   Date: Sun, 15 Jun 1997 17:43:57 -0400 (EDT)
   From: TimC27@aol.com
Subject: Re: [gworld] greenfolk

In a message dated 97-06-14 15:19:12 EDT, you write:

> Do any of you deal with the green fold as PCs? Do you handle them
>  differently?

I have a fungus character in my.  Its kind of weird, and I have devised an
entirely different method of healing, basically a kind of reincarnation
caused by excessive radiation.  Otherwise, it just gets beat up, looking more
and more ragged.

Worked so far.

Tim

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

   Date: Sun, 15 Jun 1997 17:43:54 -0400 (EDT)
   From: TimC27@aol.com
Subject: Re: [gworld] hit point thing.

In a message dated 97-06-14 11:08:37 EDT, you write:

> Well, I've gone on long enough.  When it comes right down to it, I'm happy
>  with any system that works ok, as long as the company's good and the games
>  are frequent.  Now if I can just convince my players to start a GW
campaign..
> .
>  :-)

I am not advocating any big changes in the play of game, but several of your
points about the 'reliability' factor don't hold up when you consider the
MANY ways in GW that are already instantly lethal (poison, radiation,
artifacts, black rays, death field generation, etc.).  To say a snake bite
can bring a character down but it would take 10-15 solid blows with a dagger
won't, is not justifiable simply by saying its 'more playable'.  If so, then
why not have poison just do damage.  Why not have black rays just do damage.
 Radiation.  Why have any special or unusual results whatsoever.  That would
be playable, but utterly flavorless.

Tim

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

   Date: Sun, 15 Jun 1997 13:33:11 -0700
   From: John Horton <jhorton@admsvcs.csun.edu>
Subject: Re: [gworld] Metamorphosis Alpha articles

At 07:59 PM 6/11/97 -0500, GameMaster wrote:
>
>	John,
>   I'd love to have a copy of these itmes, however I'd settle for a
>xerox or something if it would make it easier for you. Maybe you can
>just scan 'em and E-mail 'em to me? Let me know.
>						thanks in advance
>							GameMaster
>						   dmovrich@execpc.com
GameMaster,

Yes, I'm afraid a xerox is the only option - we used to have access to a
scanner at my work, but it broke a while back and no one wants to spend the
money on fixing it.  Sorry about that.  If you send me your address, I'll be
glad to mail them to you, though.

John

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

   Date: Sun, 15 Jun 1997 13:15:44 -0400
   From: Reginald Blue <rvb@trsvr.tr.unisys.com>
Subject: RE: [gworld] Espers, a new concept, expansion

Sorry it took so long to reply to this...busy busy busy!

below...

----------
   From: 	Craig Huber[SMTP:cshuber@primenet.com]
Sent: 	Sunday, June 08, 1997 9:01 AM
To: 	gworld
Subject: 	[gworld] Espers, a new concept, expansion

Some response to the feedback I've already received on the psionics
stuff I posted:

My concept here is to give it an air of mystery and ancient power: Tech
I-III, even IV societies would see a psionicist as a mystic or
sorceror.  The character would need to search out rumored "masters" and
ancient "grimoires" (pre/post-catalysm books on psionic discipline).

-- I have similar thoughts, although not quite the same.  I dont think I
want to say that pre-cataclysm had psionics...although maybe I should.
 Hmmm...

Now, why do I inject this mystical element?  Because it adds to the aura
that I want to bring to Gamma Terra: the aura of lost arts and ancient
powers, of secrets to be rediscovered and empires to be forged.

-- I definitely agree here, although I think it goes along the lines of the
"Thundarr the Barbarian" themes which I think was part of the genre to
begin with...though maybe that's just me.

  A world
where every county of ancient Meriga is now a self-contained new realm
in and of itself, and the world beyond the home forest is a place of
mystery and adventure.

However, just because Psionics might have that feel to the citizens of
Gamma Terra, that doesn't mean we should forget the "pseudo-science"
behind it.  It is _Science_ Fantasy after all: the structure should be
at least scientifically plausible, if not accurate.  A Tech V or VI
society in GW could very easily be based totally on Psionic development,
rather than more physical technologies: "Psi-tech" rather than
"Cyber-tech".  (There was an episode of Sliders this past year along
those lines: a Mad Max meets the Age of Aquarius type of world.)

-- I understand what you're thinking here.  My thoughts on this were a bit
different.  I was thinking about having pre-cataclysm working on psionics
from a purely technological level.  (If you've read the series from David
Gerrold:  War Against the Chtorr; the author suggests that with advanced
computer networks, having a subculture of "telepaths" who are linked
through a device implanted in their brains would be possible.)  Of course,
from that, it's probably only a hop, skip, and a jump away from biological
psionics; especially with the advanced genetics capabilities we already
know the ancients had.

I separated Psionics into Disciplines and Psions (Reginald: what's the
name you were thinking of?) for a couple of reasons.

-- Heh...it was "Metaphysical Crafts".  Sounds silly in comparison.

1) I wanted a framework which could be worked to fit both 3rd and 4th
Editions, since we're speaking to a wide audience here.  (Heck, if I got
enough players to form a campaign, I'd _gut_ 3rd Ed. for details and go
back to *Second* Edition for mechanics.)

-- Now there's an idea...hmm...

2) By creating Disciplines, players get to select well-defined areas of
talent, and then can be creative in designing the powers (Psions) they
generate from those areas.  I tried to give some examples: using
Teleportation for clairvoyance, two different methods of creating
"Strength".

-- Sounds similar to the way that my old AD&D gm was running Psionics.

Why keep Psionics less powerful than Mutations?  Well, I guess I just
feel it fits the genre better that way.  If psionics outstrip mutations,
you suddenly have 4 Espers in the group of 6, and you're playing Psi
World, not Gamma World.  I'm not saying a talented Esper shouldn't be a
force to be reckoned with: just saying that the innate flexibility of
psionics should come with a price, less power.

-- True...I hadn't considered that.

As for use of Psionics and costs to use, try these concepts on for
size.  Concepts were borrowed from the sci-fi classic "Scanners", as
well as FASA's Psi World and ICE's SpaceMaster 1st Ed.

Each Psion is developed as a skill, after they are learned/created.
Each Rank represents an additional unit of focus and force which can be
brought to bear.

-- Rank == Level?

Multiple Psions can be utilized simultaneously each round, each up to
the Rank to which they have been learned.  The Total Ranks utilized in a
round should not exceed the character's MS score: doing so is called
Burning Psions, which has deleterious effects outlined below.

-- if Rank == Level, then you'd quickly run out of MS points...  Unless
each one is tracked individualy?  Ick.  I understand those systems, but
they can get compicated quickly.  That's why I prefer levels...only one
source of "how good am I at X?".  Maybe that's just me though.

Psion use can be quite a strain on the individual.  A single psion can
be used to 1/5 of it's current Rank without any side effects on the
Esper.  If this "Fatigue Free" level is exceeded, the Esper takes 1 hit
point per round the Psion is in use (certain Psions might have higher or
lower "Fatigue Free" percentages.)

-- Hmmm..you've lost me with this.  I guess I need to understand Rank
better.

The use of more than 1 Psion is strenuous, regardless of it's rank and
effect.  Each Psion used in a round, after the first, also causes 1 hit
point of "strain" damage.

-- Actually, as a side note, this is where the Champions system rises above
the rest...you track usage like this as Endurance, and if you run out of
Endurance, you can continue to act by "Burning Stun", and when you run out
of Stun?  You pass out!  Very simple (and moderatly realistic as well!)

Burning Psions has far more serious effects.  Each RANK of Psion
utilized beyond the character's MS in a single round causes 1 hit point
of damage to the Esper.  In addition, each multiple of MS which is
exceeded causes a temporary loss of MS (-1 per round, per multiple),
which is recovered at a rate of 1 point per day of rest.  Burning Psions
takes the character from minor muscle spasms and a heavy sweat into the
realm of bleeding from eyes/ears, swollen blood vessels, labored
breathing, etc.

-- Slightly lost again because I don't understand Rank in this context,
however, I think I get the idea of this.

===

Example: Finister the Esper has an MS of 15, Mind Wall Rank 12,
Confusion Rank 6, and Invisibility Rank 9, all based on the Discipline
of Telepathy (only one he knows...)  He normally runs around maintaining
2 active Ranks of Mind Wall at all times.  Coming upon a trio of
aggressive-looking Badders, he first tries throwing up all 9 Ranks of
Invisibility to get by unnoticed: 3 Ranks against each of the three
Badders.  He succeeds against two of the three, but the third
successfully resists the telepathic attack and spots Finister.  Finister
takes 3 hp for utilizing three additional Psions in a single round, and
the battle begins in earnest.

Second round, Finister ups his Mind Wall to Rank 12, drops the
Invisibility on the third Badder and transfers the Ranks to the other
two, and launches a Rank 6 Confusion attack against him instead.  The
two Badders actively fighting the Telepathic Invisibility fail their
attempts to break free, have their Empathy blocked by the full strength
Mind Wall, and begin to wonder at their comrade's sanity.  The third
falls to the Confusion attack, and begins wandering in circles attacking
the local shrubbery.

Finister has just Burned an extra 12 Ranks of Psions, however.
(12+5+4+6 = 27 Total Ranks.)  He takes 12 hp from Burning, 1 hp for
exceeding the Fatigue Free rating in his first Psion of the round, and 3
hp for using three other Psions in the same round: total of 16 hp
damage.  He also is operating at -1 MS for the remainder of the day. So,
wiping the blood from his nostrils and ignoring the cramps in his legs,
he quickly hobbles past the three Badders and into the deep brush to
heal.

-- Sounds interesting, but it also sounds complicated.  I'm hoping to keep
my system as simple as possible.  Any thoughts on a simplification of
yours?

===

I was thinking that awakening Disciplines and learning Psions should be
a chancy thing based on IN, not MS, by the by.  It gives Pure Strains
another minor, yet tangible, survival advantage.

-- My thinking, at the moment, is the PSH's can't be Espers, but I'm not
necessarily sure it HAS to be that way...

Comments?  I have been working on a comprehensive write-up of all this
in my free time (1.5 hours in the past week: oh, well)  Is anybody
interested?  Ideas?

-- Yep...keep 'em coming, and my ideas are above.

Reggie
