Digest Archive vol 1 Issue 264

From: owner-champ-l-digest@sysabend.org
Sent: Monday, April 05, 1999 9:06 PM
To: champ-l-digest@sysabend.org
Subject: champ-l-digest V1 #264


champ-l-digest Monday, April 5 1999 Volume 01 : Number 264



In this issue:

Hero Chainsaw
Re: Hero Chainsaw
Re: Hero Chainsaw
Re: laser printer supplies advertisement
Re: HOUSE RULE: Super Speedy Skills
Myths
The Blade Master
Re: The Blade Master
Re: The Blade Master
Re: laser printer supplies advertisement
RE: The Blade Master
Re: The Blade Master
Re: Myths
Re: Myths
Re: Myths
Re: opinions
Re: HOUSE RULE: Super Speedy Skills
Re: General request for opinions. erm, poll thingie if you will.
Re: Myths

----------------------------------------------------------------------

Date: Mon, 5 Apr 1999 11:09:01 -0400 (EDT)
From: Michael Surbrook <susano@dedaana.otd.com>
Subject: Hero Chainsaw

After reviewing the suggestions on how to build a chainsaw Hero style, I
came up with the following:

Chainsaw - A typical medium-sized chainsaw. It will cut through
wood, thin metal, thick brush, bone, demons...
Stats:
22 HKA: 1d6+1, +1 Stun (+1/2), Continuous (+1), 0 END (+1/2),
Blade (-1/4), Chainsaw can jam (aka Burnout), chance varies
according to what is being cut through, normally it is a
base 15- (-1/4), No KB (-1/4), OAF (-1)
11 Tunneling: 1" through 5 DEF, 0 END (+1/2), Chainsaw can jam (aka
Burnout), chance varies according to what is being cut through,
normally it is a base 15- (-1/4), OAF (-1)

Note: This is a basic, straight forward write up of a chainsaw.
It uses a Continuous instead of Autofire to keep characters from chopping
through trees (and people) in a matter of seconds. It is possible to use
one's strength to increase the damage done by a chainsaw. It will cut on
its own (the spinning blade bites fine all by itself), but bearing down
with the chainsaw will do that much more damage. A chainsaw runs off of a
simple gasoline engine. Although it won't run forever, it is effectively
0 END for combat purposes. It is either that or give it an END Reserve
that will allow it to run for about 15 minutes. The chainsaw can cut
through most anything, although stone and metal might break the blade
(hence the Blade limitation). Even cutting through wood can jam the
blade, hence the Burnout limitation. The Tunneling power is optional, but
makes sense if the GM wants to allow characters to chop through doors,
sheet metal and walls of bone. Naturally, these two powers should be
placed into a Multipower.


- --
Michael Surbrook - susano@otd.com - http://www.otd.com/~susano/index.html

"Feel the sting of a Draconian stun-stick, Erf-trash!"
A jive Draconian, from the TV show _Buck Rogers in the 25th Century_

------------------------------

Date: Mon, 5 Apr 1999 11:58:51 -0400
From: Kim Foster <nexus@uky.campuscwix.net>
Subject: Re: Hero Chainsaw

At 11:09 AM 4/5/99 -0400, Michael Surbrook wrote:
>After reviewing the suggestions on how to build a chainsaw Hero style, I
>came up with the following:
>
> Chainsaw - A typical medium-sized chainsaw. It will cut through
>wood, thin metal, thick brush, bone, demons...
> Stats:
>22 HKA: 1d6+1, +1 Stun (+1/2), Continuous (+1), 0 END (+1/2),
> Blade (-1/4), Chainsaw can jam (aka Burnout), chance varies
> according to what is being cut through, normally it is a
> base 15- (-1/4), No KB (-1/4), OAF (-1)
>11 Tunneling: 1" through 5 DEF, 0 END (+1/2), Chainsaw can jam (aka
> Burnout), chance varies according to what is being cut through,
> normally it is a base 15- (-1/4), OAF (-1)
>
> Note: This is a basic, straight forward write up of a chainsaw.
>It uses a Continuous instead of Autofire to keep characters from chopping
>through trees (and people) in a matter of seconds. It is possible to use
>one's strength to increase the damage done by a chainsaw. It will cut on
>its own (the spinning blade bites fine all by itself), but bearing down
>with the chainsaw will do that much more damage. A chainsaw runs off of a
>simple gasoline engine. Although it won't run forever, it is effectively
>0 END for combat purposes. It is either that or give it an END Reserve
>that will allow it to run for about 15 minutes. The chainsaw can cut
>through most anything, although stone and metal might break the blade
>(hence the Blade limitation). Even cutting through wood can jam the
>blade, hence the Burnout limitation. The Tunneling power is optional, but
>makes sense if the GM wants to allow characters to chop through doors,
>sheet metal and walls of bone. Naturally, these two powers should be
>placed into a Multipower.
>



SHould as limitation be placed on the Contiuous disadvantage to show that it
only works if the target isn't moving (Inaimate object, stunned or impaled
creatures, etc etc)?


>
>--
>Michael Surbrook - susano@otd.com - http://www.otd.com/~susano/index.html
>
> "Feel the sting of a Draconian stun-stick, Erf-trash!"
> A jive Draconian, from the TV show _Buck Rogers in the 25th Century_
>
>
>


Email Address change:Please update to the following:
nexus@uky.campuscwix.net

------------------------------

Date: Mon, 5 Apr 1999 11:23:56 -0400 (EDT)
From: Michael Surbrook <susano@dedaana.otd.com>
Subject: Re: Hero Chainsaw

On Mon, 5 Apr 1999, Kim Foster wrote:

> At 11:09 AM 4/5/99 -0400, Michael Surbrook wrote:
> >After reviewing the suggestions on how to build a chainsaw Hero style, I
> >came up with the following:
> SHould as limitation be placed on the Contiuous disadvantage to show that it
> only works if the target isn't moving (Inaimate object, stunned or impaled
> creatures, etc etc)?

Possibly, what do you suggest?

- --
Michael Surbrook - susano@otd.com - http://www.otd.com/~susano/index.html

"Feel the sting of a Draconian stun-stick, Erf-trash!"
A jive Draconian, from the TV show _Buck Rogers in the 25th Century_

------------------------------

Date: Mon, 05 Apr 1999 18:30:55 GMT
From: samael@clark.net (Acid Rainbow)
Subject: Re: laser printer supplies advertisement

On Sun, 04 Apr 1999 18:30:21 -0700, Mark Lemming <icepirat@ix.netcom.com>
sent these symbols into the net:

>Grrr. This one got bounced through the old mailing address from a
>uunet account that is probably gone by now.
>
>However a message to the folks at
>BPS111@EXCITE.COM to not order a printer.
>
>or removed at BPS112@USA.NET may do some good.
>
>Or may just get you on another spam list.
>
>I think the best places to complain to are:
>abuse@usa.net and abuse@excite.com
>
>Since the spam didn't come through either domain they may do
>nothing.
They probably won't and since we got hit by Sam "Scumbag" Khuri it =
means
omg.org and/or sysabend.org is on one of those '90 million addresses for
$99.95!!!!' CDs I get every so often.=20
There may be a faint ray of hope, though, uu.net is based in Virginia,
and is an accessory to this attack, it may be possible that they can be
forced to act. It's also faintly possible that Sam Khuri could also face
jail-time if enough people on this list are in Virginia.=20
**********************************************************************
*Lissajous patterns and windmills and don't ask about the connection.*
* Acid Rainbow: Semi-professional windmill-tilter. *
**********************************************************************

------------------------------

Date: Mon, 05 Apr 1999 14:12:46 -0500
From: Bryant Berggren <voxel@theramp.net>
Subject: Re: HOUSE RULE: Super Speedy Skills

At 08:39 PM 4/3/99 EST, ErolB1@aol.com wrote:
>I agree with Filksinger on this one. If you want to go this route, apply the
>"Extraordinary Skills" option (BBB p 19) and give the character a -10 or
>greater penalty to do things faster than normal: Maybe -10 per level faster
>on the time chart.

I'd probably make this -10 (for extraordinary use), plus the "reverse extra
time" penalties discussed, or just say it can only be reduced once, period.
Either way, I don't want to THINK about any game where the GM is throwing
about -20+ penalties, because it implies the game where someone can EAT a
- -20 penalty. :]

>This way, a super-skilled starship engineer with Mechanics 21- has a chance
>to pull a "Scotty" and do a five hour job in only one hour by making a 11-
>roll.

Actually, to pull a "Scotty", apparently, you make a mundane Persuasion roll
against your fellow PCs to convince them that the job will actually take
three times longer than you intend to finish it in. :]

- --

------------------------------

Date: Mon, 05 Apr 1999 12:12:17 PDT
From: "Jack Scarecrow" <themadharlequin@hotmail.com>
Subject: Myths

Steven J. Owens wrote:
<snip>
> A patriotic hero or superhero, just like any superhero, is a >sort
of anthropomorphic personification of an idea - a myth.
<snip>

I read in the Superman Encylopedia that the first "superheroes" of
our civilization were really mythical "heroes", like Gilgamesh.

If you could parallel Superman, to let's say, Hercules or
Gilgamesh, who could you equate the following heroes to (being of a
ancient heroic or mythical figure):

Superman
Wonder Woman
Batman
Flash
Aquaman
Green Lantern

Captain America
Spiderman
Iron Man
Wolverine
Doctor Strange
Ghost Rider
Get Your Private, Free Email at http://www.hotmail.com

------------------------------

Date: Mon, 05 Apr 1999 12:46:33 PDT
From: "Jack Scarecrow" <themadharlequin@hotmail.com>
Subject: The Blade Master

- ------=_NextPart_000_66338c57_4e0513db$b8d7975
Content-type: text/plain

There's a character a friend of mine wants translated into HERO terms.

His power allows him to manipulate a 12" disc blade. The blades look
like double edged double bladed scythes arranged so as to nearly form a
circle with a handle in the center. They are made of an unknown metal,
and can be used hand to hand, but the primary (and most spectular
attack) is when they are thrown.

The blades whirl towards their target with deadly accuracy. With a
limited form of "attuned" Telekinesis that can effect the blades, he can
control their flight and spin, enabling him to direct the blades in
flight, strike multiple opponents, or summon the blades back to his
hands.

He also has the ability of catching the spinning blades safely without
reducing his hands to bloody strips of flesh.

This would do Killing damage.

My problem is how to actually construct the power set. I have a few
ideas. They are as follows:

A) Start with a RKA base. Make the weapons "Restrainable (-1/2)", to
represent the fact they can be disarmed, but not kept. Give them some
sort of "Seeking" advantage (a new House Rule that would need to be
constructed).

B) Start with an HKA base. Give the weapons the "Ranged" advantage.
Make them "Restrainable (-1/4)" at a decreased value. Give him a
Limited form of TK to allow him to manipulate the blade.

I would appreciate any of your insights into this. I also need
additional advantages and limitation, if possible.
Get Your Private, Free Email at http://www.hotmail.com
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- ------=_NextPart_000_66338c57_4e0513db$b8d7975--

------------------------------

Date: Mon, 5 Apr 1999 15:47:17 -0400 (EDT)
From: Michael Surbrook <susano@dedaana.otd.com>
Subject: Re: The Blade Master

On Mon, 5 Apr 1999, Jack Scarecrow wrote:

> There's a character a friend of mine wants translated into HERO terms.
>
> His power allows him to manipulate a 12" disc blade. The blades look
> like double edged double bladed scythes arranged so as to nearly form a
> circle with a handle in the center. They are made of an unknown metal,
> and can be used hand to hand, but the primary (and most spectular
> attack) is when they are thrown.
>
> The blades whirl towards their target with deadly accuracy. With a
> limited form of "attuned" Telekinesis that can effect the blades, he can
> control their flight and spin, enabling him to direct the blades in
> flight, strike multiple opponents, or summon the blades back to his
> hands.
>
> He also has the ability of catching the spinning blades safely without
> reducing his hands to bloody strips of flesh.
>
> This would do Killing damage.

A few ideas:

1 - Make the blades a base RKA. This allows the character to throw them
easily. If you want, place them in a multipower with a HKA slot.

2- If he can control their flight and spin, put "No Range Modifer" on the
blades. It's hard to miss if you are conciosuly controlling and
correcting the flight path.

3 - Use Area of Affect Any to represent tossing and hitting multiple
targets. make sure it is non-selective so ha has to roll to hit every
target.

4 - Try Indirect as well.

5 - If he can summon them back, then reduce the OAF limitation. I used
"OIF" for a cahracter who could summon her OAF sword back quickly. I also
specified what you needed to do to take it away from herfor an extended
period of time.

6 - Catching the blades and *not* shredding your hands is just SFX.

- --
Michael Surbrook - susano@otd.com - http://www.otd.com/~susano/index.html

"We are men of action. Lies do not become us."
Westley, the Man in Black (Cary Elwes), from _The Princess Bride_

------------------------------

Date: Mon, 05 Apr 1999 15:55:16 -0400
From: Geoff Speare <geoff@igcn.com>
Subject: Re: The Blade Master

>A) Start with a RKA base. Make the weapons "Restrainable (-1/2)", to
>represent the fact they can be disarmed, but not kept. Give them some
>sort of "Seeking" advantage (a new House Rule that would need to be
>constructed).
>
>B) Start with an HKA base. Give the weapons the "Ranged" advantage.
>Make them "Restrainable (-1/4)" at a decreased value. Give him a
>Limited form of TK to allow him to manipulate the blade.

I think you are getting more detailed that you need to. I think you could
simulate this power with RKA (or HKA Ranged if his STR adds to the damage),
some Skill Levels, and possibly Indirect if he can throw the blade around
corners and the like. If his TK can rip the blade out of someone else's
grasp (so that it's not really a Focus), then Restrainable would be the
right Limitation.

Geoff Speare


>
> I would appreciate any of your insights into this. I also need
>additional advantages and limitation, if possible.
>Get Your Private, Free Email at http://www.hotmail.com
>
>

------------------------------

Date: Mon, 5 Apr 1999 12:56:50 -0700 (PDT)
From: John Desmarais <johndesmarais@yahoo.com>
Subject: Re: laser printer supplies advertisement

- --- Acid Rainbow <samael@clark.net> wrote:
> They probably won't and since we got hit by Sam "Scumbag" Khuri it means
> omg.org and/or sysabend.org is on one of those '90 million addresses for
> $99.95!!!!' CDs I get every so often.
> There may be a faint ray of hope, though, uu.net is based in Virginia,
> and is an accessory to this attack, it may be possible that they can be
> forced to act. It's also faintly possible that Sam Khuri could also face
> jail-time if enough people on this list are in Virginia.

There are very few members in Viginia - but the computer tha mailserver is on
lives there.

- -=>John Desmarais
_________________________________________________________
Do You Yahoo!?
Get your free @yahoo.com address at http://mail.yahoo.com

------------------------------

Date: Mon, 5 Apr 1999 16:10:55 -0400
From: Brian Wawrow <bwawrow@fmco.com>
Subject: RE: The Blade Master

Indirect is definitely the way to go if the BladeMaster consciously controls
the path of the blade. If, however, he wants to toss the blade and let the
blade find the target on its own, use the homing advantage.

For those who are unaware, the homing advantage was an optional rule for
homing attacks of all kinds. I've got a copy of the text if anyone wants it.
I think it originally appeared in Digital Hero on Hero's company site about
6 or 8 months ago.

] 4 - Try Indirect as well.

------------------------------

Date: Mon, 05 Apr 1999 13:16:53 -0700
From: Bob Greenwade <bob.greenwade@klock.com>
Subject: Re: The Blade Master

At 12:46 PM 4/5/1999 PDT, Jack Scarecrow wrote:
>There's a character a friend of mine wants translated into HERO terms.
>
>His power allows him to manipulate a 12" disc blade. The blades look
>like double edged double bladed scythes arranged so as to nearly form a
>circle with a handle in the center. They are made of an unknown metal,
>and can be used hand to hand, but the primary (and most spectular
>attack) is when they are thrown.
>
>The blades whirl towards their target with deadly accuracy. With a
>limited form of "attuned" Telekinesis that can effect the blades, he can
>control their flight and spin, enabling him to direct the blades in
>flight, strike multiple opponents, or summon the blades back to his
>hands.
>
>He also has the ability of catching the spinning blades safely without
>reducing his hands to bloody strips of flesh.
>
>This would do Killing damage.
>
>My problem is how to actually construct the power set. I have a few
>ideas. They are as follows:
>
>A) Start with a RKA base. Make the weapons "Restrainable (-1/2)", to
>represent the fact they can be disarmed, but not kept. Give them some
>sort of "Seeking" advantage (a new House Rule that would need to be
>constructed).
>
>B) Start with an HKA base. Give the weapons the "Ranged" advantage.
>Make them "Restrainable (-1/4)" at a decreased value. Give him a
>Limited form of TK to allow him to manipulate the blade.

Forget the TK; this would probably be more accurately represented with
No Range Modifier, and some Skill Levels that Cost END. Other than that,
and suggesting you consider Focus rather than Restrainable, I think I'd go
with #2. (The return is just the special effect of not buying Charges.)
- ---
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: Mon, 05 Apr 1999 16:20:23 -0400
From: Bill Svitavsky <nbymail11@mln.lib.ma.us>
Subject: Re: Myths

At 12:12 PM 4/5/99 PDT, Jack Scarecrow wrote:

> If you could parallel Superman, to let's say, Hercules or
>Gilgamesh, who could you equate the following heroes to (being of a
>ancient heroic or mythical figure):
>

It's easy to go too far equating one mythic figure with another. Many gods
& heroes have overlapping characteristics, stemming from certain basic
archetypes. The archetypes are fascinating, but I think the differences
between the mythic figures can be as interesting as the similarities - try
comparing Ares and Mars, for example.

Superheroes tend to draw from a lot of the same archetypes. Most obviously,
they all embody the archetype of "hero." This brings up lots of common
elements: two sets of parents, wordly and divine (Ma & Pa Kent/Jor-El &
Lara, for example), frequently unpromising childhoods until they show great
prowess, a tendency to die & ressurect, and so on.

Another important archetype for understanding super-heroes is the
Trickster. Tricksters tend to shape shift and/or wear disguises (like masks
& capes), get caught in traps (like villains' deathtraps), and participate
simultaneously in both human and animal natures (like Batman, Spider-Man,
etc.) In Jungian psychology, tricksters are tied to the Shadow, so dark
heroes are often particularly trickterish.

I'm oversimplifying, and just scratching the surface. My point is that the
archetypal patterns which underlie heroes are pretty complicated and quite
fascinating. Anybody interested in the topic might want to try reading some
Jung. (Or Joseph Campbell, who is simpler to read and provides a lot of
good examples of the archetypes Jung first identified.)

Anyway, I'll try commenting on some particularly close parallels.

>Superman

Moses is a good figure to compare to Superman. Remember baby Moses floating
down the Nile in a basket? Think of baby Kal-El sent off through space in
his rocket. Both of these events lead to heroes with two sets of parents,
conveniently enough.

>Wonder Woman

An archetypal warrior maiden like, um, the Amazons. Athena's a pretty close
parallel too. Artemis is similar, and even the Valkyries. Notice that
warrior women have a strong tendency to be *maidens* - young and unmarried.
When they get attached, things get complicated - a good part of the Ring
cycle stems from that.

Wonder Woman's recent death and divine ascension was a classic example of
the heroic cycle, by the way.

>Batman

One thing I find interesting about Batman is that he's set up for the
mortal/divine parents pattern, but the divine parents are conspicuously
absent. No wonder he turned out so grim.

As a dark hero, Batman's a pretty good trickster figure. He has batlike
characteristics, he wears a lot of disguises, he's very clever, and yet he
still has some major limitations to his psyche. He bears some strong
resemblence to figures which are Shadow figures/Tricksters but *not* heroes
- - Dracula, for instance.

>Flash

The speed thing obviously ties him to Hermes and Mercury. I'd say Wally
West is also reminiscent of Odysseus's son Telemachus - a young man who
must define himself relative to his own heroic legacy.

>Aquaman

Again, the water thing invites obvious parallels with Poseidon & Neptune.
One of the distinctive things about Aquaman is that he's a *king* - this
gives him regal traits common to most mythic kings, from Solomon to Arthur
to whomever. Losing his hand was interesting - injuries to the hand are a
part of the heroic cycle, and a lasting injury is a characteristic of the
Grail King.

>Green Lantern
>

Every hero who ever got ahold of a magic ring. There are plenty of them in
the Thousand & One Nights. And he charges his ring from a magic lamp -
shades of Aladdin!

>Captain America

Cap's freezing in an iceberg is a pretty good heroic death & ressurection.

>Spiderman

As an animal man, he's a Trickster of course - and his witty
villain-taunting style bears that out. Allowing his Uncle to be murdered
through his own selfishness was a pretty typical Trickster mistake. Peter's
awkward adolescence is a pretty classic "hero's unpromising youth."

>Iron Man

The armor evokes images of knights in armor, of course. I wonder if the
tendency to show Tony betraying the other heroes in various alternate
realities (and a terrible storyline a couple of years ago that IM fans
would like to forget) is related to Lancelot betraying Arthur & bringing
down the Round Table.

Metal men go back even farther than that - the original Greek myth of the
Golden Age involved men who were literally made of gold. Tony Stark is also
an artisan of enormous power, like Hephaestus.

>Wolverine

Again, an animal-man Trickster. Wolverine's tied to Batman in a lot of
ways, even on a more conscious level. Batman's troubled psyche as it was
portrayed in the 70's cleared the path for the crazed Wolverine, who helped
inspire a decade of psychotic heroes.

>Doctor Strange

A magus, of course. Merlin's the easiest parallel, though Odin and plenty
of others are related. The Magician is related to the Trickster, as anyone
familiar with the Tarot deck should know. As Sorceror Supreme, Dr. Strange
plays the particularly heroic role of Earth's mystical defender - he's a
magus/hero combination. Often magi are not heroes, but are rulers,
advisers, or villains.

>Ghost Rider

The death/underworld/vehicle motif might suggest Charon, the boatman who
ferried the dead across the river Styx. But the Ghost Rider is in general a
pretty standard dark hero with Tricksterish traits. Several different
Native American Tricksters (including both Coyote and Crow, I think) have
quite similar tales in which they get their heads stuck in skulls.

------------------------------

Date: Mon, 5 Apr 1999 13:29:31 -0700 (PDT)
From: Dennis C Hwang <dchwang@itsa.ucsf.edu>
Subject: Re: Myths

On Mon, 5 Apr 1999, Bill Svitavsky wrote:

> At 12:12 PM 4/5/99 PDT, Jack Scarecrow wrote:
>
> > If you could parallel Superman, to let's say, Hercules or
> >Gilgamesh, who could you equate the following heroes to (being of a
> >ancient heroic or mythical figure):

<snip interesting parallels>

> >Aquaman
>
> Again, the water thing invites obvious parallels with Poseidon & Neptune.
> One of the distinctive things about Aquaman is that he's a *king* - this
> gives him regal traits common to most mythic kings, from Solomon to Arthur
> to whomever. Losing his hand was interesting - injuries to the hand are a
> part of the heroic cycle, and a lasting injury is a characteristic of the
> Grail King.

Also cf. Nuadha of the Silver Arm.

- --Dennis
*************************************************************
* dchwang@itsa.ucsf.edu * xenopathologist at large! *
*************************************************************
* "To be or not to be: that is the question, whether 'tis *
* nobler in the mind to suffer the slings and arrows of *
* outrageous fortune." *
* *
* ANAGRAM: "In one of the Bard's best-thought-of *
* tragedies, our insistent hero, Hamlet, queries on two *
* fronts about how life turns rotten." *
*************************************************************

------------------------------

Date: Mon, 05 Apr 1999 14:08:20 PDT
From: "Jesse Thomas" <haerandir@hotmail.com>
Subject: Re: Myths

On Mon, 05 Apr 1999 "Jack Scarecrow" <themadharlequin@hotmail.com>
wrote:
>
> If you could parallel Superman, to let's say, Hercules or
>Gilgamesh, who could you equate the following heroes to (being of a
>ancient heroic or mythical figure):
>
>Captain America

You can find some interesting parallels between Captain America and
various Arthurian myths. First, and most superficially, he dresses in
chainmail and carries a shield. Furthermore, Captain America's legendary
dedication to American ideals is a modern echo of themes of chivalry and
courtly love so popular in some versions of the Arthur myth, especially
those tales in which a knight puts his love above all other concerns.
The frequent crises of faith that Cap experiences, when his love of his
nation is brought into conflict with some horrible new government
scheme/plot/whatever, are also reminiscent of the crises of consicence
that Lancelot, Kay, and Arthur himself experience. His status as a
symbol of all that is "good" in America, as a rallying point for all
"true" American citizens, also gives him a status on par with Arthur's,
as Arthur was the one king who could reunite Britain. Cap's freezing
and re-emergence in a later decade also parallels the myth of the "Once
and Future King".

Perhaps unsurprisingly, Captain Britain also has some intriguing
Arthurian connections.

Jesse Thomas

haerandir@hotmail.com
Get Your Private, Free Email at http://www.hotmail.com

------------------------------

Date: Mon, 5 Apr 1999 17:25:18 -0500 (Central Daylight Time)
From: Tim Gilberg <gilberg@ou.edu>
Subject: Re: opinions

> Gads, here's yet another opinion... If I was playing in your 300ish pt.
> game, an AF 6D6 HKA would be the least of your worries. If you don't want to
> see ignorant powers, start on less points or limit active values.

Er. 300 isn't really that many points. I usually start campaigns
at 275, with added Hero Bonuses if needed for conception. For a
well-rounded and experienced Character, 300 is really a minimal level.
That said, active value limits would _really_ help here.


-Tim Gilberg
-"English Majors of the World! Untie!"

------------------------------

Date: Mon, 5 Apr 1999 17:28:30 -0500 (Central Daylight Time)
From: Tim Gilberg <gilberg@ou.edu>
Subject: Re: HOUSE RULE: Super Speedy Skills

> Actually, to pull a "Scotty", apparently, you make a mundane Persuasion roll
> against your fellow PCs to convince them that the job will actually take
> three times longer than you intend to finish it in. :]

Heh.

Reminds me of a Voyager episode where B'Lana (sp?) (The
half-klingon engineer) told the captain that a job would take 24 hours,
was told to get it done in 5, and told the captain that, when she gives an
estimate, it is the absolute minimum amount of time with everyone working
at full capacity. The job took 24 hours.


-Tim Gilberg
-"English Majors of the World! Untie!"

------------------------------

Date: Mon, 05 Apr 1999 20:00:40 -0500
From: Todd Hanson <badtodd@home.com>
Subject: Re: General request for opinions. erm, poll thingie if you will.

Well, as the guy who has PLAYED with this player.. (well, not actually HIM,
but someone just like him), let me give you the view from one of your players.

Playing in a game with this guy SUCKS.

He is ruining the fun (and the game) for the rest of your players.
Eventually, they are going to leave your game to avoid him (especially your
two new players, who seem to be a great addition). The fact that they have
left his character to die (or rot in jail) multiple times is their
not-so-subtle attempt to tell you that they want him OUT of the game.

Talk to the rest of the players, either alone, or as a group (but without the
problem player there) and find out their true feelings. Ask them outright,
would they prefer if you dropped him from the game. Don't have them answer
you in front of the rest of the group, ask them to all let you know their
answer privately, the next day, after they've had time to think about it.

If the group says he goes.. then its time to bite the bullet and cut him
loose.


Todd

------------------------------

Date: Mon, 05 Apr 1999 21:03:21 EDT
From: Leah L Watts <llwatts@juno.com>
Subject: Re: Myths

>>Doctor Strange
>
>A magus, of course. Merlin's the easiest parallel, though Odin and
plenty
>of others are related.

It's not an exact parallel, but Odin gained wisdom from the Norns and
knowledge of the runes by self-sacrifice. Doctor Strange didn't _choose_
to get his hands messed up in that accident, but you still have physical
loss leading to psychic/magical gain.

Leah

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End of champ-l-digest V1 #264
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Date: Tuesday, June 29, 1999 10:11 AM