> > ... the power to individually change the world,  
> > to hold the destiny of millions in their hands 
>  
> > ... beings of unfathomable quantum power. 
> > ... holds the potential to drastically change the world.  
> >  .. the to ability level a city with your hands 
>  
> > ... Not only could an aberrant rob the corner jewelry store with  
> > impunity, she could take over half of South Africa and control  
> > worldwide diamond production with no one to stop her. 
>  
> >...an individual who can challenge a nation... 
>  
> So, what point level would we be talking about in the Hero System ? 
 
Shrug.  It depends on whether the game mechanics match the verbiage, and on 
what sort of capabilities that represents.  Assuming people don't lob nukes at 
you, an efficiently constructed 400 point character is essentially unstoppable 
by mundanes. 
>  
> More interestingly, what are the ideal powers for 'drastically changing  
> the world' and 'holding the destiny of millions in your hands' ? 
>  
> Telepathy ?  Mind Control ?  Immortality ?  
 
Area effect cumulative major transform with enough area to cover the planet. 
 
------------------------------ 
 
Date: Mon, 22 Feb 1999 13:46:38 -0500 (EST) 
From: Michael Surbrook <susano@dedaana.otd.com> 
Subject: Re: 'unfathomable quantum power' 
 
On Mon, 22 Feb 1999, Bryant Durrell wrote: 
 
> It's not so much that 9d6 of Emotions Only Mind Control is really 
> powerful as it is that there are only five or six known mentalists in 
> the world, and Carl doesn't allow high EGOs without a good excuse.   
> So each mentalist has a pretty big effect on things. 
 
A very good point.  If you are the *only* person in the game world with 
12d6 of Mind Control, you are a *very* powerful person. 
  
One doesn't need 500+ points if you are the only person with a certain 
power. 
 
- -- 
Michael Surbrook - susano@otd.com - http://www.otd.com/~susano/index.html 
 
     "Some are born Canadian, some achieve Canadianness, and others have 
                      Canadianness thrust upon them." 
                              Margaret Atwood 
 
------------------------------ 
 
Date: Mon, 22 Feb 1999 10:10:17 -0800 
From: "Filksinger" <filkhero@usa.net> 
Subject: Re: Temporal Divergence in Games 
 
From: Filksinger <filkhero@usa.net> 
 
> 
>The question I have is, "What are the most used, most interesting, or 
>most odd changing point that you have integrated into your games?" 
 
 
I asked this question for two reasons, primarily. First, I really do want to 
know; it could give me interesting ideas. 
 
The other reason I asked is because my wife and I were playing around with a 
short variant game in which her favorite superhero character, an 
utterly brilliant and beautiful telepathic black female physician, had 
to operate under the constraints of the early 1850's. We fiddled 
around with it for a while, whereupon I realized that the characters 
involved would have changed the course of the Civil War, if they had 
been unopposed by correspondingly powerful forces on the Confederate 
side. I could fudge the normal humans, but the brick, the sorcerer 
with the powerful VPP, and the telepath would make mincemeat of the 
Confederate forces, used with minimal intelligence. 
 
As a result, I am now designing for eventual use a new campaign, 
tentatively titled "Wizard's War", mostly because the character I 
couldn't get around nohow was the sorcerer. He could have easily 
turned the war _by himself_. The idea is that the turning point in 
history where superpowers "changed the world" was coming at about the 
time of the American Civil War, and that that war was likely to be the 
point at which superpowers first made a clear impact on the history of 
the world. The game would allow the players to change things 
drastically, with anything from "The North wins easily" to "The South 
takes the country and rewrites the Constitution". 
 
A gadgeteer could create dynamite early, or the first fully automatic 
weapons, or simply invent cartridges and superior repeating rifles. A 
mystically summoned sea monster could destroy the Merrimac; steam 
powered tanks could take to the field at Gettysburg; Lincoln could be 
possessed. 
 
The more I think about this, the more I like the idea. The heroes not only 
get to change the world, but they get to know _how_ they changed the world; 
what was different, and what would have happened. I think that is kind of 
cool. 
 
Filksinger 
 
------------------------------ 
 
Date: Mon, 22 Feb 1999 10:16:19 -0800 
From: Mark Lemming <icepirat@ix.netcom.com> 
Subject: Re: DunDraCon thoughts 
 
Scott Bennie wrote: 
> I got back from DunDraCon last week (unfortunately, racked by a killer flu 
> bug that's rendered me barely coherent for the last few days); since this 
> list seems a little dead and DunDraCon's one of the two big Hero cons of the 
> year, it seems like a good topic for discussion. 
 
I got nailed by the same bug, probably. It's a plot by White Wolf to get rid 
of 
the hero players! Damn medication... 
  
> New Products: I picked up the latest Hero Plus product: Chris Avellone's New 
> Bedlam Asylum. 
 
Picked up Unknown Eagles, Bedlam Asylum, and Hero Creator. Reviewed below. 
 
I only went to the Hero seminar.  Got much the same info that Scott gave out. 
Hero did mention that they're replacing all powers with X-Dimensional T-port. 
 
I was either in the midst of a game or sleeping during the other seminars. 
 
Paper stuff picked up: 
Enemies Assemble, Allies, and Corporations more for a sake of rounding out my 
collection.  Some decent ideas contained within. 
I also pre-ordered Enemies of San Angelo.  I'll buy anything with a brain in a 
bottle. (Note the authors and cover artists...)  Plus got a discount on the 
other games at that point. 
Also picked up a wad of Cheap Ass games including Devil Bunny needs a Ham. 
 
Played in a few champs games and ran an official game.  "Deja Boom" was the 
title.  It was recieved well by the majority of the players, even if it was 
just a poorly linked excuse to roll dice... 
 
Played in Glen Thain's FH/Champs/Petal Throne game.  Confusing, but enjoyable. 
I was introduced to Hero rules I never knew existed.  And I've been playing 
for 17 years now. 
Example: Occupied hexes have a DCV of 5. Wonder if that's true if it's 
         occupied by an invisible character. 
 
On to first pass reviews: 
Bedlam: I've only glanced at it. It looks dark, but very good. 
 
Unknown Eagles: Play a spy in WWII.  Well researched with wads of info that 
could also be used for a Golden Age game.  Includes another version of 
dogfighting 
rules.  
 
Hero Creator:  Improvement over Heromaker even though I'm still getting used 
to 
it.  I'm looking forward to writing my own filters for custom sheets. 
 
- -Mark Lemming 
 
------------------------------ 
 
Date: Mon, 22 Feb 1999 13:02:50 -0600 (CST) 
From: Curt Hicks <exucurt@exu.ericsson.se> 
Subject: Re: 'unfathomable quantum power' 
 
> From werther@hilander.com Mon Feb 22 11:49 CST 1999 
 
> - remember that the max 
> number of flaws and freebies a Storyteller character can have is 22 - but 
 
Actually, I can't.  I've never played any of the Storyteller games... 
 
> From: Anthony Jackson <ajackson@molly.iii.com> 
>  
> Shrug.  It depends on whether the game mechanics match the verbiage, and on 
> what sort of capabilities that represents.  Assuming people don't lob nukes at 
> you, an efficiently constructed 400 point character is essentially unstoppable 
> by mundanes. 
>  
Physically unstoppable, maybe. But I'm not sure about drastically changing 
the world.   
 
> > More interestingly, what are the ideal powers for 'drastically changing  
> > the world' and 'holding the destiny of millions in your hands' ? 
> >  
> > Telepathy ?  Mind Control ?  Immortality ?  
>  
> Area effect cumulative major transform with enough area to cover the planet. 
>  
Going for the literal definition, huh ? 
 
> From: Michael Surbrook <susano@dedaana.otd.com> 
>  
> 30d6 EB?  200" of Flight?  The ability to create plauges or fire of 
> thermonuclear blasts?  To create rain in the Saraha? 
>  
 
OK,  you've got a 30D6 EB, defenses to match, 200" of flight and the other  
powers.  What are you going to do with it ?   
 
Put another way, what's the best way to 'dominate the world' ? 
I'd submit that a telepath working behind the scenes would probably be more 
effective than an in-your-face overt type.  
 
Curt  
 
------------------------------ 
 
Date: Mon, 22 Feb 1999 14:39:26 -0500 
From: David Stallard <DBStallard@compuserve.com> 
Subject: Robot PCs 
 
One of my players is considering playing a Robot character.  This idea 
started out as a generic Gadgeteer type, but now the character wants to be 
some sort of sentient machine that can repair/enhance itself to meet 
different situations.  Essentially, this would still be a generic Gadgeteer 
but the gadgets would probably be OIF instead of OAF.  Below are some 
thoughts/questions about this sort of PC...please let me know what you 
think! 
 
* Should this character be built as an automaton?  I've never really made 
use of that section of the rules, so I'm only vaguely familiar with it, but 
it certainly seems to make sense. 
 
* The player can't decide if he wants this to be like Inspector Gadget (he 
looks human but stuff sprouts out of his head, arms, and whatnot), or if it 
will actually look like a robot (metal body).  I think this would mainly be 
special effect, but do you see any major differences in these two 
approaches?  All I can see is that Armor might be better justified with a 
robot body, as well as a more valuable Distinctive Feature.  If he chose 
the Inspector Gadget option, the character would still be entirely a 
machine--it would just have a human appearance except for the technology 
sprouting from various places. 
 
* If the gadgets are OIF, I assume they couldn't be blown off during combat 
(we don't use hit location).  Is that right?   
 
* I can already see this character having an interesting relationship with 
Mechanon.... 
 
------------------------------ 
 
Date: Mon, 22 Feb 1999 11:14:26 -0800 
From: Mark Lemming <icepirat@ix.netcom.com> 
Subject: Re: 'unfathomable quantum power' 
 
Anthony Jackson wrote: 
>  
> Curt Hicks writes: 
> > Stuff snipped from the White Wolf press release: 
> > 
> > > ... a normal human being to have the power of a god. 
> > > ... the power to individually change the world, 
> > > to hold the destiny of millions in their hands 
> > 
> > > ... beings of unfathomable quantum power. 
> > > ... holds the potential to drastically change the world. 
> > >  .. the to ability level a city with your hands 
> > 
> > > ... Not only could an aberrant rob the corner jewelry store with 
> > > impunity, she could take over half of South Africa and control 
> > > worldwide diamond production with no one to stop her. 
> > 
> > >...an individual who can challenge a nation... 
> > 
> > So, what point level would we be talking about in the Hero System ? 
>  
> Shrug.  It depends on whether the game mechanics match the verbiage, and on 
> what sort of capabilities that represents.  Assuming people don't lob nukes at 
> you, an efficiently constructed 400 point character is essentially unstoppable 
> by mundanes. 
 
It depends on marketting as well.  I'm expecting a bunch of people who 
despite all the power will just be angst ridden.  (Ok, so I'm biased...) 
 
> > More interestingly, what are the ideal powers for 'drastically changing 
> > the world' and 'holding the destiny of millions in your hands' ? 
> > 
> > Telepathy ?  Mind Control ?  Immortality ? 
>  
> Area effect cumulative major transform with enough area to cover the planet. 
 
Change Enviroment is always good.  Of course you don't need a really big power 
to be able to change the world.  Just a bit of telepathy and the right 
connections could do it. 
 
- -Mark Lemming 
 
------------------------------ 
 
End of champ-l-digest V1 #212 
***************************** 


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