Digest Archives Vol 1 Issue 44

Desmarais, John
From: owner-champ-l-digest@sysabend.org
Sent: Wednesday, November 18, 1998 8:58 PM
To: champ-l-digest@sysabend.org
Subject: champ-l-digest V1 #44

champ-l-digest Wednesday, November 18 1998 Volume 01 : Number 044



In this issue:

Re: CHAR: Raditz
Re: Winner Takes All PBEM (Fantasy Hero)
Re: Mental Defense vs. Mental Damage Reduction
Re: Telekinetic Question
RE: FH Anyone?
CHAR: Chao-zu
Computers
Re: Computers
Re: Computers
Re: Computers
Re: Computers
Re: Computers
Re: Computers
Re: Computers

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

Date: Tue, 17 Nov 1998 20:48:14 -0500 (EST)
From: Michael Surbrook <susano@access.digex.net>
Subject: Re: CHAR: Raditz

On Tue, 17 Nov 1998, Bob Greenwade wrote:

> I'm a bit surprised too.

CROW: Bite me! It's fun!
JOEL: Crow! Hush!

> The reason for the wink, BTW, is that, besides the 3 heroes and 2
> regular villains, there are 150 Pokemon (including one that serves as a
> "regular" on each side). *That'd* keep ya busy for a while, Michael! :-]

Unhuhnh. Well, right now I'm working on Hero adaptions of GURPS Aces
Abroad as well as another 6-8 DBZ characters (all of who look to be 1000+
point monsters!). Then I need to finish Major Motoko Kusanagi, Appleseed
and... oh you get the idea.

***************************************************************************
* "'Cause I'm the god of destruction, that's why!" - Susano Orbatos,Orion *
* Michael Surbrook / susano@access.digex.net *
* Visit "Surbrook's Stuff' the Hero Games resource site at: *
* http://www.access.digex.net/~susano/index.html *
* Attacked Mystification Police / AD Police / ESWAT *
* Society for Creative Anachronism / House ap Gwystl / Company of St.Mark *
***************************************************************************

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

Date: Tue, 17 Nov 1998 23:00:48 -0500
From: "Len Carpenter" <redlion@early.com>
Subject: Re: Winner Takes All PBEM (Fantasy Hero)

Mike Orr suggested:

> On Tue, 17 Nov 1998, Bob Greenwade wrote:
>
>> At 08:48 AM 11/17/98 -0800, John Desmarais wrote:
>>>---Len Carpenter <redlion@early.com> wrote:
>>>>
>>>>
>>>> For those looking for an FH PBEM campaign, Stephen B. Mann's Winner
>>>> Takes All campaign is looking for a couple more players. The Winner
>>>> Takes All web site is at:
>>>>
>>>> http://cnsvax.albany.edu/~smann
>>>
>>>Are sure about that URL? (It didn't work).
>>
>> I even experimented with a few variations, and came up with nothing.
:-(
>
> I was able to type in the above URL and make a connection (using
Netscape
> 4.05), however, once the connection was made, the address was changed
to:
>
> http://alpha2.albany.edu/~smann
>
> Try this address instead.
>
> Hope this helps.
>
> Mike

Yes, try this the second address if the first one doesn't work. I've been
able to connect to the site via either address, but evidently others
can't. I'll have to ask Stephen about this.

Len Carpenter
redlion@early.com

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

Date: Tue, 17 Nov 1998 16:59:37 -0800 (PST)
From: shaw@caprica.com (Wayne Shaw)
Subject: Re: Mental Defense vs. Mental Damage Reduction

>
>So ... what Mental Powers do you think Mental Damage Reduction apply
>against? It's late. If my math was bad, please correct it. :-)

Our take on this...entirely non-canonical...was that the 'non-resistant'
form worked only on Ego Attack and powers bought Attack Versus Ego Combat
Value with the Ego Defense choice, while the 'resistant' version worked on
all Mental attacks.

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

Date: Tue, 17 Nov 1998 16:52:19 -0800 (PST)
From: shaw@caprica.com (Wayne Shaw)
Subject: Re: Telekinetic Question

>I've ran into this several times, so I thought I throw it out to the list:
>
>A telekinetic (10 str, no fine manipulation) lifts a 90 strength Brick into
>the air. I've had GMs say that the brick now has no way to break out as
>there is nothing to "push" against. Others that say it works like any other
>grab. What do you all think?
>
>Personally, I'd say game balance means it work like any other grab.

As described in the rules, TK actually works like a big immaterial hand than
anything else, and as such should be escapeable as for any other Strength
effect.

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

Date: Wed, 18 Nov 1998 09:37:11 -0500
From: Brian Wawrow <bwawrow@mondello.toronto.fmco.com>
Subject: RE: FH Anyone?

> >
> >> >So why would people build these? I came up witha fantasy world
> that
> >> >occasionally is bathed in terrible radiation. or something. The
> >> only
> >> >way for the Human population to survive intact is to dig in.
> >>
> > [Brian Wawrow] I'm currently playing in an 'evil' game where
> >all the PC's are evil. Our plan is to hire a traps guy and a bunch of
> >dwarves and build ourselves a dungeon. Then, we poison a couple of
> towns
> >and kidnap a couple of princesses. When word gets out of these
> >atrocities, we just wait for the heros to come get us, kill them with
> >our traps and the monsters we've trapped and collect their loot.
> >
> > The dungeon is a big trap for heros, dig?
>
> erm. . why dig yourself, when you can take over an existing dungeon?
> Much
> more
> authentic, yes? And plus when you decide out of the blue to do it in
> the
> middle of a game,
> that dm try to disswade you by hiking up the cost of building. Yes, we
> pulled this on
> our gm once when we got bored, and ended up with a boatload of gold.
> Then he just got sooky. *L*
[Brian Wawrow] We could take over an existing dungeon if we
weren't picky about layout. Existing dungeons are typically ruins, old
keeps, cavern systems and so forth. We, the players, have been
discussing our ideas for absurd dungeon elements with unfair and abusive
traps. We haven't decided out of the blue to dig a dungeon, it's kind of
the premise of the game.

Yea, it is starting to get a little spooky.

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

Date: Wed, 18 Nov 1998 10:49:25 -0500 (EST)
From: Michael Surbrook <susano@access.digex.net>
Subject: CHAR: Chao-zu

[yet another Dragonball Z adaption]

CHAO-ZU

Val CHA Cost Roll Notes
15 STR 5 12- 200kg; 3d6
23 DEX 39 14- OCV: 8 / DCV: 10
20 CON 20 13-
10 BODY 0 11-
10 INT 0 11- PER Roll 11-
18 EGO 16 13- ECV: 3
10 PRE 0 11- PRE Attack: 2d6
12 COM 1 11-
12 PD 9 Total: 12 PD
12 ED 7 Total: 12 ED
5 SPD 17 Phases: 3,5, 8, 10, 12
8 REC 0
40 END 0
35 STUN 7
Total Characteristics Cost: 121

Movement: Flight: 20" / 40"
Running: 6" / 12"
Superleap: 9" / 18"
Swimming: 2" / 4"

Cost Powers & Skills
Combat Training:
15 Combat Skill Levels: +2 with HTH
Martial Arts: Tsurusen-ryu
Maneuver OCV DCV Damage
4 Block +2 +2 Block, Abort
4 Dodge +0 +5 Dodge vs All, Abort
5 Kick -2 +1 9d6 Strike
4 Punch +0 +2 7d6 Strike
8 Two Damage Classes

13 Small Size: Shrinking: 1 Level, 0 END (+1/2), Persistant (+1/2),
Always On (-1/2), -2 to PER, +2 to DCV, +3" KB

Ki Powers:
90 Ki Powers Multipower: 90 Point Pool
6 u - Dodonpa: EB: 15d6, Gestures (-1/4), END 8
5 u - Ki Blast: EB: 10d6, END 6
3 u - Self-destruction Blast: EB: 12d6, Explosions (+1/2), Full
Phase (-1/2), No Range (-1/2), Side Effect: Chao-zu takes full
damage (-1)
5 u - Telekinesis: 15 STR, Fully Invisible (+1), Fully
Indirect (+3/4), Gestures (-1/4), END 6
4 u - Chonoryoko: Telekinesis: 30 STR, Fully Invisible (+1), Affects
all parts of target (-1/4), Gestures (-1/4), Concentrate:
0 DCV (-1/2), END 9

22 Chonoryoko: EB: 4d6, NND (+1) [DEF is non-human body (such as a
cyborg or an artificial human), or an EGO Roll at -3, or Life Support vs
Pressure], Fully Invisible (+1), Gestures (-1/4), Concentrate: 0
DCV (-1), Linked to Chonoryoko Telekinesis (-1/2), END 6
45 Bukujutsu: Flight: 20", x4 NCM, END 4
10 Superleap: +6" (9" total), END 2
37 Ki Sense: Detect: Ki, Discriminatory, Ranged, Sense,
Telescopic +8, 360 degrees
5 Telepathic Link to Tenshinhan: Mind Link: Tenshinhan,
Psychic Bond (+5 pts)

Background Skills:
3 Acrobatics 14-
3 Breakfall 14-
3 Climbing 14-
2 KS: Tsurusen-ryu 11-
7 Survival 13-
303 Total Powers & Skills Cost
424 Total Character Cost

100+ Disadvantages
10 Distinctive Features: Tiny size, China doll-like features (C)
10 Physical Limitation: Very short
Psychological Limitation:
15 Easily Distracted (C, S)
15 Very loyal to Tenshinhan (C, S)
274 Experience
424 Total Disadvantage Points

Designers Notes:
Chao-zu is one of the more odder characters in Dragonball Z. He is a tiny
doll-like humanoid with a number of odd ki powers. We first see him
during the 22rd Tenkaichi Budokai, where he looses to Kulilin. Later, he
dies trying to stop the Demon King Piccolo from regaining his youth via
the 7 dragonballs. Later yet, he self-destructs in the battle with Nappa
and Vegita and dies yet again. Returned to life, he appears sporadically
throughout the rest of the series, but is no longer involved in any of the
major battles.

Description:
Chao-zu is tiny, standing maybe 3 to 3 1/2 feet in height. His skin is
white, and there are two large red spots on his cheeks. Chao-zu also
lacks a nose and is virtually bald. All in all, he looks very much like a
small china doll. His usual mode of dress is identical to Tenshinhan;
Mandarin-styled Chinese clothing.

Powers Notes:
As with Tenshinhan, Chao-zu has a number of very unique ki powers. As a
student of Tsurusen-ryu, he has a number of simple martial arts skills, as
well as the ability to fire off the powerful Dondonpa blast. He can fire
other, less powerful blasts as well, and once detonated all of his ki
energy in a massive explosion that completely destroyed himself. Chao-zu
also has the ability to move objects with his mind. His psychokinesis is
rather weak, but very handy, since it it has no visible effect and can be
used to manipulate objects inside of closed boxes. The Chonoryoko is a
more powerful version of his telekinesis that he uses to manipulate the
movements of others, usually freezing them in place. He can also cause
sharp internal pains to anyone trapped by this power. Naturally, Chao-zu
can fly, leap great distances and sense other's ki, just like almost
everyone else in the series.

Disadvantages Notes:
As such a minor character, Chao-zu doesn't get a large amount of 'screen'
time. He is Tenshinhan's constant companion, and very devoted to his
taller friend. Chao-zu is also a bit slow at times and can be easily
distracted. This can be quite a problem, as his Chonoryoko power requires
his total concentration. Kulilin managed to get out of the Chonoryoko by
asking Chao-zu mathematics questions in order to break the needed
concentration.

(Chao-zu created by Akira Toriyama, character sheet created by Michael
Surbrook)

***************************************************************************
* "'Cause I'm the god of destruction, that's why!" - Susano Orbatos,Orion *
* Michael Surbrook / susano@access.digex.net *
* Visit "Surbrook's Stuff' the Hero Games resource site at: *
* http://www.access.digex.net/~susano/index.html *
* Attacked Mystification Police / AD Police / ESWAT *
* Society for Creative Anachronism / House ap Gwystl / Company of St.Mark *
***************************************************************************

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

Date: Wed, 18 Nov 1998 12:33:57 -0600
From: redbf@ldd.net (bobby farris)
Subject: Computers

I have a player that is buying a computer for his suit of
battlearmor and I have a couple of questions on it:

1. First, what senses is is considered to have? He wants it to analyze
drugs and has brought some appropriate skills for the computer. However,
my question is does he have to buy a power that lets the computer
"sense" the material being analyzed.
Could I just say the computer has a injection node as parts of its
special effect or does he have to buy a power such as Clairsentience?

2. How do I, as the GM, make sure that he doesn't abuse this computer
and use its skill as his own?

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

Date: Wed, 18 Nov 1998 05:37:36 -0800 (PST)
From: shaw@caprica.com (Wayne Shaw)
Subject: Re: Computers

> I have a player that is buying a computer for his suit of
>battlearmor and I have a couple of questions on it:
>
>1. First, what senses is is considered to have? He wants it to analyze
>drugs and has brought some appropriate skills for the computer. However,
>my question is does he have to buy a power that lets the computer
>"sense" the material being analyzed.
>Could I just say the computer has a injection node as parts of its
>special effect or does he have to buy a power such as Clairsentience?

As far as I can tell, computers and AIs in Fourth Edition seem to get input
capability for free. What this actually means is a tricky question, but if
you bought it a super sense, it probably wouldn't even need the skill, so
it's likely redundent.

>
>2. How do I, as the GM, make sure that he doesn't abuse this computer
>and use its skill as his own?

Within the rules, I doubt there is any way. Computer and AI systems bought
portably are a _very_ slippery slope. At best, you could occasionally have
the computer give a deceptive result because he doesn't know how to to ask
quite the right questions.

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

Date: Wed, 18 Nov 1998 16:20:04 -0600 (CST)
From: Brats Incorporated <brat-inc@avalon.net>
Subject: Re: Computers

>2. How do I, as the GM, make sure that he doesn't abuse this computer
>and use its skill as his own?

From what i can recall, if a person is trying to use a computer for
a specific task, such as breaking the code on a numeric key pad
(cryptography), the character has to have the skill as well in order to use it.
Lets say that your character finds a important clue and has his
computer perform a diagnostic on it (deduction roll), the character has to
have deduction as well.
Basically what happens, is if the computer makes the role, then the
players gets to add the success to his role. But if the computer fails,
then the player makes the role as normal.

Hope this helps some.
Hope I'm not to far off base.

Visit us at http://www.avalon.net/~brat-inc/ ....
"In the words of Socrates... I drank what?" ... Real Genius

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

Date: Wed, 18 Nov 1998 15:17:48 PST
From: "Jesse Thomas" <haerandir@hotmail.com>
Subject: Re: Computers

On Wed, 18 Nov 1998 16:20:04 -0600 (CST) Brats Incorporated wrote:

> From what i can recall, if a person is trying to use a computer
for
>a specific task, such as breaking the code on a numeric key pad
>(cryptography), the character has to have the skill as well in order to
use it.

Actually, what it says in the rules is that the computer must either
have a program (bought with points) for the function, or the character
must write one, which would entail a Computer Programming roll, either
with the base skill as a complement or a prerequisite (depending on GM
generosity).

In your example above, according to my interpretation, you'd have to
either have a program "Decode numeric keypad lock", or be able to write
one on the fly (obscene Programming Skill). If your GM is really nice,
he might let you roll against Cryptography and add the result to your
Programming roll. If he was less nice, he might not let you write the
program unless you had a Cryptography Skill. If he was really mean, he
might make you roll against Cryptography to even attempt to write the
program.

> Basically what happens, is if the computer makes the role, then
the
>players gets to add the success to his role. But if the computer
fails,
>then the player makes the role as normal.

Actually, that's the rules for labs in bases. Some special FX might
allow you to use these rules, as well. Maybe the computer is in your
base and is in contact via radio, in which case it would help you out by
performing experiments in the lab or running models of various courses
of action. However, this would definitely be a case of the character
and the computer acting in concert, rather than the computer acting on
it's own. Either way is fine, of course, depending on the character
concept and the GM's preferences.

> Hope this helps some.
> Hope I'm not to far off base.

Nope, sounds like you were in the computer lab at the base all along.
;)

I'm sorry, but I *had* to say it... It's a Psych Lim, what can I say?
I needed the 20 points. (Psych Lim, "Must make bad puns whenever fed a
straight line", Very Common Situation, Strong Commitment.) I tried, I
really did, but my EGO's never been that high, I'm afraid...


Jesse Thomas

haerandir@hotmail.com

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

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

Date: Wed, 18 Nov 1998 15:00:14 PST
From: "Jesse Thomas" <haerandir@hotmail.com>
Subject: Re: Computers

On Wed, 18 Nov 1998 12:33:57 (bobby farris) wrote:

> I have a player that is buying a computer for his suit of
>battlearmor and I have a couple of questions on it:
>
>1. First, what senses is is considered to have? He wants it to analyze
>drugs and has brought some appropriate skills for the computer.
However,
>my question is does he have to buy a power that lets the computer
>"sense" the material being analyzed.
>Could I just say the computer has a injection node as parts of its
>special effect or does he have to buy a power such as Clairsentience?

Frustratingly, the BBB does not appear to address the subject of
Computers & Senses. Perhaps this has been discussed in one of the
magazines or on the list, but I don't have anything on it.

In the real world, computers don't have senses, so I assume that the
standard for HeroSystem purposes is the same. If you want to have your
computer monitor your security system, then you have to buy a security
system for your computer to monitor, and then plug the one into the
other. Likewise, if you want a computer to analyze chemicals, you'd
want to buy a sensor that acted as "Discriminatory Smell/Taste" through
an OIF, possibly 'at range', then hook that into the computer. Even if
you ruled that computers could have 'ordinary human senses' at no cost,
you'd almost certainly have to do this anyway, as normal human senses
are not sufficiently sensitive to distinguish between many chemical
compounds. Wouldn't want your high-tech battlesuit to mistake a lump of
marzipan for cyanide, after all.

>2. How do I, as the GM, make sure that he doesn't abuse this computer
>and use its skill as his own?
>

Well, the most obvious is A) don't let him use it while he doesn't have
his suit on. While I'm fond of them myself, many GM's have problems
with players in battlesuits, because they get their powers with
limitations that don't come up in combat. In many campaigns, this winds
up as translating into, "they don't come up at all!" Make your players
adventure in their secret ID's from time to time. Even Batman
occasionally has to solve problems in his Bruce Wayne persona. Tony
Stark has many abilities and priveleges that he can't access in his Iron
Man guise. Maybe this week's villain is someone like the Kingpin, and
you can't always confront him in hero ID. Battlesuit characters often
have scientific, business, or military backgrounds. Use those to get
him out of the suit once in a while. Maybe he hires on as a research
assistant to the mad scientist so he can sneak into the lair. Maybe he
uses his security clearances as the owner of the corporation or as a
Major in the Air Force to get into the research facility/military base
for some undercover work.

B) Have it fritz out from time to time. Maybe one day, it blows it's
skill roll badly, and tells him the meteorite has a strawberry ice cream
core, and will not be swayed from this diagnosis. The character is left
to solve the problem with his own skills, as the player is unlikely to
accept this diagnosis. On the other hand, who's to say the computer's
wrong? Make a point of reading the ingredients lists of various food
items and over-the counter medicines. This will give you plenty of
material for misdiagnosis. Being able to describe the chemical
composition of corn syrup mixed with Sudafed can be surprisingly useful
in many aspects of your life, not just role-playing. ;) The movie 'The
Manhattan Project' has one priceless scene in which the scientists
discover that their plutonium (which is stored in an inert green gel)
has been replaced with Alberta V05 shampoo. Or maybe it was Prell. I
forget.

C) Never let the player see you make the roll. This is actually
something of a corollary to 'B' above. If the player sees the roll
succeed and the computer tells you the meteorite is made of ice cream,
then the player has information that is not available to the character.
Don't put him into the position of role-playing ignorance, when you can
make sure he actually IS ignorant. I know that this is frowned upon in
some circles, but it works, especially with players who can't be relied
upon to ignore out-of-character knowledge.

D) It's a focus. Break it or steal it occasionally. That is, after
all, what makes it a Limitation. One useful idea I've come across is
this: When you have something like a Focus or Only in Hero ID
limitation, make sure it affects play as often as an activation roll of
the same value. Thus, an OAF (-1) focus should be a factor in your
adventures as often as an 11- Hunted. Literally, half of your
adventures/combats/whatever should in some way touch on the fact that
your Magic Sword or whatever can be rendered useless, at least
temporarily. Battlesuits, which are usually bought as OIF (-1/2) or
OIHID (-1/4), should come up in this manner as often as a 14- or 15-,
respectively. Granted, that's only 5-10% of the time, but it'll help
you keep the player on his toes. I'm not saying you should roll after
every use, just keep the percentages in the back of your head while
adventure planning. If in one adventure out of ten, the chem-scanner
simply breaks and has to be fixed, it'll keep the player thinking about
what to do when it breaks again. Maybe you're working on next week's
adventure and it occurs to you, "You know, Walter's been using the
analyzer a lot lately." So, you add a classic super-villain death trap
involving poison gas to your next adventure, then at some point tell the
player, "That last blow to your head seems to have shorted out some of
your scanners. Wanna take some time to fix it?" Make him roll a few
electronics and engineering skill rolls, so he really appreciates the
gadget when he needs to find out what will neutralize the nerve gas in
the climactic moments of the adventure. You can get more exotic than
that, too, if you like. Introduce a villain who has the mutant power to
control machinery, or gremlins, or poltergeists. Have the computer
develop artificial intelligence and self awareness and put the character
in a position where he has to decide between destroying the computer and
saving a human life. Play it up!

E) Another corollary: Make your character make use of complementary
skills. Maybe he knows that the nerve gas is Sarin, but he needs to
make a chemistry roll to figure out what will neutralize it (if
anything, I'm no chemist, myself). If he has a chemistry program in his
computer, too, remind him of all the times it's failed in the past...
"Are you SURE you want to put the fate of the city in the hands of the
computer that told you the meteorite was made out of Ben & Jerry's
Chunky Monkey?"

In short, good role-playing is about decision making as much as acting.
Make it clear that relying on machinery to make your decisions for you
is a Bad Idea, and your players will either oblige or drop out of your
campaign because all they care about is winning 100% of the time without
effort, conflict, or drama.

Happy GM-ing, and good luck!

Jesse Thomas

haerandir@hotmail.com


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

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

Date: Wed, 18 Nov 1998 15:53:25 -0800
From: Bob Greenwade <bob.greenwade@klock.com>
Subject: Re: Computers

At 12:33 PM 11/18/98 -0600, bobby farris wrote:
> I have a player that is buying a computer for his suit of
>battlearmor and I have a couple of questions on it:
>
>1. First, what senses is is considered to have? He wants it to analyze
>drugs and has brought some appropriate skills for the computer. However,
>my question is does he have to buy a power that lets the computer
>"sense" the material being analyzed.
>Could I just say the computer has a injection node as parts of its
>special effect or does he have to buy a power such as Clairsentience?

Of course, the GM can be as free or as strict as he wants to in this
regard. A computer may have any Sense for free that it needs to execute
its programming, or be forced to buy every little Sense it has.
Generally speaking, a computer can be assumed to have any *Normal* Sense
(Normal Sight, Normal Hearing, etc.) that it would need to carry out its
Programs, but need to purchase any other sense (Detect, Spatial Awareness,
etc.) with points. This, IMO, would be the most fair and balanced.

>2. How do I, as the GM, make sure that he doesn't abuse this computer
>and use its skill as his own?

The abuse doesn't come from using the Computer's Skills as his own, so
much as from doing so without restriction. For instance, the Computer
should occasionally get damaged or taken away, especially if it's built
into the character's battle armor. It may be easier (even if only
marginally so) to feed a computer false information, or to alter its data
with Computer Programming or computer-based Mental Powers. Also, I
generally wouldn't allow a Computer to take a second try at a Skill purely
from taking Extra Time, as I would with a regular character (though I
imagine that there could be epecific exceptions), and certain other Skill
Bonus Modifiers might also not apply.

PS: Does anyone else think that an Ultimate book devoted to computers,
robots, androids, and cyborgs would be a good thing?
- ---
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: Wed, 18 Nov 1998 17:15:59 -0800
From: "Clinton Chard" <chud@pioneer.net>
Subject: Re: Computers

- -----Original Message-----
From: Bob Greenwade <bob.greenwade@klock.com>
To: champ-l@sysabend.org <champ-l@sysabend.org>
Date: Wednesday, November 18, 1998 4:33 PM
Subject: Re: Computers


> The abuse doesn't come from using the Computer's Skills as his own, so
>much as from doing so without restriction. For instance, the Computer
>should occasionally get damaged or taken away, especially if it's built
>into the character's battle armor. It may be easier (even if only
>marginally so) to feed a computer false information, or to alter its data
>with Computer Programming or computer-based Mental Powers. Also, I
>generally wouldn't allow a Computer to take a second try at a Skill purely
>from taking Extra Time, as I would with a regular character (though I
>imagine that there could be epecific exceptions), and certain other Skill
>Bonus Modifiers might also not apply.
>
> PS: Does anyone else think that an Ultimate book devoted to computers,
>robots, androids, and cyborgs would be a good thing?


I would! That would fill in a lot of gaps in my own rule sets.

Peace and Goodwill,

Clinton Chard

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

Date: Wed, 18 Nov 1998 17:37:26 PST
From: "Jesse Thomas" <haerandir@hotmail.com>
Subject: Re: Computers

On Wed, 18 Nov 1998 15:53:25 -0800 Bob Greenwade wrote:
> PS: Does anyone else think that an Ultimate book devoted to
computers,
>robots, androids, and cyborgs would be a good thing?
>---


Well, I'd like to see what you & Dave Mattingly do with the Ultimate
Gadgeteer, as that may make a separate sourcebook unneccesary. I gather
that that's still in the works? It's still on Dave's website, anyway.
However, as long as I don't have to write it, I absolutely am in favor
of any and all proposed Ultimate books, especially one on a topic with
as much potential as cybernetics.

Jesse Thomas

haerandir@hotmail.com

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End of champ-l-digest V1 #44
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Date: Friday, January 08, 1999 03:52 PM