Week Ending September 27, 1997
From: "John Desmarais" <John.Desmarais@ibm.net>
Date: Sun, 21 Sep 97 00:36:01
Reply-To: "John Desmarais" <John.Desmarais@ibm.net>
Priority: Normal
Subject: CHAR: [New Gods] "The Next Batch"
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Well, here's the next batch: Big Barda, Kalibak, and the Big Kahuna himself.
From: "John Desmarais" <John.Desmarais@ibm.net>
Date: Sun, 21 Sep 97 00:36:56
Reply-To: "John Desmarais" <John.Desmarais@ibm.net>
Priority: Normal
Subject: CHAR: [New Gods] Big Barda
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All in all, she doesn't really quite messure up to any of the "real" New Gods, but
compared to any of the "non god-sqaud" types I think she can hold her own. I see her
as being about on par with someone like Power Girl - maybe not quite as tough, but a
better enough fighter to sway the odds (and then of course, there's her mega-rod).
Big Barda
55 STR 45
38 DEX 84
35 CON 50
20 BODY 20
18 INT 8
20 EGO 20
25 PRE 15
16 COM 3
21 PD 10
17 ED 10
5 SPD 2
23 REC 10
90 END 10
66 STUN 0
Characteristics Cost: 287
*Note on COM: I imagine I might catch some flack for how low I made this stat, but it's a
very subjective thing. For an extreme body builder type I suppose she looks great, but
the type just doesn't appeal to me much.
3 Persuasion 14-
3 Seduction 14-
3 Electronics 11-
3 Mechanics 11-
3 Tactics 13-
3 SC: Military Engineering 13-,(INT based)
6 TF,Ground Vehicles,Air Vehicles,Space Vehicles
4 WF,Common Melee,Small Arms
3 AK: Apokolips 13-,(INT based)
30 6 Levels: Hand-to-Hand combat,related group
32 4 Levels,all combat
2 11- Contact: Apokolips Underground
0 8- Contact: Justice League (past member)
3 17- Fast Draw
10 10 Resistance
10 Instant Change,any clothes
EQUIPMENT
46 23/23 Armor,OIF(-1/2)
10 EC (20),"MEGA-ROD",OAF(-1)
8a) X-D Move,group of dimensions,x8 Increased Mass,Dimension:
Boom-tube between Earth, New Genesis, and/or Apo,OAF(-1) 3
20b) 16D6 EB,"draws energy from her will and is extension of her
spiri",OAF(-1) 8
10c) 20" Flight,"same effect as energy blast" 4
14d) 43 STR TK (Gravity),affects all parts,OAF(-1) 6
Powers Cost: 226
Total Cost: 513
Base Points: 100
15 Hunted,"Female Furies",as powerful,harsh,appear 11-
10 Hunted,"Granny Goodness",as powerful,harsh,appear 8-
15 Distinctive,"6'2", 200lbs, built like a body-builder's
wetdream",not concealable,minor
15 Psych Lim,"Hit first, ask questions later",common,strong
10 Psych Lim,"Very protective of husband (Scott Free)",
uncommon,strong
10 Rep,"Big Arm Bitch",occur 8-,extreme reputation
10 Rep,"Worst cook in the known universe",occur 8-,extreme
reputation
328 Kirby Bonus
Disadvantages Total: 413
Experience Spent: 0
Total Points: 513
My basis for the powers and characteristics is a combination
of Mayfair's DC Heroes RPG, DC Comic's Who's Who in the
DC Universe, ad my own twisted mind.
===================================================
Character write-up by John Desmarais. Copy and use as
you will. Comments to John.Desmarais@ibm.net
===================================================
From: "John Desmarais" <John.Desmarais@ibm.net>
Date: Sun, 21 Sep 97 00:38:31
Reply-To: "John Desmarais" <John.Desmarais@ibm.net>
Priority: Normal
Subject: CHAR: [New Gods] Kalibak
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Kalibak the Cruel
105 STR 95
38 DEX 84
65 CON 110
32 BODY 44
20 INT 10
33 EGO 46
25 PRE 15
6 COM -2
81 PD 60
73 ED 60
5 SPD 2
34 REC 0
130 END 0
118 STUN 0
Characteristics Cost: 524
60 60/60 Damage Resistance
3 Persuasion 14-
25 5 Levels: Hand to Hand,related group
6 WF,Common Melee,Common Missile,Small Arms
3 AK: Apokolips 13-,(INT based)
2 11- Contact: Darkseid's Elite
2 11- Contact: Darkseid
10 10 Resistance
3 17- Fast Draw
EQUIPMENT
45 MP (90),"BETA-CLUB",OAF(-1)
4u 18D6 EB,vs physical defense 9
4u 9D6 EB,vs physical defense,Area Effect(+1),cone 9
4u 9D6 EB,vs physical defense,Area Effect(+1),line 9
1u 6D6 HA,"Using beta-club as a club. Add dice to normal STR
damag",0 END(+1/2) 0
15 300/1 End Reserve,"END for Beta-club",OAF(-1)
Powers Cost: 187
Total Cost: 711
Base Points: 100
20 Psych Lim,"Not self motivated - must have orders.",very
common,strong
15 Psych Lim,"Braggart",very common,moderate
25 Physical Lim,"Deliberately cruel",all the time,fully
15 Psych Lim,"Will attack Orion or Lightray on sight",uncommon,
total
15 Psych Lim,"Never surrenders",uncommon,total
10 Rep,"Ferocious evil twit",occur 8-,extreme reputation
511 Kirby Bonus
Disadvantages Total: 611
Experience Spent: 0
Total Points: 711
From: Stainless Steel Rat <ratinox@peorth.gweep.net>
Subject: Re: Lightning Cage...
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Date: 20 Sep 1997 20:41:47 -0400
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>>>>> "j" == jonesmj <jonesmj@topaz.cqu.edu.au> writes:
>> Let me emmend that slightly: simply being within the area of effect of
>> an AoE power subjects one to effects of that power.
j> how about an area effect which goes off if the person tries to leave the
j> hex?
I think you are asking about something else. Do you mean a power that is
not active until that person crosses the boundary of the AoE? If that is
the case then yes, it probably would need Trigger.
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From: Stainless Steel Rat <ratinox@peorth.gweep.net>
Subject: Re: Lightning Cage...
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Organization: The Happy Fun Ball Brigade
Date: 20 Sep 1997 20:43:56 -0400
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>>>>> "CS" == Captain Spith <cptspith@teleport.com> writes:
CS> Actually, I think the Force Wall is a good idea, possibly with a
CS> limitation that it must be a closed configuration every use (-1/4?
CS> -1/2?),
No, it is not. You cannot get out without breaking down the Force Wall,
and that violates the special effects of an "energy cage" with no physical
substance. With such a thing, the only thing preventing one from crossing
in or out is a desire not to be hurt.
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From: "John Desmarais" <John.Desmarais@ibm.net>
Date: Sun, 21 Sep 97 00:45:22
Reply-To: "John Desmarais" <John.Desmarais@ibm.net>
Priority: Normal
Subject: CHAR: [New Gods] Darkseid
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Well, the guy who wrote up Darkseid for the DC Heroes RPG and I didn;t agree much
on how the big "D" should be written up, so for the most part this came from just "Who's
Who" and my own mind. Some, shall we say, liberties were taken when writing this - my
only defense is that Darkseid really is a tough spud to quantify.
Darkseid the Destroyer
120 STR 110
55 DEX 135
80 CON 140
32 BODY 44
50 INT 40
53 EGO 86
40 PRE 30
0 COM -5
84 PD 60
76 ED 60
7 SPD 5
40 REC 0
160 END 0
132 STUN 0
Characteristics Cost: 705
60 60/60 Damage Resistance
30 3 BODY Regen
3 Scientist
2 SC: Biology 19-,(INT based)
2 SC: Chemistry 19-,(INT based)
2 SC: Genetics 19-,(INT based)
2 SC: Physics 19-,(INT based)
2 SC: Aeronautics 19-,(INT based)
3 AK: Apokolips 19-,(INT based)
3 High Society 17-
3 Bureaucratics 17-
3 Inventor 19-
3 Oratory 17-
3 Persuasion 17-
10 Head of State
65 Clairsentience,"Special - see Omega Effect notes",see
future,see past,see other dimensions,x1K Increased Range,No
Conscious Control(-2),0 END(+1/2) 0
510 MP (Omega Effect) (510),"Special - See Omega Effect Notes"
39u 18D6 EB,Limited duration continuous power(-1/4),0 END(+1/2),
Uncontrolled(+1/2),Continuous(+1),Based On ECV(+1),No Range
Mod(+1/2),Transdimensional(+1/2),Unrelenting - attack will
continue to attempt to hit.(+1/2) 0
39u 6D6 RKA,Limited duration continuous power(-1/4),0 END(+1/2),
Uncontrolled(+1/2),Continuous(+1),Based On ECV(+1),No Range
Mod(+1/2),Transdimensional(+1/2),Unrelenting - Attack will
continue to attempt to hit.(+1/2) 0
41u 10" Teleport (Omega Effect created Boom Tube),x8 Increased
Mass,x1K Increased Range,Limited duration continuous power
(-1/4),Usable Against Others(+1),Uncontrolled(+1/2),
Continuous(+1),Based On ECV(+1),Transdimensional(+1/2),
Unrelenting - Attack will continue to attempt to hit.(+1/2),
0 END(+1/2) 0
36u X-D Move (Omega Effect created Boom Tube),any dimension,time
travel,x8 Increased Mass,Limited duration continuous power
(-1/4),Based On ECV(+1),Continuous(+1),0 END(+1/2),Usable
Against Others(+1),Uncontrolled(+1/2),Transdimensional
(+1/2),Unrelenting - Attack will continue to attempt to
hit.(+1/2) 0
47u 14D6 Transform,"Resurrect someone he killed via Omega
Effect",major,limited class of objects,0 END(+1/2),
Transdimensional(+1/2) 0
10 10 Levels: For use with Omega-effect,Incremental - see Omega
Effect Notes(-1)
* Omega Effect Notes: I've deliberately written the
Omega Effect rather oddly from a mechanics perspective
because it's a perculiar set of effect to write up in the
Hero system. In some ways I'm really not getting much for
the points I've spent (but I spent a lot of them).
The way it works per Mark Waid's write-up for Who's Who:
"Darkseid's most terrifying - and unpredictable - power is
the ability to project beams from his eyes. These beams,
known as the "Omega Effect," lock on to Darkseid's targt and
trace it wherever it goes. No matter what, it will
eventually connect, causing one of several effect..."
In the Hero system though, the
"will track down the target and eventually hit him" is just
not normal so I improvised. First off the powers are
Uncontrolled, Continuous and Unrelenting (new advantage just
made up) , so Darkseid doesn't have to continue to pay
attention to is after using it and does't have to keep
making new attack rolls.
Next, the 10 levels with attack. Each phase, if the attack
misses the target, add one to the OCV and make a new attack
roll. Do this until the attack hits or you've made 10
attempts (if by the time the OCV reaches 28, it still
doesn't hit, the target deserves to escape).
Other advantage to help emulate the desired effect:
No Range Modifiers and Trans-Dimensional - running away
doesn't help.
0 ENDurance - at 400+ active points and potentially being
burned 10 times per target, the END usage was just silly.
Unrelenting - just made this one up because Continuous only
(normally) kicks in if your attack was successful. The gist
of it is that it is a modifier to a continuous power that
allows it to keep trying after missing.
Powers Cost: 918
Total Cost: 1623
Base Points: 100
25 Psych Lim,"All-consuming lust to find the "Anti-Life
Equation"",very common,total
20 Psych Lim,"Strangely Honorable",common,total
20 Psych Lim,"Ruthless",very common,strong
15 Hunted,"Orion",less powerful,harsh,appear 14-
20 Distinctive,""Pug Ugly"",concealable,extreme
15 Rep,occur 11-,extreme reputation
1408 Kirby Bonus
Disadvantages Total: 1523
Experience Spent: 0
Total Points: 1623
From: "John Desmarais" <John.Desmarais@ibm.net>
Date: Sun, 21 Sep 97 00:54:00
Reply-To: "John Desmarais" <John.Desmarais@ibm.net>
Priority: Normal
Subject: Re: [New Gods]
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
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To: champ-l@omg.org
On Fri, 19 Sep 1997 16:35:55 -0700, Douglas Alger wrote:
>
>>Okay folks, here's the question. What does the perk "god" get you and
>>what would it cost?
>
>I'm playing in a campaign where a character has a 10-point perk of being a
>genuine saint. While his status is largely overlooked by the masses, it
>has been extremely handy those occasional times he has encountered vampires
>and other unholy types, by tripping some of their appropriate
>susceptibilities. Higher-ups in most of the major religions seem to
>unconsciously defer to his opinions quite a lot, too...
>
>I think the perk's cost and benefits depend a lot upon how the publics
>react to the character. If the general public and established authorities
>(world leaders, the Pope, etc.) will bow, scrape, grovel, build temples,
>whatever - then it's probably as much as 15 points. If most folks won't
>know or recognize the character's divinity then it's probably only 5 points.
And I think therein lies the problem. The Fab 4(th Worlder's), while gods, aren't really
recognized as such by more than a handfull of folks. All in all, I don't think they get any
non-physical benefits from being gods.
-=>John D.
From: jonesmj@topaz.cqu.edu.au
Date: Sun, 21 Sep 1997 11:03:01 +1000
Date-warning: Date header was inserted by topaz.cqu.edu.au
Subject: Re: Lightning Cage...
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To: champ-l@omg.org
At 08:41 PM 9/20/97 -0400, you wrote:
>-----BEGIN PGP SIGNED MESSAGE-----
>
>>>>>> "j" == jonesmj <jonesmj@topaz.cqu.edu.au> writes:
>
>>> Let me emmend that slightly: simply being within the area of effect of
>>> an AoE power subjects one to effects of that power.
>
>j> how about an area effect which goes off if the person tries to leave the
>j> hex?
>
>I think you are asking about something else. Do you mean a power that is
>not active until that person crosses the boundary of the AoE? If that is
>the case then yes, it probably would need Trigger.
>
i was asking about the lightning cage. Why not just reverse the effect of the continuous aoe? instead of when they enter/evry phase, make it fer whenever they try to leave. .
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>--
>Rat <ratinox@peorth.gweep.net> \ Ingredients of Happy Fun Ball include an
>PGP Key: at a key server near you! \ unknown glowing substance which fell to
> \ Earth, presumably from outer space.
>
>
From: Stainless Steel Rat <ratinox@peorth.gweep.net>
Subject: Re: Lightning Cage...
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Date: 21 Sep 1997 00:35:09 -0400
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>>>>> "j" == jonesmj <jonesmj@topaz.cqu.edu.au> writes:
j> i was asking about the lightning cage. Why not just reverse the effect of
j> the continuous aoe? instead of when they enter/evry phase, make it fer
j> whenever they try to leave. .
Because there is no need to do so, and that violates the SFX of the cage.
Draw a square on the ground that is about 2 meters across; make the "line"
about 10 centimeters thick. This is your cage: an approximately 1 Hex AoE
with an approximately 1 Hex Hole in the Middle. The area of effect is the
10cm band. If you are inside or outside the square you are not within the
area of effect and take no damage. If you cross that band you have entered
the area of effect, regardless which direction you are moving, and you will
take the damage.
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Rat <ratinox@peorth.gweep.net> \ Happy Fun Ball may stick to certain types
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\
Date: Sat, 20 Sep 1997 23:18:03 -0700
From: Captain Spith <cptspith@teleport.com>
Reply-To: cptspith@teleport.com
Subject: Re: Lightning Cage...
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Stainless Steel Rat wrote:
>
> -----BEGIN PGP SIGNED MESSAGE-----
>
> >>>>> "CS" == Captain Spith <cptspith@teleport.com> writes:
>
> CS> Actually, I think the Force Wall is a good idea, possibly with a
> CS> limitation that it must be a closed configuration every use (-1/4?
> CS> -1/2?),
>
> No, it is not. You cannot get out without breaking down the Force Wall,
> and that violates the special effects of an "energy cage" with no physical
> substance. With such a thing, the only thing preventing one from crossing
> in or out is a desire not to be hurt.
In which case, make it a very small Force Wall. Though I did not
personally understand that the desired effect was an immaterial damage
wall, I thought it was meant as a cage that confined without actually
restricting movement.
--
-Capt. Spith
Savior of Humanity
Secular Messiah
Date: Sun, 21 Sep 1997 02:40:34 -0500 (CDT)
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu>
Cc: champ-l@omg.org
Subject: Re: Lightning Cage...
Errors-To: owner-champ-l@omg.org
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To: champ-l@omg.org
Actually, for that lightning cage, it would probably work just
fine with a straight EB or RKA or whatever with the trigger advantage.
Make the trigger, "trys to cross through cage." I'm sure the visual and
audial manifestation of the the cage can pass as SFX. If the GM won't
allow them as SFX, tack on a linked Images.
-Tim Gilberg
Comments: Authenticated sender is <filkhero@pop.netaddress.com>
From: "Filksinger" <filkhero@usa.net>
Date: Sun, 21 Sep 1997 12:29:34 +0000
Subject: Re: Lightning Cage...
Reply-to: filkhero@usa.net
Priority: normal
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To: champ-l@omg.org
On 21 Sep 97 at 11:34, Stainless Steel Rat wrote:
> Remember that Triggers need to be "manually" set for each use of the power.
> A Trigger that can automatically set itself is another advantage (probably
> very expensive at that).
>
Incorrect. The advantage says nothing about ever needing to be reset,
at least not in the BBB.
Filksinger
"Keeping in mind that the notes we sing are never, ever, wrong!"
From: Stainless Steel Rat <ratinox@peorth.gweep.net>
Subject: Re: Lightning Cage...
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Date: 21 Sep 1997 11:34:58 -0400
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>>>>> "TRG" == Tim R Gilberg <trgilber@hilltop.ic.edu> writes:
TRG> Actually, for that lightning cage, it would probably work just
TRG> fine with a straight EB or RKA or whatever with the trigger advantage.
TRG> Make the trigger, "trys to cross through cage."
Remember that Triggers need to be "manually" set for each use of the power.
A Trigger that can automatically set itself is another advantage (probably
very expensive at that).
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\
From: Eric Pawtowski <epawtows@cray-ymp.acm.stuorg.vt.edu>
Subject: Seattle?
Date: Sun, 21 Sep 1997 13:45:54 -0400 (EDT)
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Sender: owner-champ-l@omg.org
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To: champ-l@omg.org
Greetings, all. I seem to recall that another Seattle Champs player
posted to this list a while ago, but I lost his address. Could
whoever it way send me an Email?
Eric
From: "John Desmarais" <John.Desmarais@ibm.net>
Date: Sun, 21 Sep 97 18:02:58
Reply-To: "John Desmarais" <John.Desmarais@ibm.net>
Priority: Normal
Subject: RE: CHAR: [New Gods] Darkseid
Errors-To: owner-champ-l@omg.org
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To: champ-l@omg.org
X-Status:
X-Keywords:
X-UID: 3
On Sun, 21 Sep 1997 17:46:40 -0400, Dave Mattingly wrote:
>>Unrelenting - just made this one up because Continuous only
>>(normally) kicks in if your attack was successful. The gist
>>of it is that it is a modifier to a continuous power that
>>allows it to keep trying after missing.
>
>Instead of using the new Unrelenting advantage to continue to try to
>attack a target, how about using Persistent to do it? It's not normally
>applied to attack powers, but in this case, it seems reasonable.
All Persistant does is allow a power to stay active even though he is unconscious. If
you have an attack that is Uncontrolled and Continous than what Persistant would allow
(with 0 END) is for the attack, if the attack was successfull (keep point), to continue to
repeatedly affect the target even if the attacker becomes unconscious. Not quite the
effect I was looking for.
All in all, I just decided that I'd rather create a new advantage (and hopefully price it
appropriately to reflect its usefulness) than stretch the definition of an existing
advantage.
-=>John D.
Reply-To: <scott2k@gte.net>
From: "Scott S." <scott2k@gte.net>
Subject: Re: Lightning Cage...
Date: Sun, 21 Sep 1997 12:12:41 -0700
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Couldn't the Knockback from a Continuous RKA (with a circular AOE) keep the
unfortunate victim bouncing back and forth inside like, well, like a pretty
well toasted victim???
Date: Sun, 21 Sep 1997 14:17:42 -0500 (CDT)
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu>
Cc: champ-l@omg.org
Subject: Re: Lightning Cage...
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> TRG> Actually, for that lightning cage, it would probably work just
> TRG> fine with a straight EB or RKA or whatever with the trigger advantage.
> TRG> Make the trigger, "trys to cross through cage."
>
> Remember that Triggers need to be "manually" set for each use of the power.
> A Trigger that can automatically set itself is another advantage (probably
> very expensive at that).
Actually, I was going with a cage that would do its attack once
before needing to be reset.
Though I've toyed around with a resetting trigger and think
something similar to persistant or continious should do it.
-Tim Gilberg
From: Dave Mattingly <DaveM@FocusSoft.com>
Subject: RE: CHAR: [New Gods] Darkseid
Date: Sun, 21 Sep 1997 17:46:40 -0400
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>Unrelenting - just made this one up because Continuous only
>(normally) kicks in if your attack was successful. The gist
>of it is that it is a modifier to a continuous power that
>allows it to keep trying after missing.
Instead of using the new Unrelenting advantage to continue to try to
attack a target, how about using Persistent to do it? It's not normally
applied to attack powers, but in this case, it seems reasonable.
What do you all think?
Dave Mattingly
http://www.geocities.com/area51/cavern/1905
Date: Sun, 21 Sep 1997 14:37:19 -0800
From: rbezold <rbezold@nwrain.com>
Subject: !@#$%
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I just downloaded the latest version of Netscape and accidently deleted
my mail folder. Would everyone who wrote me recently about my email
campaign (Buford Conn.) write me again? Sorry for the inconvenience.
My apologiesto the ML for this spam interruption.
Robert
Date: Sun, 21 Sep 1997 23:20:43 -0400 (EDT)
From: Michael Surbrook <susano@access.digex.net>
cc: Weasel Attack!!! <weasel-patrol@otd.com>
Subject: CHAR: Kibagami Jubei
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[Seeing all the write-ups posted to the list made me realise that I'm
*way* behind on all the assorted adaptions I'm working on. So I'm going
to try and eliminate the some of the backlog by posting a few tonight.
The characters are: two more adaptions from the anime _Ninja Scroll_ and a
less-than-serious write-up for 'Danger Mouse']
KIBAGAMI JUBEI
Designers Notes:
Jubei is the hero of the film _Ninja Scroll_. A wandering 'ronin', Jubei
would like nothing better then to not get involved with the events
happening around him, but, as is typical with a film like this, it's never
that easy. A former ninja of the Yamashiro clan, Jubei used to serve with
Himuro Gemma, a fact that will come back to haunt him in the film _Ninja
Scroll_. You see, Gemma, on the orders of his masters, killed everyone
who knew about a new gold mine, including agents of the Shogun. When
Jubei protested, Gemma had his men try and kill Jubei as well (with the
emphasis on 'try'). In retaliation, Jubei lopped of Gemma's head,
therefore resolving the problem once and for all... Right? (Remember what
I said about in never being that easy?)
Description:
Jubei looks to be a pretty tall individual, nowhere near as tall as Gemma,
but about equal in height to Utsutsu. He has dark skin (for a Japanese)
and long wavy brownish hair. At least one person with a website devoted
to _Ninja Scroll_ speculates that Jubei appearance (which is at odds with
just about everyone else in the film) is due to his being related to the
Aniu somehow (the Aniu are the race of people indigenous to Japan). Jubei
wears a loose kimono, trousers and sandals. He carries a katana thrust
through his belt.
Powers Notes:
Jubei's primary powers is his skill with the sword. Aside from his normal
kenjutsu skills, he is also adapt throwing his sword, or striking in a
blinding blur at every target in range (thus going through and army of
enemy ninja in a manner similar to a weed whacker). His most impressive
stunt, however, involves his drawing his sword and slashing at the empty
air. This sets of some sort of swirling vortex that at one point cuts
right through a tree limb and the leg of a guy standing on it. Jubei is
also quite resistant to physical harm, withstanding several punches from
Tessa and remaining standing (he wasn't feeling to well, but he could
still fight...). Naturally, he also has an assortment of ninja skills,
including the ability to bury himself into the ground (he used this trick
to surprise Gemma and kill him.. the first time).
Disadvantages Notes:
Jubei is not exactly hero material. He has certain stands about right and
wrong, and in his own way is an honorable person, but prefers to keep such
facts hidden. In fact, he is quite the cynic and presents an attitude of
non-involvement to world outside. Initially he saves Kagero from getting
raped and murdered by Tessa, but then leaves he as soon as he can. He
tries to avoid fighting Tessa later, and also tries to avoid Dakuan and
his quest to eliminate the Eight Devils of Kimon. On the other hand, once
involved, Jubei doesn't hold back, immersing himself fully into the
situation.
The Character:
STAT VAL COST
Str 20 10
Dex 30 60
Con 23 26
Body 20 20
Int 18 8
Ego 18 16
Pre 25 15
Com 18 4
PD 9 5
ED 8 3
Spd 7 30
Rec 9 0
End 46 0
Stun 45 3
Char Total 200
Power Total 172
Total Cost 372
COST POWERS & SKILLS
MA: Kenjutsu - use art with swords
4 Bind +1 OCV +0 DCV 30 STR Bind
4 Block +2 OCV +2 DCV Abort
4 Disarm -1 OCV +1 DCV 30 STR Disarm
4 Evade +0 OCV +5 DCV
4 Lightining Stroke +2 OCV +0 DCV Weapon +1 DC
5 Running Stroke +1 OCV +0 DCV Weapon +v/5; Full Move
5 Sacrifice Stroke +1 OCV -2 DCV Weapon +2 DC
5 Slashing Stroke -2 OCV +1 DCV Weapon +2 DC
37 Multipower: Katana Strikes, OIF: Katana (-1/2)
3 u 2d6 HKA, Useable at Range, 0 END - Katana
4 u 1 1/2d6 HKA, AOE: Radius (2"), Selective, END 5 - Multi-strike
kata
3 u 3d6 RKA, END 4 - Distance Strike
7 Damage Reduction: 1/4, Physical, Stun Only (-1/2)
10 Running: +5", (11"/22") END 2
6 Superleap: +6" (10" total), END 2
4 Swimming: +4" (6" total), END 1
7 Tunneling: 1", Can fill hole in behind, Maximum of 1" per Tunnel,
END 1
3 Ambidextarity
3 Breakfall 15-
3 Climbing 15-
3 Concealment 13-
10 Defense Manuver
3 Fast Draw 15-
3 KS: Kenjutsu 13-
3 Riding 15-
3 Sleight of Hand 15-
3 Stealth 15-
3 Tracking 13-
1 WF: Sword, Thrown Sword
1 Lang: Japanese (literate)
12 CSL: +4 with Kenjutsu
7 CSL: +3 OCV, vs Hit Locations Penalties Only (-1)
Disadvantages
100 Base
10 DF: Kenjutsu
5 DF: 'Ronin'
20 Psych: Honorable
15 Psych: Protective of Allies/Friends
15 Psych: Cynical and 'world-weary', tries to avoid getting involved
5 Rep: Jubei, former ninja of the Yamashiro clan 8-
202 Bad-ass with a Sword Bonus
(Kibagami Jubei created by Yoshiaki Kawajiri, character sheet created by
Michael Surbrook based on material written by David Kuijt)
***************************************************************************
* "'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: Sun, 21 Sep 1997 23:23:06 -0400 (EDT)
From: Michael Surbrook <susano@access.digex.net>
cc: Weasel Attack!!! <weasel-patrol@otd.com>
Subject: CHAR: Himuro Gemma
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HIMURO GEMMA
Designers Notes:
Gemma is the leader of the Eight Devils of Kimon, and you'll be hard
pressed to find a more dangerous opponent. Desiring to rule all of Japan
as a 'Shadow Shogun', Gemma is evil, ruthless and totally amoral. Anyone
crossing him had better be sure about their skills, because his powers are
more than enough to win almost any fight.
Description:
Gemma is big, *very* big, standing well over six feet in height and is
massively muscled. He has short black hair, dark eyes and a very deep
voice. His costume is the most 'modern' of any character in _Ninja
Scroll_, consisting of a purple sleeveless tunic with a deep v-neck,
trousers and boots. His left shoulder and arm is covered by a series of
articulated plates. The base of his neck is marred by a broad scar that
goes all the way *around*.
Powers Notes:
Aside from his incredibly physique and fighting prowess, Gemma posses one
secret technique that renders him virtually invincible. He knows the
secret of 'reincarnation', allowing to heal from almost any damage and
even come back from the dead. Of course, he also has a few other tricks
up his sleeve. He can alter his body to assume virtually any human form,
recreating not only their looks, but their voice and mannerisms as well.
The armor he wears on his arm is used as an active defense in combat,
blocking sword strikes with ease. If cut, he doesn't bleed, and at one
point picks his severed arm off the floor and places it back on his body
with a minimum of discomfort.
Disadvantages Notes:
Gemma's main goal in life is the acquisition of power. He's smart enough
to realize that he can never be the man on the throne, so he will settle
for being the true power *behind* the throne. To achieve this end he will
kill anyone and everyone required, sacrifice his own team members and
other wise undertake any actions he thinks are required with out a second
thought as to who might be harmed in the process. In the course of _Ninja
Scroll_, Gemma either kills or causes to be killed an entire village, the
Chamberlain of a local clan, an entire force of ninja, a troop of soldiers
from the local clan, several members of a clan wishing to depose the
current Shogun and Kagero.
The Character:
STAT VAL COST
Str 25 15
Dex 26 48
Con 25 30
Body 20 20
Int 18 8
Ego 20 20
Pre 30 20
Com 10 0
PD 10 5
ED 7 2
Spd 6 24
Rec 10 0
End 50 0
Stun 50 4
Char Total 196
Power Total 202
Total Cost 398
COST POWERS & SKILLS
MA: Karate
4 Block +2 OCV +2 DCV Abort
4 Disarm -1 OCV +1 DCV 35 STR Disarm
4 Dodge +0 OCV +5 DCV Abort
3 Legsweep +2 OCV -1 DCV 6d6 Strike, Target Falls
4 Punch/Snap Kick +0 OCV +2 DCV 7d6 Strike
5 Side/Spin Kick -2 OCV +1 DCV 9d6 Strike
10 Armor: 12 DEF, loc 6-9 or Act 8-(-2), OIF: Armor plate on left
shoulder/arm
10 +3 DCV with HTH, OIF: Armor plate on left shoulder/arm
10 Damage Reduction: 1/4 Physical Resistant, Stun Only (-1/2)
15 Does Not Bleed
6 LS: Immune to Aging, Disease
30 Regeneration: 3 Body Turn
32 Shapeshift: Humans, 0 END, Persistant, Takes Full Phase (-1/4)
3 Acrobatics 14-
3 Acting 15-
3 Breakfall 14-
3 Climbing 14-
11 Disguise 15-
11 Mimicry 15-
3 Riding 14-
5 Stealth 15-
3 Streetwise 15-
6 WF: Common Martial Arts Weapons,Common Melee Weapons,
Common Missle Weapons
1 Lang: Japanese (literate)
3 Perk: Leader of the Eight Devils of Kimon
10 CSL: +2 with HTH
Disadvantages
100 Base
5 DF: Scar on neck
10 DS: Karate
15 Psych: Casual Killer
20 Psych: Overconfidence
20 Psych: Meglomania / Powerhungry
15 Rep: One of the Eight Devils of Kimon 11- (Ext)
213 Reincarnation Bonus
(Himuro Gemma created by Yoshiaki Kawajiri, character sheet created by
Michael Surbrook based on material written by David Kuijt)
***************************************************************************
* "'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: Sun, 21 Sep 1997 23:26:02 -0400 (EDT)
From: Michael Surbrook <susano@access.digex.net>
cc: Weasel Attack!!! <weasel-patrol@otd.com>
Subject: CHAR: Danger Mouse
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[And now a touch of the lighter side]
"Crumbs!"
"Penfold, hush!"
DANGER MOUSE
Designers Notes:
Proof positive that I'll take a swing of writing up *anything*...
Anyway, Danger Mouse is (was?) the creation of some amusingly loony
fellows in England. Detailing the adventures of the 'Greatest Secret
Agent in the World' _Danger Mouse_ managed to parody everything from James
Bond to Dr. Who to Indiana Jones (and anything else the creators could get
their hands on). The following is based on my memories of all the goofy
stuff that went on during the show and may not be fully accurate, but it's
not like anyone one is going to *really* use this write-up... right?
Description:
Danger Mouse is.. well.. a mouse. He looks to stand about 4" tall, and is
white, with a white turtleneck sweater (with 'DM' on the left breast), and
an eye patch over his left eye. Naturally, this being that sort of
cartoon, his small size is never an issue, since everything he interacts
with is built to his scale.
Powers Notes:
DM is a master fencer (scenes show him dueling with three opponents at
once) an Olympic level practitioner of Judo, and a master of all those
skills that make secret agents great (sneaking around, blowing stuff up,
keeping stuff from being blown up, getting into where they aren't wanted,
and getting out of places they don't want to be).
Disadvantages Notes:
As stated before, DM has only one eye, and wears a prominent black eye
patch. Penfold is his trusty assistant, and a greater definition of
'incompetent' you'll be hard pressed to find anywhere else. Baron Silias
Greenback is DM's sworn enemy and is constantly cooking up some sort of
plan to destroy him. Col. K runs the department DM works for. The rest
of his disads are pretty self evident.
The Character:
STAT VAL COST
Str 15 5
Dex 21 36
Con 20 20
Body 13 6
Int 15 5
Ego 15 10
Pre 15 5
Com 10 0
PD 7 4
ED 5 1
Spd 4 9
Rec 7 0
End 40 0
Stun 31 0
Char Total 101
Power Total 122
Total Cost 223
COST POWERS & SKILLS
MA: Judo
4 Block +2 OCV +2 DCV Block, Abort
4 Disarm -1 OCV +1 DCV 25 STR Disarm
4 Escape +0 OCV +0 DCV 30 STR vs Grabs
3 Joint Lock +0 OCV -1 DCV Grab one limb; 25 STR to Hold
3 Legsweep +2 OCV -1 DCV 4d6 Strike; Target falls
3 Slam +0 OCV +1 DCV 3d6 + v/5; Target Falls
3 Takedown +1 OCV +1 DCV 3d6 Strike; Target Falls
MA: Fencing, usable with swords
4 Froissement -1 OCV +1 DCV 25 STR Disarm
5 Lunge +1 OCV -2 DCV Weapon +2 DC
4 Parry +2 OCV +2 DCV Block, Abort
4 Prise de Fer +1 OCV +0 DCV 25 STR Bind
5 Slash +2 OCV +1 DCV Weapon +2DC
5 Thrust +1 OCV +3 DCV Weapon
5 AK: London 14-
3 Breakfall 13-
3 Climbing 13-
3 Combat Driving 13-
3 Combat Pilot 13-
5 Defense Manuever
5 Demolitions 12-
5 Disguise 12-
3 Electronics 11-
3 Escape Artist 13-
3 KS: Fencing 13-
1 KS: Judo 8-
3 KS: International Crime Scene 12-
3 Security Systems 12-
5 Shadowing 12-
3 Stealth 13-
3 WF: Small Arms, Sword
6 CSL: +2 with Fencing
10 CSL: +2 with HTH
Disadvantages
75 Base
5 DF: Eye Patch
25 DNPC: Penfold (incomp) 14-
25 Hunted: Baron Silias Greenback (aspow) 14-
15 Phys: One Eye
20 Psych: Fearless
20 Rep: Greatest Secret Agent in the World! ext, 14-
15 Watched by Col. K (subject to orders) 14-
23 Greatest Secret Agent in the World Bonus
(Danger Mouse created by Cosgrove Hall Productions, 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 *
***************************************************************************
X-Sender: ludator@mail.softfarm.com
Date: Mon, 22 Sep 1997 01:42:29 -0500
From: Vox Ludator! <ludator@mail.softfarm.com>
Subject: Re: Power Pool Question
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At 09:29 AM 9/22/97 -0400, Michael Surbrook wrote:
>Okay, I'm wondering if it is legal to apply an advantage that affects an
>entire power pool. Ie. I have a 60 point power pool and I want to make
>any power I crate 0 END. Can I apply the 0 END advantage to the 60 Point
>Pool? (Thus paying 30 points for this privlidge). Or, should this be
>applied to the control cost (since disadvantages are applied to the
>control and not the pool itself).
First, I assume by "power pool" you mean VPP. If not, please be more
specific in the future.
Strictly speaking, I don't think this approach is legal. Rather, you must
increase the reserve to account for the added 0 END. If you want to build 60
Active Point powers plus 0 END, you need a 90 pt. VPP. Personally, as a GM,
I feel "All powers must contain X Advantage" to be a limitation worth
roughly as much as the Advantage, so I'd pass out an extra -1/2 to the
control cost -- but this is your GM's call (or your call, if you're the GM).
--
Vox 25:17, Patron Saint of Gadflies
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X-Sender: ludator@mail.softfarm.com
Date: Mon, 22 Sep 1997 03:11:52 -0500
From: Vox Ludator! <ludator@mail.softfarm.com>
Subject: Re: Power Pool Question
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At 11:51 AM 9/22/97 -0400, Stainless Steel Rat wrote:
>I could argue (but this time I will not, just mention it in passing) that
>requiring specific advantages on all powers in the pool loosely qualifies
>under "limited set of powers".
I wouldn't argue with you on that point, either -- and in this case, it
would basically work out about the same.
--
Vox 25:17, Patron Saint of Gadflies
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Date: Mon, 22 Sep 97 10:31:21 GMT
X-Sender: smcginn@csm.ex.ac.uk
From: smcginn@csm.ex.ac.uk (Steve McGinness)
Subject: Re: Justice, Inc. ?
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At 02:11 PM 18/9/97 -0700, Bob Greenwade wrote:
>At 08:43 AM 9/18/97 -0700, Brian Wong wrote:
>>> tweaking and a lot of work on my part, The Coates Shambler became
>>> probably the best adventure I have ever run. The work came from using
>>> the most difficult adventure options.
>>>
>> Hey you know. I have to say the same thing. I don't remember it's
>>name, but I ran the haunted house adventure. Too date it was my favorite
>>
> It seems like a lot of us have positive memories of a Justice, Inc. game.
>
I guess it's because it captured a lot of the flavour of the period. Some of
the illustrations were brilliant and it was obvious that it was a labour of
love. My reasons for liking it so much was that my group presented me, for
the first time ever, with a group of characters that would have to survive
on their wits because there was no way they could survive on thier combat
skills.
My Mad Slasher came up with Catherine DuPont, an intelligent bimbo, armed
only with a derringer and whose first action in any combat would be to stand
and scream!!
My martial arts nutter decided that his character would be Dr von Holsing,
cousin to the more famous van Helsing family and who regarded his most
famous cousin as a dangerous lunatic who was being acclaimed for the murder
of strange lonely men in castles. von Holsing could not fight and was armed
with a blunderbuss that required a difficult DEX roll to remain standing
standing after firing.
My I-need-to-have-the-biggest-gun player decided upon a jesuit priest who
saw the supernatural in everything, even when it was patently not present.
He was the only character ever to carry bell, book, and candle to
reconnoitre a rendezvous with gangs smuggling alcohol into the states.
These were the people who usually added the muscle to the group. Justice Inc
changes most of that for ever......
From: mike.lehmann@mail.terminal.net (Mike Lehmann)
Date: Mon, 22 Sep 1997 04:54:27 -0800
Organization: Terminal BBS (403)327-9731
Subject: CHAR: [New Gods] Darkseid
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-=> Quoting John Desmarais to Mike Lehmann <=-
JD> All Persistant does is allow a power to stay active even though he is
JD> unconscious. If you have an attack that is Uncontrolled and Continous
JD> than what Persistant would allow (with 0 END) is for the attack, if
JD> the attack was successfull (keep point), to continue to repeatedly
JD> affect the target even if the attacker becomes unconscious. Not quite
JD> the effect I was looking for.
JD> All in all, I just decided that I'd rather create a new advantage (and
JD> hopefully price it appropriately to reflect its usefulness) than
JD> stretch the definition of an existing advantage.
I use a advantage called Seeking (and a superior version called Homing),
which are +1/4 and +1/2, respectively. A full write-up can be found on
my web page, but I don't normally require Continuous unless the damage
lasts more than one phase...
mike.lehmann@mail.terminal.net - - - - - Justice Krewe / Enigma Watch GM
- - - - - - http://www.dfw.net/~aronhead/justice_krewe.html - - - - - -
... You can always find what you are not looking for.
~~~ Blue Wave/386 v2.30 [NR]
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Date: Mon, 22 Sep 1997 09:29:54 -0400 (EDT)
From: Michael Surbrook <susano@access.digex.net>
Subject: Power Pool Question
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Okay, I'm wondering if it is legal to apply an advantage that affects an
entire power pool. Ie. I have a 60 point power pool and I want to make
any power I crate 0 END. Can I apply the 0 END advantage to the 60 Point
Pool? (Thus paying 30 points for this privlidge). Or, should this be
applied to the control cost (since disadvantages are applied to the
control and not the pool itself).
Opinions?
***************************************************************************
* "'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 *
***************************************************************************
From: "qts" <qts@nildram.co.uk>
Date: Mon, 22 Sep 97 13:38:23
Reply-To: "qts" <qts@nildram.co.uk>
Priority: Normal
Subject: Re: Lightning Cage...
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On Sun, 21 Sep 1997 12:29:34 +0000, Filksinger wrote:
>On 21 Sep 97 at 11:34, Stainless Steel Rat wrote:
>
>> Remember that Triggers need to be "manually" set for each use of the power.
>> A Trigger that can automatically set itself is another advantage (probably
>> very expensive at that).
>>
>Incorrect. The advantage says nothing about ever needing to be reset,
>at least not in the BBB.
Not so at all. The power goes off once the trigger is activated. And it
goes off once only.
Example: I have a 5d6 Entagle with the Advantage Trigger "Anything
larger than a rat other than myself entering the area". A cat wanders
into the area and is Entangled. End of power. Later a wolf comes in;
the Entangle does not go off, as it has already been activate.
What you're describing is Continuous, 0 End Persistent, Trigger.
qts
Date: Mon, 22 Sep 1997 10:20:52 -0400 (EDT)
From: Bill Svitavsky <bsvitavs@bu.edu>
Reply-To: Bill Svitavsky <bsvitavs@bu.edu>
Subject: Re: CHAR: [New Gods] Darkseid
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
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To: champ-l@omg.org
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On Mon, 22 Sep 1997, Mike Lehmann wrote:
> -=> Quoting John Desmarais to Mike Lehmann <=-
>
>
> JD> All in all, I just decided that I'd rather create a new advantage (and
> JD> hopefully price it appropriately to reflect its usefulness) than
> JD> stretch the definition of an existing advantage.
>
> I use a advantage called Seeking (and a superior version called Homing),
> which are +1/4 and +1/2, respectively. A full write-up can be found on
> my web page, but I don't normally require Continuous unless the damage
> lasts more than one phase...
>
I've managed this sort of effect with the Summon power. The power summoned
an automaton with a high move, a 0 range attack, and a physical limitation
of self-destruction on impact. This, of course, requires a rather broad
interpretation of Summon; there's certainly no chance of the summoned
entity refusing orders or turning on the summoner.
Date: Mon, 22 Sep 1997 08:44:28 -0600
From: Curtis Gibson <Mhoram@apeleon.net>
Subject: Re: Power Pool Question
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Michael Surbrook wrote:
>
> Okay, I'm wondering if it is legal to apply an advantage that affects an
> entire power pool. Ie. I have a 60 point power pool and I want to make
> any power I crate 0 END. Can I apply the 0 END advantage to the 60 Point
> Pool? (Thus paying 30 points for this privlidge). Or, should this be
> applied to the control cost (since disadvantages are applied to the
> control and not the pool itself).
>
> Opinions?
What we have done IMC (for many years) is that you apply it to the
control cost but at a double cost of the advantage... ie the 0 End would
be a +1 on the control (which effectively make it a +1/2 on the pool)
and it can be affected by limitations (if any) that are on the control
cost.
In a campaign I played in (rather than GMed) the GM had you buy up the
reserve to cover the advantage cost (in your case a 90) and applying the
limitation 'all powers bought must have the 0 end advantage' with a
limitation equal to the cost of the advantage that must be applied.
Which, if no other advantages or limitations are applied, ends up being
the same cost as paying 0 end on the pool itself.
--
-Mhoram
Why is it a penny for your thoughts, but you have to put your
two cents in. Somebody's makin' a penny somewhere. -Stephen Wright
Date: Mon, 22 Sep 1997 08:05:46 -0700
From: Darrin Kelley <flashbak@pacbell.net>
Reply-To: flashbak@pacbell.net
CC: champ-l@omg.org
Subject: Re: Power Pool Question
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
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Michael Surbrook wrote:
> Okay, I'm wondering if it is legal to apply an advantage that affects
> an
> entire power pool. Ie. I have a 60 point power pool and I want to
> make
> any power I crate 0 END. Can I apply the 0 END advantage to the 60
> Point
> Pool? (Thus paying 30 points for this privlidge). Or, should this be
>
> applied to the control cost (since disadvantages are applied to the
> control and not the pool itself).
>
> Opinions?
Apply it to the control cost. Doing otherwise is a blatant rules
violation.
From: Stainless Steel Rat <ratinox@peorth.gweep.net>
Subject: Re: Lightning Cage...
Mail-Copies-To: never
X-No-Archive: yes
X-Attribution: Rat
Organization: The Happy Fun Ball Brigade
Date: 22 Sep 1997 11:36:08 -0400
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-----BEGIN PGP SIGNED MESSAGE-----
>>>>> "F" == Filksinger <filkhero@usa.net> writes:
F> On 21 Sep 97 at 11:34, Stainless Steel Rat wrote:
>> Remember that Triggers need to be "manually" set for each use of the
>> power. A Trigger that can automatically set itself is another advantage
>> (probably very expensive at that).
F> Incorrect. The advantage says nothing about ever needing to be reset,
F> at least not in the BBB.
You set the Trigger and spend the Endurance for it. Once the power has
activated, if you wish it to activate again you must set the Trigger and
spend the Endurance again.
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Rat <ratinox@peorth.gweep.net> \ If Happy Fun Ball begins to smoke, get
PGP Key: at a key server near you! \ away immediately. Seek shelter and cover
\ head.
From: Stainless Steel Rat <ratinox@peorth.gweep.net>
Subject: Re: Power Pool Question
Mail-Copies-To: never
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Organization: The Happy Fun Ball Brigade
Date: 22 Sep 1997 11:42:24 -0400
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>>>>> "MS" == Michael Surbrook <susano@access.digex.net> writes:
MS> Okay, I'm wondering if it is legal to apply an advantage that affects an
MS> entire power pool. Ie. I have a 60 point power pool and I want to make
MS> any power I crate 0 END. Can I apply the 0 END advantage to the 60 Point
MS> Pool? (Thus paying 30 points for this privlidge). Or, should this be
MS> applied to the control cost (since disadvantages are applied to the
MS> control and not the pool itself).
Neither. Advantages on powers in the pool belong on those powers, not the
pool itself.
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Rat <ratinox@peorth.gweep.net> \ Do not taunt Happy Fun Ball.
PGP Key: at a key server near you! \
\
From: Stainless Steel Rat <ratinox@peorth.gweep.net>
Subject: Re: Power Pool Question
Mail-Copies-To: never
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Organization: The Happy Fun Ball Brigade
Date: 22 Sep 1997 11:51:10 -0400
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>>>>> "VL" == Vox Ludator! <ludator@mail.softfarm.com> writes:
VL> Personally, as a GM, I feel "All powers must contain X Advantage" to be
VL> a limitation worth roughly as much as the Advantage, so I'd pass out an
VL> extra -1/2 to the control cost -- but this is your GM's call (or your
VL> call, if you're the GM).
I could argue (but this time I will not, just mention it in passing) that
requiring specific advantages on all powers in the pool loosely qualifies
under "limited set of powers".
YMMV.
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Date: Mon, 22 Sep 1997 11:00:19 -0500 (CDT)
X-Sender: psansone@i1.net
From: psansone@i1.net (Sparx)
Subject: Re: Lightning Cage...
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>Couldn't the Knockback from a Continuous RKA (with a circular AOE) keep the
>unfortunate victim bouncing back and forth inside like, well, like a pretty
>well toasted victim???
I have not abandoned my question, I was just not able to get to my computer
over the weekend. Good points and questions coming from everyone. I'm
thinking along the lines of a Continuous RKA area effect 1 hex, hole in the
middle type thing. I like this point though the kb could keep someone
knocking back and forth on the walls causing massive damage. True point I
would suppose if you kept bumping into lightning bolts. Just to fix some
misunderstandings. The player in question did not want it to be a physical
wall, if the character could take the damage they could technically pass
through it without problem. He was sitting there at the time with no way to
restrain a villian and asked me if he could form a lightning cage around him
so that if the villian decided to run he would take some damage thus
appealing to the villian, if you don't want to get hurt, don't run.
Well, take it easy and talk at you later.
Sparx
====================================================
Friends help you move. Real friends help you move bodies.
++++++++++++++++++++++++++++++++++++++++++++++++++++
Check out #herochat on DALnet an IRC for Champions Conversation
++++++++++++++++++++++++++++++++++++++++++++++++++++
X-Sender: ludator@mail.softfarm.com
Date: Mon, 22 Sep 1997 11:19:25 -0500
From: Vox Ludator! <ludator@mail.softfarm.com>
Subject: Re: Books in Champions Universe
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
At 02:46 PM 9/22/97 -0700, Bob Greenwade wrote:
> Character copyright does actually exist. In fact, within the past few
>years, the producers of "Star Trek: The Next Generation" and "Sliders" have
>had trouble related to the use of Sherlock Holmes and related characters in
>episodes because the copyright on those characters is still owned by the
>Conan Doyle estate.
I'm not trying to call you a liar here, but simply put: show me a lawbook
reference I can look up. I mean, hell, Sir ACD's "standard" copyrights are
no longer in force! (They end 70 years after the death of the author, both
in America and, I believe, in all Berne Convention nations).
You can /trademark/ a "character", which is an entirely different kettle of
fish -- but you can NOT copyright it, at least not under the protections of
Title 17 (America's Copyright Act, a copy of which can be reviewed at the
most excellent Library of Congress MARVEL server -- gopher://marvel.loc.gov)
nor the Berne Convention (an international treaty to allow for copyright
protections to extend between nations).
--
Vox 25:17, Patron Saint of Gadflies
+-----------------------------------------------------------------+
| Files corrupt; absolute files corrupt absolutely. |
+-----------------------------------------------------------------+
Visit the SoapVox at http://www.io.com/~angilas/soapvox.html
From: "John Desmarais" <John.Desmarais@ibm.net>
Date: Mon, 22 Sep 97 18:57:13
Reply-To: "John Desmarais" <John.Desmarais@ibm.net>
Priority: Normal
Subject: Re: CHAR: [New Gods] Darkseid
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
On Mon, 22 Sep 1997 04:54:27 -0800, Mike Lehmann wrote:
> -=> Quoting John Desmarais to Mike Lehmann <=-
>
> JD> All Persistant does is allow a power to stay active even though he is
> JD> unconscious. If you have an attack that is Uncontrolled and Continous
> JD> than what Persistant would allow (with 0 END) is for the attack, if
> JD> the attack was successfull (keep point), to continue to repeatedly
> JD> affect the target even if the attacker becomes unconscious. Not quite
> JD> the effect I was looking for.
>
> JD> All in all, I just decided that I'd rather create a new advantage (and
> JD> hopefully price it appropriately to reflect its usefulness) than
> JD> stretch the definition of an existing advantage.
>
>I use a advantage called Seeking (and a superior version called Homing),
>which are +1/4 and +1/2, respectively. A full write-up can be found on
>my web page, but I don't normally require Continuous unless the damage
>lasts more than one phase...
Kim Foster e-mailed me a copy of this advantage (it's original posting to this list must
have been in one of my frequent time gaps, 'cause I missed it the first time around).
Reading it (and I may be missing some) I don't see any way for the attack to miss. This
seems to be an awful lot of effect for the rather low cost of the advantage.
So, am I missing something in my reading?
-=>John
Date: Mon, 22 Sep 1997 12:30:31 -0700
From: Captain Spith <cptspith@teleport.com>
Reply-To: cptspith@teleport.com
Subject: Re: Power Pool Question
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
Michael Surbrook wrote:
>
> Okay, I'm wondering if it is legal to apply an advantage that affects an
> entire power pool. Ie. I have a 60 point power pool and I want to make
> any power I crate 0 END. Can I apply the 0 END advantage to the 60 Point
> Pool? (Thus paying 30 points for this privlidge). Or, should this be
> applied to the control cost (since disadvantages are applied to the
> control and not the pool itself).
>
> Opinions?
As has been mentioned earlier, the full active cost of any power in
the VPP must be covered by the Pool, so buying an advantage on the Pool
cost is no different than buying the advantage on each power (in terms
of active points); th poll would still have to be 90 points to cover a
12DC power with a +1/2 advantage.
I have always given VPP's with required advantages on all powers to
take a limitation on the Control cost of 1/2 of the value of the
advantage. Since advantage are, in fact, advantageous, I feel that a
limitation *equal* to the advantage cost is too much.
So a VPP with OEND required on all powers would receive a -1/4
limitation on the control cost, a VPP with Area Affect required on all
powers would receive a -1/2. Etc.
--
-Capt. Spith
Savior of Humanity
Secular Messiah
From: "John Desmarais" <John.Desmarais@ibm.net>
Date: Mon, 22 Sep 97 21:24:43
Reply-To: "John Desmarais" <John.Desmarais@ibm.net>
Priority: Normal
Subject: Re: CHAR: [New Gods] Darkseid
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
On Mon, 22 Sep 1997 17:08:14 -0700, Christopher Taylor wrote:
>>>I use a advantage called Seeking (and a superior version called Homing),
>>>which are +1/4 and +1/2, respectively. A full write-up can be found on
>>>my web page, but I don't normally require Continuous unless the damage
>>>lasts more than one phase...
>
>>
>>Reading it (and I may be missing some) I don't see any way for the attack
>to >miss. This seems to be an awful lot of effect for the rather low cost
>of the >advantage.
>
>I was the original poster and the rationale behind the cost is that it 1:
>doesnt add anything to the chance to hit, 2: costs END continuously, and 3:
>loses its target if it hits something else or the target leaves LOS, or does
>something that tricks the attacker. You cannot make another attack while it
>is seeking, and thus it didnt seem to be that useful. Its really no
>different than shooting every turn, except that you can use mask/unmask
>types of attacks if you have some special senses, or with uncontrolled.
So it does still require the attacker to roll (and roll, and roll, and roll, ....) to hit? (Reading
the description it sounded as if the attack would always eventually hit - a whole lot of
effect for a +1/2). That being the case, it makes more sense.
-=>John D.
X-Sender: bob.greenwade@klock.com
Date: Mon, 22 Sep 1997 14:46:55 -0700
From: Bob Greenwade <bob.greenwade@klock.com>
Subject: Re: Books in Champions Universe
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
At 09:43 AM 9/15/97 -0500, Vox Ludator! wrote:
>At 12:34 PM 9/15/97 -0400, Stainless Steel Rat wrote:
>>To be more precice, copyright applies to the text and instances of artwork,
>>and tradmark applies to the likenesses of the characters. And yeah, any
>>comercial entity goes out of its way to make sure that both copyright and
>>trademark protection are in effect whenever possible.
>
>And to be even more precise (and perhaps annoying), trademarks can also
>apply to the names of characters. IIRC, Hero Games only bothers claiming
>trademarks on the names of its products, so (for example) "To Serve And
>Protect" is a trademark, but "Protectors" and "Quasar" aren't. (This gives
>people a certain leeway in universe building ...)
>
>One may also hear people (usually representatives of interested parties
>like, say, TSR) talk about a "character copyright" separate from the
>standard "put a copyright on the textual description and/or artwork you made
>concerning the character", which would prevent one from lifting characters
>(or in more extremist versions, using settings or universes) from another
>source ... but as far as I've been able to determine this is halfway between
>legal urban legend and outright wishful thinking -- the sort of thing people
>just assume "should" be in the law and don't bother looking.
Character copyright does actually exist. In fact, within the past few
years, the producers of "Star Trek: The Next Generation" and "Sliders" have
had trouble related to the use of Sherlock Holmes and related characters in
episodes because the copyright on those characters is still owned by the
Conan Doyle estate.
---
Bob's Original Hero Stuff Page!
http://www.klock.com/public/users/bobg/original.htm
X-Sender: bob.greenwade@klock.com
Date: Mon, 22 Sep 1997 14:47:16 -0700
From: Bob Greenwade <bob.greenwade@klock.com>
Subject: Re: Power Pool Question
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
At 12:30 PM 9/22/97 -0700, you wrote:
>Michael Surbrook wrote:
>>
>> Okay, I'm wondering if it is legal to apply an advantage that affects an
>> entire power pool. Ie. I have a 60 point power pool and I want to make
>> any power I crate 0 END. Can I apply the 0 END advantage to the 60 Point
>> Pool? (Thus paying 30 points for this privlidge). Or, should this be
>> applied to the control cost (since disadvantages are applied to the
>> control and not the pool itself).
>>
>> Opinions?
>
> As has been mentioned earlier, the full active cost of any power in
>the VPP must be covered by the Pool, so buying an advantage on the Pool
>cost is no different than buying the advantage on each power (in terms
>of active points); th poll would still have to be 90 points to cover a
>12DC power with a +1/2 advantage.
> I have always given VPP's with required advantages on all powers to
>take a limitation on the Control cost of 1/2 of the value of the
>advantage. Since advantage are, in fact, advantageous, I feel that a
>limitation *equal* to the advantage cost is too much.
> So a VPP with OEND required on all powers would receive a -1/4
>limitation on the control cost, a VPP with Area Affect required on all
>powers would receive a -1/2. Etc.
I think that this seems the most sensible approach to this problem.
---
Bob's Original Hero Stuff Page!
http://www.klock.com/public/users/bobg/original.htm
From: "\"qts\" <qts@nildram.co.uk>
\"Vox Ludator!\"" <qts@nildram.co.uk>
Date: Mon, 22 Sep 97 22:08:55
Reply-To: "qts" <qts@nildram.co.uk>
Priority: Normal
Subject: Re: Power Pool Question
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
X-Status:
X-Keywords:
X-UID: 24
On Mon, 22 Sep 1997 01:42:29 -0500, Vox Ludator! wrote:
>At 09:29 AM 9/22/97 -0400, Michael Surbrook wrote:
>>Okay, I'm wondering if it is legal to apply an advantage that affects an
>>entire power pool. Ie. I have a 60 point power pool and I want to make
>>any power I crate 0 END. Can I apply the 0 END advantage to the 60 Point
>>Pool? (Thus paying 30 points for this privlidge). Or, should this be
>>applied to the control cost (since disadvantages are applied to the
>>control and not the pool itself).
>
>First, I assume by "power pool" you mean VPP. If not, please be more
>specific in the future.
>
>Strictly speaking, I don't think this approach is legal. Rather, you must
>increase the reserve to account for the added 0 END. If you want to build 60
>Active Point powers plus 0 END, you need a 90 pt. VPP. Personally, as a GM,
>I feel "All powers must contain X Advantage" to be a limitation worth
>roughly as much as the Advantage, so I'd pass out an extra -1/2 to the
>control cost -- but this is your GM's call (or your call, if you're the GM).
This actually came up wrt a question I posed on VPPs
The best solution was to set the VPP at the points for the normal
effect - eg 50 - but increase the control cost to reflect the required
advantages. However, the Real Point cost must not exceed the points in
the Pool
Example: all effects are to be Fully Invisible (+1)
50 VPP
25 Control Cost
12 Additional Control Cost, for Invisible Advantage only (-1)
A more complex example for a priest-mage: all effects are Fully
Indirect, Difficult to Dispel
30 VPP
7 Control Cost (15) with Advs/Lims No Time to Change (+1), OAF Symbol
(-1), Side Effects (-1/2), Conditional on deity's good grace (-1/2),
Concentration (-1/2), Gestures (-1/4), Incantations (-1/4) (=+1/-3)
3 Additional Control Cost ((30*1 1/4)-30)/2 with all lims/advs as
above plus No Roll to Change (+1) and Only for Indirect and DtD (-2)
(Total +2/-5)
From: mike.lehmann@mail.terminal.net (Mike Lehmann)
Date: Mon, 22 Sep 1997 14:36:44 -0800
Organization: Terminal BBS (403)327-9731
Subject: Power Pool Question
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
X-Status:
X-Keywords:
X-UID: 23
-=> Quoting Michael Surbrook to Mike Lehmann <=-
MS> Okay, I'm wondering if it is legal to apply an advantage that affects
MS> an entire power pool. Ie. I have a 60 point power pool and I want to
MS> make any power I crate 0 END. Can I apply the 0 END advantage to the
MS> 60 Point Pool? (Thus paying 30 points for this privlidge). Or, should
MS> this be applied to the control cost (since disadvantages are applied to
MS> the control and not the pool itself).
MS> Opinions?
Although not legal (as I'm sure many of our rules experts have already
said), I've used this myself in more than one character. Particularly if
you want to justify any of the powers in the VPP being 0 END *before*
determining Base, Active, or Real Costs. (Which, I'm sure someone will
say is also "illegal".)
Most will tell you to apply it to the Control Pool, but that forces you
to take it as an advantage on every power...
This is a (not "legal") example of a 90-pt VPP for one of my players.
135 Magic Variable Pool (0 END) 0 -
14 Magic Control Pool (Requires Skill Roll, Side Effects 0 -
(80 or x2 Active), Incantations, IIF-Amulet)
(These Side Effects are also a house rules change, which is a -1
Limitation, but significantly different from the book.)
mike.lehmann@mail.terminal.net - - - - - Justice Krewe / Enigma Watch GM
- - - - - - http://www.dfw.net/~aronhead/justice_krewe.html - - - - - -
... You can't win them all, but you can sure lose them all.
~~~ Blue Wave/386 v2.30 [NR]
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From: johnl@vnet.net (John Lansford)
Subject: Re: Power Pool Question
Date: Mon, 22 Sep 1997 22:47:08 GMT
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On Mon, 22 Sep 1997 09:29:54 -0400 (EDT), you wrote:
>Okay, I'm wondering if it is legal to apply an advantage that affects an
>entire power pool. Ie. I have a 60 point power pool and I want to make
>any power I crate 0 END. Can I apply the 0 END advantage to the 60 Point
>Pool? (Thus paying 30 points for this privlidge). Or, should this be
>applied to the control cost (since disadvantages are applied to the
>control and not the pool itself).
I would require you to either:
a) pay for the 0 END advantage within the VPP itself, limiting the
points remaining for other powers, or
b) allow you to "buy up" the VPP so as to have 60 points for other
powers, but already have the points spent for the 0 END advantage
inside the VPP.
I would not allow you to purchase an 'external' advantage for the VPP
like you described.
John Lansford
From: "John Desmarais" <John.Desmarais@ibm.net>
Date: Mon, 22 Sep 97 23:48:47
Reply-To: "John Desmarais" <John.Desmarais@ibm.net>
Priority: Normal
Subject: Re: CHAR: [New Gods] Darkseid
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On Mon, 22 Sep 1997 23:23:48 -0400 (EDT), Kim Foster wrote:
>At 09:24 PM 9/22/97, John Desmarais wrote:
>>On Mon, 22 Sep 1997 17:08:14 -0700, Christopher Taylor wrote:
>>
>>>>>I use a advantage called Seeking (and a superior version called Homing),
>>>>>which are +1/4 and +1/2, respectively. A full write-up can be found on
>>>>>my web page, but I don't normally require Continuous unless the damage
>>>>>lasts more than one phase...
>>>
>>>>
>>>>Reading it (and I may be missing some) I don't see any way for the attack
>>>to >miss. This seems to be an awful lot of effect for the rather low cost
>>>of the >advantage.
>>>
>>>I was the original poster and the rationale behind the cost is that it 1:
>>>doesnt add anything to the chance to hit, 2: costs END continuously, and 3:
>>>loses its target if it hits something else or the target leaves LOS, or does
>>>something that tricks the attacker. You cannot make another attack while it
>>>is seeking, and thus it didnt seem to be that useful. Its really no
>>>different than shooting every turn, except that you can use mask/unmask
>>>types of attacks if you have some special senses, or with uncontrolled.
>>
>>So it does still require the attacker to roll (and roll, and roll, and
>roll, ....) to hit? (Reading
>>the description it sounded as if the attack would always eventually hit - a
>whole lot of
>>effect for a +1/2). That being the case, it makes more sense.
>>
>>-=>John D.
>>
>
>Would purchasing Uncontrolled as well make the attack a "fire and forget"
>type of attack?
>
Sort of. Per the description of Uncontrolled, you must (if the power costs END) allocate
the END for the power at the time you fire it off. For a "fire and forget" type of attack
using this type of scheme (or the one I did for Darkseid) you would have to either make
the power cost no END or try to estimate how many phases will be require for the attack
to become successful. Personally, I favor just getting rid of the END cost.
-=>John D.
Comments: Authenticated sender is <filkhero@pop.netaddress.com>
From: "Filksinger" <filkhero@usa.net>
Date: Tue, 23 Sep 1997 00:40:06 +0000
Subject: Re: Lightning Cage...
Reply-to: filkhero@usa.net
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On 22 Sep 97 at 13:38, qts wrote:
> On Sun, 21 Sep 1997 12:29:34 +0000, Filksinger wrote:
>
> >On 21 Sep 97 at 11:34, Stainless Steel Rat wrote:
> >
> >> Remember that Triggers need to be "manually" set for each use of the power.
> >> A Trigger that can automatically set itself is another advantage (probably
> >> very expensive at that).
> >>
> >Incorrect. The advantage says nothing about ever needing to be reset,
> >at least not in the BBB.
>
>
> Not so at all. The power goes off once the trigger is activated. And it
> goes off once only.
>
> Example: I have a 5d6 Entagle with the Advantage Trigger "Anything
> larger than a rat other than myself entering the area". A cat wanders
> into the area and is Entangled. End of power. Later a wolf comes in;
> the Entangle does not go off, as it has already been activate.
>
> What you're describing is Continuous, 0 End Persistent, Trigger.
>
Hmm. I have looked again, and have not found anything about Triggers
needing to be reset. However, the description seems to assume
something of the sort.
Therefore, I'll accept that Trigger needs to be reset after being
used, but it cannot use Continuous, 0 End Persistant. After all, that
would also include a power that fires once, but continues to attack
indefinitely on a single shot.
Filksinger
"Keeping in mind that the notes we sing are never, ever, wrong!"
Date: Mon, 22 Sep 1997 23:23:48 -0400 (EDT)
X-Sender: nexus@uky.campus.mci.net
From: Kim Foster <nexus@uky.campus.mci.net>
Subject: Re: CHAR: [New Gods] Darkseid
Cc: champ-l@omg.org
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At 09:24 PM 9/22/97, John Desmarais wrote:
>On Mon, 22 Sep 1997 17:08:14 -0700, Christopher Taylor wrote:
>
>>>>I use a advantage called Seeking (and a superior version called Homing),
>>>>which are +1/4 and +1/2, respectively. A full write-up can be found on
>>>>my web page, but I don't normally require Continuous unless the damage
>>>>lasts more than one phase...
>>
>>>
>>>Reading it (and I may be missing some) I don't see any way for the attack
>>to >miss. This seems to be an awful lot of effect for the rather low cost
>>of the >advantage.
>>
>>I was the original poster and the rationale behind the cost is that it 1:
>>doesnt add anything to the chance to hit, 2: costs END continuously, and 3:
>>loses its target if it hits something else or the target leaves LOS, or does
>>something that tricks the attacker. You cannot make another attack while it
>>is seeking, and thus it didnt seem to be that useful. Its really no
>>different than shooting every turn, except that you can use mask/unmask
>>types of attacks if you have some special senses, or with uncontrolled.
>
>So it does still require the attacker to roll (and roll, and roll, and
roll, ....) to hit? (Reading
>the description it sounded as if the attack would always eventually hit - a
whole lot of
>effect for a +1/2). That being the case, it makes more sense.
>
>-=>John D.
>
Would purchasing Uncontrolled as well make the attack a "fire and forget"
type of attack?
X-Forwarding-Note: Was sent to herolist@october.com; forwarding to hero-l@omg.org
From: Michael.Adams@october.com (Michael Adams)
Date: 23 Sep 97 06:52:04 GMT
Subject: New Stuff
X-Listname: Hero
Reply-To: hero-l@october.com (Multiple recipients of Hero)
Path: october!michael.adams
Organization: Fidonet: Red October Alpha * Hero Roleplaying * 408-629-4695 *
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If anyone has any new characters, game scenarios and much more, stop by Red
October.com (www.october.com) and uploaded it there.
As well as check out some of the older stuff online, some things that can give
anyone an idea of where HERO/Champions came from and then went to, and is
today.
Tell them Mike Sent ya (so they know who to hit if need be).
Morgoth
Comments: Authenticated sender is <ghoyle1@mail.airmail.net>
From: "Guy Hoyle" <ghoyle1@mail.airmail.net>
Date: Tue, 23 Sep 1997 08:49:55 +0000
Subject: Re: Lightning Cage...
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Re: Triggers being reset, I know that Mystic Masters also contains a
great deal of information on triggers, which might have something to
say about the matter. I'd check it out, but I've lent it to a friend;
I recall that it's a very in-depth discussion of the problem.
IMO, Trigger needs to account for the Trigger that doesn't need to be
reset, if only for such things as the door to Ali-Baba's cave,
and the entrance to Moria in LOTR (both seminal pieces of fantasy
literature). Probably, these are instances of TK, 0 END
(Persistent?), Triggered to open when a code phrase is spoken. They
automatically reset a phase later. IMO, the key to a recurrent
Trigger is the 0 END or an END Reserve, but I'm not sure whther
Persistent needs to be involved.
Guy
----------------------------------
Guy Hoyle (guyhoyle@iname.com)
http://web2.airmail.net/ghoyle1/
Visit The Gamemaster's Bookshelf
and the PANGAEA Project!
Comments: Authenticated sender is <b1tlbx98@pop1.sympatico.ca>
From: "Vance Scott" <vances@sympatico.ca>
Date: Tue, 23 Sep 1997 08:55:40 +0000
Subject: Generic Paranormal Catalog
Reply-to: vances@sympatico.ca
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I'm working on a computer program to track paranormals, and their
activities.
What I would like is people's opinion on what information should be
included in each record. Listed below are some of the fields that I
feel should be included, if anyone can suggest additional fields I'd
appreciate it.
Code Name:
Legal Name:
Gender:
Age:
height:
Weight:
Hair Colour:
Eye Colour:
Discription:
Costume: Colour, Description
Paranormal Type: Mutant, Mutate, Alien, etc.
Weaknesses: Electrical Attacks, Magnetism, Green Argonite
Threat Level: Catastrophic, Major, Moderate, Minor, Nuisance
Power Level Classification 1-9, A-Z
Offensive Abilities: Super Strength, Energy Blast
Defensive Abilities: Armoured Skin, Force Field Belt
Miscellaneous Abilities: Flight, X-Ray Vision, etc.
Whereabouts: Unknown, Country, Region, Sub-Region, City
Haunts: Bar, Libraries, Electronic Shops, etc.
Legal Status: Dead, Wanted for Questioning, Wanted, Most Wanted
Affiliations: Titans, Guardians, Until, Viper, etc.
Criminal Record: Theft, Murder, Blackmail, etc.
Perhaps some sort of personality profile would be in order as well.
Unfortunately, I only have the barest idea on how to classify
personalities.
MO: Thefts, Robbery, Murder, Conspiracy, etc..
Egocentricity:
Vance Scott
Vanquisher of all foes.
From: mike.lehmann@mail.terminal.net (Mike Lehmann)
Date: Tue, 23 Sep 1997 01:25:58 -0800
Organization: Terminal BBS (403)327-9731
Subject: CHAR: [New Gods] Darkseid
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-=> Quoting John Desmarais to Mike Lehmann <=-
> JD> All Persistant does is allow a power to stay active even though he is
> JD> unconscious. If you have an attack that is Uncontrolled and Continous
> JD> than what Persistant would allow (with 0 END) is for the attack, if
> JD> the attack was successfull (keep point), to continue to repeatedly
> JD> affect the target even if the attacker becomes unconscious. Not quite
> JD> the effect I was looking for.
> JD> All in all, I just decided that I'd rather create a new advantage (and
> JD> hopefully price it appropriately to reflect its usefulness) than
> JD> stretch the definition of an existing advantage.
>I use a advantage called Seeking (and a superior version called Homing),
>which are +1/4 and +1/2, respectively. A full write-up can be found on
>my web page, but I don't normally require Continuous unless the damage
>lasts more than one phase...
JD> Kim Foster e-mailed me a copy of this advantage (it's original posting
JD> to this list must have been in one of my frequent time gaps, 'cause I
JD> missed it the first time around).
JD> Reading it (and I may be missing some) I don't see any way for the
JD> attack to miss. This seems to be an awful lot of effect for the
JD> rather low cost of the advantage.
JD> So, am I missing something in my reading?
Let's see... there is the DEX check (made at the firer's DEX) if you
take any action that could "lose the missile" (i.e. luring it towards
you, and dodging it, forcing it to make the check or hit the wall,
losing it around the corner of a building, turning invisible to the
sense that it works off of, etc.) There is also the chance for it to lose it's target (if you shapeshift into a different creature or object), and it can possibly loop back on the firer or hit one of his teammates.
It's a very subjective advantage, and yes it can be very easily abused.
Hmmm... Maybe I should consider adapting the rules for Missile
Deflection/Autofire... Second attempt is at -2 OCV, Third at -4 OCV,
etc. until the chance to hit drops below 3- (taking into account the
target's DCV during each phase), at which point the missile
self-destructs, runs out of gas, or whatever.
Would this be more acceptable for such an advantage?
mike.lehmann@mail.terminal.net - - - - - Justice Krewe / Enigma Watch GM
- - - - - - http://www.dfw.net/~aronhead/justice_krewe.html - - - - - -
... Now where'd I put that sledge hammer?
~~~ Blue Wave/386 v2.30 [NR]
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From: mike.lehmann@mail.terminal.net (Mike Lehmann)
Date: Tue, 23 Sep 1997 01:38:40 -0800
Organization: Terminal BBS (403)327-9731
Subject: CHAR: [New Gods] Darkseid
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-=> Quoting to Mike Lehmann <=-
>>>I use a advantage called Seeking (and a superior version called Homing),
>>>which are +1/4 and +1/2, respectively. A full write-up can be found on
>>>my web page, but I don't normally require Continuous unless the damage
>>>lasts more than one phase...
>>Reading it (and I may be missing some) I don't see any way for the attack
>to miss. This seems to be an awful lot of effect for the rather low cost
>of the advantage.
>I was the original poster and the rationale behind the cost is that it 1:
>doesnt add anything to the chance to hit, 2: costs END continuously, and 3:
>loses its target if it hits something else or the target leaves LOS, or does
>something that tricks the attacker. You cannot make another attack while it
>is seeking, and thus it didnt seem to be that useful. Its really no
>different than shooting every turn, except that you can use mask/unmask
>types of attacks if you have some special senses, or with uncontrolled.
Then we both must have posted similar rules on this, because my version
doesn't restrict you from taking another action.
mike.lehmann@mail.terminal.net - - - - - Justice Krewe / Enigma Watch GM
- - - - - - http://www.dfw.net/~aronhead/justice_krewe.html - - - - - -
... Computer Science -- solving today's problems tomorrow.
~~~ Blue Wave/386 v2.30 [NR]
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Date: Tue, 23 Sep 1997 04:46:16 PDT
From: "Salmon,David" <David_Salmon@mc.xerox.com>
Subject: Combat Mnvr question ... Move Throughs
Posting-date: Tue, 23 Sep 1997 07:58:57 -0500
Priority: normal
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Okay guys,
I ran into this situation and would like other peoples opinions on the
subject. Okay ... here goes:
If a character has 6 " running and 3 " Stretching, can he/she do a move
through on someone who is 9 " away ?? It seemed reasonable to me. What
do you think??? Thanks in advance!!!
...Dave S.
X-Sender: jdriscol@mail.vt.edu
Date: Tue, 23 Sep 1997 18:54:57 +0600
From: Jeremiah Driscoll <jdriscol@vt.edu>
Subject: Re: Trigger (Was Re: Lightning Cage...)
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Brian Wong wrote:
>Here's Ultimate Super Mage's take on the subject:
>
>(From Page 55)
>
>Trigger
>Powers with Trigger can represent many wizardly
>effects...
>...add charges, and the trap can fire over and over again.
>
>(Then on page 128)
>
>Vigilant Spirit Of Artephius
>Cost Powers END
>21 Missile Deflection +4 vs. All
>Ranged, Damage Shield,
>Uncontrolled, Trigger: Danger
>Sense goes off (+¼), IIF Ring,
>1 chg of 1 minute (-1), 1 minute
>initial Extra Time (-3/4) [63]
>15 Danger Sense, out of combat, +2
>to roll, IIF Ring
>
>(Then on page 128, a trigger suggesting it can off in time to stop
>an attack)
>
>Watchful Ward Of Artephius
>Cost Powers END
>15 Force Field (14 PD, 14 ED, 12 MD,
>12 PowD), Trigger: Attack on
>Caster (+¼); + Change Environment
>(alarm), 2" radius, Trigger (+¼);
>1 charge of 1 turn (-1 ¼), 1 minute
>Extra Time (-1 ½), -1 Var Lim [62]
>
> Based on all that, I allow repeating triggers.
>
As Filksinger has just said, the examples you have culled from USM all use
charges. And the last two powers each have *1 charge*! So, these two
aren't even "repeating triggers."
The way I see it, you would have to drop a defined number of Charges
onto a location (with the Trigger) to have the trap go off multiple times.
Even then, it would only activate a maximum number of times equal to the
number of charges dropped.
Another way I saw this done (someone's Web Site), was that a
character had a Trigger on his EB to go off when he had hit the target #
times. Thus, they would all go off together, hitting the guy with # EBs.
>
>(Then on page 67)
>
>...Gates...
I still don't understand these... : )
- Jerry
X-Sender: jdriscol@mail.vt.edu
Date: Tue, 23 Sep 1997 18:59:16 +0600
From: Jeremiah Driscoll <jdriscol@vt.edu>
Subject: Re: Trigger (Was Re: Lightning Cage...)
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Brian Wong wrote:
>Filksinger wrote:
>> I assume that you mean that you allow repeating triggers, if you have O
>> END, END reserve, or charges, as it specifies that charges are needed
>> above. Or would you allow a person to simply use twice the END to create a
>> Trigger that could go off twice?
This wouldn't be allowed, as that is the *definition* of the
Uncontrolled Advantage. Pump # times X END into the Power, and it would
work for # times (assuming the Power has an END cost of X).
>
> I don't see any reason why a repeating trigger would need 0 End.
>Just pay the End every time it goes off. Might become annoying, but seems
>feasable.
>
As a House Rule, sure. But I believe the way that the Trigger is
set up is that it goes off once. This is what several others on the list
had been referring to as "manually set."
- Jerry
X-Sender: bob.greenwade@klock.com
Date: Tue, 23 Sep 1997 06:13:03 -0700
From: Bob Greenwade <bob.greenwade@klock.com>
Subject: Re: Combat Mnvr question ... Move Throughs
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At 04:46 AM 9/23/97 PDT, Salmon,David wrote:
>Okay guys,
>
>I ran into this situation and would like other peoples opinions on the
> subject. Okay ... here goes:
>
>If a character has 6 " running and 3 " Stretching, can he/she do a move
> through on someone who is 9 " away ?? It seemed reasonable to me. What
> do you think??? Thanks in advance!!!
I don't see why not. The math sure works out.
---
Bob's Original Hero Stuff Page!
http://www.klock.com/public/users/bobg/original.htm
Date: Tue, 23 Sep 1997 10:22:12 -0500 (CDT)
X-Sender: psansone@i1.net
From: psansone@i1.net (Sparx)
Subject: Playing Solo Games...
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Ok, here is a question I thought I'd bounce off everyone here to see how
they handle it. Due to everyone's sporadic work schedules it is often hard
to get the group together to play the campaign (we average about once every
two weeks), a few of my players who are free when I am free wish to play
some solo adventures to get more experience, since the majority wants to do
this no one has an objection to others getting experience in this way. Here
is the problem and question. The campaign is still running, the timeline
still going on, some games end to be picked up in the middle of a fight
even. Now if person X wants to run a solo adventure before the next game
and wants to use his character involved in the fight how would you handle
it? I use to just make them run other characters, but now they are really
trying to concentrate on improving the characters that are in action. It is
kind of hard to run a game that happens previous to the campaign because my
player goes in with the mindset well, I'm still around in the future, so
whatever *I* do, *I'll* survive it and they've done some crazy stuff leaving
me as the GM to come up with a rationale reason why they haven't been
killed. I obviously can't run a solo that is going on simultaneously
because, well, at that moment they are in the middle of doing something. Of
course, I don't have this problem when there is downtime in the campaign but
that doesn't fit our real life schedules all the time. I have come up with
a few solutions I'd like opinions on, or even solutions of your own.
1. Just stop solo adventures altogether, but there has to be something
better.
2. Run them in the past, but if the character dies or is seriously
injured it was an alternate past and they simply do not gain any experience
for the adventure.
3. Run them in the future, but then it is hard to explain the whole
experience points appearing in the present.
4. Let the player run a different character and award half the points
to the character running the solo and half to the character of their choice.
I have done this with one player and he seems to be happy about it. I'd
almost go this route, but it makes me feel...uh...you know, just doesn't
seem right.
Well, that's it, any advice?
Thanks and talk at you later.
Sparx
====================================================
Friends help you move. Real friends help you move bodies.
++++++++++++++++++++++++++++++++++++++++++++++++++++
Check out #herochat on DALnet an IRC for Champions Conversation
++++++++++++++++++++++++++++++++++++++++++++++++++++
X-Sender: bob.greenwade@klock.com
Date: Tue, 23 Sep 1997 08:43:48 -0700
From: Bob Greenwade <bob.greenwade@klock.com>
Subject: Re: Generic Paranormal Catalog
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At 08:55 AM 9/23/97 +0000, Vance Scott wrote:
>I'm working on a computer program to track paranormals, and their
>activities.
Cool, I'd love to get a copy of that myself! :-]
>What I would like is people's opinion on what information should be
>included in each record. Listed below are some of the fields that I
>feel should be included, if anyone can suggest additional fields I'd
>appreciate it.
I'll also give some field result suggestions.
>Code Name:
>Legal Name:
Other Aliases! Even real-life criminal databases have Aliases!
>Gender:
Male [] Female [] Other [] None []
>Age:
[##] Unknown [] Indeterminate [] Other []
>height:
>Weight:
>Hair Colour:
>Eye Colour:
Wait a sec -- what about Skin Colour?
>Discription:
>Costume: Colour, Description
>Paranormal Type: Mutant, Mutate, Alien, etc.
Mutant [] Mutate [] Alien [] Cyborg [] Tech [] TPO [] Other [] Unknown []
>Weaknesses: Electrical Attacks, Magnetism, Green Argonite
>Threat Level: Catastrophic, Major, Moderate, Minor, Nuisance
>Power Level Classification 1-9, A-Z
IMC I use:
Normal [] Para [] Super [] Mega [] Ultra [] Cosmic []
Each of which represents a roughly 20 point range (except Cosmic doesn't
have an upper limit). Just a suggestion.
>Offensive Abilities: Super Strength, Energy Blast
>Defensive Abilities: Armoured Skin, Force Field Belt
Special Movement Powers: Flight, Teleport
>Miscellaneous Abilities: Flight, X-Ray Vision, etc.
Powers General Description:
>Whereabouts: Unknown, Country, Region, Sub-Region, City
>Haunts: Bar, Libraries, Electronic Shops, etc.
I suggest calling these Last Known Whereabouts and Known Haunts
>Legal Status: Dead, Wanted for Questioning, Wanted, Most Wanted
Confirmed Dead [] Believed Dead [] In Custody []
Wanted for Questioning [] Wanted [] Most Wanted []
>Affiliations: Titans, Guardians, Until, Viper, etc.
>Criminal Record: Theft, Murder, Blackmail, etc.
>
>Perhaps some sort of personality profile would be in order as well.
>Unfortunately, I only have the barest idea on how to classify
>personalities.
>
>MO: Thefts, Robbery, Murder, Conspiracy, etc..
>Egocentricity:
Motivations: Greed, World Conquest, Antisocial Personality Disorder, etc.
Enemies: Card Shark, Genocide, Mafia, VIPER, etc.
---
Bob's Original Hero Stuff Page!
http://www.klock.com/public/users/bobg/original.htm
Comments: Authenticated sender is <b1tlbx98@pop1.sympatico.ca>
From: "Vance Scott" <vances@sympatico.ca>
Date: Tue, 23 Sep 1997 15:52:18 +0000
Subject: Alternate Paranormal Catagory Names
Reply-to: vances@sympatico.ca
CC: "Wainwright, Gordon (Corp)" <WAINWRIG@valuerx.com&>
"Bruce Gauthier" <brucegauthier@hotmail.com&>
"Glenn Crawford" <glennc@nelvana.com&> francisb@toronto.planeteer.com
Priority: normal
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If anybody has some catchy names they use for these categories I'd
really like to hear them. I've heard names like harbringers
mentioned, well I'd like to hear the names you use in your campaigns.
Gifted Human:
People born with paranormal abilities that normal
humans don't possess, and can't learn.
Mutant, Superbeing Progeny, Mythical People, Genetically Engineered
human, Eugenics Product, half humans, future human, etc ...
Transformed Human:
A person who has been altered, and transformed. This
transformation may have been engineered, or it could be due to an
accident.
A cyborg, a genetically modified human, magically transformed human,
chemically altered human, an energy invested human, etc...
Assisted Human:
These people have the help of powerful, and rare tools, or rare
followers who enable them to participate in the paranormal scene.
Talisman possessors, powered armoured users, mystical weapon
wielders, Masters of a Djin, friends of a Dragon, Riders of Magical
Steeds, etc...
Trained Human:
A talented person who had the opportunity to receive rare
special training. Any human may learn these skills, but only a few
have the opportunity, and the talent to become experts, or masters.
Often these characters also use various tools of the trade to enhance
their abilities, but the heart of their power is their training.
Martial Artists, MagicWielders, Special Forces, Secret Agents,
Gadgeteer, etc ..
Non-Human:
These creatures aren't human. They may come from another
planet, or dimension, or they may come from earth.
Aliens, Evolved Animals, Elementals, Elves, Vampires, Ghouls,
Trolls, Robots, Androids, Biological Constructs, Demigods, etc...
Vance Scott
Vanquisher of all foes.
Date: Tue, 23 Sep 1997 12:21:18 -0400 (EDT)
From: William K Bushway <wbushway@osf1.gmu.edu>
Cc: champ-l@omg.org
Subject: Re: Generic Paranormal Catalog
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On Tue, 23 Sep 1997, Vance Scott wrote:
> I'm working on a computer program to track paranormals, and their
> activities.
>
> What I would like is people's opinion on what information should be
> included in each record. Listed below are some of the fields that I
> feel should be included, if anyone can suggest additional fields I'd
> appreciate it.
I'm assuming this is intended for your players to look at - some
kind of federal database (PRIMUS, SAT) cataloguing paranormals. If so,
you'll want all the information to be "In Character." Try not use
Champions terms when describing powers, instead focus on special effects.
> Paranormal Type: Mutant, Mutate, Alien, etc.
Don't forget to come up with concrete definitions for these. A
lot of Champions characters tend to cross genres.
> Threat Level: Catastrophic, Major, Moderate, Minor, Nuisance
> Power Level Classification 1-9, A-Z
I've always shied away from giving "power level" specifications
for characters. If authorities in your campaign have the right to
extensively test captured paranormals, or if paranormals are required
to be tested, then going into specifics like Power Levels is okay.
However, if paranormals operate with real-world civil liberties, the
government would have to classify them using casually observed data.
IMC, SAT gives all recorded paranormals a Threat Rating that takes
into account not only a paranormal's power, but his skill and willingness
to use it. It also includes a psycholgical profile, and observations of
field agents who've dealt with the paranormal. All of these things are
considered together, and given a generic label (I use greek letters, but
you can use colors, or whatever).
> Offensive Abilities: Super Strength, Energy Blast
> Defensive Abilities: Armoured Skin, Force Field Belt
> Miscellaneous Abilities: Flight, X-Ray Vision, etc.
Once again, depending on how extensive the information on the
paranormal is, you'll want to use as much detail as possible. For
instance, rate a character's "Armoured Skin" on the Mohs scale. Or rate
their "Energy Blast" in equivalent pounds of TNT force.
Otherwise, you'll have to rely on observtions. Ex: "The instense
heat from Lightbeam's plasma attack has been observed to deform carbon
steel at a range of 30 yards."
> Perhaps some sort of personality profile would be in order as well.
> Unfortunately, I only have the barest idea on how to classify
> personalities.
You may want to include recommendations on standard procedure when
working with/against the character.
> Vance Scott
>
> Vanquisher of all foes.
William K. Bushway, wbushway@osf1.gmu.edu
http://Mason.GMU.edu/~wbushway/index.html
"I'm betting that I'm just abnormal enough to survive."
-The Tick, The Tick Vs.The Breadmaster
Date: Tue, 23 Sep 1997 12:47:13 -0400 (EDT)
From: Bill Svitavsky <bsvitavs@bu.edu>
Subject: Re: Playing Solo Games...
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On Tue, 23 Sep 1997, Sparx wrote:
> they handle it. Due to everyone's sporadic work schedules it is often hard
> to get the group together to play the campaign (we average about once every
> two weeks), a few of my players who are free when I am free wish to play
> some solo adventures to get more experience, since the majority wants to do
> this no one has an objection to others getting experience in this way. Here
> is the problem and question. The campaign is still running, the timeline
> still going on, some games end to be picked up in the middle of a fight
> even. Now if person X wants to run a solo adventure before the next game
> and wants to use his character involved in the fight how would you handle
> it?
Solo adventures are great, not just for getting extra experience (which
your players seem to be dwelling on), but for adding depth and detail to
characters, letting the oddballs work in their own unusual element (be it
underwater, in other dimensions, being caught up in a gritty murder
mystery, or whatever), and just generally giving characters the benefit of
the GM's undivided attention.
As far as avoiding those paradoxes of death/injury/experience when solo
adventures can't be fit linearly into the group game's timeline, I would
advocate using a variety of methods, including several of the ones you
mention:
>
> 2. Run them in the past, but if the character dies or is seriously
> injured it was an alternate past and they simply do not gain any experience
> for the adventure.
Depending on the style of your game, it's entirely possible to have
interesting solo adventures where the chance of injury or death is nil.
Perhaps there's a mystery to be solved - the criminal is a normal, posing
no threat to a superhero, but his plan is clever and he just might get
away with it. Or maybe there are some interesting events going on with the
hero's secret identity. If you favor simpler conflict, you can simply have
a confrontation with a villain who's not a killer.
> 3. Run them in the future, but then it is hard to explain the whole
> experience points appearing in the present.
>
You don't have to give the experience in the present. Run the solo
adventure, then skim over some time in the next group session for the
period when the solo occured. Only let them spend the experience after the
events have worked into the timeline.
Of course, the "solo in the future" approach also has the potential for
that injury or death paradox; you might want to limit those future solos
to times when the last group session didn't have any potentially lethal
cliffhangers.
If the PC's are getting too reckless because they know they have events
they've played out in their future, let them kill themselves and miss out
on that alternate future.
I've had a lot of fun with solo adventures. One of my own PC's was once
captured and replaced by his "evil twin"; I ran the evil guy for a couple
of group sessions to help the GM keep the plot a secret, and secretly
played a solo session on the side as my good PC engineered his escape. As
a GM, I've set up large group scenarios with individual heroes discovering
the fringes of the plot on their own time, I've given heroes solo
confrontations with their personal arch-enemies, and I've fleshed out PCs'
private lives enough to make them really care about their DNPC's. I've
also run duo scenarios, where a couple of members of the group get a
chance to work as partners rather than as a team.
My weirdest solo session has got to have been one in a campaign I was
running last year. One character, Kalinir (played by none other than Geoff
Speare), had a dimension of his own, a fantasy realm shaped by the forces
of his subconscious. At one point, another PC (a speedster named Bryan)
was turned against the group by an extremely powerful mind control. To
keep him out of the way, the group left him in Kalinir's dimension. At
that point, I asked Geoff to game master a scenario within his dimension
(it was his character's psyche, after all.) Both Bryan and Kalinir
underwent some interesting development, the players had a good game, and I
wasn't even there!
Date: Tue, 23 Sep 97 16:47:50 GMT
X-Sender: smcginn@csm.ex.ac.uk
From: smcginn@csm.ex.ac.uk (Steve McGinness)
Subject: Re: Playing Solo Games...
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At 10:22 AM 23/9/97, Sparx wrote:
>1. Just stop solo adventures altogether, but there has to be something
>better.
If you all want to do the gaming then I'd say this isn't going to work is it??
>2. Run them in the past, but if the character dies or is seriously
>injured it was an alternate past and they simply do not gain any experience
>for the adventure.
Again this does not address the go for it attitude. I might die but it's a
no lose situation, I'll still have the character....
>3. Run them in the future, but then it is hard to explain the whole
>experience points appearing in the present.
This is what I would go for. The experience points would not appear in the
present. They would be held in reserve in the event that the character
survived his/her current scenario and then the adventure would be assumed to
have taken place in the downtime. This means that the player gets the
benefit, but not immediately (perhaps not ideal in the land of instant
gratification :-) but there you go) and it does not encourage out of
character recklessness.
>4. Let the player run a different character and award half the points
>to the character running the solo and half to the character of their choice.
> I have done this with one player and he seems to be happy about it. I'd
>almost go this route, but it makes me feel...uh...you know, just doesn't
>seem right.
Likewise...
Stephen
From: Brian Wong <rook@sanfran.infinex.com>
Subject: Trigger (Was Re: Lightning Cage...)
Date: Tue, 23 Sep 1997 09:50:57 -0700 (PDT)
Cc: hero-l@omg.org
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Here's Ultimate Super Mage's take on the subject:
(From Page 55)
Trigger
Powers with Trigger can represent many wizardly
effects. For instance, a wizard might cast a STUN Aid
or EDM spell on himself, Triggered to go off if he is
knocked unconscious. (These can be very abusive; GMs
should think twice, or thrice, before allowing a PC to
have such Triggered Powers.) Powers with a Variable
Trigger can represent all manner of traps and curses;
add charges, and the trap can fire over and over again.
When making a Triggered magic trap, the spell ei-ther
needs Area Effect, or Usable By Other to let the
spell affect the person who Triggers the trap instead of
just the item the spell was cast upon. For instance:
Dr. Weird puts a spell on the door to his workroom
so that if anyone opens it without knocking in a cer-tain
way, an Ego Attack strikes them. Just an Ego
Attack with the Trigger would mean that the Ego
Attack would hit the door, not the intruder (not very
useful.) Adding Usable By Other at +Ê lets the door
fire the Ego Attack at the intruder. Since the intruder
is touching the door, neither the door nor Dr. Weird
has to make an attack roll.
A Triggered power is normally visible when cast and
when it goes off, but is not necessarily visible to nor-mal
senses in between. Like a bomb disguised as a tea-pot
in a china shop, the power may be hard to no-tice
or it may be quite obvious, like a bundle of dy-namite
wired to an ominously ticking clock. In the case
of a bomb, how obvious the Triggered power is de-pends
on the Focus. As a suggestion, a spell waiting to
be Triggered can be found by Detect Magic, and also
by subtle cues: a slight electrical feeling, a particular
rune engraved on a ring, a faint odor, or something
else which a careful and observant person could de-tect
with their normal senses, even if they couldn’t tell
what it meant. If the waiting magic leaves really obvi-ous
traces such as a bright glow, sparks or a reek of
brimstone, the Visible Limitation would be quite ap-propriate.
Finally, remember that a Triggered Power does not
gain sentience. The Triggering effect must be some-thing
which can be objectively defined, using the senses
of the character who set the Power, but not any of their
knowledge.
Trigger: When Someone Who Hates Me Enters
is only possible by hooking the Triggered Power
to something with Telepathy. Nor can one use
Trig-ger: When Mechanon Enters,
unless one somehow
hooks the Power to something (perhaps a spirit, rep-resented
as an AI?) which can recognize Mechanon.
On the other hand, a Trigger such as
When 7' Tall Metal Humanoid Enters
is fair. So is
When Feel Pres-sure But See No One,
for a Triggered Power set on a
floor or a door, to guard against invisible intruders,
because in this case the invisibility is objectively de-fined:
something which cannot be seen has touched
the Trigger object. A Mental Attack could even bear a
Trigger like
When Target Thinks of Disobedience,
since the ability to affect someone’s mind implies at
least some ability to sense it.
(Then on page 67)
First, there might simply be two or more Gates set
in the same location. Someone who walks into the
Gates’ area of effect goes through one of them at ran-dom.
Adding a Trigger to each Gate lets the user or
creator control which Gate activates. For instance, an
alternating pair of Gates would have the Triggers,
Next person after other Gate used.
A set of overlapping
Gates could each be Triggered by the user saying a spe-cific
command word. Overlapping Gates might even
be given linked sense modes so that, for instance,
people carrying magic are sent to one destination while
people without magic are sent somewhere else. The
devious possibilities for multiple, Triggered Gates are
limitless.
(Then on page 120)
Names and Words of Power, then, make a great way
for a Hermetic Theurgist to cast spells. A spell can be
keyed to a word, such as the name of an angel. The
spell goes off when the caster incants the name. The
spell itself might be personified as a spirit with a name,
and so by calling the name of the spell spirit one calls
it forth to act.
In game terms, this is simply a power with the In-cantations
Limitation. Other Limitations are optional.
The sorcerer will still have to expend END, of course,
unless the spell was bought with Charges or 0 END.
Nor does the spell necessarily have the Trigger or De-layed
Effect Advantages, although this is a great ex-cuse
for such spells. Usually, activating the latent spell
with a Word of Power is just a special effect.
(Then on page 128)
Vigilant Spirit Of Artephius
The sorcerer Artephius, author of The Art of Pro-longing
Life, proved the value of his methods by writ-ing
his book in the 12th century at the alleged age of
1025. The most important part of prolonging life,
Artephius wrote, was not getting killed by one’s en-emies,
so he designed defensive spells for all occasions.
One of them was a spell to summon a spirit to follow
one around and interpose itself between oneself and
attacks. The spell is bound to a ring the sorcerer wears.
The spirit stays invisible until it is needed.
Cost Powers END
21 Missile Deflection +4 vs. All
Ranged, Damage Shield,
Uncontrolled, Trigger: Danger
Sense goes off (+¼), IIF Ring,
1 chg of 1 minute (-1), 1 minute
initial Extra Time (-3/4) [63]
15 Danger Sense, out of combat, +2
to roll, IIF Ring
(Then on page 128, a trigger suggesting it can off in time to stop
an attack)
Watchful Ward Of Artephius
This spell was another important part of Artephius’
system of magic and concentrated paranoia. The
Watchful Ward summons a spirit which protects the
sorcerer at all times, but is especially useful when the
sorcerer has to sleep. If anyone attacks the sorcerer, the
invisible spirit instantly raises a force field to block the
attack and sounds a load alarm.
Cost Powers END
15 Force Field (14 PD, 14 ED, 12 MD,
12 PowD), Trigger: Attack on
Caster (+¼); + Change Environment
(alarm), 2" radius, Trigger (+¼);
1 charge of 1 turn (-1 ¼), 1 minute
Extra Time (-1 ½), -1 Var Lim [62]
Based on all that, I allow repeating triggers.
--
Rook
Also known as Arcady on #herochat and #Fuzionchat in DALnet IRC
herochat is a channel for discusion of the Hero system
Fuzionchat is for dicussion of Fuzion (C:NM, BGC, et all)
Editor of the Super-Hero Networld project for Living Legends at:
http://www.infinex.com/~rook/liv_leg.htm
Also, check out the new version of Villians & Vigilantes at
http://illusionmachines.com/personal/jeff/vandv.html
X-Sender: dalger@thyme.cisco.com
Date: Tue, 23 Sep 1997 11:20:08 -0700
From: Douglas Alger <dalger@cisco.com>
Subject: Re: Playing Solo Games...
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Sparx,
Make 'em run a different character for solo adventures if you're worried
about having to ensure they aren't killed.
That said, I did once have two campaigns that involved the same hero group,
several centuries apart, and there were two overlapping characters. The
original team operated in the 1990s, and the other was in the 2190s. One
character was a 10,000-year-old wizard, who remained active in both groups.
The other, a phoenix with a 500-year life span, was an active hero in the
1990s and a retired advisor-type in the 2190 group. The only restriction
was that the 1990s characters couldn't use the experience points from their
future adventures, while the 2190 characters were encouraged to use their
experience for things that didn't outrageously boost their power levels.
There was vast enough time between the two groups that there weren't many
difficulties, and it allowed for interesting plots. (It reminded me of
juggling plots for the Star Trek movies and Next Generation episodes.
Different time periods, but you wanted to be aware of some basic continuity
issues.)
- Doug
X-Sender: bob.greenwade@klock.com
Date: Tue, 23 Sep 1997 12:03:20 -0700
From: Bob Greenwade <bob.greenwade@klock.com>
Subject: FH/City: General Call
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This is a call for Fantasy Hero PBEM players.
A few months ago, I mentioned that I might be interested in starting
this PBEM late this year. I'm now ready to prepare for this game.
Of the eleven people who expressed interest at that time, four have
responded to a mass email (three addresses weren't even valid any more --
on two of those, in fact, the domain names were no longer valid).
At present, I'm way open for the number of players I have. I may limit
it later, but I'm willing to deal with whatever happens right now.
This is to be set in The City, that domain described in Flying Buffalo's
CityBook series. However, you won't need to have any of the CityBooks to
play. I will also be using material from the Hero Bestiary and both
Fantasy Hero Companions, but you won't need those to play either. All you
will need will be the Hero rules and the main Fantasy Hero book.
The game will be played in "slice of life" fashion, with a level of
detail such that you will need to determine what you have for lunch, where
you get it, and how much you pay for it. I expect this to be slow going at
first, but as time goes by and the PCs establish relationships and patterns
of behavior, it will go more quickly (much as these things seem to do in
real life).
Anyone interested in playing should email me directly; I will respond
with a (slightly edited) copy of the initial mailing, and we'll take it
from there.
---
Bob's Original Hero Stuff Page!
http://www.klock.com/public/users/bobg/original.htm
From: "John Desmarais" <John.Desmarais@ibm.net>
Date: Tue, 23 Sep 97 21:16:11
Reply-To: "John Desmarais" <John.Desmarais@ibm.net>
Priority: Normal
Subject: Re: Combat Mnvr question ... Move Throughs
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On Tue, 23 Sep 1997 04:46:16 PDT, Salmon,David wrote:
>Okay guys,
>
>I ran into this situation and would like other peoples opinions on the
> subject. Okay ... here goes:
>
>If a character has 6 " running and 3 " Stretching, can he/she do a move
> through on someone who is 9 " away ?? It seemed reasonable to me. What
> do you think??? Thanks in advance!!!
Yep, that's what Stretching's for.
From: "John Desmarais" <John.Desmarais@ibm.net>
Date: Tue, 23 Sep 97 21:20:07
Reply-To: "John Desmarais" <John.Desmarais@ibm.net>
Priority: Normal
Subject: Re: Champions New Group?
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On Tue, 23 Sep 1997 16:21:22 -0500 (CDT), Sparx wrote:
>Hey I was just wondering if there is still a Super Hero Newsgroup out there?
> The one I was on hasn't received anything since May???!!! Can someone
>point me in the right direction please? Thanks and talk at you later.
>
[rec.games.frp.super-heroes] if the closest thing out there to a Champions news group.
It's not exclusively Champs, but scicne Champions about the most popular "super
hero" role-playing game it's got a pretty high concentration of Champs traffic.
-=>John D.
Date: Tue, 23 Sep 1997 16:21:22 -0500 (CDT)
X-Sender: psansone@i1.net
From: psansone@i1.net (Sparx)
Subject: Champions New Group?
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Hey I was just wondering if there is still a Super Hero Newsgroup out there?
The one I was on hasn't received anything since May???!!! Can someone
point me in the right direction please? Thanks and talk at you later.
Sparx
====================================================
I'll fire aimlessly if you don't come out!
++++++++++++++++++++++++++++++++++++++++++++++++++++
Check out #herochat on DALnet an IRC for Champions Conversation
++++++++++++++++++++++++++++++++++++++++++++++++++++
X-Sender: filkhero@pop.netaddress.com
Date: Tue, 23 Sep 1997 14:24:37 -0700
From: Filksinger <filkhero@usa.net>
Subject: Re: Trigger (Was Re: Lightning Cage...)
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At 09:50 AM 9/23/97 -0700, you wrote:
>Here's Ultimate Super Mage's take on the subject:
>
>(From Page 55)
>
>Trigger
<snip> Powers with a Variable
>Trigger can represent all manner of traps and curses;
>add charges, and the trap can fire over and over again.
<snip>
> Based on all that, I allow repeating triggers.
I assume that you mean that you allow repeating triggers, if you have O
END, END reserve, or charges, as it specifies that charges are needed
above. Or would you allow a person to simply use twice the END to create a
Trigger that could go off twice?
Filksinger
From: Brian Wong <rook@sanfran.infinex.com>
Subject: Re: Trigger (Was Re: Lightning Cage...)
Date: Tue, 23 Sep 1997 15:37:53 -0700 (PDT)
Cc: hero-l@omg.org
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>
> At 09:50 AM 9/23/97 -0700, you wrote:
> >Here's Ultimate Super Mage's take on the subject:
> >
> >(From Page 55)
> >
> >Trigger
> <snip> Powers with a Variable
> >Trigger can represent all manner of traps and curses;
> >add charges, and the trap can fire over and over again.
>
> <snip>
>
> > Based on all that, I allow repeating triggers.
>
> I assume that you mean that you allow repeating triggers, if you have O
> END, END reserve, or charges, as it specifies that charges are needed
> above. Or would you allow a person to simply use twice the END to create a
> Trigger that could go off twice?
>
I don't see any reason why a repeating trigger would need 0 End.
Just pay the End every time it goes off. Might become annoying, but seems
feasable.
X-Sender: filkhero@pop.netaddress.com
Date: Wed, 24 Sep 1997 01:44:15 -0700
From: Filksinger <filkhero@usa.net>
Subject: Re: Playing Solo Games...
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At 10:22 AM 9/23/97 -0500, Sparx wrote:
>1. Just stop solo adventures altogether, but there has to be something
>better.
If you want to do it, do it.
>2. Run them in the past, but if the character dies or is seriously
>injured it was an alternate past and they simply do not gain any experience
>for the adventure.
This works. Alternately, you could have non-lethal scenarios, or, as a
surprise to everyone, you could have a shapechanger who is just waiting for
one of the players to be taken out without the others around to see....
>3. Run them in the future, but then it is hard to explain the whole
>experience points appearing in the present.
Experience points don't appear in the present. Set the adventure for a
particular time in the future, and give the character the experience when
the normal timeline catches up. If the character dies in the present, then
the future adventure vanishes *poof*.
>4. Let the player run a different character and award half the points
>to the character running the solo and half to the character of their choice.
> I have done this with one player and he seems to be happy about it. I'd
>almost go this route, but it makes me feel...uh...you know, just doesn't
>seem right.
I wouldn't do this. Experience should only be earned by the character who
did the adventure. If you want to use other characters for solo, then any
experience should go to these alternate characters.
>Well, that's it, any advice?
Well, this is what I'd do.
Have adventures in the past. Those adventures are either low- or no-risk,
or if the character is injured or dead you either negate the adventure (it
was a "What If"), replace the character with a friend or foe ("That isn't
Jefferson Caird! That's his wife in that armor!"), or find an excuse to
heal the character.
Have adventures in the future. If the character dies, it was a possible
future. If not, wait until the time of the solo adventure, make certain it
is in a time between your group adventures, and then give the player the
experience.
Have adventures with different characters. Possibilities are groups with
several members, where each player plays two, one at a time, and characters
who are outside the group entirely. Personally, I kind of like the
everybody has two characters, as I never figured out how superheroes
managed to have so much time available. They rarely seem to have conflicts
between a secret ID schedule and a superhero schedule.
Just my two cents.
Filksinger
Date: Wed, 24 Sep 1997 08:03:05 -0700
From: "Robert A. West" <robtwest@erols.com>
Subject: [Fwd: Re: Playing Solo Games...]
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Steve McGinness wrote:
>
> At 10:22 AM 23/9/97, Sparx wrote:
>
> >2. Run them in the past, but if the character dies or is seriously
> >injured it was an alternate past and they simply do not gain any experience
> >for the adventure.
>
> Again this does not address the go for it attitude. I might die but it's a
> no lose situation, I'll still have the character....
>
> I wish I had *more* time for solo adventures, since several of my players
have minor hunteds and other disadvantage-related situations that
*should* arise, but that would be either silly or inapproprite for a
six-person run.
When the solo (or duo) adventure arises in the middle of a story arc into
which the events cannot be logically inserted, I have offered the
following deal:
1) The adventure will run in the recent past or the near future. Date
will not be vital to the adventure.
2) You generally have your current character sheet; however, I may
prohibit or restrict the use of certain recently acquired powers if I
feel that their use would threaten continuity.
3) If you are seriously injured in a way that might impair you on the
following adventure, but from which you would otherwise recover, the
results depend on the timing: if past, adventure cancelled, no XP;
if near future, you will suffer the disability at the time I choose for
the adventure to take place.
4) If you are maimed or killed, then I will do my best to maim or kill
you off in the current group adventure, even if I have to use tactics
that I would consider unfair in normal practice. Prepare a good dying
soliloquy. If you survive, the solo adventure was just a nightmare.
5) If the adventure is past, the XP are immediately available.
If the adventure is future, you get the XP when the events occur.
I feel that the risk of losing the XP under 2 vs having to wait for them
under 5 about balances the future/past choice.
In any case, such adventures are good for role-playing the ordinay
crime-fighting that the hero does (for those who do that sort of thing),
bring out weak hunteds and rivals, and other matters of little lethal
potential.
--
<------------------------------------------------------->
Robert A. West /// "Censorship is tyranny."
Phone W:(215)466-3628; H:(215)348-9113
http://www.erols.com/robtwest
--
<------------------------------------------------------->
Robert A. West /// "Censorship is tyranny."
Phone W:(215)466-3628; H:(215)348-9113
http://www.erols.com/robtwest
From: "qts" <qts@nildram.co.uk>
Date: Wed, 24 Sep 97 15:43:30
Reply-To: "qts" <qts@nildram.co.uk>
Priority: Normal
Subject: Re: Lightning Cage...
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On Tue, 23 Sep 1997 00:40:06 +0000, Filksinger wrote:
>On 22 Sep 97 at 13:38, qts wrote:
>
>> On Sun, 21 Sep 1997 12:29:34 +0000, Filksinger wrote:
>>
>> >On 21 Sep 97 at 11:34, Stainless Steel Rat wrote:
>> >
>> >> Remember that Triggers need to be "manually" set for each use of the power.
>> >> A Trigger that can automatically set itself is another advantage (probably
>> >> very expensive at that).
>> >>
>> >Incorrect. The advantage says nothing about ever needing to be reset,
>> >at least not in the BBB.
>>
>>
>> Not so at all. The power goes off once the trigger is activated. And it
>> goes off once only.
>>
>> Example: I have a 5d6 Entagle with the Advantage Trigger "Anything
>> larger than a rat other than myself entering the area". A cat wanders
>> into the area and is Entangled. End of power. Later a wolf comes in;
>> the Entangle does not go off, as it has already been activate.
>>
>> What you're describing is Continuous, 0 End Persistent, Trigger.
>>
>
>Hmm. I have looked again, and have not found anything about Triggers
>needing to be reset. However, the description seems to assume
>something of the sort.
>
>Therefore, I'll accept that Trigger needs to be reset after being
>used, but it cannot use Continuous, 0 End Persistant. After all, that
>would also include a power that fires once, but continues to attack
>indefinitely on a single shot.
Not if you Limit it appropriately - I should have been more precise -
and I'd make it a - 1/2 limitation.
From: "qts" <qts@nildram.co.uk>
Date: Wed, 24 Sep 97 15:47:50
Reply-To: "qts" <qts@nildram.co.uk>
Priority: Normal
Subject: Re: Playing Solo Games...
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On Tue, 23 Sep 1997 10:22:12 -0500 (CDT), Sparx wrote:
>Ok, here is a question I thought I'd bounce off everyone here to see how
>they handle it. Due to everyone's sporadic work schedules it is often hard
>to get the group together to play the campaign (we average about once every
>two weeks), a few of my players who are free when I am free wish to play
>some solo adventures to get more experience, since the majority wants to do
>this no one has an objection to others getting experience in this way. Here
>is the problem and question. The campaign is still running, the timeline
>still going on, some games end to be picked up in the middle of a fight
>even. Now if person X wants to run a solo adventure before the next game
>and wants to use his character involved in the fight how would you handle
>it? I use to just make them run other characters, but now they are really
>trying to concentrate on improving the characters that are in action. It is
>kind of hard to run a game that happens previous to the campaign because my
>player goes in with the mindset well, I'm still around in the future, so
>whatever *I* do, *I'll* survive it and they've done some crazy stuff leaving
>me as the GM to come up with a rationale reason why they haven't been
>killed. I obviously can't run a solo that is going on simultaneously
>because, well, at that moment they are in the middle of doing something. Of
>course, I don't have this problem when there is downtime in the campaign but
>that doesn't fit our real life schedules all the time. I have come up with
>a few solutions I'd like opinions on, or even solutions of your own.
>
>1. Just stop solo adventures altogether, but there has to be something
>better.
>
>2. Run them in the past, but if the character dies or is seriously
>injured it was an alternate past and they simply do not gain any experience
>for the adventure.
>
>3. Run them in the future, but then it is hard to explain the whole
>experience points appearing in the present.
>
>4. Let the player run a different character and award half the points
>to the character running the solo and half to the character of their choice.
> I have done this with one player and he seems to be happy about it. I'd
>almost go this route, but it makes me feel...uh...you know, just doesn't
>seem right.
Why award experience to the 'main' character?
Why don't you have two seperate campaigns? One for the group, one for
the solos? Then, in the solo campaign, you could start each session
with news of what the other solos have done.
From: "\"qts\" <qts@nildram.co.uk>
\"champ-l@omg.org\"" <qts@nildram.co.uk>
Date: Wed, 24 Sep 97 16:07:19
Reply-To: "qts" <qts@nildram.co.uk>
Priority: Normal
Subject: Re: Power Pool Question
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
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To: champ-l@omg.org
On Mon, 22 Sep 1997 14:47:16 -0700, Bob Greenwade wrote:
>At 12:30 PM 9/22/97 -0700, you wrote:
>>Michael Surbrook wrote:
>>>
>>> Okay, I'm wondering if it is legal to apply an advantage that affects an
>>> entire power pool. Ie. I have a 60 point power pool and I want to make
>>> any power I crate 0 END. Can I apply the 0 END advantage to the 60 Point
>>> Pool? (Thus paying 30 points for this privlidge). Or, should this be
>>> applied to the control cost (since disadvantages are applied to the
>>> control and not the pool itself).
>>>
>>> Opinions?
>>
>> As has been mentioned earlier, the full active cost of any power in
>>the VPP must be covered by the Pool, so buying an advantage on the Pool
>>cost is no different than buying the advantage on each power (in terms
>>of active points); th poll would still have to be 90 points to cover a
>>12DC power with a +1/2 advantage.
>> I have always given VPP's with required advantages on all powers to
>>take a limitation on the Control cost of 1/2 of the value of the
>>advantage. Since advantage are, in fact, advantageous, I feel that a
>>limitation *equal* to the advantage cost is too much.
>> So a VPP with OEND required on all powers would receive a -1/4
>>limitation on the control cost,
-1/2 surely, as 0 End can be +1 when used with Autofire.
> I think that this seems the most sensible approach to this problem.
A good post, but I think you're being a little blanket in your
approach: for example, in my earlier post on this subject, I modelled a
priest. There the 'advantages' are mainly stylistic. Further, by
increasing the Active Point total without increasing the Real Point
total of the VPP you are, in fact, limiting the number of effects that
can be placed inside the pool.
Example: a wizard has a Vancian style 50 pt VPP. For convenience we'll
say that all his spells are 50 Base, with -4 (=10 RP) Limitations, so
he can fit 5 spells into the VPP. Compare that to a priest whose spells
are always Fully Indirect (+1). His spells are 50 Base, 100 Active, -4
(=20 RP, assuming no other limitations eg stylistic), so he can fit 2
1/2 spells. That's VERY limiting.
But as you say, it does depend upon how advantageous the advantages
are.
Mind you, in that example I did make a minor error - for Gestures, read
'Deity decides effect (-1/4)'
From: Dazzle489@aol.com
Date: Wed, 24 Sep 1997 13:02:51 -0400 (EDT)
cc: David_Salmon@mc.xerox.com
Subject: Re: Combat Mnvr question ... Move Throughs
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> Okay guys,
> I ran into this situation and would like other peoples opinions on the
> subject. Okay ... here goes:
> If a character has 6 " running and 3 " Stretching, can he/she do a move
> through on someone who is 9 " away ?? It seemed reasonable to me. What
> do you think??? Thanks in advance!!!
OK.....lets see.....the maths works but I have a little enquiry....??
also by the BBB it seems ok....but??
If you are doing a move thro' then does it not imply you are using momentum
to move beyond the target....therefore at speed 6 I would imagine a momentum
of at least 1"...I know this is not BBB but it makes sense that noone can
stop on a dime....
therefore I would say you could move thro at 8" and move and hit at 9"....
I'm not overly xp'd with champions but it seems sense to me...??
From: Chris Lynch <chris@lynch1.demon.co.uk>
MMDF-Warning: Parse error in original version of preceding line at punt-1.mail.demon.net
Subject: Re: Combat Mnvr question ... Move Throughs
Date: Wed, 24 Sep 1997 18:23:19 +0100
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Sounds fine to me
From: Salmon,David <David_Salmon@mc.xerox.com>
To: champ-l@omg.org
Date: 23 September 1997 02:01
Subject: Combat Mnvr question ... Move Throughs
>Okay guys,
>
>I ran into this situation and would like other peoples opinions on the
> subject. Okay ... here goes:
>
>If a character has 6 " running and 3 " Stretching, can he/she do a move
> through on someone who is 9 " away ?? It seemed reasonable to me. What
> do you think??? Thanks in advance!!!
>
>
>...Dave S.
From: Chris Lynch <chris@lynch1.demon.co.uk>
MMDF-Warning: Parse error in original version of preceding line at punt-1.mail.demon.net
Subject: Re: Generic Paranormal Catalog
Date: Wed, 24 Sep 1997 18:46:53 +0100
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I had a system I implemented a long time ago, before my players realised
the difference between role-play and roll-play.
Basically there was a chart, with opposing personality types on either
side.
You then placed a tick to show if you "leaned" to the right or the left. If
you leaned far enough to the left or to the right, then you were "allowed"
to take a disadvantage for that personality trait.
The pairings were a bit like this:
Cowardly/Brave
Reckless/Cautious
Uncouth/Refined
Illiterate/Intelligent
Pessimistic/Optimistic
Mean/Generous
Hostile/Friendly
Follower/Leader
Independant/Cooperative
Settled/Ambitious
Sly/Honest
Secretive/Open
Some of these are mutually exclusive, you could not have strong
independance and yet be a follower (usually)
What do you think?
----
From: Vance Scott <vances@sympatico.ca>
To: champ-l@omg.org
Date: 23 September 1997 03:17
Subject: Generic Paranormal Catalog
>I'm working on a computer program to track paranormals, and their
>activities.
>
>What I would like is people's opinion on what information should be
>included in each record. Listed below are some of the fields that I
>feel should be included, if anyone can suggest additional fields I'd
>appreciate it.
>
>Code Name:
>Legal Name:
>Gender:
>Age:
>height:
>Weight:
>Hair Colour:
>Eye Colour:
>Discription:
>Costume: Colour, Description
>Paranormal Type: Mutant, Mutate, Alien, etc.
>Weaknesses: Electrical Attacks, Magnetism, Green Argonite
>Threat Level: Catastrophic, Major, Moderate, Minor, Nuisance
>Power Level Classification 1-9, A-Z
>Offensive Abilities: Super Strength, Energy Blast
>Defensive Abilities: Armoured Skin, Force Field Belt
>Miscellaneous Abilities: Flight, X-Ray Vision, etc.
>Whereabouts: Unknown, Country, Region, Sub-Region, City
>Haunts: Bar, Libraries, Electronic Shops, etc.
>Legal Status: Dead, Wanted for Questioning, Wanted, Most Wanted
>Affiliations: Titans, Guardians, Until, Viper, etc.
>Criminal Record: Theft, Murder, Blackmail, etc.
>
>Perhaps some sort of personality profile would be in order as well.
>Unfortunately, I only have the barest idea on how to classify
>personalities.
>
>MO: Thefts, Robbery, Murder, Conspiracy, etc..
>Egocentricity:
>
>Vance Scott
>
>Vanquisher of all foes.
Date: Thu, 25 Sep 1997 10:16:03 +1000
Date-warning: Date header was inserted by topaz.cqu.edu.au
From: happyelf <jonesmj@topaz.cqu.edu.au>
Subject: Re: Combat Mnvr question ... Move Throughs
X-Sender: jonesmj@topaz.cqu.edu.au
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At 04:46 AM 9/23/97 -0700, you wrote:
>Okay guys,
>
>I ran into this situation and would like other peoples opinions on the
> subject. Okay ... here goes:
>
>If a character has 6 " running and 3 " Stretching, can he/she do a move
> through on someone who is 9 " away ?? It seemed reasonable to me. What
> do you think??? Thanks in advance!!!
>
>
>...Dave S.
>
yup. but only if the gm allows people to get 'growth dice' like with shrinking.. . in my opinion. . both of these effects should be bought as HA . . .
HappyE.. .
Date: Thu, 25 Sep 1997 10:22:06 +1000
Date-warning: Date header was inserted by topaz.cqu.edu.au
From: happyelf <jonesmj@topaz.cqu.edu.au>
Subject: Re: Generic Paranormal Catalog
X-Sender: jonesmj@topaz.cqu.edu.au
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At 08:55 AM 9/23/97 +0000, you wrote:
>I'm working on a computer program to track paranormals, and their
>activities.
>
>What I would like is people's opinion on what information should be
>included in each record. Listed below are some of the fields that I
>feel should be included, if anyone can suggest additional fields I'd
>appreciate it.
>
<snip best bit>
>Perhaps some sort of personality profile would be in order as well.
>Unfortunately, I only have the barest idea on how to classify
>personalities.
>
u could go fer a look at some of the better psyc pages (don't ask me i lost my url's)
but yer better off makeing something up- how about a 'personality trait attribution/value' scale? give each 'active trait' a PTV or PTA value which could be based on psys lims, maybe multiplied with ego? you should end up with some nice numbers reminiscent of IQ. . . .
>
>Vance Scott
>
>Vanquisher of all foes.
>
X-Sender: filkhero@pop.netaddress.com
Date: Wed, 24 Sep 1997 22:24:59 -0700
From: Filksinger <filkhero@usa.net>
Subject: Re: Combat Mnvr question ... Move Throughs
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At 10:16 AM 9/25/97 +1000, happyelf wrote:
>At 04:46 AM 9/23/97 -0700, you wrote:
>>Okay guys,
>>
>>I ran into this situation and would like other peoples opinions on the
>> subject. Okay ... here goes:
>>
>>If a character has 6 " running and 3 " Stretching, can he/she do a move
>> through on someone who is 9 " away ?? It seemed reasonable to me. What
>> do you think??? Thanks in advance!!!
>>
>>
>>...Dave S.
>>
>
>
>yup. but only if the gm allows people to get 'growth dice' like with
shrinking.. . in my opinion. . both of these effects should be bought as HA
. . .
I don't think you understood the question. He wants to know if he can reach
them, not if he can do extra damage as if the stretching were part of his
movement. He isn't asking for more damage, so he wouldn't buy HA.
Filksinger
X-Sender: jdriscol@mail.vt.edu
Date: Thu, 25 Sep 1997 19:47:13 +0600
From: Jeremiah Driscoll <jdriscol@vt.edu>
Subject: Disrupting Flight
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I want to build a spell for an NPC to prevent a player from flying
away from combat, and so said player can't get an appreciable
combat/tactical advantage from flight.
Should I model this with a Supress, or is there a better way? I'd
prefer to be able to write it up in game terms, instead of resorting to,
"Nimbus, you suddenly can't fly..." I like to have concrete examples
instead of Plot Devices (tm).
- Jerry
X-Sender: jdriscol@mail.vt.edu
Date: Thu, 25 Sep 1997 22:11:23 +0600
From: Jeremiah Driscoll <jdriscol@vt.edu>
Subject: Re: Desolidification p.s.
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Doc Tough wrote:
>Jason D. Hendricks wrote:
>
><< Would a character with Desolidification be able to phase through a
> character with the Hardened advantage? If not, wouldn't the Hardened fellow
> be able to damage him normally?>>
>
>Doc sez...
>
> Yes, a character with Desolidification would be able to pass through a
>character or barrier with Hardened unless Hardened Defs are the designated
>effect that affects the Desolidification.
>
> As a side note, in my campaign rules a player defines both a type of
>barrier spfx and an attack spfx that can affect the Desolid character. I
>find that this aids in reigning characters with Desolidification.
>
Yah. Doc's right. It's Teleportation that would have trouble with
the Hardened stuff. At least according to the BBB... Now, if the character
had "Affects Desolid" on his entire *being*, then the Desolid character
might be in trouble... : )
- Jerry
X-Sender: jdriscol@mail.vt.edu
Date: Thu, 25 Sep 1997 22:15:49 +0600
From: Jeremiah Driscoll <jdriscol@vt.edu>
Subject: Re: Desolidification and the environment
Errors-To: owner-champ-l@omg.org
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Jason D. Hendricks wrote:
>Howdy all. A few days ago one of my PCs made a character with
>Desolidification. He is basically a mentalist, who has _very_ loosely
>defined his transformation as some sort of mental energy form. Our campaign
>world is non-magic, with few mentalists. Because of the style of the
>campaign, we also don't use END rules too often. Anyway, I am trying to
>figure out just what the character should be affected by when he is
>desolid. Thus far he is vulnerable to mental attacks, electrical and really
>really powerful magnetic attacks.
>
>However - here's the meat of the question: a desolid character can
>basically ignore most physical and energy attacks, BUT is he still affected
>by environmental changes? i.e. If you drop the character into the middle of
>the arctic without any way to keep himself warm and without the appropriate
>life support, would going desolid make a difference? I ruled no, the player
>said yes. (The actual circumstance was an icy villain creating a huge cold
>wave which slowed down the other PCs). Similarly if the character is
>exposed to extreme heat (lava for instance), barring breathing
>requirements, would the character be affected by his surroundings?
>
Well, SFX can get you *minor* bonuses and penalties when applied to
different powers, but it shouldn't get you a complete other power. I would
still make the guy take the appropriate Life Support, etc. But did the cold
attack have a defense: Not v. LS: Temperature? Some may disagree and say
that this is a small enough bonus to grant, but obviously you don't. : ) I
think the key to your answer is when you said (above) "without the
appropriate life support." Tell the guy to flesh out his power more, and
then let him know what he needs to buy to get those effects. Maybe even
"loan" him some points to do it...
- Jerry
X-Sender: jdriscol@mail.vt.edu
Date: Thu, 25 Sep 1997 23:52:04 +0600
From: Jeremiah Driscoll <jdriscol@vt.edu>
Subject: Re: Disrupting Flight
Errors-To: owner-champ-l@omg.org
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To: champ-l@omg.org
John Prins wrote:
>STR Drain. If you can't support your own weight, you can't walk or stand up*
>- and it's probably valid extension to say you can't fly either, depending
>on the SFX of your flight (technological would not be effected, but wings
>definitely would).
>
>* BBB pg 172 "A human-sized character needs at least Strength of 0 to stand
>up and walk around."
>
Right. You're very devious, sir. I like it. Unfortunately, it's not what
I had in mind. I also forgot to mention that the PC in question has his
Flight in a Multipower, and the Drain thing makes me shudder (usually). But
thanks for responding! (I'll use this idea later)
>-----------------------------------------------------------------------------
>"Guns-ablazin', fu-fightin', spell-chuckin', rubber-monster-stompin' ACTION!"
>-John comments on Feng Shui
>-----------------------------------------------------------------------------
>
And that is why I love that game (only played once, tho...)
- Jerry
Date: Thu, 25 Sep 1997 12:06:03 -0700
From: Captain Spith <cptspith@teleport.com>
Reply-To: cptspith@teleport.com
Subject: Re: Power Pool Question
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"qts" wrote:
(From my post)
> >> So a VPP with OEND required on all powers would receive a -1/4
> >>limitation on the control cost,
> -1/2 surely, as 0 End can be +1 when used with Autofire.
Actually, no; the limitation is based on the required level of
advantage applied to *all* powers placed in the pool - since MOST powers
only pay +1/2 for 0END, the bonus would only be -1/4. If the pool
required autofire on all powers as well, then the limitations would be
-1/2 for 0END and -1/4 for autofire (to allow 5-shot bursts). Remember,
this VPP method allows limitation bonuses for taking advantages, so I
feel that the levels should be kept reasonable.
> A good post, but I think you're being a little blanket in your
> approach: for example, in my earlier post on this subject, I modelled a
> priest. There the 'advantages' are mainly stylistic. Further, by
> increasing the Active Point total without increasing the Real Point
> total of the VPP you are, in fact, limiting the number of effects that
> can be placed inside the pool.
How do you increase the Avtive Total without increasing the Real
total? The only way of doing that is paying for the advantages only on
the control cost, which was someone else's idea....
> Example: a wizard has a Vancian style 50 pt VPP. For convenience we'll
> say that all his spells are 50 Base, with -4 (=10 RP) Limitations, so
> he can fit 5 spells into the VPP. Compare that to a priest whose spells
> are always Fully Indirect (+1). His spells are 50 Base, 100 Active, -4
> (=20 RP, assuming no other limitations eg stylistic), so he can fit 2
> 1/2 spells. That's VERY limiting.
I don't understand how you're getting that result; if the POOL size
is 100 Active points (which was my conjecture) then the example would
still allow 5 20-RealPoint powers in the pool. The points in the Pool
cost aren't limited in any way, simply increased to cover the full
active cost of the powers used. The only limitation(s) involved are the
*requirement* of the certain advantages, and the increased penalties on
Skill Rolls to change powers in the pool due to the higher active cost,
which would have been there anyway. But the total of Real Points spent
on spells in the pool simultaneously can still equal the total of the
Pool cost - that's why I wouldn't leave the pool at the 'base point'
level and only pay the advantage cost(s) on the Control Cost; THAT
method would reduce the allowable real points.
> But as you say, it does depend upon how advantageous the advantages
> are.
>
> Mind you, in that example I did make a minor error - for Gestures, read
> 'Deity decides effect (-1/4)'
--
-Capt. Spith
Savior of Humanity
Secular Messiah
X-Sender: bob.greenwade@klock.com
Date: Thu, 25 Sep 1997 13:17:07 -0700
From: Bob Greenwade <bob.greenwade@klock.com>
Subject: Website Update
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
For those who are following such things, I am sending off with this
packet the long-awaited redux of Bob's Original Hero Stuff Page. It may
take a day or two for the changes to actually appear, but there is a new
semi-graphical interface (which is still text-friendly) and even a new
article (revisiting the Device Mass Chart from Star Hero) to help encourage
everyone.
And relatively soon, I'll be adding a full write-up for Heatray (the
hero featured in the scenario "A Fine Place to Die"), and possibly be
adding graphical renderings of the adventure titles.
By the end of October, you should find the heroic duo of Search and
Rescue; the Vigil-Aunties; and a group of assassins known as the
Death-Mongers in the Characters section, and the beginnings of a netbook of
Racial Packages and other materials for my Fantasy Hero in The City campaign.
As I've said many times before, too, I'm taking requests for adventures,
Spell Colleges, and other stuff.
---
Bob's Original Hero Stuff Page!
http://www.klock.com/public/users/bobg/original.htm
X-Sender: wabbit@globaldialog.com (Unverified)
Date: Thu, 25 Sep 1997 15:35:09 -0500
From: Earl Kwallek <earl@thewarren.mil.wi.us>
Subject: Re: Power Pool Question
Cc: champ-l@omg.org
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To: champ-l@omg.org
At 08:05 AM 9/22/97 -0700, Darrin Kelley wrote:
>Michael Surbrook wrote:
>
>> Okay, I'm wondering if it is legal to apply an advantage that affects
>> an
>> entire power pool. Ie. I have a 60 point power pool and I want to
>> make
>> any power I crate 0 END. Can I apply the 0 END advantage to the 60
>> Point
>> Pool? (Thus paying 30 points for this privlidge). Or, should this be
>>
>> applied to the control cost (since disadvantages are applied to the
>> control and not the pool itself).
>>
>> Opinions?
>
> Apply it to the control cost. Doing otherwise is a blatant rules
>violation.
>
If we are dealing with a VPP here, then to put "0 END" a +1/2 advantage
on ANY 60 pt power in the pool requires 90 pts in the pool...
The Active points of the power (base cost plus ALL advantages) can NOT
exceed the points in the pool - this made it impossible to build one of my
favorite characters....
Mage character had a VPP...
Also has a magical amulet that reduces the END cost of magic (ie: 1/2 END
on a Focus), what I wanted to do was buy 1/2 END on the "Pool Cost" of the
VPP and then apply the Focus limit to that, but according to the folks at
HERO this isn't legal.
Earl Kwallek - Earl@TheWarren.Mil.Wi.US
A Man with a gun is a citizen;
a man without a gun is a subject.
The best Gun in the World is -
The one that you have ready in your Hand!
Comments: Authenticated sender is <ghoyle1@mail.airmail.net>
From: "Guy Hoyle" <ghoyle1@mail.airmail.net>
Date: Thu, 25 Sep 1997 20:39:18 +0000
Subject: Re: Popeye.
Reply-to: ghoyle1@airmail.net
Priority: normal
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To: champ-l@omg.org
> Okay, call me weird, but I've actually tried to model Popeye in Champs
> terms.
Good man!
> Aid does not fade normally but disappears completely in 5 minutes. How
> much of an advantage is this?)
I'm not sure I agree with this; generally, we don't know how long it
takes for his STR Aid to fade.
----------------------------------
Guy Hoyle (guyhoyle@iname.com)
http://web2.airmail.net/ghoyle1/
Visit The Gamemaster's Bookshelf
and the PANGAEA Project!
Date: Thu, 25 Sep 1997 19:20:56 -0500
From: Tim Statler <tstatler@igateway.net>
Reply-To: tstatler@igateway.net
Subject: Popeye.
Errors-To: owner-champ-l@omg.org
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To: champ-l@omg.org
Okay, call me weird, but I've actually tried to model Popeye in Champs
terms.
So far I haven't gotten too far. I'm trying to model his spinach. I've
come up with:
xD6 Aid to Str, Dex, End (1/2,1/4,1/4)
OAF (can of spinach)
Aid does not fade normally but disappears completely in 5 minutes. How
much of an advantage is this?)
Concetration to 1/2DCV
Xtra time, full phase
No End
Independent(?)
He'd also have a linked VPP for all the stunts and tricks he pulls.
And lots of luck and Unluck.
Any suggestions on streamlining this, or anyone want to run with the
ball and submit a full sheet?
Tim Statler
X-Sender: bob.greenwade@klock.com
Date: Thu, 25 Sep 1997 17:36:21 -0700
From: Bob Greenwade <bob.greenwade@klock.com>
Subject: Re: Disrupting Flight
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
At 07:47 PM 9/25/97 +0600, Jeremiah Driscoll wrote:
> I want to build a spell for an NPC to prevent a player from flying
>away from combat, and so said player can't get an appreciable
>combat/tactical advantage from flight.
> Should I model this with a Supress, or is there a better way? I'd
>prefer to be able to write it up in game terms, instead of resorting to,
>"Nimbus, you suddenly can't fly..." I like to have concrete examples
>instead of Plot Devices (tm).
It depends at least partially on the Special Effect. Suppress is one
way to model it, but it could theoretically also be done with Entangle or
Telekinesis with the Limitation "Only to Prevent Flight" (I'd give it a
-2). Say, a gravitational device that reaches out and holds the character
to the ground. It all depends on what kind of dynamic you want.
---
Bob's Original Hero Stuff Page!
http://www.klock.com/public/users/bobg/original.htm
Date: Thu, 25 Sep 1997 20:38:13 -0400 (EDT)
From: "Michael Surbrook <susano@access.digex.net>
Weasel Attack!!!" <susano@access.digex.net>
Subject: CHAR: Dakuan
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
Well, I've had time to finish four more write-ups of the cast of _Ninja
Scroll_. If you want the full collection) visit the address listed in my
.sig. Everyone should be uploaded as of this weekend (honest!). I'm also
going to be posting the slightly re-written versions of Gemma and Jubei
there as well.
DAKUAN
Designers Notes:
Dakuan is a Tokugawa Shogunate spy sent to determine what has happened to
all the gold taken from a hidden mine. He is trying to get sufficient
evidence to allow the Shogun to move against the clan that holds the gold
mine in question, but the Eight Devils of Kimon have managed to kill all
of his companions. This fact is what leads him to recruit Jubei into his
plans, using him to accomplish what Dakuan is physically unable to.
Description:
Dakuan stands maybe 5' tall, and looks like he weighs all of 100 lbs. He
wears the robes and rosary of a Buddhist monk, along with a broad straw
sunhat and carries a long staff with several rings mounted on one end.
Powers Notes:
Dakuan possesses some pretty odd powers, which is saying something within
the universe of _Ninja Scroll_. His staff can be used as a weapon, as
well as stretch to great lengths, allowing Dakuan to polevault incredible
distances. He can camouflage himself so well as to become virtually
invisible, appearing as just another branch or other natural object. A
related power is his ability to extend his limbs to unnatural lengths (for
example he stretches one arm up the side of a boat in order to sneak
aboard). Due to this shown powers, I figured that giving him the Talents
of Double Jointed and Simulate Death only made sense.
As a spy, Dakuan seems to know quite a lot about what is really going on.
He knows quite a bit about Gemma's movements, Jubei's past and the past
histories of the local clans. Although he's not a powerful fighter, his
unassuming appearance makes it easy to underestimate him. PCs should
beware.
Disadvantages Notes:
To put it simply, Dakuan is only concerned with himself and serving the
Tokugawa Shogunate. He really doesn't seem to care what happens to anyone
else, as long as his mission is a success. During the course of _Ninja
Scroll_, he hits Jubei with a poisioned shuriken and then manipulates him
into fighting the Eight Devils of Kimion (specifically Gemma). He also
gets Kagero involved in the dispute, although he is instrumental in
setting up the eventual romantic relationship between the two (brief as it
was). On the other hand, when Kagero is captured by Shijima, Dakuan is
more than willing to leave her behind.
The Character:
STAT VAL COST
Str 8 -2
Dex 20 30
Con 15 10
Body 9 -2
Int 23 13
Ego 24 28
Pre 15 5
Com 6 -2
PD 4 2
ED 4 1
Spd 4 10
Rec 5 0
End 30 0
Stun 21 0
Char Total 93
Power Total 129
Total Cost 222
COST POWERS & SKILLS
9 Hand Attack: +4d6, 0 END, OAF: Staff
20 Invisibility: Sight Group, 0 END, Only to hide self, cannot
move (-1/2)
13 Superleap: +18", 0 END, OAF: Staff
4 Enhanced Perception: Hearing, +2 PER
7 Stretching: 2", No noncombat stretch (-1/4)
3 Double Jointed
3 Simulate Death
3 Bureacratics 12-
3 Climbing 13-
3 Concealment 14-
3 Contortionist 13-
3 Deduction 14-
3 High Society 12-
3 KS: Buddhist ritual 14-
3 KS: Clan Politics 14-
3 KS: Posions 14-
3 PS: Priest 14-
3 SC: Toxicology 14-
7 Shadowing 13-
3 Stealth 13-
3 Streetwise 12-
1 TF: Boats
3 Tracking 14-
2 WF: Shuriken, Staff
1 Lang: Japanese (literate)
1 Perk: Buddhist Priest
6 SL: +2 with all PRE Skills
10 CSL: +2 with HTH
Disadvantages
100 Base
10 DF: Really short, really old man
15 Psych: Sneaky and underhanded
15 Psych: Loyal to the Shogunate
15 Psych: Manipulative, prefers to have others do his work for him.
67 Wizened Old Monk Bonus
(Dakuan created by Yoshiaki Kawajiri, 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: Thu, 25 Sep 1997 20:41:28 -0400 (EDT)
From: "Michael Surbrook <susano@access.digex.net>
Weasel Attack!!!" <susano@access.digex.net>
Subject: CHAR: Kagero
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
KAGERO
Designers Notes:
Kagero is a kunoichi (female ninja) for the Koga Clan. Sent with her
fellow ninja to investigate strange happenings in a local village, she
runs afoul of the Eight Devils of Kimon (specifically Tessa and Yurimaru).
Within moments the other twenty or so ninja are dead and she is fleeing
back to Clan Koga to report the massacre. Along the way, she meets Jubei,
and joins forces with him (after some prodding by Dakuan).
Description:
Kagero is tall and slim, with short, shoulder length black hair. She
wears a very short blue kimono, a long red and white obi (belt) and black
tabi (boots). Thrust through her belt is a short sword that resembles a
canesword in desgin. She also keeps a dagger hidden up one sleeve.
Powers Notes:
Aside from her more 'traditional' anime-ninja skills (such as being to
leap anywhere), Kagero has several more 'unique' powers. She is the
Clan's poison taster, and can detect almost any type of poison. This has
made her immune to any and all poisons (she is bit by a snake and suffers
no ill effects) as well as granting her a most unusual power. Since her
body is 'soaked' with poison, it is deadly to even touch Kagero. Any
extended contact, such as a kiss, will almost certainly poison the person
contacting her, killing them in short order. Make love to her, and you've
signed your own death warrant. Death doesn't occur immediately however,
it takes about and hour or so before the effects really kick in. Once it
starts however, you're finished.
Kagero has one other interesting trick up her sleeve (literally). Given a
moment to prepare, she can produce a huge cloud of sleeping powder
(accompanied by an endless supply of flower petals) that will quickly
render unconscious anyone caught within its confines. The only problem is
that she can't move while creating and maintaining the cloud.
Disadvantages Notes:
Kagero is quite loyal to her clan, a loyalty that almost directly leads to
her death at the hands of Gemma. She does her best to resolve the problem
with the Eight Devils of Kimon in favor of Clan Koga, but unfortunately
fails. She is also surprisingly independent and headstrong, arguing with
Jubei over their next course of action several times, as well as with her
fellow ninja about being allowed to accompany them to investigate the
ill-fated local village. Finally, her sense of loyalty as makes her
unwilling to ignore a personal debt to someone else. She ends up
accompaning Jubei for just such a reason. Kagero's biggest flaw, however,
is that she feels she is expendable. Her condition is such that no one
can touch her, and thus she is used like some sort of tool. Seeing all of
her fellow ninja slaughtered and the clan chamberlin not even bat an eye
doesn't help much either.
The Character:
STAT VAL COST
Str 13 3
Dex 24 42
Con 15 10
Body 12 0
Int 18 8
Ego 18 16
Pre 18 8
Com 20 5
PD 6 3
ED 5 2
Spd 5 16
Rec 6 0
End 30 0
Stun 30 3
Char Total 118
Power Total 217
Total Cost 335
COST POWERS & SKILLS
1 MA: Ninjutsu, use art with Blades
4 Block +2 OCV +2 DCV Block, Abort
4 Dodge +0 OCV +5 DCV Dodge, Abort
4 Punch +0 OCV +2 DCV 5 1/2d6 Strike
3 Takedown +1 OCV +1 DCV 3 1/2d6 STR Strike; Target Falls
4 Damage Class with Ninjutsu
13 HKA: 1d6, +1 OCV, 0 END, OAF: 'Wakazashi'
7 HKA: 1d6-1, 0 END, OAF: Tanto
38 4d6 NND, AoE: Radius, 0 END, Continous, Personal Immunity, 0 DCV
Concentrate (throughout), No Range - Sleeping Powder
71 Drain: 2d6 Body, Recover per Day (+1 1/2), Gradual Effect: per
Phase (-0),
Damage Shield, Invisible Power Effects - Sight, Time Delay ~1
Hour, 0 END,
Persistant, Continous, Uncontrolled, Always On, Body Drain only
affects
living beings (-1/4)
3 Life Support: Immune to all poisons
7 Superleap: +7" (10" total), END 2
14 Detect: Posion, Discriminatory, +3 PER (must taste)
3 Acrobatics 14-
3 Breakfall 14-
3 Climbing 14-
3 Concealment 13-
3 High Society 13-
3 Seduction 13-
3 Stealth 14-
7 Shadowing 13-
3 Tracking 13-
6 WF: Common Martial Arts Weapons, Common Melee Weapons,
Common Missle Weapons
1 Lang: Japanese (literate)
6 CSL: +2 with Ninjutsu
Disadvantages
100 Base
10 DF: Style - Ninjutsu
15 Psych: Feels she is expendable
15 Psych: Must Repay Personal Debts
10 Psych: Independant / Headstrong
10 Psych: Duty to Clan Koga
175 Kunoichi Bonus
(Kagero created by Yoshiaki Kawajiri, character sheet created 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: Thu, 25 Sep 1997 20:44:04 -0400 (EDT)
From: "Michael Surbrook <susano@access.digex.net>
Weasel Attack!!!" <susano@access.digex.net>
Subject: CHAR: Yurimaru
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
YURIMARU
Designers Notes:
Yurimaru is one of the more dangerous members of the Eight Devils. A
sophisticated, soft-spoken individual, Yurimaru is amazingly ruthless. He
is always dressed in fine clothing and doesn't carry a weapon. He doesn't
need one, having a bizarre electrical control power that is more than
sufficient to dispatch his enemies.
Description:
Yurimaru is of average height, with a handsome face and carefully
arraigned hair. He wears a long flowing kimono and hakama, pauses to
smell the flowers and speaks in a soft, cultured voice.
Powers Notes:
Yurimaru can control and conduct electricity through his body. He can
also transmit this electrical power to his targets through fine wires.
These wires allow him a wide range of effects, including: wrapping the
wire about someone's neck and lifting them clear of the ground, attaching
a wire to a bo shuriken and tossing it into the water (where the
electrical discharge than blasts the whole lake), sending an electrical
charge down the wire and frying whomever the wire is attached to (either
EB or RKA), using the wire to communicate *long* distances (consider it to
be form of Mind Link) and leaving a wire attached to someone so you can
'listen in' on their actions (Clairisentience). Note, that when Yurimaru
generates his electrical pulses his skeletion gloes a bright white,
shining quite clearly through his body.
Disadvantages Notes:
As second in command, Yurimaru is totally devoted to Gemma. His is also
Gemma's occasional lover and more than a little bit jelous that Benisato
also shares Gemma's bed. Yurimaru also has very little tolerance for
failure and disobedience on the part of his underlings and kills Benisato
for failing in her mission to stop Jubei (of course, his rivalry may have
had something to do with it). Yurimaru also despises Zakuro and will have
nothing to do with her, despite her obvious love for him. Yurimaru ends
up paying in a big way for spurning Zakuro's advances...
The Character:
STAT VAL COST
Str 15 5
Dex 26 48
Con 23 26
Body 11 2
Int 23 13
Ego 18 16
Pre 30 20
Com 22 6
PD 7 4
ED 9 4
Spd 6 24
Rec 10 4
End 50 4
Stun 31 0
Char Total 176
Power Total 184
Total Cost 360
COST POWERS & SKILLS
60 60 Point Variable Power Pool: 'Electrical Wire' Control
60 VPP Control Cost: No Skill Roll Needed, No Time, Limited SFX
2 Running: +1" (7"/14"), END 1
3 Superleap: +3" (6" total), END 1
3 Breakfall 14-
3 Climbing 14-
3 Concealment 14-
3 High Society 15-
3 KS: Eight Devils of Kimon 14-
3 PS: Calligraphy (DEX) 14-
3 Riding 14-
3 Seduction 15-
3 Shadowing
3 Sleight of Hand 14-
3 Stealth 14-
3 Tactics 14-
1 Lang: Japanese (literate)
2 Perk: 2nd in Command of the Eight Devils of Kimon
20 CSL: +4 with Wire VPP
Disadvantages
100 Base
10 DF: Always dressed in very fine clothing, highly cultured
mannerisms
15 DF: Obvious Electrical effects when powers used offensivly
5 Psych: Homosexual
20 Psych: No Tolerance for Failure
15 Psych: Loyal to Genma
10 Psych: Very polite and cultured
5 Psych: Homosexual
15 Rep: One of the Eight Devils of Kimon (ext) 11-
5 Rivalry: Benisato (romantic)
165 Fry by Wire Bonus
***************************************************************************
* "'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 *
***************************************************************************
X-Sender: moriarty@mail.mhonline.net
Date: Thu, 25 Sep 1997 21:46:58 -0400
From: "Jason D. Hendricks" <moriarty@mhonline.net>
Subject: Desolidification and the environment
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
Howdy all. A few days ago one of my PCs made a character with
Desolidification. He is basically a mentalist, who has _very_ loosely
defined his transformation as some sort of mental energy form. Our campaign
world is non-magic, with few mentalists. Because of the style of the
campaign, we also don't use END rules too often. Anyway, I am trying to
figure out just what the character should be affected by when he is
desolid. Thus far he is vulnerable to mental attacks, electrical and really
really powerful magnetic attacks.
However - here's the meat of the question: a desolid character can
basically ignore most physical and energy attacks, BUT is he still affected
by environmental changes? i.e. If you drop the character into the middle of
the arctic without any way to keep himself warm and without the appropriate
life support, would going desolid make a difference? I ruled no, the player
said yes. (The actual circumstance was an icy villain creating a huge cold
wave which slowed down the other PCs). Similarly if the character is
exposed to extreme heat (lava for instance), barring breathing
requirements, would the character be affected by his surroundings?
-J
X-Sender: moriarty@mail.mhonline.net
Date: Thu, 25 Sep 1997 21:48:18 -0400
From: "Jason D. Hendricks" <moriarty@mhonline.net>
Subject: Desolidification p.s.
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
Would a character with Desolidification be able to phase through a
character with the Hardened advantage? If not, wouldn't the Hardened fellow
be able to damage him normally?
-J
From: DocTough@aol.com
Date: Thu, 25 Sep 1997 22:03:09 -0400 (EDT)
Subject: Re: Desolidification p.s.
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
In a message dated 97-09-25 21:48:57 EDT, you write:
<< Would a character with Desolidification be able to phase through a
character with the Hardened advantage? If not, wouldn't the Hardened fellow
be able to damage him normally?>>
Doc sez...
Yes, a character with Desolidification would be able to pass through a
character or barrier with Hardened unless Hardened Defs are the designated
effect that affects the Desolidification.
As a side note, in my campaign rules a player defines both a type of
barrier spfx and an attack spfx that can affect the Desolid character. I
find that this aids in reigning characters with Desolidification.
Doc Tough
From: DocTough@aol.com
Date: Thu, 25 Sep 1997 22:09:41 -0400 (EDT)
Subject: Re: Desolidification and the environment
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
Doc sez...
How an environment affects a Desolidified character depends on the
special effect of the defined power. But generally, the only real
consideration is whether or not the character has access to sufficent,
breathable atmosphere. Things like cold, heat, flows of lava are not going
to affect the character, unless the PC attempts to swim through a sea of
lava. Most magnanimous GMs will allow a character to breath normally until
they leave the safe atmosphere.
Doc Tough
Date: Thu, 25 Sep 1997 22:38:03 -0400 (EDT)
X-Sender: jprins@interhop.net
From: jprins@interhop.net (John and Ron Prins)
Subject: Re: Disrupting Flight
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
> I want to build a spell for an NPC to prevent a player from flying
>away from combat, and so said player can't get an appreciable
>combat/tactical advantage from flight.
> Should I model this with a Supress, or is there a better way? I'd
>prefer to be able to write it up in game terms, instead of resorting to,
>"Nimbus, you suddenly can't fly..." I like to have concrete examples
>instead of Plot Devices (tm).
STR Drain. If you can't support your own weight, you can't walk or stand up*
- and it's probably valid extension to say you can't fly either, depending
on the SFX of your flight (technological would not be effected, but wings
definitely would).
* BBB pg 172 "A human-sized character needs at least Strength of 0 to stand
up and walk around."
-----------------------------------------------------------------------------
"Guns-ablazin', fu-fightin', spell-chuckin', rubber-monster-stompin' ACTION!"
-John comments on Feng Shui
-----------------------------------------------------------------------------
John D. Prins
jprins@interhop.net
From: Legionair@aol.com
Date: Thu, 25 Sep 1997 23:50:35 -0400 (EDT)
Subject: CHAR: The Saint
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
Simon Templar, aka The Saint
Disclaimer: This write up was based on the recent movie.
18 STR 8 CHAR: 142
19 DEX 27 POWERS: 346
18 CON 16
17 BODY 14
21 INT 12
18 EGO 16
17 PRE 7
18 COM 4
7 PD 4 3
6 ED 4 2
4 SPD 2.9 11
8 REC 8 0
50 END 36 7
50 STUN 35 15
100 Acrobatics (13-), Acting (12-), Breakfall (13-), Bribery (12-), Bugging
(13-), Bureacratics (12-), Climbing (13-), Combat Driving (13-), Concealment
(13-), Conversation (12-), Cryptography (13-), Demolitions (11-), Disguise
(15-), Electronics (11-), Forgery (11-), High Society (12-), Lockpicking
(13-), Mimicry (15-), Navigation (11-), Oratory (12-), Persuasion (12-),
Security Systems (13-), Shadowing (11-), Sleight of Hand (13-), Stealth
(13-), Streetwise (12-), Tracking (13- ), Trading (12-)
70 +7 Overall Levels
3 LINGUIST
33 Languages (All idiomatic, one free): Italian, Spanish, French, Japanese,
German, English, Mandarin, Cantonese, Russian, Polish, Arabic, Hebrew
3 TRAVELER
10 Area Knowledges: New York City, Moscow, London, Paris, Tokyo, Beijing,
Hong Kong, Boston, Chicago, Los Angeles
3 WELL CONNECTED
6 Contacts (16-)
15 Money - Filthy Rich
20 Martial Arts - Classic Comic Book
Punch, Kick, Block, Throw, Dodge
5 Combat Sense (14-)
5 Defense Maneuver
15 3d6 Luck
5 Resistence (+5 Ego)
6 Instant Change (Requires Skill Roll (Trading), Must Trade With NPC Out of
Eyesight))
10 Shape Shift (Only After Disguise Roll, Only After Studying Target, Must
Make Mimicry Roll, Can Not Change Basic Body Features)
30 Gadget Pool
7 Control Cost (Must Change Between Adventures, Must Buy New Equipment)
20 Normal Characteristics Maxima
20 Psychological: Code Against Killing
15 Psychological: Greedy
15 Psychological: Must Use Saint Names as IDs
15 Secret Identity
303 Experience Bonus
Character write up by Jason Galterio. Feedback more than welcome. I plan to
follow up tomorrow night with a write up of the Shadow.
Date: Thu, 25 Sep 1997 22:49:55 -0700
From: Darrin Kelley <flashbak@pacbell.net>
Reply-To: flashbak@pacbell.net
CC: champ-l@omg.org
Subject: Re: Disrupting Flight
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
Jeremiah Driscoll wrote:
> I want to build a spell for an NPC to prevent a player from
> flying
> away from combat, and so said player can't get an appreciable
> combat/tactical advantage from flight.
> Should I model this with a Supress, or is there a better way?
> I'd
> prefer to be able to write it up in game terms, instead of resorting
> to,
> "Nimbus, you suddenly can't fly..." I like to have concrete examples
> instead of Plot Devices (tm).
Suppress works very well. I have used Dispel in the past also.
The effect I used previously was a gravity projector. A device that
increases the gravity around a pecific target so that they can't fly.
X-Sender: ludator@mail.softfarm.com
Date: Fri, 26 Sep 1997 01:37:38 -0500
From: Vox Ludator! <ludator@mail.softfarm.com>
Subject: Re: Disrupting Flight
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
At 07:47 PM 9/25/97 +0600, Jeremiah Driscoll wrote:
> I want to build a spell for an NPC to prevent a player from flying
>away from combat, and so said player can't get an appreciable
>combat/tactical advantage from flight.
> Should I model this with a Supress, or is there a better way? I'd
>prefer to be able to write it up in game terms, instead of resorting to,
>"Nimbus, you suddenly can't fly..." I like to have concrete examples
>instead of Plot Devices (tm).
I'm fighting a headache right now, so maybe I'm not comprehending The Big
Picture, but ... um ... why WOULDN'T you use either a Suppress or an
outright Drain (both vs. Flight)? This seems to be precisely what these
powers are FOR, yes/no?
--
Vox 25:17, Patron Saint of Gadflies
+-----------------------------------------------------------------+
| Files corrupt; absolute files corrupt absolutely. |
+-----------------------------------------------------------------+
Visit the SoapVox at http://www.io.com/~angilas/soapvox.html
X-Sender: jdriscol@mail.vt.edu
Date: Fri, 26 Sep 1997 13:13:35 +0600
From: Jeremiah Driscoll <jdriscol@vt.edu>
Subject: Re: Disrupting Flight
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
Vox Ludator! wrote:
>I'm fighting a headache right now, so maybe I'm not comprehending The Big
>Picture, but ... um ... why WOULDN'T you use either a Suppress or an
>outright Drain (both vs. Flight)? This seems to be precisely what these
>powers are FOR, yes/no?
>
Well, no, it's not that I don't want to, really (and sorry about the
headache). I haven't had luck with Suppress before, and I'm just not really
comfortable with it. The aversion to Drain is because the PC in question
(Nimbus) has his Flight in a MP, and I haven't decided on a house rule that
may apply the Drain to the actual pool...
I guess Supress would be my best bet. Thanks goto Vox, and the
others who responded, especially Robert A. West, who was kind enough to
write up example Powers for me. If anyone is still interested in giving
their opinions, I'm still interested in hearing them.
- Jerry
X-Sender: filkhero@pop.netaddress.com
Date: Fri, 26 Sep 1997 01:45:59 -0700
From: Filksinger <filkhero@usa.net>
Subject: Re: CHAR: Yurimaru
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
At 08:44 PM 9/25/97 -0400, Michael Surbrook <susano@access.digex.net> wrote:
>YURIMARU
<snip>
>Disadvantages
>100 Base
>10 DF: Always dressed in very fine clothing, highly cultured
> mannerisms
>15 DF: Obvious Electrical effects when powers used offensivly
>5 Psych: Homosexual
>20 Psych: No Tolerance for Failure
>15 Psych: Loyal to Genma
>10 Psych: Very polite and cultured
>5 Psych: Homosexual
>15 Rep: One of the Eight Devils of Kimon (ext) 11-
>5 Rivalry: Benisato (romantic)
>165 Fry by Wire Bonus
While I know that some people might object to calling Homosexual a Psych
Lim, my only objection is calling it a Psych Lim _twice_:)
Filksinger
Date: Fri, 26 Sep 1997 06:21:13 -0400 (EDT)
From: Michael Surbrook <susano@access.digex.net>
cc: champ-l@omg.org
Subject: Re: CHAR: Yurimaru
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
On Fri, 26 Sep 1997, Filksinger wrote:
> At 08:44 PM 9/25/97 -0400, Michael Surbrook <susano@access.digex.net> wrote:
> >YURIMARU
> <snip>
> >Disadvantages
> >100 Base
> >10 DF: Always dressed in very fine clothing, highly cultured
> > mannerisms
> >15 DF: Obvious Electrical effects when powers used offensivly
> >5 Psych: Homosexual
> >20 Psych: No Tolerance for Failure
> >15 Psych: Loyal to Genma
> >10 Psych: Very polite and cultured
> >5 Psych: Homosexual
> >15 Rep: One of the Eight Devils of Kimon (ext) 11-
> >5 Rivalry: Benisato (romantic)
> >165 Fry by Wire Bonus
>
> While I know that some people might object to calling Homosexual a Psych
> Lim, my only objection is calling it a Psych Lim _twice_:)
Uh yeah, this layout error was pointed out to me before. I had filled in
some Psych Lims and then put them in order by cost and used the copy and
paste command as opposed to the cut and paste command. Sorry about that.
***************************************************************************
* "'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: Fri, 26 Sep 1997 10:26:46 -0400 (EDT)
From: Bill Svitavsky <bsvitavs@bu.edu>
Subject: Re: CHAR: The Saint
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
On Thu, 25 Sep 1997 Legionair@aol.com wrote:
> 10 Shape Shift (Only After Disguise Roll, Only After Studying Target, Must
> Make Mimicry Roll, Can Not Change Basic Body Features)
What does this simulate that a high Disguise Roll doesn't? I have no
objection to using a power to model a skill which isn't described in the
Hero rules, but why use a power for a skill that's quite adequately
defined already?
Date: Fri, 26 Sep 1997 07:47:30 -0700
From: "Robert A. West" <robtwest@erols.com>
CC: champ-l@omg.org
Subject: Re: Desolidification p.s.
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
Jeremiah Driscoll wrote:
>
> Doc Tough wrote:
> >Jason D. Hendricks wrote:
> >
> ><< Would a character with Desolidification be able to phase through a
> > character with the Hardened advantage?
> >
> > Yes, a character with Desolidification would be able to pass through a
> >character or barrier with Hardened unless Hardened Defs are the designated
> >effect that affects the Desolidification.
Or unless the hardened defense is of the *special effect* that affects
the desolidification, in which case hardened defense is irrelevant. For
example, Dipole has an electrical force field, and Elektron has a
desolid, special effect is he turns into a cloud of relativistic
electrons, affected by electrical and magnetic attacks. Elektron would
*not* be able to phase through Dipole.
> >
> > As a side note, in my campaign rules a player defines both a type of
> >barrier spfx and an attack spfx that can affect the Desolid character. I
> >find that this aids in reigning characters with Desolidification.
Good thought, although in most cases shouldn't these be the same?
> >
> Yah. Doc's right. It's Teleportation that would have trouble with
> the Hardened stuff. At least according to the BBB... Now, if the character
> had "Affects Desolid" on his entire *being*, then the Desolid character
> might be in trouble... : )
Actually, STR, Affects Desolid or a Damage Shield with Affects Desolid
should qualify quite nicely.
>
> - Jerry
--
<------------------------------------------------------->
Robert A. West /// "Censorship is tyranny."
Phone W:(215)466-3628; H:(215)348-9113
http://www.erols.com/robtwest
X-Sender: champion@mailhost.cyberhighway.net (Unverified)
Date: Fri, 26 Sep 1997 07:49:28 -0700
From: Jim Dickinson <champion@cyberhighway.net>
Subject: Re: Combat Mnvr question ... Move Throughs
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
At 04:46 AM 9/23/97 PDT, Salmon,David wrote:
>Okay guys,
>
>I ran into this situation and would like other peoples opinions on the
> subject. Okay ... here goes:
>
>If a character has 6 " running and 3 " Stretching, can he/she do a move
> through on someone who is 9 " away ?? It seemed reasonable to me. What
> do you think??? Thanks in advance!!!
>
Here's a related question that just occurred to me:
Why shouldn't a stretcher be able to get "Stretching Momentum" the same was
a Shrinker can get "Growth Momentum" when attacking?
Jim
Date: Fri, 26 Sep 1997 08:07:05 -0700 (PDT)
From: Steven Wells <slwells@ucdavis.edu>
X-Sender: szwells@catbert.ucdavis.edu
cc: champ-l@omg.org
Subject: Re: CHAR: Yurimaru
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
On Fri, 26 Sep 1997, Filksinger wrote:
> >5 Psych: Homosexual
<snip>
> >5 Psych: Homosexual
>
> While I know that some people might object to calling Homosexual a Psych
> Lim, my only objection is calling it a Psych Lim _twice_:)
He's very strong in his feelings.
Or do you get a second bonus when out of the closet?
Or is this an gaming mannerism for showing lisping?
All in fun folks! :)
--------------------------
Steven L. Wells
slwells@chip.ucdavis.edu
Member Team OS/2
--------------------------
Date: Fri, 26 Sep 1997 08:13:26 -0700
From: "Robert A. West" <robtwest@erols.com>
CC: champ-l@omg.org
Subject: Re: Desolidification and the environment
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
DocTough@aol.com wrote:
>
> Doc sez...
>
> How an environment affects a Desolidified character depends on the
> special effect of the defined power. But generally, the only real
> consideration is whether or not the character has access to sufficent,
> breathable atmosphere. Things like cold, heat, flows of lava are not going
> to affect the character, unless the PC attempts to swim through a sea of
> lava. Most magnanimous GMs will allow a character to breath normally until
> they leave the safe atmosphere.
I am not sure why your last statement reflects magnanimity... if the
player paid points for Life Support, the character is entitled to Life
Support.
I would add that
1) The GM is free to define any *really* hostile environment as Affects
Desolid. A planet has a lot of spare points for such things. ;-)
2) The GM is free to define any *REALLY* hostile environment as a
continuing Area Effect attack, with or without Affects Desolid.
3) Affects Desolid can itself be limited so as to not work against
selected special effects. This is useful to confuse any players who are
thinking too much about the rules and too little about the scenario.
4) Life Support is the defense for many NND or AVLD attacks, which may
also be Affects Desolid, and may represent environments.
"Drowsy Virus"
50 1D6 Drain END NND(+1) {not Immune to Disease} Cont(+1)
Persistent(+1) Uncontrolled(+1/2) Sticky(+1/2)
Defined to act on DEX 1, on victim's phases(-0)
Note that no one will ever get a non-post-12 recovery who has this
disease, so victims who use more than their REC in END or STUN per turn
will, eventually, go under.
>
> Doc Tough
--
<------------------------------------------------------->
Robert A. West /// "Censorship is tyranny."
Phone W:(215)466-3628; H:(215)348-9113
http://www.erols.com/robtwest
Date: Fri, 26 Sep 1997 11:15:18 -0500 (CDT)
X-Sender: psansone@i1.net
From: psansone@i1.net (Sparx)
Subject: Re: CHAR: The Saint
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
>Simon Templar, aka The Saint
>Disclaimer: This write up was based on the recent movie.
>
>18 STR 8 CHAR: 142
>19 DEX 27 POWERS: 346
>18 CON 16
>17 BODY 14
>21 INT 12
>18 EGO 16
>17 PRE 7
>18 COM 4
>
>7 PD 4 3
>6 ED 4 2
>4 SPD 2.9 11
>8 REC 8 0
>50 END 36 7
>50 STUN 35 15
>
>100 Acrobatics (13-), Acting (12-), Breakfall (13-), Bribery (12-), Bugging
>(13-), Bureacratics (12-), Climbing (13-), Combat Driving (13-), Concealment
>(13-), Conversation (12-), Cryptography (13-), Demolitions (11-), Disguise
>(15-), Electronics (11-), Forgery (11-), High Society (12-), Lockpicking
>(13-), Mimicry (15-), Navigation (11-), Oratory (12-), Persuasion (12-),
>Security Systems (13-), Shadowing (11-), Sleight of Hand (13-), Stealth
>(13-), Streetwise (12-), Tracking (13- ), Trading (12-)
>70 +7 Overall Levels
>3 LINGUIST
>33 Languages (All idiomatic, one free): Italian, Spanish, French, Japanese,
>German, English, Mandarin, Cantonese, Russian, Polish, Arabic, Hebrew
>3 TRAVELER
>10 Area Knowledges: New York City, Moscow, London, Paris, Tokyo, Beijing,
>Hong Kong, Boston, Chicago, Los Angeles
>3 WELL CONNECTED
>6 Contacts (16-)
>15 Money - Filthy Rich
>20 Martial Arts - Classic Comic Book
> Punch, Kick, Block, Throw, Dodge
>5 Combat Sense (14-)
>5 Defense Maneuver
>15 3d6 Luck
>5 Resistence (+5 Ego)
>6 Instant Change (Requires Skill Roll (Trading), Must Trade With NPC Out of
>Eyesight))
>10 Shape Shift (Only After Disguise Roll, Only After Studying Target, Must
>Make Mimicry Roll, Can Not Change Basic Body Features)
>30 Gadget Pool
>7 Control Cost (Must Change Between Adventures, Must Buy New Equipment)
>
>20 Normal Characteristics Maxima
>20 Psychological: Code Against Killing
>15 Psychological: Greedy
>15 Psychological: Must Use Saint Names as IDs
>15 Secret Identity
>303 Experience Bonus
>
>Character write up by Jason Galterio. Feedback more than welcome. I plan to
>follow up tomorrow night with a write up of the Shadow.
I like your character here, but a couple of things. One, if he pushes he
could lift a car. Probably not. A Str around 15 if not less would make
more sense for the movie. Secondly, wouldn't a KS: Saints or KS: Saint
Names be somewhere in his list of skills? I looked, maybe I overlooked it,
but thought that I'd just point this out. Take it easy and talk at you later.
Sparx
====================================================
I'll fire aimlessly if you don't come out!
++++++++++++++++++++++++++++++++++++++++++++++++++++
Check out #herochat on DALnet an IRC for Champions Conversation
++++++++++++++++++++++++++++++++++++++++++++++++++++
From: Stainless Steel Rat <ratinox@peorth.gweep.net>
Subject: Re: Desolidification and the environment
Mail-Copies-To: never
X-No-Archive: yes
X-Attribution: Rat
Organization: The Happy Fun Ball Brigade
Date: 26 Sep 1997 12:29:56 -0400
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To: champ-l@omg.org
-----BEGIN PGP SIGNED MESSAGE-----
>>>>> "JDH" == Jason D Hendricks <moriarty@mhonline.net> writes:
JDH> However - here's the meat of the question: a desolid character can
JDH> basically ignore most physical and energy attacks, BUT is he still
JDH> affected by environmental changes?
If he does not buy Life Support he does not have Life Support. He cannot
breathe in a vacuum or under water. He cannot survive the heat of a
volcano or the cold of a polar cap. If he wants these immunities he needs
to buy Life Support.
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--
Rat <ratinox@peorth.gweep.net> \ Happy Fun Ball contains a liquid core,
PGP Key: at a key server near you! \ which, if exposed due to rupture, should
\ not be touched, inhaled, or looked at.
From: Stainless Steel Rat <ratinox@peorth.gweep.net>
Subject: Re: Desolidification p.s.
Mail-Copies-To: never
X-No-Archive: yes
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Organization: The Happy Fun Ball Brigade
Date: 26 Sep 1997 12:31:00 -0400
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X-Hero: champ-l
To: champ-l@omg.org
-----BEGIN PGP SIGNED MESSAGE-----
>>>>> "JDH" == Jason D Hendricks <moriarty@mhonline.net> writes:
JDH> Would a character with Desolidification be able to phase through a
JDH> character with the Hardened advantage?
Yes. Hardened does not affect Desolidification; for that the power needs
the Affects Desolid advantage.
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--
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\ kept under refrigeration.
From: Brian Wong <rook@sanfran.infinex.com>
Subject: Re: CHAR: The Saint
Date: Fri, 26 Sep 1997 10:28:41 -0700 (PDT)
Cc: hero-l@omg.org
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
>
> >Simon Templar, aka The Saint
> >Disclaimer: This write up was based on the recent movie.
> >
> >18 STR 8 CHAR: 142
> I like your character here, but a couple of things. One, if he pushes he
> could lift a car. Probably not. A Str around 15 if not less would make
> more sense for the movie. Secondly, wouldn't a KS: Saints or KS: Saint
> Names be somewhere in his list of skills? I looked, maybe I overlooked it,
> but thought that I'd just point this out. Take it easy and talk at you later.
>
I agree, I didn't see him as strong at all in the movie. I'd
give him a 13 STR. And info on the saints and catholicism should be present
as well. at the 13 to 15 range somewhere.
X-Sender: dalger@thyme.cisco.com
Date: Fri, 26 Sep 1997 11:02:13 -0700
From: Douglas Alger <dalger@cisco.com>
Subject: Re: Disrupting Flight
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
> I want to build a spell for an NPC to prevent a player from flying
>away from combat, and so said player can't get an appreciable
>combat/tactical advantage from flight.
If you don't like using Suppress, how about TK to simulate a tractor beam
or gravity field pulling them to the ground? [only to pull down (-1)] The
target would need to make either a STR v. STR or Flight v. STR roll to
break free.
- Doug
Date: Fri, 26 Sep 1997 13:16:55 -0500 (CDT)
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu>
Cc: champ-l@omg.org
Subject: Re: CHAR: The Saint
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
>
> > 10 Shape Shift (Only After Disguise Roll, Only After Studying Target, Must
> > Make Mimicry Roll, Can Not Change Basic Body Features)
>
> What does this simulate that a high Disguise Roll doesn't? I have no
> objection to using a power to model a skill which isn't described in the
> Hero rules, but why use a power for a skill that's quite adequately
> defined already?
>
I'd say, basically, no chance of being found out. No one is going
to sense out the disguise with a lucky PER roll, which the skill can
allow.
-Tim Gilberg
From: Brian Wong <rook@sanfran.infinex.com>
Subject: Re: CHAR: The Saint
Date: Fri, 26 Sep 1997 11:45:01 -0700 (PDT)
Cc: hero-l@omg.org
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
> > > 10 Shape Shift (Only After Disguise Roll, Only After Studying Target, Must
> > > Make Mimicry Roll, Can Not Change Basic Body Features)
> >
> > What does this simulate that a high Disguise Roll doesn't? I have no
> > objection to using a power to model a skill which isn't described in the
> > Hero rules, but why use a power for a skill that's quite adequately
> > defined already?
> >
>
> I'd say, basically, no chance of being found out. No one is going
> to sense out the disguise with a lucky PER roll, which the skill can
> allow.
>
Which doesn't fit the character. In the movie the Russian guys knew
who he was right from the start when they met him in Germany. He totally
blew it. And he knew it too, judging from what he did when he sat down at
the lady's table across from them.
X-Sender: bob.greenwade@klock.com
Date: Fri, 26 Sep 1997 12:31:31 -0700
From: Bob Greenwade <bob.greenwade@klock.com>
Subject: Re: Combat Mnvr question ... Move Throughs
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
At 07:49 AM 9/26/97 -0700, Jim Dickinson wrote:
>Why shouldn't a stretcher be able to get "Stretching Momentum" the same was
>a Shrinker can get "Growth Momentum" when attacking?
Even though it's not in the rules, it probably should be. Stretching
has always seemed overpriced to me (4th Ed Stretching, anyway).
---
Bob's Original Hero Stuff Page!
http://www.klock.com/public/users/bobg/original.htm
Date: Fri, 26 Sep 1997 15:41:35 -0400 (EDT)
From: Bill Svitavsky <bsvitavs@bu.edu>
Subject: Re: CHAR: The Saint
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
On Fri, 26 Sep 1997, Tim R. Gilberg wrote:
>
> >
> > > 10 Shape Shift (Only After Disguise Roll, Only After Studying Target, Must
> > > Make Mimicry Roll, Can Not Change Basic Body Features)
> >
> > What does this simulate that a high Disguise Roll doesn't? I have no
> > objection to using a power to model a skill which isn't described in the
> > Hero rules, but why use a power for a skill that's quite adequately
> > defined already?
> >
>
>
> I'd say, basically, no chance of being found out. No one is going
> to sense out the disguise with a lucky PER roll, which the skill can
> allow.
>
>
I still don't like it. Those same 10 points could be spent on +5 to the
disguise roll, giving Simon a 21-. An average disguise roll, then, would
require a PER roll to be made by at least 10 (even before bonuses from
Acting & Mimicry are factored in.) An average person will never see
through the disguise unless the GM wants to be generous on a PER roll of
3. And anyone with PER rolls in the upper teens or twenties probably
*should* have a chance to see through the Saint's (or anyone's) disguises.
I will acknowledge, though, that skill rolls add a certain level of
randomness to results, especially if the GM is unreasonable. The best
disguise artist in the world might still roll an 18 on occasion. As a GM,
I generally minimize such occurences, attributing them to bad luck rather
than momentary incompetence. Perhaps that fight knocked the toupe ajar, or
maybe the humidity is affecting the spirit gum holding on that fake
moustache. That level of chance seems to work pretty well for most
disguise artists, especially if you give the benefit of the doubt to
competent characters and don't bother with the rolls in easy
circumstances.
X-Sender: bob.greenwade@klock.com
Date: Fri, 26 Sep 1997 12:45:16 -0700
From: Bob Greenwade <bob.greenwade@klock.com>
Subject: Re: Desolidification p.s.
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
At 09:48 PM 9/25/97 -0400, you wrote:
>Would a character with Desolidification be able to phase through a
>character with the Hardened advantage? If not, wouldn't the Hardened fellow
>be able to damage him normally?
You mean, if the second character's personal defenses have the Affects
Desolid Advantage?
This is very much akin to the Irresistable Force meeting the Immovable
Object. If these two characters touch each other with these respective
Powers in place, the are both obliterated and no longer exist.
No, seriously... I don't see any purpose behind buying personal defenses
with this Advantage, other than confusing the GM in the above situation,
and therefore wouldn't allow it.
---
Bob's Original Hero Stuff Page!
http://www.klock.com/public/users/bobg/original.htm
Date: Fri, 26 Sep 1997 15:58:56 -0500 (CDT)
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu>
Cc: hero-l@omg.org
Subject: Re: CHAR: The Saint
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
> > I'd say, basically, no chance of being found out. No one is going
> > to sense out the disguise with a lucky PER roll, which the skill can
> > allow.
> >
> Which doesn't fit the character. In the movie the Russian guys knew
> who he was right from the start when they met him in Germany. He totally
> blew it. And he knew it too, judging from what he did when he sat down at
> the lady's table across from them.
>
Hey. That deserved a Spoiler Alert. I've not seen the movie.
Anyway, if it is something failable, then disguise would, perhaps, work
better -- the skill, that is.
-Tim Gilberg
Date: Fri, 26 Sep 1997 17:52:26 -0400 (EDT)
X-Sender: nexus@uky.campus.mci.net
From: Kim Foster <nexus@uky.campus.mci.net>
Subject: Re: CHAR: The Saint
Cc: champ-l@omg.org, hero-l@omg.org
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
At 11:45 AM 9/26/97 -0700, Brian Wong wrote:
>> > > 10 Shape Shift (Only After Disguise Roll, Only After Studying Target,
Must
>> > > Make Mimicry Roll, Can Not Change Basic Body Features)
>> >
>> > What does this simulate that a high Disguise Roll doesn't? I have no
>> > objection to using a power to model a skill which isn't described in the
>> > Hero rules, but why use a power for a skill that's quite adequately
>> > defined already?
>> >
>>
>> I'd say, basically, no chance of being found out. No one is going
>> to sense out the disguise with a lucky PER roll, which the skill can
>> allow.
>>
> Which doesn't fit the character. In the movie the Russian guys knew
>who he was right from the start when they met him in Germany. He totally
>blew it. And he knew it too, judging from what he did when he sat down at
>the lady's table across from them.
>
>
That could be interpreted as him failing the roll to activate his power.
From: Brian Wong <rook@sanfran.infinex.com>
Subject: Re: CHAR: The Saint
Date: Fri, 26 Sep 1997 15:01:26 -0700 (PDT)
Cc: hero-l@omg.org
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
> >> > > 10 Shape Shift (Only After Disguise Roll, Only After Studying Target,
> Must
> >> > > Make Mimicry Roll, Can Not Change Basic Body Features)
> >> >
> >> > What does this simulate that a high Disguise Roll doesn't? I have no
> >> > objection to using a power to model a skill which isn't described in the
> >> > Hero rules, but why use a power for a skill that's quite adequately
> >> > defined already?
> >> >
> >> I'd say, basically, no chance of being found out. No one is going
> >> to sense out the disguise with a lucky PER roll, which the skill can
> >> allow.
> > Which doesn't fit the character. In the movie the Russian guys knew
> >who he was right from the start when they met him in Germany. He totally
> >blew it. And he knew it too, judging from what he did when he sat down at
> >the lady's table across from them.
> >
> That could be interpreted as him failing the roll to activate his power.
>
>
This is like re-inventing the abacus to solve the problem of the
batteries in a calculator.
A high skill roll achieves the effect perfectly. Where-as shapeshift
needing skill roll is a clear hack to achieve an effect. Besides, shapeshift
covers look and form. It wouldn't help with characterization, voice-over, etc...
So you'd still need disguise...
From: Firelynx16@aol.com
Date: Sat, 27 Sep 1997 00:22:06 -0400 (EDT)
Subject: Re: Popeye.
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
In a message dated 97-09-26 07:37:03 EDT, you write:
<< Okay, call me weird, but I've actually tried to model Popeye in Champs
terms.
So far I haven't gotten too far. I'm trying to model his spinach. I've
come up with:
xD6 Aid to Str, Dex, End (1/2,1/4,1/4)
OAF (can of spinach)
Aid does not fade normally but disappears completely in 5 minutes. How
much of an advantage is this?)
Concetration to 1/2DCV
Xtra time, full phase
No End
Independent(?)
He'd also have a linked VPP for all the stunts and tricks he pulls.
And lots of luck and Unluck.
Any suggestions on streamlining this, or anyone want to run with the
ball and submit a full sheet?
Tim Statler
>>
Don't forget Gestures as a Limitation, since he has to open the can and drain
the spinach... much like taking Gestures for popping pills.
X-Sender: filkhero@pop.netaddress.com
Date: Fri, 26 Sep 1997 22:37:30 -0700
From: Filksinger <filkhero@usa.net>
Subject: Re: Desolidification and the environment
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
At 12:29 PM 9/26/97 -0400, Stainless Steel Rat wrote:
>
>If he does not buy Life Support he does not have Life Support. He cannot
>breathe in a vacuum or under water. He cannot survive the heat of a
>volcano or the cold of a polar cap. If he wants these immunities he needs
>to buy Life Support.
Let me get this straight. A character who buys desolidification is immune
to attacks that could vaporize rock, but will be hurt my molten rock?
Filksinger
X-Sender: filkhero@pop.netaddress.com
Date: Fri, 26 Sep 1997 22:40:59 -0700
From: Filksinger <filkhero@usa.net>
Subject: Re: CHAR: The Saint
Cc: champ-l@omg.org
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
At 01:16 PM 9/26/97 -0500, Tim R. Gilberg wrote:
>
>>
>> > 10 Shape Shift (Only After Disguise Roll, Only After Studying Target,
Must
>> > Make Mimicry Roll, Can Not Change Basic Body Features)
>>
>> What does this simulate that a high Disguise Roll doesn't? I have no
>> objection to using a power to model a skill which isn't described in the
>> Hero rules, but why use a power for a skill that's quite adequately
>> defined already?
>>
>
>
> I'd say, basically, no chance of being found out. No one is going
>to sense out the disguise with a lucky PER roll, which the skill can
>allow.
>
Unfortunately, so does Shapeshift. In order to imitate particular people
with Shapeshift, you need Disguise skill. If you fail your roll, the
disguise just wasn't good enough, and if the person makes their PER roll,
then the disguise wasn't good enough. Shapeshift doesn't change this.
Filksinger
Date: Fri, 26 Sep 1997 23:28:14 -0700
From: Captain Spith <cptspith@teleport.com>
Reply-To: cptspith@teleport.com
Subject: Re: Desolidification and the environment
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
DocTough@aol.com wrote:
>
> Doc sez...
>
> How an environment affects a Desolidified character depends on the
> special effect of the defined power. But generally, the only real
> consideration is whether or not the character has access to sufficent,
> breathable atmosphere. Things like cold, heat, flows of lava are not going
> to affect the character, unless the PC attempts to swim through a sea of
> lava. Most magnanimous GMs will allow a character to breath normally until
> they leave the safe atmosphere.
I would rule that damaging effects would generally not affect a Desol
unless they are of the pertinent SFX, BUT
Extreme effects (like being dumped into the Arctic) I would rule
should affect *most* Desol characters at a reduced rate, say 1/2 or 1/4
of the effect on solid folk. My concept is that _unless_ a character
has lifesupport as a part of their desolidifaction (such as a spirit or
astral projection), they must be at least partially solid to use the
'solid' air, so would be affected by other solid things to some degree.
-Capt. Spith
--
Everything you know is wrong, black is white, up is down and short is
long
And everything you used to think was just so important doesn't matter
Everything you know is wrong, just forget the words and sing along
All you need to understand is everything you know is wrong
-'Wierd Al'
Date: Fri, 26 Sep 1997 23:29:43 -0700
From: Captain Spith <cptspith@teleport.com>
Reply-To: cptspith@teleport.com
Subject: Re: Disrupting Flight
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
Jeremiah Driscoll presented this poser:
>
> I want to build a spell for an NPC to prevent a player from flying
> away from combat, and so said player can't get an appreciable
> combat/tactical advantage from flight.
> Should I model this with a Supress, or is there a better way? I'd
> prefer to be able to write it up in game terms, instead of resorting to,
> "Nimbus, you suddenly can't fly..." I like to have concrete examples
> instead of Plot Devices (tm).
How about going back to the 'real-world' mechanics of this? What you
want to do is to 'hold' someone or cancel out their flight. Since
flight can have so many different SFX (wings, rocket-pack, gravity
control, controlling air currents, etc.) you need something that acts
equally against the mechanic, not the SFX(s).
So how about buying flight, useable against others, only to
counteract their flight (-?), or perhaps TK, only to grab/hold vs.
flight? These two possibilities simply apply your force against their
force to stop them from flying off. It could also be expanded to
include other esoteric forms of movement as well, if you'd wish.
Sorry, I'm not gonna crunch numbers for what level works against what
level of flight, but you should get the gist....
-Capt. Spith
--
Everything you know is wrong, black is white, up is down and short is
long
And everything you used to think was just so important doesn't matter
Everything you know is wrong, just forget the words and sing along
All you need to understand is everything you know is wrong
-'Wierd Al'
Date: Fri, 26 Sep 1997 23:43:51 -0700
From: Captain Spith <cptspith@teleport.com>
Reply-To: cptspith@teleport.com
Subject: Re: CHAR: The Saint
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
> > > > 10 Shape Shift (Only After Disguise Roll, Only After Studying Target, Must
> > > > Make Mimicry Roll, Can Not Change Basic Body Features)
> > >
> > > What does this simulate that a high Disguise Roll doesn't? I have no
> > > objection to using a power to model a skill which isn't described in the
> > > Hero rules, but why use a power for a skill that's quite adequately
> > > defined already?
> >
> > I'd say, basically, no chance of being found out. No one is going
> > to sense out the disguise with a lucky PER roll, which the skill can
> > allow.
>
> Which doesn't fit the character. In the movie the Russian guys knew
> who he was right from the start when they met him in Germany. He totally
> blew it. And he knew it too, judging from what he did when he sat down at
> the lady's table across from them.
Also, according to the BBB (and any other edition, for that nmatter)
to creat duplicates of people with Shape Shift, you STILL have to make a
disguise roll. The only difference the S.S. makes is not requiring
props and costumes. Disguise/Mimicry is more a fringe benifit of Shape
Shift than a primary application.
-Capt. Spith
--
Everything you know is wrong, black is white, up is down and short is
long
And everything you used to think was just so important doesn't matter
Everything you know is wrong, just forget the words and sing along
All you need to understand is everything you know is wrong
-'Wierd Al'
From: "\"qts\" <qts@nildram.co.uk>
\"Tim R. Gilberg\"" <qts@nildram.co.uk>
Cc: "hero-l@omg.org" <hero-l@omg.org>
Date: Sat, 27 Sep 97 13:16:01
Reply-To: "qts" <qts@nildram.co.uk>
Priority: Normal
Subject: Re: CHAR: The Saint
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
On Fri, 26 Sep 1997 15:58:56 -0500 (CDT), Tim R. Gilberg wrote:
>> > I'd say, basically, no chance of being found out. No one is going
>> > to sense out the disguise with a lucky PER roll, which the skill can
>> > allow.
>> >
>> Which doesn't fit the character. In the movie the Russian guys knew
>> who he was right from the start when they met him in Germany. He totally
>> blew it. And he knew it too, judging from what he did when he sat down at
>> the lady's table across from them.
>>
>
>
> Hey. That deserved a Spoiler Alert. I've not seen the movie.
>Anyway, if it is something failable, then disguise would, perhaps, work
>better -- the skill, that is.
What movie? The Saint was a TV series over here many years ago. Have
they remade it as a movie?
Date: Sat, 27 Sep 1997 09:17:20 -0400 (EDT)
X-Sender: jprins@interhop.net
From: jprins@interhop.net (John and Ron Prins)
Subject: Re: Popeye.
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
> So far I haven't gotten too far. I'm trying to model his spinach. I've
> come up with:
>
> xD6 Aid to Str, Dex, End (1/2,1/4,1/4)
Why not just separate, linked Aids? Like 4D6 STR Aid w/ linked 2D6 DEX Aid
and 2D6 END Aid?
> OAF (can of spinach)
> Aid does not fade normally but disappears completely in 5 minutes. How
> much of an advantage is this?)
Bump up the Fade Rate to 5CP per 5 Min (+1/2), then throw in the Limitation:
Fades Completely at First Fade Rate (-1/2)
> Concetration to 1/2DCV
> Xtra time, full phase
No way. I'd just say Gestures (crush can, eat spinach), which never takes
Popeye any real time. You ever see Popeye get nailed while he's eating the
spinach or doing his powerup sequence? I didn't think so.
> No End
I'd just say Charges. Popeye usually only carries around 1 charge at a time,
though spinach is probably easily replaceable in any urban setting, so
Recoverable might be appropriate.
> Independent(?)
Definitely not.
> He'd also have a linked VPP for all the stunts and tricks he pulls.
> And lots of luck and Unluck.
Hunted: Brutus
DNPC: Olive Oil
DNPC: Sweet Pea
DNPC: Wimpy
I'd also give Popeye a little extra STR, Only for Grabbing and Crushing.
Anybody with the strength to crush sealed tin cans hard enough to shoot out
their contents deserves that - besides, check those forarms! His STR for
normal considerations, though, would probably be around 13. Whereas Brutus
would run 20-23, being the hulk that he is.
-----------------------------------------------------------------------------
"Guns-ablazin', fu-fightin', spell-chuckin', rubber-monster-stompin' ACTION!"
-John comments on Feng Shui
-----------------------------------------------------------------------------
John D. Prins
jprins@interhop.net
X-Sender: jdriscol@mail.vt.edu
Date: Sat, 27 Sep 1997 22:20:39 +0600
From: Jeremiah Driscoll <jdriscol@vt.edu>
Subject: Re: Reduced END Question
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
John P. Weatherman wrote:
>If Density Increase is bought with Reduced END, does the
>reduced END apply to the Strength DI provides or would it
>need to be bought seperately?
I believe it would need to be bought separately. If you're charging END for
the "bonus" STR already (and I think you should), this only makes sense.
>Also, does passive Strength cost END to use?
um, no? Otherwise, you'd have to pay for it *every Phase*? (think this
makes sense)
- Jerry
X-Sender: jdriscol@mail.vt.edu
Date: Sat, 27 Sep 1997 22:26:13 +0600
From: Jeremiah Driscoll <jdriscol@vt.edu>
Subject: "Night Vision"
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
In an attempt to translate some GURPS Supers characters
(specifically _Mixed_Doubles_), I ran into a trifle.
The Advantage "Night Vision" allows characters to see well in the
dark. This bonus doesn't apply to total darkness (you'd need "Dark
Vision"), and is a "realistic" Advantage, meaning mere mortals can have it.
I modeled this as +4 Enhanced Perception (Sight), Only v. Night/Dark
Penalties (-1/2). I didn't wish to give an otherwise Normal character UV
Vision, as the special effects don't fit. Does anyone have any comments,
differing opinions, disparaging remarks... : ) Also, are there any other
"special" Sight enhancements running around out there because of a lack of
SFX variance on IR and UV sight?
- Jerry
X-Sender: jdriscol@mail.vt.edu
Date: Sat, 27 Sep 1997 22:33:12 +0600
From: Jeremiah Driscoll <jdriscol@vt.edu>
Subject: Density Manipulation help
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
Please critique, and add if possible:
Anti-G: Flight: 5", Usable Against Others (x32 Increased Mass,
Cancel: Gravitic Control)
Okay, I just realized myself that I should make it Ranged.
Anything else?
Increased-G: 2d6 Drain v. STR, fade rate: per minute, Ranged
2 Levels Density Increase, Linked to STR Drain,
Usable Against Others,
Ranged
What I'm trying to model here is increasing someone's weight enough
so that they can't support it with their natural STR. I have 1 Level DI
activating when STR has been Drained by 5, and the second at a Drain of 10.
This'd work best against normals, at this level.
- Jerry
From: "\"qts\" <qts@nildram.co.uk>
\"tstatler@igateway.net\"" <qts@nildram.co.uk>
Date: Sat, 27 Sep 97 16:33:33
Reply-To: "qts" <qts@nildram.co.uk>
Priority: Normal
Subject: Re: Popeye.
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
On Thu, 25 Sep 1997 19:20:56 -0500, Tim Statler wrote:
>Okay, call me weird, but I've actually tried to model Popeye in Champs
>terms.
>
>So far I haven't gotten too far. I'm trying to model his spinach. I've
>come up with:
>
>xD6 Aid to Str, Dex, End (1/2,1/4,1/4)
>OAF (can of spinach)
>Aid does not fade normally but disappears completely in 5 minutes. How
>much of an advantage is this?)
This bit is easy: buy up the fade rate interval to 5 mins, then apply
an 'All at once' limitation (-1/2 or -1) to that advantage only.
You've also forgotten that the can of spinach is an Expendable Focus :}
Let's see
3d6 Aid to Dex Base cost 15
Advantage: Fades in 5 mins (+1/2 = 15+7=22 Active)
Disadvantage: All fades at once (-1)
OAEF: -1 1/4
So we have 15 Active with a -1 1/4 limitation and 7 Active with a -2
1/4 limitation
(15/2.25)+(7/3.25)=7+2=9 Points!
qts
X-Sender: jdriscol@mail.vt.edu
Date: Sat, 27 Sep 1997 22:38:33 +0600
From: Jeremiah Driscoll <jdriscol@vt.edu>
Subject: Gravity Manipulation help (Re: Density Manipulation help)
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
I wrote (while apparently napping):
>Please critique, and add if possible:
> Anti-G: Flight: 5", Usable Against Others (x32 Increased Mass,
>Cancel: Gravitic Control)
> Okay, I just realized myself that I should make it Ranged.
>Anything else?
>
> Increased-G: 2d6 Drain v. STR, fade rate: per minute, Ranged
> 2 Levels Density Increase, Linked to STR Drain,
>Usable Against Others,
> Ranged
> What I'm trying to model here is increasing someone's weight enough
>so that they can't support it with their natural STR. I have 1 Level DI
>activating when STR has been Drained by 5, and the second at a Drain of 10.
>This'd work best against normals, at this level.
>
Obviously, this is *Gravity* manipulation, not Density. D'oh! And I even
forgot to mention a power:
Missle Deflection, deflect bullets, deflect adjacent
Using a Incresed-G field to cause physical projectiles to hit the ground
instead of their targets. This *could* also be hazardous, if used against
an explosive projectile. But should I add Advantages/Limitations?
- Jerry, who still has several hours of *running* a Champs game tonight.
From: "\"qts\" <qts@nildram.co.uk>
\"cptspith@teleport.com\"" <qts@nildram.co.uk>
Date: Sat, 27 Sep 97 16:45:14
Reply-To: "qts" <qts@nildram.co.uk>
Priority: Normal
Subject: Re: Power Pool Question
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
On Thu, 25 Sep 1997 12:06:03 -0700, Captain Spith wrote:
>"qts" wrote:
>
>(From my post)
>> >> So a VPP with OEND required on all powers would receive a -1/4
>> >>limitation on the control cost,
>
>> -1/2 surely, as 0 End can be +1 when used with Autofire.
>
> Actually, no; the limitation is based on the required level of
>advantage applied to *all* powers placed in the pool - since MOST powers
>only pay +1/2 for 0END, the bonus would only be -1/4. If the pool
>required autofire on all powers as well, then the limitations would be
>-1/2 for 0END and -1/4 for autofire (to allow 5-shot bursts). Remember,
>this VPP method allows limitation bonuses for taking advantages, so I
>feel that the levels should be kept reasonable.
Then you'd best watch out for the Autofires, but it if it works for
you...
>> A good post, but I think you're being a little blanket in your
>> approach: for example, in my earlier post on this subject, I modelled a
>> priest. There the 'advantages' are mainly stylistic. Further, by
>> increasing the Active Point total without increasing the Real Point
>> total of the VPP you are, in fact, limiting the number of effects that
>> can be placed inside the pool.
>
> How do you increase the Avtive Total without increasing the Real
>total? The only way of doing that is paying for the advantages only on
>the control cost, which was someone else's idea....
>
>> Example: a wizard has a Vancian style 50 pt VPP. For convenience we'll
>> say that all his spells are 50 Base, with -4 (=10 RP) Limitations, so
>> he can fit 5 spells into the VPP. Compare that to a priest whose spells
>> are always Fully Indirect (+1). His spells are 50 Base, 100 Active, -4
>> (=20 RP, assuming no other limitations eg stylistic), so he can fit 2
>> 1/2 spells. That's VERY limiting.
>
> I don't understand how you're getting that result; if the POOL size
>is 100 Active points (which was my conjecture) then the example would
Nope: the Pool size is still 50, all effects must end up costing less
than 50 pts, and no effect can exceed 50 pts, NOT COUNTING the
stylistic (ie Fully Indirect in the example above) advantages. Thus the
character could have a 10d6 EB but not a 20d6 EB. The former power is
50 base pts, to which the Indirect (+1) Advantage is applied, giving an
Active Cost of 100 AP. Or the character could have a 2d6 Major
Transform (30 Base points) with the Advantage Cumulative (+1/2), giving
a total of 45 Active, so legal for the Pool. We then add in the
Indirect advantage, so we have a total advantage of 1 1/2) for a total
Active Cost of 75 pts. In both case Limitations will have to be applied
to bring the Real Cost below 50.
It's complex, but it works.
You could free it up by requiring the 'stylistic' advantages, but
allowing other advantages as well, subject to an Active Point cap of
100 AP, but that's not what I'm modelling.
X-Sender: bob.greenwade@klock.com
Date: Sat, 27 Sep 1997 10:27:05 -0700
From: Bob Greenwade <bob.greenwade@klock.com>
Subject: Bob's Original Hero Stuff Page!
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
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For those who follow such things, my website has now been updated!
---
Bob's Original Hero Stuff Page!
http://www.klock.com/public/users/bobg/original.htm
Homepage of the Merry-Go-Round Webring! (Wanna join?)
http://www.klock.com/public/users/bobg/merrhome.htm
From: PopTholian@aol.com
Date: Sat, 27 Sep 1997 13:28:22 -0400 (EDT)
Subject: Re: Re: XP Awards (was Re: NND & Variable special effect)
Errors-To: owner-champ-l@omg.org
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In a message dated 9/17/97 9:56:27 AM, bob.greenwade@klock.com wrote:
> Hm. I wonder if I should implement a policy of awarding +1 xp per $5
>slipped to the GM. (Dang, all of a sudden I'm actually *wishing* that my
>players were powergamers!)
GUILTY AS CHARGED!
I'm often running late to my friday night game I GM.
Players earn 1 XP per $1 of food they buy me. (Max $5 per month)
--
Elliott
From: PopTholian@aol.com
Date: Sat, 27 Sep 1997 13:28:31 -0400 (EDT)
Subject: Re: Re: Power Pool Question
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
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To: champ-l@omg.org
In a message dated 9/22/97 10:36:05 AM, ludator@mail.softfarm.com wrote:
>Strictly speaking, I don't think this approach is legal. Rather, you must
>increase the reserve to account for the added 0 END. If you want to build 60
>Active Point powers plus 0 END, you need a 90 pt. VPP. Personally, as a GM,
>I feel "All powers must contain X Advantage" to be a limitation worth
>roughly as much as the Advantage, so I'd pass out an extra -1/2 to the
>control cost -- but this is your GM's call (or your call, if you're the GM).
We solved it by creating a HUGE End Reserve only for the Power Pool,
with enouvh REC ro run all day. (like 250 End, 15 Rec) -cheap
From: PopTholian@aol.com
Date: Sat, 27 Sep 1997 13:28:45 -0400 (EDT)
Subject: Re: Re: CHAR: [New Gods]
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
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To: champ-l@omg.org
U da Man, John.
When is the big Polka Hero (tm) Dance Party at your place?
I've got my PS: Dancer and KS: Polka Tunes ready...
--
Elliott
From: PopTholian@aol.com
Date: Sat, 27 Sep 1997 13:29:32 -0400 (EDT)
Subject: Re: CHAR: [New Gods] Darkseid
Errors-To: owner-champ-l@omg.org
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In a message dated 9/21/97 12:13:36 AM, John.Desmarais@ibm.net wrote:
> Next, the 10 levels with attack. Each phase, if the attack
> misses the target, add one to the OCV and make a new attack
> roll. Do this until the attack hits or you've made 10
> attempts (if by the time the OCV reaches 28, it still
> doesn't hit, the target deserves to escape).
I giggled for 10 minutes on this 1, John.
Imagine how pissed Darkseid would be if the Omega Effect _missed_ :()
X-Sender: filkhero@pop.netaddress.com
Date: Sat, 27 Sep 1997 10:45:38 -0700
From: Filksinger <filkhero@usa.net>
Subject: Re: Popeye.
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At 09:17 AM 9/27/97 -0400, John and Ron Prins wrote:
>> So far I haven't gotten too far. I'm trying to model his spinach. I've
>> come up with:
<snip>
>> Concetration to 1/2DCV
>> Xtra time, full phase
>
>No way. I'd just say Gestures (crush can, eat spinach), which never takes
>Popeye any real time. You ever see Popeye get nailed while he's eating the
>spinach or doing his powerup sequence? I didn't think so.
Yes. More than once, in fact. Popeye has had the spinach knocked out of his
hand and had to get it back more than once. I even vaguely remember a show
where Bluto ate the spinach.
>> No End
>
>I'd just say Charges. Popeye usually only carries around 1 charge at a time,
>though spinach is probably easily replaceable in any urban setting, so
>Recoverable might be appropriate.
>
>> Independent(?)
>
>Definitely not.
Quite right. If it were taken away, do you think he would loose spinach
forever?
<snip>
Looks good so far.
Filksinger
X-Sender: bob.greenwade@klock.com
Date: Sat, 27 Sep 1997 13:32:49 -0700
From: Bob Greenwade <bob.greenwade@klock.com>
Subject: Re: Desolidification and the environment
Errors-To: owner-champ-l@omg.org
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To: champ-l@omg.org
At 10:37 PM 9/26/97 -0700, Filksinger wrote:
>At 12:29 PM 9/26/97 -0400, Stainless Steel Rat wrote:
>
>>
>>If he does not buy Life Support he does not have Life Support. He cannot
>>breathe in a vacuum or under water. He cannot survive the heat of a
>>volcano or the cold of a polar cap. If he wants these immunities he needs
>>to buy Life Support.
>
>Let me get this straight. A character who buys desolidification is immune
>to attacks that could vaporize rock, but will be hurt my molten rock?
It works for me. (He'd be immune to concentrated energy, but
susceptible to ambient energy.)
---
Bob's Original Hero Stuff Page!
http://www.klock.com/public/users/bobg/original.htm
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From: Eric Pawtowski <epawtows@cray-ymp.acm.stuorg.vt.edu>
Subject: Captain Victory
Date: Sat, 27 Sep 1997 16:35:50 -0400 (EDT)
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
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To: champ-l@omg.org
Okay, one more time: I'm looking for the Email address of the
Seattle-based player named "Robert", they guy who plays
"Captain Victory". I managed to loose both your previous
Email and the piece of paper I wrote your phone number and
last name down on.
I promise everyone else, I won't loose it again :-)
Eric
Subject: Re: Desolidification and the environment
Date: Sat, 27 Sep 97 17:54:03 -0400
From: John P Weatherman <asahoshi@nr.infi.net>
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
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To: champ-l@omg.org
Filksinger filkhero@usa.net 9/27/97 1:37 AM
>At 12:29 PM 9/26/97 -0400, Stainless Steel Rat wrote:
>
>>
>>If he does not buy Life Support he does not have Life Support. He cannot
>>breathe in a vacuum or under water. He cannot survive the heat of a
>>volcano or the cold of a polar cap. If he wants these immunities he needs
>>to buy Life Support.
>
>Let me get this straight. A character who buys desolidification is immune
>to attacks that could vaporize rock, but will be hurt my molten rock?
>
Basically that's right. If a GM rules an environmental hazard results
from
heat, cold, whatever the desolid character is not _necessarity_ protected
from it. This is a LOT like TK, where any reasonably flexable TK power
ends up getting modeled with an EC because TK can't actually DO TK.
Practically, I did like the suggestion to reduce the effect for the
desolid
character, although strictly speaking thats DR. If the player thought
that
desolid really meant desolid (you know, like the player actually thought
TK
was TK), then you probably need to work with him to remodel the power and
pay for the supporting EC.
PAX,
John
Date: Sat, 27 Sep 1997 18:31:20 -0400 (EDT)
X-Sender: jprins@interhop.net
From: jprins@interhop.net (John and Ron Prins)
Subject: Re: Popeye.
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
>>> Concetration to 1/2DCV
>>> Xtra time, full phase
>>
>>No way. I'd just say Gestures (crush can, eat spinach), which never takes
>>Popeye any real time. You ever see Popeye get nailed while he's eating the
>>spinach or doing his powerup sequence? I didn't think so.
>
>Yes. More than once, in fact. Popeye has had the spinach knocked out of his
>hand and had to get it back more than once. I even vaguely remember a show
>where Bluto ate the spinach.
That's called 'disarming' a 'universal' focus. Once the spinach is flying
for Popeye's mouth, I don't think anyone ever managed to stop the effects (I
could be wrong, somebody could slap a hand over Popeye's mouth or something.
Note that the Aid could have 'range' (optionally w/ Range Based on STR), as
I believe other people have thrown spinach out of the can from a distance to
Popeye's waiting mouth.
(Of course, Popeye could just have Missile Deflection, Only to Catch Spinach :-)
Either way, I think Gestures covers it. Popeye has to 'draw' his focus (take
out can, 1/2 Phase), and then crush/open can and eat the spinach (1/2 Phase,
Gestures).
Sigh. You know you're a Champs player when you argue over the mechanics of
Popeye's spinach...
-----------------------------------------------------------------------------
"Guns-ablazin', fu-fightin', spell-chuckin', rubber-monster-stompin' ACTION!"
-John comments on Feng Shui
-----------------------------------------------------------------------------
John D. Prins
jprins@interhop.net
Date: Sat, 27 Sep 1997 18:33:44 -0400 (EDT)
From: "Michael Surbrook <susano@access.digex.net>
Hero system mail list" <susano@access.digex.net>
Subject: CHAR: Shijima
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To: champ-l@omg.org
SHIJIMA
Designers Notes:
Shijima is one of the more sneaky of the Eight Devils. A master of
deception, Shijima prefers to strike from shadows and darkness. His
powers put him on the dividing line of the weird scale in _Ninja Scroll_.
He's a lot stranger than Utsutsu or Yurimaru, but no where close to the
freaky level of Benisato or Mushizo.
Description:
Shijima is tall and thin with a weird grayish cast to his skin. He wears
an odd purple costume with a rounded cap. On his right hand is Shijima's
Claw, a fearsome bladed weapon that can be launched via a short length of
chain at a target. He can also retract the Claw with a pulley and spring
system.
Powers Notes:
Shijima has a whole host of really weird powers. He can create and
manipulate shadows, disappear into said shadows, and seemingly teleport
through them. He also can generate visual illusions, creating something
like 20+ copies of himself in an attempt to deceive Jubei. If given time,
he can control someone's actions, through a semi-tantric ritual I won't
bother to describe here. It's possible he can control dead bodies (ie.
'puppet' them around, and his Mind Control could have telepathic advantage
as well. He carries his 'claw' (described above) and a handful of bo
shuriken. It's even possible he has an assortment of hand-to-hand
fighting skills, but the movie didn't show any.
Disadvantages Notes:
Shijima is pretty basic as far as disads go. He will kill without a
second thought, and likes to set traps and ambushes, strike from the
protection of his shadows and confuse and harass the enemy before actually
making his kill. This can be a problem, especially when he underestimates
his enemy's fighting prowess.
The Character:
STAT VAL COST
Str 20 10
Dex 26 48
Con 20 20
Body 13 6
Int 15 5
Ego 18 16
Pre 25 15
Com 10 0
PD 8 4
ED 7 3
Spd 6 24
Rec 8 0
End 40 0
Stun 33 0
Char Total 151
Power Total 268
Total Cost 419
COST POWERS & SKILLS
80 Multipower: Shadow Powers
2 m Change Enviroment: Create/stretch shadows, Radius 4", No Range,
END 1
3 m Clinging: Only to shadows (-1/2)
16 m Images: Sight, Radius 16", -10 to PER, END 8
8 m Invisibility: Hearing and Sight Groups, No Fringe, Only in
Shadows (-1/4)
7 m Teleport: 15", 240" Non-combat, x1 Mass, Only to/from shadows
(-1/2)
25 15d6 Mind Control, 0 END, Based on Con (Tantric), Concentrate -
1/2 DCV (-1/4), Extra Time ~5 minutes (-2), Gestures (-1/4), No
Range
22 2d6 RKA, No Range, OIF: Shijima's Claw
12 Stretching: 3", 0 END, No Non-combat Stretch (-1/4), OIF:
Shijima's Claw
18 RKA: 1d6, Autofire 3, 0 END, OAF: Bo Shuriken
6 Running: +3" (9"/18"), END 2
4 Superleap: +4" (10" total), END 2
7 Acrobatics 16-
3 Breakfall 4-
3 Climbing 14-
7 Concealment 14-
3 Riding 14-
9 Shadowing 14-
7 Stealth 16-
7 Tracking 14-
2 WF: Blades, Bo Shuriken
1 Lang: Japanese (literate)
16 CSL: +2 with Combat
Disadvantages
100 Base
10 DF: Greyish skin
15 Psych: Casual Killer
15 Psych: Perverse/Sneaky - likes to set traps and strike from
darkness
10 Psych: Obeys Orders
15 Rep: One of the Eight Devils of Kimon 11- (Ext)
(Shijima created by Yoshiaki Kawajiri, character sheet created by Michael
Surbrook based on material written by David Kuijt)
***************************************************************************
* "'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: Sat, 27 Sep 1997 18:39:35 -0400 (EDT)
From: "Michael Surbrook <susano@access.digex.net>
Weasel Attack!!!" <susano@access.digex.net>
Subject: CHAR: Tetsuo Shima
Errors-To: owner-champ-l@omg.org
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To: champ-l@omg.org
Neo-Tokyo is about to E X P L O D E...
TETSUO SHIMA
Designers Notes:
Presenting Tetsuo, one of the central protagonists of Katshiro Otomo's
manga epic _Akira_. Warning - this character is *powerful*... *way*
powerful. Handle with care.
It is the year 2030, and a group of teenaged bikers are out racing around
on an abandoned highway system. One of them, a boy named Tetsuo, sees a
short, white-skinned, white-haired, wizened-looking child standing in the
highway directly in the path of his bike. Moments later, he slams into an
invisible wall, his bike exploding into a mass of flames. The small boy
fades away into nothingness. Within moments the military arrives and
Tetsuo is whisked away in a helicopter, to a top secret hospital, where
certain experiments in esper and psychokinetic powers are being conducted.
After a few tests, Tetsuo is shown to be receptive to an attempt to
'awaken' his latent psychokinetic talents. Encouraged, the scientists
decide to go ahead with their operations. Unfortunately for Neo-Tokyo,
they succeed...
Description:
Tetsuo is a short, slightly scrawny 15 year-old juvenile delinquent. He
has an unkempt mop of black hair that falls down to his shoulders in the
back (actually, his hair length is kinda variable, but always messy).
Tetsuo normally dresses in jeans, boots a white t-shirt and what looks
like welder's gloves. Later, after achieving his full power, he wears
white trousers, a white shirt and a long, ragged, red cloak.
Powers Notes:
Tetsuo is the second most powerful psychokinetic on the face of the planet
(the most powerful is a young boy named 'Akira'). As a psychokinetic (and
an anime/manga psychokinetic at that) Tetsuo possess a number of powers
that are pretty typical for the genre. He can create Force Fields and
Force Walls (the latter usually centered around his person) to deflect and
stop attacks; he can generate powerful force bolts (ie. physical EB and
RKAs) that can destroy vehicles, shatter buildings and toss people about;
he can fly; Teleport immense distances; manipulate great weights with
Telekinesis... In short, he's powers are virtually unlimited, he even
demonstrates Telepathy at one point.
As an anime/manga psychokinetic, Tetsuo also has a number of certain
effects associated with his powers that are common to the anime genre.
All of his powers are invisible visually. His force fields and walls
don't give of any colored effects, even when hit; his force bolts don't
appear as beams of light from his hands, he doesn't leave an energy trail
when he flies, etc. Also, his Telekinesis is virtually indistinguishable
froma 'mental' power. He can use it indirectly, affecting stuff that is
behind walls, or windows, and he doesn't seem to suffer range modifiers
with it either. If Tetsuo can seem something, he can affect it. Finally,
Tetsuo's powers (and the esper/PK powers of seemingly *all* anime
characters like this) are highly destructive to his environment. The
Change Environment power represents minor TK/PK effects as swirling
debris, small objects lifting up and dancing about, light posts and
telephone poles vibrating; all the weird and freaky stuff that should
spook most people but doesn't leave a permanent mark on the surroundings.
The RKA power, on the other hand, is for when Tetsuo really gets his
powers cranked. This power represents the shattering windows, cracking
walls and fracturing of asphalt that seems to accompany any serious use of
PK powers. For some good visuals of this sort of effect, rent the
subtitled version of _Akira_ or find Dark Horse's _Domu_ collection (also
by Katshiro Otomo).
How powerful is Tetsuo? He stops tank shells with his Force Walls, he can
crush tanks with his TK, in the anime he teleports to orbit and destroys a
laser satellite, in the manga he teleports to the moon and creates a
crater big enough to be seen from Earth. He destroys an entire bridge,
blocks laser beams, pushes back tear gas with his telekinetic shields,
regenerates from a gunshot in a matter of hours, can fly fast enough to
catch an F-14, can withstand having a 10' diameter pipe dropped on him (as
well as getting embedded in a wall of conduits by said pipe), can
withstand sub-zero (actually, close to absolute zero) temperatures dressed
in a t-shirt, deflects laser blasts from the aforementioned laser
satellite, swats down helicopters... I gave him a 200 point powerpool,
but sometimes I wonder if that's enough...
To fully represent this sort of power, I'd recommend adding advantages
such as Armor Piercing and Penetrating to any of Tetsuo's offensive
attacks, while his defensive powers should get the advantage of Hardened.
Not. that with 300 Active Points, Tetsuo can generate a 25 DEF Force
Field, Hardened, Invisible Power Effects - Sight, 1/2 END and *still* have
200 Points left over with which to generate his attacks!
Disadvantages Notes:
As such a poweful Esper/PK, Tetsuo is pretty easy to detect by anyone with
Mental Awareness. He certainly can't sneak up on anyone with this power,
as soon as they get within a resonable distance (such as a few hundred
feet), any Egoist will easily will sense his presence.
At one point, the military attempts to dispose of Tetsuo by bombarding him
with an orbital laser satillite barrage. Tetsuo survives, but looses his
right arm in the process. He creates himself a new by telekinetically
'knitting' together a new one out of scrap mechanical parts.
Kaori is Tetsuo's girlfriend, either from school (anime), or found among
the refugees after Akira blasts Tokyo (manga). Either way, Tetsuo cares
for her quite a bit, and she for him. This doesn't stop her from dying a
horrible death in either story.
Naturally, Tetsuo's powers are considered a threat to world peace by a
number of people. In the manga several different counties attempt to
infiltrate the ruined remains of Neo-Tokyo to investigate what happened
and destroy him, with the focus is on the American attempt. The Colonel
is the leader of what used to be the military. All through the manga (and
the anime) he does his best to bring Tetsuo down (even linking into the
laser satellite and firing on his own position!).
Tetsuo's power is constantly growing and developing. There are times
where he suffers from bouts of fierce headaches, where his powewrs lash
out beyond his ability to control them, where his power begins to control
*him* and not the other way around. Eventually he reaches a point where
his body begins to mutate in order to accomidate his power's desire for
increased energy, this mutatiuons manifests as nightmarish masses of tubes
sprouting from Tetsuo's body
Tetsuo is a prime example of what happens when someone who has been pushed
around all his life is given access to virtually unlimited power. He
strikes out at everyone who has every persecuted him, destroying those who
cross his path without a second thought. He is more than willing to take
on anyone, even the full might of a US Navy carrier group, alone,
confident in his psychokinetic power to see him through. He is also
powerhungry. He wants to increase his PK powers, as well as learn how to
control them to a greater degree. For example, he releases Akira in order
to test his own abilites, and to see who is more powerful (*big* mistake).
Finally, Tetsuo is highly addicted to cheap stimulents, popping them in
handfulls as if they were candy for a good portion of the manga.
The Character:
STAT VAL COST
Str 10 0
Dex 18 24
Con 25 30
Body 15 10
Int 10 0
Ego 23 26
Pre 25 15
Com 10 0
PD 8 6
ED 8 4
Spd 4 12
Rec 10 6
End 100 25
Stun 35 2
Char Total 160
Power Total 890
Total Cost 1050
COST POWERS & SKILLS
300 300 Point Variable Power Pool: Psychokinetic Powers
343 VPP Control Cost: No Skill Roll, Can Change Powers as 0 Phase
Action, Limited SFX: All powers must have Invisible Power Effects
- Sight (-1/4), Limited SFX: Psychokinetic Powers only (-1/2)
40 Change Environment: Minor Telekinetic Effects, Can Vary Effects,
Radius of Effect 16", 0 END, Invisible Power Effects - Sight,
Personal Immunity, No Range, Linked to Psychokinetic Power Pool
19 RKA 2d6, Penetrating, Radius of Effect 14", 0 END, Invisible Power
Effects - Sight, No Range, No Conscious Control, Linked to Psychokinetic
Power Pool, Only vs Rigid/Inanimate materials (-1)
6 Armor: 6 DEF, Locations 6-9 or Act 8- (-2) - mechanical right arm
30 Damage Reduction: 1/4 Energy and Physical, Resistant
20 Damage Reduction: 1/4 Energy and Physical, Resistant, Stun Only
(-1/2)
7 Mental Defense: 12 pts
30 Life Support: Full
17 Regeneration: 3 Body per Hour
19 Danger Sense, Out of combat, Self only 13-
24 Mental Awareness: 23-
2 AK: MegaTokyo 11-
3 Combat Driving: Motorcycle 13-
3 Mechanics 11-
3 Streetwise 13-
3 Survival (street) 11-
1 TF: Motorcycle
20 CSL:+4 with Psychokinetic Power Pool
Disadvantages: 150+
15 DF: Obvious Psychokinetic Field
10 DF: Mechanical/cybernetic right arm
20 DNPC: Kaori (incomp) 11-
15 Hunted: Assorted world governments (Aspow) 11-
10 Hunted: The Colonel (LessPow, Lim Geo) 14-
10 Phys: Powers are Occasionally Out of Control
20 Psych: Addicted to Uppers
20 Psych: Overconfidence
15 Psych: Powerhungry
10 Psych: Loves Kaori
755 Number 41 Bonus
(Tetsuo Shima created by Katshiro Otomo, 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: Sat, 27 Sep 1997 19:30:46 -0400 (EDT)
X-Sender: jprins@interhop.net
From: jprins@interhop.net (John and Ron Prins)
Subject: Re: CHAR: Shijima
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
>80 Multipower: Shadow Powers
>2 m Change Enviroment: Create/stretch shadows, Radius 4", No Range,
>END 1
>3 m Clinging: Only to shadows (-1/2)
>16 m Images: Sight, Radius 16", -10 to PER, END 8
They weren't THAT good (-10). In fact, they were obviously 'Images' (all
flickery) - it's just that Shijima made himself flickery too :-). -4 would
be good enough.
>8 m Invisibility: Hearing and Sight Groups, No Fringe, Only in
>Shadows (-1/4)
No Fringe? I'd say his 'Fringe' was shadows. Of course, it'd be more
difficult to discern in a shadowy area, but I think having a moving shadow
'fringe' would more elegantly describe Shijima's ability to move/hide in
shadows than an Invisibility/Change Environment Combo. <side note: Dakuan
sensed Shijima - did you give him danger sense?>
>7 m Teleport: 15", 240" Non-combat, x1 Mass, Only to/from shadows
>(-1/2)
Offhand, I'd say no - just a combination of invisibility and stealth. I
don't recall him 'diving' into one shadow and reappearing from another
instantly.
>25 15d6 Mind Control, 0 END, Based on Con (Tantric), Concentrate -
> 1/2 DCV (-1/4), Extra Time ~5 minutes (-2), Gestures (-1/4), No
>Range
Possibly 'Only vs. Women', but we don't have enough evidence. What about it
being Telepathic? He did a good job of manipulating the sick/dying woman at
the beginning into speaking what he told her (from a distance, silently). Or
was she just a corpse? Hmmm...Telekinesis, Only to Animate Corpses...nah.
>22 2d6 RKA, No Range, OIF: Shijima's Claw
>12 Stretching: 3", 0 END, No Non-combat Stretch (-1/4), OIF:
>Shijima's Claw
>18 RKA: 1d6, Autofire 3, 0 END, OAF: Bo Shuriken
>6 Running: +3" (9"/18"), END 2
>4 Superleap: +4" (10" total), END 2
On one leg, no less!
-----------------------------------------------------------------------------
"Guns-ablazin', fu-fightin', spell-chuckin', rubber-monster-stompin' ACTION!"
-John comments on Feng Shui
-----------------------------------------------------------------------------
John D. Prins
jprins@interhop.net
Subject: Reduced END Question
Date: Sat, 27 Sep 97 22:10:24 -0400
From: John P Weatherman <asahoshi@nr.infi.net>
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
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To: champ-l@omg.org
If Density Increase is bought with Reduced END, does the
reduced END apply to the Strength DI provides or would it
need to be bought seperately?
Also, does passive Strength cost END to use?
Ideas?
Thanks,
John
From: Stainless Steel Rat <ratinox@peorth.gweep.net>
Subject: Re: Desolidification and the environment
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Organization: The Happy Fun Ball Brigade
Date: 27 Sep 1997 22:24:17 -0400
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-----BEGIN PGP SIGNED MESSAGE-----
>>>>> "F" == Filksinger <filkhero@usa.net> writes:
>> If he does not buy Life Support he does not have Life Support. He
>> cannot breathe in a vacuum or under water. He cannot survive the heat
>> of a volcano or the cold of a polar cap. If he wants these immunities
>> he needs to buy Life Support.
F> Let me get this straight. A character who buys desolidification is immune
F> to attacks that could vaporize rock, but will be hurt my molten rock?
That is exactly what I am saying (spelling aside :). In Champions, if you
did not pay for the ability, be it power, skill, or talent, you do not have
it. If Life Support is required to survive in a hostile environment and
you do not have it, YOU WILL DIE. No ammount of Desolidification or any
other power will prevent that from happening.
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PGP Key: at a key server near you! \ accelerate to dangerous speeds.
\
From: Stainless Steel Rat <ratinox@peorth.gweep.net>
Subject: Re: Reduced END Question
Mail-Copies-To: never
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Organization: The Happy Fun Ball Brigade
Date: 27 Sep 1997 22:32:33 -0400
Lines: 33
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-----BEGIN PGP SIGNED MESSAGE-----
>>>>> "JPW" == John P Weatherman <asahoshi@nr.infi.net> writes:
JPW> If Density Increase is bought with Reduced END, does the
JPW> reduced END apply to the Strength DI provides or would it
JPW> need to be bought seperately?
Reduced Endurance on Density Increase only applies to the END requirements
for Density Increase. If you want it on the resulting extra Stength you
must buy Reduced Endurance for it, too.
JPW> Also, does passive Strength cost END to use?
"Passive Strength"? There is no such thing. Casual Strength (half your
total Strength) does use END. Everything uses END unless otherwise
specified.
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Rat <ratinox@peorth.gweep.net> \ When not in use, Happy Fun Ball should be
PGP Key: at a key server near you! \ returned to its special container and
\ kept under refrigeration.
From: Stainless Steel Rat <ratinox@peorth.gweep.net>
Subject: Re: "Night Vision"
Mail-Copies-To: never
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Date: 27 Sep 1997 22:52:48 -0400
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>>>>> "JD" == Jeremiah Driscoll <jdriscol@vt.edu> writes:
JD> I modeled this as +4 Enhanced Perception (Sight), Only v. Night/Dark
JD> Penalties (-1/2).
You should not be putting limitations on skill levels that cost less than 5
points each. Besides, if real UV is too much then this is the kind of
thing that should properly be a 3-point talent, one that, say, halves
penalties for darkness instead of (mostly) negating them as UV Vision
does.
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--
Rat <ratinox@peorth.gweep.net> \ Ingredients of Happy Fun Ball include an
PGP Key: at a key server near you! \ unknown glowing substance which fell to
\ Earth, presumably from outer space.
Date: Sat, 27 Sep 1997 22:57:46 -0400 (EDT)
From: Michael Surbrook <susano@access.digex.net>
cc: champ-l@omg.org
Subject: Re: Reduced END Question
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
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To: champ-l@omg.org
On Sat, 27 Sep 1997, John P Weatherman wrote:
> If Density Increase is bought with Reduced END, does the
> reduced END apply to the Strength DI provides or would it
> need to be bought seperately?
I would rule that the END for your STR is a seperate issue. Reduced END
on your DI only covers the use of your DI. If you want to reduced the END
cost of your STR, buy the advantage on your full STR including all bonuses
from DI.
> Also, does passive Strength cost END to use?
If you mean casual STR, I'd say no.
***************************************************************************
* "'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: Sat, 27 Sep 1997 23:02:45 -0400 (EDT)
From: Michael Surbrook <susano@access.digex.net>
Reply-To: Michael Surbrook <susano@access.digex.net>
cc: champ-l@omg.org
Subject: Re: CHAR: Shijima
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
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To: champ-l@omg.org
On Sat, 27 Sep 1997, John and Ron Prins wrote:
Good points John, I'll take these notes into account and make some
corrections for my website version.
> >80 Multipower: Shadow Powers
> >2 m Change Enviroment: Create/stretch shadows, Radius 4", No Range,
> >END 1
> >3 m Clinging: Only to shadows (-1/2)
> >16 m Images: Sight, Radius 16", -10 to PER, END 8
>
> They weren't THAT good (-10). In fact, they were obviously 'Images' (all
> flickery) - it's just that Shijima made himself flickery too :-). -4 would
> be good enough.
Yeah, that's not a bad idea. There's one change...
> >8 m Invisibility: Hearing and Sight Groups, No Fringe, Only in
> >Shadows (-1/4)
>
> No Fringe? I'd say his 'Fringe' was shadows. Of course, it'd be more
> difficult to discern in a shadowy area, but I think having a moving shadow
> 'fringe' would more elegantly describe Shijima's ability to move/hide in
> shadows than an Invisibility/Change Environment Combo. <side note: Dakuan
> sensed Shijima - did you give him danger sense?>
Hmm... yeah, not a bad argument. I'll drop the Fringe.
Dakuan... Danger Sense... Oops...
> >7 m Teleport: 15", 240" Non-combat, x1 Mass, Only to/from shadows
> >(-1/2)
>
> Offhand, I'd say no - just a combination of invisibility and stealth. I
> don't recall him 'diving' into one shadow and reappearing from another
> instantly.
Well... he did manage to pop out ofthe shadow in the tree to grab Kagero.
Also, he did just sort of 'vanish' right after his attack on Dakuan.
> >25 15d6 Mind Control, 0 END, Based on Con (Tantric), Concentrate -
> > 1/2 DCV (-1/4), Extra Time ~5 minutes (-2), Gestures (-1/4), No
> >Range
>
> Possibly 'Only vs. Women', but we don't have enough evidence. What about it
> being Telepathic? He did a good job of manipulating the sick/dying woman at
> the beginning into speaking what he told her (from a distance, silently). Or
> was she just a corpse? Hmmm...Telekinesis, Only to Animate Corpses...nah.
Well, I don't think she was dead... yet. Okay, I did mention the
Telepathic option in the notes on his powers, but you're right it should
go straight in.
> >22 2d6 RKA, No Range, OIF: Shijima's Claw
> >12 Stretching: 3", 0 END, No Non-combat Stretch (-1/4), OIF:
> >Shijima's Claw
> >18 RKA: 1d6, Autofire 3, 0 END, OAF: Bo Shuriken
> >6 Running: +3" (9"/18"), END 2
> >4 Superleap: +4" (10" total), END 2
>
> On one leg, no less!
Abidexterity?
***************************************************************************
* "'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: Sat, 27 Sep 1997 20:25:08 -0700
From: Captain Spith <cptspith@teleport.com>
Reply-To: cptspith@teleport.com
Subject: Re: Popeye.
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
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To: champ-l@omg.org
John and Ron Prins wrote:
>
> > So far I haven't gotten too far. I'm trying to model his spinach. I've
> > come up with:
> >
> > xD6 Aid to Str, Dex, End (1/2,1/4,1/4)
>
> Why not just separate, linked Aids? Like 4D6 STR Aid w/ linked 2D6 DEX Aid
> and 2D6 END Aid?
>
> > OAF (can of spinach)
> > Aid does not fade normally but disappears completely in 5 minutes. How
> > much of an advantage is this?)
>
> Bump up the Fade Rate to 5CP per 5 Min (+1/2), then throw in the Limitation:
> Fades Completely at First Fade Rate (-1/2)
I don't know how to represent all the powers and abilities gained
from the spinach, but I would say that the best way to represent the
time limit is to buy all the powers to work off of an END battery. Give
it a lot of END and no recovery, or a slow enough recovery so as to
limit it to one battle or 'event' at a time.
OR... (This JUST occurred to me)
Buy popeye with all powers and abilities as if he were 'on the
Spinach', but define all spinach-powers as drawing from an END Reserve,
which _itself_ is either defined as being 'triggered' by the spinach, or
the reserve's REC is defined as being activated by the spinach (a huge
REC, with a huge lim....)
<lots o' comments and banter snipped>
> I'd also give Popeye a little extra STR, Only for Grabbing and Crushing.
> Anybody with the strength to crush sealed tin cans hard enough to shoot out
> their contents deserves that - besides, check those forarms! His STR for
> normal considerations, though, would probably be around 13. Whereas Brutus
> would run 20-23, being the hulk that he is.
Actually, in the earlier versions of Popeye, he and Bluto were very
nearly evenly matched, Bluto being just a hair stronger and bigger, thus
the spinach was called in just when Popeye was getting wiped out.
IIRC, Popeye and Bluto would be 'sparring' for a bit and it was usually
bad luck that gave Bluto the definitive upper hand before Popeye went
for the spinach...
-Capt. Spith
--
Everything you know is wrong, black is white, up is down and short is
long
And everything you used to think was just so important doesn't matter
Everything you know is wrong, just forget the words and sing along
All you need to understand is everything you know is wrong
-'Wierd Al'
Date: Sat, 27 Sep 1997 22:25:44 -0700
From: "Robert A. West" <robtwest@erols.com>
CC: champ-l@omg.org
Subject: Re: Power Pool Question
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
PopTholian@aol.com wrote:
>
>
> We solved it by creating a HUGE End Reserve only for the Power Pool,
> with enouvh REC ro run all day. (like 250 End, 15 Rec) -cheap
Actually, this brings up the point that, for a power that uses X END, an
END Reserve is inexhaustible if it has X END and X REC, and such an END
Reserve may be cheaper than buying the power with 0 END. Note that END
reserves typically do *not* suffer from long-term END requirements.
Consider a power with B base points and A advantages, not including
reduced END. The cost of buying 0 END is
Cost(0 END) = B/2.
If the power did not have Reduced END and were used at full power
(without pushing) every phase for a full turn, the END cost would be
END(turn) = B*(1+A)*SPD/10
Now, if we have an END reserve with this much END and REC, we may
essentially ignore END costs for that power, provided that we never push
(which is not allowed with 0 END anyway). The cost of such an END
reserve is:
Cost(END Reserve) = 1.1 * END(turn) = .11*B*(1+A)*SPD.
Since we never intend to push anyway, we should be able to take a -1/4
limitation: May not be used to push.
Cost(END Reserve no push) = .8 * Cost(END Reserve)
= .088*B*(1+A)*SPD.
Now, the question of point-efficiency arises. We may easily solve the
inequality
Cost(END Res. no push) < Cost(0 END)
which is just,
.088*B*(1+A)*SPD < .5*B.
Some simple algebra yields the solution
SPD < 5.67 / (1+A).
Of course, I have ignored rounding, but for powers without advantages
other than Reduced END, if your SPD is under 6, you may wish to examine
using an END Reserve instead. If you have a power that you know will
*never* be used every phase for two or more turns in a row, then you can
save points by increasing the reserve and decreasing the REC.
In general, applying limitations will not change the calculation, unless
different limitations apply to the power and to the END Reserve. Also,
END Reserves require special permission to include in Power Frameworks,
so this may also affect the computation.
If a character is variable-SPD, then the choice of which SPD to use
becomes interesting. Using the maximum SPD is safest, but using the
"average" SPD is cheaper. Of course, if SPD is a limited power, you
could then partially-limit the reserve using the same limitation. If SPD
is boosted by an AID, you could link and AID that boosts the END reserve
as well.
--
<------------------------------------------------------->
Robert A. West /// "Censorship is tyranny."
Phone W:(215)466-3628; H:(215)348-9113
http://www.erols.com/robtwest
Date: Sat, 27 Sep 1997 22:55:05 -0700
From: "Robert A. West" <robtwest@erols.com>
CC: champ-l@omg.org
Subject: Re: Vehicles and bases
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org
Bob Greenwade wrote:
>
> >
> >Will someone please remind me what happens (or at least what they do) when
> >a base or vehicle gets destroyed? It is a case of independance and the
> >points are just lost... or will the base/vehicle "rise again" . . .?
>
> Treat it like a Follower. The vehicle/base is gone, but can be replaced
> with a new one in a reasonable period of time using the same points.
Well, I differ on the treatment of followers. Replacing a "generic"
follower, such as a bodyguard, requires spending 5 pts under the
"doubling" rule, unless the cost was less. So, after spending 5 pts
to replace your 150-pt bodyguard, you now have two bodyguards, one of
whom is dead.
Replacing a unique follower can't be done this way, and the points won't
come back, except possibly as the result of a long story arc, such as
might be used to replace an Unbreakable Focus that had been destroyed or
to track down and regain an Independent item.
For bases and vehicles, then I agree with the statement above, unless
the origin of the base or vehicle prohibited its replacement. The
difference for me is that heroes should not treat followers as
expendible, while it is perfectly appropriate to so treat most equipment.
In fact, If I chose to replace a follower via a quest, I think that I
would make a special award of experience to be used to create a
replacement follower, and leave the dead follower on the base character's
sheet forever as a reminder.
--
<------------------------------------------------------->
Robert A. West /// "Censorship is tyranny."
Phone W:(215)466-3628; H:(215)348-9113
http://www.erols.com/robtwest
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Date: Wednesday, March 31, 1999 11:19 AM